D&D Spell Comparisons
Fifty curated head-to-head D&D 5e spell comparisons, each with a decision matrix. Pick a pair and you get the canonical stat blocks side-by-side, a short headline, and three triggers for when to pick A, when to pick B, and the tiebreaker that decides games. Doungim is a TTRPG gaming console for D&D and other tabletop role-playing games.
- Fireball vs Lightning Bolt
Both are level-3 evocations dealing 8d6 damage, but the area shape changes everything.
See the side-by-side comparison → - Cure Wounds vs Healing Word
Touch and a bonus action — these are the cleric and bard staple heals at opposite ends of the action economy.
See the side-by-side comparison → - Counterspell vs Dispel Magic
Both shut spells down, but one stops the casting and one strips ongoing magic.
See the side-by-side comparison → - Eldritch Blast vs Fire Bolt
The two iconic cantrip attacks. Force-vs-fire and one-beam-vs-many shape the choice.
See the side-by-side comparison → - Hold Monster vs Hold Person
Same spell, two tiers — paralysis is paralysis, but creature type and saves shift the math.
See the side-by-side comparison → - Bless vs Guidance
A combat concentration buff vs. an out-of-combat skill cantrip.
See the side-by-side comparison → - Magic Missile vs Scorching Ray
Both fire multiple bolts, but one auto-hits and the other rolls attacks per beam.
See the side-by-side comparison → - Haste vs Slow
A buff for one ally vs. a debuff for six enemies — opposite-direction concentration spells of the same level.
See the side-by-side comparison → - Greater Invisibility vs Invisibility
Both make you unseen, but one survives the first attack.
See the side-by-side comparison → - Dimension Door vs Misty Step
Short-range bamf vs. long-range relocate.
See the side-by-side comparison → - Shatter vs Thunderwave
Both deal thunder damage; the geometry is different.
See the side-by-side comparison → - Bane vs Bless
Opposite halves of the saving throw / attack-roll seesaw.
See the side-by-side comparison → - Spirit Guardians vs Spiritual Weapon
Cleric concentration aura vs. cleric bonus-action spirit hammer.
See the side-by-side comparison → - Charm Person vs Sleep
Two classic level-1 control spells with completely different limits.
See the side-by-side comparison → - Mage Armor vs Shield
A long-duration AC floor vs. a single-attack AC spike.
See the side-by-side comparison → - Silence vs Zone of Truth
Both lock down communication, but at different costs.
See the side-by-side comparison → - Darkness vs Daylight
Symmetric counter-spells; the trick is who benefits from each lighting.
See the side-by-side comparison → - Fly vs Levitate
Self-mobile flight vs. ally-only vertical lift.
See the side-by-side comparison → - Grease vs Web
Cheap level-1 control vs. denser level-2 control.
See the side-by-side comparison → - Entangle vs Spike Growth
Both reshape the battlefield; concentration choices.
See the side-by-side comparison → - Detect Magic vs Identify
Both reveal magic, at different resolutions.
See the side-by-side comparison → - Find Familiar vs Find Steed
Two summoning level-1 ritual spells with very different scales.
See the side-by-side comparison → - Raise Dead vs Revivify
Both bring back the dead; the cost and timing differ wildly.
See the side-by-side comparison → - Delayed Blast Fireball vs Meteor Swarm
A timed bomb vs. the level-9 nuke.
See the side-by-side comparison → - Disintegrate vs Power Word Kill
Single-target nukes for the killing blow.
See the side-by-side comparison → - Simulacrum vs Wish
Two of the most rules-bending level-9 spells.
See the side-by-side comparison → - Sanctuary vs Shield of Faith
A make-me-untargetable shroud vs. a +2 AC buff.
See the side-by-side comparison → - Blink vs Mirror Image
Both work on the "miss me" axis; one is randomised teleport, one is decoys.
See the side-by-side comparison → - Aid vs Heroes' Feast
Two concentration-free buffs of very different scale.
See the side-by-side comparison → - Magic Circle vs Protection from Evil and Good
Both ward against the same six creature types; the box matters.
See the side-by-side comparison → - Prestidigitation vs Thaumaturgy
The two flagship "magical effect" cantrips — wizard vs. cleric flavour.
See the side-by-side comparison → - Chill Touch vs Vicious Mockery
Two ranged cantrips that debuff the target on a hit.
See the side-by-side comparison → - Poison Spray vs Shocking Grasp
Two melee cantrips with riders.
See the side-by-side comparison → - Guiding Bolt vs Inflict Wounds
A clerc's ranged opener vs. melee finisher.
See the side-by-side comparison → - Flame Strike vs Spirit Guardians
Concentration aura vs. one-shot pillar of flame.
See the side-by-side comparison → - Hex vs Hunter's Mark
Twin concentration spells; warlock vs. ranger.
See the side-by-side comparison → - Mage Hand vs Unseen Servant
Two hands-free utility spells with different durations and capabilities.
See the side-by-side comparison → - Detect Poison and Disease vs Find Traps
Two scouting level-2 ritual spells. Both fail oddly often.
See the side-by-side comparison → - Aid vs Prayer of Healing
Steady-state HP buff vs. between-fights burst heal.
See the side-by-side comparison →