D&D 5e upcasting spells ninth level

The Ultimate Guide to Upcasting All Spells to 9th Level: D&D 5e

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Have you ever wondered what every D&D 5e spell would do if cast at 9th level? I sure did, so I went full mad lad and summarized every upcast-able spell for what it could do at the pinnacle of upcasting. You can find the list down a few paragraphs if you want to skip my general commentary.

Commentary

Upcasting is one of the most remarkable concepts in D&D 5e. Allowing spells to scale upward in a pinch adds versatility to spellcasting. Naturally, some spells scale better than others. Since upcasting is so cool, I scoured the PHB and other books for spells that are eligible for upcasting, and I summed up their maximum potential when cast at 9th level. I did this to see which spells scale the best and can effectively replace high-level spells with upcasting.

Continue scrolling to find the list of all upcast-able spells and what they do at the ninth level. Comment to discuss which spells surprised you, which ones were mediocre, and which ones sounded strong at 9th level.

I also found discussions in forums that started with a question about which spells scale the best with upcasting (casting with higher-level spell slots). Upcasting is a hot topic because not all upcasting is created equal. Upcasting for damage is often mediocre. Adding effects with upcasting is often worth it.

For reference, upcasting a spell will often buff the spell’s damage, number of targets, areas of effect, and duration (especially several that remove concentration at higher levels). This list is limited to spells from the PHB, SCAG, and XGtE that possess upcasting bonuses in their spell descriptions. These summaries are not complete spell descriptions, so assume I highlighted the upcasting parts and other contexts. Cantrips are not included in the list because they can’t use spell slots.

Spells Upcast to 9th Level

* The spell’s upcasting is exceptionally strong and scales well. Upcasting is better with persistent effects that gain damage or targets, but some may have unique scalability. Scaling with upcasting does not automatically make a spell good, but it’s an interesting consideration.

  • Absorb Elements: After absorbing damage, melee attack gains 9d6 bonus damage of the absorbed damage type.
  • Aganazzar’s Scorcher: Deals 10d8 fire damage in a 30-foot long, 5-foot wide line (Dexterity saving throw).
  • Aid*: Increase 3 creatures’ maximum and current hitpoints by 40 for 8 hours.
  • Animal Friendship: Charm 9 beasts for 24 hours (Wisdom saving throws).
  • Animal Messenger: Send a beast to deliver your message for 360 hours (15 days) of journey time. Land beasts in this time will traverse for 375 miles, while flying beasts will cruise for 750 miles.
  • Animate Dead*: Maintain control over 16 undead minions.
  • Animate Objects*: Choose 18 objects to animate for 1 minute with Concentration. The least you could animate is two huge objects plus one small object (potentially 4d12+1d4+12 damage per round), or up to eighteen small objects (potentially 18d4+72 damage per round).
  • Armor of Agathys*: [A] Gain 45 temporary hitpoints. While you still have these temporary hitpoints, melee attacks that hit you will result in the attacker taking 45 cold damage.
  • Arms of Hadar: 10d6 necrotic damage (Strength saving throw) in addition to the base reaction removal.
  • Bane: Target 11 creatures (Charisma saving throw) to reduce attack rolls and saving throws by 1d4 for 1 minute with Concentration.
  • Banishment*: Target 6 creatures to banish to another plane of existence for up to 1 minute with Concentration (Charisma saving throw).
  • Bestow Curse*: Duration becomes permanent until dispelled, no Concentration required (Wisdom saving throw).
  • Bigby’s Hand*: Clenched Fist deals 12d8 force damage per instance. Grasping Hand deals 10d6+modifier bludgeoning damage per instance.
  • Bless: Target 11 creatures for 1 minute with Concentration. Add 1d4 to the creatures’ attack rolls and saving throws.
  • Blight: Deals 13d8 necrotic damage (Constitution saving throws).
  • Blind/Deafen: Target 8 creatures to blind or deafen (Constitution saving throws). I’m uncertain whether you must choose to blind or deafen them together as a unit or choose for them individually.
  • Bones of the Earth: Create 12 stone pillars.
  • Branding Smite: The weapon attack deals 9d6 radiant damage and makes an invisible target become visible
  • Burning Hands: Deal 11d6 fire damage in a 15-foot cone (Dexterity saving throws).
  • Call Lightning*: Deal 9d10 lightning damage per instance (Dexterity saving throws).
  • Catapult: Choose an object within range weighing 1-45 pounds. Telekinetically hurl it for 11d8 bludgeoning damage (Dexterity saving throw).
  • Catnap: Target 9 willing creatures to fall unconscious and gain the benefits of a short rest in just 10 minutes.
  • Cause Fear: Target 9 creatures that are within 30 feet of one another to become Frightened during the 1-minute duration (Wisdom saving throw).
  • Chain Lightning: After striking the target with the initial arc of lightning, 6 bolts leap from the original target to as many as 6 other targets. Each bolt deals 10d6 lightning damage (Dexterity saving throw).
  • Chaos Bolt: Deals 2d8+9d6 of the rolled damage type.
  • Charm Monster: Target 6 creatures that are within 30 feet of each other that become charmed for 1 hour (Wisdom saving throw).
  • Charm Person: Target 9 creatures to charm for 1 hour (Wisdom saving throw).
  • Chromatic Orb: Deals 11d8 of the chosen damage type.
  • Circle of Death: Deals 14d6 necrotic damage (Constitution saving throw).
  • Cloud of Daggers: Deals 18d4 slashing damage per instance (no saving throw)
  • Cloudkill: Deals 9d8 necrotic damage (Constitution saving throw)
  • Color Spray: Roll 22d10 worth of hitpoints to blind affected creatures for round.
  • Cone of Cold: Deals 12d8 cold damage (Constitution saving throw).
  • Confusion: Area of effect is 35-foot radius sphere (Wisdom saving throw).
  • Conjure Animals: Summon your choice of 4 CR-2 beasts, 8 CR-1 beasts, 16 CR-½ beasts, or 32 CR-¼ beasts for up to 1 hour with Concentration. 
  • Conjure Celestial: Summon a celestial of CR 5 or lower. This means you can summon a Unicorn (CR 5) for 1 hour with Concentration, for example.
  • Conjure Elemental: Summon an elemental of CR 9 or lower for 1 hour with Concentration.
  • Conjure Fey: Conjure a fey creature of CR 9 or lower, or a fey creature in the form of a CR-9 beast for 1 hour with Concentration.
  • Conjure Minor Elementals*: Summon your choice of 3 CR-2 elementals, 6 CR-1 elementals, 12 CR-½ elementals, or 24 CR-¼ elementals for up to 1 hour with Concentration. 
  • Conjure Woodland Beings*: Conjure your choice of 3 CR-2 fey creatures, 6 CR-1 fey creatures, 12 CR-½ fey creatures, or 24 CR-¼ fey creatures for up to 1 hour with Concentration.
  • Cordon of Arrows: Plants 18 pieces of non-magical ammunition for 8 hours.
  • Counterspell: Successfully interrupts spells of 9th-level and lower.
  • Create or Destroy Water: You create or destroy 90 gallons of water, or destroy fog in a 70-foot cube.
  • Create Undead: You can animate or reassert control over six ghouls, three ghasts or wights, or two mummies for 24 hours.
  • Creation: The object being created can be no larger than a 25-foot cube.
  • Crown of Stars: Conjure 11 star-like motes of light that create light and deal damage of 4d12 radiant damage as a bonus action. Lasts 1 hour.
  • Cure Wounds: Heals 9d8+modifier.
  • Danse Macabre: Animate 13 Small or Medium corpses within range for 1 hour with Concentration.
  • Delayed Blast Fireball: Base damage becomes 14d6 fire damage.
  • Disintegrate: Deals 19d6+40 force damage (Dexterity saving throw).
  • Dispel Magic: Successfully dispels any spell of 9th-level and lower.
  • Dissonant Whispers: Deals 11d6 psychic damage (Wisdom saving throw) in addition to forcing reaction to move away from you.
  • Dominate Beast: Charms/dominates a beast for 8 hours with Concentration (Wisdom saving throw).
  • Dominate Monster: Charms/dominates a creature for 8 hours with Concentration (Wisdom saving throw).
  • Dominate Person: Charms/dominates a humanoid for 8 hours with Concentration (Wisdom saving throw).
  • Dragon’s Breath: Deals 10d6 of the chosen damage type per instance in a 15-foot cone during 1 minute with Concentration (Dexterity saving throw).
  • Dust Devil: Deals 8d8 bludgeoning damage per instance during 1 minute with Concentration (Strength saving throw).
  • Earth Tremor: Deals 9d6 bludgeoning damage, knocks prone, and creates difficult terrain (Dexterity saving throw).
  • Elemental Bane: Targets 6 creatures that are within 30 feet of each other.
  • Elemental Weapon: Touched weapon gains +3 to attack rolls and 3d4 bonus damage of the chosen type.
  • Enervation*: Deals 9d8 necrotic damage per instance during the 1-minute duration with Concentration (Dexterity saving throw).
  • Enhance Ability: Targets 8 creatures that you are touching (weird that you must touch them all at once, technically). 
  • Ensnaring Strike: Deals 9d6 piercing damage per instance (Strength saving throw).
  • Erupting Earth*: Deals 9d12 bludgeoning damage (Dexterity saving throw).
  • Etherealness: You and up to six willing creatures become ethereal as you enter the Ethereal Plane for 8 hours or until you use an action to dismiss the spell. I don’t know if you dismiss the spell for everyone, or if each individual chooses when to end the spell’s effect on the given individual.
  • False Life*: Give yourself 1d4+44 temporary hitpoints.
  • Fireball: Deal 14d6 fire damage in a 20-foot radius sphere (Dexterity saving throw).
  • Flame Arrows: Affects 24 pieces of ammunition during 1-hour duration with Concentration.
  • Flame Blade: Summon a fiery blade that deals 6d6 fire damage. You provide the regular light in the spell description, and duration remains 10 minutes with Concentration.
  • Flame Strike: Deal either 4d6 fire + 8d6 radiant damage, or 8d6 fire + 4d6 radiant damage (Dexterity saving throw). Same area of effect.
  • Flaming Sphere: Deals 9d6 fire damage per instance (Dexterity saving throw).
  • Fly*: You and up to 6 other creatures can fly for 10 minutes with your Concentration.
  • Fog Cloud*: Create a 180-foot-radius sphere of fog for 1 hour with Concentration.
  • Geas*: The curse duration is permanent unless you dismiss it as an action, or it is ended by one of the following spells: Wish, Remove Curse, or Greater Restoration.
  • Globe of Invulnerability*: The barrier blocks all spells of 8th level or lower.
  • Glyph of Warding*: Explosive Runes deal 11d8 of the chosen damage type. Spell Glyphs can store spells of 9th level or lower.
  • Guiding Bolt: Deals 12d6 radiant damage in addition to other effects as normal.
  • Hail of Thorns: Deals 6d10 piercing damage (Dexterity saving throw).
  • Heal: Target regains 100 hitpoints.
  • Healing Spirit: Heals 8d6 hitpoints per instance, 1-minute duration with Concentration.
  • Healing Word: Target regains hitpoints equal to 9d4+modifier.
  • Heat Metal*: 9d8 fire damage per instance during the 1-minute duration with Concentration.
  • Heroism: Target 9 creatures for 1 minute with Concentration.
  • Hex: Duration becomes 24 hours with Concentration. Damage remains 1d6 per instance.
  • Hold Monster*: Targets 5 creatures that are within 30 feet of each other (Wisdom saving throw).
  • Hold Person*: Targets 8 humanoids that are within 30 feet of each other (Wisdom saving throw).
  • Hunter’s Mark: Duration becomes 24 hours with Concentration. Damage remains 1d6 per instance.
  • Ice Knife: Attack deals 1d10 piercing damage, and shard explosion deals 10d6 cold damage (Dexterity saving throw).
  • Ice Storm: Deals 7d8 bludgeoning damage and 4d6 cold damage (Dexterity saving throw).
  • Infernal Calling*: Summons a devil of CR 10 or lower for 1 hour with Concentration.
  • Inflict Wounds: Deals 11d10 necrotic damage.
  • Insect Plague: Deals 8d10 piercing damage per instance in a 20-foot-radius sphere (Constitution saving throw). Duration of 10 minutes with Concentration.
  • Intellect Fortress: Target 7 creatures to grant resistance to psychic damage and advantage on mental saving throws.
  • Invisibility*: Target 8 creatures that become invisible for 1 hour with Concentration.
  • Life Transference: Deals 10d8 necrotic damage to yourself in order to heal another creature equal to twice the necrotic damage you take from this spell.
  • Lightning Arrow: Deals 10d8 lightning damage to the target on a hit (half on miss). Creatures within 10 feet take 8d8 lightning damage (Dexterity saving throw).
  • Lightning Bolt: Deals 14d6 lightning damage in a 100-foot long, 5-foot wide line (Dexterity saving throw).
  • Longstrider: Increase 9 creature’s movement speeds by 10 for 1 hour. I don’t know the expectation for the caster touching every target at once when casting this spell.
  • Magic Circle: Duration is 7 hours.
  • Magic Missile: Shoot 11 magical darts that each deal 1d4+1 force damage.
  • Magic Weapon*: Make a nonmagical weapon become a +3 magical weapon for 1 hour with Concentration.
  • Major Image*: Spell lasts until dispelled and does not require concentration.
  • Mass Cure Wounds: 6 targeted creatures regain hitpoints equal to 7d8+modifier.
  • Mass Healing Word: 6 targeted creatures regain hitpoints equal to 7d4+modifier.
  • Mass Suggestion*: Duration is 1 year and 1 day (traditionally 366 days).
  • Melf’s Acid Arrow: Deals 11d4 acid damage immediately to the target, and 9d4 acid damage at the end of the target’s next turn.
  • Melf’s Minute Meteors: Creates 18 tiny meteors for the 10-minute duration with Concentration.
  • Mind Spike: Deals 10d6 psychic damage (Wisdom saving throw).
  • Modify Memory*: Alter any memory from a creature’s past that lasted no more than 10 minutes (Wisdom saving throw).
  • Moonbeam: Deals 9d10 per instance (Constitution saving throw) for 1 minute with Concentration.
  • Mordenkainen’s Private Sanctum: Cube area is 600 feet for 24 hours.
  • Otliuke’s Freezing Sphere: Deals 13d6 cold damage in a 60-foot-radius sphere.
  • Phantasmal Killer: Deals 9d10 psychic damage for 1 minute with Concentration
  • Planar Binding*: Duration is 366 days (assuming traditional calendar)
  • Prayer of Healing: 6 creatures of choice regain hitpoints equal to 9d8+modifier.
  • Ray of Sickness: Deals 10d8 poison damage (Constitution saving throw).
  • Scorching Ray: Hurl 10 rays of fire that each deal 2d6 fire damage.
  • Searing Smite: The initial damage deals 9d6 fire damage.
  • Shadow Blade: The blade deals 5d8 psychic damage on a hit while you concentrate. Caps at 7th level.
  • Shatter: Deals 10d8 thunder damage in a 10-foot-radius sphere (Constitution saving throw).
  • Sleep: Roll 21d8 for inducing sleep based on hitpoints.
  • Snilloc’s Snowball Swarm: Deals 10d6 cold damage in a 5-foot-radius sphere (Dexterity saving throw).
  • Spirit Guardians*: Deals 9d8 necrotic/radiant damage per instance during 1 minute with Concentration (Wisdom saving throw).
  • Spirit Shroud: Your attacks deal 4d8 additional radiant, necrotic, or cold damage (your choice when you cast the spell) while you concentrate.
  • Spiritual Weapon: Deals 4d8+modifier force damage per attack.
  • Storm Sphere: Appearance deals 7d6 bludgeoning damage (Strength saving throw), and attacks deal 9d6 lightning damage. Duration 1 minute with Concentration.
  • Summon Aberration/Beast/Celestial/Construct/Elemental/Fey/Fiend/Shadowspawn/Undead: Your summoned creature’s stat blocks improve as you upcast and concentrate.
  • Summon Greater Demon*: Summons a demon of CR 10 or lower for 1 hour with Concentration.
  • Summon Lesser Demon*: Summon 6 demons of CR 1 or lower, 12 demons of CR ½ or lower, or 24 demons of CR ¼ or lower for 1 hour with Concentration. 
  • Tasha’s Caustic Brew: Deal 18d4 acid damage to affected creatures at the start of their turns while you concentrate.
  • Tasha’s Mind Whip: Target 8 creatures within 30 feet of each other to deal 3d6 psychic damage and limit their action economy for one turn when they fail Intelligence saving throws.
  • Thunderwave: Deals 10d8 thunder damage in a 15-foot cube (Constitution saving throw). Push potential unchanged.
  • Thunder Step: Deals 9d10 thunder damage (Constitution saving throw). Teleport distance unchanged.
  • Tiny Servant*: Animates 13 objects to serve you. Weak individually, but scary in numbers!
  • Vampiric Touch*: Deals 9d6 necrotic damage per instance while you concentrate, healing you for half of the damage dealt.
  • Vitriolic Sphere: Initial damage of 20d4 acid damage, and 5d4 more acid damage at the end of a target’s next turn (Dexterity saving throw).
  • Wall of Fire*: Deals 10d8 fire damage per instance during 1 minute with Concentration (Dexterity saving throw).
  • Wall of Ice*: Deals initial damage of 16d6 cold damage (Dexterity saving throw), and 8d6 cold damage with the sheet-of-frigid-air effect during 10 minutes with Concentration (Constitution saving throw).
  • Wall of Light: Deals 8d8 radiant damage per instance and blinds for 1 minute (Constitution saving throw). Concentration duration of 10 minutes.
  • Wall of Thorns*: Deals initial damage of 10d8 piercing damage, followed by 10d8 slashing damage for creatures in the thorns during 10 minutes with Concentration (Dexterity saving throws).
  • Witch Bolt: Initial attack deals 9d12 lightning damage.

* The spell’s upcasting is exceptionally strong and scales well. Upcasting is better with persistent effects that gain damage or targets, but some may have unique scalability. Scaling with upcasting does not automatically make a spell good, but it’s an interesting consideration.

Conclusion

There you have it; every official D&D 5e upcast-able spell published before 2021. I don’t expect you to use your 9th-level spell slots to upcast lesser spells, but this was a fun exercise for me. Did you learn anything interesting? Do you think I undervalued or undervalued some of these upcast spells? Let me know what your thoughts and experiences have been with upcasting.

May your next adventure be mighty!

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4 thoughts on “<b>The Ultimate Guide to Upcasting All Spells to 9th Level</b>: D&D 5e”

  1. Nice list, saves me the effort. One instance where upcasting is a must is when you have a multiclassed character with multiple spellcasting classes – the one I’m playing at the moment will have full spell slots, but very limited spell levels 🙂

    1. Exactly right, Stephen. Multiclassing can allow for much upcasting of lower level spells. Choosing spells wisely for this scenario can help a character to not fall behind.

  2. A couple of notes:
    Shadow blade – while you concentrate, 1 min. Caps out at 7th level.
    Vampiric touch also heals you for half damage caused, plus concentration required, 1 min.

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