The Most Exploitable Spells in D&D 5e
Dungeons & Dragons 5e has a strict rule set, but some spells slip through the cracks, allowing players to bypass mechanics, negate combat threats, or create infinite advantages. Below is a breakdown of the most exploitable spells in the game, how to cheese them, and how DMs can counteract these loopholes.
1st-Level Spells
Command
Loophole: The target obeys if they fail the save, and no second save is granted.
Exploits:
- “Grovel” – Enemy drops prone and loses their turn, making them vulnerable.
- “Drop” – Forces an enemy to drop their weapon or magic focus, disarming them.
- “Approach” – Makes a creature walk into a trap, lava, or melee range.
- “Flee” – Forces an enemy to run away, provoking opportunity attacks.
Why It Works: The spell doesn’t fail even if the command is dangerous—only outright self-harm is off-limits.
Cantrips
Minor Illusion
Loophole: Creates a solid-looking object or sound with no save required unless touched.
Exploits:
- Fake walls, bridges, or obstacles – Block enemy line of sight or movement.
- Fake pits or doors – Trick enemies into avoiding certain areas.
- Fake treasure or a weapon – Distract enemies while escaping.
Why It Works: Most creatures won’t investigate unless suspicious, making it a perfect battlefield manipulation tool.
2nd-Level Spells
Phantasmal Force
Loophole: The illusion is real to the target, causing psychic damage each turn.
Exploits:
- Make them believe they are blind/deaf – They act accordingly.
- Create an illusion of an enemy stabbing them – They take damage even if it’s fake.
- Fake an inescapable pitfall – They won’t move from their spot.
Why It Works: Even if it makes no logical sense, the creature believes it and takes damage.
Suggestion
Loophole: The target follows a reasonable request for up to 8 hours.
Exploits:
- “You should patrol the next room.” – Removes a guard.
- “You should disarm yourself.” – Disarms a fighter.
- “You should meditate for 8 hours.” – Locks a target out of combat entirely.
Why It Works: If the command isn’t obviously harmful, they obey without hesitation.
3rd-Level Spells
Hypnotic Pattern
Loophole: Stuns all enemies in range for up to 1 minute with no second save unless shaken awake.
Exploits:
- Cast on a room full of enemies, then walk away.
- Enemies lose their turn, giving your party a free round.
Why It Works: Unlike Sleep, damage doesn’t automatically break the effect.
Fear
Loophole: Forces all affected creatures to drop their weapons and flee.
Exploits:
- Disarm an entire battlefield.
- Enemies cannot willingly approach you, ruining melee threats.
Why It Works: Even powerful melee fighters get locked out of combat.
4th-Level Spells
Greater Invisibility
Loophole: Unlike regular Invisibility, it does not break on attacks.
Exploits:
- A rogue can Sneak Attack every turn unseen.
- A spellcaster can freely cast spells while invisible.
Why It Works: Completely negates most enemy counters for an entire fight.
5th-Level Spells
Wall of Force
Loophole: Traps anything inside with no save and can’t be dispelled by Dispel Magic.
Exploits:
- Trap a boss in a box and kill their minions first.
- Block off an entire battlefield.
Why It Works: The only escape is teleportation—and most enemies don’t have that.
6th-Level Spells
Contagion
Loophole: No initial saving throw, and the effect applies instantly.
Exploits:
- “Blinding Sickness” makes the target blind immediately.
- “Slimy Doom” stuns them when hit.
Why It Works: The enemy gets no first save—they’re infected immediately.
7th-Level Spells
Simulacrum
Loophole: Creates a permanent duplicate of yourself with full spellcasting ability.
Exploits:
- Duplicate a spellcaster for infinite spells.
- Your copy can fight for you forever.
Why It Works: There is no duration limit, so you get a permanent extra spellcaster.
Forcecage
Loophole: No save, no escape (unless teleporting).
Exploits:
- Trap an enemy and let your party kill them.
- Make a prison with no way out.
Why It Works: It ignores almost all resistances and saves.
9th-Level Spells
Wish
Loophole: The strongest spell in the game, capable of duplicating any other spell of 8th-level or lower without components.
Exploits:
- Infinite spellcasting if you use it to replicate Simulacrum.
- Undo any event in the game.
Why It Works: It’s literally reality manipulation.

