31 DnD 5e Spell Statistics

Magic is my favorite part of Dungeons and Dragons. From soiling your friend’s pants with Prestidigitation to exploding heads with Psychic Scream, DnD spells are just fun to use.

Beyond the imaginative aspect of DnD spells, I’ve always been impressed with the language used in spell descriptions. Each one is like a little legal document and set of rules unto itself.

That got me thinking — does a lower-level spell take fewer words to explain than a higher-level spell? Do certain classes tend to have wordier spellbooks? And which spell school would offer the toughest curriculum, assuming that word counts are a decent proxy for complexity?

So I did what any normal person would do — I counted the words of every spell description in DnD 5e. Neat; I had all my answers.

But that handful of statistics seemed woefully incomplete. So I made a spreadsheet containing just about every piece of information on every spell in the game and found answers for every other question I could think of. The results are below:

Word Count Statistics

  1. There are 477 spells in three main fifth edition Dungeons and Dragons sourcebooks (the Player’s Handbook, Xanathar’s Guide to Everything, and Tasha’s Cauldron of Everything).

  2. The total word count of all DnD 5e spell descriptions is 69,019 words. For a person with an average reading speed of 200 words-per-minute, this is about 5 hours and 45 minutes of reading.

  3. dnd 5e spells by word count and school of magic

  4. The average word count of 5e spells is 144.7 words, while the median word count is 120 words.

  5. The School of Illusion has the highest average word count (168) in the game, while the School of Divination has the lowest average word count (108).

  6. average spell word count by school of magic dnd 5e

  7. Illusion spells also have the highest median word count (166) in the game, but Abjuration spells have the shortest median word count (84).

  8. Spell School # of Spells Average Word Count Median Word Count Longest Spell Shortest Spell % of Total Spells
    Abjuration 52 151 84 Prismatic Wall (706) Invulnerability (10) 10.90%
    Conjuration 87 168 149 Teleport (577) Misty Step (19) 18.24%
    Divination 32 108 99 Detect Thoughts (350) See Invisibilty (30) 6.71%
    Enchantment 42 148 125 Antipathy/Sympathy (414) Power Word Kill (38) 8.81%
    Evocation 101 122 102 Bigby’s Hand (447) Divine Favor (23) 21.17%
    Illusion 31 168 166 Phantasmal Force (320) Greater Invisibility (30) 6.50%
    Necromancy 38 144 109 Magic Jar (405) Spare The Dying (23) 7.97%
    Transmutation 94 147 131 Control Water (551) Jump (14) 19.71%
  9. From cantrips to 9th-level spells, DnD 5e’s magic does get tend to get wordier the more you level up. The only exception is 8th-level spells, which have a shorter average word count than 7th-level spells.

  10. average spell word count by spell level dnd 5e

  11. Warlocks have the most complex spell list, using average spell word count as a proxy for complexity. The average Warlock spell is about 155 words long, 7% more than the average spell in DnD.

    Paladins, with a 106-word average spell book, are the least complex spellcasters in 5e. Their average spell is roughly 27% shorter than the gamewide average.

  12. average spell word count by class dnd 5e

  13. However, if we look at median word count, Wizards, at 126 words, are the most complex class.

    Rangers, with a median spell word count of 81.5, are the least complex class by this metric.

  14. dnd 5e spells by class and word count

  15. Invulnerability is the shortest spell in DnD 5e at just 10 words. Prismatic Wall is the game’s longest spell at 706 words. Strangely enough, both are 9th-level Abjuration spells.

  16. Gameplay Statistics

  17. Evocation spells are the most common in DnD 5e, comprising 21.2% of the game’s spells. Illusion, with just 6.5% spell representation, is the least common type of magic in Dungeons and Dragons.

  18. dnd 5e spells by school of magic

  19. Fire is the most common damage type of all of DnD 5e’s spells. It accounts for 13.5% of all damage-dealing spells. Necrotic, Radiant, and Bludgeoning damage all tie for second place with 11.2% apiece.

  20. dnd 5e spells by damage type

    Damage Type Number of Spells
    Acid 7
    Bludgeoning 20
    Cold 14
    Elemental 10
    Fire 24
    Force 12
    Lightning 7
    Necrotic 20
    Physical 2
    Piercing 9
    Poison 4
    Psychic 18
    Radiant 20
    Slashing 3
    Thunder 8
  21. Meteor Swarm is the most damage ability in Dungeons and Dragons 5e. On a failed Dexterity save, it deals a total of 140 damage (70 fire and 70 bludgeoning).

  22. Top Ten Most Damaging Abilities in DnD 5e*

    Spell Name Average Damage
    Meteor Swarm 140
    Disintegrate 75
    Blade Of Disaster 67.5
    Finger Of Death 61.5
    Symbol 55
    Abi-Dalzim’s Horrid Wilting 54
    Harm 49
    Psychic Scream 49
    Chain Lightning 45
    Incendiary Cloud 45
    *All spells with a saving throw assume a failed saved
  23. The Restrained condition is the most common one caused by spells in 5e. Poison is the least common spell-caused condition, caused by only one spell (Ray of Sickness).

  24. Condition # of Spells
    Blinded 15
    Charmed 10
    Deafened 4
    Frightened 9
    Incapacitated 6
    Invisibility 3
    Paralyzed 2
    Petrified 2
    Poisoned 1
    Prone 13
    Restrained 16
    Stunned 6*
    Unconscious 6**
    *Investiture of Stone is self-inflicted
    **Astral Projection and Dream of the Blue Veil are self-inflicted
  25. Dexterity saving throws are the most common ones forced by DnD 5 spells, followed by Constitution and Wisdom. Intelligence saves are the least common.

  26. dnd 5e spells by saving throws

    Saving Throw # of Spells
    Constitution 51
    Wisdom 50
    Strength 22
    Dexterity 64
    Charisma 13
    Intelligence 10
  27. 1st- and 2nd- level spells are the most common in the game, with 73 apiece. There’s a noticeable dip in 4th-level spell options, but other than that, more complex spells are rarer than simple spells. Except for, of couse, cantrips, which see about as much representation as 6th-level spells.

  28. dnd 5e spells by level

    Most schools of magic follow this same pattern:

    dnd 5e spell levels by school of magic

  29. Spells with a range of 60 feet are the most common in DnD 5e. Spells with a range of Touch are the next most common, followed by Self-targeted spells.

  30. dnd 5e spells by range

  31. Spells that require vocal, somatic, and material components make up 48.6% of DnD 5e’s spells. Spells that just require verbal and somatic components are the next most popular at 31.7%

    Spells that require only somatic and material components are the rarest, comprising just 2.1% of spells.

  32. dnd 5e spells by components

    Component Number of Spells That Require It
    Vocal 451 (95%)
    Somatic 420 (88%)
    Material 253 (53%)
  33. Necromancy is the most expensive school of magic in DnD 5e, with a total cost of 32,600 gp. 28,900 gp of that is consumed, but that’s mostly from True Resurrection — the most expensive spell in game — which consumees 25,000 gp worth of diamonds.

  34. Enchantment is the least expensive school of magic in DnD 5e. O Enchantment spells have a material component with a cost requirement, and 0 Enchantment spells consume the material component.

  35. School Of Magic Material Consumed Material Cost Requirement Total Material Cost Consumed Material Cost
    Abjuration 13 15 5,685 gp 3,075 gp
    Conjuration 4 20 16,979.1 gp 1,560 gp
    Divination 2 7 1,375 gp 50 gp
    Enchantment 0 0 0 gp 0 gp
    Evocation 2 9 4,450.2 gp 1,050 gp
    Illusion 1 3 1,530 gp 1,500 gp
    Necromancy 6 12 32,600 gp 28,900 gp
    Transmutation 4 6 10,000 gp 7,000 gp
    Note that all data assumes 1x target for spells with cost requirements that have the potential for multiple targets, like Astral Projection, or scaling costs dependent on the target, like Imprisonment.
  36. However, Abjuration has the highest number of spells that consume the material component — 13. That’s also the highest rate of any spell school, as 25% of Abjuration spells consume a material. 3 of those spells don’t have a cost requirement, at least.

  37. Conjuration spells have the highest number of spells with a material cost requirement — 20. That’s 23% of all Conjuration spells.

    However, Abjuration has the highest rate of spells with a cost requirement — 29%.

  38. Over 1 in 4 DnD 5e spells are instantaneous spells, making it the most common duration in DnD 5e. 1 minute, 1 hour, and 1 round spell durations are the next runners up.

  39. dnd 5e spells by duration

  40. Unsurpirsingly, Wizards have access to more of the game’s spells than any other class. Their spell list contains 65% of the 5e’s spells, and with enough time and research, they can make use of a huge portion of that number.

    Paladins, with access to just over 10% of 5e’s spells, are the least magically diverse spellcasters in the DnD universe.

  41. percentage of total dnd 5e spells by class

    Schools of Magic: Representation by Class

    Spell School Bard Cleric Druid Paladin Ranger Sorcerer Warlock Wizard Artificer
    Abjuration 12 25 15 16 10 11 10 28 15
    Conjuration 9 12 31 4 14 31 27 55 10
    Divination 17 16 14 5 11 9 8 18 5
    Enchantment 33 7 10 6 2 22 19 27 0
    Evocation 16 23 26 13 4 49 15 62 15
    Illusion 19 1 2 0 1 16 11 30 5
    Necromancy 7 19 4 3 0 9 18 28 3
    Transmutation 21 12 51 3 16 47 17 63 27
    Total Spells 134 115 153 50 58 194 125 311 80

    Spell Schools as a Percentage of Class Spell Lists

    Spell School Bard Cleric Druid Paladin Ranger Sorcerer Warlock Wizard Artificer
    Abjuration 9% 21.7% 9.8% 32% 17.2% 5.7% 8% 9% 18.8%
    Conjuration 6.7% 10.4% 20.3% 8% 24.1% 16% 21.6% 17.7% 12.5%
    Divination 12.7% 13.9% 9.2% 10% 19% 4.6% 6.4% 5.8% 6.3%
    Enchantment 24.6% 6.1% 6.5% 12% 3.5% 11.3% 15.2% 8.7% 0%
    Evocation 11.9% 20% 17% 26% 6.9% 25.3% 12% 19.9% 18.8%
    Illusion 14.2% 0.9% 1.3% 0% 1.7% 8.3% 8.8% 9.7% 6.3%
    Necromancy 5.2% 16.5% 2.6% 6% 0% 4.6% 14.4% 9% 3.8%
    Transmutation 15.7% 10.4% 33.3% 6% 27.6% 24.2% 13.6% 20.3% 33.8%
  42. Utility spells are the most common in DnD 5e — but that’s partly due to my broad definition of “Utility.” 34% of DnD 5e spells deal damage, and shockingly few can heal players. Spells that cause debuffs are about 37% more common than spells that provide allies buffs.

  43. dnd 5e spells by spell effect

    Spell School Damage Heal Buff Debuff Utility
    Abjuration 6 4 31 11 10
    Conjuration 31 2 1 13 58
    Divination 1 0 6 2 24
    Enchantment 9 0 2 34 5
    Evocation 71 9 4 25 39
    Illusion 7 0 5 10 16
    Necromancy 15 9 4 10 14
    Transmutation 22 3 34 14 50
    Total 162 27 87 119 216
    Note that spells can have multiple spell effects.
  44. 181 spells in DnD 5e are area of effect spells (like Faerie Fire) or affect multiple creatures (like Bless).

  45. 165 spells from 5e can be upcast — about 35% of the game’s spells.

  46. There are 218 concentration spells in DnD 5e — 45.7% of all spells.

  47. There are 32 ritual spells in DnD 5e. 40.6% of ritual spells belong to the School of Divination.

  48. Rulebook and Edition Statistics

  49. The Player’s Handbook started the fifth edition of Dungeons and Dragons with 361 spells. Xanathar’s Guide to Everything added 95 spells, and Tasha’s Cauldron of Everything introduced another 21 (11 of which belonged to the School of Conjuration).

  50. dnd 5e spells by rulebook

  51. Evocation spells are represented at the highest rate in the Player’s Handbook, Transmutation spells in Xanathar’s, and Conjuration spells in Tasha’s.

  52. Spell School PHB XGtE TCoE
    Abjuration 12.5% 6.3% 4.8%
    Conjuration 16.3% 17.9% 52.4%
    Divination 8.3% 2.1% 0%
    Enchantment 9.4% 6.3% 9.5%
    Evocation 20.5% 24.2% 19.1%
    Illusion 7.8% 3.2% 0%
    Necromancy 7.5% 9.5% 9.5%
    Transmutation 17.7% 30.5% 4.8%
  53. 157 spells in DnD 5e have been around since the first edition of Dungeons and Dragons.

  54. School of Magic # of 1st Edition Spells % of Spells From 1st Edition
    Abjuration 14 27%
    Conjuration 25 29%
    Divination 15 47%
    Enchantment 17 40%
    Evocation 29 29%
    Illusion 15 48%
    Necromancy 9 24%
    Transmutation 33 35%
    Total 157 33%

Methodology

All data is taken from the three main fifth edition rulebooks (Player’s Handbook, Xanathar’s Guide to Everything, and Tasha’s Cauldron of Everything).

Word counts do not include the spell name, level, school, casting time, range, components, or duration. Nor do they include the stat blocks of any summoned or conjured creatures. They also do not include the words “At Higher Levels” for spells that can be upcast. Word counts do, however, include all text included in charts, including numbers.

One statistic from above is somewhat subjective: spell types (damage, heal, buff, debuff, utility). I tried to take a common-sense approach to what category each spell falls into and limited each spell to two types. Hopefully, these spell classifications at least prove useful for relative comparisons between spell schools if nothing else.

As a final disclaimer, I did all of this by hand, so there are almost certainly some small errors in my work — I’m only human.