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All 5e Psychic Spells – Command the Magic of the Mind

Invading the mind isn’t just a thing of science fiction. Fantasy settings have been dabbling in mental magic since early on in their inception. Mindflayers in D&D 5e are just one example of a creature specializing in this form of magic, but what about player characters? What psychic spells are in D&D 5e, and what classes can cast them?

Dungeons and Dragons 5th Edition has 19 spells capable of dealing psychic damage. Artificers, clerics, and rangers cannot cast any psychic spells. However, every other spellcasting class has access to at least one spell that can deal psychic damage.

🧠 Explore More Elemental Spell Types
Psychic damage gets into your head, but elemental magic hits just as hard. Explore other damage types in D&D 5e:

Check out the table below for easy navigation through all the spells in this article! For class-specific spells, use the additional tabs to filter the table to display only the spells available to the chosen class.

* – This spell requires concentration

Artificers have no spells capable of dealing psychic damage 🙁

* – This spell requires concentration

Clerics have no spells capable of dealing psychic damage 🙁

* – This spell requires concentration
* – This spell requires concentration

Rangers have no spells capable of dealing psychic damage 🙁

* – This spell requires concentration
* – This spell requires concentration
* – This spell requires concentration
* – This spell requires concentration
* – This spell requires concentration

What is Psychic Damage?

Psychic damage in Dungeons & Dragons represents the mental and emotional harm inflicted through arcane means, distinct from physical injury. This type of damage targets the mind of a creature, bypassing physical defenses and directly assaulting its mental fortitude.

Spells that deal psychic damage often involve manipulating thoughts, inducing excruciating mental pain, or overwhelming the senses with terrifying illusions. Psychic damage is a testament to the power of the mind and the vulnerabilities that lie within the psyche of every creature

If you’re interested in learning more about each psychic spell or want to figure out what spells each class has access to, keep reading below.

Complete List of Psychic Spells

Level: Cantrip
Casting Time: 1 Action
Range/Area: 60 ft
Components: V
Duration: 1 Round
School: Enchantment
Mechanics: Mind Sliver targets a single creature, delivering a psychic attack that deals 1d6 damage and weakens its mental defenses. The spell also reduces the target’s next saving throw by 1d4, potentially setting up for more powerful effects.
Author Rating: 6/10
Comments: Excellent for softening up enemies for subsequent spells, especially in tandem with spells requiring saving throws. Its utility in lowering an enemy’s saving throw makes it valuable in various encounters.
Sourcebook: Tasha’s Cauldron of Everything
Classes: Sorcerer (optional), Warlock (optional), Wizard (optional)
TL;DR: Targets one creature, dealing psychic damage and lowering their next saving throw.

Level: Cantrip
Casting Time: 1 Action
Range/Area: 60 ft
Components: V
Duration: Instantaneous
School: Enchantment
Mechanics: Vicious Mockery inflicts psychic damage through a barrage of magical insults. Aside from the damage, it also imposes a disadvantage on the target’s next attack roll, subtly shifting the combat dynamics.
Author Rating: 7/10
Comments: Useful for its dual effect of causing damage and hindering enemy attacks. Particularly effective in disrupting melee attackers or creatures reliant on physical prowess. Its non-physical nature allows it to bypass common resistances.
Sourcebook: Player’s Handbook
Classes: Bard
TL;DR: Deals psychic damage and imposes disadvantage on the target’s next attack with magical insults.

A sorcerer conjures up Chao Bolt, a swirling red and purple ball of magical energy in her left hand.

Level: 1st
Casting Time: 1 Action
Range/Area: 120 ft
Components: V, S
Duration: Instantaneous
School: Evocation
Mechanics: Chaos Bolt fires a random type of energy, determined by a dice roll, at a target. The spell’s damage type varies, and under certain conditions, the energy can jump to another target nearby.
Author Rating: B-Tier
Comments: Offers versatile damage types and the potential for chaining attacks, making it unpredictable but potentially very powerful. Its effectiveness can vary greatly depending on luck.
Sourcebook: Xanathar’s Guide to Everything
Classes: Sorcerer
TL;DR: Launches energy with a randomly determined damage type, possibly chaining to additional targets.

Level: 1st
Casting Time: 1 Action
Range/Area: 60 ft
Components: V
Duration: Instantaneous
School: Enchantment
Mechanics: Dissonant Whispers assaults a target’s mind with a cacophony of psychic noise. A failed Wisdom save results in significant damage and forces the target to retreat, potentially disrupting enemy formations or triggering opportunity attacks.
Author Rating: 8/10
Comments: Highly effective for both damage and tactical positioning. Its ability to force movement makes it unique among low-level spells. Particularly potent in situations where positioning is key or when combined with opportunity attack strategies.
Sourcebook: Player’s Handbook
Classes: Bard
TL;DR: Causes psychic damage and forces the target to flee on a failed Wisdom save.

Level: 1st
Casting Time: 1 Bonus Action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
School: Evocation
Mechanics: Wrathful Smite empowers your next melee weapon attack with additional psychic damage and a fear-inducing effect. Upon a successful hit, the target not only suffers extra psychic damage but also faces a Wisdom saving throw, potentially becoming frightened of you for the duration. The target has the option to try and shake off this fear with a Wisdom check as an action.
Author Rating: 6/10
Comments: A solid choice for paladins looking to add both damage and psychological warfare to their arsenal. Especially useful in one-on-one combat situations or against creatures easily swayed by fear. It’s damage is pretty lackluster.
Sourcebook: Player’s Handbook
Classes: Paladin
TL;DR: Boosts a melee attack with extra psychic damage and a chance to frighten the target.

Level: 2nd
Casting Time: 1 Action
Range/Area: 60 feet
Components: S
Duration: Concentration, up to 1 hour
School: Divination
Mechanics: Mind Spike delivers a psychic assault that damages and reveals the target’s location. On a failed Wisdom saving throw, the target takes psychic damage and becomes unable to hide or benefit from invisibility against you. This spell also allows you to know the target’s location, provided you’re on the same plane of existence.
Author Rating: 7/10
Comments: Highly effective for tracking and damaging a single target. Especially useful in situations where maintaining sight on an enemy is crucial.
Sourcebook: Xanathar’s Guide to Everything
Classes: Sorcerer, Warlock, Wizard
TL;DR: Deals psychic damage and enables tracking of the target, preventing them from hiding or using invisibility against you.

Level: 2nd
Casting Time: 1 Action
Range/Area: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
School: Illusion
Mechanics: Phantasmal Force implants a vivid illusion in a target’s mind, crafting a phantasm only perceivable to them. This can be an object, creature, or other phenomenon, complete with sensory effects. The target fully believes in the illusion, even rationalizing any inconsistencies. If the illusion is harmful, it can deal psychic damage each round. The target may dispel the illusion upon realizing its nature through an Investigation check.
Author Rating: 8/10
Comments: Exceptionally versatile for deception and combat. Useful in distracting, trapping, or damaging an opponent, especially if they have lower Intelligence.
Sourcebook: Player’s Handbook
Classes: Bard, Sorcerer, Warlock
TL;DR: Creates a convincing illusion in a target’s mind, potentially causing harm and compelling them to believe in its reality.

Level: 2nd
Casting Time: 1 Bonus Action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 minute
School: Illusion
Mechanics: Shadow Blade creates a tangible weapon from the shadows, dealing psychic damage and offering significant combat flexibility. This ethereal blade is especially effective in low-light conditions, granting you advantage on attack rolls. It disappears if dropped or thrown, but can be re-summoned as a bonus action while the spell lasts.
Author Rating: 6/10
Comments: Ideal for characters who thrive in stealth and surprise attacks. The blade’s psychic damage is a boon against enemies resistant to physical harm. Fairly niche spell as it can only target self.
Sourcebook: Xanathar’s Guide to Everything
Classes: Sorcerer, Warlock, Wizard
TL;DR: Conjures a psychic-damage-dealing blade, excelling in dim light or darkness and capable of being re-summoned.

Level: 2nd
Casting Time: 1 Action
Range/Area: 90 feet
Components: V
Duration: 1 Round
School: Enchantment
Mechanics: Tasha’s Mind Whip strikes a target’s mind with a psychic assault, inflicting damage and limiting its options. On a failed Intelligence save, the target suffers psychic damage and is restricted to choosing only a move, an action, or a bonus action on its next turn, while also losing its reaction. Even on a successful save, the target still takes half damage, albeit without the additional restrictions.
Author Rating: 7/10
Comments: A strategically valuable spell for disrupting enemy tactics and reducing their combat effectiveness. Particularly potent in controlling the flow of battle.
Sourcebook: Tasha’s Cauldron of Everything
Classes: Sorcerer (optional), Wizard (optional)
TL;DR: Deals psychic damage and restricts the target’s actions and reactions on their next turn.

Level: 3rd
Casting Time: 1 Action
Range/Area: 30 feet
Components: V, S, M (a playing card depicting a rogue)
Duration: Instantaneous
School: Enchantment
Mechanics: Antagonize is a spell that manipulates the mind of a target, causing it to lash out in aggression. On failing a Wisdom save, the target not only suffers psychic damage but is compelled to use its reaction to attack another creature you specify. If unable to attack, the target instead suffers a penalty on its next attack roll. The psychic damage inflicted reflects the mental strain of resisting your imposed hostility.
Author Rating: 7/10
Comments: Useful for disrupting enemy formations and sowing confusion in their ranks. Its effectiveness is situationally dependent but can be a game-changer in the right circumstances.
Sourcebook: The Book of Many Things
Classes: Bard, Sorcerer, Warlock, Wizard
TL;DR: Forces a target to attack another creature or suffer a penalty on its next attack, while also inflicting psychic damage.

Level: 4th
Casting Time: 1 Action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
School: Illusion
Mechanics: Phantasmal Killer exploits a creature’s deepest fears, manifesting them as a terrifying illusion. On failing a Wisdom save, the target is not only frightened but also endures escalating psychic damage each turn as it grapples with its own nightmares. The fear, and consequently the damage, persists until the target can break the spell with a successful save.
Author Rating: 8/10
Comments: A powerful tool for incapacitating and damaging a single target. Highly effective in psychological warfare and breaking down tougher foes.
Sourcebook: Player’s Handbook
Classes: Bard (optional), Wizard
TL;DR: Creates a horrifying illusion inflicting fear and continuous psychic damage, exploiting the target’s deepest fears.

Level: 4th
Casting Time: 1 Action
Range/Area: 120 feet
Components: V
Duration: Instantaneous
School: Enchantment
Mechanics: Raulothim’s Psychic Lance is a precise and powerful mental attack. You can target a creature you see or name an unseen one within range. The targeted creature faces an Intelligence saving throw; failure results in significant psychic damage and temporary incapacitation. Even on a successful save, the target still endures considerable damage.
Author Rating: 8/10
Comments: Highly effective for targeting specific enemies, especially hidden or invisible ones. Its combination of high damage and incapacitation makes it a potent choice in combat.
Sourcebook: Fizban’s Treasury of Dragon
Classes: Bard, Sorcerer, Warlock, Wizard
TL;DR: Delivers a potent psychic attack that can target seen or unseen creatures, dealing hefty damage and potentially incapacitating them.

Level: 4th
Casting Time: 1 Bonus Action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
School: Evocation
Mechanics: Staggering Smite infuses your next melee weapon hit with potent psychic energy, causing extra damage and mental disorientation. Upon a successful hit, it deals additional psychic damage, and forces the target to make a Wisdom saving throw. Failing the save results in the target suffering from disadvantage on attacks and ability checks, and it cannot take reactions for a turn.
Author Rating: 7/10
Comments: A powerful option for melee-focused characters, adding significant damage and debilitating effects to a successful hit.
Sourcebook: Player’s Handbook
Classes: Paladin
TL;DR: Enhances a melee attack with extra psychic damage and potentially impairs the target’s combat abilities and reactions.

Level: 5th
Casting Time: 1 Action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
School: Enchantment
Mechanics: Synaptic Static unleashes a burst of psychic energy that disrupts the minds of creatures in its area. Affected targets within a 20-foot-radius sphere must pass an Intelligence saving throw or suffer substantial psychic damage and cognitive impairment. The impairment hampers attack rolls, ability checks, and concentration efforts. Affected creatures can attempt to shake off the muddled thoughts with subsequent Intelligence saves each turn.
Author Rating: 9/10
Comments: Highly effective in large-scale battles for both its damage and the debilitating effect on enemy forces. Particularly potent against groups of intelligent foes.
Sourcebook: Xanathar’s Guide to Everything
Classes: Bard, Sorcerer, Warlock, Wizard
TL;DR: Causes psychic damage and impairs mental faculties of targets in an area, hampering their combat and concentration abilities.

Level: 6th
Casting Time: 1 Action
Range/Area: 60 feet
Components: S
Duration: Concentration, up to 1 minute
School: Illusion
Mechanics: Mental Prison traps a target in a terrifying illusion of your creation. The target must pass an Intelligence save or be confined in an illusory environment, such as encircling flames or monstrous jaws. A trapped target is restrained, unable to perceive beyond the illusion. Any attempt to break free results in severe psychic damage. A successful save still results in substantial damage, but without the restraining effects.
Author Rating: 89/10
Comments: Exceptionally useful for isolating and debilitating a key opponent. Its effectiveness relies on targeting creatures susceptible to mental manipulation.
Sourcebook: Xanathar’s Guide to Everything
Classes: Sorcerer, Warlock, Wizard
TL;DR: Imprisons a target in a personal illusion, causing psychic damage and restraint, with severe consequences for attempting to escape.

Level: 8th
Casting Time: 1 Action
Range/Area: 150 feet
Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
Duration: Instantaneous
School: Enchantment
Mechanics: Feeblemind delivers a devastating blow to a creature’s mental faculties. The target suffers psychic damage and must pass an Intelligence saving throw or have its Intelligence and Charisma scores reduced dramatically. This reduction impairs the ability to cast spells, use magic items, understand language, or communicate effectively, while still recognizing allies. The effect can be attempted to be reversed with a saving throw every 30 days, or through specific higher-level healing spells.
Author Rating: 9/10
Comments: Incredibly potent for neutralizing spellcasters or eloquent foes. Its long-term debilitating effect on a creature’s mental capabilities makes it a powerful tool in the caster’s arsenal.
Sourcebook: Player’s Handbook
Classes: Bard, Druid, Warlock, Wizard
TL;DR: Drastically reduces a target’s mental capacity, hindering spellcasting and communication abilities, with a chance for recovery over time or through powerful healing magic.

Level: 8th
Casting Time: 1 Action
Range/Area: 150 feet
Components: V, M (a drop of pitch mixed with a drop of mercury)
Duration: Concentration, up to 10 minutes
School: Evocation
Mechanics: Maddening Darkness engulfs a vast area in impenetrable darkness accompanied by unsettling noises. Creatures within this 60-foot-radius sphere face more than just visual impairment; each start of their turn in the darkness demands a Wisdom save. Failure results in substantial psychic damage, reflecting the torment of the spell’s auditory hallucinations.
Author Rating: 8/10
Comments: An excellent spell for area control and psychological impact. Especially effective in large-scale battles or to create a zone of chaos and confusion.
Sourcebook: Xanathar’s Guide to Everything
Classes: Warlock, Wizard
TL;DR: Creates a large sphere of supernatural darkness, causing psychic damage to those within it, coupled with disturbing sounds.

Level: 9th
Casting Time: 1 Action
Range/Area: 90 feet
Components: S
Duration: Instantaneous
School: Enchantment
Mechanics: Psychic Scream is a formidable mental assault against multiple adversaries. It targets the intellect of up to ten creatures, causing intense psychic damage and potentially stunning them. Creatures that fail their Intelligence saving throws are not only damaged heavily but also left stunned, while those who succeed still suffer half damage. The spell’s lethal power is such that it can cause a target’s head to explode upon death.
Author Rating: 9/10
Comments: A devastating spell for high-level encounters, capable of significantly weakening or outright eliminating multiple foes in a single action.
Sourcebook: Xanathar’s Guide to Everything
Classes: Bard, Sorcerer, Warlock, Wizard
TL;DR: Targets up to ten creatures, dealing heavy psychic damage and stunning them, with fatal outcomes causing explosive effects.

Level: 9th
Casting Time: 1 Action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
School: Illusion
Mechanics: Weird taps into the primal fears of creatures, conjuring terrifying illusions unique to each individual. Targets within a 30-foot-radius must confront their deepest horrors, making Wisdom saves or becoming gripped by fear. Those failing the save endure not just the fright but also psychic damage each turn as they battle their own nightmares. Success in subsequent saves dispels the illusion’s effect for that creature.
Author Rating: 8/10
Comments: A powerful spell for controlling and damaging multiple enemies through fear. Especially effective in psychological warfare and for causing chaos among enemy ranks.
Sourcebook: Player’s Handbook
Classes: Warlock (optional), Wizard
TL;DR: Induces fear by conjuring a creature’s worst nightmares, causing ongoing psychic damage to those unable to break free from the illusion.

Psychic Spells Available by Class

Mastering the magic of the mind is only available to some spellcasters, and if you’re looking to start weaponizing your enemy’s fear against them, you’ll have to start by looking at your class. Some classes can’t access any spells capable of dealing psychic damage, and others, like the bard, sorcerer, and wizard, have a vast selection to choose from.

The head of a robed figure is shattered with wisps of smoke drifting from it.
Rovina Cai – Wizards of the Coast – Eliminate

Artificer

Unfortunately, artificers are one of the three classes that cannot cast spells that deal psychic damage and can’t even pick up any psychic spells with a subclass.

Bard

Psychic spells are right up the Bard’s alley. Mocking enemies, making them flee from a melody, or leaving them in simple silence with an intelligence score of 2.

Bards also have the class feature called Magical Secrets, allowing them to learn spells from any class, the number of additional spells the bard can learn is increased if they are a Lore bard making it possible to grab even more mind-melting magic.

As well, the college of Whispers boasts some pretty amazing subclass abilities that fit the psychic spell theme and Psychic Blades even dishes out psychic damage.

Cleric

Unfortunately, clerics are another one of the three classes that cannot cast spells that deal psychic damage.

Druid

Druids don’t dabble in mental magic very much at all. So little that they can only cast one spell that can deal psychic damage, and it’s Feeblemind. A powerful spell, but if you’re trying to play the next mind freak that can shape-shift into animals, you should look into multiclassing.

Paladin

The smiting king/queen, known as the paladin, picks up two more smite spells to add to their arsenal that both deal psychic damage. Wrathful Smite and Staggering Smite are both great spells that add some great options for crowd control.

Ranger

Unfortunately, rangers are the last of the three classes that cannot cast spells that deal psychic damage.

Sorcerer

The class with the second most psychic spells at their disposal. Sorcerers are no slouch when it comes to prying into the minds of their enemies and turning their thoughts against them.

Warlock

Fear, madness, and terror are core fundamentals of the warlock. Naturally, these are also critical factors in psychic spells, so the two pair together quite nicely.

Wizard

The king/queen of weaponizing the brain, wizards have a staggering 13 of the possible 18 spells that can deal psychic damage. If you’re looking to make a character specializing in psychic magic and want the largest pool of spells to pick from, look no further than the wizard.

Arcane Trickster

The art of illusion, manipulation, and being able to weaponize fear fit perfectly into this spell-slinging rogue archetype. Psychic spells tend to lean more towards the illusion and enchantment schools of magic, giving the arcane trickster a decent repertoire of mind magic.

Eldritch Knight

Eldritch knights are more on the path of destruction and beefy defensive spells. Only having access to the Mind Sliver spell, psychic spells are certainly not their specialty.

Are Psychic Spells Good?

In the realm of Dungeons & Dragons, psychic spells are a unique and often underrated tool in a spellcaster’s arsenal. Unlike the visceral and immediate impact of fire spells, psychic spells offer a subtler, yet equally potent approach to combat and problem-solving.

These spells excel in manipulating the battlefield in unseen ways, from clouding the minds of enemies to sowing confusion and fear. Psychic spells can bypass common resistances and immunities that physical and elemental spells face, making them invaluable against a wide array of foes, including those impervious to more conventional attacks.

They are not just about inflicting damage; they offer a cerebral approach to combat and storytelling, proving that sometimes the most powerful weapon is the mind itself.

Your thoughts matter to us! Share your experiences and insights on psychic spells in the comments below.

Image of the author in a heavily anime stylized illustration.

Austin Goulding

Austin is a dedicated world-builder and forever DM. With a lifelong passion for Dungeons and Dragons, he has spent years dming and playing in official campaigns and has even started crafting his own homebrew adventures. Currently, Austin's main focus is on Ysitari, his latest world building obsession. With plans to use it as a setting for future TTRPGs (once the intricate details are complete), he is pouring his heart and soul into every aspect of its design. In his free time, Austin can often be found theory crafting Dungeons and Dragons content for this blog, or immersing himself in Azeroth or Gielinor.

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