Summary
- Prestidigitation can help with everyday tasks like heating drinks or cleaning up messes.
- Mending can restore beloved objects without leaving evidence of repair, saving time and patience.
- The Create Food and Water spell provides a convenient way to summon food and water for up to 15 people.
Every D&D player has at one point flicked through the spells section of their Player’s Handbook and thought to themselves, “I wish I had this spell in real life,” as there are some that could just make every single day that little bit easier or more pleasant.

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While not all spells are appropriate for mundane, modern life (such as Fireball, for example), there are some utility, buffing, or even healing spells that definitely could have a place in ordinary life. Whether it is just for convenience or specific circumstances that people could very likely find themselves in, these would be the most useful D&D spells to know in the real world.
9
Prestidigitation
A Cantrip With a Variety of Uses
- Classes: Bard, Sorcerer, Wizard, Warlock
- Level: Cantrip
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Description: Create one of the following magical effects within range:
- A harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- Light or snuff out a candle, a torch, or a small campfire.
- Clean or soil an object no larger than 1 cubic foot.
- Chill, warm, or flavor up to 1 cubic foot of non-living material for 1 hour.
- Make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- Create a non-magical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
Prestidigitation is one of those cantrips most D&D players take, despite it not really having much use in an actual game outside of flavor or RP. But in real-life, this could be a very handy spell to have at hand.
With so many uses, and for a spell that is free to cast, people could heat up their coffee that has gone cold, chill their soda back down, clean up the messiest part of their desk or even themselves with a flick of their wrist. While it’s not a spell that would change lives to a dramatic degree, it could make everyday tasks that much easier, saving people time and energy.
8
Mending
Fix Small Breaks in Beloved Objects
- Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
- Level: Cantrip
- Description: This spell repairs a single break or tear in an object, such as a broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, no trace is left of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Everyone knows the anguish of a beloved object breaking, such as a statue, piece of jewelry, or even a beloved piece of clothing. Even if these things can be repaired using mundane methods, most of the time, there is evidence blatantly on display of such items being repaired, such as super-glue lines and wonky stitching lines. Also, this would take time and patience.
This is why mending would be such a handy D&D spell to have access to in the real world, as users could instantly restore their beloved objects without even leaving any evidence behind that suggests it was once broken.
7
Create Food and Water
Never Go Hungry or Thirsty Again
- Classes: Artificer, Cleric, Paladin
- Level: 3rd
- Description: Create 45 pounds of food and 30 gallons of water on the ground or in containers, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and it spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
Being able to just summon up food and water would be a life-changing ability for most people, as it would cut down on expensive grocery bills. It would even be suitable for people going camping, as they would never have to worry about running out of rations while staying out in the great wilds.
Though the food is rather plain in terms of taste, it’s still such a handy ability to be able to fill one’s own belly as well as the people around with a simple spell, and clean drinking water is something a lot of people take for granted far too much.
6
Teleport
Save Time and Money by Forgoing Classic Transport
- Classes: Bard, Sorcerer, Wizard
- Level: 7th
- Description: Instantly transports up to 9 willing creatures or a single object to a selected location. The chosen destination must be known by the caster, and it must be on the same plane of existence. Familiarity with the destination determines whether they arrive there successfully.
The commute to work or school, or just visiting friends and family, can be such a drag. Dealing with traffic or relying on public transport runs the risk of arriving late and often enhances the general headache that can come with traveling. Wouldn’t it be nice to have the means to completely bypass all of that by just immediately arriving at a destination with just a word?

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This is exactly what the teleportation spell does, as it allows casters to take themselves, or even an object or other people, with them to a destination they choose. The more familiar they are with it, the more chances they have of arriving exactly where they intend, which would make it ideal for daily commutes. By completely cutting out the traveling aspect of one’s day, users of this spell would have a lot more time to pursue their own passions, too.
5
Control Weather
Never Get Caught in the Rain Again
- Classes: Cleric, Druid, Wizard
- Level: 8th
- Description: Control of the weather within 5 miles of you for the duration. When casting the spell, change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect.
It is always a pain getting caught out in the rain while out shopping with friends, on the way to or from somewhere, or even just wanting to go on a walk to get the daily steps in. Even worse is getting up excited about plans and drawing back the curtain to see a downpour.
Well, with the control weather spell, one would never have to worry about getting caught in the rain again, as they could simply change it to be sunny or overcast. Also, if it is simply too hot, the caster could conjure up a breeze to cool things down, ensuring that they always have the perfect weather conditions according to their plans.
4
Cure Wounds
Skip the Hospital Visit With DIY Healing
- Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
- Level: 1st
- Description: Touch a creature to grant them a number of hit points equal to 1d8 + the caster’s spellcasting ability modifier.
Cure wounds is one of those spells every D&D adventuring party makes sure they have on hand, as it is one of the most reliable healing spells to keep the party in fighting shape. While the wording does lead into the question of how this would translate into real-world usage, the name of the spell itself does make it seem like injuries or wounds could be healed, at least partially.
As such, users of this spell could potentially seal deep cuts incurred when cutting vegetables, tend to a nasty sprain from slipping down the stairs, or maybe even mend a broken bone. At the very least, small burns and scrapes could be cleared away, meaning that those with access to this spell wouldn’t even have to worry about getting professional medical assistance for minor injuries. Major ones might still require checking or, at the very least, a higher level casting of this spell.
3
Heroes Feast
Be the Ultimate Dinner Party Host
- Classes: Bard, Cleric, Druid
- Level: 6th
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Description: Summon forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes in the feast gains several benefits:
- The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage.
- Hit point maximum also increases by 2d10, and it gains the same number of hit points.
Dinner parties are fun but stressful gatherings, as the host needs to serve up a sumptuous meal for their guests, which can be a daunting task that could take the entire day to prep. Or they could simply cast heroes feast, which would only take a total of 10 minutes to conjure.
In return, they and up to 12 guests get to sample a delicious feast that offers a variety of food items and drink that also grants some pretty incredible health benefits. With just one simple spell, the user of this spell could become the ultimate dinner host and get the chance to impress their family and friends while saving precious time by skipping prep and cooking.
2
Magnificent Mansion
Dial Glamping Up to 11
- Classes: Bard, Wizard
- Level: 7th
- Description: Conjure an extradimensional dwelling in range that lasts for 24 hours. You choose where its one entrance is located. The caster and any creatures designated when casting the spell can enter. Create a desired floor plan you like, but the space can’t exceed 50 cubes, with each cube being 10 feet on each side. The place is furnished and decorated by the caster’s design. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter.
Owning a mansion is a far-flung dream for most people, but it is something everyone has fantasized about at one point or another. So, imagine having access to a spell that could let users live that dream for up to a full day and night for every time they cast it. On top of that, the mansion would look exactly how they want it to.

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This spell would be Magnificent Mansion, which allows the caster to summon up a magical mansion for them and their friends to enjoy the splendor of, coming with any rooms and decor they wish. Though it might not be suitable for replacing the user’s home, as they would have to cast it again everyday, and the spell isn’t free, it could definitely be used for house parties with friends or even glamping.
1
Locate Object
Never Lose Anything Again
- Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
- Level: 2nd
- Description: The spell can locate a specific object known to the caster, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
Everyone knows the struggle of tearing through one’s house in a blind panic searching for their car keys, or that dreaded feeling of patting the pocket they are sure they placed their wallet or phone in, only to feel an empty space there.
That’s why Locate Object would be such a clutch spell to have in everyday life, as users could simply state what object they are searching for, even if it is in motion, and so long as it is within 1000 feet, they would be able to sense its location. Then, they could go fetch whatever it is they lost. Having access to this D&D spell in the real world would save so much time and worry.

- Franchise
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Dungeons & Dragons
- Original Release Date
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1974
- Designer
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E. Gary Gygax, Dave Arneson
#Spells #Everyday #Life