Dungeons & Dragons is constantly evolving Fifth Edition, bringing new magical items, subclasses, feats and spells with every new sourcebook. Fizban's Treasury of Dragons has proven itself a virtual hoard of intriguing draconic magic, and some of that magic is so powerful casters will definitely want to expand their spell lists. These unique new spells can freeze and bind enemies with cold breath or allow the caster to transform into a being with powerful draconic magic -- including wings.

While not all of these spells are available to every caster, each spell is offered to a variety of casters. Those who can take these spells on will find themselves wondering how they managed to get through their adventure without the power of dragons at their fingertips. Here's how the seven spells introduced in Fizban's Treasury of Dragons stack up.

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7. Fizban's Platinum Shield

Fizban's Shield Spell D&D 5e

Shield spells offer protection, and the great thing about Fizban's Platinum Shield is that it not only provides resistance to fire, acid, poison, cold and lightning damage, but if a player succeeds on a DEX saving throw that would net half-damage, they take no damage at all. Failing the save results in half-damage.

Fizban's Platinum Shield can be cast as a bonus action. In addition to providing resistances to elemental damage types, it also offers half-cover. It can be moved as a bonus action on subsequent turns to another endangered creature within 60 feet. Available to Sorcerers and Wizards, this spell comes in last on the list because it' a sixth level spell, and there more useful options for sixth level slots than a shield.

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6. Nathair's Mischief

Fizban's Treasury Nathair's Mischief spell

This concentration spell lasts up to one minute and requires somatic and material components. The caster needs a piece of crust from an apple pie to create this second level illusion. Available to Bards, Sorcerers and Wizards, Nathair's Mischief fills a 20 foot cube with a fey and draconic magical effect.

The spell's effect, which might include charming foes with the enticing smell of apple pie, blinding them with flowers, incapacitating them with giggles or molasses drops that create difficult terrain, is chosen from the Mischievous Surge table with a 1d4 roll. Due to the zany nature of this spell, it comes in sixth because while it offers some cool effects that could prove useful, other new spells are far more powerful.

5. Ashardalon's Stride

Fizban's Treasury Ashardolan's Stride Spell Dnd 5e

Available to Artificers, Rangers, Sorcerers and Wizards, Ashardalon's Stride fuels the caster's feet with the flames of a dragon, increasing their movement by 20 feet and negating opportunity attacks. To make it even cooler, when the affected creatures moves within five feet of a creature or object that isn't being worn or carried, it takes 1d6 fire damage (increasing by 1d6 for each spell slot level over third). One of the perks is that this spell can be cast as a bonus action, freeing the caster up to take a full action. However, there are still other options that are far more powerful and enticing.

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4. Raulothim's Psychic Lance

A masked DnD mage wielding a purple magic lance

Raulothim's Psychic Lance is a fourth level enchantment spell available to Bards, Sorcerers, Warlocks and Wizards. One of only two non-concentration spells added with Fizban's Treasury, this Psychic Lance can be directed from the caster's forehead to a creature they can see within 120 feet. It can also be directed to a specific target if the caster utters the target's name and they just so happen to be within the spell's range, even if the caster cannot see them. This spell would make it real difficult for invisible enemies to keep hiding. On a failed INT saving throw, the target takes 7d6 psychic damage (increasing by 1d6 for each spell slot over fourth), or half as much damage on succeeding.

3. Rime's Binding Ice

Fizban's Treasury Rime's Binding Ice Spell

Rime's Binding Ice may be a second level spell, but it more than earns its place in the top three. As a burst of cold energy blasts from the caster in a 30 foot cone, each creature within must succeed on a CON saving throw or suffer 3d8 cold damage (which increases by 1d8 per each level above second) and find themselves hindered by ice crystals for up to one minute.

On a successful save, creatures still take half damage, though they aren't hindered. Hindered creatures have their speed reduced to zero, making it impossible for them to escape unless an unaffected creature within range breaks the ice to set them free. This spell is available to Sorcerers and Wizards.

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2. Summon Draconic Spirit

A Drakewarden Ranger with their draconic companion in DnD

Available to Druids, Sorcerers and Wizards, this spell grants the ability to summon a draconic spirit of the caster's chosen family of dragons to an unoccupied space the caster can see within 60 feet. The dragon has 50 + 10 (per spell slot level) hit points and acts as an ally and defender to the caster and their allies. It takes action, movement and resistances from the provided stat block and the caster can command it.

This dragon has multiattack, rend and a breath weapon specific to its family, plus a walking and swimming speed of 30ft and a fly speed of 60ft. While this may seem like the absolute coolest new spell Fizban's has to offer, there is something cooler than summoning a dragon.

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1. Draconic Transformation

Dragons are one of the mightiest foes a party of adventurers can encounter, and the powers they possess are enviable. Druids, Sorcerers and Wizards who add this seventh level transmutation spell to their arsenals can use a bonus action to take on draconic senses and power that give them a major upper hand in battle.

Not only do these casters gain blindsight, which is incredibly useful at rooting out invisible enemies, but they also gain access to the draconic breath weapon on subsequent turns after casting. Even more exciting are the incorporeal wings sprouting from their back, granting them a 60 ft flying speed that allows them to get up and over the battle field for an advantage that allows them to spot enemies trying to flee the fray.

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