The Vecna (Lich) Guide - Master Spells and Magic

Complete guide to playing The Vecna (The Lich) in Dead by Daylight. Learn spell mechanics, Flight of the Damned, Mage Hand, Dispelling Sphere, Fly, best perks, add-ons, and counterplay.

The Vecna - also known as The Lich - is Dead by Daylight’s Dungeons & Dragons killer who uses powerful spells to control the battlefield. He can cast Flight of the Damned (projectile attack), Mage Hand (telekinesis), Dispelling Sphere (anti-magic zone), and Fly (levitation). Vecna combines ranged attacks, utility spells, and mobility into a versatile and unpredictable playstyle.

Vecna is a complex killer with multiple tools for different situations. He rewards strategic spell usage, good aim, and knowing which spell to use when. Let’s break down how to master the Lich.

The Vecna’s Power: Spellcasting

Ability: Vecna has access to four different spells. He can equip and cast spells to attack, control survivors, and navigate the map.

How Spells Work

Spell System:

  • Vecna has 4 spells available
  • Hold M2 to open the spell wheel
  • Select a spell from the wheel
  • Release M2 to equip that spell
  • Press M2 again to cast the equipped spell
  • Each spell has a cooldown after use

The Four Spells:

  1. Flight of the Damned - Projectile attack (damages survivors)
  2. Mage Hand - Telekinesis (breaks pallets, drops survivors from lockers)
  3. Dispelling Sphere - Anti-magic zone (slows survivors, prevents item use)
  4. Fly - Levitation (fly over obstacles)

Key concept: Vecna has a tool for every situation. Choose the right spell for the moment.

The Four Spells Explained

1. Flight of the Damned (Ranged Attack)

What it does: Vecna shoots 3 projectiles in a spread pattern. Each projectile damages survivors.

How to use:

  • Equip Flight of the Damned
  • Aim at survivors
  • Press M2 to cast
  • 3 skulls fly forward in a cone
  • Hitting a survivor damages them (injures or downs)

Projectile mechanics:

  • Spreads in a cone (~15-degree spread)
  • Travels ~20 meters
  • Passes through dropped pallets and breakable walls
  • Blocked by solid walls

Cooldown: ~12 seconds

When to use:

  • Survivors at medium range
  • Survivors at loops (shoot over/around obstacles)
  • Survivors at pallets (projectiles pass through)
  • Injured survivors in the open

This is Vecna’s primary damage spell - use it to injure and down survivors.

2. Mage Hand (Telekinesis)

What it does: Vecna uses telekinesis to interact with objects from a distance.

How to use:

  • Equip Mage Hand
  • Aim at a pallet, locker, or generator
  • Press M2 to cast
  • The object is affected from range

What Mage Hand can do:

  • Break pallets - Instantly break dropped pallets from range
  • Drop survivors from lockers - Force survivors out of lockers
  • Damage generators - Kick gens from range (applies regression)

Range: ~12 meters

Cooldown: ~15 seconds

When to use:

  • Breaking pallets at range (don’t walk to them)
  • Forcing survivors out of lockers
  • Kicking gens without wasting time
  • Denying pallet loops

This is Vecna’s utility spell - use it to control the battlefield.

3. Dispelling Sphere (Anti-Magic Zone)

What it does: Vecna creates a magic-nullifying sphere at a location. Survivors inside the sphere are Hindered (slowed) and cannot use items.

How to use:

  • Equip Dispelling Sphere
  • Aim at the ground
  • Press M2 to cast
  • A sphere appears at that location
  • Lasts ~12 seconds

Sphere effects:

  • Survivors inside are Hindered (move 20% slower)
  • Survivors cannot use items (flashlights, medkits, toolboxes, keys)
  • Survivors cannot vault windows or drop pallets while inside

Range: Cast range ~15 meters, sphere radius ~8 meters

Cooldown: ~20 seconds

When to use:

  • At strong loops (slow survivors, deny vaults/pallets)
  • Against flashlight users (prevents flashlight saves)
  • At generators (slows repair speed)
  • During unhooks (slows rescuers)

This is Vecna’s control spell - use it to trap survivors.

4. Fly (Levitation)

What it does: Vecna levitates and flies over obstacles for ~5 seconds.

How to use:

  • Equip Fly
  • Press M2 to cast
  • You levitate off the ground
  • Move normally while flying
  • You can fly over obstacles (pallets, walls, debris)
  • Lasts 5 seconds

Flight mechanics:

  • You move at normal speed (115%)
  • You can fly over most obstacles
  • You cannot attack while flying
  • Flying ends after 5 seconds or if you cancel

Cooldown: ~25 seconds

When to use:

  • Cutting across the map (fly over obstacles)
  • Reaching survivors at tall structures
  • Ignoring loops (fly over pallets/walls)
  • Surprising survivors

This is Vecna’s mobility spell - use it to navigate and surprise.

Spell Selection Strategy

Knowing which spell to use in each situation is key to playing Vecna.

Flight of the Damned (Most Common)

Use when:

  • Survivors at medium range
  • Survivors at loops
  • Survivors at pallets
  • Any situation where you need damage

This is your primary spell - use it for chases.

Mage Hand

Use when:

  • Pallets are dropped (break them from range)
  • Survivors hide in lockers (pull them out)
  • Gens need regression (kick from range)

This is your utility spell - use it to save time.

Dispelling Sphere

Use when:

  • Survivors at strong loops (shack, main building)
  • Flashlight users try to save
  • You need to trap survivors in an area

This is your control spell - use it to trap.

Fly

Use when:

  • You need to cross the map quickly
  • Survivors are at tall structures
  • You want to surprise survivors

This is your mobility spell - use it strategically.

Survivor Counterplay: Magic Items

Survivors can find Magic Items (from chests or pedestals) to counter Vecna’s spells.

Magic Items survivors can find:

  • Eye of Vecna - Reveals Vecna’s aura when he casts spells
  • Hand of Vecna - Allows survivors to see Vecna’s aura when within 16 meters
  • Vecna’s Spell Tome - Lets survivors cast a spell to reveal Vecna’s location

How survivors use items: Survivors equip items and use them to track Vecna or counter his spells.

How to play around items: Spread pressure and don’t rely on one spell. If survivors have items, they can see you casting, so be unpredictable.

Early Game Strategy

Vecna’s early game is about using spells to find and injure survivors.

Opening sequence:

  1. Patrol gens - Check 3-4 gens
  2. Find survivors - Spot someone on a gen
  3. Flight of the Damned - Shoot them to injure
  4. Chase with spells - Use Flight of the Damned at loops
  5. Hook and patrol - Use Mage Hand to kick gens from range

Goal: Injure survivors quickly with Flight of the Damned. Use Mage Hand to save time on pallet breaks.

Mid-Game Strategy

Mid-game is where Vecna’s spell versatility shines.

Flight of the Damned spam:

  • Use this as your primary chase tool
  • Shoot survivors at loops
  • Injure and down with projectiles

Mage Hand efficiency:

  • Break pallets from range (don’t walk to them)
  • Kick gens from range (save time)

Dispelling Sphere control:

  • Use at strong loops (shack, main building)
  • Trap survivors and force them into bad positions

Fly mobility:

  • Use to patrol gens quickly
  • Surprise survivors

Endgame Strategy

Vecna is strong endgame with spells.

Flight of the Damned at gates:

  • Survivors opening gates are stationary
  • Easy projectile hits
  • Down them before they escape

Dispelling Sphere at gates:

  • Place sphere near exit gates
  • Survivors are Hindered and can’t leave easily

Fly to gates:

  • Fly across the map to check gates quickly
  • Surprise survivors

NOED synergy:

  • If you run NOED, Vecna becomes terrifying endgame
  • One Flight of the Damned hit downs survivors

Best Perks for Vecna

Vecna wants perks that help him capitalize on his spells and pressure.

Top Tier Perks

Hex: Ruin - Gens not being repaired regress at 200% speed. Vecna applies pressure well with spells, so Ruin gets value.

Corrupt Intervention - Blocks the 3 farthest gens for 120 seconds. Gives you time to find survivors and use spells.

Deadlock - Blocks the gen with most progress for 30 seconds when a gen completes. Buys you time to cast spells and pressure.

Lethal Pursuer - See all survivors at the start for 9 seconds. Find your first target immediately and Flight of the Damned them.

Strong Perks

Pop Goes the Weasel - After hooking, kick a gen to regress it by 30%. Or use Mage Hand to kick from range.

Scourge Hook: Pain Resonance - Hooking on scourge hooks regresses the gen with most progress. Automatic slowdown.

Barbecue & Chili (BBQ) - See survivors’ auras after hooking. Shows you where to fly and cast spells next.

Sloppy Butcher - Survivors heal slower. Pairs with Flight of the Damned injuries.

I’m All Ears - See survivors’ auras for 6 seconds when they fast vault. Helps you line up Flight of the Damned shots.

Sample Builds

Slowdown Build (Best for Vecna):

  • Hex: Ruin
  • Corrupt Intervention
  • Deadlock
  • Lethal Pursuer

Information Build:

  • Lethal Pursuer
  • Barbecue & Chili
  • I’m All Ears
  • Pop Goes the Weasel

Beginner Build:

  • Corrupt Intervention
  • Lethal Pursuer
  • Sloppy Butcher
  • NOED

Best Add-Ons

Vecna’s add-ons modify his spell cooldowns, effects, and durations.

Top Tier Add-Ons

Iridescent Gauntlet (Pink - Ultra Rare) - When you hook a survivor, all spell cooldowns are reset instantly. Lets you cast spells immediately after hooks. VERY strong.

Spell Tome of the Archmage (Purple - Very Rare) - Considerably reduces all spell cooldowns. You can cast spells more frequently. Great for aggressive play.

Wand of Spell Storing (Purple - Very Rare) - Flight of the Damned projectiles spread less (tighter cone). Easier to hit survivors at range.

Vecna’s Phylactery (Pink - Ultra Rare) - Survivors hit by Flight of the Damned are Oblivious for 45 seconds. They can’t hear your Terror Radius.

Strong Add-Ons

Crystal Ball (Green - Rare) - Moderately reduces Flight of the Damned cooldown. Budget spam add-on.

Ring of Telekinesis (Green - Rare) - Moderately increases Mage Hand range (from 12 meters to ~18 meters). Break pallets from farther away.

Boots of Levitation (Yellow - Uncommon) - Slightly increases Fly duration (from 5 seconds to ~7 seconds). Budget mobility add-on.

Amulet of Warding (Yellow - Uncommon) - Slightly reduces Dispelling Sphere cooldown. Budget control add-on.

Avoid These Add-Ons

Cracked Wand - Slightly increases Flight of the Damned projectile spread. You WANT tighter spread, not wider. Avoid.

Sample Add-On Combos

Reset Build: Iridescent Gauntlet + Spell Tome of the Archmage (instant resets + fast cooldowns)

Spam Build: Spell Tome of the Archmage + Crystal Ball (fast cooldowns + fast Flight spam)

Accuracy Build: Wand of Spell Storing + Crystal Ball (tight spread + fast cooldowns)

Utility Build: Ring of Telekinesis + Boots of Levitation (long Mage Hand range + long Fly duration)

Budget Build: Crystal Ball + Ring of Telekinesis (decent cooldown + decent range)

Playing Against Good Survivors

Good survivors make Vecna work harder, but he’s still strong.

They dodge Flight of the Damned: Good survivors juke projectiles. Counter by leading your shots and using the spread.

They have Magic Items: Items let survivors see you casting. Counter by being unpredictable and not relying on one spell.

They predrop pallets: Good. Use Mage Hand to break pallets from range instantly.

They use strong loops: Use Dispelling Sphere at shack and main buildings to trap them.

They split on gens: Vecna has decent mobility with Fly. Use it to check gens quickly.

They’re in a SWF: Comms let them coordinate Magic Item usage. Counter by applying constant spell pressure.

Common Mistakes to Avoid

Not switching spells: Don’t just spam Flight of the Damned. Use the right spell for each situation.

Missing Flight of the Damned: Practice your aim. Leading shots is key.

Not using Mage Hand: Mage Hand saves SO MUCH time. Break pallets from range instead of walking to them.

Wasting Dispelling Sphere: Don’t use it randomly. Use it at strong loops or against flashlight users.

Not using Fly: Fly is great mobility. Use it to patrol and surprise survivors.

Forgetting cooldowns: Track your spell cooldowns. Don’t try to cast on cooldown.

Not adapting to Magic Items: If survivors have items, they can see you casting. Mix up your spells.

Map-Specific Tips

Indoor Maps (The Game, Lery’s, Midwich, RPD) - Strong for Vecna. Flight of the Damned works well in corridors. Mage Hand is great for breaking pallets. Fly is useful for navigating.

Open Maps (Coldwind, MacMillan, Autohaven) - Decent for Vecna. Flight of the Damned works well in the open. Dispelling Sphere can trap survivors.

Large Maps (Mother’s Dwelling, Red Forest) - Rough for Vecna. Huge maps mean more patrolling. Use Fly to cover ground quickly.

Multi-Level Maps (The Game, Midwich) - Good for Vecna. Fly lets you navigate multiple floors easily. Flight of the Damned works on all levels.

Why Play Vecna?

Pros:

  • Multiple tools (4 spells)
  • Versatile playstyle
  • Ranged attack (Flight of the Damned)
  • Utility spells (Mage Hand, Dispelling Sphere)
  • Mobility (Fly)
  • Unique D&D aesthetic
  • Fun spell-casting fantasy

Cons:

  • Complex (4 spells to manage)
  • Requires good aim (Flight of the Damned)
  • Spell cooldowns limit spam
  • Countered by Magic Items
  • Moderate skill ceiling
  • Spell wheel can be awkward

Advanced Tips

Flight of the Damned leading: Projectiles have travel time. Aim where survivors are GOING, not where they ARE.

Projectile spread: The 3 projectiles spread in a cone. At medium range, the spread can hit survivors who juke.

Mage Hand efficiency: Always use Mage Hand to break pallets from range. Never walk to pallets.

Dispelling Sphere placement: Place sphere to trap survivors INSIDE loops, not outside. They’re forced to stay inside and are Hindered.

Fly shortcuts: Use Fly to cut across the map. Don’t just walk everywhere.

Spell wheel muscle memory: Practice switching spells quickly. The faster you swap, the more efficient you are.

Mage Hand gen kicks: Kick gens from range with Mage Hand. You don’t waste time walking to them.

Dispelling Sphere anti-flashlight: If survivors have flashlights, place sphere at your feet when picking up. They can’t use flashlights inside.

Flight of the Damned at unhooks: Shoot survivors unhooking. You can hit both the unhooker and the unhooked person.

Fly mind games: Fly over pallets/windows to confuse survivors. They don’t expect it.

Learning Curve and Practice

Vecna has a moderate learning curve.

Hours 0-10: Learning which spell to use when. Flight of the Damned aim is awkward. Spell wheel is confusing.

Hours 10-30: Spell selection is improving. Flight of the Damned aim is better. Understanding spell synergies.

Hours 30-60: Comfortable with all spells. Using them efficiently. Winning matches.

Hours 60+: Vecna main. Spell swapping is second nature. Dominating with spell combos.

Practice tips:

  • Focus on Flight of the Damned aim first (primary damage spell)
  • Practice spell wheel swapping (get fast at switching)
  • Learn when to use each spell (situation awareness)
  • Watch Vecna streamers (Otzdarva)

Final Thoughts

The Vecna is one of Dead by Daylight’s most versatile killers. He has a tool for every situation with his four spells, rewarding strategic thinking and adaptability.

Vecna rewards mastering multiple abilities, good aim with Flight of the Damned, and knowing when to use which spell. Practice your projectile aim, learn spell synergies, and embrace the spellcasting fantasy.

Master your spells, adapt to every situation, and dominate with magical power. Vecna is one of the most unique killers in DBD.

Good luck, and may your spells always hit their mark.


Last Updated: Patch 9.3.0 - November 2025