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* Items such as the {{RarityItem|Pearl of Power Amulet}} or {{RarityItem|Spellcrux Amulet}} allow for the recovery of spell slots once per long rest. | * Items such as the {{RarityItem|Pearl of Power Amulet}} or {{RarityItem|Spellcrux Amulet}} allow for the recovery of spell slots once per long rest. | ||
* The [[Arcane Cultivation]] line of Elixirs grants the user an additional spell slot from 1st to 4th level, depending on the elixir. This is effectively regaining a spell slot as long as the user does not have four spell slots of that level already. | * The [[Arcane Cultivation]] line of Elixirs grants the user an additional spell slot from 1st to 4th level, depending on the elixir. This is effectively regaining a spell slot as long as the user does not have four spell slots of that level already. | ||
* | * A [[Warlock]] regains all spell slots on a [[short rest]] via the '''Pact Magic''' class feature. | ||
=== Spell levels === | === Spell levels === | ||
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Due to their unique mechanics, the spell slots of a [[Warlock]] are colored differently, like so: {{SpellSlot|1 Warlock|2|w=24}} | Due to their unique mechanics, the spell slots of a [[Warlock]] are colored differently, like so: {{SpellSlot|1 Warlock|2|w=24}} | ||
A spell's level also has mechanical impacts outside of spell slots. Wizards need to spend more gold to learn a higher level spell, and [[Counterspell]] is harder to use against a spells of higher levels. Some Wizard subclass features also depend on spell slot level used | A spell's level also has mechanical impacts outside of spell slots. Wizards need to spend more gold to learn a higher level spell, and [[Counterspell]] is harder to use against a spells of higher levels. Some Wizard subclass features (such as [[Arcane Ward]] and [[Grim Harvest]]) and the Paladin's [[Divine Smite]] ability also depend on spell slot level used. | ||
=== Upcasting === | === Upcasting === | ||
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The total amount of spell slots a spellcaster would get is dependent upon their '''Effective Spellcaster Level''' (ESL). For full spellcasters ({{Class|Bard}}s, {{Class|Cleric}}s, {{Class|Druid}}s, {{Class|Sorcerer}}s, and {{Class|Wizard}}s) this is exactly their class level (A level 5 wizard has an Effective Spellcaster Level of 5); "Half-spellcasters" ({{Class|Ranger}}s and {{Class|Paladin}}s), are not considered spellcasters until class level 2, at which point their '''ESL''' is their class level halved. "One-third-spellcasters" ({{Class|Arcane Trickster}}s and {{Class|Eldritch Knight}}s) are all subclasses that can only be taken at class level | The total amount of spell slots a spellcaster would get is dependent upon their '''Effective Spellcaster Level''' (ESL). For full spellcasters ({{Class|Bard}}s, {{Class|Cleric}}s, {{Class|Druid}}s, {{Class|Sorcerer}}s, and {{Class|Wizard}}s) this is exactly their class level (A level 5 wizard has an Effective Spellcaster Level of 5); "Half-spellcasters" ({{Class|Ranger}}s and {{Class|Paladin}}s), are not considered spellcasters until class level 2, at which point their '''ESL''' is their class level halved. "One-third-spellcasters" ({{Class|Arcane Trickster}}s and {{Class|Eldritch Knight}}s) are all subclasses that can only be taken at class level 3; their '''ESL''' is their class level divided by three. For the purpose of determining Spell Slot Distribution the '''ESL''' is '''rounded up''' when no multiclassing of multiple spellcaster classes is involved. | ||
When multiple spellcaster classes are chosen for a character, the character's '''ESL''' is instead the '''ESL''' of every individual spellcasting class that the character has, each rounded down, and then summed up. As an example, a level 1 cleric/level 3 paladin/level 3 ranger character would have an '''ESL''' of 3, because:{{InfoBlob|<nowiki>1 + round_down(1.5) + round_down(1.5) = 1 + 1 + 1 = 3</nowiki>}} | When multiple spellcaster classes are chosen for a character, the character's '''ESL''' is instead the '''ESL''' of every individual spellcasting class that the character has, each rounded down, and then summed up. As an example, a level 1 cleric/level 3 paladin/level 3 ranger character would have an '''ESL''' of 3, because:{{InfoBlob|<nowiki>1 + round_down(1.5) + round_down(1.5) = 1 + 1 + 1 = 3</nowiki>}} | ||
Because of the differing rounding between non-multiclass and multiclass characters, a peculiar edge case exists when a "partial spellcaster" multiclasses into another "partial spellcaster" class. To illustrate this consider a level 3 paladin that picks up a level of ranger. Both of these classes are "half-spellcasters". A level 3 pure paladin has an '''ESL''' of 2, due to the rounding up. But when they multiclass into another "half-spellcasters" class, one may assume this character would lose an '''ESL''' by leveling up, as the rule now requires rounding down. However, as mentioned earlier, "partial spellcasters" classes are not considered spellcasters until they get to '''ESL 1 without rounding'''. So a level 3 paladin/level 1 ranger still has an '''ESL''' of 2. In short, due to how the rule is written, '''a character will never lose ESL by leveling up''', no matter what. | Because of the differing rounding between non-multiclass and multiclass characters, a peculiar edge case exists when a "partial spellcaster" multiclasses into another "partial spellcaster" class. To illustrate this, consider a level 3 paladin that picks up a level of ranger. Both of these classes are "half-spellcasters". A level 3 pure paladin has an '''ESL''' of 2, due to the rounding up. But when they multiclass into another "half-spellcasters" class, one may assume this character would lose an '''ESL''' by leveling up, as the rule now requires rounding down. However, as mentioned earlier, "partial spellcasters" classes are not considered spellcasters until they get to '''ESL 1 without rounding'''. So a level 3 paladin/level 1 ranger still has an '''ESL''' of 2. In short, due to how the rule is written, '''a character will never lose ESL by leveling up''', no matter what. | ||
Once an ESL is calculated, one can consult the spell slots per level table to find out their character's spell slot distribution. | Once an ESL is calculated, one can consult the spell slots per level table to find out their character's spell slot distribution. | ||
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The number of spell slot for each level across ESL has no clear pattern, but when a spell level opens up does have an identifiable pattern. '''The maximum spell level a spellcaster has access to is their ESL halved and then rounded up.''' | The number of spell slot for each level across ESL has no clear pattern, but when a spell level opens up does have an identifiable pattern. '''The maximum spell level a spellcaster has access to is their ESL halved and then rounded up.''' | ||
{{Class|Warlock}}s are unique in this regard. Their spell slots are all of uniform level, matching the highest spell slot available of a normal full spellcaster class until spell level 5, which is the highest level spell slot warlocks can have. They also simply gain a spell slot at class level 1,2, and 11. | {{Class|Warlock}}s are unique in this regard. Their spell slots are all of uniform level, matching the highest spell slot available of a normal full spellcaster class until spell level 5, which is the highest level spell slot warlocks can have. They also simply gain a spell slot at class level 1,2, and 11. When a character has levels in both Warlock and a class with traditional spellcasting, their Warlock spell slots are counted separately from any other spell slots, and Warlock levels are ignored when calculating ESL. Characters with both kinds of spell slots can ''mostly'' use them to cast spells from either class interchangeably, though some Warlock [[Eldritch Invocation|Eldritch Invocations]] specifically require the use of a Warlock spell slot. | ||
== Concentration == | == Concentration == | ||
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* Failing a Concentration Constitution [[Saving Throws|Saving Throw]]. Said Saving Throw occurs every time a concentrating caster takes damage. The DC of this Saving Throw is either 10 or half the number of damage taken, whichever is higher. | * Failing a Concentration Constitution [[Saving Throws|Saving Throw]]. Said Saving Throw occurs every time a concentrating caster takes damage. The DC of this Saving Throw is either 10 or half the number of damage taken, whichever is higher. | ||
* Being affected by [[Condition]]s such as [[Condition#Downed|Downed]], [[Condition#Sleeping|Sleeping]], [[Rage]], etc. If this happens Concentration is dropped without recourse. | * Being affected by [[Condition]]s such as [[Condition#Downed|Downed]], [[Condition#Sleeping|Sleeping]], [[Rage]], etc. If this happens Concentration is dropped without recourse. | ||
* The caster can also voluntarily end the Concentration effect | * The caster can also voluntarily end the Concentration effect, either by casting another Concentration Spell, by manually ending Concentration, or by taking a [[Long Rest]]. | ||
** Unlike most actions, the manual ending of concentration can be done at anytime, even amidst someone else's turn. For players this is done via the x button on the concentrated spell's icon next to the caster's main portrait (see picture above). | ** Unlike most actions, the manual ending of concentration can be done at anytime, even amidst someone else's turn. For players this is done via the x button on the concentrated spell's icon next to the caster's main portrait (see picture above). | ||
* Most Concentration spells have a maximum duration, after which the spell automatically ends even if the caster is still concentrating. | |||
== Spellcasting ability and proficiency == | == Spellcasting ability and proficiency == | ||
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== External links == | == External links == | ||
{{FRWiki|Spell|long}} | |||
==References== | ==References== |
Revision as of 20:14, 16 November 2023
Overview | All spells | Cantrips | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experience, knowledge, or innate ability to create magical Effects, deal damage to enemies, or heal their allies.
All spellcasters are proficient with Spell Attacks. When they make an Attack Roll with a Spell, they roll against the target's Armour Class (or AC):
Spells which do not invoke an Attack Roll often require the target to roll a Saving Throw against the spellcaster's spellcasting Difficulty Class (or DC):
Spell slots
Spell slots are the resource used to cast spells. Depleted spell slots are can only be regained through a Long Rest, or via spell slot-restoring effects:
- Certain classes like Wizard and some Druid subclasses have the ability to regain a small number of spell slots once per long rest.
- Wild Magic Barbarians have access to the Bolstering Magic feature, allowing them to recover a few low level spell slots of an ally or themselves.
- Items such as the Pearl of Power Amulet or Spellcrux Amulet allow for the recovery of spell slots once per long rest.
- The Arcane Cultivation line of Elixirs grants the user an additional spell slot from 1st to 4th level, depending on the elixir. This is effectively regaining a spell slot as long as the user does not have four spell slots of that level already.
- A Warlock regains all spell slots on a short rest via the Pact Magic class feature.
Spell levels
A spell's level represents the power of a given spell, as well as its difficulty to be cast. Each Spell Level has a corresponding Spell Slot Level that is required be spent : Level 1, Level 2, Level 3, and so on. A spell of a given level must expend a spell slot of the same level or higher. For example, a 3rd level spell must spend either a level 3 slot or level 4 slot and so on.
Cantrips are "level 0" spells. They do not consume any spell slots and are effectively an infinite resource.
Due to their unique mechanics, the spell slots of a Warlock are colored differently, like so:
A spell's level also has mechanical impacts outside of spell slots. Wizards need to spend more gold to learn a higher level spell, and Counterspell is harder to use against a spells of higher levels. Some Wizard subclass features (such as Arcane Ward and Grim Harvest) and the Paladin's Divine Smite ability also depend on spell slot level used.
Upcasting
Upcasting refers to when a spellcaster chooses to use a higher level spell slot to cast a lower level spell. Many spells gain additional damage dice, a larger area of effect, allow for more targets, or other effects when upcast.
Spell slots per level
ESL | Spell Slots per Spell Level | |||||
---|---|---|---|---|---|---|
1 | 2 | - | - | - | - | - |
2 | 3 | - | - | - | - | - |
3 | 4 | 2 | - | - | - | - |
4 | 4 | 3 | - | - | - | - |
5 | 4 | 3 | 2 | - | - | - |
6 | 4 | 3 | 3 | - | - | - |
7 | 4 | 3 | 3 | 1 | - | - |
8 | 4 | 3 | 3 | 2 | - | - |
9 | 4 | 3 | 3 | 3 | 1 | - |
10 | 4 | 3 | 3 | 3 | 2 | - |
11 | 4 | 3 | 3 | 3 | 2 | 1 |
12 | 4 | 3 | 3 | 3 | 2 | 1 |
The total amount of spell slots a spellcaster would get is dependent upon their Effective Spellcaster Level (ESL). For full spellcasters (s, s, s, s, and s) this is exactly their class level (A level 5 wizard has an Effective Spellcaster Level of 5); "Half-spellcasters" ( s and s), are not considered spellcasters until class level 2, at which point their ESL is their class level halved. "One-third-spellcasters" ( s and s) are all subclasses that can only be taken at class level 3; their ESL is their class level divided by three. For the purpose of determining Spell Slot Distribution the ESL is rounded up when no multiclassing of multiple spellcaster classes is involved.
When multiple spellcaster classes are chosen for a character, the character's ESL is instead the ESL of every individual spellcasting class that the character has, each rounded down, and then summed up. As an example, a level 1 cleric/level 3 paladin/level 3 ranger character would have an ESL of 3, because:1 + round_down(1.5) + round_down(1.5) = 1 + 1 + 1 = 3
Because of the differing rounding between non-multiclass and multiclass characters, a peculiar edge case exists when a "partial spellcaster" multiclasses into another "partial spellcaster" class. To illustrate this, consider a level 3 paladin that picks up a level of ranger. Both of these classes are "half-spellcasters". A level 3 pure paladin has an ESL of 2, due to the rounding up. But when they multiclass into another "half-spellcasters" class, one may assume this character would lose an ESL by leveling up, as the rule now requires rounding down. However, as mentioned earlier, "partial spellcasters" classes are not considered spellcasters until they get to ESL 1 without rounding. So a level 3 paladin/level 1 ranger still has an ESL of 2. In short, due to how the rule is written, a character will never lose ESL by leveling up, no matter what.
Once an ESL is calculated, one can consult the spell slots per level table to find out their character's spell slot distribution.
The number of spell slot for each level across ESL has no clear pattern, but when a spell level opens up does have an identifiable pattern. The maximum spell level a spellcaster has access to is their ESL halved and then rounded up.
s are unique in this regard. Their spell slots are all of uniform level, matching the highest spell slot available of a normal full spellcaster class until spell level 5, which is the highest level spell slot warlocks can have. They also simply gain a spell slot at class level 1,2, and 11. When a character has levels in both Warlock and a class with traditional spellcasting, their Warlock spell slots are counted separately from any other spell slots, and Warlock levels are ignored when calculating ESL. Characters with both kinds of spell slots can mostly use them to cast spells from either class interchangeably, though some Warlock Eldritch Invocations specifically require the use of a Warlock spell slot.
Concentration
Main page: Concentration
Concentration is a special Resource used by certain Spells. A spell with the Concentration tag requires the caster to focus on that spell for its duration.
A caster may only maintain the effect of one Concentration spell at a time.
When taking damage, the caster can only maintain Concentration by succeeding a Constitution Saving throw (sometimes referred to as a "Concentration Check"). The Difficulty Class of this Constitution saving throw is half of the damage taken, but no less than 10.
Ways a caster can lose Concentration while concentrating includes:
- Failing a Concentration Constitution Saving Throw. Said Saving Throw occurs every time a concentrating caster takes damage. The DC of this Saving Throw is either 10 or half the number of damage taken, whichever is higher.
- Being affected by Conditions such as Downed, Sleeping, Rage, etc. If this happens Concentration is dropped without recourse.
- The caster can also voluntarily end the Concentration effect, either by casting another Concentration Spell, by manually ending Concentration, or by taking a Long Rest.
- Unlike most actions, the manual ending of concentration can be done at anytime, even amidst someone else's turn. For players this is done via the x button on the concentrated spell's icon next to the caster's main portrait (see picture above).
- Most Concentration spells have a maximum duration, after which the spell automatically ends even if the caster is still concentrating.
Spellcasting ability and proficiency
Every class, even non-spellcasters, has an ability specifically designated to represent their ability to cast spells. This ability would be that class's Spellcasting Ability, the Ability Score Modifier of said Spellcasting Ability is directly added to the difficulty for which the spellcaster's targets face when trying to mitigate the effects of most spells from said spellcaster. This added difficulty-to-resist is more simply known as the spellcaster's Spellcasting Ability Modifier.
Non-spellcasters typically only cast spells by using magical items (which include scrolls) or Illithid Powers. Regardless, all characters get to add their Proficiency Bonus to their spell's difficulty-to-resist, in a similar fashion to their Spellcasting Ability Modifier.
For more details, see the Saving Throw and Attack Roll pages for a comprehensive explanation of how the Spellcasting Ability Modifier and Proficiency Bonus is applied.
Each class uses a different Ability Score Modifier for spellcasting:
- Intelligence (INT): s, s*†, and s*†.
- Wisdom (WIS): s, s, s, and s*.
- Charisma (CHA):s, s, s, s, and s*.
*Non-spellcasters
†These classes, while normally non-spellcasters, have the option of becoming spellcasters by specializing into specific subclasses (s and s)
Note: Some spells designate a specific Spellcasting Ability regardless of the class casting them. This is most commonly a result of spells obtained via racial features.
Multiclassing
In the case of Multiclassing, learned class spells will use the Spellcasting Ability Modifier for the class the spell is learned by. So a Fire Bolt learned by a Wizard will use INT for its attack rolls, but a Fire Bolt learned by a Sorcerer will use CHA for its attack rolls.
For spells on items (Weapons, Equipment, Scrolls... etc.), the most recent class that was multiclassed into takes precedence in the Spellcasting Ability Modifier. As an example, a character with the level progression Wizard 1, Wizard 2, Sorcerer 1, Wizard 3 will use CHA for item spellcasting, because Sorcerer is the latest "new" class for the character. If the same character then takes Cleric 1, Cleric would be the latest new class, and WIS will now be used for item spellcasting for this character. Finally, if the same character then levels up their Sorcerer 2, it would still continue to use WIS for item spellcasting as no "new" class was added since Cleric.
However, although taking one level in the Barbarian class changes the Spellcasting Ability Modifer to CHA (despite barbarians having no use for this stat if they are not specialised in Wild Magic), fighters and rogues will only provide their spellcasting ability if they are level 3 and have the appropriate subclass (Eldritch Knight and Arcane Trickster respectively). So, Ranger 1, Barbarian 1, Rogue 1 will use CHA instead of INT for item and illithid spellcasting.
Prepared spells
Prepared spells are Spells that must be prepared beforehand in order to be cast, this can only be done outside of combat. Spellcasters that primarily utilize this type of spells are known as prepared spellcasters. This includes:
These spellcasters will need to anticipate which spells would be useful in advance. In exchange, these classes will have access to every class-level-appropriate spell in their Spell List.
Uniquely, Wizards are prepared casters that can only choose a subset of eligible spells to be learnt on leveling up, but are allowed to learn more spells by transcribing scrolls.
The number of Prepared Spells each class can have at a time is equal to (Spellcasting Ability Modifier + Class Level) (Minimum of 1)
For this purpose a Paladin's class level is halved and rounded down.
Known spells
Known spells are spells permanently memorized by a spellcaster, meaning these spells are always prepared. Spellcasters that primarily utilizes this type of spells are known as spontaneous spellcasters. This includes:
These spellcasters will not need to worry about spell preparation. In exchange, they can only learn a subset of their class's Spell List.
Spontaneous Spellcasters have access to the Replacement Spell feature, which allows them to swap a known spell each time they level up.
Additionally, Spells granted by Races or by certain Subclasses (such as Cleric Domains) are considered "inherent" and are always prepared. This happens even if the character in question has a class that is normally a prepared spellcaster.
Ritual spells
When a ritual spell is cast outside of combat/turn-based mode, they do not consume spell slots and are effectively free to cast. They consume spell slots as normal in-combat/turn-based mode.
Spell list
External links
Spell on the Forgotten Realms Wiki