Ad placeholder

Spells: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
(format update, not done)
Line 4: Line 4:
| image = Spells_SEO.webp
| image = Spells_SEO.webp
}}{{SpellsTab}}
}}{{SpellsTab}}
'''Spells''' are specific effects created from the Weave, the magical energies of the multiverse. They are conjured through experience, knowledge, or innate ability, or via the use of [[scrolls]] and other magic items. Spells can accomplish many things, from [[Condition|affecting]] living beings or the environment to dealing damage to enemies or healing allies and even bringing them back from the dead.
'''Spells''' are magical effects that are created by creatures via '''spellcasting'''. Spells are frequently cast to deal [[damage]] and provide [[healing]], or to inflict [[condition|conditions]] on its targets.
 
All [[Class|classes]] are capable of casting spells with the help of [[Scrolls|scrolls]] and [[Equipment|magic items]], and classes with the Spellcasting feature – called ''spellcasters'' – have spell slots they can expend to cast spells they know, without the need of scrolls.
 
{{HorizontalRuleImage}}
{{HorizontalRuleImage}}
<big><center>[[All spells|List of all spells]]</center></big>
<big><center>[[All spells|List of all spells]]</center></big>
{{HorizontalRuleImage}}
{{HorizontalRuleImage}}


== Spellcasters ==
== Overview ==
While anyone may use a scroll or magic item to cast a spell, those with the ability to cast spells on their own are known as '''spellcasters'''. Such characters have the [[Spellcasting]] feature from their [[class]] (or, in the case of {{class|Warlock}}s, the [[Warlock#Pact Magic|Pact Magic]] feature instead). Many classes specialise in spellcasting: {{class|Wizard}}s, {{class|Sorcerer}}s, {{class|Cleric}}, {{class|Druid}}s and {{class|Bard}}s. These classes are "full casters", meaning they can cast the maximum number of spells of the highest allowable level as they progress in experience. Other classes and subclasses mix spellcasting with other talents, and learn to cast fewer and less powerful spells. They are generally referred to as "half-casters" ({{class|Ranger}}s and {{class|Paladin}}s) or "one-third-casters" ({{class|Arcane Trickster}}s and {{class|Eldritch Knight}}s), depending on the fraction of maximum spellcasting power they gain. Such characters may not be able to cast spells at all until they reach level 2 or 3.
Spells  are created from the Weave, the magical energies of the multiverse. They are conjured through experience, knowledge or innate ability, or via the use of scrolls and magical items.
 
=== Spellcasters ===
Spellcasters can either be ''full casters'' – meaning they can learn spells up to 6th level spells, ''half casters'' – meaning they can learn spells up to 3rd level spells, or ''one-third casters'' – meaning they can learn spells up to 2nd level spells.
 
Full casters:
* {{class|Bard}}
* {{class|Cleric}}
* {{class|Druid}}
* {{class|Sorcerer}}
* {{Class|Warlock}}{{note|Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.}}
* {{class|Wizard}}
 
Half casters:
* {{Class|Paladin}}
* {{class|Ranger}}
 
One-third casters:
* {{class|Arcane Trickster}}
* {{class|Eldritch Knight}}
 
=== Spellcasting ability and proficiency ===
Every class, including those without the spellcasting feature, has a designated [[Ability scores|ability]] known as their ''spellcasting ability'', which represents their capacity to cast spells. Creatures add their spellcasting ability's corresponding the ability score modifier (their ''spellcasting ability modifier'') to the [[Difficulty Class]] (DC) of their spell [[Saving throws|saves]], in addition to their [[Proficiency|proficiency bonus]].{{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.}}
 
; {{SmallIcon|Intelligence_Ability_Icon.png|link=Intelligence}} [[Intelligence]] (INT) : {{Class|Wizard}}s, {{Class|Fighter}}s<sup>†</sup>, and {{Class|Rogue}}s<sup>†</sup>.
; {{SmallIcon|Wisdom_Ability_Icon.png|link=Wisdom}} [[Wisdom]] (WIS) : {{Class|Cleric}}s, {{Class|Ranger}}s, {{Class|Druid}}s, and {{Class|Monk}}s*.
; {{SmallIcon|Charisma_Ability_Icon.png|link=Charisma}} [[Charisma]] (CHA) :{{Class|Bard}}s, {{Class|Paladin}}s, {{Class|Sorcerer}}s, {{Class|Warlock}}s, and {{Class|Barbarian}}s*.
''<sup>†</sup>These classes, while normally non-spellcasters, have the option of becoming spellcasters by specializing into specific subclasseses Arcane Trickster and Eldritch Knight.''
 
=== 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 {{InfoBlob|<nowiki>Wizard 1, Wizard 2, Sorcerer 1, Wizard 3</nowiki>}} will use '''CHA''' for item spellcasting, because Sorcerer is the latest "new" class for the character. If the same character then takes {{InfoBlob|<nowiki>Cleric 1</nowiki>}}, [[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 {{InfoBlob|<nowiki>Sorcerer 2</nowiki>}}, they 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 (Barbarian Subclass)|Wild Magic]]), [[Fighter|Fighters]] and [[Rogue|Rogues]] will only provide their spellcasting ability if they are level 3 and have the appropriate subclass ([[Eldritch Knight]] and [[Arcane Trickster]] respectively). So, {{InfoBlob|<nowiki>Ranger 1, Barbarian 1, Rogue 1</nowiki>}} will use '''CHA''' instead of '''INT''' for item and illithid spellcasting.


== Casting spells ==
== Casting spells ==
Line 191: Line 228:
** 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.
* 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 Scores|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 Modifier|Ability Score Modifier]] for spellcasting:<!-- Sorted by spellcaster status, and then alphabetically -->
* {{SmallIcon|Intelligence_Ability_Icon.png|link=Intelligence}} '''[[Intelligence]] (INT)''': {{Class|Wizard}}s, {{Class|Fighter}}s*<sup>†</sup>, and {{Class|Rogue}}s*<sup>†</sup>.
* {{SmallIcon|Wisdom_Ability_Icon.png|link=Wisdom}} '''[[Wisdom]] (WIS)''': {{Class|Cleric}}s, {{Class|Ranger}}s, {{Class|Druid}}s, and {{Class|Monk}}s*.
* {{SmallIcon|Charisma_Ability_Icon.png|link=Charisma}} '''[[Charisma]] (CHA)''':{{Class|Bard}}s, {{Class|Paladin}}s, {{Class|Sorcerer}}s, {{Class|Warlock}}s, and {{Class|Barbarian}}s*.
''*Non-spellcasters''
''<sup>†</sup>These classes, while normally non-spellcasters, have the option of becoming spellcasters by specializing into specific subclasses ({{Class|Arcane Trickster}}s and {{Class|Eldritch Knight}}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 {{InfoBlob|<nowiki>Wizard 1, Wizard 2, Sorcerer 1, Wizard 3</nowiki>}} will use '''CHA''' for item spellcasting, because Sorcerer is the latest "new" class for the character. If the same character then takes {{InfoBlob|<nowiki>Cleric 1</nowiki>}}, [[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 {{InfoBlob|<nowiki>Sorcerer 2</nowiki>}}, they 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 (Barbarian Subclass)|Wild Magic]]), [[Fighter|Fighters]] and [[Rogue|Rogues]] will only provide their spellcasting ability if they are level 3 and have the appropriate subclass ([[Eldritch Knight]] and [[Arcane Trickster]] respectively). So, {{InfoBlob|<nowiki>Ranger 1, Barbarian 1, Rogue 1</nowiki>}} will use '''CHA''' instead of '''INT''' for item and illithid spellcasting.


== Prepared spells ==
== Prepared spells ==
Line 273: Line 285:
== External links ==
== External links ==
{{FRWiki|Spell|long}}
{{FRWiki|Spell|long}}
== Footnotes ==
{{notelist}}


==References==
==References==

Revision as of 21:12, 8 December 2023

Spells are magical effects that are created by creatures via spellcasting. Spells are frequently cast to deal damage and provide healing, or to inflict conditions on its targets.

All classes are capable of casting spells with the help of scrolls and magic items, and classes with the Spellcasting feature – called spellcasters – have spell slots they can expend to cast spells they know, without the need of scrolls.

Bg3 content hr.png
List of all spells
Bg3 content hr.png

Overview

Spells are created from the Weave, the magical energies of the multiverse. They are conjured through experience, knowledge or innate ability, or via the use of scrolls and magical items.

Spellcasters

Spellcasters can either be full casters – meaning they can learn spells up to 6th level spells, half casters – meaning they can learn spells up to 3rd level spells, or one-third casters – meaning they can learn spells up to 2nd level spells.

Full casters:

Half casters:

One-third casters:

Spellcasting ability and proficiency

Every class, including those without the spellcasting feature, has a designated ability known as their spellcasting ability, which represents their capacity to cast spells. Creatures add their spellcasting ability's corresponding the ability score modifier (their spellcasting ability modifier) to the Difficulty Class (DC) of their spell saves, in addition to their proficiency bonus.[note 2]

Intelligence Intelligence (INT)
Wizard Wizards, Fighter Fighters, and Rogue Rogues.
Wisdom Wisdom (WIS)
Cleric Clerics, Ranger Rangers, Druid Druids, and Monk Monks*.
Charisma Charisma (CHA)
Bard Bards, Paladin Paladins, Sorcerer Sorcerers, Warlock Warlocks, and Barbarian Barbarians*.

These classes, while normally non-spellcasters, have the option of becoming spellcasters by specializing into specific subclasseses Arcane Trickster and Eldritch Knight.

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, they 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.

Casting spells

To cast a spell, a character must expend any required resources. This is usually an Action, Bonus action or Reaction, as well as a spell slot of the spell's level or higher (see below). In addition, most spells cannot be cast by a character who is Silenced Silenced, as they cannot speak the magic words required.

When casting a spell that affects another creature, the caster may have to make a Spell Attack Roll to aim a ray of energy (like Ray of Enfeeblement Ray of Enfeeblement) or magical projectile (like Fire Bolt Fire Bolt or Eldritch Blast Eldritch Blast).

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):

D20.png d20 + Proficiency Bonus + Spellcasting Ability Modifier

Spells that conjure harmful creatures or objects (like Flaming Sphere Flaming Sphere or Spiritual Weapon Spiritual Weapon) usually require the summoned entity to make attacks on their own turn, using the caster's spell attack above.

Spells which create a damaging effect at a point in space (like Fireball Fireball) or affect a character directly (like Hold Person Hold Person) do not require an Attack Roll, but often allow a target to roll a Saving Throw to resist or reduce the spell's effect. This saving throw is made against the caster's spellcasting Difficulty Class (or DC):

8 + Proficiency Bonus + Spellcasting Ability Modifier

Spells which do not directly harm other creatures generally don't require an attack roll or saving throw. There are also some harmful spells which are exceptions to the above: Magic Missile Magic Missile automatically hits its targets, while Sleep Sleep and Colour Spray Colour Spray automatically affect creatures with up to a specific number of hit points.

Spell slots

Spell slots are the primary resource used to cast spells. They can be thought of as packets of mental effort expended by a spellcaster to channel magical energy into a spell. Depleted spell slots are generally regained by taking a Long Rest, though there are other means to restore them:

  • Some characters, including Wizard Wizards and some Druid Druid subclasses, have features which let them regain a small number of spell slots in between long rests.
  • Wild Magic Barbarian Wild Magic Barbarians have access to the Bolstering Magic feature, allowing them or an ally to recover a few low level spell slots when they Rage.
  • 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 a temporary additional spell slot of a specific level from 1st to 4th, depending on the elixir. While this doesn't technically replenish an existing slot, the practical effect is the same.
  • The Warlock Warlock's Pact Magic class feature grants them only a small number of spell slots, but to compensate they regain them all by taking a short rest.

Spell levels

A spell's level is a measure of how powerful it is, as well as how difficult it is to cast. Spell slots also have levels, and a character will have a specific number of spell slots of each level available to them: 4 Level 1 Spell Slots.png Level 1, 3 Level 2 Spell Slots.png Level 2, 2 Level 3 Spell Slots.png Level 3, and so on. A spell of a given level requires a spell slot of the same level or higher to be expended to cast it. For example, a 3rd level spell can be cast using a spell slot of level 3, 4, 5 or 6, but not of level 1 or 2.

Cantrips Cantrips Icon.png are "level 0" spells: they do not consume any spell slots and can be cast "at will". They are effectively an infinite resource.

Due to their unique mechanics, the spell slots of a Warlock are colored differently, like so: 2 Level 1 Warlock Spell Slots.png

A spell's level has other effects:

  • Wizards need to spend more gold to learn a higher level spell (usually 50gp per level, though cheaper for the spells of a Wizard's chosen school).
  • 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 have varying effects depending on level of the spell or spell slot used to power them.

Upcasting

Main article: Upcasting

Upcast Icon.pngUpcasting is when a spellcaster uses a higher level spell slot to cast a lower level spell. Many spells become more powerful when cast with a spell slot higher than the spell's level. For damaging spells this usually takes the form of additional damage dice, but spells can also gain a larger area of effect, a longer duration, additional targets or other benefits.

Spell slots per level

ESL Spell Slots per Spell Level
Ico knownSpells lvl 01.png Ico knownSpells lvl 02.png Ico knownSpells lvl 03.png Ico knownSpells lvl 04.png Ico knownSpells lvl 05.png Ico knownSpells lvl 06.png
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 (Bard Bards, Cleric Clerics, Druid Druids, Sorcerer Sorcerers, and Wizard Wizards) this is exactly their class level: a level 5 wizard has an Effective Spellcaster Level of 5. "Half-spellcasters" (Ranger Rangers and Paladin Paladins), are not considered spellcasters until class level 2, at which point their ESL is their class level halved. "One-third-spellcasters" (Arcane Trickster Arcane Tricksters and Eldritch Knight Eldritch Knights) 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.

Warlock Warlocks 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 icon in the hotbar. Click "X" to stop concentrating any time

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 Concentration spell at a time.

When taking damage, the caster can only maintain Concentration 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.

Prepared spells

Prepared Spells Icon.webp 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_Icon.png 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

See All spells for the complete list

Spells/Trivia

External links

Spell on the Forgotten Realms Wiki

Footnotes

  1. Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.
  2. 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.

References