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'''Spells''' are magical effects that are created by creatures via '''spellcasting'''. Spells are frequently cast to deal [[Damage mechanics|damage]] and provide [[healing]], or to inflict [[condition|conditions]] on the targets.
'''Spells''' are magical effects that are created by creatures via '''spellcasting'''.{{note|The term ''spellcasting'' refers {{em|both}} to the act of casting spells, as well as the Spellcasting class feature. The latter is always capitalised, whereas the former is generally not.}} Spells are frequently cast to deal [[Damage mechanics|damage]] and provide [[healing]], or to inflict [[condition|conditions]] on the 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 for scrolls.
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 for scrolls.
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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.
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 ===
All spells have levels, which is a measure of how powerful the spell is, as well as how difficult it is to cast is.
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:
Most spells are cast by taking an {{action}}, but others are cast by taking a {{action|bonus}} or a {{action|reaction}}.
* {{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:
The spell {{SAI|Counterspell}} can interrupt spells before they can be cast, and many spells cannot be cast by {{Cond|Silenced}} creatures.
* {{class|Arcane Trickster}}
* {{class|Eldritch Knight}}


=== Spellcasting ability and proficiency ===
=== Spellcasting ability ===
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 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.}}
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.{{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.}}


; Intelligence : {{Class|Wizard}}s, {{Class|Fighter}}s<sup>†</sup>, {{Class|Rogue}}s<sup>†</sup>.
; Intelligence : {{Class|Wizard}}s, {{Class|Fighter}}s, {{Class|Rogue}}s.
; Wisdom : {{Class|Cleric}}s, {{Class|Ranger}}s, {{Class|Druid}}s, {{Class|Monk}}s.
; Wisdom : {{Class|Cleric}}s, {{Class|Ranger}}s, {{Class|Druid}}s, {{Class|Monk}}s.
; Charisma: {{Class|Bard}}s, {{Class|Paladin}}s, {{Class|Sorcerer}}s, {{Class|Warlock}}s, {{Class|Barbarian}}s.
; Charisma: {{Class|Bard}}s, {{Class|Paladin}}s, {{Class|Sorcerer}}s, {{Class|Warlock}}s, {{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 ====
==== Multiclassing ====
Spells learned from taking levels in a class will use that class' spellcasting ability modifier.
Spells learned from taking levels in a class will use that class' spellcasting ability modifier. Spells from other sources use the spellcasting ability of the class the creature most recently took a {{em|first}} level in.{{note|A level 5 wizard that takes 1 level in sorcerer will use Charisma as their spellcasting ability for non-wizard spells, even if they later take more levels in wizard. However, if they take a level in cleric, they will use Wisdom as their spellcasting ability modifier instead, as this is their most recently acquired class.}}{{note|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).}}


For spells from other sources, the most recent class that was multiclassed into takes precedence for determining which spellcasting ability modifier to use.
=== Saves and attacks ===
While some spells automatically hit their targets ({{SAI|Magic Missile}}, {{SAI|Sleep}}), others either allow targeted creatures to attempt to [[Saving throw|save]] against the spell, or require the caster to make an [[Attack roll|attack roll]] against the target's [[Armour Class|AC]].


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 picks {{InfoBlob|<nowiki>sorcerer 2</nowiki>}}, they would still continue to use WIS for item spellcasting as no new class was added since cleric.{{verify}}
==== Spell saves ====
Harmful spells which create a surface, target an area or a specific  point in space ({{SAI|Fireball}}), or affect a character directly ({{SAI|Hold Person}}), usually allow targeted creatures to attempt to save against the spell, ignoring or reducing the spell's effect.


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):  {{InfoBlob|<nowiki>ranger 1, barbarian 1, rogue 1</nowiki>}} will use CHA instead of INT for item and illithid spellcasting.
The [[Difficulty Class]] (DC) of these saves (called ''spell save DC'') is generally based on the caster's spellcasting DC:


== Casting spells ==
<div style="text-align: center; font-weight:bold;">{{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}</div>
Most spells require an {{action}}, but some require a {{action|bonus}} or a {{action|reaction}}. Spells learned through class features also require available spell slots.


Additionally, most spells cannot be cast by a character who is {{cond|silenced}}, as they cannot speak the magic words required.
==== Spell attack rolls ====
Some harmful spells require the caster to make an attack roll in order to determine if it's a hit or miss.  


When casting a spell that affects another creature, the caster may have to make an [[Attack roll|attack roll]] against the target's [[AC]], in order to determine if it's a hit or miss. Spells in the form of rays (like {{SAI|Ray of Enfeeblement}}) or projectiles (like {{SAI|Fire Bolt}} or {{SAI|Eldritch Blast}}) often require attacks rolls.
TSpells in the form of rays (like {{SAI|Ray of Enfeeblement}}) or projectiles (like {{SAI|Fire Bolt}} or {{SAI|Eldritch Blast}}) often require attacks rolls.


The caster adds the corresponding spellcasting ability modifier, as well as their proficiency bonus, to the results of the attack roll:
The caster adds their spellcasting ability modifier, as well as their proficiency bonus, to the results of the attack roll:


<div style="text-align: center; font-weight:bold;">{{InfoBlob|{{D20}} + proficiency Bonus + spellcasting ability modifier}}</div>
<div style="text-align: center; font-weight:bold;">{{InfoBlob|{{D20}} + proficiency bonus + spellcasting ability modifier}}</div>
 
Spells that conjure harmful creatures or objects (like {{SAI|Flaming Sphere}} or {{SAI|Spiritual Weapon}}) usually require the summoned entity to make attacks on their own turn, using the caster's spell attack roll above.
 
Spells which create a damaging effect at a point in space (like {{SAI|Fireball}}) or affect a character directly (like {{SAI|Hold Person}}) do not require an attack roll, but often allow the target to attempt to save against the spell, ignoring or reducing the spell's effect. This saving throw is made against the caster's spellcasting DC:
 
<div style="text-align: center; font-weight:bold;">{{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}</div>
 
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: {{SAI|Magic Missile}} automatically hits its targets, while {{SAI|Sleep}} and {{SAI|Colour Spray}} automatically affect creatures with up to a specific number of [[hit points]].


=== Concentration ===
=== Concentration ===
{{hatnote|Main article: [[Concentration]]}}
{{hatnote|Main article: [[Concentration]]}}
[[File:Concentration_Example.webp|thumb|class=notpageimage|Concentration icon in the hotbar. Click "X" to stop concentrating any time]]
Spells with the {{Concentration}} tag require the caster to focus on that spell for its duration. A caster may only maintain the effect of one concentration spell at a time.
Spells with the {{Concentration}} tag require the caster to focus on that spell for its duration.  


A caster may only maintain the effect of one cncentration spell at a time.  
When a creature concentrating on a spell takes damage, they make a Constitution save against a DC equal to half the damage taken, or 10, whichever is higher.{{note|Constitution saves are sometimes erroneously referred to as a ''Constitution checks''.}} If the save fails, the spell is interrupted, and its effects ended.


When taking damage, the caster can only maintain concentration by succeeding a Constitution save (sometimes referred to as a ''Concentration check'') with a DC of half the damage taken, but no less than 10.
Some conditions – such as {{Cond|Downed}} or {{Cond|Sleeping}} – also interrupt conditions, without allowing a save.


Ways a caster can lose Concentration while concentrating include:
Concentration is also ended when another concentration spell is cast, or when a long rest is taken.
* 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.
* 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 any time, 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.


== Spell slots ==
Concentration can be manually interrupted at any time via the ''x'' on the concentrated spell's icon, next to the caster's main portrait.
Classes expend spell slots to cast their known spells. A creature's available spell slots are determined by how many caster levels that creature has taken.
[[File:Concentration_Example.webp|thumb|200px|center|Concentration icon in the hotbar. Clicking "X" will end concentration.]]


Depleted spell slots are generally regained by taking a [[long rest]] or – for warlocks – a [[short rest]].
== 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.


=== Spell levels ===
Full casters:
A spell's level is a measure of how powerful the spell 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: {{SpellSlot|1|4|w=24}} Level 1, {{SpellSlot|2|3|w=24}} Level 2, {{SpellSlot|3|2|w=24}} 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.
* {{class|Bard}}
* {{class|Cleric}}
* {{class|Druid}}
* {{class|Sorcerer}}
* {{Class|Warlock}}{{note|Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.}}
* {{class|Wizard}}


Cantrips {{SpellSlot|cantrip|w=24}} are "level 0" spells: they do not consume any spell slots and can be cast "at will". They are effectively an infinite spellcasting resource.
Half casters:
* {{Class|Paladin}}
* {{class|Ranger}}


Due to their unique mechanics, the spell slots of a [[Warlock]] are colored differently, like so: {{SpellSlot|1 Warlock|2|w=24}}
One-third casters:
 
* {{class|Arcane Trickster}}
A spell's level has other effects:
* {{class|Eldritch Knight}}
* 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 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.
=== Spell slots ===
All spellcasters have spell slots, which they expend to cast their known spells. Cantrips {{SpellSlot|cantrip|w=24}} do not expend spell slots and can be cast at will. Depleted spell slots are generally replenished by taking a [[long rest]] or – for warlocks – a [[short rest]].


==== Upcasting ====
A spell of a given level requires a spell slot of the same level or higher to be expended to cast it. Many spells will be {{Icon|Upcast Icon.png|24px}} [[Upcasting|upcast]] when cast with a higher spell slot, and are then cast as more powerful versions of themselves.
{{hatnote|Main article: [[Upcasting]]}}
{{Icon|Upcast Icon.png|24px}}'''Upcasting''' 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 base 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 ===
==== Spellcasting spell slots ====
{| class="wikitable" style="float:right; margin-left: 12px;"
{| class="wikitable" style="float:right; margin-left: 12px;"
! rowspan="2" |'''ESL'''
! rowspan="2" |'''ESL'''
Line 216: Line 195:
|1
|1
|}
|}
A caster's available Spellcasting spell slots are determined by the their effective spellcaster level (ESL). A full caster's ESL is exactly their class level, whereas the ESL of half-casters and one-third casters is equal to half and one third their level, respectively, rounded up.


The total amount of spell slots a spellcaster would get is determined by their effective spellcaster level (ESL). For full spellcasters this is exactly their class level. Half-casters are not considered spellcasters until class level 2, at which point their ESL is their class level halved. One-third-casters have an ESL eaual to their class level divided by three. For the purpose of determining spell slot count, ESL is {{em|rounded up}} when no multiclassing of multiple caster classes is involved.
When multiple classes with the Spellcasting feature 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.


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>}}
==== Pact Magic ====
Warlocks do not cast spells through the Spellcasting feature, but through their unique Pact Magic feature. Spells casted via Pact Magic are always cast at the highest available Pact Magic spell slots, which are replenished on a short rest.


Once an ESL is calculated, one can consult the spell slots per level table to find out their character's spell slot distribution.
Distinguishing them from Spellcasting spell slots, Pact Magic spell slots have a unique colour: {{SpellSlot|1 Warlock|2|w=24}}


Warlocks are unique, as 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.
Spell slots gained from Pact Magic are calculated differently than those gained from Spellcasting. As such, levels taken in warlock are ignored when calculating ESL.


=== Recovering spell slots ===
==== Ritual spells ====
Depleted spell slots are generally regained by taking a rest, though there are other means to restore them:
* Some characters, including {{class|Wizard}}s and some {{class|Druid}} subclasses, have features which let them regain a small number of spell slots in between long rests.
* {{class|Wild Magic Barbarian}}s 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 {{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 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.
 
=== Ritual spells ===
When a {{Icon|Ritual_Spell_Icon.png|24px}} ritual spell is cast outside of combat/turn-based mode, it does not consume spell slots and is effectively free to cast. Ritual spells consume spell slots as normal in combat/turn-based mode.
When a {{Icon|Ritual_Spell_Icon.png|24px}} ritual spell is cast outside of combat/turn-based mode, it does not consume spell slots and is effectively free to cast. Ritual spells consume spell slots as normal in combat/turn-based mode.


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{{div col end}}
{{div col end}}


== Known spells ==
==== Replenishing spell slots ====
Depleted spell slots are generally regained by taking a rest, though there are other means to restore them:
* Some characters, including {{class|Wizard}}s and some {{class|Druid}} subclasses, have features which let them regain a small number of spell slots in between long rests.
* {{class|Wild Magic Barbarian}}s 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 {{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 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.
 
==== Other uses of spell slots ====
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.
 
=== Known spells ===
Known spells are spells generally learned from taking levels in a class with the Spellcasting feature. Every class has access to its own list of spells, though there is significant overlap between classes.
Known spells are spells generally learned from taking levels in a class with the Spellcasting feature. Every class has access to its own list of spells, though there is significant overlap between classes.


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* {{Class|Paladin}}
* {{Class|Paladin}}


=== Prepared spells ===
==== Prepared spells ====
[[File:Prepared Spells Icon.webp|24px]]
[[File:Prepared Spells Icon.webp|24px]]
Some casters
Some casters
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Additionally, spells granted by [[Race|racial features]] or by certain class features (such as by [[Cleric|cleric Domains]]) are considered ''inherent'' and are always prepared.
Additionally, spells granted by [[Race|racial features]] or by certain class features (such as by [[Cleric|cleric Domains]]) are considered ''inherent'' and are always prepared.


==Spell list==
== Spell list ==


{{hatnote|See [[All spells]] for the complete list}}
{{hatnote|See [[All spells]] for the complete list}}

Revision as of 15:27, 9 December 2023

Spells are magical effects that are created by creatures via spellcasting.[note 1] Spells are frequently cast to deal damage and provide healing, or to inflict conditions on the 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 for 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.

All spells have levels, which is a measure of how powerful the spell is, as well as how difficult it is to cast is.

Most spells are cast by taking an Action, but others are cast by taking a Bonus action or a Reaction.

The spell Counterspell Counterspell can interrupt spells before they can be cast, and many spells cannot be cast by Silenced Silenced creatures.

Spellcasting ability

Every class – including those without the Spellcasting feature – has a designated ability known as their spellcasting ability, which represents their capacity to cast spells.[note 2]

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

Multiclassing

Spells learned from taking levels in a class will use that class' spellcasting ability modifier. Spells from other sources use the spellcasting ability of the class the creature most recently took a first level in.[note 3][note 4]

Saves and attacks

While some spells automatically hit their targets (Magic Missile Magic Missile, Sleep Sleep), others either allow targeted creatures to attempt to save against the spell, or require the caster to make an attack roll against the target's AC.

Spell saves

Harmful spells which create a surface, target an area or a specific point in space (Fireball Fireball), or affect a character directly (Hold Person Hold Person), usually allow targeted creatures to attempt to save against the spell, ignoring or reducing the spell's effect.

The Difficulty Class (DC) of these saves (called spell save DC) is generally based on the caster's spellcasting DC:

8 + proficiency bonus + spellcasting ability modifier

Spell attack rolls

Some harmful spells require the caster to make an attack roll in order to determine if it's a hit or miss.

TSpells in the form of rays (like Ray of Enfeeblement Ray of Enfeeblement) or projectiles (like Fire Bolt Fire Bolt or Eldritch Blast Eldritch Blast) often require attacks rolls.

The caster adds their spellcasting ability modifier, as well as their proficiency bonus, to the results of the attack roll:

D20.png d20 + proficiency bonus + spellcasting ability modifier

Concentration

Main article: Concentration

Spells with the Concentration Concentration tag require 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 a creature concentrating on a spell takes damage, they make a Constitution save against a DC equal to half the damage taken, or 10, whichever is higher.[note 5] If the save fails, the spell is interrupted, and its effects ended.

Some conditions – such as Downed Downed or Sleeping Sleeping – also interrupt conditions, without allowing a save.

Concentration is also ended when another concentration spell is cast, or when a long rest is taken.

Concentration can be manually interrupted at any time via the x on the concentrated spell's icon, next to the caster's main portrait.

Concentration icon in the hotbar. Clicking "X" will end concentration.

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:

Spell slots

All spellcasters have spell slots, which they expend to cast their known spells. Cantrips Cantrips Icon.png do not expend spell slots and can be cast at will. Depleted spell slots are generally replenished by taking a long rest or – for warlocks – a short rest.

A spell of a given level requires a spell slot of the same level or higher to be expended to cast it. Many spells will be Upcast Icon.png upcast when cast with a higher spell slot, and are then cast as more powerful versions of themselves.

Spellcasting spell slots

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

A caster's available Spellcasting spell slots are determined by the their effective spellcaster level (ESL). A full caster's ESL is exactly their class level, whereas the ESL of half-casters and one-third casters is equal to half and one third their level, respectively, rounded up.

When multiple classes with the Spellcasting feature 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.

Pact Magic

Warlocks do not cast spells through the Spellcasting feature, but through their unique Pact Magic feature. Spells casted via Pact Magic are always cast at the highest available Pact Magic spell slots, which are replenished on a short rest.

Distinguishing them from Spellcasting spell slots, Pact Magic spell slots have a unique colour: 2 Level 1 Warlock Spell Slots.png

Spell slots gained from Pact Magic are calculated differently than those gained from Spellcasting. As such, levels taken in warlock are ignored when calculating ESL.

Ritual spells

When a Ritual_Spell_Icon.png ritual spell is cast outside of combat/turn-based mode, it does not consume spell slots and is effectively free to cast. Ritual spells consume spell slots as normal in combat/turn-based mode.

Replenishing spell slots

Depleted spell slots are generally regained by taking a 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.

Other uses of spell slots

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.

Known spells

Known spells are spells generally learned from taking levels in a class with the Spellcasting feature. Every class has access to its own list of spells, though there is significant overlap between classes.

The following classes must learn spells through leveling up:

All of these classes, with the exception of Wizard, also have access to the Replacement Spell feature, which allows them to swap a known spell each time a new level is taken in them. While wizards do not have access to this feature, they can instead learn new spells from scrolls, without needing to give up an already known spell.

The following classes automatically learn all their available spells when a level is taken in them:

Prepared spells

Prepared Spells Icon.webp Some casters Prepared spells are spells that must be prepared beforehand in order to be cast. Preparing spells is only possible outside of combat. Spellcasters that primarily utilize this type of spells are known as prepared spellcasters, to set them apart from classes that cast spells spontaneously (spontaneous spellcasters). They includes:

The number of prepared spells each class can have at a time is equal to spellcasting ability modifier + class level) (minimum of 1)

Additionally, spells granted by racial features or by certain class features (such as by cleric Domains) are considered inherent and are always prepared.

Spell list

See All spells for the complete list

Spells/Trivia

External links

Spell on the Forgotten Realms Wiki

Footnotes

  1. The term spellcasting refers both to the act of casting spells, as well as the Spellcasting class feature. The latter is always capitalised, whereas the former is generally not.
  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.
  3. A level 5 wizard that takes 1 level in sorcerer will use Charisma as their spellcasting ability for non-wizard spells, even if they later take more levels in wizard. However, if they take a level in cleric, they will use Wisdom as their spellcasting ability modifier instead, as this is their most recently acquired class.
  4. 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).
  5. Constitution saves are sometimes erroneously referred to as a Constitution checks.
  6. Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.

References