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| description = Spells are specific magical effects created by manipulating the Weave, the magical energies of the multiverse.
| description = Spells are specific magical effects created by manipulating the Weave, the magical energies of the multiverse.
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'''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.
{{SpellsTab|nodesktop=yes}}{{Spells|image=Bg3_sorcerer_by_yamaorce.webp|size=300px}}
{{HorizontalRuleImage}}
'''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.
<big><center>[[All spells|List of all spells]]</center></big>
 
{{HorizontalRuleImage}}
All [[Class|classes]] are capable of casting spells with the help of [[Scrolls|scrolls]] and [[Equipment|magic items]], and classes with the Spellcasting or Pact Magic features – called ''spellcasters'' – have spell slots they can expend to cast spells they know, without the need for scrolls.
 
== 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.
 
=== Spell levels ===
All spells have a level –  a measure of its power and difficulty to cast. To cast a spell, the caster must usually expend a [[Spells#Spell slots|spell slot]] of sufficient level. Spells cast from scrolls {{em|do not}} consume spell slots when cast, nor do most spells granted by magic items.
 
Level 0 spells are called ''cantrips'', and can always be cast at will, without expending a spell slot.
 
=== 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.{{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. [[Arcane Trickster]] Rogues and [[Eldritch Knight]] Fighters gain the Spellcasting feature as part of the subclass selected at Level 3.}}
 
{{table list|
; {{Ability|Intelligence}} : [[Fighter]], [[Rogue]], [[Wizard]].
; {{Ability|Wisdom}} : [[Cleric]], [[Druid]], [[Monk]], [[Ranger]].
; {{Ability|Charisma}} : [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
}}
 
When casting a spell, the spellcasting ability used depends on whether the spell was learned (first two points below) or cast from an item.
 
* Spells learned from taking levels in a class will use that class' spellcasting ability modifier.
* Spells learned from scribing a scroll into your Spellbook count as Wizard spells (because learning from scrolls is a Wizard feature) and thus use Intelligence.
* Spells from other sources (including items, [[Illithid Powers]] that require a saving throw, and using scrolls directly from inventory) use the spellcasting ability of the class the creature most recently took a {{em|first}} level in.{{note|A character who starts with 5 levels in [[Sorcerer]] will use Charisma for all of their sorcerer spells, as well as spells granted by equipment (e.g. the Firebolt cantrip granted by the [[Gold Wyrmling Staff]]) and spell scrolls. If this character at level 6 takes their first level in [[Wizard]] then their Wizard spells (including spell scrolls scribed into their Spellbook) will use Intelligence, their Sorcerer spells will continue to use Charisma, but spells granted from equipment and spell scrolls cast directly from inventory will now use Intelligence. If the character at level 7 takes their sixth level in Sorcerer then nothing changes, because Sorcerer is not a "new" class on this character. However if the character at level 8 now takes their first level in [[Druid]] then their Sorcerer spells continue to use Charisma, their Wizard spells (including scrolls scribed into their Spellbook) continue to use Intelligence, their Druid spells now use Wisdom, and spells granted by equipment and scrolls cast directly from inventory now use Wisdom since Druid is a "new" class on this character.}}
 
== Spell properties ==
Each spell belongs to a school which defines its general purpose, and all spells have a range at which they can be cast, and a specified target or [[Area|area of effect]]. A spell may have an instantaneous effect when cast (for example a magical attack), or a spell may have an effect which persists for a specified ''duration'' (measured in ''turns'').
 
Most spells can be interrupted by {{SAI|Counterspell}} before they are cast, and most spells cannot be cast by {{Cond|Silenced}} creatures.
 
=== Schools of magic ===
{{confused with|Wizard|custom=the Wizard School class feature.}}
Every spell belongs to one of eight schools of magic: [[abjuration]], [[conjuration]], [[divination]], [[enchantment (school)|enchantment]], [[evocation]], [[illusion]], [[necromancy]], or [[transmutation]]. Some class features only benefit spells of a specific school.
 
=== Casting time ===
All spells have a casting time that determines whether it requires the caster to take an {{r|action}}, a {{r|bonus}}, or a {{r|reaction}}. Most spells require the caster to take an action.
 
=== Spell saves ===
Harmful spells which {{em|don't}} require an attack roll, such spells that target an area or a specific point in space – or that affect a target directly – often allow targeted creatures to attempt a [[saving throw|save]] against the spell, potentially ignoring or reducing the spell's effect.
 
The [[Difficulty Class]] (DC) of these saves – called the ''spell save DC'' – is generally based on the caster's spellcasting DC:
 
<div style="text-align: center; font-weight:bold;"> {{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}</div>
 
; Examples of spells that require  saves:
* {{SAI|Grease|h=20px}}
* {{SAI|Fireball|h=20px}}
* {{SAI|Hold Person|h=20px}}
 
Certain [[List of equipment that affect Spell Save DC|equipment]] worn by the caster can also affect their Spell DCs.
 
=== Spell attack rolls ===
Some harmful spells – typically those cast in the form of rays or as projectiles – require the caster to make an [[Attacks|attack roll]] against the target's [[Armour Class|AC]] in order to determine if their spell attack is a hit or a miss.
 
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>
 
; Examples of spells that require spell attacks:
* {{SAI|Ray of Enfeeblement|h=20px}}
* {{SAI|Fire Bolt|h=20px}}
* {{SAI|Eldritch Blast|h=20px}}
 
=== Concentration ===
{{hatnote|Main article: [[Concentration]]}}
Most spells with a duration require [[File:Concentration_Icons.png|20px]] Concentration to maintain them. A caster may only maintain the effect of one concentration spell at a time. If concentration on a spell is broken, the spell's effects are ended immediately.
 
==== Ending concentration ====
[[File:Concentration_Example.webp|thumb|upright|right|Concentration icon in the hotbar. Clicking "X" will end concentration.]]
Although concentration normally lasts for a spell's full duration, or until another concentration spell is cast, there are multiple ways for concentration to break:
; Manually : Concentration can be ended by the player at any time via the “X” on the current concentration spell's icon, displayed next to the caster's main portrait.
; Taking damage : Any time 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, concentration ends.
; Conditions : Some conditions – such as {{Cond|Downed}} or {{Cond|Sleeping}} – also end concentration, without allowing a save.
; Long rests : Taking a [[Resting|long rest]] ends concentration.
; Dismissing companion : Sending a companion to camp or otherwise removing them from the active party ends their concentration.


== Spellcasters ==
== Spellcasters ==
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 Rogue}}s and {{class|Eldritch Knight Fighter}}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.
Spellcasters can either be ''full casters'' – meaning they can learn up to 6th level spells, ''half casters'' – meaning they can learn up to 3rd level spells, or ''one-third casters'' – meaning they can learn up to 2nd level spells. Non spellcasters do not gain or add spell slots.


== Casting spells ==
===Full casters===
To cast a spell, a character must expend any required resources. This is usually an {{action}}, {{action|bonus}} or {{action|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 {{cond|silenced}}, as they cannot speak the magic words required.
<center>
<gallery widths="120px" perrow="6" mode="nolines">
Class Bard Badge Icon.png|[[Bard]]|link=Bard
Class Cleric Badge Icon.png|[[Cleric]]|link=Cleric
Class Druid Badge Icon.png|[[Druid]]|link=Druid
Class Sorcerer Badge Icon.png|[[Sorcerer]]|link=Sorcerer
Class Warlock Badge Icon.png|[[Warlock]]{{note|Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.}}|link=Warlock
Class Wizard Badge Icon.png|[[Wizard]]|link=Wizard
</gallery></center>


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 {{SAI|Ray of Enfeeblement}}) or magical projectile (like {{SAI|Fire Bolt}} or {{SAI|Eldritch Blast}}).
===Half casters===
<center>
<gallery widths="120px" perrow="6" mode="nolines">
Class Paladin Badge Icon.png|[[Paladin]]|link=Paladin
Class Ranger Badge Icon.png|[[Ranger]]|link=Ranger
</gallery></center>


All spellcasters are [[Proficiency#Proficiency Bonus Chart|proficient]] with Spell Attacks. When they make an '''[[Attack Roll]]''' with a '''Spell''', they roll against the target's [[Armour Class]] (or AC):
===One-third casters===
<center><gallery widths="120px" perrow="6" mode="nolines">
Class_Rogue_Arcane_Trickster_Badge_Icon.png|[[Arcane Trickster]]<br><small>[[Rogue]] subclass</small>|link=Arcane Trickster
Eldritch_Knight_Icon.png|[[Eldritch Knight]]<br><small>[[Fighter]] subclass</small>|link=Eldritch Knight
</gallery></center>


<div style="text-align: center; font-weight:bold;">{{InfoBlob|{{D20}} + [[Proficiency Bonus]] + [[#Spellcasting ability and proficiency|Spellcasting Ability Modifier]]}}</div>
===Non spellcasters===
* {{Class|Monk}} including subclasses
* {{Class|Barbarian}} including subclasses
* {{Class|Rogue}} (other than [[Arcane Trickster]])
* {{Class|Fighter}} (other than [[Eldritch Knight]])


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 above.
=== Known spells ===
Known spells are spells generally learned from taking levels in a class with the Spellcasting or Pact Magic features. Each caster class has access to its own list of spells, though there is significant overlap between classes.


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 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):
The following classes must learn spells through leveling up:
* {{Class|Arcane Trickster}}
* {{Class|Bard}}
* {{Class|Eldritch Knight}}
* {{Class|Ranger}}
* {{Class|Sorcerer}}
* {{Class|Wizard}}
* {{Class|Warlock}}


<div style="text-align: center; font-weight:bold;">{{InfoBlob|8 + [[Proficiency Bonus]] + [[#Spellcasting ability and proficiency|Spellcasting Ability Modifier]]}}</div>
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. Wizards can instead learn new spells from scrolls, without needing to give up an already known spell.


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]].
The following classes automatically learn all their available spells when a level is taken in them:
* {{Class|Cleric}}
* {{Class|Druid}}
* {{Class|Paladin}}


== Spell slots ==
[[File:Wizard-spellbook.webp|thumb|A Wizard's Spellbook window: it allows you to change prepared spells outside combat]]
'''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:
=== Prepared spells ===
* 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.
[[File:Prepared Spells Icon.webp|24px]]
* {{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.
Some casters – known as ''prepared spellcasters'' to set them apart from ''spontaneous spellcasters'' – must ''prepare'' a smaller selection of their known spells to cast them. Spells can be prepared at any time except during combat.
* 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.
* The {{class|Warlock}}'s [[Warlock#Pact Magic|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 ===
Prepared spellcasters include:
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: {{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|Cleric}}
 
* {{Class|Druid}}
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 resource.
* {{Class|Paladin}}
* {{Class|Wizard}}


Due to their unique mechanics, the spell slots of a [[Warlock]] are colored differently, like so: {{SpellSlot|1 Warlock|2|w=24}}
The number of prepared spells each class can have at a time is equal to {{InfoBlob|spellcasting ability modifier + class level}} (minimum of 1).


A spell's level has other effects:
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.
* 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.
Some spells with ongoing effects that do not require concentration, like {{SAI|Speak with Animals}} or {{SAI|Aid}}, must remain in the caster's prepared spells list after being cast, or their effects will end.


=== Upcasting ===
=== Spell slots ===
{{hatnote|Main article: [[Upcasting]]}}
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]] ([[Short Rest]] for Warlocks), though there are methods of [[List of sources of additional resources#Spell slots|creating additional slots, or replenishing expended ones]].


{{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 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.
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, making them more powerful. Even if it gains no other benefit, a spell always counts as a spell of the level of the slot used to cast it.


=== Spell slots per level ===
==== Spellcasting ====
{| class="wikitable" style="float:right; margin-left: 12px;"
{| class="wikitable" style="float:right; margin-left: 12px;"
! rowspan="2" |'''ESL'''
|+Spell Slots per Spell Level
! colspan="6" |Spell Slots per Spell Level
! ESL
|-
|{{Icon|Ico knownSpells lvl 01.png|18px}}
|{{Icon|Ico knownSpells lvl 01.png|18px}}
|{{Icon|Ico knownSpells lvl 02.png|18px}}  
|{{Icon|Ico knownSpells lvl 02.png|18px}}  
Line 163: Line 265:
|1
|1
|}
|}
A caster's available Spellcasting spell slots are determined by the caster's ''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 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 classes with the Spellcasting feature are chosen for a character, the creature's total ESL is instead the summed ESL of every individual spellcasting class they have taken a level in, each rounded down.


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. Spell slots granted by Pact Magic are always of the highest level the Warlock can cast, and are replenished on a short rest. Spells cast using Pact Magic are always upcast at the highest possible level.


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.
To distinguish them from Spellcasting spell slots, Pact Magic spell slots have a unique colour: {{SpellSlot|1 Warlock|2|w=24}}


Once an ESL is calculated, one can consult the spell slots per level table to find out their character's spell slot distribution.  
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.


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.'''
==== 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.
{{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 ==
''Main page: [[Concentration]]''
[[File:Concentration_Example.webp|thumb|class=notpageimage|Concentration icon in the hotbar. Click "X" to stop concentrating any time]]
{{Concentration}} is a special [[Resource]] used by certain [[Spell]]s. 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]] {{SavingThrow}} (sometimes referred to as a "Concentration Check"). The [[Difficulty Class]] of this {{SavingThrow|CON}}  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 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 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 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 ==
[[File:Prepared Spells Icon.webp|24px]] '''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:
 
* {{Class|Cleric}}
* {{Class|Druid}}
* {{Class|Paladin}}
* {{Class|Wizard}}
 
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:
 
* {{Class|Arcane Trickster}}
* {{Class|Bard}}
* {{Class|Eldritch Knight}}
* {{Class|Ranger}}
* {{Class|Sorcerer}}
* {{Class|Warlock}}
 
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 [[Character_Creation#Playable_Races|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 ==
=== Ritual spells ===
When a {{Icon|Ritual_Spell_Icon.png|24px}} '''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.
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.


{{div col | style = column-width: 18em; list-style-type: none;}}
{{div col | style = column-width: 18em; list-style-type: none;}}
* {{SAI|Detect Thoughts|w=40}}
* {{SAI|Detect Thoughts|h=20}}
* {{SAI|Disguise Self|w=40}}
* {{SAI|Disguise Self|h=20}}
* {{SAI|Enhance Leap|w=40}}
* {{SAI|Enhance Leap|h=20}}
* {{SAI|Feather Fall|w=40}}
* {{SAI|Feather Fall|h=20}}
* {{SAI|Find Familiar|w=40}}
* {{SAI|Find Familiar|h=20}}
* {{SAI|Longstrider|w=40}}
* {{SAI|Longstrider|h=20}}
* {{SAI|Silence|w=40}}
* {{SAI|Silence|h=20}}
* {{SAI|Speak with Animals|w=40}}
* {{SAI|Speak with Animals|h=20}}
* {{SAI|Speak with Dead|w=40}}
* {{SAI|Speak with Dead|h=20}}
* {{SAI|Summon Quothe the Raven|w=40}}
{{div col end}}
{{div col end}}


==Spell list==
=== Scrolls ===
Spells can be cast from scrolls that are bought, found or looted. Spells cast from scrolls cannot be [[Upcasting|upcast]] (cast with a higher level spell slot for additional benefits e.g. to affect more targets) or benefit from [[metamagic]]. Scrolls cannot be created (scribed from a wizard's spellbook). Wizards can learn spells from scrolls (scribe the spell from a scroll into their spellbook). See [[Wizard|Wizard/Spell scribing]].


{{hatnote|See [[All spells]] for the complete list}}
== See also ==
* [[List of all spells]]
* [[D&D 5e Spell Changes]]
* [[Unimplemented spells]]


{{:Spells/Trivia}}
== Footnotes ==
{{notelist}}


== External links ==
== External links ==
{{FRWiki|Spell|long}}
{{FRWiki|Spell|long}}


==References==
<references/>
{{NavGameplay}}
{{NavGameplay}}
[[Category:Character Creation]]
[[Category:Spellcasting]]
[[Category:Resources]]

Latest revision as of 09:25, 8 November 2024

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 or Pact Magic features – called spellcasters – have spell slots they can expend to cast spells they know, without the need for scrolls.

Overview[edit | edit source]

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.

Spell levels[edit | edit source]

All spells have a level – a measure of its power and difficulty to cast. To cast a spell, the caster must usually expend a spell slot of sufficient level. Spells cast from scrolls do not consume spell slots when cast, nor do most spells granted by magic items.

Level 0 spells are called cantrips, and can always be cast at will, without expending a spell slot.

Spellcasting ability[edit | edit source]

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]

When casting a spell, the spellcasting ability used depends on whether the spell was learned (first two points below) or cast from an item.

  • Spells learned from taking levels in a class will use that class' spellcasting ability modifier.
  • Spells learned from scribing a scroll into your Spellbook count as Wizard spells (because learning from scrolls is a Wizard feature) and thus use Intelligence.
  • Spells from other sources (including items, Illithid Powers that require a saving throw, and using scrolls directly from inventory) use the spellcasting ability of the class the creature most recently took a first level in.[note 3]

Spell properties[edit | edit source]

Each spell belongs to a school which defines its general purpose, and all spells have a range at which they can be cast, and a specified target or area of effect. A spell may have an instantaneous effect when cast (for example a magical attack), or a spell may have an effect which persists for a specified duration (measured in turns).

Most spells can be interrupted by Counterspell Counterspell before they are cast, and most spells cannot be cast by Silenced Silenced creatures.

Schools of magic[edit | edit source]

Not to be confused with the Wizard School class feature.

Every spell belongs to one of eight schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. Some class features only benefit spells of a specific school.

Casting time[edit | edit source]

All spells have a casting time that determines whether it requires the caster to take an Action, a Bonus action, or a Reaction. Most spells require the caster to take an action.

Spell saves[edit | edit source]

Harmful spells which don't require an attack roll, such spells that target an area or a specific point in space – or that affect a target directly – often allow targeted creatures to attempt a save against the spell, potentially ignoring or reducing the spell's effect.

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

8 + proficiency bonus + spellcasting ability modifier
Examples of spells that require saves

Certain equipment worn by the caster can also affect their Spell DCs.

Spell attack rolls[edit | edit source]

Some harmful spells – typically those cast in the form of rays or as projectiles – require the caster to make an attack roll against the target's AC in order to determine if their spell attack is a hit or a miss.

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
Examples of spells that require spell attacks

Concentration[edit | edit source]

Main article: Concentration

Most spells with a duration require Concentration Icons.png Concentration to maintain them. A caster may only maintain the effect of one concentration spell at a time. If concentration on a spell is broken, the spell's effects are ended immediately.

Ending concentration[edit | edit source]

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

Although concentration normally lasts for a spell's full duration, or until another concentration spell is cast, there are multiple ways for concentration to break:

Manually
Concentration can be ended by the player at any time via the “X” on the current concentration spell's icon, displayed next to the caster's main portrait.
Taking damage
Any time 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 4] If the save fails, concentration ends.
Conditions
Some conditions – such as Downed Downed or Sleeping Sleeping – also end concentration, without allowing a save.
Long rests
Taking a long rest ends concentration.
Dismissing companion
Sending a companion to camp or otherwise removing them from the active party ends their concentration.

Spellcasters[edit | edit source]

Spellcasters can either be full casters – meaning they can learn up to 6th level spells, half casters – meaning they can learn up to 3rd level spells, or one-third casters – meaning they can learn up to 2nd level spells. Non spellcasters do not gain or add spell slots.

Full casters[edit | edit source]

Half casters[edit | edit source]

One-third casters[edit | edit source]

Non spellcasters[edit | edit source]

Known spells[edit | edit source]

Known spells are spells generally learned from taking levels in a class with the Spellcasting or Pact Magic features. Each caster 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:

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. Wizards 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:

A Wizard's Spellbook window: it allows you to change prepared spells outside combat

Prepared spells[edit | edit source]

Prepared Spells Icon.webp Some casters – known as prepared spellcasters to set them apart from spontaneous spellcasters – must prepare a smaller selection of their known spells to cast them. Spells can be prepared at any time except during combat.

Prepared spellcasters include:

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.

Some spells with ongoing effects that do not require concentration, like Speak with Animals Speak with Animals or Aid Aid, must remain in the caster's prepared spells list after being cast, or their effects will end.

Spell slots[edit | edit source]

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 (Short Rest for Warlocks), though there are methods of creating additional slots, or replenishing expended ones.

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, making them more powerful. Even if it gains no other benefit, a spell always counts as a spell of the level of the slot used to cast it.

Spellcasting[edit | edit source]

Spell Slots per Spell Level
ESL 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 caster's 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 creature's total ESL is instead the summed ESL of every individual spellcasting class they have taken a level in, each rounded down.

Pact Magic[edit | edit source]

Warlocks do not cast spells through the Spellcasting feature, but through their unique Pact Magic feature. Spell slots granted by Pact Magic are always of the highest level the Warlock can cast, and are replenished on a short rest. Spells cast using Pact Magic are always upcast at the highest possible level.

To distinguish 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.

Other uses of spell slots[edit | edit source]

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.

Ritual spells[edit | edit source]

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.

Scrolls[edit | edit source]

Spells can be cast from scrolls that are bought, found or looted. Spells cast from scrolls cannot be upcast (cast with a higher level spell slot for additional benefits e.g. to affect more targets) or benefit from metamagic. Scrolls cannot be created (scribed from a wizard's spellbook). Wizards can learn spells from scrolls (scribe the spell from a scroll into their spellbook). See Wizard/Spell scribing.

See also[edit | edit source]

Footnotes[edit | edit source]

  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. Arcane Trickster Rogues and Eldritch Knight Fighters gain the Spellcasting feature as part of the subclass selected at Level 3.
  3. A character who starts with 5 levels in Sorcerer will use Charisma for all of their sorcerer spells, as well as spells granted by equipment (e.g. the Firebolt cantrip granted by the Gold Wyrmling Staff) and spell scrolls. If this character at level 6 takes their first level in Wizard then their Wizard spells (including spell scrolls scribed into their Spellbook) will use Intelligence, their Sorcerer spells will continue to use Charisma, but spells granted from equipment and spell scrolls cast directly from inventory will now use Intelligence. If the character at level 7 takes their sixth level in Sorcerer then nothing changes, because Sorcerer is not a "new" class on this character. However if the character at level 8 now takes their first level in Druid then their Sorcerer spells continue to use Charisma, their Wizard spells (including scrolls scribed into their Spellbook) continue to use Intelligence, their Druid spells now use Wisdom, and spells granted by equipment and scrolls cast directly from inventory now use Wisdom since Druid is a "new" class on this character.
  4. Constitution saves are sometimes erroneously referred to as a Constitution checks.
  5. Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.

External links[edit | edit source]

Spell on the Forgotten Realms Wiki