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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.
| image = Spells_SEO.webp
| image = Spells_SEO.webp
}}{{SpellsTab}}
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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.
{{SpellsTab|nodesktop=yes}}{{Spells|image=Bg3_sorcerer_by_yamaorce.webp|size=300px}}
'''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 or Pact Magic features – called ''spellcasters'' – have spell slots they can expend to cast spells they know, without the need for scrolls.
 
{{HorizontalRuleImage}}
<big><center>[[All spells|List of all spells]]</center></big>
{{HorizontalRuleImage}}


== Overview ==
== 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 ===
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 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:
=== Spell levels ===
* {{class|Bard}}
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.
* {{class|Cleric}}
* {{class|Druid}}
* {{class|Sorcerer}}
* {{Class|Warlock}}{{note|Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.}}
* {{class|Wizard}}


Half casters:
Level 0 spells are called ''cantrips'', and can always be cast at will, without expending a spell slot.
* {{Class|Paladin}}
 
* {{class|Ranger}}
=== 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.}}


One-third casters:
{{table list|
* {{class|Arcane Trickster}}
; {{Ability|Intelligence}} : [[Fighter]], [[Rogue]], [[Wizard]].
* {{class|Eldritch Knight}}
; {{Ability|Wisdom}} : [[Cleric]], [[Druid]], [[Monk]], [[Ranger]].
; {{Ability|Charisma}} : [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
}}


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


; Intelligence : {{Class|Wizard}}s, {{Class|Fighter}}s<sup>†</sup>, {{Class|Rogue}}s<sup>†</sup>.
* Spells learned from taking levels in a class will use that class' spellcasting ability modifier.
; Wisdom : {{Class|Cleric}}s, {{Class|Ranger}}s, {{Class|Druid}}s, {{Class|Monk}}s.
* 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.
; Charisma: {{Class|Bard}}s, {{Class|Paladin}}s, {{Class|Sorcerer}}s, {{Class|Warlock}}s, {{Class|Barbarian}}s.
* 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.}}
''<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 ====
== Spell properties ==
Spells learned from taking levels in a class will use that class' spellcasting ability modifier.
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'').


For spells from other sources, the most recent class that was multiclassed into takes precedence for determining which spellcasting ability modifier to use.
Most spells can be interrupted by {{SAI|Counterspell}} before they are cast, and most spells cannot be cast by {{Cond|Silenced}} creatures.


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}}
=== 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.


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.
=== 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.


== Casting spells ==
=== Spell saves ===
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.
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.


Additionally, most spells cannot be cast by a character who is {{cond|silenced}}, as they cannot speak the magic words required.
The [[Difficulty Class]] (DC) of these saves – called the ''spell save DC'' – is generally based on the caster's spellcasting DC:


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.
<div style="text-align: center; font-weight:bold;"> {{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}</div>


The caster adds the corresponding spellcasting ability modifier, as well as their proficiency bonus, to the results of the attack roll:
; Examples of spells that require  saves:
* {{SAI|Grease|h=20px}}
* {{SAI|Fireball|h=20px}}
* {{SAI|Hold Person|h=20px}}


<div style="text-align: center; font-weight:bold;">{{InfoBlob|{{D20}} + proficiency Bonus + spellcasting ability modifier}}</div>
Certain [[List of equipment that affect Spell Save DC|equipment]] worn by the caster can also affect their Spell DCs.


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.
=== 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.


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:
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|8 + proficiency bonus + spellcasting ability modifier}}</div>
<div style="text-align: center; font-weight:bold;">{{InfoBlob|{{D20}} + 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]].
; Examples of spells that require spell attacks:
* {{SAI|Ray of Enfeeblement|h=20px}}
* {{SAI|Fire Bolt|h=20px}}
* {{SAI|Eldritch Blast|h=20px}}


=== 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]]
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.
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.  
==== 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.


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.
== Spellcasters ==
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.


Ways a caster can lose Concentration while concentrating include:
===Full casters===
* 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.
<center>
* Being affected by [[Condition]]s such as [[Condition#Downed|Downed]], [[Condition#Sleeping|Sleeping]], [[Rage]], etc. If this happens, Concentration is dropped without recourse.
<gallery widths="120px" perrow="6" mode="nolines">
* 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]].
Class Bard Badge Icon.png|[[Bard]]|link=Bard
** 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).
Class Cleric Badge Icon.png|[[Cleric]]|link=Cleric
* Most Concentration spells have a maximum duration, after which the spell automatically ends even if the caster is still concentrating.
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>


== Spell slots ==
===Half casters===
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.
<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>


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


=== Spell levels ===
===Non spellcasters===
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|Monk}} including subclasses
* {{Class|Barbarian}} including subclasses
* {{Class|Rogue}} (other than [[Arcane Trickster]])
* {{Class|Fighter}} (other than [[Eldritch Knight]])
 
=== 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.
 
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}}
 
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:
* {{Class|Cleric}}
* {{Class|Druid}}
* {{Class|Paladin}}
 
[[File:Wizard-spellbook.webp|thumb|A Wizard's Spellbook window: it allows you to change prepared spells outside combat]]
=== Prepared spells ===
[[File:Prepared Spells Icon.webp|24px]]
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:
* {{Class|Cleric}}
* {{Class|Druid}}
* {{Class|Paladin}}
* {{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.
The number of prepared spells each class can have at a time is equal to {{InfoBlob|spellcasting ability modifier + class level}} (minimum of 1).


Due to their unique mechanics, the spell slots of a [[Warlock]] are colored differently, like so: {{SpellSlot|1 Warlock|2|w=24}}
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.


A spell's level has other effects:
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.
* 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]] ([[Short Rest]] for Warlocks), though there are methods of [[List of sources of additional resources#Spell slots|creating additional slots, or replenishing expended ones]].


==== 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, 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.
{{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 ====
{| 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 216: 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 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 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.


Once an ESL is calculated, one can consult the spell slots per level table to find out their character's spell slot distribution.
To distinguish 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 ===
==== Other uses of spell slots ====
Depleted spell slots are generally regained by taking a rest, though there are other means to restore them:
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 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 ===
=== 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.


{{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}}


== Known spells ==
=== Scrolls ===
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.
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]].


The following classes must learn spells through leveling up:
== See also ==
* {{Class|Arcane Trickster}}
* [[List of all spells]]
* {{Class|Bard}}
* [[D&D 5e Spell Changes]]
* {{Class|Eldritch Knight}}
* [[Unimplemented spells]]
* {{Class|Ranger}}
* {{Class|Sorcerer}}
* {{Class|Wizard}}
* {{Class|Warlock}}


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.
== Footnotes ==
 
{{notelist}}
The following classes automatically learn all their available spells when a level is taken in them:
* {{Class|Cleric}}
* {{Class|Druid}}
* {{Class|Paladin}}
 
=== Prepared spells ===
[[File:Prepared Spells Icon.webp|24px]]
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:
 
* {{Class|Cleric}}
* {{Class|Druid}}
* {{Class|Paladin}}
* {{Class|Wizard}}
 
The number of prepared spells each class can have at a time is equal to {{InfoBlob|spellcasting ability modifier + class level) (minimum of 1)}}
 
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==
 
{{hatnote|See [[All spells]] for the complete list}}
 
{{:Spells/Trivia}}


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


== Footnotes ==
{{notelist}}
==References==
<references/>
{{navSpells}}
{{NavGameplay}}
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[[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