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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
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 how powerful a spell is, as well as how difficult it is to cast it. To cast a spell the caster must usually expend a spell slot of sufficient level. Spells cast from scrolls do not rely on spell slots to be 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 known as their spellcasting ability, which represents their capacity to cast spells.[note 2]
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]
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 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 creatures.
before they are cast, and most spells cannot be cast bySchools of magic
Every spell belongs to one of eight schools of magic: Abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy or transmutation.
Some character and item abilities, especially the features of Wizard subclasses, only affect spells of a specific school.
Casting time
Spells are typically cast by taking an Action, but some are cast by taking a Bonus action or a Reaction.
Spell saves
Harmful spells which target an area (like saving throw against the spell, potentially ignoring or reducing the spell's effect.
) or a specific point in space (like ), or affect a character directly (like ), often allow targeted creatures aThe Difficulty Class (DC) of these saves – called the spell save DC – is generally based on the caster's spellcasting DC:
Spell attack rolls
Some harmful spells require the caster to make an attack roll against the target's AC in order to determine if it's a hit or a miss.
Spells in the form of rays (like
) or projectiles (like or ) often require attacks rolls.The caster adds their spellcasting ability modifier, as well as their proficiency bonus, to the results of the attack roll:
Concentration
Most spells with a duration require 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
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 5] If the save fails, concentration ends.
- Conditions
- Some conditions – such as or – also end concentration, without allowing a save.
- Long rests
- Taking a long rest ends concentration.
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.
Full casters:
Half casters:
One-third casters:
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:
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
Some casters – known as prepared spellcasters to set them apart from spontaneous spellcasters – need to prepare a smaller selection of their known spells in order 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.
Spell slots
All spellcasters have spell slots, which they expend to cast their known spells. Cantrips 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 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
ESL | Spell Slots per Spell Level | |||||
---|---|---|---|---|---|---|
1 | 2 | - | - | - | - | - |
2 | 3 | - | - | - | - | - |
3 | 4 | 2 | - | - | - | - |
4 | 4 | 3 | - | - | - | - |
5 | 4 | 3 | 2 | - | - | - |
6 | 4 | 3 | 3 | - | - | - |
7 | 4 | 3 | 3 | 1 | - | - |
8 | 4 | 3 | 3 | 2 | - | - |
9 | 4 | 3 | 3 | 3 | 1 | - |
10 | 4 | 3 | 3 | 3 | 2 | - |
11 | 4 | 3 | 3 | 3 | 2 | 1 |
12 | 4 | 3 | 3 | 3 | 2 | 1 |
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
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:
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.
Replenishing spell slots
Depleted spell slots are generally regained by taking a rest, though there are other means to restore them:
- Some characters, including s and some subclasses, have features which let them regain a small number of spell slots in between long rests.
- Wild Magic barbarians have access to the Bolstering Magic feature, allowing them or an ally to recover a few low level spell slots.
- 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.
Ritual spells
When a 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.
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.
See also
External links
Spell on the Forgotten Realms Wiki
Notes
- Some spells were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Spell Changes.
- There are unused images in the game files for the following D&D spells. They were likely cut from the game during development:
- Magic Jar lets you possess any NPC's body that fails a Charisma save.
- Mending repairs a single break or tear in an object you touch, such as torn cloth or two halves of a broken key.
- Levitate makes a creature hover in the air, being able to move only by pushing or pulling against a fixed object or surface within reach.
- Identify lets you learn all properties of an item, including how to use it or what spell created it.
- Comprehend Languages lets you understand, speak and read any language.
- Arcane Eye creates an invisible flying eye that lets you receive visual information from a safe distance. A similar NPC exists in the form of a Scrying Eye though it is more of an adaptation of the Scrying spell.
- True Seeing gives you truesight, a condition that lets you see through every illusion, magical disguise, invisibility or shapeshifters' true forms.
- Magic Circle creates a cylinder that keeps certain types of creatures from entering it. The files suggest the spell would only work for one type of creature at a time: Elemental, Fiend or Undead.
- Dispel Magic lets you choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends.
- According to Swen Vincke, Baldur's Gate 3 devs tried to make D&D's Dispel Magic work for a long time, but they had to can it: 'it would've doubled the size of the game'.[url 1]
- The icon for this spell still exists in the game but is used for Unshackling Strike (Weapon Action).
- The icon is reminiscent of the Dispel Magic icons in Baldur's Gate 1 and 2, and it is in fact still labelled 'Spell_Abjuration_DispelMagic' within the game files.
Footnotes
- ↑ 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.
- ↑ 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.
- ↑ 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.
- ↑ 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).
- ↑ Constitution saves are sometimes erroneously referred to as a Constitution checks.
- ↑ Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.
References
- ↑ Gaming magazine: Harvey Randall. PC Gamer article. Pc Gamer. Retrieved 08:26, 2023-12-11.