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Spells: Difference between revisions

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== Casting spells ==
== Casting spells ==
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.
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.


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}}).
Additionally, most spells cannot be cast by a character who is {{cond|silenced}}, as they cannot speak the magic words required.


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):
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|{{D20}} + [[Proficiency Bonus]] + [[#Spellcasting ability and proficiency|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.
 
<div style="text-align: center; font-weight:bold;">{{InfoBlob|{{D20}} + proficiency Bonus + spellcasting ability modifier}}</div>


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


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):
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 attempt to save against the spell, ignoring or reducing the spell's effect. This saving throw is made against the caster's spellcasting DC.
 
<div style="text-align: center; font-weight:bold;">{{InfoBlob|8 + [[Proficiency Bonus]] + [[#Spellcasting ability and proficiency|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]].
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]].
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