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C h a p t e r 10: S p e l l c a s t i n g

AGIC PERMEATES THE WORLDS OF D&D AND


M In every case, the num ber o f sp ells a caster can
m ost often appears in the form o f a spell. have fixed in m ind at any given tim e depen ds on the
Th is chapter provides the rules for character’s level.
casting spells. D ifferent character
cla sses have distinctive w ays o f learning Spe l l Sl o t s
and preparin g their spells, and m onsters
R egardless o f h ow m any sp ells a caster k n ow s or
use sp ells in unique w ays. R eg ardless o f its sou rce,
prepares, he or she can cast only a lim ited num ber o f
a spell follow s the rules here.
spells before resting. M anipulating the fabric o f m agic
and chann elin g its energy into even a sim ple spell is
W h a t I s a Sp e l l ? physically and mentally taxing, and higher-level spells
A spell is a discrete m agical effect, a single shaping are even m ore so. Thus, each sp ellcastin g cla ss’s
o f the m agical energies that suffuse the m ultiverse description (except that o f the w arlock) includes a table
into a specific, lim ited expression . In casting a spell, sh ow in g h ow m any spell slots o f each spell level a
a character carefully plucks at the invisible strands of character can u se at each character level. For exam ple,
raw m agic suffusing the w orld, pins them in place in a the 3rd-level w izard Um ara has four 1st-level spell slots
particular pattern, sets them vibrating in a sp ecific way, and tw o 2nd-level slots.
and then releases them to unleash the desired effect—in W h en a character casts a spell, he or she expends
m ost cases, all in the span o f secon d s. a slot o f that sp ell’s level or higher, effectively “filling”
S p ells can b e versatile tools, w eapon s, or protective a slot w ith the spell. You can think o f a spell slot as a
w ards. Th ey can deal dam age or undo it, im p ose or g roove o f a certain size—sm all for a 1st-level slot, larger
rem ove condition s (see appendix A), drain life energy for a spell o f higher level. A 1st-level spell fits into a slot
away, and restore life to the dead. o f any size, but a 9th-level spell fits only in a 9th-level
U ncounted th ou san ds o f spells have been created slot. S o w hen Um ara casts magic missile, a 1st-level
over the cou rse o f the m ultiverse’s history, and m any o f spell, she sp en ds on e o f her four 1st-level slots and has
them are long forgotten. S o m e m ight yet lie record ed in three rem aining.
cru m blin g sp ellb ook s hidden in ancient ruins or trapped Finishing a lon g rest restores any expended spell slots
in the m inds o f dead gods. O r they m ight som eday be (see chapter 8 for the rules on resting).
reinvented by a character w h o has am assed enough S o m e characters and m on sters have sp ecia l abilities
pow er and w isd om to d o so. that let them cast spells w ithout using spell slots. For
exam ple, a m on k w ho follow s the W ay o f the Four
Spe l l L e v e l Elem ents, a w arlock w ho c h o o s e s certain eldritch
invocations, and a pit fiend from the Nine H ells can all
Every spell has a level from 0 to 9. A sp ell’s level is a
cast spells in such a way.
general indicator o f h ow p ow erfu l it is, w ith the low ly
(but still im pressive) magic missile at 1st level and C a s t in g a Sp e l l a t a H ig h e r Le v e l
the earth-shaking wish at 9th. Cantrips—sim ple but
W h en a sp ellcaster casts a spell using a slot that is o f a
pow erfu l sp ells that characters can cast alm ost by rote—
higher level than the spell, the spell a ssu m es the higher
are level 0. T h e h igher a sp ell’s level, the higher level a
level for that casting. For instance, if Um ara casts magic
sp ellcaster m ust be to u se that spell.
missile u sing on e o f her 2nd-level slots, that magic
S p ell level and character level d on ’t corresp on d missile is 2nd level. Effectively, the spell expands to fill
directly. Typically, a character has to be at least 17th
the slot it is put into.
level, not 9th level, to cast a 9th-level spell.
S o m e spells, such as magic missile and cure wounds,
have m ore pow erfu l effects w hen cast at a higher level,
K n o w n a n d Pr e pa r e d Spe l l s
as detailed in a sp ell’s description.
B efore a spellcaster can u se a spell, he or she must
have the spell firm ly fixed in m ind, or m ust have a cce ss C a n t r ips
to the spell in a m agic item. M em bers o f a few classes,
A cantrip is a spell that can be cast at will, w ithout
including bards and sorcerers, have a lim ited list o f
using a spell slot and w ithout being prepared in
sp ells they k n ow that are always fixed in m ind. The
advance. R epeated practice h as fixed the spell in the
sam e thing is true o f m any m agic-using m onsters. Other
caster’s m ind and in fused the caster w ith the m agic
spellcasters, such as clerics and w izards, u ndergo a
n eeded to produ ce the effect over and over. A cantrip’s
p r o ce s s o f preparin g spells. T h is p r o ce s s varies for
spell level is 0.
different classes, as detailed in their descriptions.

Rit u a l s
Ca s t i n g i n A r m o r
Certain spells have a sp ecia l tag: ritual. S u ch a spell
Because o f the mental focus and precise gestures required
can be cast follow in g the n orm al rules for spellcasting,
for spellcasting, you must be proficient with the armor you
or the spell can b e cast as a ritual. T h e ritual version o f
are wearing to cast a spell. You are otherwise too distracted
and physically hampered by your armor for spellcasting. a spell takes 10 m inutes longer to cast than norm al.
It also d oesn ’t expend a spell slot, w hich m ea n s the
ritual version o f a spell ca n ’t be cast at a higher level.
To cast a spell as a ritual, a spellcaster m ust have a
feature that grants the ability to do so. T h e cleric and the
druid, for exam ple, have such a feature. T h e caster must
also have the spell prepared or on his or her list o f spells
know n, u nless the character’s ritual feature sp ecifies
oth erw ise, as the w iza rd ’s does.

C a s t i n g a Sp e l l
W h en a character casts any spell, the sam e basic rules
are follow ed, regardless o f the character’s class or the
sp ell’s effects.
Each spell description in chapter 11 begin s with a block
o f inform ation, including the spell’s name, level, sch ool
o f m agic, casting time, range, com ponents, and duration.
T he rest o f a spell entry d escribes the spell’s effect.

C a s t in g T ime
M ost spells require a single action to cast, but som e
sp ells require a bon u s action, a reaction, or m uch m ore
tim e to cast.

B o n u s A c t io n
A spell cast with a bon u s action is esp ecia lly swift. You
m ust use a bonus action on your turn to cast the spell,
provided that you haven’t already taken a bon u s action
this turn. You ca n ’t cast another spell during the sam e
turn, except for a cantrip with a casting tim e o f 1 action.

R e a c t io n s
S o m e sp ells can be cast as reactions. T h ese spells
take a fraction o f a se co n d to bring about and are cast
in resp on se to som e event. If a spell can be cast as a
reaction, the spell description tells you exactly w hen
you can do so.

L o n g e r C a s t in g T im e s

Certain spells (including spells cast as rituals) require


m ore time to cast: m inutes or even hours. W h en you
cast a spell w ith a castin g tim e longer than a single
action or reaction, you m ust sp en d your action each
turn casting the spell, and you must maintain your
concentration w hile you do s o (see “C oncentration”
below ). If your concentration is broken, the spell fails,
but you don ’t expend a spell slot. If you w ant to try
castin g the spell again, you m ust start over.

Ra n g e
The target o f a spell m ust be w ithin the sp ell’s range.
For a spell like magic missile, the target is a creature.
F or a spell like fireball, the target is the point in sp ace
w here the ball o f fire erupts.
M ost sp ells have ran ges ex p ressed in feet. S om e
sp ells can target only a creature (including you) that you
touch. Other spells, such as the shield spell, affect only
you. T h ese spells have a range o f self.
S p ells that create co n e s or lin es o f effect that originate
from you also have a range o f self, indicating that the
origin point o f the sp ell’s effect must be you (see “A reas
o f E ffect” later in the this chapter).
O nce a spell is cast, its effects aren’t limited by its T h e Sc h o o l s o f M a g i c
range, unless the spell’s description says otherwise. Academies o f magic group spells into eight categories called
schools o f magic. Scholars, particularly wizards, apply these
C o m po n e n t s categories to all spells, believing that all magic functions in
essentially the same way, whether it derives from rigorous
A sp ell’s com pon en ts are the physical requirem ents you
study or is bestowed by a deity.
m ust m eet in order to cast it. E ach spell’s description The schools of magic help describe spells; they have no
indicates w hether it requ ires verbal (V), som atic (S), rules of their own, although some rules refer to the schools.
or m aterial (M ) com pon en ts. If you ca n ’t provide one Abjuration spells are protective in nature, though some
or m ore o f a sp ell’s com pon en ts, you are unable to o f them have aggressive uses. They create magical barriers,
cast the spell. negate harmful effects, harm trespassers, or banish creatures
to other planes o f existence.
V e r b a l (V ) Conjuration spells involve the transportation of objects
M ost spells require the chanting o f m ystic w ords. The and creatures from one location to another. Some spells
w ord s them selves aren’t the so u rce o f the sp ell’s pow er; summon creatures or objects to the caster’s side, whereas
others allow the caster to teleport to another location. Some
rather, the particular com bination o f sou n ds, with
conjurations create objects or effects out o f nothing.
sp ecific pitch and reson an ce, sets the threads o f m agic
Divination spells reveal information, whether in the form of
in m otion. Thus, a character w h o is gagged or in an area
secrets long forgotten, glimpses o f the future, the locations
o f silence, such as on e created by the silence spell, ca n ’t o f hidden things, the truth behind illusions, or visions of
cast a spell w ith a verbal com ponent. distant people or places.
Enchantment spells affect the minds o f others, influencing
So m a t ic (S ) or controlling their behavior. Such spells can make enemies
Spellcasting gestures m ight include a forceful see the caster as a friend, force creatures to take a course of
gesticulation or an intricate set o f gestures. If a spell action, or even control another creature like a puppet.
requ ires a som atic com pon ent, the caster must have free Evocation spells manipulate magical energy to produce a
use o f at least one hand to perform these gestures. desired effect. Some call up blasts o f fire or lightning. Others
channel positive energy to heal wounds.
M a t e r ia l (M ) Illusion spells deceive the senses or minds o f others. They
Casting so m e spells requ ires particular objects, cause people to see things that are not there, to miss things
that are there, to hear phantom noises, or to remember
sp ecified in paren th eses in the com p on en t entry.
things that never happened. Some illusions create phantom
A character can use a component pouch or a
images that any creature can see, but the most insidious
spellcasting focus (found in chapter 5) in place o f illusions plant an image directly in the mind o f a creature.
the com p on en ts sp ecified for a spell. But if a cost is Necromancy spells manipulate the energies o f life and
indicated for a com pon ent, a character m ust have that death. Such spells can grant an extra reserve o f life force,
sp ecific com pon en t before he or sh e can cast the spell. drain the life energy from another creature, create the
If a spell states that a material com p on en t is undead, or even bring the dead back to life.
con su m ed by the spell, the caster m ust provide this Creating the undead through the use of necromancy spells
com p on en t for each castin g o f the spell. such as animate dead is not a good act, and only evil casters
use such spells frequently.
A spellcaster must have a hand free to a c c e s s these
Transmutation spells change the properties o f a creature,
com pon en ts, but it can be the sam e hand that he or she
object, or environment. They might turn an enemy into a
u ses to p erform som atic com pon ents.
harmless creature, bolster the strength o f an ally, make an
object move at the caster’s command, or enhance a creature’s
D u r a t io n innate healing abilities to rapidly recover from injury.
A spell's duration is the length o f tim e the spell persists.
A duration can be ex p ressed in rounds, m inutes, hours, N orm al activity, such as m ovin g and attacking, d oesn ’t
or even years. S o m e spells sp ecify that their effects last interfere w ith concentration. The follow in g factors can
until the sp ells are dispelled or destroyed. break concentration:

In s t a n t a n e o u s • Casting another spell that requires concentration.


M any spells are instantaneous. T h e spell harm s, You lose concentration on a spell if you cast another
heals, creates, or alters a creature or an ob ject in a w ay spell that requ ires concentration. You ca n ’t c o n c e n
that ca n ’t b e dispelled, b eca u se its m agic exists only trate on tw o sp ells at once.
for an instant. • Taking damage. W h enever you take dam age w hile
you are concentratin g on a spell, you must m ake a
C o n c e n t r a t io n Constitution saving th row to m aintain your con cen tra
S o m e spells require you to m aintain concentration tion. T h e D C equals 10 or h alf the dam age you take,
in order to keep their m a gic active. If you lose w hichever num ber is higher. If you take dam age from
concentration, such a spell ends. multiple sou rces, such as an arrow and a dragon ’s
If a spell m ust be m aintained w ith concentration, breath, you m ake a separate saving th row for each
that fact appears in its D uration entry, and the spell sou rce o f dam age.
sp ecifies h ow lon g you can concentrate on it. You can • Being incapacitated or killed. You lose concentration
end concentration at any tim e (no action required). on a sp ell if you are incapacitated or if you die.
Th e DM m ight also decide that certain environm ental position its point o f origin. Typically,
phenom ena, such as a wave crash in g over you w hile a point o f origin is a point in sp ace, but
y ou ’re on a storm -tossed ship, require you to su cceed som e sp ells have an area w h ose origin is a
on a D C 10 Constitution saving th row to maintain creature or an object.
concentration on a spell. A sp ell’s effect expands in straight lin es from the point
o f origin. If n o u nblock ed straight line extends from the
T a r g e t s point o f origin to a location w ithin the area o f effect, that
A typical spell requires you to pick one or m ore targets location isn’t included in the sp ell’s area. To block one o f
to be affected by the sp ell’s m agic. A spell's description these im aginary lines, an obstruction m ust provide total
tells you w hether the spell targets creatures, objects, or cover, as explained in chapter 9.
a point o f origin for an area o f effect (described below).
C o n e
U n less a spell has a perceptible effect, a creature
A c on e extends in a direction you c h o o s e from its point
might not k n ow it w as targeted by a spell at all. A n effect
o f origin. A c o n e ’s w idth at a given point along its length
like cracklin g lightning is obvious, but a m ore subtle
is equal to that poin t’s distance from the point o f origin.
effect, such as an attempt to read a creatu re’s thoughts,
A c o n e ’s area o f effect sp ecifies its m axim u m length.
typically g oes u nnoticed, u nless a spell says otherw ise.
A c o n e ’s point o f origin is not included in the c o n e ’s
A C l e a r Pa t h t o t h e Ta r g e t area o f effect, unless you d ecide otherw ise.
To target som ething, you m ust have a clear path to it,
Cu be
so it ca n ’t be beh in d total cover.
You select a cu b e’s point o f origin, w hich lies anyw here
If you place an area o f effect at a point that you ca n ’t
on a face o f the cubic effect. T h e cu b e ’s size is ex p ressed
see and an obstruction, such as a wall, is betw een you
as the length o f each side.
and that point, the point o f origin co m e s into being on
A c u b e ’s point o f origin is not included in the cu b e ’s
the near side o f that obstruction.
area o f effect, unless you d ecide otherw ise.
Ta r g e t in g Yo u r se l f
C y l in d e r
If a sp ell targets a creature o f your ch oice, you can
A cylinder’s point o f origin is the center o f a circle o f a
c h o o s e yourself, unless the creature must be h ostile or
particular radius, as given in the spell description. The
sp ecifically a creature other than you. If you are in the
circle m ust either b e on the grou nd or at the height o f
area o f effect o f a spell you cast, you can target yourself.
the spell effect. The en ergy in a cylinder expands in
straight lines from the point o f origin to the perim eter o f
A r e a s o f Ef f e c t
the circle, form in g the ba se o f the cylinder. The sp ell’s
S p ells such as burning hands and cone o f cold cover an effect then sh oots up from the ba se or dow n from the
area, allow ing them to affect m ultiple creatu res at on ce. top, to a distance equal to the height o f the cylinder.
A sp ell’s description sp ecifies its area o f effect, A cylinder’s point o f origin is included in the cylinder’s
w hich typically has on e o f five different shapes: cone, area o f effect.
cube, cylinder, line, or sphere. Every area o f effect has
a point o f origin, a location from w hich the spell’s
energy erupts. The rules for each shape sp ecify h ow you
L in e Th e W ea v e o f M a g ic

A line extends from its point o f origin in a straight path The worlds within the D&D multiverse are magical places.
up to its length and covers an area defined by its width. All existence is suffused with magical power, and potential
A lin e’s point o f origin is not included in the line’s area energy lies untapped in every rock, stream, and living
o f effect, u n less you d ecide otherw ise. creature, and even in the air itself. Raw magic is the stuff of
creation, the mute and mindless will o f existence, permeating
Sp h e r e every bit o f matter and present in every manifestation of
energy throughout the multiverse.
You select a sp here’s point o f origin, and the sphere
Mortals can’t directly shape this raw magic. Instead, they
extends outw ard from that point. T h e sp here’s
make use o f a fabric o f magic, a kind o f interface between
size is ex pressed as a radius in feet that extends
the will of a spellcaster and the stuff o f raw magic. The
from the point. spellcasters o f the Forgotten Realms call it the Weave and
A sp h ere’s point o f origin is included in the sp h ere’s recognize its essence as the goddess Mystra, but casters
area o f effect. have varied ways o f naming and visualizing this interface. By
any name, without the Weave, raw magic is locked away and
Sa v i n g T h r o w s inaccessible;the most powerful archmage can't light a candle
with magic in an area where the Weave has been torn. But
Many spells sp ecify that a target can m ake a saving
surrounded by the Weave, a spellcaster can shape lightning
th row to avoid som e or all o f a sp ell’s effects. The spell to blast foes, transport hundreds o f miles in the blink o f an
sp ecifies the ability that the target u ses for the save and eye, or even reverse death itself.
w hat happens on a s u c ce s s or failure. All magic depends on the Weave, though different kinds
T h e D C to resist on e o f your sp ells equals 8 + your o f magic access it in a variety of ways. The spells o f wizards,
spellcastin g ability m odifier + your proficiency bon u s + warlocks, sorcerers, and bards are commonly called arcane
any sp ecia l m odifiers. magic. These spells rely on an understanding— learned or
intuitive— o f the workings o f the Weave. The caster plucks
A t t a c k Ro l l s directly at the strands o f the Weave to create the desired
effect. Eldritch knights and arcane tricksters also use arcane
S o m e spells require the caster to m ake an attack roll magic. The spells o f clerics, druids, paladins, and rangers are
to determ ine w hether the spell effect hits the intended called divine magic. These spellcasters’ access to the Weave
target. Your attack bon u s w ith a spell attack equals your is mediated by divine power— gods, the divine forces of
spellcastin g ability m odifier + your proficiency bonus. nature, or the sacred weight o f a paladin’s oath.
M ost spells that require attack rolls involve ranged Whenever a magic effect is created, the threads o f the
attacks. R em em ber that you have disadvantage on a Weave intertwine, twist, and fold to make the effect possible.
When characters use divination spells such as detect magic or
ranged attack roll if you are w ithin 5 feet o f a hostile
identify, they glimpse the Weave. A spell such as dispel magic
creature that can see you and that isn’t incapacitated
smooths the Weave. Spells such as antimagicfield rearrange
(see chapter 9). the Weave so that magic flows around, rather than through,
the area affected by the spell. And in places where the Weave
C o m bin in g M a g ic a l Ef f e c t s is damaged or torn, magic works in unpredictable ways— or
The effects o f different spells add together w hile not at all.
the durations o f th ose sp ells overlap. The effects o f
the sam e spell cast multiple tim es don't com bine,
however. Instead, the m ost potent effect—such as the
highest bon u s—from th ose castin gs applies w hile their
durations overlap.
For exam ple, if tw o clerics cast bless on the sam e
target, that character gains the sp ell’s benefit only
on ce; he or she d oesn ’t get to roll tw o bon u s dice.

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