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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
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:
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.