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D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.
Chapter 10: Spellcasting
Magic permeates the worlds of D&D and most often Spell Slots
appears in the form of a spell.
This chapter provides the rules for casting spells. Regardless of how many spells a caster knows or pre-
Different character classes have distinctive ways of pares, he or she can cast only a limited number of spells
learning and preparing their spells, and monsters before resting. Manipulating the fabric of magic and
use spells in unique ways. Regardless of its source, channeling its energy into even a simple spell is phys-
a spell follows the rules here. ically and mentally taxing, and higher-level spells are
even more so. Thus, each spellcasting class’s description
What Is a Spell? includes a table showing how many spell slots of each
spell level a character can use at each character level. For
A spell is a discrete magical effect, a single shaping of example, the 3rd-level wizard Umara has four 1st-level
the magical energies that suffuse the multiverse into a spell slots and two 2nd-level slots.
specific, limited expression. In casting a spell, a charac- When a character casts a spell, he or she expends a
ter carefully plucks at the invisible strands of raw magic slot of that spell’s level or higher, effectively “filling” a slot
suffusing the world, pins them in place in a particular with the spell. You can think of a spell slot as a groove of
pattern, sets them vibrating in a specific way, and then re- a certain size—small for a 1st-level slot, larger for a spell
leases them to unleash the desired effect—in most cases, of higher level. A 1st-level spell fits into a slot of any size,
all in the span of seconds. but a 9th-level spell fits only in a 9th-level slot. So when
Spells can be versatile tools, weapons, or protective Umara casts magic missile, a 1st-level spell, she spends
wards. They can deal damage or undo it, impose or re- one of her four 1st-level slots and has three remaining.
move conditions (see appendix A), drain life energy away, Finishing a long rest restores any expended spell slots
and restore life to the dead. (see chapter 8 for the rules on resting).
Uncounted thousands of spells have been created Some characters and monsters have special abilities
over the course of the multiverse’s history, and many of that let them cast spells without using spell slots.
them are long forgotten. Some might yet lie recorded in
crumbling spellbooks hidden in ancient ruins or trapped Casting a Spell at a Higher Level
in the minds of dead gods. Or they might someday be re- When a spellcaster casts a spell using a slot that is of a
invented by a character who has amassed enough power higher level than the spell, the spell assumes the higher
and wisdom to do so. level for that casting. For instance, if Umara casts magic
missile using one of her 2nd-level slots, that magic mis-
Spell Level sile is 2nd level. Effectively, the spell expands to fill the
Every spell has a level from 0 to 9. A spell’s level is a gen- slot it is put into.
eral indicator of how powerful it is, with the lowly (but Some spells, such as magic missile and cure wounds,
still impressive) magic missile at 1st level and the incredi- have more powerful effects when cast at a higher level, as
ble time stop at 9th. Cantrips—simple but powerful spells detailed in a spell’s description.
that characters can cast almost by rote—are level 0. The
higher a spell’s level, the higher level a spellcaster must
Cantrips
be to use that spell. A cantrip is a spell that can be cast at will, without using
Spell level and character level don’t correspond di- a spell slot and without being prepared in advance. Re-
rectly. Typically, a character has to be at least 17th level, peated practice has fixed the spell in the caster’s mind
not 9th level, to cast a 9th-level spell. and infused the caster with the magic needed to produce
the effect over and over. A cantrip’s spell level is 0.
Known and Prepared Spells
Before a spellcaster can use a spell, he or she must have
Rituals
the spell firmly fixed in mind, or must have access to the Certain spells have a special tag: ritual. Such a spell
spell in a magic item. Members of a few classes have a can be cast following the normal rules for spellcasting,
limited list of spells they know that are always fixed in or the spell can be cast as a ritual. The ritual version of a
mind. The same thing is true of many magic-using mon- spell takes 10 minutes longer to cast than normal.
sters. Other spellcasters, such as clerics and wizards, It also doesn’t expend a spell slot, which means the ritual
undergo a process of preparing spells. This process var- version of a spell can’t be cast at a higher level.
ies for different classes, as detailed in their descriptions. To cast a spell as a ritual, a spellcaster must have a
In every case, the number of spells a caster can have feature that grants the ability to do so. The cleric and the
fixed in mind at any given time depends on the charac- druid, for example, have such a feature. The caster must
ter’s level. also have the spell prepared or on his or her list of spells
known, unless the character’s ritual feature specifies oth-
erwise, as the wizard’s does.
Haste
3rd-level transmutation
Casting Time: 1 action
Shatter Silence
2nd-level evocation 2nd-level illusion (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S, M (a chip of mica) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes
A sudden loud ringing noise, painfully intense, erupts For the duration, no sound can be created within or pass
from a point of your choice within range. Each creature through a 20-foot-radius sphere centered on a point you
in a 10-foot-radius sphere centered on that point must choose within range. Any creature or object entirely
make a Constitution saving throw. A creature takes 3d8 inside the sphere is immune to thunder damage, and
thunder damage on a failed save, or half as much damage creatures are deafened while entirely inside it. Casting
on a successful one. A creature made of inorganic mate- a spell that includes a verbal component is impos-
rial such as stone, crystal, or metal has disadvantage on sible there.
this saving throw.
A nonmagical object that isn’t being worn or carried
Silent Image
also takes the damage if it’s in the spell’s area. 1st-level illusion
Casting Time: 1 action
Range: 60 feet
Stoneskin Teleport
7th-level conjuration
4th-level abjuration
Casting Time: 1 action
Casting Time: 1 action
Range: 10 feet
Range: Touch
Components: V
Components: V, S, M (diamond dust worth 100 gp, which
Duration: Instantaneous
the spell consumes)
Duration: Concentration, up to 1 hour This spell instantly transports you and up to eight willing
creatures of your choice that you can see within range,
This spell turns the flesh of a willing creature you touch
or a single object that you can see within range, to a des-
as hard as stone. Until the spell ends, the target has
tination you select. If you target an object, it must be able
resistance to nonmagical bludgeoning, piercing, and
to fit entirely inside a 10-foot cube, and it can’t be held or
slashing damage.
carried by an unwilling creature.
Suggestion The destination you choose must be known to you, and
2nd-level enchantment it must be on the same plane of existence as you. Your
familiarity with the destination determines whether you
Casting Time: 1 action arrive there successfully. The DM rolls d100 and consults
Range: 30 feet the table.
Components: V, M (a snake’s tongue and either a bit of Familiarity. “Permanent circle” means a permanent
honeycomb or a drop of sweet oil) teleportation circle whose sigil sequence you know. “As-
Duration: Concentration, up to 8 hours sociated object” means that you possess an object taken
You suggest a course of activity (limited to a sentence from the desired destination within the last six months,
or two) and magically influence a creature you can see such as a book from a wizard’s library, bed linen from a
within range that can hear and understand you. Crea- royal suite, or a chunk of marble from a lich’s secret tomb.
tures that can’t be charmed are immune to this effect. “Very familiar” is a place you have been very often, a
The suggestion must be worded in such a manner as to place you have carefully studied, or a place you can see
make the course of action sound reasonable. Asking the when you cast the spell. “Seen casually” is someplace
creature to stab itself, throw itself onto a spear, immo- you have seen more than once but with which you aren’t
late itself, or do some other obviously harmful act ends very familiar. “Viewed once” is a place you have seen
the spell. once, possibly using magic. “Description” is a place
The target must make a Wisdom saving throw. On a whose location and appearance you know through some-
failed save, it pursues the course of action you described one else’s description, perhaps from a map.
to the best of its ability. The suggested course of action “False destination” is a place that doesn’t exist. Per-
can continue for the entire duration. If the suggested ac- haps you tried to scry an enemy’s sanctum but instead
tivity can be completed in a shorter time, the spell ends viewed an illusion, or you are attempting to teleport to a
when the subject finishes what it was asked to do. familiar location that no longer exists.
You can also specify conditions that will trigger a spe- On Target. You and your group (or the target object)
cial activity during the duration. For example, you might appear where you want to.
suggest that a knight give her warhorse to the first beggar Off Target. You and your group (or the target object)
she meets. If the condition isn’t met before the spell ex- appear a random distance away from the destination in
pires, the activity isn’t performed. a random direction. Distance off target is 1d10 × 1d10
If you or any of your companions damage the target, the percent of the distance that was to be traveled. For ex-
spell ends. ample, if you tried to travel 120 miles, landed off target,
and rolled a 5 and 3 on the two d10s, then you would be
Chapter 11: Spells
106
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.
off target by 15 percent, or 18 miles. The DM determines Thunderwave
the direction off target randomly by rolling a d8 and des- 1st-level evocation
ignating 1 as north, 2 as northeast, 3 as east, and so on
Casting Time: 1 action
around the points of the compass. If you were teleporting
Range: Self (15-foot cube)
to a coastal city and wound up 18 miles out at sea, you
Components: V, S
could be in trouble.
Duration: Instantaneous
Similar Area. You and your group (or the target object)
wind up in a different area that’s visually or thematically A wave of thunderous force sweeps out from you. Each
similar to the target area. If you are heading for your creature in a 15-foot cube originating from you must
home laboratory, for example, you might wind up in an- make a Constitution saving throw. On a failed save, a
other wizard’s laboratory or in an alchemical supply shop creature takes 2d8 thunder damage and is pushed 10 feet
that has many of the same tools and implements as your away from you. On a successful save, the creature takes
laboratory. Generally, you appear in the closest similar half as much damage and isn’t pushed.
place, but since the spell has no range limit, you could In addition, unsecured objects that are completely
conceivably wind up anywhere on the plane. within the area of effect are automatically pushed 10 feet
Mishap. The spell’s unpredictable magic results in a away from you by the spell’s effect, and the spell emits a
difficult journey. Each teleporting creature (or the target thunderous boom audible out to 300 feet.
object) takes 3d10 force damage, and the DM rerolls on At Higher Levels. When you cast this spell using a
the table to see where you wind up (multiple mishaps can spell slot of 2nd level or higher, the damage increases by
occur, dealing damage each time). 1d8 for each slot level above 1st.