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{{PageSeo
{{PageSeo
| title = Spells
| title = Spells
| description = Spells are magical energies conjured by spellcasters through knowledge or innate ability to create magical effects, deal damage to enemies, or heal allies.
| description = Spells are specific magical effects created by manipulating the Weave, the magical energies of the multiverse.
| image = Fireball Icon.png
| image = Spells_SEO.webp
}}
}}
'''Spells''' are magical energies from the multiverse conjured by spellcasters ([[Wizard]], [[Sorcerer]], [[Druid]], [[Warlock]], etc.) through experience, knowledge, or innate ability to create magical [[Condition|Effects]], deal damage to enemies, or heal their allies.
'''Spells''' are magical effects that are created by creatures via '''spellcasting'''.{{note|The term ''spellcasting'' refers {{em|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.}} Spells are frequently cast to deal [[Damage mechanics|damage]] and provide [[healing]], or to inflict [[condition|conditions]] on the targets.
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):
All [[Class|classes]] are capable of casting spells with the help of [[Scrolls|scrolls]] and [[Equipment|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.
Spells which do not invoke an '''Attack Roll''' often require the target to roll a [[Saving Throw]] against the spellcaster's spellcasting [[Difficulty Class]] (or DC):
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.
All spells have a level – a measure of its power and difficulty to cast. To cast a spell, the caster must usually expend a [[Spells#Spell slots|spell slot]] of sufficient level. Spells cast from scrolls {{em|do not}} consume spell slots when cast, nor do most spells granted by magic items.
== Spell Slots ==
Level 0 spells are called ''cantrips'', and can always be cast at will, without expending a spell slot.
'''Spell Slots''' are the spellcasters' [[Resource]] used to cast '''Spells'''. Once '''Spell Slots''' are depleted, they can only be regained through a [[Long Rest]], with the following notable exceptions:
* Certain classes like [[Wizard]] and some [[Druid]] subclasses have the ability to regain a small number of '''Spell Slots''' once per day.
* [[Warlock]]s only need to take a [[Short Rest]] to fully regain their Spell Slots.
=== Spell Slot Levels ===
=== Spellcasting ability ===
Each Spell Slot has a level that corresponds to the level of spells that can be cast using that slot: {{Icon|4 Level 1 Spell Slots.png}} Level 1, {{Icon|2 Level 2 Spell Slots.png}} Level 2, {{Icon|2 Level 3 Spell Slots.png}} Level 3, and so on.
Every class – including those without the Spellcasting feature – has a designated [[Ability scores|ability]] known as their ''spellcasting ability'', which represents their capacity to cast spells.{{note|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. [[Arcane Trickster]] Rogues and [[Eldritch Knight]] Fighters gain the Spellcasting feature as part of the subclass selected at Level 3.}}
Cantrips {{Icon|Cantrips Icon.png}} do not consume any spell slots and are effectively an infinite resource.
When casting a spell, the spellcasting ability used depends on whether the spell was learned (first two points below) or cast from an item.
* Spells learned from taking levels in a class will use that class' spellcasting ability modifier.
* Spells learned from scribing a scroll into your Spellbook count as Wizard spells (because learning from scrolls is a Wizard feature) and thus use Intelligence.
* Spells from other sources (including items, [[Illithid Powers]] that require a saving throw, and using scrolls directly from inventory) use the spellcasting ability of the class the creature most recently took a {{em|first}} level in.{{note|A character who starts with 5 levels in [[Sorcerer]] will use Charisma for all of their sorcerer spells, as well as spells granted by equipment (e.g. the Firebolt cantrip granted by the [[Gold Wyrmling Staff]]) and spell scrolls. If this character at level 6 takes their first level in [[Wizard]] then their Wizard spells (including spell scrolls scribed into their Spellbook) will use Intelligence, their Sorcerer spells will continue to use Charisma, but spells granted from equipment and spell scrolls cast directly from inventory will now use Intelligence. If the character at level 7 takes their sixth level in Sorcerer then nothing changes, because Sorcerer is not a "new" class on this character. However if the character at level 8 now takes their first level in [[Druid]] then their Sorcerer spells continue to use Charisma, their Wizard spells (including scrolls scribed into their Spellbook) continue to use Intelligence, their Druid spells now use Wisdom, and spells granted by equipment and scrolls cast directly from inventory now use Wisdom since Druid is a "new" class on this character.}}
== 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|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 {{SAI|Counterspell}} before they are cast, and most spells cannot be cast by {{Cond|Silenced}} creatures.
=== Schools of magic ===
{{confused with|Wizard|custom=the Wizard School class feature.}}
Every spell belongs to one of eight schools of magic: [[abjuration]], [[conjuration]], [[divination]], [[enchantment (school)|enchantment]], [[evocation]], [[illusion]], [[necromancy]], or [[transmutation]]. Some class features only benefit spells of a specific school.
=== Upcasting ===
=== Casting time ===
'''Upcasting''' refers to when a spellcaster chooses to use a higher level spell slot to cast a lower level spell. Many spells gain additional damage dice, area of effect, targets, or other effects when upcast, but some spells gain no additional benefit. [[Warlock]] spells are '''always''' upcast to their highest known spell level.
All spells have a casting time that determines whether it requires the caster to take an {{r|action}}, a {{r|bonus}}, or a {{r|reaction}}. Most spells require the caster to take an action.
== Spellcasting Ability Modifier ==
=== Spell saves ===
Your '''Spellcasting Ability Modifier''' affects your chance of success with certain spells, and sometimes how powerful they are. See the [[Saving Throw]] and [[Attack Roll]] pages for detailed explanations of how the spellcasting ability modifier is applied.
Harmful spells which {{em|don't}} require an attack roll, such spells that target an area or a specific point in space – or that affect a target directly – often allow targeted creatures to attempt a [[saving throw|save]] against the spell, potentially ignoring or reducing the spell's effect.
Each class uses a different [[Ability Modifier]] for spellcasting:
The [[Difficulty Class]] (DC) of these saves – called the ''spell save DC'' – is generally based on the caster's spellcasting DC:
* {{SmallIcon|Intelligence_Ability_Icon.png|link=Intelligence}} '''[[Intelligence]] (INT)''': {{Class|Wizard}}s, {{Class|Arcane Trickster}}s, and {{Class|Eldritch Knight}}s.
** Other {{Class|Rogue}}s and {{Class|Fighter}}s also use '''[[Intelligence]]''' as their Spellcasting Ability Modifier for [[Scrolls]] and spells from other magical items, despite not being able to cast spells normally.
* {{SmallIcon|Wisdom_Ability_Icon.png|link=Wisdom}} '''[[Wisdom]] (WIS)''': {{Class|Cleric}}s, {{Class|Ranger}}s, and {{Class|Druid}}s.
** {{Class|Monk}}s also use '''[[Wisdom]]''' as their Spellcasting Ability Modifier for [[Scrolls]] and spells from other magical items.
* {{SmallIcon|Charisma_Ability_Icon.png|link=Charisma}} '''[[Charisma]] (CHA)''':{{Class|Bard}}s, {{Class|Paladin}}s, {{Class|Sorcerer}}s, and {{Class|Warlock}}s.
** {{Class|Barbarian}}s also use '''[[Charisma]]''' as their Spellcasting Ability Modifier for [[Scrolls]] and spells from other magical items, despite not being able to cast spells normally.
== Concentration ==
; Examples of spells that require saves:
''Main page: [[Concentration]]''
* {{SAI|Grease|h=20px}}
* {{SAI|Fireball|h=20px}}
* {{SAI|Hold Person|h=20px}}
'''Concentration''' Spells require the caster to put focus into the spell in order to maintain its effects. If the caster loses Concentration, the spell ends prematurely. A caster can only concentrate on one spell at a time.
Certain [[List of equipment that affect Spell Save DC|equipment]] worn by the caster can also affect their Spell DCs.
When the caster takes damage, they make a Constitution [[Saving Throws|Saving Throw]] <code>{{D20}} + [[Constitution#Constitution Modifier Chart|Constitution Modifier]]</code> to maintain Concentration. The result must match or exceed a [[Difficulty Class|DC]] of 10 or half the number of damage they received, whichever is higher.
=== Spell attack rolls ===
Some harmful spells – typically those cast in the form of rays or as projectiles – require the caster to make an [[Attacks|attack roll]] against the target's [[Armour Class|AC]] in order to determine if their spell attack is a hit or a miss.
* Ways you can lose Concentration while maintaining Concentration Spells:
The caster adds their spellcasting ability modifier, as well as their proficiency bonus, to the results of the attack roll:
** Failing a Concentration Check by taking damage.
** Casting another Concentration Spell.
** Being affected by [[Condition]]s such as [[Condition#Downed|Downed]], [[Condition#Sleeping|Sleeping]], [[Rage]], etc.
'''Prepared Spells''' are Spells that certain spellcasting classes must prepare in order to cast. In exchange, these classes know many Spells at low levels and will eventually learn all Spells from their class's Spell List.
Prepared Spells can be swapped at any time outside of combat.
; Examples of spells that require spell attacks:
* {{SAI|Ray of Enfeeblement|h=20px}}
* {{SAI|Fire Bolt|h=20px}}
* {{SAI|Eldritch Blast|h=20px}}
The number of Prepared Spells each class can have at a time is equal to {{C|Spellcasting Ability Modifier + Class Level}} ''(Minimum of 1 spell)''.
=== Concentration ===
* Classes that use Prepared Spells:
{{hatnote|Main article: [[Concentration]]}}
** {{Class|Cleric}}
Most spells with a duration require [[File:Concentration_Icons.png|20px]] 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.
** {{Class|Druid}}
** {{Class|Paladin}} - Prepared Spells limited to {{C|Charisma Modifier + ('''1/2''' Paladin Level)}} ''(Minimum of 1 spell)''.
** {{Class|Wizard}}
</div>
<div class="width:50%" style="padding:5px">
== Known Spells ==
'''Known Spells''' are Spells memorized by certain spellcasting classes. These Spells are '''Always Prepared'''. In exchange, these classes know fewer Spells at low levels and will be unable to learn every Spell from their class's Spell List.
* Classes that use Known Spells:
** {{Class|Arcane Trickster}}
** {{Class|Bard}}
** {{Class|Eldritch Knight}}
** {{Class|Ranger}}
** {{Class|Sorcerer}}
** {{Class|Warlock}}
Additionally, Spells granted by [[Character_Creation#Playable_Races|Races]] or by certain Subclasses (such as [[Cleric]] Domains) are '''Always Prepared'''.
</div></div>
== All Spells ==
==== Cantrips ====
* '''Cantrips''' are '''Spells''' that do not cost [[Spells#Spell Slots|Spell Slots]] to cast.
==== Ending concentration ====
[[File:Concentration_Example.webp|thumb|upright|right|Concentration icon in the hotbar. Clicking "X" will end 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|Constitution saves are sometimes erroneously referred to as a ''Constitution checks''.}} If the save fails, concentration ends.
; Conditions : Some conditions – such as {{Cond|Downed}} or {{Cond|Sleeping}} – also end concentration, without allowing a save.
; Long rests : Taking a [[Resting|long rest]] ends concentration.
; Dismissing companion : Sending a companion to camp or otherwise removing them from the active party ends their concentration.
{{div col | style = column-width: 18em; list-style-type: none;}}
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. Non spellcasters do not gain or add spell slots.
* {{Class|Rogue}} (other than [[Arcane Trickster]])
* {{Class|Fighter}} (other than [[Eldritch Knight]])
=== 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.
==== Level 1 Spells ====
The following classes must learn spells through leveling up:
* {{Class|Arcane Trickster}}
* {{Class|Bard}}
* {{Class|Eldritch Knight}}
* {{Class|Ranger}}
* {{Class|Sorcerer}}
* {{Class|Wizard}}
* {{Class|Warlock}}
* '''Level 1 Spells''' are '''Spells''' that consume Level 1 [[Spells#Spell Slots|Spell Slots]] when cast.
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. Wizards can instead learn new spells from scrolls, without needing to give up an already known spell.
{{div col | style = column-width: 18em; list-style-type: none;}}
The following classes automatically learn all their available spells when a level is taken in them:
[[File:Wizard-spellbook.webp|thumb|A Wizard's Spellbook window: it allows you to change prepared spells outside combat]]
=== Prepared spells ===
[[File:Prepared Spells Icon.webp|24px]]
Some casters – known as ''prepared spellcasters'' to set them apart from ''spontaneous spellcasters'' – must ''prepare'' a smaller selection of their known spells to cast them. Spells can be prepared at any time except during combat.
* '''Level 2 Spells''' are '''Spells''' that consume Level 2 [[Spells#Spell Slots|Spell Slots]] when cast.
Prepared spellcasters include:
* {{Class|Cleric}}
* {{Class|Druid}}
* {{Class|Paladin}}
* {{Class|Wizard}}
{{div col | style = column-width: 18em; list-style-type: none;}}
The number of prepared spells each class can have at a time is equal to {{InfoBlob|spellcasting ability modifier + class level}} (minimum of 1).
Additionally, spells granted by [[Race|racial features]] or by certain class features (such as by [[Cleric|cleric Domains]]) are considered ''inherent'' and are always prepared.
* '''Level 3 Spells''' are '''Spells''' that consume Level 3 [[Spells#Spell Slots|Spell Slots]] when cast.
{{div col | style = column-width: 18em; list-style-type: none;}}
Some spells with ongoing effects that do not require concentration, like {{SAI|Speak with Animals}} or {{SAI|Aid}}, must remain in the caster's prepared spells list after being cast, or their effects will end.
*[[File:Animate Dead Icon.png|frameless|upright=0.1|link=Animate Dead]] [[Animate Dead]]
*[[File:Beacon of Hope Icon.png|frameless|upright=0.1|link=Beacon of Hope]] [[Beacon of Hope]]
All spellcasters have spell slots, which they expend to cast their known spells. Cantrips {{SpellSlot|cantrip|w=24}} do not expend spell slots and can be cast at will. Depleted spell slots are generally replenished by taking a [[Long Rest]] ([[Short Rest]] for Warlocks), though there are methods of [[List of sources of additional resources#Spell slots|creating additional slots, or replenishing expended ones]].
== Spell Comparison Table ==
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 {{Icon|Upcast Icon.png|24px}} [[Upcasting|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.
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.
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.
{{SpellListTableRow|spell=Hail of Thorns|image=Hail Of Thorns Icon.png|casttime={{Action}} +{{Action|bonus}}|area=2/7|range=weapon|save=DEX|damage=Piercing}}
{{SpellListTableRow|spell=Protection from Evil and Good|image=Protection From Evil And Good.png|conc=required|duration=longrest|range=touch|attack=no}}
{{SpellListTableRow|spell=Ray of Sickness|image=Ray Of Sickness Icon.png|duration=2|save=CON|damage=Poison}}
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.
|-
==== Other uses of spell slots ====
! colspan=6 | 2nd Level Spells
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.
When a {{Icon|Ritual Spell Icon.png|24px}} 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.
{{div col | style = column-width: 18em; list-style-type: none;}}
* {{SAI|Detect Thoughts|h=20}}
* {{SAI|Disguise Self|h=20}}
* {{SAI|Enhance Leap|h=20}}
* {{SAI|Feather Fall|h=20}}
* {{SAI|Find Familiar|h=20}}
* {{SAI|Longstrider|h=20}}
* {{SAI|Silence|h=20}}
* {{SAI|Speak with Animals|h=20}}
* {{SAI|Speak with Dead|h=20}}
{{div col end}}
|-
=== Scrolls ===
! colspan=6 | 3rd Level Spells
Spells can be cast from scrolls that are bought, found or looted. Spells cast from scrolls cannot be [[Upcasting|upcast]] (cast with a higher level spell slot for additional benefits e.g. to affect more targets) or benefit from [[metamagic]]. Scrolls cannot be created (scribed from a wizard's spellbook). Wizards can learn spells from scrolls (scribe the spell from a scroll into their spellbook). See [[Wizard|Wizard/Spell scribing]].
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.
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.
All spells have a level – a measure of its power and difficulty to cast. To cast a spell, the caster must usually expend a spell slot of sufficient level. Spells cast from scrolls do not consume spell slots when 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.
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]
When casting a spell, the spellcasting ability used depends on whether the spell was learned (first two points below) or cast from an item.
Spells learned from taking levels in a class will use that class' spellcasting ability modifier.
Spells learned from scribing a scroll into your Spellbook count as Wizard spells (because learning from scrolls is a Wizard feature) and thus use Intelligence.
Spells from other sources (including items, Illithid Powers that require a saving throw, and using scrolls directly from inventory) use the spellcasting ability of the class the creature most recently took a first level in.[note 3]
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 Counterspell before they are cast, and most spells cannot be cast by Silenced creatures.
All spells have a casting time that determines whether it requires the caster to take an Action, a Bonus action, or a Reaction. Most spells require the caster to take an action.
Harmful spells which don't require an attack roll, such spells that target an area or a specific point in space – or that affect a target directly – often allow targeted creatures to attempt a save against the spell, potentially ignoring or reducing the spell's effect.
The Difficulty Class (DC) of these saves – called the spell save DC – is generally based on the caster's spellcasting DC:
Some harmful spells – typically those cast in the form of rays or as projectiles – require the caster to make an attack roll against the target's AC in order to determine if their spell attack is a hit or a miss.
The caster adds their spellcasting ability modifier, as well as their proficiency bonus, to the results of the attack roll:
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.
Concentration icon in the hotbar. Clicking "X" will end 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 4] If the save fails, concentration ends.
Conditions
Some conditions – such as Downed or Sleeping – also end concentration, without allowing a save.
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. Non spellcasters do not gain or add spell slots.
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:
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. Wizards 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:
Some casters – known as prepared spellcasters to set them apart from spontaneous spellcasters – must prepare a smaller selection of their known spells to cast them. Spells can be prepared at any time except during combat.
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.
Some spells with ongoing effects that do not require concentration, like Speak with Animals or Aid, must remain in the caster's prepared spells list after being cast, or their effects will end.
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 (Short Rest for Warlocks), though there are methods of creating additional slots, or replenishing expended ones.
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.
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.
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.
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.
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.
Spells can be cast from scrolls that are bought, found or looted. Spells cast from scrolls cannot be upcast (cast with a higher level spell slot for additional benefits e.g. to affect more targets) or benefit from metamagic. Scrolls cannot be created (scribed from a wizard's spellbook). Wizards can learn spells from scrolls (scribe the spell from a scroll into their spellbook). See Wizard/Spell scribing.
↑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. Arcane Trickster Rogues and Eldritch Knight Fighters gain the Spellcasting feature as part of the subclass selected at Level 3.
↑A character who starts with 5 levels in Sorcerer will use Charisma for all of their sorcerer spells, as well as spells granted by equipment (e.g. the Firebolt cantrip granted by the Gold Wyrmling Staff) and spell scrolls. If this character at level 6 takes their first level in Wizard then their Wizard spells (including spell scrolls scribed into their Spellbook) will use Intelligence, their Sorcerer spells will continue to use Charisma, but spells granted from equipment and spell scrolls cast directly from inventory will now use Intelligence. If the character at level 7 takes their sixth level in Sorcerer then nothing changes, because Sorcerer is not a "new" class on this character. However if the character at level 8 now takes their first level in Druid then their Sorcerer spells continue to use Charisma, their Wizard spells (including scrolls scribed into their Spellbook) continue to use Intelligence, their Druid spells now use Wisdom, and spells granted by equipment and scrolls cast directly from inventory now use Wisdom since Druid is a "new" class on this character.
↑Constitution saves are sometimes erroneously referred to as a Constitution checks.
↑Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.