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{{Icon|Upcast Icon.png|24px}}'''Upcasting''' is when a spellcaster chooses to use a higher level spell slot to cast a lower level spell. Many spells gain additional damage dice, a larger area of effect, allow for more targets or are otherwise improved when upcast, but some spells gain no additional benefit other than the fact they are treated as a higher level spell.
{{Icon|Upcast Icon.png|24px}}'''Upcasting''' is when a spellcaster chooses to use a higher level spell slot to cast a lower level spell. Many spells gain additional damage dice, a larger area of effect, allow for more targets or are otherwise improved when upcast, but some spells gain no additional benefit other than the fact they are treated as a higher level spell.


Because the {{Class|Warlock}}'s Pact Magic feature only grants spell slots of their highest known spell level, their lower level spells are ''always'' upcast to that level. (The only exception is if they use a lower-level spell slot gained from another source.)
Because the [[Warlock]]'s Pact Magic feature only grants spell slots of their highest known spell level, their lower level spells are ''always'' upcast to that level. (The only exception is if they use a lower-level spell slot gained from another source.)


[[Cantrip]]s do not use spell slots, but damaging cantrips grow more powerful as a character gains [[level]]s. Upon reaching Character Levels 5 and 10, an additional damage die is automatically added (or, in the case of {{SAI|Eldritch Blast}}, an additional beam is added). This is not optional; a spellcaster cannot choose to cast a cantrip as if they were of lower level. While this is not technically upcasting, it is a similar enough process to be included here.
[[Cantrip]]s do not use spell slots, but damaging cantrips grow more powerful as a character gains [[level]]s. Upon reaching Character Levels 5 and 10, an additional damage die is automatically added (or, in the case of {{SAI|Eldritch Blast}}, an additional beam is added). This is not optional; a spellcaster cannot choose to cast a cantrip as if they were of lower level. While this is not technically upcasting, it is a similar enough process to be included here.

Latest revision as of 15:37, 29 July 2024

Upcast Icon.pngUpcasting is when a spellcaster chooses to use a higher level spell slot to cast a lower level spell. Many spells gain additional damage dice, a larger area of effect, allow for more targets or are otherwise improved when upcast, but some spells gain no additional benefit other than the fact they are treated as a higher level spell.

Because the Warlock's Pact Magic feature only grants spell slots of their highest known spell level, their lower level spells are always upcast to that level. (The only exception is if they use a lower-level spell slot gained from another source.)

Cantrips do not use spell slots, but damaging cantrips grow more powerful as a character gains levels. Upon reaching Character Levels 5 and 10, an additional damage die is automatically added (or, in the case of Eldritch Blast Eldritch Blast, an additional beam is added). This is not optional; a spellcaster cannot choose to cast a cantrip as if they were of lower level. While this is not technically upcasting, it is a similar enough process to be included here.

List of spells that benefit from upcasting[edit | edit source]

This is a list of all Spells that benefit from upcasting. It is automatically generated via Cargo.


Name Level Cast time Duration Range/Area Attack/Save Damage/Effect
Acid Splash Acid Splash C Action
-
 18m / 60ft
 2m / 7ft (Radius)
1d6Damage TypesAcid
Bone Chill Bone Chill C Action  1 turn  18m / 60ft Attack roll 1d8Damage TypesNecrotic
Eldritch Blast Eldritch Blast C Action
-
 18 m / 60 ft Attack roll 1d10Damage TypesForce
Fire Bolt Fire Bolt C Action
-
 18m / 60ft Attack roll 1d10Damage TypesFire
Poison Spray Poison Spray C Action
-
 3m / 10ft 1d12Damage TypesPoison
Produce Flame: Hurl Produce Flame: Hurl C Action
-
 9m / 30ft Attack roll 1d8Damage TypesFire
Pulling Web Pulling Web C Action
-
 9m / 30ft
-
1d6Damage TypesPiercing
Ray of Frost Ray of Frost C Action  1 turn  18m / 60ft Attack roll 1d8Damage TypesCold
Sacred Flame Sacred Flame C Action
-
 18m / 60ft 1d8Damage TypesRadiant
Shocking Grasp Shocking Grasp C Action  1 turn  1.5 m / 5 ft Attack roll 1d8Damage TypesLightning
Thorn Whip Thorn Whip C Action
-
 9m / 30ft Attack roll 1d6Damage TypesPiercing
File:Toll The Dead Icon.webp Toll The Dead C Action
-
 18 m / 60 ft Attack roll 1d8Damage TypesNecrotic
Vicious Mockery Vicious Mockery C Action  1 turn  18m / 60ft 1d4Damage TypesPsychic
Animal Friendship Animal Friendship 1 Action  10 turns  18 m / 60 ft
-
Armour of Agathys Armour of Agathys 1 Action  Long Rest  Self
-
-
Arms of Hadar Arms of Hadar 1 Action  1 turn  Self
 3m / 10ft (Radius)
2d6Damage TypesNecrotic
Bane Bane 1 Action  10 turns  9m / 30ft
-
Bless Bless 1 Action  10 turns  9m / 30ft
-
-
Burning Hands Burning Hands 1 Action
-
 Self
 5m / 17ft (Cone)
3d6Damage TypesFire
Charm Person Charm Person 1 Action  10 turns  18 m / 60 ft
-
Chromatic Orb Chromatic Orb 1 Action
-
 18 m / 60 ft Attack roll
-
Chromatic Orb: Acid Chromatic Orb: Acid 1 Action
-
 18 m / 60 ft Attack roll 2d8Damage TypesAcid
Chromatic Orb: Cold Chromatic Orb: Cold 1 Action
-
 18 m / 60 ft Attack roll 2d8Damage TypesCold
Chromatic Orb: Fire Chromatic Orb: Fire 1 Action
-
 18 m / 60 ft Attack roll 2d8Damage TypesFire
Chromatic Orb: Lightning Chromatic Orb: Lightning 1 Action
-
 18 m / 60 ft Attack roll 2d8Damage TypesLightning
Chromatic Orb: Poison Chromatic Orb: Poison 1 Action
-
 18 m / 60 ft Attack roll 2d8Damage TypesPoison
Chromatic Orb: Thunder Chromatic Orb: Thunder 1 Action
-
 18 m / 60 ft Attack roll 3d8Damage TypesThunder
Colour Spray Colour Spray 1 Action  1 turn  Self
 5m / 15ft (Cone)
-
-
Command Command 1 Action
-
 18 m / 60 ft
-
Command: Approach Command: Approach 1 Action  1 turn  18 m / 60 ft
-
Command: Drop Command: Drop 1 Action  1 turn  18 m / 60 ft
-
Command: Flee Command: Flee 1 Action  1 turn  18 m / 60 ft
-
Command: Grovel Command: Grovel 1 Action  1 turn  18 m / 60 ft
-
Command: Halt Command: Halt 1 Action  1 turn  18 m / 60 ft
-
Create or Destroy Water Create or Destroy Water 1 Action  3 turns  9m / 30ft
 4m / 13ft (Radius)
-
-
Create Water Create Water 1 Action  3 turns  9m / 30ft
 4m / 13ft (Radius)
-
-
Cure Wounds Cure Wounds 1 Action
-
 1.5 m / 5 ft
-
1d8hit points
Destroy Water Destroy Water 1 Action
-
 9m / 30ft
 4m / 13ft (Radius)
-
-
Dissonant Whispers Dissonant Whispers 1 Action  2 turns  18 m / 60 ft 3d6Damage TypesPsychic
Ensnaring Strike Ensnaring Strike 1 Action  10 turns  m / ft Attack roll weaponDamage TypesWeapon
Ensnaring Strike (Melee) Ensnaring Strike (Melee) 1 Action  10 turns  1.5 m / 5 ft Attack roll weaponDamage TypesWeapon
Ensnaring Strike (Ranged) Ensnaring Strike (Ranged) 1 Action  10 turns  18 m / 60 ft Attack roll weaponDamage TypesWeapon
False Life False Life 1 Action  Long Rest  Self
-
-
Fog Cloud Fog Cloud 1 Action
-
 18m / 60ft
 5m / 15ft (Radius)
-
-
Guiding Bolt Guiding Bolt 1 Action  2 turns  18m / 60ft Attack roll 4d6Damage TypesRadiant
Hail of Thorns Hail of Thorns 1 Bonus Action
-
 18 m / 60 ft
 2m / 7ft (Radius)
Attack roll weaponDamage TypesWeapon
1d10Damage TypesPiercing
Healing Word Healing Word 1 Bonus Action
-
 18m / 60ft
-
1d4hit points
Hellish Rebuke Hellish Rebuke 1 Reaction
-
 m / ft
-
2d10Damage TypesFire
Heroism Heroism 1 Action  10 turns  1.5 m / 5 ft
-
-
Ice Knife Ice Knife 1 Action
-
 18m / 60ft
 2m / 7ft (Radius)
Attack roll 1d10Damage TypesPiercing
2d6Damage TypesCold
Inflict Wounds Inflict Wounds 1 Action
-
 1.5 m / 5 ft Attack roll 3d10Damage TypesNecrotic
Longstrider Longstrider 1 Action  Long Rest  1.5 m / 5 ft
-
-
Magic Missile Magic Missile 1 Action
-
 18m / 60ft
-
1d4 + 1Damage TypesForce
Ray of Sickness Ray of Sickness 1 Action  2 turns  18 m / 60 ft Attack roll 2d8Damage TypesPoison
Searing Smite Searing Smite 1 Action  10 turns  Weapon Range Attack roll weaponDamage TypesWeapon
1d6Damage TypesFire
Sleep Sleep 1 Action  2 turns  18 m / 60 ft
-
-
Thunderwave Thunderwave 1 Action
-
 1.5 m / 5 ft
 5m / 17ft (Cube)
2d8Damage TypesThunder
Witch Bolt Witch Bolt 1 Action  10 turns  18 m / 60 ft Attack roll 1d12Damage TypesLightning
Aid Aid 2 Action  Long Rest  Self
 9m / 30ft (Radius)
-
-
Bear's Endurance Bear's Endurance 2 Action  Long Rest  1.5 m / 5 ft
-
-
Blindness Blindness 2 Action  10 turns  18 m / 60 ft
-
Branding Smite Branding Smite 2 Action  10 turns  Weapon Range Attack roll weaponDamage TypesWeapon
2d6Damage TypesRadiant
Branding Smite (Melee) Branding Smite (Melee) 2 Action  10 turns  1.5 m / 5 ft Attack roll weaponDamage TypesWeapon
2d6Damage TypesRadiant
Branding Smite (Ranged) Branding Smite (Ranged) 2 Action  10 turns  18 m / 60 ft Attack roll weaponDamage TypesWeapon
2d6Damage TypesRadiant
Bull's Strength Bull's Strength 2 Action  Long Rest  1.5 m / 5 ft
-
-
Cat's Grace Cat's Grace 2 Action  Long Rest  1.5 m / 5 ft
-
-
Cloud of Daggers Cloud of Daggers 2 Action
-
 18 m / 60 ft
-
4d4Damage TypesSlashing
Eagle's Splendour Eagle's Splendour 2 Action  Long Rest  1.5 m / 5 ft
-
-
Enhance Ability Enhance Ability 2 Action
-
 1.5 m / 5 ft
-
-
Flame Blade Flame Blade 2 Bonus Action
-
 Self
-
-
Flaming Sphere Flaming Sphere 2 Action
-
 18 m / 60 ft
 2m / 7ft (Radius)
2d6Damage TypesFire
Fox's Cunning Fox's Cunning 2 Action  Long Rest  1.5 m / 5 ft
-
-
Heat Metal Heat Metal 2 Action  10 turns  18 m / 60 ft 2d8Damage TypesFire
Hold Person Hold Person 2 Action  10 turns  18 m / 60 ft
-
Invisibility Invisibility 2 Action  10 turns  1.5 m / 5 ft
-
-
Magic Weapon Magic Weapon 2 Action  Long Rest  1.5 m / 5 ft
-
-
Melf's Acid Arrow Melf's Acid Arrow 2 Action  1 turn  18 m / 60 ft Attack roll 4d4Damage TypesAcid
Moonbeam Moonbeam 2 Action
-
 18 m / 60 ft
 1m / 3ft (Radius)
2d10Damage TypesRadiant
Move Moonbeam Move Moonbeam 2 Action
-
 18 m / 60 ft
 1m / 3ft (Radius)
2d10Damage TypesRadiant
Murderous Cloud of Daggers Murderous Cloud of Daggers 2 Action
-
 18 m / 60 ft
-
6d4Damage TypesPiercing
Owl's Wisdom Owl's Wisdom 2 Action  Long Rest  1.5 m / 5 ft
-
-
Prayer of Healing Prayer of Healing 2 Action
-
 Self
 9m / 30ft (Radius)
-
2d8hit points
Reapply Heat Metal Reapply Heat Metal 2 Bonus Action  10 turns  18 m / 60 ft 2d8Damage TypesFire
Scorching Ray Scorching Ray 2 Action
-
 18 m / 60 ft Attack roll 2d6Damage TypesFire
Shatter Shatter 2 Action
-
 18 m / 60 ft
 3m / 10ft (Radius)
3d8Damage TypesThunder
Spiritual Weapon Spiritual Weapon 2 Bonus Action
-
 18 m / 60 ft
-
1d8+1Damage TypesForce
Spiritual Weapon: Greataxe Spiritual Weapon: Greataxe 2 Bonus Action  2 turns  18 m / 60 ft
-
1d8 + 1Damage TypesForce
Spiritual Weapon: Greatsword Spiritual Weapon: Greatsword 2 Bonus Action  2 turns  18 m / 60 ft
-
1d8 + 1Damage TypesForce
Spiritual Weapon: Halberd Spiritual Weapon: Halberd 2 Bonus Action  2 turns  18 m / 60 ft
-
1d8 + 1Damage TypesForce
Spiritual Weapon: Maul Spiritual Weapon: Maul 2 Bonus Action  2 turns  18 m / 60 ft
-
1d8 + 1Damage TypesForce
Spiritual Weapon: Spear Spiritual Weapon: Spear 2 Bonus Action  2 turns  18 m / 60 ft
-
1d8 + 1Damage TypesForce
Spiritual Weapon: Trident Spiritual Weapon: Trident 2 Bonus Action  2 turns  18 m / 60 ft
-
1d8 + 1Damage TypesForce
Activate Call Lightning Activate Call Lightning 3 Action
-
 18m / 60ft
 2m / 7ft (Radius)
3d10Damage TypesLightning
Animate Dead Animate Dead 3 Action
-
 3m / 10ft
-
-
Bestow Curse Bestow Curse 3 Action
-
 1.5 m / 5 ft
-
Bestow Curse: Additional Damage Bestow Curse: Additional Damage 3 Action  10 turns  1.5 m / 5 ft
-
Bestow Curse: Attack Disadvantage Bestow Curse: Attack Disadvantage 3 Action  10 turns  1.5 m / 5 ft
-
Bestow Curse: Charisma Disadvantage Bestow Curse: Charisma Disadvantage 3 Action  10 turns  1.5 m / 5 ft
-
Bestow Curse: Constitution Disadvantage Bestow Curse: Constitution Disadvantage 3 Action  10 turns  1.5 m / 5 ft
-
Bestow Curse: Dexterity Disadvantage Bestow Curse: Dexterity Disadvantage 3 Action  10 turns  1.5 m / 5 ft
-
Bestow Curse: Dread Bestow Curse: Dread 3 Action  10 turns  1.5 m / 5 ft
-
Bestow Curse: Intelligence Disadvantage Bestow Curse: Intelligence Disadvantage 3 Action  10 turns  1.5 m / 5 ft
-
Bestow Curse: Strength Disadvantage Bestow Curse: Strength Disadvantage 3 Action  10 turns  1.5 m / 5 ft
-
Bestow Curse: Wisdom Disadvantage Bestow Curse: Wisdom Disadvantage 3 Action  10 turns  1.5 m / 5 ft
-
Call Lightning Call Lightning 3 Action  10 turns  18m / 60ft
 2m / 7ft (Radius)
3d10Damage TypesLightning
Call of the Crustacean Call of the Crustacean 3 Bonus Action
-
 18m / 60ft
-
-
Counterspell Counterspell 3 Reaction
-
 m / ft
-
-
Fireball Fireball 3 Action
-
 18m / 60ft
 4m / 13ft (Radius)
8d6Damage TypesFire
Glyph of Warding Glyph of Warding 3 Action
-
 9m / 30ft
 4m / 13ft (Radius)
-
Glyph of Warding: Acid Glyph of Warding: Acid 3 Action
-
 9m / 30ft
 4m / 13ft (Radius)
5d8Damage TypesAcid
Glyph of Warding: Cold Glyph of Warding: Cold 3 Action
-
 9m / 30ft
 4m / 13ft (Radius)
5d8Damage TypesCold
Glyph of Warding: Fire Glyph of Warding: Fire 3 Action
-
 9m / 30ft
 4m / 13ft (Radius)
5d8Damage TypesFire
Glyph of Warding: Lightning Glyph of Warding: Lightning 3 Action
-
 9m / 30ft
 4m / 13ft (Radius)
5d8Damage TypesLightning
Glyph of Warding: Thunder Glyph of Warding: Thunder 3 Action
-
 9m / 30ft
 4m / 13ft (Radius)
5d8Damage TypesThunder
Grant Flight Grant Flight 3 Action  10 turns  1.5 m / 5 ft
-
-
Lightning Arrow Lightning Arrow 3 Action
-
 18 m / 60 ft
 3m / 10ft (Radius)
Attack roll 4d8Damage TypesLightning
2d8Damage TypesLightning
Lightning Bolt Lightning Bolt 3 Action
-
 Self
 30m / 100ft
8d6Damage TypesLightning
Mass Healing Word Mass Healing Word 3 Bonus Action
-
 Self
 18m / 60ft (Radius)
-
1d4hit points
Spirit Guardians Spirit Guardians 3 Action
-
 Self
 3m / 10ft (Radius)
-
Spirit Guardians: Necrotic Spirit Guardians: Necrotic 3 Action  10 turns  Self
 3m / 10ft (Radius)
3d8Damage TypesNecrotic
Spirit Guardians: Radiant Spirit Guardians: Radiant 3 Action  10 turns  Self
 3m / 10ft (Radius)
3d8Damage TypesRadiant
Vampiric Touch Vampiric Touch 3 Action  10 turns  1.5 m / 5 ft Attack roll 3d6Damage TypesNecrotic
Banishment Banishment 4 Action  2 turns  18 m / 60 ft
-
Blight Blight 4 Action
-
 9m / 30ft 8d8Damage TypesNecrotic
Confusion Confusion 4 Action  3 turns  18 m / 60 ft
 6m / 20ft (Radius)
-
Ice Storm Ice Storm 4 Action
-
 18m / 60ft
 6m / 20ft (Radius)
2d8Damage TypesBludgeoning
4d6Damage TypesCold
Phantasmal Killer Phantasmal Killer 4 Action  10 turns  18 m / 60 ft 4d10Damage TypesPsychic
Wall of Fire Wall of Fire 4 Action
-
 18m / 60ft 5d8Damage TypesFire
Cone of Cold Cone of Cold 5 Action
-
 Self
 9m / 30ft (Cone)
8d8Damage TypesCold
Conjure Elemental Conjure Elemental 5 Action
-
 18 m / 60 ft
-
-
Ethel's Insect Plague Ethel's Insect Plague 5 Action
-
 18 m / 60 ft
 6m / 20ft (Radius)
4d10Damage TypesPiercing
Flame Strike Flame Strike 5 Action
-
 18m / 60ft
 3m / 10ft (Radius)
5d6Damage TypesFire
5d6Damage TypesRadiant
Hold Monster Hold Monster 5 Action  10 turns  18 m / 60 ft
-
Insect Plague Insect Plague 5 Action
-
 18 m / 60 ft
 6m / 20ft (Radius)
4d10Damage TypesPiercing
Mass Cure Wounds Mass Cure Wounds 5 Action
-
 18 m / 60 ft
-
3d8hit points