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→Casting spells
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Spells that conjure harmful creatures or objects (like {{SAI|Flaming Sphere}} or {{SAI|Spiritual Weapon}}) usually require the summoned entity to make attacks on their own turn, using the caster's spell attack above. | Spells that conjure harmful creatures or objects (like {{SAI|Flaming Sphere}} or {{SAI|Spiritual Weapon}}) usually require the summoned entity to make attacks on their own turn, using the caster's spell attack above. | ||
Spells which create a damaging effect at a point in space (like {{SAI|Fireball}}) or affect a character directly (like {{SAI|Hold Person}}) do not require an attack roll, but often allow a target to attempt to save against the spell, ignoring or reducing the spell's effect. This saving throw is made against the caster's spellcasting DC | Spells which create a damaging effect at a point in space (like {{SAI|Fireball}}) or affect a character directly (like {{SAI|Hold Person}}) do not require an attack roll, but often allow a target to attempt to save against the spell, ignoring or reducing the spell's effect. This saving throw is made against the caster's spellcasting DC: | ||
<div style="text-align: center; font-weight:bold;">{{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}</div> | |||
Spells which do not directly harm other creatures generally don't require an attack roll or saving throw. There are also some harmful spells which are exceptions to the above: {{SAI|Magic Missile}} automatically hits its targets, while {{SAI|Sleep}} and {{SAI|Colour Spray}} automatically affect creatures with up to a specific number of [[hit points]]. | Spells which do not directly harm other creatures generally don't require an attack roll or saving throw. There are also some harmful spells which are exceptions to the above: {{SAI|Magic Missile}} automatically hits its targets, while {{SAI|Sleep}} and {{SAI|Colour Spray}} automatically affect creatures with up to a specific number of [[hit points]]. |