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See: List of all spells
Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experience, knowledge, or innate ability to create magical Effects, deal damage to enemies, or heal their allies.
All spellcasters are proficient with Spell Attacks. When they make an Attack Roll with a Spell, they roll against the target's Armour Class (or AC): a
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):
Spell Slots
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 Long Rest.
- Wild Magic Barbarians have access to the Bolstering Magic feature, allowing them to recover a few low level spell slots of an ally. Should they multiclass into a spellcasting class they could also do this for themselves.
- Certain items, such as the Pearl of Power Amulet or Spellcrux Amulet, also allow for the recovery of spell slots, but each can only be used once per Long Rest.
- The Arcane Cultivation line of Elixirs allow for the user to gain an additional corresponding spell slot. This functionally regains them a spell slot per elixir drank if the user is not at full capacity for that spell slot level.
- Warlocks, with their Pact Magic spellcasting feature, only need to take a Short Rest to fully regain their Spell Slots.
Spell Slot Levels
A spell's level represents the power of a given spell, as well as its difficulty to be cast. Each Spell Level has a corresponding Spell Slot Level that is required be spent : Level 1, Level 2, Level 3, and so on.
Cantrips are "level 0" spells. They do not consume any spell slots and are effectively an infinite resource.
Due to their unique mechanics, the spell slots of a Warlock are colored differently, like so:
A spell's level occasionally has mechanical impact outside of the spell slot level required for its use: Wizards need to spend more gold to learn a higher level spell, Counterspell is harder to use against a spell of a higher level. A couple of subclass features for Wizards also scale off of the spell slot level used (Arcane Ward, Grim Harvest)
Upcasting
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, a larger area of effect, allow for more targets, or other effects when upcast, but some spells gain no additional benefit other than the fact they are treated as a higher level spell. Warlock spells are always upcast to their highest known spell level.
Spell Slot Amount
ESL | Spell Slots per Spell Level | |||||
---|---|---|---|---|---|---|
1 | 2 | - | - | - | - | - |
2 | 3 | - | - | - | - | - |
3 | 4 | 2 | - | - | - | - |
4 | 4 | 3 | - | - | - | - |
5 | 4 | 3 | 2 | - | - | - |
6 | 4 | 3 | 3 | - | - | - |
7 | 4 | 3 | 3 | 1 | - | - |
8 | 4 | 3 | 3 | 2 | - | - |
9 | 4 | 3 | 3 | 3 | 1 | - |
10 | 4 | 3 | 3 | 3 | 2 | - |
11 | 4 | 3 | 3 | 3 | 2 | 1 |
12 | 4 | 3 | 3 | 3 | 2 | 1 |
The total amount of spell slots a spellcaster would get is dependent upon their Effective Spellcaster Level (ESL). For full spellcasters (s, s, s, s, and s) this is exactly their class level (A level 5 wizard has an Effective Spellcaster Level of 5); "Half-spellcasters" ( s and s), are not considered spellcasters until class level 2, at which point their ESL is their class level halved. "One-third-spellcasters" ( s and s) are all subclasses that can only be taken at class level three, their ESL is their class level divided by three. For the purpose of determining Spell Slot Distribution the ESL is rounded up when no multiclassing of multiple spellcaster classes is involved.
When multiple spellcaster classes are chosen for a character, the character's ESL is instead the ESL of every individual spellcasting class that the character has, each rounded down, and then summed up. As an example, a level 1 cleric/level 3 paladin/level 3 ranger character would have an ESL of 3, because:1 + round_down(1.5) + round_down(1.5) = 1 + 1 + 1 = 3
Because of the differing rounding between non-multiclass and multiclass characters, a peculiar edge case exists when a "partial spellcaster" multiclasses into another "partial spellcaster" class. To illustrate this consider a level 3 paladin that picks up a level of ranger. Both of these classes are "half-spellcasters". A level 3 pure paladin has an ESL of 2, due to the rounding up. But when they multiclass into another "half-spellcasters" class, one may assume this character would lose an ESL by leveling up, as the rule now requires rounding down. However, as mentioned earlier, "partial spellcasters" classes are not considered spellcasters until they get to ESL 1 without rounding. So a level 3 paladin/level 1 ranger still has an ESL of 2. In short, due to how the rule is written, a character will never lose ESL by leveling up, no matter what.
Once the Effective Spellcaster Level is known, one can consult the appended table to find out their character's spell slot distribution.
The number of spell slot for each level across ESL has no clear pattern, but when a spell level opens up does have an identifiable pattern. The maximum spell level a spellcaster has access to is their ESL halved and then rounded up.
s are unique in this regard. Their spell slots are all of uniform level, matching the highest spell slot available of a normal full spellcaster class until spell level 5, which is the highest level spell slot warlocks can have. They also simply gain a spell slot at class level 1,2, and 11.
Concentration
Main page: Concentration
Concentration is another type of resource a spellcaster has. Certain spells require the caster to continuously put focus into the spell in order to maintain its effects. Such spells are called Concentration spells, and this requirement will be clearly labeled with the Concentration tag in the spell's description. The caster may still do other actions while concentrating, but are at risk of losing said concentration under certain circumstances. If the caster loses Concentration, the spell ends prematurely. A caster can only concentrate on one spell at a time - said spell will be shown on top of/next to the caster's portrait and in the list of conditions the spellcaster has.
Ways a caster can lose Concentration while concentrating includes:
- Failing a Concentration Constitution Saving Throw. Said Saving Throw occurs every time a concentrating caster takes damage. The DC of this Saving Throw is either 10 or half the number of damage taken, whichever is higher.
- Being affected by Conditions such as Downed, Sleeping, Rage, etc. If this happens Concentration is dropped without recourse.
- The caster can also voluntarily end the Concentration effect. Either by casting another Concentration Spell, or by manually ending Concentration.
- Unlike most actions, the manual ending of concentration can be done at anytime, even amidst someone else's turn. For players this is done via the x button on the concentrated spell's icon next to the caster's main portrait.
Due to the impact of many Concentration spells, it is very beneficial for a spellcaster to acquire an Advantage or bonuses for their Concentration Constitution Saving Throws, but this is rather difficult to come by:
- The War caster Feat grants Advantage on Concentration Saving Throws.
- The Resilient (Constitution) Feat Grants a +1 to a character's Constitution score as well as granting Proficiency in all Constitution Saving Throws.
- Transmuter's Stone(Constitution), a Transmutation School Wizard subclass feature, grants the holder of said stone Proficiency in all Constitution Saving Throws.
- Arcane Ward, an Abjuration School Wizard subclass feature, reduces all incoming damage. When the damage is reduced to 0, no Concentration Saving Throws take place.
- Bless and Resistance each grant a 1d4 bonus to all Saving Throws. Both are concentration spells themselves, so the casters of these spells are themselves at risk of dropping these spells when taking damage.
- Gaseous Form grants Advantage on all Constitution saving throws but also sets the target's Constitution score to 10, and is itself again a concentration spell.
- Warding Bond grants its target a +1 bonus to all Saving Throws, and persists until long rest and does not require concentration. However it requires the caster of warding bond to take all damage their target does.
- Several items such as Spidersilk Armour grant Advantage on Constitution saving throws.
Spellcasting Ability and Proficiency
Every class, even non-spellcasters, has an ability specifically designated to represent their ability to cast spells. This ability would be that class's Spellcasting Ability, the Ability Score Modifier of said Spellcasting Ability is directly added to the difficulty for which the spellcaster's targets face when trying to mitigate the effects of most spells from said spellcaster. This added difficulty-to-resist is more simply known as the spellcaster's Spellcasting Ability Modifier.
Non-spellcasters typically only cast spells by using magical items (which include scrolls), regardless, all characters get to add their Proficiency Bonus to their spell's difficulty-to-resist, in a similar fashion to their Spellcasting Ability Modifier.
For more details, see the Saving Throw and Attack Roll pages for a comprehensive explanation of how the Spellcasting Ability Modifier and Proficiency Bonus is applied.
Each class uses a different Ability Score Modifier for spellcasting:
- Intelligence (INT): s, s*†, and s*†.
- Wisdom (WIS): s, s, s, and s*.
- Charisma (CHA):s, s, s, s, and s*.
*Non-spellcasters
†These classes, while normally non-spellcasters, have the option of becoming spellcasters by specializing into specific subclasses (s and s)
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.
Multiclassing
In the case of Multiclassing, learned class spells will use the Spellcasting Ability Modifier for the class the spell is learned as. So a Fire Bolt learned as a Wizard will use INT for its attack rolls, but a Fire Bolt learned as a Sorcerer will use CHA for its attack rolls.
For spells on items (Weapons, Equipment, Scrolls... etc.), the Spellcasting Ability Modifier used will be from the most recent new class that was multiclassed into. As an example, a character with the level progression Wizard 1, Wizard 2, Sorcerer 1, Wizard 3 will use CHA for item spellcasting as Sorcerer is the latest new class for the character. If the same character then leveled up Cleric 1, then Cleric would be the latest new class and WIS will start to be used for item spellcasting. Finally, if the same character then leveled up Sorcerer 2, then it would still continue to use WIS for item spellcasting.Prepared Spells
Prepared Spells are Spells that must be prepared beforehand in order to be cast, this can only be done outside of combat. Spellcasters that primarily utilize this type of spells are known as Prepared Spellcasters. This includes:
These spellcasters will need to anticipate which spells would be useful in advance. In exchange, these classes will have access to every class-level-appropriate spell in their Spell List.
Uniquely, Wizards are prepared casters that can only choose a subset of eligible spells to be learnt on leveling up, but are allowed to learn more spells by transcribing scrolls.
The number of Prepared Spells each class can have at a time is equal to (Spellcasting Ability Modifier + Class Level) (Minimum of 1)
For this purpose a Paladin's class level is halved and rounded down.
Known Spells
Known Spells are spells permanently memorized by a spellcaster, meaning these Spells are functionally Always Prepared. Spellcasters that primarily utilizes this type of spells are known as Spontaneous Spellcasters. This includes:
These spellcasters will not need to worry about spell preparation. In exchange, they can only learn a subset of their class's Spell List.
Spontaneous Spellcasters have access to the Replacement Spell feature, which allows them to swap a known spell each time they level up.
Additionally, Spells granted by Races or by certain Subclasses (such as Cleric Domains) are considered "inherent" and are Always Prepared. This happens even if the character in question has a class that is normally a Prepared Spellcaster.
Ritual Spells
When a Ritual Spell is cast outside of combat, they do not consume spell slots and are effectively free to cast. They consume spell slots as normal in-combat.
All Spells
Cantrips
- Cantrips are Spells that do not cost Spell Slots to cast. They cannot be upcast, but full casters (s, s, s, s, and s) gain an additional damage die for most of their damage-dealing cantrips at class level 5, and another at 10.
Level 1 Spells
- Level 1 Spells are Spells that consume Level 1 Spell Slots when cast.
Level 2 Spells
- Level 2 Spells are Spells that consume Level 2 Spell Slots when cast.
Level 3 Spells
- Level 3 Spells are Spells that consume Level 3 Spell Slots when cast.
Level 4 Spells
- Level 4 Spells are Spells that consume Level 4 Spell Slots when cast.
Level 5 Spells
- Level 5 Spells are Spells that consume Level 5 Spell Slots when cast.
Level 6 Spells
- Level 6 Spells are Spells that consume Level 6 Spell Slots when cast.
Level 9 Spells
- These are special spells only available to Non-Player Characters or unlockable through unique quests.
Special NPC Spells
- These are special spells only available to Non-Player Characters.
Special Item Spells
- These are special spells granted by equipping certain magic items.
Spell Properties Table
Name | Casting Time | Duration | Range / Area | Attack / Save | Damage / Effect |
---|---|---|---|---|---|
Cantrips | |||||
Action | - | 18m / 60ft 2m / 7ft (Radius) |
Dexterity saving throw | Acid | |
Action | 2 turns | Self | - | - | |
Action | 1 turn | 18m / 60ft | Attack roll | Necrotic | |
Action | - | 18m / 60ft | - | - | |
Action | - | 18m / 60ft | Attack roll | Force | |
Action | - | 18m / 60ft | Attack roll | Fire | |
Action | 10 turns | 9m / 30ft | Charisma saving throw | - | |
Action | 10 turns | 1.5m / 5ft | - | - | |
Action | 100 turns | 1.5m / 5ft | - | - | |
Action | - | 18m / 60ft | - | - | |
Action | - | 18m / 60ft | - | - | |
Action | - | 3m / 10ft | Constitution saving throw | Poison | |
Action | 100 turns | Self | - | Fire | |
Action | 1 turn | 18m / 60ft | Attack roll | Cold | |
Action | 10 turns | 1.5m / 5ft | - | - | |
Action | - | 18m / 60ft | Dexterity saving throw | Radiant | |
Bonus action | 10 turns | Self | - | Bludgeoning | |
Action | 1 turn | 1.5m / 5ft | Attack roll | Lightning | |
Action | 10 turns | Self | - | - | |
Action | - | 9m / 30ft | Attack roll | Piercing | |
Action | 2 turns | 18m / 60ft | - | - | |
Action | 1 turn | 18m / 60ft | Wisdom saving throw | Psychic | |
1st Level Spells | |||||
Action | 10 turns | 18m / 60ft | - | - | |
Action | Until Long Rest | Self | - | Cold | |
Action | 1 turn | Self 3m / 10ft (Radius) |
Strength saving throw | Necrotic | |
Action | 10 turns | 9m / 30ft 9m / 30ft (Radius) |
Charisma saving throw | - | |
Action | 10 turns | 9m / 30ft 9m / 30ft (Radius) |
- | - | |
Action | - | Self 5m / 17ft (Cone) |
Dexterity saving throw | Fire | |
Action | 10 turns | 18m / 60ft | Wisdom saving throw | - | |
Action | - | 18m / 60ft | Attack roll | - | |
Action | 1 turn | Self 5m / 15ft (Cone) |
- | - | |
Action | 1 turn | 18m / 60ft | Wisdom saving throw | - | |
Bonus action | 3 turns | 9m / 30ft | Wisdom saving throw | - | |
Action | 3 turns | 9m / 30ft 9m / 30ft (Radius) |
- | - | |
Action | - | 1.5m / 5ft | - | - | |
Action | Until Long Rest | Self | - | - | |
Action | 2 turns | 18m / 60ft | Wisdom saving throw | Psychic | |
Bonus action | 3 turns | 18m / 60ft | - | Radiant | |
Action | 10 turns | 1.5m / 5ft | - | - | |
Action + Bonus action | 10 turns | 1.5m / 5ft | Attack roll Strength saving throw |
Piercing | |
Action + Bonus action | 10 turns | 18m / 60ft | Attack roll Strength saving throw |
Piercing | |
Action | Until Long Rest | 18m / 60ft 6m / 20ft (Radius) |
Strength saving throw | - | |
Bonus action | Until Long Rest | Self | - | - | |
Action | 10 turns | 18m / 60ft 6m / 20ft (Radius) |
Dexterity saving throw | - | |
Action | Until Long Rest | Self | - | - | |
Bonus action | 10 turns | Self 9m / 30ft (Radius) |
- | - | |
Action | - | 18m / 60ft | - | - | |
Action | - | 18m / 60ft 6m / 20ft (Radius) |
- | - | |
Action | - | 1.5m / 5ft | - | - | |
Action | 2 turns | 18m / 60ft | Attack roll | Radiant | |
Action | 1 turn | 18m / 60ft 5m / 15ft (Radius) |
Dexterity saving throw | - | |
Action + Bonus action | - | Weapon Range 2m / 7ft (Radius) |
Attack roll Dexterity saving throw |
Piercing | |
Bonus action | - | 18m / 60ft | - | - | |
Reaction | - | Self | Dexterity saving throw | Fire | |
Action | 10 turns | 1.5m / 5ft | - | - | |
Bonus action | - | 18m / 60ft | - | Necrotic | |
Bonus action | Until Long Rest | 18m / 60ft | - | - | |
Action | - | 18m / 60ft 2m / 7ft (Radius) |
Attack roll Dexterity saving throw |
Cold | |
Action | - | 1.5m / 5ft | Attack roll | Necrotic | |
Action | Until Long Rest | 1.5m / 5ft | - | - | |
Action | Until Long Rest | 1.5m / 5ft | - | - | |
Action | - | 18m / 60ft | - | Force | |
Action | Until Long Rest | 1.5m / 5ft | - | - | |
Action | 2 turns | 18m / 60ft | Attack roll Constitution saving throw |
Poison | |
Bonus action | 10 turns | 18m / 60ft | - | - | |
Action + Bonus action | 10 turns | Weapon Range | Attack roll Constitution saving throw |
Fire | |
Bonus action | Until Long Rest | 18m / 60ft | - | - | |
Action | 2 turns | 18m / 60ft 6m / 20ft (Radius) |
- | - | |
Action | Until Long Rest | Self | - | - | |
Action | 2 turns | 18m / 60ft | Wisdom saving throw | - | |
Action + Bonus action | 10 turns | Weapon Range | Attack roll Strength saving throw |
Thunder | |
Action | - | Self 5m / 17ft (Cube) |
Constitution saving throw | Thunder | |
Action | 10 turns | 18m / 60ft | Attack roll | Lightning | |
Action + Bonus action | 2 turns | Weapon Range | Attack roll Wisdom saving throw |
Psychic | |
2nd Level Spells | |||||
Action | Until Long Rest | Self 9m / 30ft (Radius) |
- | - | |
Action | Until Long Rest | 1.5m / 5ft | - | - | |
Action | 10 turns | 18m / 60ft | Constitution saving throw | - | |
Action | 10 turns | Self | - | - | |
Action + Bonus action | 10 turns | Weapon Range | Attack roll Constitution saving throw |
Radiant | |
Action | 10 turns | 18m / 60ft 6m / 20ft (Radius) |
Charisma saving throw | - | |
Action | 10 turns | 18m / 60ft 2m / 7ft (Radius) |
- | Slashing | |
Action | 3 turns | 18m / 60ft | Wisdom saving throw | - | |
Action | - | 18m / 60ft 5m / 17ft (Radius) |
- | - | |
Action | Until Long Rest | 1.5m / 5ft | - | - | |
Action | Until Long Rest | Self | Wisdom saving throw | - | |
Action | - | 1.5m / 5ft | - | - | |
Action | - | 9m / 30ft | Constitution saving throw | - | |
Bonus action | - | Self | Attack roll | Fire | |
Action | - | 18m / 60ft 2m / 7ft (Radius) |
Dexterity saving throw | Fire | |
Action | 10 turns | 18m / 60ft | Constitution saving throw | Fire | |
Action | 10 turns | 18m / 60ft | Wisdom saving throw | - | |
Action | 10 turns | 1.5m / 5ft | - | - | |
Action | - | 2m / 5ft | - | - | |
Action | Until Long Rest | 1.5m / 5ft | - | - | |
Action | - | 18m / 60ft | Attack roll | Acid | |
Action | 10 turns | Self | - | - | |
Bonus action | - | 18m / 60ft | - | - | |
Action | 10 turns | 18m / 60ft 1m / 3ft (Radius) |
Constitution saving throw | Radiant | |
Action | Until Long Rest | Self 9m / 30ft (Radius) |
- | - | |
Action | 10 turns | 18m / 60ft | Intelligence saving throw | Psychic | |
Action | - | Self 9m / 30ft (Radius) |
- | - | |
Action | Until Long Rest | 1.5m / 5ft | - | - | |
Action | 10 turns | 18m / 60ft | Attack roll | - | |
Action | - | 18m / 60ft | Attack roll | Fire | |
Action | - | 18m / 60ft 3m / 10ft (Radius) |
Constitution saving throw | Thunder | |
Action | 100 turns | 18m / 60ft 6m / 20ft (Radius) |
- | - | |
Action | - | 18m / 60ft 6m / 20ft (Radius) |
- | Piercing | |
Action | 1 turn | 18m / 60ft | Dexterity saving throw | - | |
3rd Level Spells | |||||
Action | Until Long Rest | 3m / 10ft | - | - | |
Action | 10 turns | Self 9m / 30ft (Radius) |
- | - | |
Action | - | 1.5m / 5ft | Wisdom saving throw | - | |
Action | 10 turns | 18m / 60ft 2m / 7ft (Radius) |
Dexterity saving throw | Lightning | |
Reaction | - | 18m / 60ft | - | - | |
Action | 100 turns | 18m / 60ft 15m / 50ft (Radius) |
- | - | |
Action | 3 turns | Self 9m / 30ft (Cone) |
Wisdom saving throw | - | |
Action | 10 turns | 1.5m / 5ft | - | - | |
Action | - | 18m / 60ft 6m / 20ft (Radius) |
Dexterity saving throw | Fire | |
Action | Until Long Rest | 1.5m / 5ft | - | - | |
Action | Until Long Rest | 9m / 30ft 4m / 13ft (Radius) |
- | - | |
Action | 10 turns | 1.5m / 5ft | - | - | |
Action | 10 turns | 9m / 30ft | - | - | |
Action | 10 turns | 18m / 60ft 6m / 20ft (Radius) |
Dexterity saving throw | Cold | |
Action | 2 turns | 18m / 60ft 9m / 30ft (Radius) |
Wisdom saving throw | - | |
Bonus action | - | Self 18m / 60ft (Radius) |
- | - | |
Action | 10 turns | 18m / 60ft 6m / 20ft (Radius) |
- | - | |
Action | Until Long Rest | 1.5m / 5ft | - | - | |
Action | - | 1.5m / 5ft | - | - | |
Action | - | 9m / 30ft 9m / 30ft (Radius) |
- | - | |
Action | 10 turns | 18m / 60ft 9m / 30ft (Radius) |
Dexterity saving throw | - | |
Action | Until Long Rest | 9m / 30ft | - | - | |
Action | 10 turns | Self 3m / 10ft (Radius) |
Wisdom saving throw | Radiant | |
Action | 10 turns | 18m / 60ft 6m / 20ft (Radius) |
Constitution saving throw | - | |
Action | 10 turns | 1.5m / 5ft | Attack roll | Necrotic | |
4th Level Spells | |||||
Action | 2 turns | 18m / 60ft | Charisma saving throw | - | |
Action | Until Long Rest | 1.5m / 5ft | - | - | |
5th Level Spells | |||||
Action | Until Long Rest | 1.5m / 5ft | Constitution saving throw | Poison | |
Action | 10 turns | Self | - | - | |
Action | 10 turns | 18m / 60ft | Wisdom saving throw | - | |
Action | - | 18m / 60ft | Dexterity saving throw | Fire, Radiant | |
Action | - | 1.5m / 5ft | - | - | |
Action | 10 turns | 18m / 60ft | Constitution saving throw | Piercing | |
Action | - | 18m / 60ft | - | - | |
Action | 10 turns | 18m / 60ft | Wisdom saving throw | - | |
Action | - | 18m / 60ft | - | - | |
6th Level Spells | |||||
Action | 1 turn | 18m / 60ft | Dexterity saving throw | Slashing | |
Action | Until Long Rest | 3m / 10ft | - | - | |
Action | - | 18m / 60ft | Constitution saving throw | Necrotic | |
Action | - | 1.5m / 5ft | - | - | |
Action | Until Long Rest | 18m / 60ft | - | - | |
Action | - | 18m / 60ft | - | - |
Trivia
- Some spells were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Spell Changes.
- There is an unused image in the game files for a D&D spell named Magic Jar. It was likely cut from the game.
External Links
- Spell on the Forgotten Realms Wiki