Spells: Difference between revisions

From Baldur's Gate 3 Wiki
Jump to navigation Jump to search
(→‎Multiclassing: Reworded the section for better information intake.)
(Undo revision 165469 by 61.68.186.32 (talk) This is incorrect.)
Tag: Undo
(112 intermediate revisions by 22 users not shown)
Line 1: Line 1:
{{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 = Spells_SEO.webp
| image = Spells_SEO.webp
}}{{SpellsTab}}
}}
'''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.  
{{SpellsTab|nodesktop=yes}}
'''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.


<div style="text-align: center; font-weight:bold;">{{InfoBlob|{{D20}} + [[Proficiency Bonus]] + [[#Spellcasting ability and proficiency|Spellcasting Ability Modifier]]}}</div>
== Overview ==
{{Spells}}
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.


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 levels ===
All spells have a level –  a measure of how powerful a spell is, as well as how difficult it is to cast it. 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.
 
Level 0 spells are called ''cantrips'', and can always be cast at will, without expending a spell slot.
 
=== Spellcasting ability ===
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.}}
 
{{table list|
; Intelligence : [[Fighter]], [[Rogue]], [[Wizard]].
; Wisdom : [[Cleric]], [[Druid]], [[Monk]], [[Ranger]].
; Charisma : [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
}}
 
Spells learned from taking levels in a class will use that class' spellcasting ability modifier. Spells learned from scrolls count as Wizard spells (since learning from scrolls is a Wizard feature) and thus use Intelligence.{{verify}} Spells from other sources use the spellcasting ability of the class the creature most recently took a {{em|first}} level in.{{note|A level 5 wizard that takes 1 level in sorcerer will use Charisma as their spellcasting ability for non-wizard spells, even if they later take more levels in wizard. However, if they take a level in cleric, they will use Wisdom as their spellcasting ability modifier instead, as this is their most recently acquired class.}}{{note|Fighters and rogues will only provide their spellcasting ability if they are level 3 and have the appropriate subclass ([[Eldritch Knight]] and [[Arcane Trickster]] respectively).}}
 
== 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|h=20px}} before they are cast, and most spells cannot be cast by {{Cond|Silenced|w=20px}} creatures.


<div style="text-align: center; font-weight:bold;">{{InfoBlob|8 + [[Proficiency Bonus]] + [[#Spellcasting ability and proficiency|Spellcasting Ability Modifier]]}}</div>
=== Schools of magic ===
{{HorizontalRuleImage}}
{{confused with|Wizard|custom=the Wizard School class feature.}}
<big><center>[[All spells|List of all spells]]</center></big>
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.
{{HorizontalRuleImage}}
== Spell slots ==
'''Spell slots''' are the [[resource]] used to cast '''spells'''. Depleted spell slots are can only be regained through a [[Long Rest]], or via spell slot-restoring effects:
* 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 Barbarian|Wild Magic Barbarians]] have access to the [[Bolstering Magic]] feature, allowing them to recover a few low level spell slots of an ally or themselves.
* Items such as the {{RarityItem|Pearl of Power Amulet}} or {{RarityItem|Spellcrux Amulet}} allow for the recovery of spell slots once per long rest.
* The [[Arcane Cultivation]] line of Elixirs grants the user an additional spell slot from 1st to 4th level, depending on the elixir. This is effectively regaining a spell slot as long as the user does not have four spell slots of that level already.
* The [[Warlock]] regain all spell slots on a [[short rest]] via the '''Pact Magic''' class feature.


=== Spell levels ===
=== Casting time ===
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 : {{SpellSlot|1|4|w=24}} Level 1, {{SpellSlot|2|3|w=24}} Level 2, {{SpellSlot|3|2|w=24}} Level 3, and so on. A spell of a given level must expend a spell slot of the same level or higher. For example, a 3rd level spell must spend either a level 3 slot or level 4 slot and so on.
All spells have a casting time that determines whether it requires the caster to take an [[File:Action Icon.png|frameless|20px]] action, [[File:Bonus Action Icon.png|frameless|20px]] bonus action, or a [[File:Reaction Icon.png|frameless|20px]] reaction. Most spells require the caster to take an action.
 
=== Spell saves ===
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.
 
The [[Difficulty Class]] (DC) of these saves – called the ''spell save DC'' – is generally based on the caster's spellcasting DC:
 
<div style="text-align: center; font-weight:bold;"> {{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}</div>
 
; Examples of spells that require  saves:
* {{SAI|Grease|h=20px}}
* {{SAI|Fireball|h=20px}}
* {{SAI|Hold Person|h=20px}}
 
Certain [[List of Equipment that Affect Spell DC|equipment]] worn by the caster can also affect their Spell DCs.
 
=== 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.
 
The caster adds their spellcasting ability modifier, as well as their proficiency bonus, to the results of the attack roll:
 
<div style="text-align: center; font-weight:bold;">{{InfoBlob|{{D20}} + proficiency bonus + spellcasting ability modifier}}</div>
 
; Examples of spells that require spell attacks:
* {{SAI|Ray of Enfeeblement|h=20px}}
* {{SAI|Fire Bolt|h=20px}}
* {{SAI|Eldritch Blast|h=20px}}
 
=== Concentration ===
{{hatnote|Main article: [[Concentration]]}}
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.
 
==== 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|w=20px}} or {{Cond|Sleeping|w=20px}} – 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.
 
== Spellcasters ==
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.
 
Full casters:
* [[Bard]]
* [[Cleric]]
* [[Druid]]
* [[Sorcerer]]
* [[Warlock]]{{note|Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.}}
* [[Wizard]]
 
Half casters:
* [[Paladin]]
* [[Ranger]]
 
One-third casters:
* [[Arcane Trickster]], [[rogue]] subclass
* [[Eldritch Knight]], [[fighter]] subclass
 
Non spellcasters:
* [[Monk]] including subclasses
* [[Barbarian]] including subclasses
* [[Rogue]] (other than [[Arcane Trickster]])
* [[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.
 
The following classes must learn spells through leveling up:
* [[Arcane Trickster]]
* [[Bard]]
* [[Eldritch Knight]]
* [[Ranger]]
* [[Sorcerer]]
* [[Wizard]]
* [[Warlock]]
 
All of 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. While wizards do not have access to this feature, they 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:
* [[Cleric]]
* [[Druid]]
* [[Paladin]]
 
=== Prepared spells ===
[[File:Prepared Spells Icon.webp|24px]]
Some casters – known as ''prepared spellcasters'' to set them apart from ''spontaneous spellcasters'' – need to ''prepare'' a smaller selection of their known spells in order to cast them. Spells can be prepared at any time except during combat.
 
Prepared spellcasters include:
* [[Cleric]]
* [[Druid]]
* [[Paladin]]
* [[Wizard]]


Cantrips {{SpellSlot|cantrip|w=24}} are "level 0" spells. They do not consume any spell slots and are effectively an infinite resource.
The number of prepared spells each class can have at a time is equal to {{InfoBlob|spellcasting ability modifier + class level}} (minimum of 1).


Due to their unique mechanics, the spell slots of a [[Warlock]] are colored differently, like so: {{SpellSlot|1 Warlock|2|w=24}}
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.


A spell's level also has mechanical impacts outside of spell slots. Wizards need to spend more gold to learn a higher level spell, and [[Counterspell]] is harder to use against a spells of higher levels. Some Wizard subclass features also depend on spell slot level used ('''Arcane Ward, Grim Harvest''')
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.


=== Upcasting ===
=== Spell slots ===
{{hatnote|Main article: [[Upcasting]]}}
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]].


{{Icon|Upcast Icon.png|24px}}'''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.
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.


=== Spell slots per level ===
==== Spellcasting ====
{| class="wikitable" style="float:right; margin-left: 12px;"
{| class="wikitable" style="float:right; margin-left: 12px;"
! rowspan="2" |'''ESL'''
|+Spell Slots per Spell Level
! colspan="6" |Spell Slots per Spell Level
! ESL
|-
|{{Icon|Ico knownSpells lvl 01.png|18px}}
|{{Icon|Ico knownSpells lvl 01.png|18px}}
|{{Icon|Ico knownSpells lvl 02.png|18px}}  
|{{Icon|Ico knownSpells lvl 02.png|18px}}  
Line 146: Line 252:
|1
|1
|}
|}
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.


The total amount of spell slots a spellcaster would get is dependent upon their '''Effective Spellcaster Level''' (ESL). For full spellcasters ({{Class|Bard}}s, {{Class|Cleric}}s, {{Class|Druid}}s, {{Class|Sorcerer}}s, and {{Class|Wizard}}s) this is exactly their class level (A level 5 wizard has an Effective Spellcaster Level of 5); "Half-spellcasters" ({{Class|Ranger}}s and {{Class|Paladin}}s), are not considered spellcasters until class level 2, at which point their '''ESL'''  is their class level halved. "One-third-spellcasters"  ({{Class|Arcane Trickster}}s and {{Class|Eldritch Knight}}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 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.
 
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:{{InfoBlob|<nowiki>1 + round_down(1.5) + round_down(1.5) = 1 + 1 + 1 = 3</nowiki>}}
 
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 an ESL is calculated, one can consult the spell slots per level 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.'''
 
{{Class|Warlock}}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]]''
[[File:Concentration_Example.webp|thumb|class=notpageimage|Concentration icon in the hotbar. Click "X" to stop concentrating any time]]
{{Concentration}} is a special [[Resource]] used by certain [[Spell]]s. A spell with the Concentration tag requires the caster to focus on that spell for its duration.
 
A caster may only maintain the effect of one {{Concentration}} spell at a time.
 
When taking damage, the caster can only maintain {{Concentration}} by succeeding a [[Constitution]] {{SavingThrow}} (sometimes referred to as a "Concentration Check"). The [[Difficulty Class]] of this {{SavingThrow|CON}}  is half of the damage taken, but no less than 10.
 
Ways a caster can lose Concentration while concentrating includes:
* Failing a Concentration Constitution [[Saving Throws|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 [[Condition]]s such as [[Condition#Downed|Downed]], [[Condition#Sleeping|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 (see picture above).
 
== Spellcasting ability and proficiency ==
Every class, ''even non-spellcasters'', has an [[Ability Scores|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) or [[Illithid Powers]]. 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 Modifier|Ability Score Modifier]] for spellcasting:<!-- Sorted by spellcaster status, and then alphabetically -->
 
* {{SmallIcon|Intelligence_Ability_Icon.png|link=Intelligence}} '''[[Intelligence]] (INT)''': {{Class|Wizard}}s, {{Class|Fighter}}s*<sup>†</sup>, and {{Class|Rogue}}s*<sup>†</sup>.
* {{SmallIcon|Wisdom_Ability_Icon.png|link=Wisdom}} '''[[Wisdom]] (WIS)''': {{Class|Cleric}}s, {{Class|Ranger}}s, {{Class|Druid}}s, and {{Class|Monk}}s*.
* {{SmallIcon|Charisma_Ability_Icon.png|link=Charisma}} '''[[Charisma]] (CHA)''':{{Class|Bard}}s, {{Class|Paladin}}s, {{Class|Sorcerer}}s, {{Class|Warlock}}s, and {{Class|Barbarian}}s*.
''*Non-spellcasters''
 
''<sup>†</sup>These classes, while normally non-spellcasters, have the option of becoming spellcasters by specializing into specific subclasses ({{Class|Arcane Trickster}}s and {{Class|Eldritch Knight}}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 by. So a '''[[Fire Bolt]]''' learned by a [[Wizard]] will use '''INT''' for its attack rolls, but a '''Fire Bolt''' learned by a [[Sorcerer]] will use '''CHA''' for its attack rolls.
 
For spells on items ([[Weapons]], [[Equipment]], [[Scrolls]]... etc.), the most recent class that was multiclassed into takes precedence in the '''Spellcasting Ability Modifier'''. As an example, a character with the level progression {{InfoBlob|<nowiki>Wizard 1, Wizard 2, Sorcerer 1, Wizard 3</nowiki>}} will use '''CHA''' for item spellcasting, because Sorcerer is the latest "new" class for the character. If the same character then takes {{InfoBlob|<nowiki>Cleric 1</nowiki>}}, [[Cleric]] would be the latest new class, and '''WIS''' will now be used for item spellcasting for this character. Finally, if the same character then levels up their {{InfoBlob|<nowiki>Sorcerer 2</nowiki>}}, it would still continue to use '''WIS''' for item spellcasting as no "new" class was added since Cleric.
 
However, although taking one level in the [[Barbarian]] class changes the '''Spellcasting Ability Modifer''' to '''CHA''' (despite barbarians having no use for this stat if they are not specialised in [[Wild Magic (Barbarian Subclass)|Wild Magic]]), [[Fighter|fighters]] and [[Rogue|rogues]] will only provide their spellcasting ability if they are level 3 and have the appropriate subclass ([[Eldritch Knight]] and [[Arcane Trickster]] respectively). So, {{InfoBlob|<nowiki>Ranger 1, Barbarian 1, Rogue 1</nowiki>}} will use '''CHA''' instead of '''INT''' for item and illithid spellcasting.
 
== Prepared spells ==
[[File:Prepared Spells Icon.webp|24px]] '''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:
 
* {{Class|Cleric}}
* {{Class|Druid}}
* {{Class|Paladin}}
* {{Class|Wizard}}
 
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 always prepared. Spellcasters that primarily utilizes this type of spells are known as ''spontaneous spellcasters''. This includes:


* {{Class|Arcane Trickster}}
==== Pact Magic ====
* {{Class|Bard}}
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.
* {{Class|Eldritch Knight}}
* {{Class|Ranger}}
* {{Class|Sorcerer}}
* {{Class|Warlock}}


These spellcasters will not need to worry about spell preparation. In exchange, they can only learn a subset of their class's Spell List.
To distinguish them from Spellcasting spell slots, Pact Magic spell slots have a unique colour: {{SpellSlot|1 Warlock|2|w=24}}


Spontaneous Spellcasters have access to the '''Replacement Spell''' feature, which allows them to swap a known spell each time they level up.
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.


Additionally, Spells granted by [[Character_Creation#Playable_Races|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.
==== Other uses of spell slots ====
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.


== Ritual spells ==
=== Ritual spells ===
When a {{Icon|Ritual_Spell_Icon.png|24px}} '''ritual spell''' is cast outside of combat/turn-based mode, they do not consume spell slots and are effectively free to cast. They consume spell slots as normal in-combat/turn-based mode.
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;}}
{{div col | style = column-width: 18em; list-style-type: none;}}
* {{SAI|Detect Thoughts|w=40}}
* {{SAI|Detect Thoughts|h=20}}
* {{SAI|Disguise Self|w=40}}
* {{SAI|Disguise Self|h=20}}
* {{SAI|Enhance Leap|w=40}}
* {{SAI|Enhance Leap|h=20}}
* {{SAI|Feather Fall|w=40}}
* {{SAI|Feather Fall|h=20}}
* {{SAI|Find Familiar|w=40}}
* {{SAI|Find Familiar|h=20}}
* {{SAI|Find Familiar: Cheeky Quasit}}
* {{SAI|Longstrider|h=20}}
* {{SAI|Longstrider|w=40}}
* {{SAI|Silence|h=20}}
* {{SAI|Silence|w=40}}
* {{SAI|Speak with Animals|h=20}}
* {{SAI|Speak with Animals|w=40}}
* {{SAI|Speak with Dead|h=20}}
* {{SAI|Speak with Dead|w=40}}
* {{SAI|Summon Quothe the Raven}}
{{div col end}}
{{div col end}}


==Spell list==
=== Scrolls ===
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). Spells cast from scrolls cannot 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]].


{{hatnote|See [[All spells]] for the complete list}}
== See also ==
* [[List of all spells]]
* [[D&D 5e Spell Changes]]
* [[Unimplemented spells]]


{{:Spells/Trivia}}
== Footnotes ==
{{notelist}}


== External links ==
== External links ==
* {{FRWiki|Spell|long}}
{{FRWiki|Spell|long}}


==References==
<references/>
{{NavGameplay}}
{{NavGameplay}}
[[Category:Character Creation]]
[[Category:Spellcasting]]
[[Category:Resources]]

Revision as of 04:37, 23 March 2024

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.

Overview

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.

Spell levels

All spells have a level – a measure of how powerful a spell is, as well as how difficult it is to cast it. 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.

Spellcasting ability

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]

Intelligence
Fighter, Rogue, Wizard.
Wisdom
Cleric, Druid, Monk, Ranger.
Charisma
Barbarian, Bard, Paladin, Sorcerer, Warlock.

Spells learned from taking levels in a class will use that class' spellcasting ability modifier. Spells learned from scrolls count as Wizard spells (since learning from scrolls is a Wizard feature) and thus use Intelligence.[Needs Verification] Spells from other sources use the spellcasting ability of the class the creature most recently took a first level in.[note 3][note 4]

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 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 Counterspell before they are cast, and most spells cannot be cast by Silenced Silenced creatures.

Schools of magic

Not to be confused with the Wizard School class feature.

Every spell belongs to one of eight schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. Some class features only benefit spells of a specific school.

Casting time

All spells have a casting time that determines whether it requires the caster to take an Action Icon.png action, Bonus Action Icon.png bonus action, or a Reaction Icon.png reaction. Most spells require the caster to take an action.

Spell saves

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:

8 + proficiency bonus + spellcasting ability modifier
Examples of spells that require saves

Certain equipment worn by the caster can also affect their Spell DCs.

Spell attack rolls

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:

D20.png d20 + proficiency bonus + spellcasting ability modifier
Examples of spells that require spell attacks

Concentration

Main article: Concentration

Most spells with a duration require Concentration Icons.png 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.

Ending concentration

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 5] If the save fails, concentration ends.
Conditions
Some conditions – such as Downed Downed or Sleeping Sleeping – also end concentration, without allowing a save.
Long rests
Taking a long rest ends concentration.
Dismissing companion
Sending a companion to camp or otherwise removing them from the active party ends their concentration.

Spellcasters

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.

Full casters:

Half casters:

One-third casters:

Non spellcasters:

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.

The following classes must learn spells through leveling up:

All of 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. While wizards do not have access to this feature, they 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:

Prepared spells

Prepared Spells Icon.webp Some casters – known as prepared spellcasters to set them apart from spontaneous spellcasters – need to prepare a smaller selection of their known spells in order to cast them. Spells can be prepared at any time except during combat.

Prepared spellcasters include:

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 Speak with Animals or Aid Aid, must remain in the caster's prepared spells list after being cast, or their effects will end.

Spell slots

All spellcasters have spell slots, which they expend to cast their known spells. Cantrips Cantrips Icon.png 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 Icon.png 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.

Spellcasting

Spell Slots per Spell Level
ESL Ico knownSpells lvl 01.png Ico knownSpells lvl 02.png Ico knownSpells lvl 03.png Ico knownSpells lvl 04.png Ico knownSpells lvl 05.png Ico knownSpells lvl 06.png
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

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.

Pact Magic

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: 2 Level 1 Warlock Spell Slots.png

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

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.

Ritual spells

When a Ritual Spell Icon.png 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.

Scrolls

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). Spells cast from scrolls cannot 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.

See also

Footnotes

  1. 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.
  2. 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.
  3. A level 5 wizard that takes 1 level in sorcerer will use Charisma as their spellcasting ability for non-wizard spells, even if they later take more levels in wizard. However, if they take a level in cleric, they will use Wisdom as their spellcasting ability modifier instead, as this is their most recently acquired class.
  4. Fighters and rogues will only provide their spellcasting ability if they are level 3 and have the appropriate subclass (Eldritch Knight and Arcane Trickster respectively).
  5. Constitution saves are sometimes erroneously referred to as a Constitution checks.
  6. Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.

External links

Spell on the Forgotten Realms Wiki