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'''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.
'''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 [[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.
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.
{{HorizontalRuleImage}}
<big><center>[[All spells|List of all spells]]</center></big>
{{HorizontalRuleImage}}


== Overview ==
== 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.
{{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.


=== Spell levels ===
=== 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, and generally require the caster to expend a [[Spells#Spell slots|spell slot]] of sufficient level. Spells cast from scrolls {{em|do not}} rely on spell slots to be cast.
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.
Level 0 spells are called ''cantrips'', and can always be cast at will, without expending a spell slot.
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Spells learned from taking levels in a class will use that class' spellcasting ability modifier. 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).}}
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 ==
== 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's effects may apply only once when cast, or the spell may have a duration (measured in ''turns'').
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 spells with a ''verbal'' component cannot be cast by {{Cond|Silenced}} creatures.
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.


=== Schools of magic ===
=== Schools of magic ===
{{hatnote|This section is about the schools used to categorise spells. For the class feature, see [[Wizard]].}}
{{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]].
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.


=== Casting time ===
=== Casting time ===
Spells are typically cast by taking an {{action}}, but some are cast by taking a {{action|bonus}} or a {{action|reaction}}.
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 ===
=== Spell saves ===
Harmful spells which target an area or a specific point in space ({{SAI|Fireball}}) – or affect a character directly ({{SAI|Hold Person}}) – often allow targeted creatures to attempt to [[Saving throw|save]] against the spell, ignoring or reducing the spell's effect.
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 ''spell save DC'' – is generally based on the caster's spellcasting DC:
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>
<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 ===
=== Spell attack rolls ===
Some harmful spells require the caster to make an [[Attack roll|attack roll]] against the target's [[Armour Class|AC]] in order to determine if it's a hit or a miss.
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.
 
Spells in the form of rays (like {{SAI|Ray of Enfeeblement}}) or projectiles (like {{SAI|Fire Bolt}} or {{SAI|Eldritch Blast}}) often require attacks rolls.


The caster adds their spellcasting ability modifier, as well as their proficiency bonus, to the results of the attack roll:
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>
<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 ===
=== Concentration ===
{{hatnote|Main article: [[Concentration]]}}
{{hatnote|Main article: [[Concentration]]}}
[[File:Concentration_Example.webp|thumb|300px|right|Concentration icon in the hotbar. Clicking "X" will end 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.
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.


==== Ending concentration ====
==== 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:
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.
; 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.
; 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.
; 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.
; 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 ==
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.
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:
Full casters:
* {{class|Bard}}
* [[Bard]]
* {{class|Cleric}}
* [[Cleric]]
* {{class|Druid}}
* [[Druid]]
* {{class|Sorcerer}}
* [[Sorcerer]]
* {{Class|Warlock}}{{note|Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.}}
* [[Warlock]]{{note|Warlocks have the Pact Magic feature, which functions similarly to Spellcasting.}}
* {{class|Wizard}}
* [[Wizard]]


Half casters:
Half casters:
* {{Class|Paladin}}
* [[Paladin]]
* {{class|Ranger}}
* [[Ranger]]


One-third casters:
One-third casters:
* {{class|Arcane Trickster}}
* [[Arcane Trickster]], [[rogue]] subclass
* {{class|Eldritch Knight}}
* [[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 ===
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The following classes must learn spells through leveling up:
The following classes must learn spells through leveling up:
* {{Class|Arcane Trickster}}
* [[Arcane Trickster]]
* {{Class|Bard}}
* [[Bard]]
* {{Class|Eldritch Knight}}
* [[Eldritch Knight]]
* {{Class|Ranger}}
* [[Ranger]]
* {{Class|Sorcerer}}
* [[Sorcerer]]
* {{Class|Wizard}}
* [[Wizard]]
* {{Class|Warlock}}
* [[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.
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:
The following classes automatically learn all their available spells when a level is taken in them:
* {{Class|Cleric}}
* [[Cleric]]
* {{Class|Druid}}
* [[Druid]]
* {{Class|Paladin}}
* [[Paladin]]


=== Prepared spells ===
=== Prepared spells ===
[[File:Prepared Spells Icon.webp|24px]]
[[File:Prepared Spells Icon.webp|24px]]
Some casters – known as ''prepared spellcasters'' to set them apart from ''spontaneous spellcasters'' – need to prepare a selection of their spells in order to cast them. Spells can be prepared at any time except during combat.
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:
Prepared spellcasters include:
* {{Class|Cleric}}
* [[Cleric]]
* {{Class|Druid}}
* [[Druid]]
* {{Class|Paladin}}
* [[Paladin]]
* {{Class|Wizard}}
* [[Wizard]]


The number of prepared spells each class can have at a time is equal to {{InfoBlob|spellcasting ability modifier + class level) (minimum of 1)}}
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.
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.
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.


=== Spell slots ===
=== Spell slots ===
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]] or – for warlocks – a [[short rest]].
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]].


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 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.
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==== Spellcasting ====
==== 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}}  
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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.
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.


==== Replenishing spell slots ====
==== Other uses of spell slots ====
Depleted spell slots are generally regained by taking a rest, though there are other means to restore them:
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.
* Some characters, including {{class|Wizard}}s and some {{class|Druid}} subclasses, have features which let them regain a small number of spell slots in between long rests.
* [[Wild Magic]] barbarians have access to the [[Bolstering Magic]] feature, allowing them or an ally to recover a few low level spell slots.
* 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 a temporary additional spell slot of a specific level from 1st to 4th, depending on the elixir. While this doesn't technically replenish an existing slot, the practical effect is the same.


=== Ritual spells ===
=== Ritual spells ===
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.
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|Longstrider|w=40}}
* {{SAI|Longstrider|h=20}}
* {{SAI|Silence|w=40}}
* {{SAI|Silence|h=20}}
* {{SAI|Speak with Animals|w=40}}
* {{SAI|Speak with Animals|h=20}}
* {{SAI|Speak with Dead|w=40}}
* {{SAI|Speak with Dead|h=20}}
{{div col end}}
{{div col end}}


==== Other uses of spell slots ====
=== Scrolls ===
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.
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]].


== Spell also ==
== See also ==
* [[List of all spells]]
* [[List of all spells]]
* [[D&D 5e Spell Changes]]
* [[D&D 5e Spell Changes]]
* [[Unimplemented spells]]
* [[Unimplemented spells]]
== External links ==
{{FRWiki|Spell|long}}
== Notes ==
{{notebegin}}
* Some spells were changed from their D&D 5e counterparts. For a detailed comparison see [[D&D 5e Spell Changes]].
* There are unused images in the game files for the following D&D spells. They were likely cut from the game during development:
** [[File:Magic Jar Icon.webp|class=notpageimage|frameless|upright=0.1]][https://www.dndbeyond.com/spells/magic-jar Magic Jar] lets you possess any NPC's body that fails a Charisma save.
** [[File:Mending Icon.webp|class=notpageimage|frameless|upright=0.1]] [https://www.dndbeyond.com/spells/mending Mending] repairs a single break or tear in an object you touch, such as torn cloth or two halves of a broken key.
** [[File:Levitate Unused Icon.webp|class=notpageimage|frameless|upright=0.1]] [https://www.dndbeyond.com/spells/levitate Levitate] makes a creature hover in the air, being able to move only by pushing or pulling against a fixed object or surface within reach.
** [[File:Identify Icon.webp|class=notpageimage|frameless|upright=0.1]] [https://www.dndbeyond.com/spells/identify Identify] lets you learn all properties of an item, including how to use it or what spell created it.
** [[File:Comprehend Languages Icon.webp|class=notpageimage|frameless|upright=0.1]] [https://www.dndbeyond.com/spells/comprehend-languages Comprehend Languages] lets you understand, speak and read any language.
** [[File:Arcane Eye Icon.webp|class=notpageimage|frameless|upright=0.1]] [https://www.dndbeyond.com/spells/arcane-eye Arcane Eye] creates an invisible flying eye that lets you receive visual information from a safe distance. A similar NPC exists in the form of a [[Scrying Eye]] though it is more of an adaptation of the [https://www.dndbeyond.com/spells/scrying Scrying] spell.
** [[File:True Seeing Icon.webp|class=notpageimage|frameless|upright=0.1]] [https://www.dndbeyond.com/spells/true-seeing True Seeing] gives you truesight, a condition that lets you see through every illusion, magical disguise, invisibility or shapeshifters' true forms.
** [[File:magic Circle Icon.webp|class=notpageimage|frameless|upright=0.1]] [https://www.dndbeyond.com/spells/magic-circle Magic Circle] creates a cylinder that keeps certain types of creatures from entering it. The files suggest the spell would only work for one type of creature at a time: [[File:Magic Circle Elemental Icon.webp|class=notpageimage|frameless|upright=0.1]] Elemental, [[File:Magic Circle Fiend Icon.webp|class=notpageimage|frameless|upright=0.1]] Fiend or [[File:Magic Circle Undead Icon.webp|class=notpageimage|frameless|upright=0.1]] Undead.
** [[File:Unshackling Strike Weapon Action Icon.webp|frameless|class=notpageimage|upright=0.1]] [https://www.dndbeyond.com/spells/dispel-magic Dispel Magic] lets you choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends.
***According to Swen Vincke, Baldur's Gate 3 devs tried to make D&D's Dispel Magic work for a long time, but they had to can it: 'it would've doubled the size of the game'.{{cite web
|work = Gaming magazine
|author = Harvey Randall
|date =
|url = https://www.pcgamer.com/baldurs-gate-3-devs-tried-to-make-dandds-dispel-magic-work-for-a-long-time-but-they-had-to-can-it-it-wouldve-doubled-the-size-of-the-game
|title = PC Gamer article
|publisher = Pc Gamer
|accessdate = 08:26, 2023-12-11
}}
*** The icon for this spell still exists in the game but is used for [[Unshackling Strike (Weapon Action)]].
*** The icon is reminiscent of the Dispel Magic icons in Baldur's Gate 1 and 2, and it is in fact still labelled 'Spell_Abjuration_DispelMagic' within the game files.
{{noteend}}


== Footnotes ==
== Footnotes ==
{{notelist}}
{{notelist}}


==References==
== External links ==
{{reflist|url}}
{{FRWiki|Spell|long}}
 


{{navSpells}}
{{NavGameplay}}
{{NavGameplay}}
[[Category:Character Creation]]
[[Category:Spellcasting]]
[[Category:Resources]]

Latest 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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Footnotes[edit | edit source]

  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[edit | edit source]

Spell on the Forgotten Realms Wiki