This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
[[Abilities & Skills#Constitution]]<br>
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### How Spells Work
A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect — in most cases, all in the span of seconds.
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##### Cantrips 🛠
A cantrip is a spell that can be cast at will, without using a [[#Spell Slots|spell slot]]. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0. A spellcasting class may or may not be able to perform cantrips; if they can, they know a number of cantrips equal to their [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]].
<br><br>
##### Combining Magical Effects
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
For example, if two [[Cleric|Clerics]] cast [[Divine Spells#Bless|bless]] on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.
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##### Invalid Spell Targets
A spell specifies what a caster can target with it: any type of creature, a creature of a certain type ([[Creature Type#Humanoid|humanoid]] or [[Creature Type#Beast|beast]], for instance), an object, an area, the caster, or something else. But what happens if a spell targets something that isn’t a valid target? For example, someone might cast [[Occult Spells#Charm Person|charm person]] on a creature believed to be a [[Creature Type#Humanoid|humanoid]], not knowing that the target is in fact a vampire. If this issue comes up, handle it using the following rule.
If you cast a spell on someone or something that can’t be affected by the spell, nothing happens to that target, but if you used a [[#Spell Slots|spell slot]] to cast the spell, the slot is still expended. If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn’t attempt one (giving no hint that the creature is in fact an invalid target). Otherwise, you perceive that the spell did nothing to the target.
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##### Known Spells 🛠
Before a spellcaster can use a spell, they must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Spellcasters have a list of spells they know that are always fixed in mind. The same is true of many magic-using monsters. The number of spells known from your class can be found from your in your class table. If you learn additional spells from other sources, they do not count against the number of spells known from your class.
In every case, the number of spells a caster can have fixed in mind at any given time depends on the character’s level.
Each time a spellcasting character levels up, they can change out one of their already known spells to a different spell available to them if they choose.
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**Bards 🛠**
>Unlike all other classes capable of spellcasting, [[Bard|Bards]] have slightly different rules regarding known spells. While other classes have a set number of known spells, [[Bard|Bards]] have a set number of prepared spells. This means that a [[Bard|Bard]] can choose their spells from their spell list like normal, but unlike other classes that can only swap out one spell when they level up, [[Bard|Bards]] may change any number of their spells any time they take a [[Survival Needs#Long Rest|long rest]].
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##### Spell Level
Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) [[Arcane Spells#Magic Missile|magic missile]] at 1st level and the earth-shaking [[Other Spells#Wish|wish]] at 9th. [[#Cantrips|Cantrips]] — simple but powerful spells that characters can cast almost by rote — are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell.
Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.
<br><br>
##### Spellcasting Ability 🛠
Each class capable of Spellcasting is able to do so with the help of their Spellcasting Ability. Some classes have a set spellcasting ability, while other may choose their spellcasting ability when they choose their classes. You can determine what your spellcasting ability is based on your class using the chart below:
| Class | Spellcasting Ability |
| :-----------: | :------------------: |
| [[Artificer]] | Intelligence |
| [[Barbarian]] | Wisdom |
| [[Bard]] | Charisma |
| [[Cleric]] | Wisdom |
| [[Druid]] | Wisdom |
| [[Fighter]] | Optional¹ |
| [[Monk]] | Wisdom |
| [[Paladin]] | Optional |
| [[Ranger]] | Wisdom |
| [[Rogue]] | Optional² |
| [[Sorcerer]] | Optional |
| [[Warlock]] | Optional |
| [[Wizard]] | Intelligence |
¹ *- optional for all fighter subclasses, with the exception of Magus*
² *- optional for all rogue subclasses, with the exception of Trickster*
If your spellcasting ability is optional, you may choose Charisma, Intelligence or Wisdom. Sorcerers may also choose Constitution in addition to the other options.
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##### Spell Lists
Each Class draws their magic from different sources, depicted by the various spell lists. Almost every spell fits within one of four categories; [[Arcane Spells|Arcane]], [[Divine Spells|Divine]], [[Occult Spells|Occult]], and [[Primal Spells|Primal]]. When choosing spells, you may only pick from spell lists that are available to your class, and you must be wielding a [[#Spellcasting Focus 🛠|spellcasting focus]] that can channel the energies of your spell list.
Each spellcasting class and their associated Spell List can be determined from the chart below.
| Spellcasting Class | Default Spell List |
| :----------------: | :----------------------------------------: |
| Artificer | [[Arcane Spells\|Arcane]] |
| Bard | [[Occult Spells\|Occult]] |
| Cleric | [[Divine Spells\|Divine]] |
| Druid | [[Primal Spells\|Primal]] |
| Fighter - Magus | [[Arcane Spells\|Arcane]] |
| Paladin | [[Divine Spells\|Divine]] |
| Ranger | [[Primal Spells\|Primal]] |
| Rogue - Trickster | [[Arcane Spells\|Arcane]] |
| Sorcerer | Optional |
| Warlock | [[Occult Spells\|Occult]] |
| Wizard | [[Arcane Spells\|Arcane]] + 1 choice |
<br>
**Other Spells**
There are a number of spells that don't fall on any particular spell list. This may be because of special restrictions around a spell, or because it may be available to all spellcasters. When selecting your spells, be sure to take a look through the [[Other Spells 🏗|Other Spells]] to see if there are any additional spells you might be able to take that aren't on your spell list.
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##### Spellcasting Focus 🛠
Unless a spell or features says otherwise, a spellcaster requires a spellcasting focus to cast any spell, in all situations. A spellcasting focus to a proper spellcasting is like a longsword to a warrior; an essential tool for combat.
The type of spellcasting focus required is dependant on the spell list that you can cast from. A full list of spellcasting foci, as well as which spells they are capable of casting and their associated costs, can be found in the [[Adventuring Gear#Spellcasting Focus|spellcasting focus]] section of Chapter 5.
If you are capable of casting spells from different spell lists, you are required to have different spellcasting foci for each appropriate spell.
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##### Spell Slots
Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before [[Survival Needs#Rest|resting]]. Manipulating the fabric of magic and channelling its energy into even a simple spell is physically and mentally taxing, and higher- level spells are even more so. Thus, each spellcasting class’s description (except the [[Warlock|Warlock]] and [[Sorcerer|Sorcerer]]) includes a table showing how many spell slots of each spell level a character can use at each character level.
When a character casts a spell, he or she expends a slot of that spell’s level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size — small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot.
Finishing a [[Survival Needs#Long Rest|long rest]] restores any expended spell slots.
<br>
**Casting a Spell at a Higher Level**
>When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in a spell’s description.
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**Sorcerers** 🛠
>Unlike most other classes capable of spellcasting, [[Sorcerer|Sorcerers]] have different rules regarding Spell Slots. A Sorcerers spellcasting is much more fluid, and their spells are cast as such. When a [[Sorcerer|Sorcerer]] casts a spell, they spend a number of [[Sorcerer#Sorcerous Origin|sorcery points]] based on what the spells level would be. Spells can be up-cast in the same manner, simply by spending more points on a spell.
>
>The following table shows how many Sorcery Points a Sorcerer must spend to cast spells of 1st level and higher. Sorcery Points can’t be reduced to less than 0, and all spent sorcery points are restored when a long rest is completed.
>
>|Spell Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th|
>|---|---|---|---|---|---|---|---|---|---|
>|**Sorcery Point Cost**|2|3|5|6|7|9|10|11|13|
>
>When casting spells in this manner, spells of 6th level and higher are particularly taxing to cast. A sorcerer can use spell points to cast one spell of each level at 6th or higher. They can’t cast another spell of the same level until they finish a long rest.
<br>
**Warlocks**
>Unlike most other classes capable of spellcasting, [[Warlock|Warlocks|]] have different rules regarding Spell Slots. A [[Warlock|Warlock's]] spellcasting is granted to them through a pact with a higher bring, as as such, they are granted [[Warlock#Pact Magic|Pact Slots]]. Unlike spell slots, [[Warlock#Pact Magic|Pact Slots]] are always cast at the highest spell level available to the caster, and are restored on a [[Survival Needs#Short Rest|short rest]] instead of a [[Survival Needs#Long Rest|long rest]] like other spellcasters.
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### Casting a Spell
When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description found in Chapter 8 begins with a block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.
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##### Areas of Effect
A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.
A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide [[5. Cover#Total Cover|total cover]].
<br>
>**Cone**
>A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.
><br>
>**Cube**
>You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.
><br>
>**Cylinder**
>A cylinder’s point of origin is the centre of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. A cylinder’s point of origin is included in the cylinder’s area of effect.
><br>
>**Line**
>A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.
><br>
>**Sphere**
>You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point. A sphere’s point of origin is included in the sphere’s area of effect.
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##### Attack Rolls
Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your [[#Spellcasting Ability|spellcasting ability]] modifier + your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]].
Most spells that require attack rolls involve ranged attacks. Remember that you have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t [[Conditions#Stunned 🛠|stunned]], [[Conditions#Unconscious|unconscious]] or [[Conditions#Dying 🛠|dying]].
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##### Casting Time
Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.
<br>
>**One Spell Slot per Turn**
>On your turn, you can expend only one spell slot to cast a spell. This rule means you can’t, for example, cast a spell with a spell slot using the an action and another one using a bonus action on the same turn. Note that this rule also applies to [[Sorcerer|Sorcerers]] and [[Warlock|Warlocks]], even though they don't use spell slots in the traditional sense.
><br>
>**Bonus Action**
>A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn.
><br>
>**Reactions**
>Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.
><br>
>**Longer Casting Times**
>Certain spells require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your [[#Duration|concentration]] while you do so. If your [[#Duration|concentration]] is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over.
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##### Components
A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell.
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>**Verbal (V)**
>Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component. Unless otherwise specified, verbal components cannot be whispered, and are guaranteed to make noise.
><br>
>**Somatic (S)**
>Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.
><br>
>**Material (M)**
>Casting some spells requires particular objects, usually various [[The Aeos 📜|Aeos crystals]], specified below a spell's description. A character must have that specific component before he or she can cast the spell. If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. The prices and descriptions for the most common kinds of spellcasting components can be found [[Adventuring Gear#Spellcasting Components|here]].
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##### Duration
A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.
Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant.
###### Concentration
>Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.
>
>If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).
>
>Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:
>
>- Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.
>- Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
>- Being [[Conditions#Staggered 🛠|staggered]], [[Conditions#Stunned 🛠|stunned]], [[Conditions#Unconscious|unconscious]] or [[Conditions#Dying 🛠|dying]]. You lose concentration on a spell if you suffer any of these conditions or if you die.
>- The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.
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##### Range
The target of a spell must be within the spell’s range. For a spell like [[Arcane Spells#Magic Missile|magic missile]], the target is a creature. For a spell like [[Arcane Spells#Fireball|fireball]], the target is the point in space where the ball of fire erupts.
Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the [[Arcane Spells#Shield|shield]] spell, affect only you. These spells have a range of self.
Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you.
Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise.
<br><br>
##### Saving Throws
Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.
The DC to resist one of your spells equals 8 + your [[#Spellcasting Ability|spellcasting ability]] modifier + your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] + any special modifiers.
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##### Schools of Magic
Each spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some other rules refer to them.
| School of Magic | Typical Effects |
| :-------------: | ------------------------------------------------------------ |
| Abjuration | Prevents or reverses harmful effects |
| Conjuration | Transports creatures or objects |
| Divination | Reveals information |
| Enchantment | Influences minds |
| Evocation | Channels energy to create effects that are often destructive |
| Illusion | Deceives the mind or senses |
| Necromancy | Manipulates life and death |
| Transmutation | Transforms creatures or objects |
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<br>
##### Targets
A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect.
Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise.
<br>
>**A Clear Path to the Target**
>To target something, you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.
><br>
>**Targeting Yourself**
>If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.
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### Identify a Spell
Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can perform a check on their turn to identify a spell by its effect after it is cast.
If the character perceived the casting, the spell’s effect, or both, the character can make an Intelligence ([[Abilities & Skills#Arcana|Arcana]]) check. The DC equals 15 + the spell’s level. If the spell cast is on a spell list that the character knows, the check is made with [[Abilities & Skills#Advantage & Disadvantage|advantage]].
This Intelligence ([[Abilities & Skills#Arcana|Arcana]]) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn’t by itself make you adept at deducing exactly what others are doing when they cast their spells.