Skip to content

Spellcasting

Spell slots, casting times, ranges, components, durations, concentration and circle magic.

How to Play Spellcasting

Spellcasting

Casting in Armor

You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting.

Spell Level

Every spell has a level from 0 to 9, which is indicated in a spell’s description. A spell’s level is an indicator of how powerful it is. Cantrips—simple spells that can be cast almost by rote—are level 0. The rules for each spellcasting class say when its members gain access to spells of certain levels.

Spell Slots

Spellcasting is taxing, so a spellcaster can cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellcaster’s magical potential is represented. Each spellcasting class gives its members a limited number of spell slots of certain spell levels. For example, a level 3 Wizard has four level 1 spell slots and two level 2 slots.

When you cast a spell, you expend a slot of that spell’s level or higher, effectively “filling” a slot with the spell. Imagine a spell slot is a groove of a certain size—small for a level 1 slot and larger for a higher-level spell. A level 1 spell fits into a slot of any size, but a level 2 spell fits only into a slot that’s at least level 2. So when a level 3 Wizard casts Magic Missile, a level 1 spell, that Wizard spends one of four level 1 slots and has three remaining.

Finishing a Long Rest restores any expended spell slots.

Casting without Slots

There are several ways to cast a spell without expending a spell slot:

  • Cantrips. A cantrip is cast without a spell slot.

  • Rituals. Certain spells have the Ritual tag in the Casting Time entry. Such a spell can be cast following the normal rules for spellcasting, or it can be cast as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal, but it doesn’t expend a spell slot. To cast a spell as a Ritual, a spellcaster must have it prepared.

  • Special Abilities. Some characters and monsters have special abilities that allow them to cast specific spells without a spell slot. This casting is usually limited in another way, such as being able to cast the spell a limited number of times per day.

  • Magic Items. Spell Scrolls and some other magic items contain spells that can be cast without a spell slot. The description of such an item specifies how many times a spell can be cast from it.

Using a Higher-Level Spell Slot

When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell takes on the higher level for that casting. For instance, if a Wizard casts Magic Missile using a level 2 slot, that Magic Missile is level 2. Effectively, the spell expands to fill the slot it is put into.

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.

School 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.

Class Spell Lists

If a spell is on a class’s spell list, the class’s name appears in parentheses after the spell’s school of magic. Some features add a spell to a character’s spell list even if the character isn’t a member of a class in the parentheses.

Casting Time

Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required.

One Spell with a Spell Slot per Turn

On a 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 Magic action and another one using a Bonus Action on the same turn.

Reaction and Bonus Action Triggers

A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell’s Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell.

Longer Casting Times

Certain spells—including a spell cast as a Ritual—require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more, you must take the Magic action on each of your turns, and you must maintain Concentration (see the rules glossary) while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. To cast the spell again, you must start over.

Range

A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range.

A range usually takes one of the following forms:

  • Distance. The range is expressed in feet.

  • Touch. The spell’s effect originates on something the spellcaster must touch, as defined in the spell.

  • Self. The spell is cast on the spellcaster or emanates from them, as specified in the spell.

If a spell has movable effects, they aren’t restricted by its range unless the spell’s description says otherwise.

Components

A spell’s components are physical requirements the spellcaster must meet to cast the spell. Each spell’s description indicates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster can’t provide one or more of a spell’s components, the spellcaster can’t cast the spell.

Verbal (V)

A Verbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. 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 creature who is gagged or in an area of magical silence can’t cast a spell with a Verbal component.

Somatic (S)

A Somatic component is a forceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of their hands to perform these movements.

Material (M)

A Material component is a particular material used in a spell’s casting, as specified in parentheses in the Components entry. These materials aren’t consumed by the spell unless the spell’s description states otherwise. The spellcaster must have a hand free to access them, but it can be the same hand used to perform Somatic components, if any.

If a spell doesn’t consume its materials and doesn’t specify a cost for them, a spellcaster can use a Component Pouch (see "Equipment") instead of providing the materials specified in the spell, or the spellcaster can substitute a Spellcasting Focus if the caster has a feature that allows that substitution. To use a Component Pouch, you must have a hand free to reach into it, and to use a Spellcasting Focus, you must hold it unless its description says otherwise (see "Equipment" for descriptions).

Duration

A spell’s duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms:

  • Concentration. A duration that requires Concentration follows the Concentration rules (see "Rules Glossary").

  • Instantaneous. An instantaneous duration means the spell’s magic appears only for a moment and then disappears.

  • Time Span. A duration that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is ongoing, you can dismiss it (no action required) if you don’t have the Incapacitated condition.

Identifying an Ongoing Spell

You can try to identify a non-instantaneous spell by its observable effects if its duration is ongoing. To identify it, you must take the Study action and succeed on a DC 15 + the spell’s level Arcana check. If the spell cast is in the same class of spells you know, the check has advantage.

Identifying a Caster at Work

Normally you are unable to know when a spell is cast unless the spell produces a notable effect. If someone is casting a spell in your presence, you may be able to identify it. The spell must have perceivable verbal, somatic, and/or material components. The type of component does not matter only the presence of a material component, spellcasting focus, or component pouch for the purpose of identifying the spell. If the need for a spell’s component has been removed such as by a Sorcerer’s Subtle Spell feature, identifying the spell is impossible.

Effects

The effects of a spell are detailed after its duration entry. Those details present exactly what the spell does, which ignores mundane physical laws; any outcomes beyond those effects are under the DM’s purview. Whatever the effects, they typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below.

Targets

A typical spell requires the caster to pick one or more targets to be affected by the spell’s magic. A spell’s description says whether the spell targets creatures, objects, or something else.

  • A Clear Path to the Target. To target something with a spell, a caster must have a clear path to it, so it can’t be behind Total Cover.

  • 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.

  • Areas of Effect. Some spells, such as Thunderwave, cover an area called an area of effect, which is defined in the rules glossary. The area determines what the spell targets. The description of a spell specifies whether it has an area of effect, which is typically one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere.

  • Awareness of Being Targeted. Unless a spell has a perceptible effect, a creature doesn’t know it was targeted by the spell. An effect like lightning is obvious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell’s description says otherwise.

  • Invalid Targets. If you cast a spell on someone or something that can’t be affected by it, nothing happens to that target, but if you used a 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 an invalid target). Otherwise, you perceive that the spell did nothing to the target.

Saving Throws

Many spells specify that a target makes 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. Here’s how to calculate the DC for your spells:

Spell save DC = 8 + your spellcasting ability modifier + your Proficiency Bonus

Attack Rolls

Some spells require the caster to make an attack roll to determine whether the spell hits a target. Here’s how to calculate the attack modifier for your spells:

Spell attack modifier = your spellcasting ability modifier + your Proficiency Bonus

Combining Spell Effects

The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don’t combine. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. The most recent effect applies if the castings are equally potent and their durations overlap. For example, if two Clerics cast Bless on the same target, that target gains the spell’s benefit only once; the target doesn’t receive two bonus dice. But if the durations of the spells overlap, the effect continues until the duration of the second Bless ends.

Circle Magic

A special technique in which many spellcasters working together can cast spells beyond the limits of an individual. A spell cast this way can be enhanced and augmented.

Eligible Spells

Any spell with a casting time of an action or 1 minute or longer and is cast using a spell slot can be used as a Circle Spell. The spell still follows the usual rule for spellcasting.

Casting a Circle Spell

A Circle Spell has a primary caster. The spell’s primary caster determines the spell’s targets, maintains concentration, provides the spell’s components, expends the spell slot for the spell, and decides any other options noted in the spell’s descriptions. The spell originates from the primary caster.

Initiating a Circle Spell

To cast a Circle Spell the primary caster takes the Magic action. When they do so they choose which Circle casting options they are using for the casting and must meet any requirements described in the option. Until the Circle Spell’s casting is complete, the primary caster must maintain concentration on the spell.

Any reaction to the casting of a spell such as the casting of the spell Counterspell also triggers at this time.

Secondary Casters

Casting a Circle Spell requires two or more casters. Secondary spellcasters must have the Spellcasting feature or Pact Magic feature. After initiating the spell, each secondary spellcaster takes a Magic action. Secondary casters take this action before the start of the primary caster’s next turn and must be within 30 ft of the primary caster.

Completing the Casting

If the spell has a casting time of an action, the Circle Spell’s effects occur immediately after the secondary casters take the required action. The primary caster chooses the order of the secondary casters.

If the spell has a casting time of one minute or more, the primary and secondary casters must take the Magic action on each of their turns for the entire casting time and the primary caster must maintain concentration for the entire duration.

Spell Failure

If a Circle Spell fails, nothing happens. The spell slot is not expended, and any material components are not consumed. The entire process must be started over.

Circle Casting Options

You can use one Circle casting option at a time. If a spell has a “Casting as a Circle Spell” option, you can choose that option instead.

Augment

When you cast a spell with a range of at least 5 ft, you can increase the range of the spell by up to 1,000 ft per secondary caster up to a distance of one mile.

Distribute

When you cast a spell that requires Concentration, you can disturbed the mental load among the primary and secondary casters. Once the casting is complete, all casters that participated maintain Concentration on the spell. As long as one of the participants is maintaining Concentration on the spell, the spell’s effects remain active.

Expand

When you cast a spell with an area of effect, you can increase the dimension of the spell’s area by 10 ft per secondary caster. For example, if the spell’s area of effect is a 20 ft radius sphere with two secondary casters the radius of the sphere is increased to 40 ft. A spell that creates a line that is 5 ft wide and 300 ft long with two secondary casters is either 25 ft wide or 320 ft long.

Each secondary spellcaster must expand a spell spell (No action required). If the spell fails, these spell slots are not expended.

Prolong

When you cast a spell with a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters.

Each secondary spellcaster must expand a spell spell (No action required). If the spell fails, these spell slots are not expended.

Secondary Casters Duration Increase
1-31 Hour
4-68 Hours
7+24 Hours

Safeguard

When you cast a spell with an area of effect, you carve out a safe zone within the area of effect that is unaffected by the spell for the spell’s duration. This safe zone is a number of 5x5 ft cubes equal to the primary caster’s spellcasting ability modifier + the number of secondary spellcasters. You can arrange the cubes as you like, but each cube must be contiguous with at least one other cube.

If the spell’s area of effect can be moved, the safe zone moves along with it.

Supplant

When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 gp per secondary spellcaster. For example, casting Revivify with two secondary spellcasters would reduce the Material component to 200 gp.

Each secondary spellcaster must expand a spell spell greater than or equal to the spell’s level (No action required). If the spell fails, these spell slots are not expended.

Wild Magic Surge Table:

1D100 Effect
01-02Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04Roll 1D4 and the corresponding creature appears in an unoccupied space within 5 ft of you and is controlled by the DM, then disappears one minute later. 1- Modron Duodrone 2- Flumph 3- Modron Monodrone 4- Unicorn
05-06For the next minute, you regain 5 hit points at the start of each of your turns as long as you have at least one hit point.
07-08Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
09-10You are subjected to the following effect that lasts for one minute unless its description says otherwise. Roll 1D8 to determine the effect: 1- You are surrounded by faint ethereal music that can be heard by you and creatures within 5 ft of you. 2- Your size increases by one category. 3- You grow a long beard made of feathers that remain on you until you sneeze at which point the beard explodes and the feathers vanish. 4- You must shout in order to speak. 5- Illusory butterflies fly within 10 ft of you. 6- An eye appears on your forehead that gives you advantage on Perception checks. 7- Pink bubbles float from your mouth when you speak. 8- Your skin turns a vibrant shade of blue for 24 hours unless the spell Remove Curse is cast on you.
11-12You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
13-14When you roll damage for the next leveled spell you cast you deal the maximum amount of damage instead of rolling for damage.
15-16You gain Resistance to all damage for the next minute.
17-18You turn into a potted plant until the start of your next turn. While a plant, you are Incapacitated and have Vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
19-20For the next minute, you can teleport up to 20 ft to a location you can see as a bonus action on each of your turns.
21-22Each creature within 30 ft of you becomes Invisible for the next minute. The Invisibility ends on a creature when it attacks, casts a spell, or is dealt damage.
23-24A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and Immunity to the spell Magic Missile.
25-26You can take one additional action immediately.
27-28You can cast a random spell. If the spell normally requires concentration it does not and lasts for the full duration. Roll 1D10 to determine the spell: 1- Fireball on a random creature within 60 ft. 2- Confusion on a random creature within 60 ft. 3- Fog Cloud on a random creature within 60 ft. 4- Fly on a random creature within 60 ft. 5- Grease on yourself. 6- Levitate on yourself. 7- Magic Missile on yourself. 8- Mirror Image on yourself. 9- Polymorph on yourself, on a failed save you become a Goat. 10- See Invisibility on yourself.
29-30If you die within the next hour, you immediately come back to life as if by the Reincarnate spell.
31-32You are Frightened by the nearest creature until the end of your next turn.
33-34You teleport up to 600 ft to an unoccupied space of your choice that you can see.
35-36A random creature within 60 ft of you becomes Poisoned for 1D4 hours.
37-38You glow with Bright Light in a 30-foot radius and Dim Light for a further 30 ft for the next minute. Any creature that ends its turn within 5 ft of you is Blinded until the end of its next turn.
39-40Up to three creatures you choose within 30 ft of you take 4D10 Lightning damage.
41-42You and all creatures within 30 ft of you gain Vulnerability to Piercing damage for the next minute.
43-44For the next hour, you can see any Invisible creature or object if you have line of sight to it.
45-46You cast Magic Missile as a 5th-level spell.
47-48Roll a D10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
49-50Roll a D10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (Minimum 1 year old). If the roll is even, you get older.
51-52You are Immune to being intoxicated by alcohol for the next 5D6 days.
53-54You become Invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack, cast a spell or take damage.
55-56You summon a swarm of monsters in an unoccupied space within 5 ft, they are aggressive to you and all creatures until they die. Roll 1D6: 1- Bats 2- Insects 3- Poisonous Snakes 4- Quippers (Outside of water they flop around uselessly until they die one minute later) 5- Rats 6- Ravens
57-58The next spell you cast does not require or consume a material component within the next 24 hours.
59-60You use the effect of the spell Compelled Duel on any two random creatures within 60 ft of you.
61-62Roll 1D4. On a 1 or 3 your next D20 test is a natural one, on a 2 or 4 your next D20 test is a natural twenty.
63-64You use the effect of the spell Warding Bond on any two random creatures within 60 ft of you.
65-66For each creature within 30 ft of you roll 1D4. On a 1 or 3 the creature has the spell Enemies cast on them. On a 2 or 4 the creature has the spell Fast Friends cast on them.
67-68Roll 1D4 on a 1 or 3 you cast Slow on yourself, on a 2 or 4 you cast Haste instead.
69-70You cast Awaken on a random Beast or Plant within 300 ft. This spell consumes no material components and it acts in the following ways. Roll 1D6. 1- The creature is hostile to all. 2- The creature is benevolent to all. 3- The creature is an ally to you. 4- The creature is an enemy to you. 5- The creature is hostile to your allies. 6- The creature is benevolent to your allies.
71-72You cast Danse Macabre with a range of 300 ft. The Undead are hostile to all.
73-74You cast the spell Rary’s Telepathic Bond on eight random targets within 60 ft of each other.
75-76The ground within 60 ft of you becomes Difficult Terrain as the ground dips and rises for one minute.
77-78A grove of trees sprout and remain for 1 hour covering a 120 ft cube. The tightly packed trees give Three Quarters Cover to all creatures within the area.
79-80Roll 1D8, you Polymorph into the corresponding creature for 1 hour. 1- Brown Bear 2- Ankheg 3- Hellhound 4- Chull 5- Air Elemental 6- Cyclops 7- Giant Ape 8- Tyrannosaurus Rex
81-82For the next minute every leveled spell you cast becomes a Magic Missile of the same level.
83-84The next time you cast a leveled spell, you also cast a 3rd level Fireball on the same target.
85-86Roll 1D10, you become Immune to the correlating damage result for one minute. 1- Acid 2- Cold 3- Fire 4- Force 5- Lightning 6- Necrotic 7- Poison 8- Psychic 9- Radiant 10- Thunder
87-88Roll 1D10, you become Resistant to the correlating damage result for one minute. 1- Acid 2- Cold 3- Fire 4- Force 5- Lightning 6- Necrotic 7- Poison 8- Psychic 9- Radiant 10- Thunder
89-90Roll 1D10, you become Vulnerable to the correlating damage result for one minute. 1- Acid 2- Cold 3- Fire 4- Force 5- Lightning 6- Necrotic 7- Poison 8- Psychic 9- Radiant 10- Thunder
91-92You regain 1D20 hit points or Sorcery Points, your choice.
93-94Healing energy bursts out, roll 1D6: 1- You regain 2D10 hit points. 2- One ally within 300 ft of you regains 2D10 hit points. 3- You regain your lowest level expended spell slot. 4- One creature of your choice within 300 ft regains their lowest level expended spell slot. 5- You regain all expended Sorcery Points. 6- All the effects of rows 17-20 on the Wild Magic Surge Table affect you simultaneously.
95-96Each creature within 30 ft of you takes 1D10 Necrotic damage. You regain hit points equal to the total amount of Necrotic damage dealt.
97-98For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
99-00For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.