Basic Spellcasting
Spellcasting is one of the core mechanics in D&D 5e. Here's what you need to know to get started:
Spell Slots
Spellcasters have a limited number of spell slots they can use to cast spells. These slots are divided into levels (1st through 9th), and are refreshed after a long rest.
Higher-level slots can be used to cast lower-level spells with enhanced effects, known as "casting at a higher level."
Spell Components
Spells require different components to cast:
- Verbal (V): Specific words that must be spoken
- Somatic (S): Precise hand gestures
- Material (M): Specific items needed for the spell
Component Details
Understanding spell components is crucial for spellcasting:
- Verbal (V): Must be spoken clearly and at normal volume. Can't be used while gagged or in areas of magical silence.
- Somatic (S): Requires at least one free hand to perform gestures. Can be the same hand holding a spellcasting focus.
- Material (M):
- Can be replaced by a spellcasting focus (wand, staff, holy symbol, etc.)
- If a cost is specified, must use the actual material
- Components are not consumed unless specifically stated
Ritual Casting
Some spells can be cast as rituals if they have the ritual tag:
- Takes 10 minutes longer to cast
- Doesn't use a spell slot
- Must have the spell prepared or in your spellbook
- Can't be interrupted like concentration
- Some classes (like Wizards) can ritual cast any ritual spell in their spellbook, even if not prepared
Casting Time
Spells have different casting times:
- Action: Most common, uses your action
- Bonus Action: Quick spells that use your bonus action
- Reaction: Cast in response to a trigger
- Ritual: Takes 10 minutes longer but doesn't use a spell slot
Spell Save DC
Your spell save DC determines how hard it is for targets to resist your spells:
Spell Save DC = 8 + Proficiency bonus + Spellcasting ability modifier
Spell Attack Bonus
When making a spell attack, add this bonus to your d20 roll:
Spell Attack Bonus = Proficiency bonus + Spellcasting ability modifier
Concentration
Some spells require concentration to maintain their effects:
- You can only concentrate on one spell at a time
- Taking damage requires a Constitution saving throw to maintain concentration
- The DC is 10 or half the damage taken, whichever is higher
Spellcasting Ability
Different classes use different abilities for spellcasting:
- Intelligence: Artificer, Wizard
- Wisdom: Cleric, Druid, Ranger
- Charisma: Bard, Paladin, Sorcerer, Warlock
Schools of Spellcasting
Spells in D&D 5e are categorized by their primary effects:
- Abjuration: Protection and warding spells
- Conjuration: Summoning creatures or objects
- Divination: Gaining information and insight
- Enchantment: Affecting minds and behaviors
- Evocation: Elemental damage and energy manipulation
- Illusion: Creating deceptive effects
- Necromancy: Dealing with life, death, and undeath
- Transmutation: Changing physical properties
Each school specializes in different effects, and some spellcasters like Wizards can specialize in specific schools.
Spell Reference
For a comprehensive list of available spells and their descriptions, check out our Spell List.