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Spellcasting Basics

  • Writer: Under The Dungeon
    Under The Dungeon
  • Oct 20, 2020
  • 3 min read

Spell casting can be a very large part of playing DnD, depending on the character that you choose to play. Some classes rely more heavily on spell casting Bards, Wizards, Cleric, Sorcerers, Druids, and Warlocks. This is guide to just the basics of spell casting, for more in depth information a copy of the Player's Handbook might be what you need.


Spell Slots

Spell casting characters can only cast a certain number of spells between rests, regardless of the number of spells they know or have prepared. This number depends on class and the level of your character. These slots are leveled and noted in the table at the beginning of the section for each class. Spells can be used in slots of their level or higher. So level 1 spells can be cast in any level above them, but a level 4 can only be cast in slots 4 through 9. When you cast a lower spell in a higher slot the spell becomes more powerful to fit the slot that it was cast in.


Any expended spell slots are restored after a long rest; in some cases due to class features or feats that you may take, some spell slots may be restored after short rests.


Knowing and Preparing Spells

Not all spell casters draw their magic power in the same way, some know a variety of spells and can only cast the ones that they have prepared at the beginning of every day. Others must have them transcribed into magical items or books. The number of spells known or prepared is based entirely on the characters' level and is noted in the class table in each section.


This is a different blog's post about having spells prepared.


Casting Spells

-- Spells all require some time to cast, this is listed in the spell description. It can be 1 action, 1 bonus action or a longer amount of time spend preparing or concentrating.


--Spells all have a range and target, this target must be within the spells range. Some are dictated by feet, some require touch. They all have points of origin which can be the caster themselves, or a selected point on the material plane. Spells also have areas of effect, sometimes this is the self, others it is a given shape. (line, cone, cube, sphere or cylinder)


--Different spells require different things, these are the components that they are made of. Verbal components are things that need to be said to activate spells, these can not be fulfilled when a character can not speak. Somatic components are gestures and the caster must have use of at least one hand to perform the needed gestures. Material components are objects that are needed or used up in the casting of a spell, if they are specified in the description the caster must have them in order to cast the spell.


-Spells only last for a predetermined amount of time. This is also noted in the spells description. (Can be rounds, minutes, hours or sometimes even longer.) Lots of spells are instantaneous, which means that the magic of the spell takes effect happens right away and only lasts for an instant. Others that last longer require concentration; which means that spellcasters can not cast another spell that requires concentration without ending the first. You can also lose concentration on a spell if something happens to the character, like taking damage or being incapacitated.


This is a guide that is more centered on how to cast spells during combat.


Saving Throws and Attack Rolls

-All spells have some kind of effect, when you aim at a target other than yourself with a spell that may have a negative effect, the target may be able to roll a saving through and avoid some (or all) of the spells effects if they succeed. The requirement to succeed on an throw is rolling above the spells DC (Difficulty Check) which for spells is dependent on your ability level and proficiency level.


The formula to find the spells DC is: 8 + spellcasting ability modifier + your proficiency bonus + any special modifiers.


-With spells that are also attacks, spellcasters also have to make an attack roll to determine if the spell hits the desired target. The attack bonus for spells is: your spellcasting modifier + your proficiency bonus.


Next Week: We are taking a look at how combat works! So make sure to check back for that.

 

This is the Dungeons and Dragons Website guide on Spellcasting for more information


Critical Role has lots of great resources for players new and experienced; this is their video that briefly explains spellcasting as well.


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