************************************** SPELLCASTING ************************************** SPELLCASTING BASICS * Spell save DC = 8 + proficiency bonus + spellcasting ability modifier * Spell attack = 1d20 + proficiency bonus + spellcasting ability modifier (Note: Disadvantage if within 5 feet of enemy that is not incapacitated. Does not apply to area effect spells requiring DC saving throw to avoid.) * Spell slots measure a caster's store of power. (Sorcerers also have Sorcery Points to adjust spell slots as desired during the game.) Many spells may be cast at higher level spell slots for greater effect. * Ritual casting (available on some spells) adds 10 minutes to casting time but does not cost a spell slot to use. CASTING TIME & SPELLS PER ROUND * In one turn, a character may cast a spell of 1st level or higher as either an action or bonus action (per spell description), but not both -- regardless of extra actions from class abilities, Haste spells or so forth. A cantrip does not count against this limit, so a caster may use one action for a spell and bonus action for a cantrip (or action for cantrip, bonus action for level 1+ spell) if allowed by the casting times shown in each spell description. * A spell cast as a reaction (out of turn) does not count against the number of spells characters may cast in their turns during a round, but note most characters are only allowed one reaction per round. * Ritual casting (available on some spells) adds 10 minutes to casting time but does not cost a spell slot to use. SPELL SLOTS & LEVELS OF POWER * 1st-Level Spell Slot: Minor warping of reality. Effect the body or mind of individuals in temporary ways. View auras. Create minor personal wards. Summon a familiar. * 2nd-Level Spell Slot: Moderate warping of reality. Enchant a body or mind to change its nature for a brief time. Teleport short distances. Create dangerous illusions. Expand senses to detect objects or thoughts. * 3rd-Level Spell Slot: Major warping of reality. Block or dispel magic itself. Strike with bursts of raw elemental forces. Create minor undead monsters. Fly through the air. Conjure food, water or animals. * 4th-Level Spell Slot: Serious warping of reality. Conjure beasts from the natural wilderness. Effect passages between cosmic planes of existence. Warp the nature of a living creature's body and mind. * 5th-Level Spell Slot: Critical warping of reality. Conjure powerful spirits from the inner elemental planes. Communicate with spirits in the outer planes. Profoundly alter minds. Restore life to the recently dead. Teleport around the world. * 6th-Level Spell Slot: Severe warping of reality. Conjure immortal spirits from neighboring planes such as the Feywild and Shadowfell. Affect the minds of whole groups at once. Imprison mortal spirits. Disintegrate physical bodies. * 7th-Level Spell Slot: Extreme warping of reality. Kill with a gesture. Conjure powerful immortal spirits from the outer planes. Create pocket dimensions as large as a house. Travel into other planes. Fully restore life to those long dead. * 8th-Level Spell Slot: Grand warping of reality. Command major forces of nature such as earthquakes, tsunami or local weather. Create an isolated demiplane only you can enter. Control the minds of powerful monsters. * 9th-Level Spell Slot: Supreme warping of reality. Kill with a word. Grant wishes. Lead travels into the astral plane. Call down meteors from the sky. Stop time. RECOVERING SPELL SLOTS * A long rest is needed to recover used spell slots. (Wizards can regain level/2 in spell slots once per day after a short rest.) * Wizards must have a spellbook to study new spells. Other classes use intuition, prayer or some other mystical method. CONCENTRATION SPELLS Only one concentration spell may be maintained at a time. Each such spell lasts... * until maximum duration is reached (varies per spell), or * caster chooses to end the spell early, or * caster casts another concentration spell, or * caster is incapacitated, stunned, unconscious or killed, or * caster takes damage (see below). CONCENTRATION VS. DAMAGE If caster takes damage, a Constitution saving throw must be made to avoid breaking concentration and immediately ending the spell. The DC is equal to 10 or half damage taken, whichever is greater. Treat each hit as a separate saving throw check. * DC 10 ... damage 21 or less * DC 11 ... damage 22 to 23 * DC 12 ... damage 24 to 25 * DC 13 ... damage 26 to 27 * DC 14 ... damage 28 to 29 * DC 15 ... damage 30 to 31 * DC 16 ... damage 32 to 33 * DC 17 ... damage 34 to 35 * DC 18 ... damage 36 to 37 * DC 19 ... damage 38 to 39 * DC 20 ... damage 40 to 41 ...etc. MATERIAL COMPONENTS Spells with a material component with a value (listed in gp) must have the specific item, which may or may not be consumed in the casting (see spell description). For spells listing a material component without a value, the caster must have one of the following available: * the listed components (various odd items), or * a component pouch (filled with cheap magical materials), or * Bards only: a musical instrument (drum, dulcimer, flute, lute, etc.), or * Clerics and Paladins only: a holy symbol (amulet, emblem or reliquary), or * Druids only: a druidic focus (sprig of mistletoe, totem, wooden staff or yew wand), or * Wizards, Warlocks, Sorcerers only: an arcane focus (crystal, orb, rob, staff or wand). * Fighters (Eldritch Knights), Rangers and Rogues (Arcane Tricksters) do not have a spellcasting focus option but can use a well-stocked component pouch instead for non-valued material components. HOW TO STOP A SPELLCASTER * A gag in the mouth will prevent castings with verbal components. (So will an area of silence such as with the Silence spell.) * Binding both arms and hands will prevent castings with somatic components. * Stripping a caster of all gear will prevent castings with material components. * To break concentration for an ongoing spell, badly injure or incapacitate the caster. (Beings stunned or unconscious count as incapacitated. Caster may make Constitution saving throw to hold concentration.) * Avoidance may work, as a target behind total cover cannot be targeted by a spellcaster (but a point of origin for an area effect which includes the unseen target is possible). * Note: Being blinded or deafened does not affect spellcasting ability. * The above tips might not stop a Sorcerer (level 3+) who can spend Sorcery Points on the metamagic Subtle Spell class ability that allows somatic or verbal components to be ignored. In such a case, only the incapacitated condition will work.