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C h a p t e r 10: Sp e l l c a s t i n g
MAGIC PERMEATES THE WORLDS OF D&D AND In every case, the number o f spells a caster can
most often appears in the form o f a spell. have fixed in mind at any given time depends on the
This chapter provides the rules for character’s level.
casting spells. Different character
classes have distinctive ways of learning S p e l l S l o t s
and preparing their spells, and monsters
Regardless of how many spells a caster knows or
use spells in unique ways. Regardless of its source,
prepares, he or she can cast only a limited num ber of
a spell follows the rules here.
spells before resting. Manipulating the fabric of magic
and channeling its energy into even a simple spell is
W h a t I s a Spell? physically and mentally taxing, and higher-level spells
A spell is a discrete magical effect, a single shaping are even m ore so. Thus, each spellcasting class’s
of the magical energies that suffuse the multiverse description (except that of the warlock) includes a table
into a specific, limited expression. In casting a spell, showing how many spell slots of each spell level a
a character carefully plucks at the invisible strands of character can use at each character level. For example,
raw m agic suffusing the world, pins them in place in a the 3rd-level wizard Umara has four 1st-level spell slots
particular pattern, sets them vibrating in a specific way, and two 2nd-level slots.
and then releases them to unleash the desired effect—in W hen a character casts a spell, he or she expends
most cases, all in the span o f seconds. a slot of that spell’s level or higher, effectively “filling”
Spells can be versatile tools, weapons, or protective a slot with the spell. You can think of a spell slot as a
wards. They can deal damage or undo it, im pose or groove of a certain size—small for a 1st-level slot, larger
remove conditions (see appendix A), drain life energy for a spell of higher level. A 1st-level spell fits into a slot
away, and restore life to the dead. of any size, but a 9th-level spell fits only in a 9th-level
Uncounted thousands of spells have been created slot. S o when Umara casts magic missile, a 1st-level
over the course of the multiverse’s history, and many of spell, she spends one of her four 1st-level slots and has
them are long forgotten. Som e might yet lie recorded in three remaining.
crumbling spellbooks hidden in ancient ruins or trapped Finishing a long rest restores any expended spell slots
in the minds of dead gods. Or they might som eday be (see chapter 8 for the rules on resting).
reinvented by a character who has am assed enough Som e characters and m onsters have special abilities
power and w isdom to do so. that let them cast spells without using spell slots. For
example, a m onk who follows the Way o f the Four
S p e l l L e v e l Elements, a warlock who chooses certain eldritch
invocations, and a pit fiend from the Nine Hells can all
Every spell has a level from 0 to 9. A spell’s level is a
cast spells in such a way.
general indicator of how powerful it is, with the lowly
(but still impressive) magic missile at 1st level and
C a s t i n g a S p e l l a t a H i g h e r L e v e l
the earth-shaking wish at 9th. Cantrips—simple but
W hen a spellcaster casts a spell using a slot that is of a
powerful spells that characters can cast almost by rote—
higher level than the spell, the spell assum es the higher
are level 0. The higher a spell’s level, the higher level a level for that casting. For instance, if Umara casts magic
spellcaster must be to use that spell.
missile using one of her 2nd-level slots, that magic
Spell level and character level don’t correspond
missile is 2nd level. Effectively, the spell expands to fill
directly. Typically, a character has to be at least 17th
the slot it is put into.
level, not 9th level, to cast a 9th-level spell. Som e spells, such as magic missile and cure wounds,
have m ore powerful effects when cast at a higher level,
K n o w n a n d P r e p a r e d S p e l l s
as detailed in a spell’s description.
Before a spellcaster can use a spell, he or she must
have the spell firmly fixed in mind, or must have access C a n t r i p s
to the spell in a magic item. M embers o f a few classes,
A cantrip is a spell that can be cast at will, without
including bards and sorcerers, have a limited list of
using a spell slot and without being prepared in
spells they know that are always fixed in mind. The
advance. Repeated practice has fixed the spell in the
same thing is true o f many magic-using monsters. Other
caster’s mind and infused the caster with the magic
spellcasters, such as clerics and wizards, undergo a
needed to produce the effect over and over. A cantrip’s
process o f preparing spells. This process varies for
spell level is 0.
different classes, as detailed in their descriptions.
R i t u a l s
C a s t i n g in A r m o r
Certain spells have a special tag: ritual. Such a spell
Because of the mental focus and precise gestures required can be cast following the norm al rules for spellcasting,
for spellcasting, you must be proficient with the armor you
are wearing to cast a spell. You are otherwise too distracted or the spell can be cast as a ritual. The ritual version of
a spell takes 10 minutes longer to cast than normal.
and physically hampered by your armor for spellcasting.

