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Spellcasting — page 105

Spellcasting rules and reference.

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.

Schools of Magic School Typical Effects Abjuration Prevents or reverses harmful effects Conjuration Transports creatures or objects Divination Reveals information Enchantment Influences minds Evocation Channels energy to create effects that are often destructive Illusion Deceives the mind or senses Necromancy Manipulates life and death Transmutation Transforms creatures or objects 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 "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, as defined by the spell, that the spellcaster must touch within their reach.

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

Source & compatibility

Source: System Reference Document 5.2.1 · page 105 · 2024 / SRD 5.2.1.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.