Magic and Spellcasting
Spellcasting Basics
Magic-using classes (e.g., Wizards) rely on a pool of resources called Spell Slots to cast spells. Each spell has a level, and casting it consumes a slot of the corresponding level or higher.
Spell Save DC and Attack Bonus
- Spell Save DC: 8 + proficiency bonus + Intelligence modifier.
- Spell Attack Bonus: proficiency bonus + Intelligence modifier.
Preparing Spells
- Wizards can prepare a number of spells equal to their level + Intelligence modifier.
- Spells must be drawn from the Wizard spell list.
Casting Spells
- Choose a spell from your prepared list.
- Spend a spell slot of the appropriate level.
- Follow the spell’s description for range, duration, and effects.
Cantrips
Wizards know a number of cantrips (simple spells) that do not consume spell slots and can be cast repeatedly.
Example Spells
- Magic Missile (1st-level): Create three darts of magical force, each dealing 1d4 + 1 damage to a target within 120 feet.
- Fireball (3rd-level): A burst of flame in a 20-foot radius that deals 8d6 fire damage (DC 15 Dexterity save for half).
- Mage Hand (Cantrip): Create a spectral hand to manipulate objects within 30 feet.
Spell Components
Some spells require verbal (V), somatic (S), or material (M) components. Material components are consumed unless stated otherwise.