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

  1. Choose a spell from your prepared list.
  2. Spend a spell slot of the appropriate level.
  3. 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

  1. Magic Missile (1st-level): Create three darts of magical force, each dealing 1d4 + 1 damage to a target within 120 feet.
  2. Fireball (3rd-level): A burst of flame in a 20-foot radius that deals 8d6 fire damage (DC 15 Dexterity save for half).
  3. 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.