Spellcasting
Spellcasting
Spellcasting
Components
Verbal (V) The spoken part of a spell that is done at a normal spoken volume or louder. Spells that have a
verbal component can’t be cast if the caster is unable to speak.
Somatic (S) The intricate, forceful, or specific gestures that are part of casting a spell. Spells with somatic
components must have at least one hand free to cast. You may use the same hand that holds the
material/spell focus to make somatic gestures.
Material (M) The material cost of a spell is stored in a component pouch. The use of a spellcasting focus can
be used in place of most materials. Only spells that have a stated cost and or are used up during the
spellcasting process must be used for those spells to be cast.
Concentration
Some spells require that the caster maintains concentration on them to keep their magic active. How
long you can hold the spell for will be stated in the requirements for it. It does not cost anything to end
concentration on a spell. Normal activity like moving, attacking, or casting another non-concentration spell
does not break concentration. Things that break concentration:
● Casting another spell that requires concentration will cause you to lose concentration of the previous
spell. This includes readying a spell as an action.
● Taking damage. You must make a Constitution saving throw to maintain concentration. The DC is equal
to 10 or half the damage you take, whichever is the higher number. Each instance of damage is a
seperate saving throw.
● Being Incapacitated, knocked Unconscious, or killed causes concentration to be lost.
● Some environmental things like being knocked around by a wave on a storm tossed ship may also
threaten to break concentration. A DC of 10 can be used for them.
Casting Time
Action: These spells take a full action to be cast. They can also be readied in combat but doing so causes
them to require concentration.
Bonus Action: These spells are especially quick and you must use your bonus action to cast them. You can’t
cast another spell on your turn unless it is a cantrip when you cast this type of spell.
Reaction: These spells take a fraction of time to cast in response to an event. Spells that are reactions will
specify what triggers allows you to cast them.
Longer Casting Times: Some spells require longer periods of time from minutes to hours to cast. When these
spells are cast you must use your action into casting the spell and maintaining concentration to cast them until
they are completed. If you lose concentration the spell fails but does not expend the slot.
Ritual: Certain spells are rituals which allows them to be cast using the normal spellcasting rules or as a ritual.
The ritual version of the spell takes 10 minutes longer than the normal casting time. It also does not expend a
spell slot when cast this way, which also means it can not be upcast. Ritual versions can only be cast if a
spellcaster has a feature that grants this ability.
Duration
How long a spell lasts will be stated in the spell description. Spells can be instantaneous and are done
in a snap or may persist for longer. The time can be expressed in rounds, minutes, hours, or even longer.
Depending on the spell the effects may hold until the spell is destroyed or dispelled.
Casting A Spell
Attack Roll D20 + your spell casting ability modifier + your proficiency bonus.
Spellcasting Modifier Your class or subclass will state what stat you use for spellcasting. Certain races will
have innate spellcasting and they will state what stat those spells use.
Charisma: Bard, Paladin, Sorcerer, Warlock
Wisdom: Druid, Cleric, Ranger
Intelligence: Wizard, Artificer
Saving Throw The DC of a spell is 8 + your spellcasting modifier + your proficiency bonus + any special
modifiers.
Targeting
A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's
description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect.
Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. You must
have a clear line to the target. The target can’t be behind total cover and the path must be clear. If the spell
targets a creature of your choice you may target yourself. Unless the spell specifies that the target must be
hostile or otherwise states it can’t be yourself.
Range
The target must be within the range that the spell specifies. Once a spell is cast, its effects aren't limited
by its range, unless the spell's description says otherwise. For spells that have an area of effect they will state
not only the shape of the area but also the point of origin. A spells effect expands in a straight line from the
point of origin. An obstruction must provide total coverage to block these lines and create an area in the typical
area of effect that is not affected.
Cone: A cone extends in a direction you choose from its point of origin. A cone's width at a given point
along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies
its maximum length. A cone's point of origin is not included in the cone's area of effect, unless you
decide otherwise.
Cube: You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's
size is expressed as the length of each side. A cube's point of origin is not included in the cube's area
of effect, unless you decide otherwise.
Cylinder: A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell
description. The circle must either be on the ground or at the height of the spell effect. The energy in a
cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base
of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal
to the height of the cylinder. A cylinder's point of origin is included in the cylinder's area of effect.
Line: A line extends from its point of origin in a straight path up to its length and covers an area defined
by its width. A line's point of origin is not included in the line's area of effect, unless you decide
otherwise.
Sphere: You select a sphere's point of origin, and the sphere extends outward from that point. The
sphere's size is expressed as a radius in feet that extends from the point. A sphere's point of origin is
included in the sphere's area of effect.
Combining Magical Effects
The effects of different spells add together while their durations overlap. The same spell does not stack
and instead the more potent effect applies during the time their effects overlap. Or the most recent casting
effects if they are of equal potency during the overlap of spell duration.
Counterspell
Step 1 - Announce a spell is being cast. Give players a chance to decide if they want to try and
counterspell. They can roll an arcana check to see if they recognize the spell being cast.
Step 2 - If they do counterspell roll if necessary, otherwise it works.
Step 3 - Describe the spell failing to a counterspell or the counterspell not being strong enough.
Identifying A Spell
Sometimes you may want to identify a spell that someone else is casting or that was already cast.
Doing so costs a reaction to identify the spell being cast, or an action if the spell has already been cast. If the
character perceives the casting, the spell's effect, or both, they can make an Intelligence (Arcana) check with
the reaction or action. The DC is 15 + the spells level. If the spell is one from the class of the character they
make the check with advantage.
Spell Scrolls
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s
spell list, you can read the scroll and cast its spell without providing any Material Components. Otherwise, the
scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal Casting Time. Once the
spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not
lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make
an ability check using your Spellcasting Ability to determine whether you cast it successfully. The DC equals 10
+ the spell’s level. On a failed check, the spell disappears from the scroll with no other Effect. The level of the
spell on the scroll determines the spell’s saving throw DC and Attack bonus, as well as the scroll’s Rarity.
A Wizard spell on a spell scroll can be copied just as Spells in spellbooks can be copied. When a spell
is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10
+ the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails,
the spell scroll is destroyed.