Magic and Spells

Spells

A spell is a discrete magical effect, a single shaping of the magical energies into a specific, limited expression. These spells are used by many class features, magic items, and NPCs.   Uncounted thousands of spells have been created over the course of the universe's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.  

Magical Traditions

Magical traditions and the schools of magic make up the fundamental building blocks of all spellcasting. The three traditions are arcane, divine, and primal. A spell’s magical tradition can vary, because many spells can be cast using different traditions. A spell’s school, on the other hand, is intrinsic to the spell and establishes what the spell is capable of.

Arcane

Arcane spellcasters use logic and rationality to draw on the ambient magic of the universe. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it’s generally poor at affecting the spirit or the soul. Inventors, Bards, Sorcerers, Warlocks and Wizards all harness arcane magic.

Divine

Divine spellcasters draw on their and belief and faith to channel the powers of divine being beyond the material plane. Clerics and Paladins connect with divinity to fuel them their magic.

Primal

Primal spellcasting relies on an instinctual connection to the forces of nature. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, though some Rangers are also able to use primal magic.

The Schools of Magic

Abjuration

Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

Conjuration

Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

Divination

Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

Enchantment

Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.

Evocation

Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

Illusion

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

Necromancy

Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature. Some necromancy spells can even create the undead, or even bring the dead back to life, though both of these acts can damage the soul of the caster or target.   Necromancy is regarded with strict scrutiny across Eltár, with most people being wary of meddling with undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.

Transmutation

Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.  

Anatomy of a Spell

Spell Level

Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the incredible time stop at 9th. Cantrips—simple but powerful spells that characters can cast almost by rote—are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell.   Spell level and character level don't correspond directly. But a spellcaster's level does determine the maximum spell level that they can cast (described in the Class Progression table of spellcasting classes). If a spell exceeds their current maximum spell level, they can't cast the spell even if they would have enough mana to cover the cost described in the Mana Cost by Level table.  

Spontaneous, Memorized and Known Spells

Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes have a limited list of spells they know that are always fixed in their mind and can be cast spontaneously. The same thing is true of many magic using monsters.   Other spellcasters, such as clerics and wizards can know a far greater number of spells but must undergo a process of memorizing spells from their list of known spells in order to fix them in mind and cast them spontaneously. These casters can still cast spells that they haven't memorized, as long as they know the spell, and undergo a process of preparing the spell first. The process and cost of preparing a spell varies for different classes, as detailed in their descriptions.   In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level.  

Mana

Mana represents a combination of magical and spiritual essence. Creatures with more mana can generally cast spells more frequently than those with less mana.   A creature's current mana (usually just called mana) can be any number from the creature's mana maximum down to 0. This number changes frequently as a creature expends mana to cast spells. Whenever a creature spends or expends mana, the amount spent is subtracted from its mana.   All spells of 1st level of greater require a caster to spend some of their mana to produce the desired magical effect. This means that regardless of how many spells are in a casters repertoire, they can only cast a limited number of spell before they inevitably expend their mana and must rest to recover it. Casting a spell requires expending an amount of mana equal to twice the spell's level. The amount of mana a caster has to spend to cast a spell is shown in the Mana Cost by Level table below.   Spells of 6th level and higher are particularly taxing exhausting to cast. Once you spend mana to cast a spell of 6th level or higher, you can't spend mana to cast another spell of the same level until you finish a long rest.   Each spellcasting class includes mana in it's Class Attributes showing their pool of spellcasting energy. A spellcaster spends mana to cast a spell of a given level. A creature can't reduce their mana to less than 0. If casting a spell would put a spellcaster's mana below 0, they can't cast that spell.  

Mana Cost By Level

Spell LevelMana ExpendedCasting Limitations
1st 2 None
2nd 4 None
3rd 6 None
4th 8 None
5th 10 None
6th 12 Cannot be cast more than once per long rest
7th 14 Cannot be cast more than once per long rest
8th 16 Cannot be cast more than once per long rest
9th 18 Cannot be cast more than once per long rest
Some characters, NPCs, and monsters have special abilities that let them cast spells without using mana.  

Casting a Spell at a Higher Level

A spellcaster can choose to expend additional mana to cast a spell at a higher level, up to their maximum spell level. When they do so, the spell assumes the same casting cost as if it were a spell of the higher level chosen.   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  

Cantrips

A cantrip is a spell that can be cast at will, without using mana and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0.  

Casting a Spell

When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.   Each spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.  

Casting Time

Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.  

Bonus Action

A spell cast with a bonus action is especially swift. When you cast a spell as a bonus action, you can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.  

Reactions

Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.  

Longer Casting Times

Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so. If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.  

Casting in Armor

Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.  

Range

The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.   Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.   Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you.   Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.  

Components

A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), material (M) components, or a spellcasting focus (F). If you can't provide one or more of a spell's components, you are unable to cast the spell. Mana is not considered a component, so a spell that doesn't require components for you to cast will still require you to spend mana.  

Verbal (V)

Most spells require the chanting of mystic words. 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 character who is gagged or in an area of silence, such as one created by the silence spell, cannot cast a spell with a verbal component.  

Somatic (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. Thus, a character who has their hands bound, is restrained, or otherwise unable to use their hands, cannot cast a spell with somatic components.  

Spellcasting Focus (F)

A spellcasting focus is a special item through which a spellcaster can channel the power of their spells. If a spell requires a focus, the caster must have a focus suitable for their class (as described in their class essentials). A spellcaster must have hand free to hold their spellcasting focus when they cast a spell, but it can be the same that he or she uses to perform somatic components.  

Materials

Casting some spells requires particular objects, specified underneath the components entry. If a spell requires a material component, a character must have that specific component before he or she can cast the spell.   If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.  

Duration

A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.  

Instantaneous

Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant.  

Concentration

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.   If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).   Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:  
  • Casting another spell or using an ability that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once. The same applies to certain features and special abilities that require your concentration (such as the Warlock's Hex).

  • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.

  • Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.

  • Environmental effects. The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.
 

Targets

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 (described later in this chapter).  

Invalid Targets

If you cast a spell on someone or something that can't be affected by the spell, nothing happens to that target, but you still expend whatever resource the casting of the spell required (be it mana, a spell scroll, or an item's charge). You can use your reaction to determine if the creature is in fact an invalid target. You must make a DC 15 Intelligence (Arcana) check, on a success, you correctly determine what caused your spell to fail. On a failure, or if you don't use your reaction to carefully observe the outcome, you simply perceive that the spell did nothing to the target, with no indication as to whether it succeeded its saving throw (if the spell has one), or if it is immune or non-targetable by the chosen spell.  

A Clear Path to the Target

To target something, you must have a clear path to it, so it can't be behind total cover. If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.  

Targeting Yourself

If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.  

Allies and Enemies

If a spell targets your allies or enemies, use the following descriptions.  
  • A creature is your ally if they're inclined to help or fight alongside you, or if you believe they're inclined to do so. However, you are not your own ally, so an spell or effect that targets your allies doesn't affect you unless it explicitly says so.
  •  
  • A creature is your enemy if they're inclined to oppose or fight against you, or if you believe they're inclined to do so, or if you're intent on opposing or fighing them.
 

Willing and Unwilling

Creatures naturally try and resist the effects of spells that might harm them or put them in danger. A creature is unwilling unless one of the following conditions are met:  
  • The creature consents, allowing the spell to affect them. Even if they're consenting under duress or fear of a worse outcome.
  •  
  • The creature is unable to consent but is being targeted by a spell from an ally.
 

Areas of Effect

  Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once.   A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.   A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.  

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.  

Saving Throws

Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and lists the outcome depending on the degree of success or failure. Not all spells have unique effects for every degree of success or failure. If a degree is missing from the list of possible outcomes, the spell simply doesn't have a unique effect for that degree.   The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.  

Spell Attack Rolls

Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.   Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated.  

Combining Magical Effects

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect--such as the highest bonus--from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.   For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice. are doing when they cast their spells.  

Noticing a Spell Being Cast

Manifesting and expressing magic is not normally an inconspicuous process. The casting of a spell is perceptible to any creature in the immediate area as long as it involves any components whatsoever. Verbal components usually involve loud and forceful incantations, somatic components include broad and precise gestures, material components may be odd, large or cumbersome, and a spellcasting focus may glow, vibrate, or change color during the casting of a spell.   Even a hidden creature will reveal itself the moment it begins utilizing the components of a spell.  

Imperceptible Casting

The only way that the casting of a spell can be hidden is if the need for a spell's components has been removed by a special ability, such as the sorcerer's Subtle Spell feature. In such cases, the casting of the spell is imperceptible.  

Perceptible Spell Effects

An effect like crackling lightning is obvious, a creature experiencing such an effect knows that something is happening to it, though it may not necessarily know that the effect is magical depending on the circumstance. If an imperceptible casting produces a perceptible effect, it's normally impossible to determine who cast the spell in the absence of other evidence.  

Imperceptible Spell Effects

If a spell has an imperceptible effect, a creature might not know it was targeted by a spell at all. A more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless the target is able to perceive the spellcaster at work or the spell itself indicates that the target is aware.  

Identifying a Spell

Sometimes you might want to identify a spell that someone else is casting or that was already cast. To do so, you can use your reaction to identify a spell as it's being cast, or you can use a bonus action on your turn to identify a spell by its effect after it is cast.   If you perceived the casting, the spell's effect, or both, you can make an Intelligence (Arcana) check with your reaction or bonus action on your turn. The DC equals 15 + the spell's level. If you have the spell memorized or among your spontaneous spells, you automatically know what the spell is, no reaction or bonus action required.   This Intelligence (Arcana) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn't by itself make you adept at deducing exactly what others

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