Wizards are a powerful class of magic-users, defined by their spells. They cast explosive fire, arcing lightning, subtle deception, and brute-force mind control. Wizards have options for Extended Spell like Mage Armor and summon spells, while evokers enjoy Transmuted Spell. To optimize your wizard character in Dungeons and Dragons 5e, choose your race, background, ability scores, subclass, feats, and spells.
The wizard class relies on abjuration, which is a defensive method. To prepare the list of wizard spells available for you to cast, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your. You can cast 1st-level wizard spells and 2nd-level wizard spells at their lowest level without expending a spell slot when you cast them.
Wizards can cast spells with the Ritual tag directly from their spell book as rituals. To optimize your utility on an adventure, focus on Intelligence as your main DnD stat. As a wizard, your spells are influenced by your Intelligence modifier. The 5th level marks an explosion of power for wizards, as they can cast 3rd-level spells such as fireball and lightning bolt.
For an optimized build, focus on Intelligence as your primary casting stat. Dex or Con is a good second, and spells prepared for Wizard will use Intelligence, while spells acquired via Sorcerer will use Charisma. There is no requirement for INT or any other spellcasting ability score to cast spells, but a low-spellcasting ability character is recommended.
To optimize your wizard character, consider having a spellcasting stat of 18 at the least, and then take feats for the rest of your character.
📹 Spells and Spellcasting Guide for Dungeons and Dragons 5e
Share this video with new players who are learning how to play a spellcasting class for the first time! Watch us play live Tuesdays …
Do wizards use wisdom or Intelligence?
Intelligence is a combination of book-learning, intellect, knowledge, and deductive reasoning, while wisdom is more about common sense, willpower, instinct, and intuition. A wizard needs to be very intelligent to cast their magics, while a cleric needs to be very wise to follow signs given by their deity. Both types of characters can be found in various situations, and understanding the difference between them is crucial for roleplaying.
A high intelligence, low wisdom character is likely smart as a whip, but may lack the common sense of a goose. For example, Sherlock Holmes, in classic stories, is incredibly smart but uses cocaine as a stimulant when unable to work on a case. In the modern BBC series, he is so smart that he alienates everyone around him and can’t fathom how faking his own death will devastate the people who love him.
In conclusion, understanding the difference between intelligence and wisdom is essential for roleplaying characters. By understanding the differences between intelligence and wisdom, players can create more engaging and effective characters in their stories.
What is the spellcasting ability stat?
Each class has a spellcasting ability, which determines the effectiveness of spells and affects various aspects such as the number of prepared spells, saving throw DC, and spell attack modifier. Some spells also have numerical effects based on the spellcasting ability, like the spell healing word.
Spellcasting foci are objects that allow spellcasters to use a focus instead of inexpensive material components when casting spells. These foci vary by class and can be found in each class’s Spellcasting or Pact Magic entry. For classes that don’t allow foci, a Spellcasting Pouch can be used, which fulfills the same function but is less cool. For more information on spellcasting foci, see Casting a Spell and page 150 of the Player’s Handbook.
What stat do sorcerers use for spells?
Charisma is a spellcasting ability utilized by sorcerers to project the power of magic into the world. It is employed in instances where a spell references one’s spellcasting ability and when establishing the saving throw DC for a sorcerer spell or making an attack roll. An arcane focus may be employed as a spellcasting focus for sorcerer spells.
How do you calculate wizard spell casting ability?
As a 5th-level wizard with an Intelligence score of 18 and a proficiency bonus of +3, your spell save DC can be calculated using the formula: 8 base + 3 proficiency + 4 spellcasting ability modifier = 15 spell DC. It’s important to check for additional bonuses, such as those from feats, magic items, or other sources, such as the Ioun Stone of Mastery, which increases your proficiency bonus by 1, and items like the Staff of Power, which directly add to the spell save. It’s crucial to consider these factors when using tools like D and D Beyond.
What stat do wizards use for spells?
Intelligence is a spellcasting ability for wizard spells, learned through study and memorization. It is used when a spell refers to your spellcasting ability and when setting the saving throw DC for a spell you cast. The spell save DC = 8 + your proficiency bonus + your Intelligence modifier, and the spell attack modifier = your proficiency bonus + your Intelligence modifier. You can cast a wizard spell as a ritual if it has the ritual tag and is in your spellbook.
What stats should a Sorcerer focus on?
The highest Sorcerer stats are Charisma and Constitution, which are tied to saving throw proficiencies. Charisma is crucial as it directly impacts your Spell Attack Bonus and Spell Save DC in battles. Early leveling can improve these stats. The best races for playing a Sorcerer in Baldur’s Gate 3 are the High Half-Elf, Lightfoot Halfling, Drow, and Mephistopheles Tiefling. The High Half-Elf gains a +2 bonus to their Charisma stat and a High Elf cantrip, making it the most flexible choice for a Sorcerer build. The Drow is a good racial choice for the Sorcerer class, with a +2 bonus to Dexterity and +1 to Charisma, boosting initiative rolls and spell-casting abilities.
What do wizards use to spellcast?
An arcane focus can be used as a spellcasting focus for wizard spells. As you gain a wizard level, you can add two spells of your choice to your spellbook for free, each of which must be of a level for which you have spell slots. You may find other spells during your adventures. Additionally, you can regain some magical energy by choosing expended spell slots to recover once a day after a short rest. These slots can have a combined level equal to or less than half your wizard level, and none can be 6th level or higher.
What is a wizard’s spellcasting ability?
The acquisition of spells from scrolls entails the utilization of the wizard ability, which is typically the most recent level attained within the framework of the spellcasting class. Selecting the “wizard” designation prior to “sorcerer” will result in the accumulation of charisma, whereas selecting “sorcerer” prior to “wizard” will result in the accumulation of intelligence.
What stats should a wizard have?
Wizards are a single-ability class, requiring only Intelligence and supplemental skills. They can use a crossbow for low levels, but 14 Dexterity is sufficient. However, hit points and Constitution saves are problematic for Wizards, as having less than 14 Constitution allows them to gamble with their life. Their first priority should be to get 20 Intelligence, and their second priority should be to exceed 20 Intelligence, but there are few ways to do so. Wizards can limp along at low levels using a crossbow, but 16 Dexterity is sufficient.
Is dex or con better for a wizard?
The importance of Con, Dex, Wis, and Intelligence for Wizards is discussed. Con affects HP and Con save, while Dex is crucial for medium armor characters using stealth. Dex improves stealth score, AC, and initiative, while Wis adds perception and can be useful for a dip in Cleric. Intelligence is not always as important for Wizards as it is for other characters. High intelligence is important for spell attack rolls and saving throws, but many spells do not rely on intelligence, such as Sleep, Magic Missile, Fly, Improved Invisibility, and Wall of Force.
Races with an intelligence bonus are the best option, but a character concept like a Goliath Wizard can still be effective. Ultimately, the focus is on balancing the importance of Con, Dex, Wis, and Intelligence for optimal character performance.
📹 Baldur’s Gate 3 Guide to Spellcasting and Magic
Baldur’s Gate 3 Guide to Spellcasting and Magic In this Baldur’s Gate 3 guide video, I’m going to explain everything you need to …
0:00- Introduction (Everyone is a spellcaster.) 1:43- Spell Levels (L-E-V-E-L-S) 3:47- Spellcasting Ability Score (Why +8 though?) 5:19- How Many Spells Known (Did you study, or are you just smart?) 6:15- Spells Prepared is Different (And you have to calculate it yourself.) 7:29- Wizards are Different Too (The power of books.) 8:22- Everybody Loves Cantrips (No slots, no problem.) 9:39- Spell Slots (Now you have problems.) 11:15- Spells Themselves (Big decisions, big math.) 15:10- Components (Everybody likes VS&M.) 17:32- Duration of Spells (Make a Concentration check to continue perusal.) 20:08- Damage and Effects (Learn to read.) 21:53- Shapes and Sizes (The Xanathar has a guide for this.) 22:47- Closing Time (Buy merch, tip your bartender.)
I’m restarting D&D from when I played as a kid with AD&D. Having to relearn a lot of stuff is daunting, but I found your website from a lot of other websites, and I realized quickly, how rich your content is. If anyone wants to start D&D for the first time or revisit this world like me, I can safely say, your website is required viewing. The way you guys methodically break down the rules and do it in a way for anyone to understand is amazing. I just want to thank you very much for helping me relearn a beautiful game, that I loved as a kid, and now love as an adult. I hope you remember, that all your hard work inspires and helps others in this world. Thank you so much.
About the 8 bonus for the save dc, it’s actually pretty simple. Think about the dice, the d20. At level 1, the 8 + proficiency gives you a 10 save dc. That’s 55% chance for full damage/effect with no modifiers. Then, add your modifier (Probably +3, it’s the most common) and you have 13. That is also the base AC of many monsters at low level. Of course, many monsters have bonuses or deficits on saves, so there’s that. Most weak indead and beasts are weak to saves on wisdown, charisma and intelligence, thus making your chance to hit those higher (most time a 65% for a -2 modifier for the monster) Now think about a normal attack. Against an AC 13 monster you have (with +5) 65% chance to hit. See how the values go hand in hand? It’s all about balance and keeping it fair for all types of combat. Also, with no modifiers a normal attack has 55% chance to hit (base AC 10, no bonuses to attack or AC), same as the save DC spells.
I just want to thank you so much for this article. I haven’t played in over 30 years, trying to teach my kids by playing the starter set tonight. I messed up on spells, and my daughter basically vaporized 2 goblins in one action because I couldn’t figure out spell casting on the fly. It was hilarious and fun, but kinda took the wind out of the sails on their first combat encounter. This is such a great explanation, thanks for being precise and showing references in the players manual.
Definitely should have covered Ritual spells more intensely, it’s the part that most people do wrong. Not all classes are created equal, and as such not all spellcasters can cast rituals. In a basic game not including feats the only casters capable of performing rituals are Bards, Clerics, Druids, Warlocks (Pact of the Tome only, using an invocation) and Wizards (Sorcerer’s, “half-casters”, and “third-casters” are excluded). In addition each class is able to do them differently. Bards are a “spells known” class, so they can cast any spell they know as a ritual assuming it has the ritual tag. Clerics and Druids both prepare spells from their entire spell list, to balance this they can only cast spells they have prepared as rituals. Wizards have a spellbook they prepare spells from, unlike the other classes they are able to cast spells as a ritual that they do not have prepared making ritual casting especially useful for them out of combat. Warlocks are different in that they require taking an eldritch invocation called Book of Ancient Secrets, and to have the “Pact of the Tome” as their chosen “Pact Boon”. They have a unique ability which grants them a spellbook similar to the Wizard’s which they are expand by copying new spells into it. This allows Warlocks to cast ritual spells from any class (so long as they have the spell in their ritual book) as rituals, and only rituals. Finally the last source of ritual magic is only included if your game allows feats, and that is the feat “Ritual Caster” which grants you a spellbook (similar to the Warlock’s Book of Ancient Secrets) however it can only contain ritual spells of one class that you chooses upon taking the feat.
I did not realize cantrips level with the character, not the class so this just made me even more excited about the potential damage my cantrips can make! That and overall that’s just super cool. I really appreciate your articles seeing as I joined a party of people who have more experience than I. It makes me feel more prepared rolling up to sessions with this knowledge
I’m only just getting into 5E after a long hiatus (grw up on Basic and Expert and 1E AD&D) and I admit freely that I doubted you so much when you mentioned BAT GUANO being needed to cast a Fireball that I had to look it up. I humbly beg your forgiveness for doubting you, O wise and dorky ones. BRILLIANT article like all your stuff, thanks very much 🙂
My brother and I had an interesting conversation about learning spells; we were curious if there’s a study of the psychology of learning spells (whether it’s practical or in theory). For example if you have a Paladin—who is inherently good—what would prevent him from learning a destructive spell that caused collateral damage to civilians or his own party members?? We thought a theoretical discussion on the psychology of any spell casting class would be fascinating whether it is implemented in the game or not. We also agreed that the spell casting classes must be perfect sociopaths or psychopaths.
I’d like to start off by saying you guys are great. I’ve watched (and continue to watch) a lot of your articles and you always do a great job at not only covering the topics, but also have a charisma that keeps the articles interesting. One slight thing that I’ve noticed, and you half covered it here, is that spells with an AoE work in all dimensions. You mentioned up, but not down. A fireball will also go its 20′ radius down, which depending on the surface could be very relevant. Thanks for all the great articles!
This is basically the only time during a streamlined session that the game actually has to stop the most (for me – looking up spells etc).I also tried enforcing components and conditions needed for casting spells – my party did not like this at all and they are reasonable people. I might try again later in a more subtle way.
This is really great as an intro. But for complete tyros, have you considered an addendum to this article where you two actually walk a newbie through the casting of a couple simple spells, so they can see how to cast a spell, and go through the steps involved? It might help some of us DMs out with new ‘casters.
One house rule I use for Concentration spells is that you can use two at a time if you purposefully aren’t holding concentration on the second one. For example, Vampiric Touch is concentration. If my player was concentrating on Hypnotic Pattern, and then used Vampiric Touch on another character, I’d allow them to keep Hypnotic Pattern up as long as they only intended to use Vampiric Touch as a one-off attack like Inflict Wounds.
Thank you guys so much for this. A few questions regarding material components though Does it have to be a specific item for each spell or could I make something up on the spot like a feather? If it is a specific material then how do I find out what material I have to have? Does the item disappear whenever I use the spell or can I use it forever as long as I have one item?
Great website, I’m learning a lot as a new DM! One suggestion from a fellow (much smaller) youtuber: consider inserting more overlay images like you did at 3:30. Or even panning artwork appropriate to the topic. You are both engaging speakers, but for 10-25 minute articles, it can become monotonous to stay on the single shot of you both talking. Just my 2 cents! Edit: although perusal further, you are doing more of it in this article (with spell tables) than some of your other vids 🙂
I noticed you guys missed that a cleric and paladin can use their shield as their spellcasting focus? How do you feel about this rule? Do you add requirements like having them spend extra gold to make their shield a focus? What other thoughts do you have on focus type weapons like the pact weapons warlock?
You guys always come up with amazing content. Well done! I’ve said it once, i’ll say it a thousand times: You guys got a fan in me. Anyways, i would really appreciate it if you guys made a article about roleplaying ideas for different kinds of characters (thats only an idea, you’re welcome to adapt it). I thought about it because i just started a new campaign with my friends and i created a Wizard exorcist, so i’ll make him an Abjurer. I gave him the Haunted One background but i would like some ideas if you could oblige. PS: Sorry for bad english, i’m Brazillian.
5th article now lol I can’t believe your production streamline xD I’m doing armor tutorials that take me an hour or two to film, then five hours to edit, how long do you take on an average article? I see a LOT of planning in the dialog and (in my opinion) there is no fat (lulls in article or content) also I’ll be looking for it but have any guides or recommended links for quests? (Sorry for all the comments and questions you just have such great work lol)
I was expecting you guys to talk about the conditions to be able to cast a spell also, like getting a clear path and not be totally covered. For example, you cannot heat coins with heat metal in a coin pouch. You cannot target somebody behinds a big rock if it totally covers the target. The book even states it will trigger the moment the spell is obstructed.
Nice article guys 🙂 i have a question and i’m new in D&D. I don’t understand how many spells for example a wizard can learn. A lvl 20 mage nows max. 15 spells, so i have to choose 15 spells from the hole rank 1-9 list or how does it work? Does the wizard know 4 r1 spells, 3 r2 spells and so on? Maybe you can help me 🙂
The number 8 derives from your starting proficiency which is +2, resulting in a DC 10 as the baseline. The game is balanced around DC 10-20, so everyone starts with a 10 (unless you got negative spellcasting ability modifier which almost never happens) and gets bonus for being higher level and having high intelligence/wisdom/charisma
Question about concentration spells: while concentrating to maintain a spell for each of my turns, am I not allowed to take actions like move or cast a cantrip or non-concentration spell as an action? What about spells or cantrips as bonus actions? What about simply attacking with a weapon? Basically my question is during your turn is that one concentration spell the only thing you’re allowed to do if you’re wanting to maintain it?
Pretty sure the “8” came from the fact that PCs start with a +2 Profiency Bonus, so your Spell Save DCs at lower levels is effectively 10+ your Ability Modifier – which is actually very similar to how it worked in prior editions (3e in particular). This way allows for spellcasters to up their Spell Save DC both by increasing their spellcasting attribute and also by simply gaining levels, which increases their Proficiency Bonus regardless of stat gains or feats.
One important thing you forgot to mention about material components: some spells consume their material component. What that means is twofold: 1. You can’t replace the material component with a focus. You must have the material on hand. 2. As it specifies, the material is consumed by the spell, meaning it’s gone, and unless you have more, you can’t cast that spell again. The spell will specifically mention if it’s material component is consumed, so you don’t have to worry about it most of the time. Usually only the super powerful and/or super impactful spells consume the components, so just keep it in the back of your head. Also double check if your players have prepared the materials they need and don’t let them get away with sidestepping the cost if it has one.
I just watched two of your guy’s articles and they terrific. Entertaining and informative! I have a handle on casting now but, my goodness, was it Greek to me when I first started playing. Probably took me a good year to really grasp it. If only this article was out when I started I think I would have had an easier time. XD But I subscribed and I’m looking forward to more content from you guys! I also just started producing D&D articles if you’d like to take a look!
Question: If you have a shield and a weapon (neither of which are your spell focus) and the Warcaster feat, can you use material components without stowing your shield or weapon, provided the spell has a casting time of 1 action or less? I heard that you can draw an item as a free action, but drawing and stowing on the same term takes an action. If you can’t then it sounds like melee casters are going to really suck. Round 1: Oh noes, we need XYZ spell! Stows shield, pulls out spell component (1 action) Round 2: Never mind, we don’t need that spell now. Time to stow the component, draw (1 action) Seems like there would be a lot of situations like that. It also would make the cleric pretty OP, because they would be able to cast spells with unpriced material components without drawing or stowing (you can put the holy symbol on your shield), whereas even melee focused casters like Hexblades, would be forced to abide by the above rule, which means even though THEY are supposed to be the melee caster (its kind of the motif) clerics would be superior. In other words, is getting the spell component from your person a part of the casting time of the spell or not?
I think the starting DC is 8 because the starting proficiency is 2, making your starting save DC 10+your ability. A base of 10 is good for a 50/50 chance of success, modified by how good you are with your magic. All of that is pitted against their 50/50 shot of making 10, modified by however good they are in the save ability (most saves won’t be made with proficiency because you can only be proficient with 2 saves). So it starts out fairly even between the caster and the target, and as the levels increase the caster gains slight advantage based on their proficiency, while the target keeps up with the saves they’re proficient in, but fall slightly behind in the ones they’re not. Having the DC be base 10 puts a heavy advantage for the caster right from the start
Wizards – Spells Prepared In tabletop you can Prepare a Number of Spells equal to your Caster Level + your Caster Attribute Modifier So a 1st Level Wizard with 16 Int (+3) could Prepare 4 Spells Wizard Class Spell Casting Ability Intelligence Based Spells Prepared Wizard Level + Intelligence Modifier With Wizard Levels Lv 1 ~ 20 & Intelligence Modifier Intelligence 1 ~ 20 + 1 ~ + 5 – 5 ~ – 1 ~ 0 0 ~ + 1 ~ + 5 This means 1 ~ 25 Spells Prepared Minimum of 1 Spell Prepared, Cannot go below 1 —
Hi, i am playing a rogue and just leveled up to Level 3 … Now I wanted to choose arcane Trickster as my archetype, but I got a few questions there 😅 Is the arcane Trickster in in need of a spell book? And how does he gain new spells? Can he choose from the spell list, or does he have to find books and scrolls? I’d be happy if someone could help me out 😁
“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 (see chapter 9).” every single article ive seen about this subjest always skips over the last thing thats in chapter 10. Its in the rule book, why dont people talk about it -.-
Is your Spell Attack Modifier and Spell Attack Bonus the same thing? If not, how do I find the Spell Attack Bonus? I’m also playing a Drow Wizard, and one of the traits of a Drow is that I can cast Darkness once per day. Do I have to add that to my spell sheet and prepare for it? Also, how do wizards prepare for spells? Would casting Darkness count as a spell slot? Wizards also have a spellbook where they write down new spells so does that mean if I find a new spell, I add it to my spell sheet? What would happen if I ran out of lines on the spell sheet?
There are a couple Feats that would let you get more cantrips: Magic Initiate and Spell Sniper. Spell sniper gets you one cantrip that makes a ranged attack. Magic initiate gets a first level spell and a couple cantrips, and there’s no reason why a wizard can’t become a magic initiate in Wizard, for more cantrippy goodness. The DM can disallow feats altogether, but that’s the only real impediment for these.
So as a GM who homebrews everything, as usual, it doesn’t look like this for our group. I rewrote some spells just for specific characters. And I don’t even use the “Turn based” system. Levels also work diffrent, characters don’t gain HP after level 10, just abilities. Level 20 is not a god-level, it’s just a veteran. You can get insta-downed by a goblin if you’re not careful, even if you’re 20. and instead of getting downed you die instantly if you recieve a specific number of damage (Or higher) to the spine, brain or any other vital organs…Unless you’re a fey, they don’t have vital organs. This is no DBZ where if you have a higher number, you can not be touched, you are a supieriour being – high level characters (NPC range from 1 to 15 usualy) can still be traped, distracted, taken off guard.
So going off your magehand comment, i was recently being chased by guards on horseback while in the back of a wagon and i cast magehand to appear right in front of one of the guards’ face. Magehand can carry up to 10 pounds before it just gives out so logically it’d kinda be like getting a large baby being punted in your face and as such it’s reasonably to assume the guard would have to make a dex-save to avoid being thrown off the horse. Is this something you’d allow even though it’s not actually specified in the spell? I mean it’s not actually an attack, it’s just making an object that can exert force appear in front of a moving target.
so you could take the Artificer get him one level of Wizard and then just run around copy every possible spell up to fifth level? in theory the wizard could write down spells that have a higher Spell Slot then they have access at the moment, so you could give the artificer a lot more extra known spells. Or how would that work… if it works… Does that work?
In regards to “rituals” … I believe you stated (as well as what little I’ve been able read about them is) that they don’t count against “your daily spell slots” since they take much longer to cast. If that is true (not counted as burning up a spell slot) then can you cast unlimited rituals per day like you do a cantrip? Also, if it’s not counted as a spell slot do you still need an “open spell slot” of that level of spell in order to cast it or just the “ability to cast” that level of a spell? If you want to cast a 4th level ritual but only have an open 3rd level spell slot or can only cast 3rd level spells can you still cast it? If you have a feat like “ritual caster” and you are given this book to write a ritual from another class into … can you then add rituals to your “book” from other classes or only your own class? i.e. can a Druid copy down other ritual spells gleaned from a Cleric’s or a Wizard’s spell book or scroll into their own ritual book granted from this feat and use it indefinitely?
Visuals are key to a good article you did a terrific job with fireball. Try this, if you can get the same level of detail from your article with your eyes closed, then you made a podcast not a article. You guys are starting out great, but try leveling up. You could probably do an entire article on fireball. Each spell could be it’s own article. You can show how spells can be combined for additional effect. You can inspire with visual examples. You have miniatures, you have templates, you have article magic tools.
New to game, one thing Im wondering. Say you are a 1st level wizard with a wisdom of 16…if you cast a spell on a creature that allows a savings through would the formula for this example be 8 + 3 (Spell casting modifier, in the rangers case wisdom) + proficiency +2 (or does he not get the plus 2 cause a ranger proficiency is str and dex)…. basically would the savings throw the creature would have to meet be a 11 or a 13?
Does anyone know how arcane focuses work? I know they replace the material components of spells, but I have a few questions: Do they have multiple charges, do they cost spell slots, do you need to have the spell prepared, and what are the benefits and disadvantages of using each kind? I know the answers to these for Pathfinder, but I’m trying to transition to 5e, and I don’t have a DM yet to ask these questions to.
@17:00 they should have mentioned that to the Moon Clerics of Tal’Dorei! Page 170, website Divinity: Mind of Two Moons (6th level) …by expending one use of website divinity you can cast a second concnetration spell while already concentrating on a first spell… So Yeah, 3rd Party source material, open licence and all that… but WOTC needs to get this power creep back in line. Notice it’s mostly the Cleric subclasses. Is no one playing cleric? Is that the issue? If that’s the case, then there must be a TON of Monks out there that I don’t see.
OK Guys I have a question. . . I’m trying to understand Druid Circles and the spells associated with them. Don’t you have to be a Druid in order to use Circle Spells? The spell card for “dream” indicates that at 3rd, 5th, 7th, and 9th levels the spells for the Grassland spells are available to Bard, Warlock, and Wizard but not a Druid. I’m confused as hell!! Can you help me out here and explain? Oh, please mighty ones your knowledge is always SPOT On!
This is great. I am just trying to clarify something So if I cast a spell that requires concentration. I am not allowed to cast another spell that doesn’t require concentration or cantrip on my next turn correct while still concentrating on said spell correct ? I can Cast another spell that requires concentration but it will negate the previous one I was concentrating on right ?
I still think Wizard should get way more Spell Slots as a class verse the rest of the class’s. Looking at Bard and Cleric they get so many more benefits when compared to the wizard class. Why would anyone be a Wizard when they could be a Bard? The versatility of Wizard spells are immediately hindered by Spell Slots and components. I think at the 20th level, Spell Slot should be: 9th: 2 8th: 2 7th: 3 6th: 3 5th: 4 4th: 4 3rd: 5 2nd: 5 1st: 6 This would make being a Wizard a more desirable class. What do you guys think?
The bonus action + cantrip still confuses me. So I can cast a spell, but as a bonus action? Or is it only specifically on “bonus action” spells? Like let’s say someone went in my melee, I cast Shocking grasp(cantrip), move away, and then I can cast any leveled spell? Or does it have to be a bonus action spell?
@Dungeon Dudes Hey guys, serious question here. I’ve obtained True Polymorph. If I focus on concentration for the hour and turn into say, a dragon, can my spell be dispelled at will because I’m the caster? The SRD addendum says that it CAN be dispelled even after hitting that permanent status. Would it be as simple as not wanting it to be active anymore, or casting it again, or would I have to seek another method like Dispell Magic? This is very important to know because I don’t want to lose my levels, equipment, and skills forever by staying another form too long.
Does it require two free hands to cast spells in 5th Ed or just one free hand? Reading the descriptions it seems to be a spellcaster would need 2 free hands so they can’t be holding a weapon at the same time as they cast a spell. Unless they’re using a magic item or a scroll or have some innate spell casting ability. I would rule that spells require two free hands unless the description says otherwise
I need help. I just ran my first session with the curse of straht, and I had some altercations with my sorcerer. She wanted to automaticly land her firebolts without rolling. I told her that only worked for AOEs, lines and cones. And that with projectile weapons like magic missile or firebolt, she had to roll a d20 + cha mod + proficiency bonus. She kept coming back to it and it really bottered her. Now my question is am I wrong in this? I’ve skimed the explanation for spells and I found it was open to interpretation. So could I be the one who’s wrong?
I still don’t get how some spells work. For example, what about spells which don’t mention a save throw on the enemy’s side or an attack on mine? (e.g. magic missile doesn’t bother mentioning either) do i just say “i’ll cast this magic missile on these guys” and immediately move to the damage throws?
So when a spell is cast to hit there is no AC you use the 8+prof + ability mod. What if the spell says for must pass a saving throw or take half damage. Does that spell automatically hit or does that spell caster need to roll to see if it hit? If trying to understand how this works. If I have a lvl 15 wizard and a lvl 3 wizard cast a spell on me I have no defense?
I’ve been playing without spell components. Is this a bad idea? I personally think it would be fun to let my players find components so that they can cast that spell in the dungeon. But I can also see that as a waste of time. Also one of my players, The only one with spells really, says the components are too much of a restriction on top of spell slots. It’s basically like having 2 barriers before you can use a spell. I kind of agree with this thought. Anyone have any wisdom or advice?
Still confused with the concentration spells. If I (as an Ranger) do Hunter´s Mark on an creature and wanna cast something like Cure Wounds in an action(next turn not the same one), will i lose the concentration on Hunter`s mark or not? What about Cantrips? Can I do those while I concentrate on another spell? Thanks in advance.
Gentlemen, Need clarification on ritual spell tags. Does my level 1 wizard have to use any ritual tagged spells immediately after the 10 mins. are up, or is it possible at the beginning of the wizard’s day, after the party wakes up, the wizard takes as much time as needed to prepare for all of their ritual tagged spells (10 mins per ritual tagged spell), so when needed, those spells don’t have to be reprepared, don’t take up spell slots, and are available during the day for use when the ritual tagged spell is needed? …. My PC is a halfing (Mark of Healing) with INT +4, WIS +4, DEX +3, CON +1 in Saves. His chosen 3 spell cantrips are Mending, Fire Bolt, & Toll The Bell. Also I have added Spare the Dying Cantrip because this was a default from his subrace. (Not sure if I’m allowed to have 4 to pick from) His chosen 6 Level 1 Spells are Comprehend Languages, Detect Magic, Identify, Longstrider, Expeditious Retreat, & Witch Bolt. Of these 6, half are ritual tagged spells. So need to know, can I constantly prepare the only 3 that have to be prepared? I know in preparing a ritual spell, I can’t be moving, or traveling, or doing anything besides preparing any ritual spell, so the mornings look good for my wizard. Thanks for your help and insight.
The notes on upcasting, at 10:32.. – Do not describe if a slot in the level at which the spell is then cast is then consumed; say, if a magic missile is cast at lv6, what happens to one’s lv6 slots? – (at the same time,) Do not describe if the spell being upcast is itself consumed; if this lv6 magic missile consumes any lv1 slots, particularly its own – (and on that note,) Do not describe if one must have such a spell prepared that day, and/or still with slots remaining, in order to upcast at another level; if the wizard casting the lv6 magic missile can still do it if they did not prepare the spell at all, or if a sorcerer without any lv1 slots remaining can do it. In short, you’ve explained what happens when you “decide to upcast a spell”, but not so much as how one does that. And this is extremely disappointing, particularly since this one article is ostensibly for new players, so you wouldn’t expect it to have these same omissions as so many others’ articles I’ve seen. I feel as if I’ve stumbled upon the First Rule of Upcasting Club.
oooooh i disagree with your idea of evocation. I understand invocation as creating energy or matter from your own energies and will, while evocation is creating energy matter or effects with an external source, like divine entities or outerdimensional entities or intelligences, like spiritual weapon, which is manifested by the will of a diety, and partially controlled by an entity that isn’t you (which is why you need not concentrate). Invocation and evocation are essentially the same except for the source of will, energy and focus. It would be awesome if you both went “oh man he’s right” and edited a article lol.
Noooooo. This guide misses out the most important part! How to roll a spell! How to make it happen! And what to do when on the receiving end of a spell!? e.g. Do I roll to defend? Do they roll against my AC? Or does it just automatically hit? My DM just assumes it’s the character’s AC! Also, could do to explain when to use that Ability score +8. You just repeat several times “it’s blah blah +8. It’s +8. Don’t ask why it’s plucked out their butts” but never explain what that is used for or what it means.
The dudes don’t even know why D&D5’s designers chose the number 8 when determining the spell attack bonus. Ouch. But the reason is dead simple: Game uses d20 for action resolutrion, thus the ‘middle’ is 10. And most average difficulty checks thus target a difficulty of 10. Everything is balanced around that 10. A stat of 10 for example gives neither bonus nor penalty it gives a modifier of zero. So, every spellcaster is proficient in his spellcasting, and at level 1, all characters have a proficiency bonus of +2. So, dudes brainiacs, which number is it that, when you add to it the +2 bonuys from being proficient, you get that fabulous “game balance” number 10? Answer: 8. Duh.
For years, I’ve wanted to try to be a pure spell-caster like a sorcerer, but I find that the game and rules are crafted to make caster’s life impossible. “Limited spells (either by number per day or not having access to the entire list), 1d20 to concentrate, 1d20 to hit the enemy, 1d20 to see if enemy resist/negates effect of spell. If you cast in combat (all enemies) can hurt you “just because” (for example a paladin won’t suffer this with smite, or a barbarian if it gets enraged). You need to, talk, gesture or need materials, if any of these 3 are missing you are useless…NO archer keeps track of their ammunition and even if a fighter looses their weapons, they can “punch”. Generally I let casters much more freedom and don’t limit them so much, or I make it fair, (not a tyranny), such as keep track of non caster’s ammunition, actions, bonus auctions, weapon’s reach or even if they are attacking an enemy with a weapon that is not effective or can break the weapon do to the materials. Another house rule my group agreed to change. If a caster get hurt, we do NOT add that damage to the concentration roll. Instead, for each time it gets hurt that round adds a lv of difficulty to that spell (if they want to cast a lv 1 spell and get hurt 4 times, they need to roll as if it was a lv 5 spell)(even if they don’t have access to that lv yet) make it more fare than, suffering 20-30 damage, failing constitution safe, making the caster knocked prone, then stand up to cast, (only to get damaged by bonus action of enemies)(adding more damage) and trying to cast a spell with a 30-40 increased difficulty to the spell.