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Cast a Spell

Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. (93)


Casting Time. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. (93)

Spell Level. Every spell has a level from 0 to 9. (100) 

Known and Prepared 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. (100) 


Spell Slots. Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. (100) See spell slots

Cantrips and Rituals.  Cantrips and rituals do not use up spell slots. (101)

Target and Range. The target of a spell must be within the spell’s range.  (101)

Area 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. (102)

Components. A spell’s components are the physical requirements you must meet in order to cast it. (101)

Duration. A spell’s duration is the length of time the spell persists. (102) Some spells require you to maintain concentration in order to keep their magic active. (102)

Saving Throws. Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. (103)

Attack Rolls. Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. (103)

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