


You can think of a spell slot as a groove of a certain size-small for a 1st-level slot, larger for a spell of higher level. When a character casts a spell, he or she expends a slot of that spell’s level or higher, effectively “filling” a slot with the spell. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots. Thus, each spellcasting class’s description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher-level spells are even more so. Spell SlotsRegardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. In every case, the number of spells a caster can have fixed in mind at any given time depends on the character’s level. This process varies for different classes, as detailed in their descriptions.

Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. The same thing is true of many magic-using monsters. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. Known and Prepared SpellsBefore 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. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. Spell level and character level don’t correspond directly. The higher a spell’s level, the higher level a spellcaster must be to use that spell. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. 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 earth-shaking wish at 9th. Spell LevelEvery spell has a level from 0 to 9. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. They can deal damage or undo it, impose or remove conditions, drain life energy away, and restore life to the dead. Spells can be versatile tools, weapons, or protective wards. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds. What Is a Spell?A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. Regardless of its source, a spell follows the rules here. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. This section provides the rules for casting spells. Spells by School SpellcastingMagic permeates fantasy gaming worlds and often appears in the form of a spell.
