When I start a game with new players I always say “playing spellcasters is complicated, you may want to try something else”. Every time but this one. I realized in my attempt to help out I was actually closing off more than half the choices of my players, this is unfair and not being a good storyteller. After thinking about it I realized I was trying to make my life easier which is not the goal of running a game, especially for new players.
So that brings me to the below explanation for spellcasting for new players. It covers some of the basics and touches on a few more complicated topics. This resource is meant for a storyteller to go through with their players, this is not a handout.
Where does magic come from?
All magic comes from one place, but can be accessed at different levels
- The Source: or Divine magic is provided by Deities. Through devotion and faith divine casters are given power to cast magic.
- The Weave: or Arcane magic is the threads that hold the universe together. Arcane casters manipulate that to cast spells.
- Other magic granting… friends: This includes the magic granted to warlocks and other very powerful creatures.
What does it mean to be a spell caster in D&D
It really depends on the type. For some it’s decades of study, others devotion to a deity or cause and for some it’s just a natural part of their lives that requires practice to master.
Full versus half spell casters
Many classes have the ability to cast spells, but full casters advance in power and start with spell casting ability.
What is your spell casting based on?
Each class uses different statistics.
- Bard/Sorcerer/warlock – Charisma
- Cleric – Wisdom
- Wizard, Artificer – Intelligence
Basic spell casting calculation
- To hit with spell
- Proficiency bonus + spell casting ability modifier
- Difficulty to resist a spell (DC)
- 8 + Proficiency bonus + spell casting ability modifier
Concentration <C>
A spell that requires concentration means that you must keep thinking about the spell to keep it going. For this reason you can only keep one concentration spell going at a time. You can still cast other spells and take actions while concentrating. Vigorous action or distracting events can cause a concentration check.
If you take damage while concentrating on a spell, you must perform a concentration check to see if you can maintain it. A concentration check is a Constitution saving throw, where the DC is equal to 10 or half the damage you take, whichever is greater.
Example:
- if you take 8 damage that means the difficulty would be half the damage 4, but the minimum is difficult 10, so it’s 10.
- If you take 24 damage that means the difficulty would be half the damage 12, which is higher than the minimum difficulty of 10, so it’s 12.
Ritual tag <R>
Ritual spells can be cast normally or without the expenditure of a spell slot if you have it prepared and are willing to spend 10 minutes to cast it slowly. This still requires all other components. Not all spellcasting classes have access to ritual casting.
V,S,M components and focuses
Most spells require a mix of components to cast. Most are mundane items that a spell caster tends to collect as a regular part of their adventuring career.
- Verbal – requires spoken words to cast, this can be is a normal tongue, arcane gibbership or religious verse.
- Somatic – requires movement, such as hand gestures
- You must always have at least one hand free from holding something to cast a spell
- Material – an item must be used to cast this spell, some items are used as a focus and others are expended during the casting of the spell.
- A focus can be used to avoid any components that cost less than a gold.
Catrips or 0 level spells
Cantrips or 0 level spells are the most basic fundamentals of magic. Because of this they do not require spell slots to cast. This means that you can always cast them as long as you have the components.
Known spells, prepared spell and spell slots
- Known spells are the full list of spell a spell caster can prepare.
- For Sorcerers and Bards this is a small list of chosen spells, for wizards this is a small group of spells they have found/discovered and for clerics it’s all spells.
- Prepared spells are chosen from the known spell list. This smaller group of spells can be used during your adventure.
- Spell slots are the currency that fuels your spell casting. You can only use spell slots to cast a spell you have prepared.
- Example: you can use a 1st level spell slot to cast a prepared 1st level spell.
Upcasting
Spell slots can only be used to cast spells of their level lower. Some spells have increased effectiveness if cast with a higher level spell slots. This is noted at the bottom of the spell.
Example: ‘cure wounds’ is a first level spell and if you use a first level spell slot to cast it the hit heals 1d8 + wisdom modifier. If you instead use a 2nd level spell slot it heals 2d8 + wisdom modifier.
Action economy and spell casting
Every spell has a cast time at its discretion.
Bonus, reaction or Action.
Since you get all three of these actions in a turn, this means that in a single turn you could cast up to three spells. This does have one notable exception, if you cast a spell as a bonus action you can on use your action to cast a cantrip.
- Book text: A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
Sleeping
Everyone needs sleep but spellcasters need it more. Getting a full night’s rest allows you to get back your full spell slots and allows you to change your prepared spells. Some spell casters can get spells back during short rests.