Hello apprentices ! it’s time to learn how to cast your very first spell in dungeons & dragons 5th edition. From this page we are going to write an article about how important learning spell casting is in d&d 5th edition because everybody can do it. Whether you’re a player making your very first dnd character or the DM running NPCs dnd 5e spell casting is everywhere in this RPG. And if you’re new to the game it can be a little confusing to really grasp the concept of how spell casting works for different classes and just basically the rules of thumb for how to cast spells in the first place.
Firstly in dnd 5e every spell has a spell level, this will be from the very first level spells all the way up to 9th level spells. So when you’re reading a spell the spells level along with your class table is going to determine the most powerful spell your character can cast. What’s really important about the spell level is that your spell levels don’t line up your character level. Every spell casting class in its description is going to have a table which tells you what level spells you can cast and how many of those spells you can cast per day. Make sure you read the table carefully, because there is a lot of crucial information on this and it’s a little bit different for every class.
What Is A Spell?
In d&d 5e spell list, a spell is a discrete magical effect, also a single shaping of the magical energies which can suffuse the multiverse into the specific and limited expression. But in casting a spell, a character would carefully plucks at an invisible stands of raw magic suffusing the world, pins them in place in a specific pattern, even sets them vibrating in particular way and after that releases them to unleash a desired effect-actually, in most of the cases and all in a span of seconds.
Every spell can be a versatile tools, weapons, or even the protective wards. They can easily deal damage or undo it, impose or remove the conditions, drain life energy away and also restore life to the dead.
Many spells are created over the course of the multiverse’s history, and also most of them are long forgotten. But some of them might yet lie recorded in crumbling the spellbooks which are hidden in an ancient ruins or might be trapped in the minds of dead gods. Or else they might someday be reinvented by the character those who has amassed enough power and also wisdom to do so.
DnD 5E Spells List
|Name Of Spell||Level|
|Protection from Evil and Good||1st|
|Ray of Frost||Cantrip|
|Speak with Animals||1st|
|Mass Cure Wounds||5th|
|Finger of Death||7th|
|Prayer of Healing||2nd|
|Name Of The Spell||Level|
|Speak with Dead||3rd|
|Mass Healing Word||3rd|
|Cone of Cold||5th|
|Create or Destroy Water||1st|
|Gust of Wind||2nd|
|Guardian of Faith||4th|
|Detect Evil and Good||1st|
|Circle of Death||6th|
|Name Of Spell||Level|
|Freedom of Movement||4th|
|Ray of Enfeeblement||2nd|
|Tasha's Hideous Laughter||1st|
|Zone of Truth||2nd|
|Shield of Faith||1st|
|Beacon of Hope||3rd|
|Create Food and Water||3rd|
|Contact Other Plane||5th|
|Name OF The Spell||Level|
|Power Word Stun||8th|
|Meld into Stone||3rd|
|Mordenkainen's Private Sanctum||4th|
|Pass without Trace||2nd|
|Mordenkainen's Magnificent Mansion||7th|
|Speak with Plants||3rd|
|Conjure Minor Elementals||4th|
|Transport via Plants||6th|
|Protection from Poison||2nd|
|Name Of Spell||Level|
|Flesh to Stone||6th|
|Dispel Evil and Good||5th|
|Detect Poison and Disease||1st|
|Wall of Stone||5th|
|Spare the Dying||Cantrip|
|Power Word Kill||9th|
|Protection from Energy||3rd|
|Commune with Nature||5th|
|Mordenkainen's Faithful Hound||4th|
|Globe of Invulnerability||6th|
|Guards and Wards||6th|
|Wall of Thorns||6th|
|Melf's Acid Arrow||2nd|
|Conjure Woodland Beings||4th|
|Storm of Vengeance||9th|
|Glyph of Warding||3rd|
|Rary's Telepathic Bond||5th|
|Evard's Black Tentacles||4th|
|Delayed Blast Fireball||7th|
|Name Of The Spell||Level|
|Word of Recall||6th|
|Wall of Force||5th|
|Arcanist's Magic Aura||2nd|
|Locate Animals or Plants||2nd|
|Wall of Ice||6th|
|Otto's Irresistible Dance||6th|
|Find the Path||6th|
|Tenser's Floating Disk||1st|
|Otiluke's Freezing Sphere||6th|
|Purify Food and Drink||1st|
|Otiluke's Resilient Sphere||4th|
|Leomund's Tiny Hut||3rd|
|Ray of Sickness||1st|
|Name Of The Spell||Level|
|Leomund's Secret Chest||4th|
|Drawmij's Instant Summons||6th|
|Hail of Thorns||1st|
|Snilloc's Snowball Swarm||2nd|
|Armor of Agathys||1st|
|Crown of Madness||2nd|
Spells By Class
- Artificer Spells
- Bard Spells
- Best Cleric Spells
- Druid Spells
- Paladin Spells
- Ranger Spells
- Sorcerer Spells
- Warlock Spells
- Wizard Spells 5E
This is the first place to start and the spell casting description is going to tell you one other really important detail beyond how many spells your class gives you, what ability score you’re going to use for casting your spells. Such as the wizards use their intelligence because they study the magic that they learn and then cast. Whereas a paladin or a sorcerer or bard they draw on magic that comes from their force of personality and so they use their charisma for casting their spells.
There are some classes like druid and clerics that uses wisdom. Because they’re usually getting their magic from a divine force or from the natural world itself that’s why they use wisdom for that spell casting. So, you’re gonna want to read when you’re creating your character the section that tells you which ability score you’re using for spell casting because that is very important to know. Because, you’re probably going to want to beef up that stat if you’re a spell caster.
Your spell casting ability score is going to be used to determine two main things that are consistent across every class that can cast a spell. Your spell attack bonus and your spell saving throw DC this is your spell casting ability modifier plus your proficiency modifier plus 8.
If you are looking for the rules for this it should say that in your character class and it will give you what your algorithm is for determining. Of course, it is the same for every class. Many spells not all of them but many spells will refer to one of these or both when you either make a spell attack or when you cast a spell on someone else and they get to make a saving throw to see if they can escape it’s effect.
Some spells work very similar to the way melee or ranged attacks works where you have to roll to hit your target this is where your spell attack modifier would come into play. Whereas if it’s a type of spell that requires a save similar to that of like a dragon’s breath weapon or traps or things of that nature then you need to know your spell save DC so that the enemies can try to roll a save against your spells house.
Our class is going to also tell us how many spell we know there are some characters that prepare spells and there are some characters that know spells, your class is going to tell you which of these two you are. If your class that knows spells on your table for your class it’s going to tell you how many spells your character knows. Whenever you level up you get to choose a spell from your classes spell list and add that to your character sheet.
Your character can then cast the spells that you know but none others even if those spells are on your characters spell list, think of the spell list is a big pool of all the spells that are out there for everyone of your class and the spells that you know as the subset of that your character has learned.
This is different than spells prepared, it works quite a bit differently and you won’t have the known option in your table. This is common for classes like paladin’s, clerics and druids who basically get access to their entire spell list and every day when they prepare spells after completing a long rest. They can choose whatever they want from that list.
If you’re a very indecisive person playing a spell caster that works this way as your first spell caster is a really great idea because it means that if you don’t like a spell you don’t have to commit to it. Whereas with a spell caster that has to know their spells you really got a plan ahead in advance. Because the only time you get to choose your spells is when you’re leveling up. Now typically what it is that the classes that prepare spells. They get to prepare a number of spells equal to their character level plus their spell casting ability modifier.
So for an instance, if you’re a fifth level cleric with a wisdom score of 16, you get to prepare eight spells. Now of course clerics also get a whole bunch of extra spells from their domain. So there’s ton of exceptions. The big exception to this whole system is the wizard who has a spell book, a spell list and the spells they prepared. A wizard can only prepare spells that they’ve had written in their spell book but their spell book can contain any spells that they might have developed on their own through leveling up, a wizard learns two new spells every level to add to their spell book. But a wizard can actually take a spell book from another wizard that they’ve either stolen it from found in his treasure or borrowed it and add those spells for their book. So a wizard can keep learning more and more spells and then gets to kind of make this shortlist.
Every spell casting class has a specific number of cantrips that they know and no more. So, clerics, wizards and everything like that you can’t learn more cantrips through the table says specifically and a wizard can’t find a cantrip written down in another wizard spell book and then add that to their list. Now you get the ones that the cantrips no one says. But the benefit of the cantrip over rest of the spells is that a cantrip does not require a spell slot to use. You can use them as many times as you want and as you level up cantrips improve slightly either usually doing a little bit more damage and that the level is not your level in that class, it’s your absolute character level. So, if you’re a first level wizard but a tenth level rogue your fire bolt does 3d10 damage.
Spell slots determine the actual number of spells your character can use during an adventuring day. So, even though your character might know five, ten, fifteen spells or have prepared. You can’t just use those spells an unlimited number of times unlike a cantrip. The spells per day give you a hard limit on how many spells of each level you can cast. However within this limitation you can mix and match freely from the spells that you know or have prepared.
For an example, if you’ve prepared to spell magic, fireball and hypnotic pattern as 3rd level spells and you have three third level spell slots. You could cast each of those spells once and cast fireball three times or you could even use your lower level spells that you’ve prepared and up cast them in the higher level spell slots. That is an important note that any spell that you have may have rules at the bottom of it that indicate what it can do if you cast it at higher level. So don’t be afraid to look at your lesser spells and say what could this do if i cast it at my highest spell slot. Usually they deal more damage or target more creatures. But it does not work in reverse, you can’t cast a third level spell in a second level spell slot doesn’t work that way. Spells can go up but they can never go down. So, once you’ve used up those high-level spell slots, your high-level spells are completely off-limits to you.
Till now we’ve learned about how many spells we can cast every day. Now we are going to look at about actually the spells themselves, how do they work?
When we look at a spell, the first thing it’s going to tell us is of course the name of the spell. Immediately under that the spell level and the school of magic that it falls into. There are eight different schools of magic and by large the schools of magic are a descriptive bit of flavor text that helps categorize spells based on what they do. Evocation magic tends to involve elemental spells that deal damage. Whereas necromancy involves animating the dead and manipulating life forces and divination spells will do things like see the future or reveal secrets.
You also then get a casting time which is very very important to know. So the casting time will determine how long it takes to cast the spell, you might see something that says one action which means that on your turn you require to use your whole action to cast that spell. This is very different than a spell that says one bonus action which means that you can cast the spells of bonus action and then do something else as your main action. However, you can’t cast a spell with your action after you’ve cast another spell as a bonus action or if you cast a spell with your action you can’t then cast another spell as a bonus action. The exception to this is a cantrip.
If you cast a cantrip with your action then you can cast a bonus action spell and if you cast a bonus action spell you can then go cast a cantrip but if something for an instance you can’t cast fireball and then misty step away. It won’t work. This also shows you why cantrips are exceptionally important.
Some spells are gonna have casting times that are actually not measured as one action but may be even longer than that, they might be minutes or even hours in some cases. A lot of these spells i find are useful outside of combat because it’s very seldom that you’re gonna spend ten minutes in a combat trying to cast one spell. But there are things like setting up an alarm.
Some spells can also be cast as rituals in ten minutes, a spell that’s marked as a ritual means that you can cast it without using a spell slot but it just takes 10 extra minutes to cast.
The next section here is the range of your spell also important to know because that can very much change the way that it plays out on the board. The first thing to watch out for our spells that have a range of self. These are spells that you could only cast on you and they can not be applied to other creatures.
Other spells will have a range measured in feet these are usually attack spells some spawns might also say touch which means that you have to be able to walk up to a creature and touch them sometimes this might also require you to make an attack role to successfully get the spell off. Some spells will also say range self but then specify something like a 60 foot cone. This means that there is an effect that is emanating from you outward but it is fundamentally centered on yourself. Some spells will also specify that they have a range but then an area like fireball for an instance which has a range of 150 feet but then affects a 20 foot area. Be aware of this read it really carefully because spells often have multiple ranges in them.
Next up we have dnd 5e spell components list: Which is a very interesting category but it also usually includes letter such as V, S, or M.
Here V stands for verbal components, this means that your character has to speak in a voice saying words like hocus-pocus, abracadabra or something that you make up. Whatever those verbal components are it’s really up to you to flavor for your character but it does mean that a spell with verbal components requires that you have to be able to speak in a clear audible voice. So, if you are mute or incapacitated or somehow silenced like using the silent spell then you can not cast the spell that requires verbal components. This also means you’re audible to people around you. I say that a verbal component of a spell i like to explain it to players that like when you are casting a spell verbally that weird spell voice things happens to your voice so other creatures know that you’re speaking in spell voice.
And the S means Somatic, this means that you have to twiddle your fingers and your thumbs and gesture in someway to cast the spell. Which means that your hands need to be free. That doesn’t mean you can’t hold something in your hands, you can for an instance hold a sword in one hand but then gesture with your other hand. The other option if you’re using your spell casting focus like a staff or the material components of a spell in your hands those are okay. But for an example the spell with somatic components if you’re holding a weapon in one and weapon in the other hand you can’t cast that spell.
Now what about M, here M means Material Components, a material component for a spell might be a funny thing like for detect thoughts where you need a penny so honey for your thoughts or bat guano for the fireball spell. In this case a material object that you may need to manipulate to cast the spell.
The last section of this is the duration of the spell which can be anything from instantaneous to 24 hours or anywhere in between or even longer. This is where one of the most important mechanics comes into play with spell casting. Concentration you’ll notice that many spells that have a duration that is not instantaneous which means the spell happens and then goes away. Will have a duration measured in rounds minutes or hours but may also specify that concentration is required.
Concentration is no more difficult than your character’s focus but the restriction is that your character can only focus their concentration on one spell at a time. Dungeon master’s and player’s this is a hard limit and the dungeon master’s guide specifically says you should not make a house rule that allows any ability to concentrate on more than one spell at a time. That is like giving a player character, the ability to take extra turns that’s how transformative concentration is. So, you get one.
Another, interesting thing about concentration is that you can lose concentration if you’re playing a spell caster who is damaged in combat well concentrating on a spell you have to make a concentration check to maintain that focus on that spell don’t forget that.
A concentration check is easy to make it’s only ten on a constitution saving throw or half the damage you took which ever is higher. Other circumstances also can impose you make a concentration check like if you’re trying to cast a spell during an earthquake or you’re on a shipwreck or something like that. If you lose concentration on the spell it immediately ends it’s gone. Anyone that’s held by that spell, any effect if you’re flying you fall. So, it can be bad losing concentration.
At the same time you can also relinquish your concentration on a spell on your turn at any time and if you cast a spell that requires a concentration while concentration on a no spell the old spell immediate instantaneously ends. There is no way to overlap to concentration spells as one person. You need a whole other friend if you want queue concentration effects happening.
The remainder of the spell when you’re looking at it just basically tells you exactly what it does as well as including if it’s a damaging spell how much damage you’re going to do and any roles that you might need to make or that the person you’re casting it on might need to make such as your spell attack modifier or your safety throw DC and what they need to roll on like what ability score.
The important thing to know with the spell is that if you’re ever confused about what a spell does read it out loud. Oftentimes players will gloss over spells and miss very key points in the spell descriptions and the really important thing with a spell is that it only does exactly what it says it does on the page.
My Top 10 Powerful D&D Spells
There are 10 most powerful d&d spells which we felt so much excited. Now we are going to reveal them for you. So check them below.
Top 10: Counterspell
Top 9: Silence
Top 8: Heat Metal
Top 7: Banishment
Top 6: Arcane eye
Top 5: Polymorph
Top 4: Animate objects
Top 3: Hypnotic pattern
Top 2: Leomund’s tiny hut
Top 1: Wall Of Force
Dungeons & Dragons is an exception spaced rule system which means that as the dungeon master your best tool for interpreting in the spell is reading exactly what’s written on the page. If you want to let a spell do something creative or interesting for example some players want to know like can i use ray of frost to make ice cubes, cool go ahead that’s super awesome.
But can you use create or destroy water to vaporize all of the water in a human body ? absolutely not. I just took mage hand i want to punch that enemy in the face with my mage hand, but it does not let you make attacks. As another rule of thumb when it comes to difficult to interpret spells like illusion magic, see if you can find what other spells of that level are capable of doing is a good way of measuring how strong those creative effects can be.
You want your players to be able to get creative with their magic and use them in interesting ways at the same time magic is not a cart block for your players to be able to do absolutely anything and break your game.
One of the other things you might notice in your spell is that it will list within the range whether it is a cone, line, cube, sphere or cylinder and a point of origin, so how do you determine what these mean?
Read the spell description very carefully! but there’s a great image in the player’s handbok, as well as an explanation in xanathar’s guide to everything if you need help figuring out exactly how to measure out the area of a spell and what that means.
It’s very important to remember that spells do work in three dimensions which means that a fireball doesn’t just go out this way, it also goes up really cool implications to using spells in three dimensional ways that you should be completely aware of when you’re casting.
You can find that on page 204 of the player’s handbook for the basic rules and then they expand upon xanathar’s guide to everything.
Spells and spell casting can be one of the most difficult things to learn as a new player in d&d. So we hope this article helps you figure out exactly what the ups and downs are of this magical world.
If you’re still looking for some more resources on this read the player’s handbook but we also recommend checking out the spell book cards. There are really handy reference so that you can really quickly find out the range and description on spells.