Spellcasting Rules
Spellcasters such as wizards and clerics, as well as many monsters, can cast spells both in combat and outside of combat. Below we have rules for casting spells in the Elkan 5e system.
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You might be looking for our full list of spells.
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Spells
Cantrips
Cantrips are the simplest and weakest of spells, and can be casted without expending Spell Slots. As a spellcaster, your class will give you a certain number of cantrips you can cast, and you may gain others through your background, feat, or other source. Whenever a rule or feature refers to 'spells', that includes cantrips unless otherwise indicated.
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Spell Slots and Spell Levels
Spells that aren't cantrips have a spell level of 1st to 9th level. The higher the level, the more powerful the spell. You gain more spell slots and the ability to cast higher level spells when you level up. Each spell you learn must be of a level for which you have spell slots. For example, when you reach level 3 as a wizard, you can learn two new spells of 1st or 2nd level, or one of each. ​
To cast a spell, you must expend a slot of the spell's level or higher. ​Your class's progression table (eg. Wizard Progression Table) shows how many spells and spell slots you have to cast your spells of 1st level and higher. Some characters and many monsters have special abilities that let them cast spells without using spell slots.
You regain all spell slots and uses of your spells when you finish a long rest.
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​Upcasting
Upcasting is when you cast a spell with a higher level spell slot than the level of the spell. For example, you can cast Charm at 2nd level using a 2nd level spell slot, even though the spell is a 1st level spell. Many spells become stronger when you upcast them, which is detailed at the bottom of the spell description.
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Casting Multiple Spells in a Turn
Spellcasters can only cast one spell of 1st level or higher in a turn. When you cast a spell of 1st level or higher, you can still cast a cantrip in the same turn. The exception is spells that have a casting time of 1 reaction- those do not count towards your limit.
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Allowed: Casting Sacred Flame (cantrip) as an action and Shield of Faith (1st level) as a bonus action.
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Allowed: Casting Feather Fall (1st level) as a reaction and Fireball (3rd Level) as an action.
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Not Allowed: Casting Fireball (3rd level) as an action and then using a sorcerer's Quickened Spell to cast it again.
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Not Allowed: Using a scroll or wand of Fireball (3rd level) and then casting Healing Word (1st level).
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Not Allowed: Readying the Healing Word (1st level) spell as a bonus action, then taking the attack action and using a paladin's Divine Smite (1st level).
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Duplicate Magical Effects
If a spell is cast on the same creature more than once, or two spells are cast on the same creature but both spells have the same effect, then you only apply the effects of the spell from the spellcaster with the higher spell save DC (if the DCs of both casters are the same, apply the most recent spell only). If the dominant spell ends, the lesser spell then reactivates. Thus, if a character is affected by two different Haste spells, they only gain the benefit once. At the GM's discretion, a creature may be affected by the same spell twice where that makes sense, such as with two separate Suggestion spells.
Line of Sight
Spellcasters need to be able to see their target for most spells. If a spellcaster is blinded or otherwise can't see their target, then the spellcaster does not have line of sight.
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In general:
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Area of effect spells (like Fireball) must be centered on a space the caster can see. For line effects like Wall of Fire, the caster must be able to see either the center or one end of the line.
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In the case of cone, cube, and line area of effects originating from the caster (like Lightning Bolt or Thunderwave), the caster does not need line of sight.
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Spells that require the caster to make a spell attack (like Fire Bolt or Acid Arrow) do not require line of sight. However, if the caster cannot see the target, their attack has disadvantage, just like with a weapon attack.
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A spellcaster must have line of sight to all targets of spells targeting specific creatures (like Mass Healing Word or Hellish Rebuke).
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A spell that activates as part of a weapon attack (such as a paladin's Divine Smite) does not require line of sight.​
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Targeting yourself, your space, or a creature you can touch does not require line of sight.
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If you can't directly see a target, but know their location with Blindsight or Tremorsense, you count as having line of sight to that creature.
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If a spell requires concentration, you do not need to remain within line of sight to continue concentrating on the effect.​​​
Cover and Walls
Sometimes obstacles, walls, or other forms of cover block or partially block spells.
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A creature with full cover against a spellcaster cannot be targeted by a spell. See cover for the benefits of partial cover.
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​An area of effect expands from its point of origin (eg. the center of a radius or one end of a line). If the area of effect hits an obstacle, it does not expand past the obstacle. For example, a Cone of Cold might be blocked by the wall of a building, allowing creatures on the other side of the wall to be unaffected.​
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A spellcaster has line of sight through a transparent surface, such as a glass window or a Wall of Force spell, but some spells also require a clear path to the target. Spells like Moonbeam or Bless which have an effect originating on the other side of the barrier can function, but spells like Fireball or Rock Blast specify in their description that the effect originates from the caster, so even a transparent barrier might block the effect, at GM discretion.​​
Spellcasting in Armor
A spellcaster can cast spells while wearing armor they are proficient with. If a spellcaster is wearing armor they are not proficient with, they cannot cast spells.
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Spell Details
Most spells include the following information.
Casting Time - # Targets (Range) - Spell Level (Spell School) - Spell Components - Duration
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Casting Time: each spell has a casting time, which specifies whether the caster must use an action, a bonus action, a reaction, minutes, or even hours to cast the spell. If a spell is a ritual, it will list the ritual casting time as well.
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Targets: Most spells will specify the number of targets and whether it targets creatures, objects, allies specifically, or possibly just the self. Some spells instead mention an area of effect here, such as a 20 ft. cone. Typically a spell that can affect unwilling creatures requires the caster to make a successful attack roll or the target to make a failed saving throw. A willing target can voluntarily fail a strength, dexterity, wisdom, intelligence, or charisma saving throw.
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Range: the maximum distance between the caster and the target or the center of the spell's area of effect.
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Spell Level: the level of spell slot required to cast the spell. For cantrips, it just says cantrip.
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Spell School: the type of spell. Each spell belongs to one of eight categories.
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Abjuration: Protective spells or spells that block other spells.​
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Conjuration: Spells that create matter, summon creatures, or create portals.
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Divination: Spells that allow psychic communication or discover information.
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Enchantment: Spells that influence a creature's thoughts or control their actions.
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Evocation: Spells that manipulate energy, typically to destructive effect.
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Illusion: Spells that manipulate a creature's senses or create or alter light.
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Necromancy: Spells that affect a creature's soul.
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Transmutation: Spells that change creatures or objects into something else or change the state of a creature or object.
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Spell Components: broken into three categories. The components are typically described in the italicized section at the top of spells.
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Verbal: abbreviated V. This spell requires the caster to say something as part of casting the spell. A silenced character cannot cast a spell that requires verbal components.​
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Somatic: abbreviated S. This spell requires the caster to move or make gestures as part of casting the spell. A restrained character cannot cast a spell that requires somatic components.
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Material: abbreviated M. This spell requires a physical object or substance as part of casting the spell. A spellcasting focus can substitute for components with a value of less than 1 gold.
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Duration: the amount of time the spell lasts for. If a spell is instantaneous, we list no duration. If the spell says Concentration (Duration), then the caster must concentrate on the spell.​ The spellcaster can end a spell early without using a reaction at any time, unless the spell's effect is permanent.
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Concentration
When a spellcasting uses a spell that requires concentration, they must actively sustain that spell while the spell is ongoing. The caster gains the Concentrating condition. When the caster takes damage, they must succeed on a constitution saving throw with a DC of 10 or half the damage taken rounded down (whichever is higher). If the caster fails or casts another spell that requires concentration, the spell ends. Concentration also ends if the caster becomes incapacitated.
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Rituals
Some spells can be cast as a ritual. When a spellcaster casts one of these spells, they can take longer, typically 1 minute total, to cast the spell at its lowest spell level without using a spell slot. Any character can cast a spell as a ritual unless the spell is contained in a scroll or magic item.
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Illusion Checks
When you create an illusion with Minor Illusion, Silent Image, Major Image, and some other spells or features you roll an illusion check.
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Roll 1d20 and add your spellcasting ability modifier and your proficiency bonus.
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Any creature with a passive perception (10 + perception skill) lower than the illusion check total sees the illusion as being real.
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The caster, as well as any creature that has higher passive perception than the illusion total or comes into physical contact with the illusion, disbelieves the illusion, and the illusion appears faint and translucent to them.
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If one creature sees through the illusion and tells other creatures, the other creatures can attempt an investigation or perception check using the search action with a DC equal to the illusionist's spell save DC or touch the illusion to disbelieve the illusion.
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Curses
Some spells count as curses, such as Curse of Frailty or Rend Vigor.
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When you curse a target, you can choose to have the curse's effect occur under only specific circumstances, such as cursing a target with a Curse of Frailty that only affects them when fighting dragons.
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You can set a duration or a condition that would end the curse, but you are not required to.
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As the caster, you can choose to end the curse at any time.
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If the target is affected by the Protection From Curses spell, the curse is temporarily nullified. A curse cannot be removed with Dispel Magic. Curses can be removed with Greater Restoration.
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Class Spellcasting
​Each class that can cast spells functions a bit differently, but there are more commonalities than differences.
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Spells Known vs. Spells Prepared
Each spellcaster is either a known caster or a prepared caster.
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Known casters choose spells when they level up and can only cast those spells. These are spells they 'know'. Known casters can switch spells they don't want anymore when they level up. Bards, Mystic Tricksters, Sorcerers, Spellswords, Warlocks, and Wizards are known casters.
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Prepared casters choose which spells they want when they finish a long rest. These are the spells they have 'prepared', but they can swap which spells they have prepared for any other spell on their class spell list. Clerics, Druids, Rangers, and Paladins are prepared casters.
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Spellcasting Ability
You use your class's spellcasting ability whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting ability modifier modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your spellcasting ability modifier
Spell Attack Bonus = your proficiency bonus + your spellcasting ability modifier​
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For example, a wizard's spellcasting ability is intelligence. A wizard with an intelligence of 16 and a proficiency bonus of 2 would have a spell save DC of 13 and a spell attack bonus of +5.
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Spellcasting Focuses
Each class has different available spellcasting focuses. A spellcasting focus replaces the need for you to have specific material components to cast spells, unless that material component costs 1 gold or more, in which case you must use the specific component instead.
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Spell Scrolls and Wands
Spell scrolls and spell wands allow characters to cast spells that they don't know or have prepared.
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Spell Scrolls
Spell scrolls can be scribed by spellcasters proficient with calligrapher's tools. Click here for a full explanation. A spell scroll contains a single casting of a spell which can be used by the person who scribed the scroll or by someone else. Scrolls are one-use items.
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When you cast a spell from a spell scroll:
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You must be a spellcaster who can cast spells from a class that gives you spell slots.
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It has its usual casting time, component costs, and counts towards your limit of one spell per turn.
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You do not expend a spell slot.
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You must provide any material component with a gold cost greater than 1 gold, just like with spells you cast that aren't scrolls.
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If the spell is on your class's spell list, or is a spell you can otherwise cast:
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The spell is cast with no check, even if the spell is a higher level spell than you would normally be able to cast.
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You use your spellcasting ability, spellcasting attack bonus or spell save DC.
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The scroll's magic fades and the ink disintegrates.
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If the spell is NOT on your class's spell list:
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After spending the time required to cast the spell, you must succeed on an arcana* skill check with a DC equal to 10 + the spell's level (DC 10 for cantrips).
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Success: the scroll is cast. The scroll's magic fades and the ink disintegrates.
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Failure: the spell fails. The scroll is not destroyed, and you can try again.
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Your spellcasting ability, spellcasting attack bonus is +5 and your spell save DC is 13 for this scroll.
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*You may choose to instead make a religion check for spells on the cleric spell list or a nature check for spells on the druid spell list.
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You can check if a spell is on a spell list by searching for it on our site header or on our spells page.
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Wild Magic
Wild magic is not a common part of spellcasting. Usually, only Wild Mage sorcerers can tap into wild magic, but some magic items, areas of wild magic, or magical effects can cause wild surges.
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A wild surge is when you cast a spell and a second, unexpected effect happens, usually tied to the power of your spell. Wild surges can happen at random to Wild Mage sorcerers, but they can also happen for other reasons. When you cast a spell and trigger a wild surge, you roll on a wild surge table to determine the effect of the surge.
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Wild Surge Tables
When you trigger a Wild Surge for any reason, you roll on the Wild Surge Table appropriate to the spell’s level. Most of the time, your spell works as normal and you trigger a random secondary effect.
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If the wild surge has an effect that requires a saving throw, the DC is your spell save DC.
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You cannot wild surge more than once per turn.
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​Cantrips don't trigger wild surges. There are 10 wild surge tables. The first 9 correspond to spells of 1st through 9th level. The 10th level surge table is very dangerous and best avoided. If you somehow get a surge above 10th level, roll on the 10th level table.
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If for any reason your spell is affected by more than one effect that causes a Wild Surge, then your Surge’s level increases by one level for each triggering effect. For example, if you use Voluntary Surge as a Wild Mage sorcerer and cast a 1st level magic missile in a wild magic zone where all spells are wild surges, you roll on the 2nd Level Surge Table instead of the 1st Level Surge Table. If you also trigger a random surge via the Wild Mage's Wild Surge feature, you would then roll on the 3rd level table.
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Tables
Coming Soon!
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