Spellcasting

Slots, components, concentration, and rituals

Spell Slots

Spellcasters have a pool of spell slots by level. Casting a spell of 1st level or higher expends one slot of that spell's level or higher; cantrips cost nothing and can be cast at will. A long rest restores all expended slots (with a few class exceptions).

Casting Time, Range, Duration

Casting time
Most spells take 1 action; some take a bonus action, a reaction, or minutes. Longer castings require concentration throughout.
Range
Measured from you in feet; 'self' and 'touch' are common special cases.
Duration
Instantaneous, or a timed duration — many powerful buffs require concentration, up to the listed time.

Components

Verbal (V)
Chanting mystic words — impossible while gagged or in magical silence.
Somatic (S)
Forceful gestures — you need at least one free hand.
Material (M)
A component, replaceable by a component pouch or spellcasting focus — unless the spell lists a cost or says the component is consumed, in which case you need the real thing.

Concentration

You can concentrate on only one spell at a time — casting another concentration spell ends the first. You also lose concentration if you're incapacitated or killed, and when you take damage: make a Constitution saving throw, DC 10 or half the damage taken, whichever is higher. Environmental jolts (waves, earthquakes) can force saves too, at the DM's call.

Rituals and Save DCs

A spell with the ritual tag can be cast without a slot by adding 10 minutes to its casting time (if your class allows ritual casting). Your spell save DC is 8 + proficiency bonus + spellcasting ability modifier; your spell attack bonus is proficiency bonus + spellcasting ability modifier.

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