Casting Spells
If your class does not know any spells at level 1, go ahead and skip to the "etiquette" page.

To view your spells, click on the spells-button at the top right of your character sheet.


If you've added your spells via the compendium, as explained in the "add your class" page, then you can view a spell's details by clicking its gear-icon.

To cast a spell, click its label. Depending on the spell this will either post its roll to the chat window, or it will post its description to the chat window. The latter is handy because it reminds everyone of the spell's details, and the DM will certainly need to be reminded of them.
If clicking a spell results in a pop-up asking which spell-level to cast it at, select which level (spell slot) you like. For our first session, your character only has level-1 spell slots available.

After you and the DM narrate through all of the steps your spell describes, the spell has been cast and you should deduct 1 from the appropriate spell slot tracker.

You do not need to memorize your spells... this is why we keep references for them on your character sheet.

An example is provided at the bottom of this page.



Spell Details
level, school, ritual


"Level" is the minimum spell-level slot required to cast the spell.
"School" is the magic school which the spell belongs to, such as "conjuration" or "divination". This is just descriptive.
"Ritual": If this keyword is listed, then the spell can be cast as a ritual.
  Casting as a ritual means spending a long length of time to cast the spell, with the benefit of not expending any of your spell slots. The length of time required is up to the DM, it may be minutes or it may be hours. Most spells cannot be cast as a ritual.


Casting Time


This will typically be an "action". Some spells are instead a "reaction" or a "bonus action". And some very few spells will list a time in minutes or hours.


Range


Your target must be within this range.
A range of "touch" requires that you to touch your target. You can target yourself if you like.
A range of "self" means that the spell can only be used to target yourself.

Once the spell is cast, you do not need to remain within its stated range, even if it has a duration or even if it requires concentration. So for example, you could cast a fog cloud at a certain spot, and then go for a long walk. The fog cloud will remain where you had placed it until its 1-hour duration ends.


Components


"V" = "Verbal". You cannot cast a verbal spell if you are somehow silenced. Verbal spells risk giving away your location if you are hiding.
"S" = "Somatic". You must have at least one free hand in order to cast somatic spells.
"M" = "Material". The spell requires material components, which are listed in the spell description. For most spells, owning either a "component pouch" or a "spellcasting focus" satisfies this requirement. The exception is if the material is listed with a GP cost ("Gold Pieces"), in which case the character must acquire that material before being able to cast the spell.


Duration


For most spells this is simply how long the spell lasts.

But if the spell's duration includes the word, "Concentration", then there are some special rules.
A concentration spell ends if the caster's concentration is broken. Generally you can still take actions while concentrating, including attacking or casting other spells. The following can break concentration:
  • Casting another spell which requires concentration.
  • Taking damage. If this happens, you must make a Constitution saving throw in order to maintain concentration. The more damage you take, the more difficult this saving throw will be.
  • Being incapacitated.
  • The DM decides that something in the environment would end concentration.
  • Voluntarily ending concentration.
Terms used in a spell's description
Area of Effect

Here's a diagram visualizing the terms which might be used in the spell's description of its area of effect.


Target

A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects. or a point of origin for an area of effect (see above).

There must be a clear path to your target for the spell to reach it.

If a spell requires you to target a creature, you can opt to target yourself if you like, unless the spell's description states otherwise.


Saving Throws

If your spell grants a target a saving throw, then the target gets a chance to avoid the full effects of your spell. To do so, the target must roll a value equal to or greater than your Spell Save DC, written at the top of your character sheet's spell page.
("DC" means "Difficulty Class".)


Attack Rolls

If your spell requires you to make an attack roll:

Click the spell's label, either on your sheet's spell page or on the core page's "attacks and spellcasting" section.

If your spell hits, then to roll its damage: IN THE CHAT WINDOW, click the name of the spell under the value of your rolled attack.
Roll a d20, and add your spell attack bonus, listed at the top of your sheet's spells page.
  This bonus equals your spellcasting ability's modifier plus your proficiency bonus.

If your spell hits, then roll the damage as explained in the spell's description.

Most spell attacks are ranged attacks. Like all ranged attacks, if any foe is within 5 feet of you, then you have disadvantage on your attack roll.
Misc
If a spell has a duration, then its effects do not stack if cast multiple times. For example, the bless spell allows your target to add 1D4 to the target's attack rolls and saving throws. If this spell is cast on the same target twice, the target still only gets the one 1D4.
Example
DM: While fleeing through the twists and turns of the unending badlands, when you glance back into the darkness of the night you can see the gleam of multiple pairs of eyes as your unknown pursuers close in on you with bloodthirsty rasps and snarls.
PLAYER: Ok I'm going to see if I can slow them down with an entangle spell.
  (The player clicks the spell on the character's sheet, resulting in the spell's description appearing in the chat window for both the player and the DM to see.)
PLAYER: Will I be able to get all of them with the spell?
DM: Let's see... It has a range of 90 feet, and an area of 20 feet square. It's hard to tell in the darkness, but the furrows of these badlands are fairly narrow and you have a rough idea of the creatures' location. You think you might be able to catch them all.
PLAYER: Ok, I wait until I think they are all within range, brace myself in a dramatic stance, and utter the incantation. I like to think that my spell-focus of an apple-sized shrunken head animates to utter the incantation with me.
DM: Haha, that's pretty cool! Yes, it does exactly that. As your two voices blend in creepy unison, you can hear the rip of earth as vines sprout from the ground under your pursuers, who squeal in shock.
...So the spell says that they must make Strength saving throws to see if they break free from the entangling vines. What's your spell save DC?
PLAYER: 14.
  (The DM makes secret rolls for the monsters.)
DM: You can hear the sounds of struggle, including the snapping of vines off on one end. But you think you got most of them for now.
PLAYER: Yes!
DM: As a reminder, they will get to try to break free every round. And even if they do, the vines make the area "difficult terrain", so once they escape they'll be slowed down for maybe a round before they get out of that mess.
PLAYER: Great, I turn and run to put as much distance between them and me as possible.
DM: As you do so, you can hear scampering in the distance, it sounds like only one of them is still on your trail for now. Good work, that's a big improvement.