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Spellcasting in D&D 5e: A Beginner's Guide

Magic is at the heart of D&D. Learn the fundamentals of spellcasting, including cantrips, spell slots, and the components needed to unleash powerful magical effects on your adventures.

A wizard casting a spell from a glowing book.

Magic is the lifeblood of Dungeons & Dragons. It's the force that allows characters to defy physics, mend mortal wounds, and call down fire from the heavens. For a new player, spellcasting can seem like the most complex part of the game, with its own rules, resources, and vocabulary. This guide will break down the core concepts of magic so you can wield it with confidence.

What is a Spell?

A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the D&D multiverse into a specific, desired outcome. When a character casts a spell, they are tapping into that power to create an effect, whether it's launching a bolt of fire, healing a friend's wounds, turning invisible, or even raising the dead. You can browse all official spells on the D&D Beyond spell list. Each spell has a level from 0 to 9, which indicates its overall power.

Cantrips and Leveled Spells: Your Magical Toolkit

Spells come in two main types, which form the foundation of your magical arsenal:

  • Cantrips (Level 0 Spells): These are the simplest spells, so ingrained in your character that they can be cast at will, as often as you like, without using up any resources. Think of them as your basic magical attacks or utility tools. Cantrips like Fire Bolt, Light, and Mage Hand are the bread and butter of a spellcaster, ensuring you always have a magical option available.
  • Leveled Spells (Levels 1-9): These are more powerful and complex spells that require a resource called a spell slot to cast. The higher the spell's level, the more powerful its effect, and the higher the level of the spell slot required to cast it.

Understanding Spell Slots: Your Magical Fuel

Think of spell slots as your character's daily magical fuel tank. Your character's class and level determine how many spell slots you have for each spell level (e.g., four 1st-level slots, three 2nd-level slots, etc.). When you cast a 1st-level spell like Magic Missile, you expend one of your 1st-level spell slots. Once that slot is used, it's gone for the day. You regain all your expended spell slots when you finish a long rest.

You can always cast a spell using a higher-level slot than the spell requires. This is called "upcasting." Often, doing so makes the spell more powerful. For example, casting the 1st-level spell Magic Missile with a 2nd-level slot creates an extra magical dart. The spell's description will tell you how it benefits from being upcast. This is detailed in the Basic Rules.

Known vs. Prepared Spells

Different spellcasting classes access their spells in different ways.

  • Known Spells: Sorcerers, Bards, and Rangers know a limited number of specific spells. These are ingrained in their memory or being. They can cast any spell they know, as long as they have a spell slot of the appropriate level.
  • Prepared Spells: Wizards, Clerics, and Druids have access to a much wider list of spells. Each day, after a long rest, they must choose a certain number of spells from their list to "prepare" for the day. They can only cast the spells they have prepared. This offers incredible flexibility, allowing them to tailor their spell list to the challenges they expect to face.

The Components of a Spell (V, S, M)

Every spell requires a combination of components to be cast. If you are unable to provide these components—for example, if your hands are bound or you are in an area of magical silence—you cannot cast the spell. The full rules are explained on D&D Beyond.

  • Verbal (V): The chanting of mystic words. You must be able to speak clearly to provide this component.
  • Somatic (S): A specific and intricate set of hand gestures or movements. You must have at least one hand free to perform these gestures.
  • Material (M): A physical object or substance that is consumed or channeled by the spell. This could be a pinch of sand, a feather, a tiny bell, or a valuable gem. If a cost is listed in the spell's description (e.g., "a diamond worth at least 300 gp"), the component is consumed upon casting. Otherwise, you can reuse it. Most spellcasters use a spellcasting focus (like a wizard's wand, a cleric's holy symbol, or a druid's sprig of mistletoe) to replace any material component that doesn't have a specific cost.

Ready for a Fight?

The best way to learn is by doing. Now that you understand the basics of magic, it's time to see how it works in the heat of battle. Our next guide breaks down the step-by-step process of running your first combat encounter.

Chapter 8: Running Your First Combat

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