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If you want to try casting the spell again, you must start over. For a spell like Magic Missile , the target is a creature.

For a spell like Fireball , the target is the point in space where the ball of fire erupts. Most Spells have ranges expressed in feet.

Some Spells can target only a creature including you that you touch. Other Spells , such as the Shield spell, affect only you.

These Spells have a range of self. Verbal V Most Spells require the chanting of mystic words. Somatic S Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures.

If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. Material M Casting some Spells requires particular Objects , specified in parentheses in the component entry.

But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.

A Duration can be expressed in rounds, minutes, hours, or even years. Some Spells specify that their Effects last until the Spells are dispelled or destroyed.

Instantaneous Many Spells are Instantaneous. Concentration Some Spells require you to maintain Concentration in order to keep their magic active.

If you lose Concentration , such a spell ends. If a spell must be maintained with Concentration , that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it.

You can end Concentration at any time no action required. The following factors can break concentration: Casting another spell that requires Concentration.

You lose Concentration on a spell if you cast another spell that requires Concentration. Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your Concentration.

The DC equals 10 or half the damage you take, whichever number is higher. Being Incapacitated or killed. You lose Concentration on a spell if you are Incapacitated or if you die.

Unless a spell has a perceptible Effect , a creature might not know it was targeted by a spell at all. Targeting Yourself If a spell Targets a creature of your choice, you can choose yourself, unless the creature must be Hostile or specifically a creature other than you.

If you are in the area of Effect of a spell you cast, you can target yourself. Areas of Effect Spells such as Burning Hands and Cone of Cold cover an area, allowing them to affect multiple creatures at once.

The rules for each shape specify how you position its point of Origin. Typically, a point of Origin is a point in space, but some Spells have an area whose Origin is a creature or an object.

To block one of these imaginary lines, an obstruction must provide total cover. Cone A cone extends in a direction you choose from its point of Origin.

The circle must either be on the ground or at the height of the spell Effect. The energy in a Cylinder expands in straight lines from the point of Origin to the perimeter of the circle, forming the base of the Cylinder.

Line A line extends from its point of Origin in a straight path up to its length and covers an area defined by its width. The spell specifies the ability that the target uses for the save and what happens on a success or failure.

Attack Rolls Some Spells require the caster to make an Attack roll to determine whether the spell Effect hits the intended target.

Most Spells that require Attack rolls involve Ranged Attacks. The Schools of Magic Academies of magic group Spells into eight categories called schools of magic.

Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list.

The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Starting at 3rd level, when you cast Mage Hand , you can make the spectral hand invisible, and you can perform the following additional tasks with it:.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity Sleight of Hand check contested by the creature's Wisdom Perception check.

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell.

Doing so gives you advantage on attack rolls against that creature until the end of the turn. At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier.

The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast it doesn't need to be a wizard spell.

You can use this feature a number of times equal to your Charisma modifier a minimum of once. You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest.

If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

As normal, you can't increase an ability score above 20 using this feature. Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn.

During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.

A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it no action required.

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one.

A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. Share on. You should be logged in to clone a site.

Cantrips You know two cantrips of your choice from the bard spell list. Spell Slots The Bard table shows how many spell slots you have to cast your spells of 1st level and higher.

Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the bard spell list.

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Spells can be Versatile tools, Weapons , or protective wards. They can deal damage or undo it, impose or remove Conditions , drain life energy away, and restore life to the dead.

Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods.

Or they might someday be reinvented by a character who has amassed enough power and Wisdom to do so. Spell Level Every spell has a level from 0 to 9.

Cantrips—simple but powerful Spells that characters can cast almost by rote—are level 0. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th--level spell.

Known and Prepared Spells Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item.

Members of a few Classes , including bards and sorcerers, have a limited list of Spells they know that are always fixed in mind.

The same thing is true of many magic--using Monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing Spells.

This process varies for different Classes , as detailed in their descriptions. Spell Slots Regardless of how many Spells a caster knows or prepares, he or she can cast only a limited number of Spells before Resting.

Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher-- level Spells are even more so.

For example, the 3rd--level Wizard Umara has four 1st--level Spell Slots and two 2nd--level slots. You can think of a spell slot as a groove of a certain size—small for a 1st--level slot, larger for a spell of higher level.

A 1st--level spell fits into a slot of any size, but a 9th--level spell fits only in a 9th--level slot. So when Umara casts Magic Missile , a 1st--level spell, she spends one of her four 1st--level slots and has three remaining.

Finishing a Long Rest restores any expended Spell Slots. Casting a Spell at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting.

Effectively, the spell expands to fill the slot it is put into. Casting in Armor Because of the mental focus and precise gestures required for Spellcasting , you must be proficient with the armor you are wearing to Cast a Spell.

You are otherwise too distracted and physically hampered by your armor for Spellcasting. Cantrips A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance.

Rituals Certain Spells have a Special tag: ritual. Such a spell can be cast following the normal rules for Spellcasting , or the spell can be cast as a ritual.

The ritual version of a spell takes 10 minutes longer to cast than normal. To Cast a Spell as a ritual, a spellcaster must have a feature that grants the ability to do so.

The Cleric and the druid, for example, have such a feature. Casting Time Most Spells require a single action to cast, but some Spells require a Bonus Action , a Reaction , or much more time to cast.

Bonus Action A spell cast with a Bonus Action is especially swift. Reactions Some Spells can be cast as Reactions. These Spells take a fraction of a second to bring about and are cast in response to some event.

If a spell can be cast as a Reaction , the spell description tells you exactly when you can do so. Longer Casting Times Certain Spells including Spells cast as rituals require more time to cast: minutes or even hours.

If you want to try casting the spell again, you must start over. For a spell like Magic Missile , the target is a creature.

For a spell like Fireball , the target is the point in space where the ball of fire erupts. Most Spells have ranges expressed in feet.

Some Spells can target only a creature including you that you touch. Other Spells , such as the Shield spell, affect only you. These Spells have a range of self.

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