How to use Spells in DnD 5e

Entering a Mind Flayer’s lair, darkness envelopes the party. Hands rest upon weapons as fear

permeates the chasm of jagged stone. No one moves, afraid of what lies in the shadows. A gnome

steps forward, hand outstretched, and casts light, allowing the adventurers to spy the approaching

Grimlocks. The fighters draw their swords; the rangers ready their bows and all amongst the party

are prepared for a bloody battle. As the Grimlocks scramble towards them, a scorching fireball

erupts from the party and covers the degenerate cultists in flames. As the smoke rises, just charred

bodies and bones remain.

Mages are often overlooked in Dungeons and Dragons. We all know them as the tissue paper of the

group, with low HP and a low armour class. However, given the opportunity, they can cause

an unparalleled catastrophe. If the long list of rules made you think twice about becoming a wizard,

then this guide is perfect for you as it’ll cover everything about how to use spells in DnD 5e.

Choose a Class

The first thing you need to do is to choose a class. Here’s a full list of which classes can use spells:

Bard, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Sorcerer, Warlock and, of course, Wizard.

Not all classes get the same spells, so think hard. Imagine yourself lost deep within a murky forest,

surrounded by a pack of ferocious werewolves, your best friend dead at your side. Would you rather

cast destructive lightning bolts to avenge their death? Wizard might be the right class for you. Or,

would you kneel beside their body and grant them new life using Resurrection? Opt for Bard instead.

Once you have decided, note down how many spells your class can know at level 1. A Wizard knows

3 Cantrips* and 6 level 1 spells, which I found in the class table. Some classes get spells at later

levels.

*A Cantrip is essentially a level 0 spell. They can be used as often as you like.

Choose Which Spells You Know

Now, you must decide which spells your character knows.

The spells you can learn are determined by your class. Each has its own list, shown in the Player’s

Handbook. Remember, a level 1 Wizard knows three Cantrips and six level 1 spells. *

*Class level and Spell level are not the same! Class level is what goes up as you gain XP.

Spell level determines how powerful a spell is. For example, we all know the terror that can be

caused when an NPC ushers Power Word Kill on an ally – that’s a 9 th level spell. Compare that to the

feeble Magic Missile (1 st level) and you can really see the difference that a spell’s level makes. As

your Class level increases, you gain access to higher-level spells.

The last part to choosing your spells is deciding which ones to have prepared. The spells you know

are listed in your spellbook. Your prepared spells are the ones you have learnt and that are ready to

be used. Here’s how to determine the number of spells you can prepare:

- Wizard: Intelligence modifier + Wizard level

- Cleric: Wisdom modifier + Cleric level

- Druid: Wisdom modifier + Druid level

- Paladin: Charisma modifier + half your Paladin level

Other classes don’t need to prepare spells. The spells you have prepared must be of a level for which

you have spell slots*. You can change your list of prepared spells after a long rest.

*Spellcasters can only cast a limited number of spells before resting. This is what Spell Slot

means – the number of times you can use a spell of a certain level. Spells are projections of raw

power, so every time you cast one it uses a spell slot. You must have a long rest to replenish used

slots. This is what enshrines an epic moment in history. If a sorcerer could cast Earthquake on every

building in a corrupt town, it’d feel cheap. However, place yourself in a boggy swamp where a group

of Hydra is said to lurk. The sorcerer looks upon the wetlands and casts an almighty Meteor Swarm,

obliterating any enemies within seconds, before collapsing to the ground in exhaustion. Spell Slots

sound mundane, but they create tales that bards will sing of for decades to come.

Casting a Spell

When playing DnD, part of the joy is describing in detail exactly how you slaughter a group of

cutthroat bandits. A fighter might swing their sword towards the enemies’ necks, leaving heads

rolling in their wake. Every spell has requirements before it can be cast, meaning mages can paint

those epic pictures too. Whether it’s ushering cryptic words, holding concentration to cast a

powerful blast of lightning, or drawing symbols with your hands, these are the cool things you

describe to make every roleplaying moment unique:

- Casting Time – How long it takes to use the spell. If the casting time is minutes or hours, you

must hold concentration for the specified amount of time. If you lose concentration*, the

spell fails.

*You lose concentration when you: Use another spell that requires concentration,

take damage, become incapacitated or are killed.

- Range – The target of a spell must be within range (expressed in feet).

- Components – Every spell has physical requirements. The spell description indicates whether

it’s component can be Verbal (V - spoken), Somatic (S – hand gestures) or Material (M –

physical items). You must provide at least one of the required components to cast a spell.

Meet all these requirements and you can cast a staggering spell to bring even the eldest dragon

crashing to the ground.

Effects of a Spell

In the description of certain spells, it might say something about saving throws, attack rolls or

spellcasting ability modifier. Let’s explain what they mean, so you can see the glorious effects of

your magic:

- Saving throws: Some spells require the target to make a saving throw. Your saving throw DC

= 8 + spellcasting ability modifier + proficiency bonus + any other modifiers.

- Attack rolls: Some spells require an attack roll to see whether they hit the target. The attack

roll is a d20 + spellcasting ability modifier + proficiency bonus.

- Spellcasting ability modifier: This is which of your ability modifiers your spells rely on. It is

determined by your class – Wizards learn their spells through study and concentration,

whilst a Bard’s magic comes from the passion they pour into their performance. I will list the

modifier for each class below:

o Charisma – Bard, Paladin, Sorcerer, Warlock

o Wisdom – Cleric, Druid, Ranger

o Intelligence – Fighter, Rogue, Wizard

With all the above information, you will now be fully equipped with the knowledge of how to use

spells in DnD 5e. Whether your party is entering a Manticore’s den for the first time or battling the

Kraken amidst a sea of wrecked ships, your spells will inspire legends across Faerun!

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