A primer on D&D spellcasting?

Recommended Videos

DarklordKyo

New member
Nov 22, 2009
1,797
0
0
I've been into Dungeons and Dragons for a little while now, and I recently adopted my second D&D character (and my first that wasn't a pre-gen). As my only experience before my warlock was my monk, I'm, as you can guess, I'm not very knowledgeable about spellcasting rules in the game.

I read through the spells section of my player handbook, but I don't think it answered all my questions. Can anyone give me a general primer on spellcasting in the game? (particularly how dividing spell slots between the various spell levels works).
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
16
23
Which edition? Is it the current (5th Edition) or is it an older one?
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
16
23
Well first, I should point out Warlocks are very different from the other spellcasters.

Also, I havent played a Warlock in 5e, so I lack first-hand experience, but I will do my best to help.

Warlocks arent about traditional spellcasting using slots and spells known, They have a unique feature, Invocations, which are spell-abilities that in most (havent read every one) cases are infinite use. Many simply give you a normal spell you can use at will. Others give you special abilities or unique Warlock spells.

Basically, the information you asked for is mostly irrelevant to Warlocks. They have such limited regular spell-casting cause its a rather just there...cause? They could probably have made the warlock without spell-slots and traditional spellcasting altogether really.
 

DarklordKyo

New member
Nov 22, 2009
1,797
0
0
Saelune said:
Well first, I should point out Warlocks are very different from the other spellcasters.

Also, I havent played a Warlock in 5e, so I lack first-hand experience, but I will do my best to help.

Warlocks arent about traditional spellcasting using slots and spells known, They have a unique feature, Invocations, which are spell-abilities that in most (havent read every one) cases are infinite use. Many simply give you a normal spell you can use at will. Others give you special abilities or unique Warlock spells.

Basically, the information you asked for is mostly irrelevant to Warlocks. They have such limited regular spell-casting cause its a rather just there...cause? They could probably have made the warlock without spell-slots and traditional spellcasting altogether really.
Fair enough, though mind giving me that primer in case I make something more traditional? (plus, at low level, I only really have the few things).
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
16
23
DarklordKyo said:
Fair enough, though mind giving me that primer in case I make something more traditional? (plus, at low level, I only really have the few things).
Well, most spell casters have the table show how many slots per level of the spell.

Incase it is unclear, level when referring to spells is that there are 9 "levels" of magic, plus cantrips or "level 0". Character level is your class(es). A pure level 10 wizard can cast spells up to "level 5".

Many classes have different gimmicks thrown in that can affect how this all works together. Wizards only learn so many spells per level up, but can learn new spells without limit as long as they aquire the means to learn the new spells, which by default is getting appropriate spell scrolls.

Sorcerers in 5e are limited in the number of spells they know, but have "Sorcery Points" which let them cast more spells, empower spells, and some other stuff. Havent played a 5e Sorcerer yet though, and am more familiar with 3.5 which mostly was just "less spells, but more uses".

Other casters, primarily "divine" ones, ie Cleric, Paladin, Druid and Ranger operate different in available spells. Unlike most Arcane casters, they have all spells of the appropriate level available, they just need to choose them when they set the spells memorized for that day.

So a Cleric capable of casting up to level 3 spells can select ANY level 3 spells without having to acquire them from somewhere.

Any class that has "Spell slots per spell level" is just 1 for 1. If your wizard has 2 slots available for level 3 spells, they can pick any 2 spells of level 3 to fill those slots. Each spell level is usually independent, so you fill all the level 1 slots with level 1 spells, level 2 with level 2.

You can as you level up prepare spells at a higher level, which usually is stated in the spell description. So if you know Magic Missile and can cast level 4 spells, you can prepare a level 4 version of Magic Missile, which takes a 4th level spell slot, and according to the description, instead of 3 darts each doing 1d4+1 damage, add 3 more darts making 6. Either allowing for more targets being hit, or focusing more on less targets for more damage.

Feel free to ask me more questions or to elaborate if any of this is confusing or anything.
 

DarklordKyo

New member
Nov 22, 2009
1,797
0
0
Saelune said:
Well, my primary question is how to divide slots between spell levels. Is there a specific method?, or can you assign whatever number of available slots to whatever spell level?

Also, do slot uses replenish each combat turn?, or each short or long rest?
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
16
23
DarklordKyo said:
Saelune said:
Well, my primary question is how to divide slots between spell levels. Is there a specific method?, or can you assign whatever number of available slots to whatever spell level?

Also, do slot uses replenish each combat turn?, or each short or long rest?
You're probably being confused by the Warlock class. Warlocks throw out alot of the rules for all the other classes. So if you later play a Wizard or Cleric, ignore what you did as a Warlock.

As for said Warlock, their slots are at a maximum level. They have few spell uses, but they are all at the same spell level. So when a Warlock of level 3 or higher casts a 1st level spell like Hellish Rebuke, it is automatically pushed up to the higher level version, in this case, Hellish Rebuke at its lowest level does 2d10 damage, but cast by that Warlock would be 3d10.

Also I do not think Warlocks prepare their spells in advance, and the spell uses restore during either a short or long rest.

But I cannot stress that that is not how it is for basically every other spell caster.

(I think my next player character will be a Warlock so I can experience this first hand)
 

DarklordKyo

New member
Nov 22, 2009
1,797
0
0
Saelune said:
DarklordKyo said:
You're probably being confused by the Warlock class. Warlocks throw out alot of the rules for all the other classes. So if you later play a Wizard or Cleric, ignore what you did as a Warlock.

As for said Warlock, their slots are at a maximum level. They have few spell uses, but they are all at the same spell level. So when a Warlock of level 3 or higher casts a 1st level spell like Hellish Rebuke, it is automatically pushed up to the higher level version, in this case, Hellish Rebuke at its lowest level does 2d10 damage, but cast by that Warlock would be 3d10.

Also I do not think Warlocks prepare their spells in advance, and the spell uses restore during either a short or long rest.

But I cannot stress that that is not how it is for basically every other spell caster.

(I think my next player character will be a Warlock so I can experience this first hand)
Well, for if I make a Mage, Cleric, or Sorcerer, how do spells work for them? (of course, other than the obvious, like "clerics heal")
 

Kae

That which exists in the absence of space.
Legacy
Nov 27, 2009
5,792
712
118
Country
The Dreamlands
Gender
Lose 1d20 sanity points.
Warlocks are not a good introduction to the magic system in D&D because they work so differently from every other caster, however, they are quite interesting indeed and were also my first spellcaster and so far my favorite class even though I'm a better Rogue or Bard and am enjoying playing a Paladin.

First of all do remember that you have the best cantrip in the entire game, Eldritch Blast FORCE damage, scales with level and is upgradable through invocations to do even more damage, have more range and even push back enemies, happens to combo really well with the Warlock exclusive spell Hex, in any case, due to your limited amount of spells this will be your bread and butter, yes even if you play a Pact of the Blade you will eventually stop using you pact weapon, so I'd advise against that and would recommend Pact of the Tome, you are probably going to get a lot more use out of your spells if you are able to cast them as rituals[footnote]While they still consume ingredients, instead of consuming a slot spells when cast as rituals take time, listed individually on each spell is whether or not they can be cast as rituals and how long they take to be cast as rituals, definitely a good solid option.[/footnote].

In any case, one of your strengths is that since you always use your highest slot available to cast your spell you can get a lot of use out of scaleable spells like Magic Missile, since ou are always going to be casting it at your highest available slot, also due keep in mind that since the Mystic Arcanum spells[footnote]The only way you can cast spells of 6th, 7th, 8th and 9th Level.[/footnote] are technically a spell-like ability granted to you by your patron instead of an actual spell you don't really need materials to cast them, which makes up a little bit for the fact that you only get one of each level, because at least you can cast them consistently every long rest without worrying for the materials.


In any case, Warlocks are interesting characters to play but only if you are more into the role-playing aspect of the game, they can do a little bit of most things but their use in combat is going to be very limited outside of mostly spamming Eldritch Blast, which is strong but you aren't going to be doing cool magic all over the place like a Wizard, Sorcerer, Cleric or even a Bard, hell even the Paladin and the Ranger have more spell uses per day than you do and they can actually fight, but it's your Invocations where you get your strength from and though there are some good things for combat in there if you actually read through them, well they allow you to do actually a lot of cool role-playing things, like reading all languages, being able to detect Magic at will for free, being able to use disguise self at will and so on, shit that combos really well with Charisma as your main stat, because as a Warlock you can be a really good scheming kind of character, I love it because I mostly don't care about combat, RP is the reason I play these games and Warlock is very good at that, not really my most used class but I always look forward to playing one, best of luck with your Warlock but if you really want to be a Spellcaster I would suggest you switch classes because even the Ranger is more of a Spellcaster, Warlocks are all about flavour and not much else besides that.
 

Kae

That which exists in the absence of space.
Legacy
Nov 27, 2009
5,792
712
118
Country
The Dreamlands
Gender
Lose 1d20 sanity points.
DarklordKyo said:
Kaleion said:
Well, either way, any other words of wisdom? (namely, which spells would you recommend I take if I take Pact of the Tome?).
What Race are you playing?

Do you have any additional Spells or Cantrips?

Do you have Darkvision?

The only thing I can suggest to take with every Warlock is Hex and Eldritch Blast, as for Ritual Spells Rituals are most likely to be used during RP time and so on, I would not mind recommending stuff but like I said the most important thing about a Warlock is Flavour, what kind of person are you? What is your job? Is your pact a secret to other player characters or do they know about it?

And then I would recommend choosing spells that compliment your specific role-play, I would not mind helping you make your character but do keep in mind that I'm suggesting making a character rather than an effective build, my most loved character to play had a lot of redundant abilities, he was a professor and knew a lot of languages so he had Comprehend Languages as a spell and the invocation Eyes of the Rune Keeper neither of which he used once in the entire 6 months long campaign but I never traded them because he would have those, he was a linguist there was no way he wouldn't have those.

In any case, I would suggest that you make your character thinking of that because you are a Warlock and the most important part of your character will always be the question, Why was it you made a Faustian deal with a Fiend an Archfey or a Great Old One?

And you have to choose abilities and spells that fit that character because by virtue of just being a Warlock you have to have something very strong to drive you as a character.
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
16
23
DarklordKyo said:
Well, for if I make a Mage, Cleric, or Sorcerer, how do spells work for them? (of course, other than the obvious, like "clerics heal")
They prepare/memorize (select) their spells each long rest, though I usually stick to a general selection of useless spells cause I always hope to have that "I have JUST the spell for this one exact unlikely moment!" that never occurs...

Wizards have whatever spells are in their spellbook. Sorcerers solely learn spells per level up, but can change spells during then. Same with Bards. Clerics, Paladins, and Rangers just have all spells of their appropriate level available, though divine spells tend to be less diverse than arcane magic. (Mainly healing, buffs, and debuffs).

Each class has a limited number of spell slots per available spell level. Many spells can be prepared at higher levels for greater effect, usually more damage, or more targets.

Cantrips are infinite use, one of my favorite 5e changes.

Talk with your DM over any personal specifics they have for magic. Mostly how stingy they are on the rules. The books may have material components and require materials and time for say, putting a scroll into a wizard's book, but many ignore them for the sake of ease/speed.

There is also a spell casting variant in the DM's guide that changes alot of this info. I have no idea how commonly used it is, but my group is considering giving it a try.

And a general tip for all D&D players, your DM should also be your guide and teacher. If they are familiar they can (and should) help you. If they are inexperienced too, then learn together.
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
16
23
DarklordKyo said:
Kaleion said:
Here's what I have thus far, any ideas?: https://drive.google.com/file/d/0ByAW86pWuT_ZeG4td1ZSdWYyRDA/view?usp=sharing
How are your ability scores determined?

That is to say, what rules does your group go by? Your character's ability scores seem rather low overall. But maybe that is intentional?
 

DarklordKyo

New member
Nov 22, 2009
1,797
0
0
Saelune said:
How are your ability scores determined?

That is to say, what rules does your group go by? Your character's ability scores seem rather low overall. But maybe that is intentional?
At first, I used a dice roll system. However, I was urged by my group to redo with a point buy system (as Adventure League, apparently, typically uses the point buy one).
 

Souplex

Souplex Killsplosion Awesomegasm
Jul 29, 2008
10,312
0
0
Look over the "Pact Magic" and "Spellcasting" sections of the Warlock.
Get it yet? No? Pick Hex and Eldritch blast, use them over and over.
You've won.
 

Souplex

Souplex Killsplosion Awesomegasm
Jul 29, 2008
10,312
0
0
Saelune said:
You can as you level up prepare spells at a higher level, which usually is stated in the spell description. So if you know Magic Missile and can cast level 4 spells, you can prepare a level 4 version of Magic Missile, which takes a 4th level spell slot, and according to the description, instead of 3 darts each doing 1d4+1 damage, add 3 more darts making 6. Either allowing for more targets being hit, or focusing more on less targets for more damage.
This isn't quite right.
As of 5E you no longer prepare each individual spell casting, you prepare the spells and can cast them at any level you have slots for, for as many slots as you have. So you don't prepare a "4th level magic missile", you prepare "Magic missile" and can cast it as many times as you have slots for at the level of the slot you used.
This point is moot though, since Warlocks use the "Spells Known" mechanic, and know a number of spells based on their level that are always prepared. Plus their spells are all the same level except for their level 6+ spells which are weird and special.