I. Spell Level
Every spell belongs to a level from zero to nine, which is noted in the spell's description.
The level of a spell roughly indicates its power.
Zero-level spells, known as cantrips, are spells so simple that they can be cast almost without thought. Each spellcasting class specifies when a character gains access to spells of a particular level.
1st level: 1st-level spells.
3rd level: 2nd-level spells.
5th level: 3rd-level spells, and so on.
Casting Requirement: The primary attribute must meet the requirement of 10 + spell level. For example, a wizard needs at least 13 Intelligence to cast a 3rd-level spell.
II. Spell Slots
Casting spells places a burden on the caster, so they can only cast a limited number of 1st-level or higher spells before needing to rest to recover their casting ability.
Spell slots are the primary way to measure a caster's magical power. Each spellcasting class indicates the number of spell slots of each level a character has at a specific level. For example, a 3rd-level wizard has four 1st-level spell slots and two 2nd-level spell slots.
When you cast a spell, you must expend a spell slot of that spell's level or higher, effectively "filling" the slot with that spell.
You can think of spell slots as slots of specific sizes; a 1st-level spell slot is a small slot, and the higher the level, the larger the slot. A 1st-level spell can be placed into a slot of any size, but a 2nd-level spell can only be placed into a slot that is at least 2nd-level in size.
Therefore, when a 3rd-level wizard casts the 1st-level spell Magic Missile, they expend one of their four 1st-level spell slots, leaving them with three 1st-level spell slots remaining.
You regain all expended spell slots upon completing a long rest.
III. Casting Without Slots
The following are ways to cast spells without expending spell slots:
1. Cantrips.
Casting a cantrip does not require a spell slot.
2. Rituals.
Some spells have the Ritual tag in their casting time entry. In addition to being cast normally, these spells can also be cast as a ritual.
The casting time of a ritual version of a spell is 10 minutes longer than its normal version, but it does not require a spell slot. To cast a spell as a ritual, the caster must have the spell prepared.
3. Special Abilities.
Some characters and monsters possess abilities that allow them to cast spells without using spell slots (Spell-like Ability). Such casting usually has other limitations, such as being able to cast the spell a limited number of times per day.
4. Magic Items.
Spell Scrolls and certain other magic items contain spells that can be cast without using spell slots.
IV. Using a Higher-Level Spell Slot
When a caster casts a spell using a spell slot higher than the spell's own level, the spell is treated as a higher-level spell.
For example, if a wizard casts Magic Missile using a 2nd-level spell slot, that Magic Missile is a 2nd-level spell. Conceptually, the spell expands its effect to match the spell slot the caster has assigned to it.
Some spells (such as Magic Missile and Healing Spell) have stronger effects when cast at a higher level, the details of which are explained in their respective spell descriptions.
V. Schools of Magic
Every spell belongs to a school of magic.
Schools of Magic: Typical Effects
1. Abjuration: Protect against or reverse harmful effects.
2. Conjuration: Transport creatures or objects.
3. Divination: Reveal information.
4. Enchantment: Influence the mind.
5. Evocation: Channel energy to create effects (usually destructive).
6. Illusion: Deceive the senses and the mind.
7. Necromancy: Manipulate life and death.
8. Transmutation: Transform creatures or objects.
VI. Components
Components are the physical requirements a caster must meet to cast a spell.
Each spell's description states whether it requires Verbal (V), Somatic (S), or Material (M) components. A caster can only cast a spell after meeting all of its component requirements.
1. Verbal (V)
A verbal component is an arcane incantation that sounds meaningless. These incantations must be chanted at a normal volume. Although these words do not provide the magic itself, their specific combination of pitch and resonance can pluck the strings of magic. Therefore, a creature that is gagged or in an area of magical silence cannot cast spells with verbal components.
2. Somatic (S)
Casting gestures may include a fixed hand sign or a complex set of movements. The caster must use at least one hand to perform these gestures.
3. Material (M)
Material components are specific items used for casting a spell, and the components section will specify the details in parentheses.
These materials are not consumed during casting unless the spell specifically states otherwise.
A caster can use a component pouch or a spellcasting focus to replace the materials specified for a spell, unless the spell's material component has a specific cost or is consumed.