I. Spell Level
Every spell belongs to one of the levels from Zero-Ring to Ninth Circle, as indicated in its description.
A spell's level roughly indicates its power.
Zero-Ring Spells, also known as Cantrips, are simple spells that can be cast almost without thinking. Each spellcasting class specifies when its members can use spells of particular levels.
Level 1: First-Circle spells.
Level 3: Second-Circle spells.
Level 5: Third-Circle spells, and so on.
Spellcasting Requirement: Your spellcasting ability score must be at least 10 + the spell's level. For example, a Mage needs at least 13 Intelligence to cast a Third-Circle spell.
II. Spell Slots
Casting spells takes a toll, so spellcasters can cast only a limited number of spells of First Circle or higher before needing to rest to recover their ability to cast.
Spell Slots are the primary way to measure a spellcaster's magical power. Each spellcasting class lists the number of Spell Slots a character has at each level for each spell circle. For example, a third-level Mage has four First-Circle Spell Slots and two Second-Circle Spell Slots.
When you cast a spell, you must expend a Spell Slot of the same circle as the spell or higher, effectively using that spell to "fill" the slot.
You can imagine Spell Slots as spaces of different sizes: a First-Circle Spell Slot is small, and the higher the circle, the larger the slot. A First-Circle spell can be placed in a Spell Slot of any size, but a Second-Circle spell can only be placed in a slot at least as large as Second Circle.
So when a third-level Mage casts the First-Circle spell Magic Missile, they expend one of their four First-Circle Spell Slots, leaving three.
You regain all expended Spell Slots when you finish a long rest.
III. Casting Without Slots
Here are some 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. These spells can be cast normally or as a Ritual.
A spell takes 10 minutes longer to cast as a Ritual than it does normally, but casting it this way does not expend a Spell Slot. To cast a spell as a Ritual, the caster must have it prepared.
3. Special Abilities.
Some characters and monsters have abilities that let them cast spells without Spell Slots (Spell-like Abilities). Such spellcasting usually has other restrictions, such as allowing the spell to be cast only a limited number of times per day.
4. Magic Items.
Spell Scrolls and certain other magic items contain spells that can be cast without Spell Slots.
IV. Using a Higher-Level Spell Slot
When a spellcaster uses a Spell Slot of a higher circle than the spell itself, the spell is treated as a spell of that higher circle.
For example, if a Mage casts Magic Missile using a Second-Circle Spell Slot, Magic Missile becomes a Second-Circle spell. In effect, the spell expands its effects to match the Spell Slot the caster assigned to it.
Some spells, such as Magic Missile and Healing Spell, have stronger effects when cast at a higher circle. Details are provided in the relevant spell descriptions.
V. Schools of Magic
Every spell belongs to a school of magic.
Schools of Magic — Typical Effects
1. Abjuration: Prevents or reverses harmful effects
2. Conjuration: Transports creatures or objects
3. Divination: Reveals information
4. Enchantment: Influences the mind
5. Evocation: Channels energy to create effects, usually destructive ones
6. Illusion: Deceives the senses and mind
7. Necromancy: Manipulates life and death
8. Transmutation: Transforms creatures or objects
VI. Spell Components
Spell components are the physical requirements a caster must meet to cast a spell.
Each spell description states whether it requires Verbal (V), Somatic (S), or Material (M) components. A caster can cast a spell only if they meet all its component requirements.
1. Verbal (V)
Verbal components are esoteric incantations that sound meaningless. They must be chanted at a normal volume. Though these incantations do not provide a spell's magic, specific combinations of sounds with particular pitches and resonances can set the threads of magic in motion. Therefore, a creature whose mouth is obstructed or who is in an area of magical silence cannot cast a spell with a Verbal component.
2. Somatic (S)
Somatic components may involve a fixed hand sign or a series of intricate movements. The caster must use at least one hand to make these gestures.
3. Material (M)
Material components are specific materials used to cast a spell; the spell's component entry lists the details in parentheses.
These materials are not consumed when the spell is cast unless the spell specifically says otherwise.
A caster can use a component pouch or spellcasting focus in place of the materials specified by the spell, unless those materials have a specified cost or are consumed by the spell.