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<blockquote data-quote="Dausuul" data-source="post: 6347359" data-attributes="member: 58197"><p>Okay, crash course in magic:</p><p></p><p></p><ul> <li data-xf-list-type="ul">Casting a spell takes however long it says in the casting time (usually 1 action).</li> <li data-xf-list-type="ul">You don't normally have to make any kind of roll. You just announce you're casting the spell and mark off a spell slot. If the spell grants a save or requires an attack roll, it will say so in the text description.</li> <li data-xf-list-type="ul">If a spell grants a saving throw, it's DC 8 + proficiency bonus + spellcasting stat modifier (so a 1st-level wizard with Int 16 has a save DC of 8+2+3 = 13).</li> <li data-xf-list-type="ul">If a spell requires the caster to make a "spell attack," the attack bonus is proficiency bonus + spellcasting stat modifier (so the same 1st-level wizard has +5 to hit with spell attacks).</li> <li data-xf-list-type="ul">The limiting factor on spellcasting is spell slots. Each time you cast a spell, you must expend a spell slot of the appropriate level.</li> <li data-xf-list-type="ul">You can cast a spell using a slot of higher level (e.g., use a 4th-level slot to cast a 2nd-level spell). If there is an "At Higher Levels" entry at the bottom of the text description, the spell is more effective when cast using a higher-level slot.</li> <li data-xf-list-type="ul">You <em>cannot</em> cast a spell using lower-level slots.</li> <li data-xf-list-type="ul">A long rest allows you to regain all lost spell slots.</li> <li data-xf-list-type="ul">Cantrips don't cost spell slots. If you know a cantrip, you can cast it all day long and never run out.</li> <li data-xf-list-type="ul">Some classes "prepare" spells. This means choosing a certain number of spells from a list of spells you know (for a wizard, the spells in your spellbook). Those are the spells you can cast with your spell slots.</li> <li data-xf-list-type="ul">You can cast a prepared spell as often as you want, as long as you have the spell slots to do so. You don't have to decide what spell you're using a given slot for, until you actually cast it.</li> </ul><p></p><p>Refer to the Basic Rules, pages 78-81, for more information.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6347359, member: 58197"] Okay, crash course in magic: [LIST] [*]Casting a spell takes however long it says in the casting time (usually 1 action). [*]You don't normally have to make any kind of roll. You just announce you're casting the spell and mark off a spell slot. If the spell grants a save or requires an attack roll, it will say so in the text description. [*]If a spell grants a saving throw, it's DC 8 + proficiency bonus + spellcasting stat modifier (so a 1st-level wizard with Int 16 has a save DC of 8+2+3 = 13). [*]If a spell requires the caster to make a "spell attack," the attack bonus is proficiency bonus + spellcasting stat modifier (so the same 1st-level wizard has +5 to hit with spell attacks). [*]The limiting factor on spellcasting is spell slots. Each time you cast a spell, you must expend a spell slot of the appropriate level. [*]You can cast a spell using a slot of higher level (e.g., use a 4th-level slot to cast a 2nd-level spell). If there is an "At Higher Levels" entry at the bottom of the text description, the spell is more effective when cast using a higher-level slot. [*]You [I]cannot[/I] cast a spell using lower-level slots. [*]A long rest allows you to regain all lost spell slots. [*]Cantrips don't cost spell slots. If you know a cantrip, you can cast it all day long and never run out. [*]Some classes "prepare" spells. This means choosing a certain number of spells from a list of spells you know (for a wizard, the spells in your spellbook). Those are the spells you can cast with your spell slots. [*]You can cast a prepared spell as often as you want, as long as you have the spell slots to do so. You don't have to decide what spell you're using a given slot for, until you actually cast it. [/LIST] Refer to the Basic Rules, pages 78-81, for more information. [/QUOTE]
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