Chapter 7: Spells - Player's Handbook (2024)
Chapter 7: Spells. Archmages of Greyhawk-Jallarzi, Mordenkainen, and Bigby-prepare their magic as they open a gate to another plane This chapter gives rules for casting spells. It also includes descriptions of common spells in the worlds of Dungeons & Dragons. Those spells are used by many class features, magic items, and monsters. Gaining Spells Before you can cast a spell, you must have the spell prepared in your mind or have access to the spell from a magic item, such as a Spell Scroll. Your features specify which spells you have access to, if any; whether you always have certain spells prepared; and whether you can change the list of spells you have prepared. Preparing Spells If you have a list of level 1+ spells you prepare, your spellcasting feature specifies when you can change the list and the number of spells you can change, as summarized in the Spell Preparation by Class table. Bard Gain a level One Cleric Finish a Long Rest Any Druid Finish a Long Rest Any Paladin Finish a Long Rest One Ranger Finish a Long Rest One Sorcerer Gain a level One Warlock Gain a level One Wizard Finish a Long Rest Any Spell Preparation by Class Most spellcasting monsters don't change their lists of prepared spells, but the DM is free to alter them. Always-Prepared Spells Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that you can change, a spell that you always have prepared doesn't count against the number of spells on that list. Casting in Armor You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting. Casting Spells Each spell description has a series of entries that provide the details needed to cast the spell. The following sections explain each of those entries, which follow a spell's name. Spell Level Every spell has a level from 0 to 9, which is indicated in a spell's description. A spell's level is an indicator...