Secret Lesson 72

Spell Levels, Cantrips, Prepared Spells, and Spell Slots

In Lesson 71, we answered:

WHICH SPELLS CAN I HAVE AVAILABLE?

Now we answer:

HOW DO I ACTUALLY POWER THOSE SPELLS?

This is where many new players become confused because 5E uses several different numbers simultaneously:

CHARACTER LEVEL

CLASS LEVEL

SPELL LEVEL

SPELL SLOT LEVEL

NUMBER OF PREPARED SPELLS

and:

NUMBER OF SPELL SLOTS

These numbers are related.

But they are:

NOT INTERCHANGEABLE

A level 5 Wizard is not limited to:

LEVEL 5 SPELLS

A level 3 spell is not necessarily cast by:

A LEVEL 3 CHARACTER

Knowing ten spells doesn't mean you can cast:

TEN LEVEL 1+ SPELLS

And having four Spell Slots doesn't mean you know:

FOUR SPELLS

The goal of this lesson is to separate all of these concepts permanently.


PART ONE — THE FIVE QUESTIONS OF SPELLCASTING

Whenever you want to cast a spell, there are several different questions.

QUESTION 1

Do I have access to:

THE SPELL?

That was Lesson 71.


QUESTION 2

What:

LEVEL

is the spell?


QUESTION 3

Is it a:

CANTRIP

or:

LEVEL 1+ SPELL?


QUESTION 4

If it normally requires a Spell Slot:

DO I HAVE A SUITABLE SLOT AVAILABLE?


QUESTION 5

If I use a higher-level slot:

DOES THE SPELL BECOME MORE POWERFUL?

The answer to that final question depends on:

THE SPELL DESCRIPTION


PART TWO — EVERY SPELL HAS A LEVEL

Every spell has a level from:

0 TO 9

 

The spell's level is an indication of:

ITS MAGICAL POWER


SPELL LEVEL 0

These are:

CANTRIPS


SPELL LEVELS 1–9

These are increasingly powerful spells that normally interact with:

SPELL SLOTS


PART THREE — SPELL LEVEL IS NOT CHARACTER LEVEL

Suppose your character is:

LEVEL 5

That does not mean:

YOU CAST LEVEL 5 SPELLS

A level 5 Wizard normally has Spell Slots through:

LEVEL 3

not level 5.


EXAMPLE

Character:

WIZARD 5

Character level:

5

Highest normal Spell Slot:

LEVEL 3

These are three different uses of the word:

LEVEL


PART FOUR — SPELL LEVEL IS NOT CLASS LEVEL

Likewise:

PALADIN LEVEL 9

doesn't mean:

LEVEL 9 PALADIN SPELLS

The level 9 Paladin table provides Spell Slots through:

LEVEL 3

 


EXAMPLE

Paladin Level:

9

Highest Spell Slot:

LEVEL 3

So never read:

CHARACTER LEVEL

as:

SPELL LEVEL


PART FIVE — THE SPELL-LEVEL SCALE

The magical scale is:

CANTRIP — LEVEL 0

LEVEL 1

LEVEL 2

LEVEL 3

LEVEL 4

LEVEL 5

LEVEL 6

LEVEL 7

LEVEL 8

LEVEL 9

Level 9 is the highest spell level used by the SRD spellcasting system.


PART SIX — WHAT IS A CANTRIP?

A:

CANTRIP

is a:

LEVEL 0 SPELL

The SRD describes Cantrips as simple spells practiced to the point that they can be cast with little effort.

The most important mechanical feature is:

CANTRIPS DON'T USE SPELL SLOTS

 


PART SEVEN — CANTRIPS ARE NOT "LEVEL 1 SPELLS"

This is one of the most common beginner mistakes.

A Cantrip is:

LEVEL 0

It isn't:

A LEVEL 1 SPELL THAT COSTS NOTHING

The game gives Cantrips their own:

SPELL LEVEL


EXAMPLE

Fire Bolt:

EVOCATION CANTRIP

Therefore:

SPELL LEVEL 0

Magic Missile:

LEVEL 1 EVOCATION

Therefore:

SPELL LEVEL 1

These aren't the same category.


PART EIGHT — CANTRIPS DON'T EXPEND SLOTS

Suppose a Wizard has:

FIRE BOLT

and:

TWO LEVEL 1 SPELL SLOTS

The Wizard casts Fire Bolt.

Remaining level 1 slots:

STILL TWO

Cast Fire Bolt again.

Remaining:

STILL TWO

Cantrips don't consume:

SPELL SLOTS


PART NINE — THIS DOES NOT MEAN CANTRIPS IGNORE ALL SPELL RULES

A Cantrip is still:

A SPELL

So it still has entries such as:

CASTING TIME

RANGE

COMPONENTS

DURATION

and:

A SPELL DESCRIPTION

You still follow:

THOSE RULES

The special difference is:

NO SPELL SLOT IS EXPENDED


PART TEN — CANTRIPS CAN BE CAST REPEATEDLY

Because a Cantrip doesn't require a Spell Slot, you aren't limited by:

A NUMBER OF CANTRIP SLOTS PER DAY

There is no normal:

CANTRIP SLOT TRACK


IMPORTANT

That does not mean:

"I CAN CAST INFINITE SPELLS SIMULTANEOUSLY"

You still obey:

CASTING TIME

ACTION ECONOMY

COMPONENTS

CONCENTRATION

and every other applicable spell rule.


PART ELEVEN — SOME CANTRIPS IMPROVE WITH CHARACTER LEVEL

Some Cantrips have a section called:

CANTRIP UPGRADE

The spell itself tells you:

HOW

and:

WHEN

it improves.


EXAMPLE — FIRE BOLT

Fire Bolt normally deals:

1D10 FIRE DAMAGE

Its Cantrip Upgrade increases the damage at character levels:

5 → 2D10

11 → 3D10

17 → 4D10

 


PART TWELVE — SACRED FLAME EXAMPLE

Sacred Flame begins at:

1D8 RADIANT DAMAGE

Its spell description increases this at:

LEVEL 5 → 2D8

LEVEL 11 → 3D8

LEVEL 17 → 4D8

 


PART THIRTEEN — THE CANTRIP ITSELF DEFINES THE UPGRADE

Don't create a universal rule that:

EVERY CANTRIP DOUBLES AT LEVEL 5

Read:

THE SPELL

Fire Bolt increases:

DAMAGE DICE

Other Cantrips can have:

DIFFERENT EFFECTS

or may not use the same type of scaling.

The spell description is:

THE AUTHORITY


PART FOURTEEN — CANTRIP UPGRADE DOESN'T COST A SLOT

A level 11 character casting Fire Bolt doesn't spend:

A LEVEL 3 SLOT

to make it deal 3d10.

The spell's Cantrip Upgrade automatically determines:

THE DAMAGE

No Spell Slot is involved.


PART FIFTEEN — YOU DON'T "UPCAST" A CANTRIP WITH A SPELL SLOT

The normal Cantrip rule is:

CAST WITHOUT A SPELL SLOT

Therefore you don't normally say:

"I SPEND A LEVEL 5 SLOT ON FIRE BOLT"

to make it stronger.

Use:

THE CANTRIP'S OWN UPGRADE RULE


PART SIXTEEN — WHAT IS A SPELL SLOT?

Now we reach the central magical resource.

The SRD explains that casting magic is taxing.

A spellcaster can normally cast only a limited number of:

LEVEL 1+ SPELLS

before resting.

That magical capacity is primarily represented by:

SPELL SLOTS

 


PART SEVENTEEN — A SPELL SLOT IS NOT A SPELL

This distinction must become automatic.

SPELL

is the magical effect you cast.

SPELL SLOT

is a resource you expend to power the casting.


EXAMPLE

Prepared spell:

MAGIC MISSILE

Spell Slots:

TWO LEVEL 1 SLOTS

Magic Missile is:

THE SPELL

The two slots are:

TWO OPPORTUNITIES TO POWER APPROPRIATE CASTINGS


PART EIGHTEEN — SPELL SLOTS ARE NOT ASSIGNED TO SPECIFIC SPELLS IN ADVANCE

Suppose you prepare:

MAGIC MISSILE

SHIELD

SLEEP

and:

THUNDERWAVE

You have:

TWO LEVEL 1 SPELL SLOTS

You don't normally write:

Slot 1:

MAGIC MISSILE

Slot 2:

SHIELD

Instead, when you cast an eligible spell:

CHOOSE AN AVAILABLE SLOT THEN


EXAMPLE

Prepared:

Magic Missile.

Shield.

Sleep.

Thunderwave.

Slots:

2 LEVEL 1

First casting:

SLEEP

Slots remaining:

1

Second casting:

MAGIC MISSILE

Slots remaining:

0

Your other prepared spells are still:

PREPARED

You simply no longer have a level 1+ Spell Slot available through that resource.


PART NINETEEN — PREPARED SPELLS AND SPELL SLOTS ARE DIFFERENT NUMBERS

This is perhaps the most important rule in this lesson.

Suppose a level 3 Wizard has:

SIX PREPARED SPELLS

and:

FOUR LEVEL 1 SLOTS

TWO LEVEL 2 SLOTS

 

Those six prepared spells do not mean:

SIX CASTINGS

The Wizard has:

SIX SPELL OPTIONS

and:

SIX TOTAL SPELL SLOTS

distributed across two slot levels.


PART TWENTY — YOU CAN CAST THE SAME PREPARED SPELL MORE THAN ONCE

Suppose:

MAGIC MISSILE

is prepared.

You have:

FOUR LEVEL 1 SPELL SLOTS

You could potentially cast Magic Missile:

FOUR TIMES

using those four slots.

You do not need to:

PREPARE MAGIC MISSILE FOUR TIMES


PART TWENTY-ONE — PREPARED SPELLS ARE OPTIONS

A useful mental model is:

PREPARED SPELLS = YOUR CURRENT MENU

SPELL SLOTS = YOUR MAGICAL FUEL

This is an explanation, not additional SRD terminology.


EXAMPLE

Prepared menu:

MAGIC MISSILE

SHIELD

SLEEP

THUNDERWAVE

Slots:

TWO LEVEL 1

You can spend those two slots in many possible ways.

For example:

MAGIC MISSILE + MAGIC MISSILE

or:

MAGIC MISSILE + SHIELD

or:

SLEEP + THUNDERWAVE

The preparation system gives you:

CHOICES

The slots determine:

HOW MANY CASTINGS YOU CAN POWER


PART TWENTY-TWO — SPELL SLOTS HAVE LEVELS TOO

Spell Slots exist at levels:

1 THROUGH 9

There are no normal:

LEVEL 0 SPELL SLOTS

because:

CANTRIPS DON'T USE THEM


PART TWENTY-THREE — A SPELL MUST FIT THE SLOT

When you cast a spell using a Spell Slot, you expend a slot of:

THE SPELL'S LEVEL

or:

HIGHER

 


LEVEL 1 SPELL

Can use:

LEVEL 1+

slot.


LEVEL 2 SPELL

Can use:

LEVEL 2+

slot.


LEVEL 3 SPELL

Can use:

LEVEL 3+

slot.

And so on.


PART TWENTY-FOUR — YOU CAN'T CAST A HIGHER-LEVEL SPELL WITH A LOWER SLOT

Level 3 spell:

FIREBALL

Can you cast it using:

A LEVEL 2 SLOT?

NO

The slot is:

TOO LOW


LEVEL 2 SPELL

Can it use:

LEVEL 1 SLOT?

NO


LEVEL 1 SPELL

Can it use:

LEVEL 2 SLOT?

YES

That is permitted because the slot is:

HIGHER THAN THE SPELL'S LEVEL


PART TWENTY-FIVE — THE SRD'S SLOT ANALOGY

The SRD describes Spell Slots as if they were:

GROOVES OF DIFFERENT SIZES

A level 1 spell fits in:

A LEVEL 1 OR LARGER GROOVE

A level 2 spell needs at least:

A LEVEL 2 GROOVE

A higher-level spell can't fit into:

A SMALLER SLOT

 

This is a teaching analogy from the SRD.


PART TWENTY-SIX — LEVEL 3 WIZARD EXAMPLE

The SRD gives a level 3 Wizard:

FOUR LEVEL 1 SLOTS

and:

TWO LEVEL 2 SLOTS

 

The Wizard casts:

MAGIC MISSILE

which is:

LEVEL 1

The Wizard may spend:

A LEVEL 1 SLOT

leaving:

THREE LEVEL 1 SLOTS

and:

TWO LEVEL 2 SLOTS


PART TWENTY-SEVEN — THE SAME WIZARD CAN USE A LEVEL 2 SLOT

Magic Missile is:

LEVEL 1

But a level 2 slot is:

HIGH ENOUGH

So the Wizard may instead spend:

ONE LEVEL 2 SLOT

Then remaining slots might be:

Level 1:

4

Level 2:

1

And that Magic Missile is treated as:

LEVEL 2 FOR THAT CASTING

 


PART TWENTY-EIGHT — USING A HIGHER-LEVEL SPELL SLOT

When a spellcaster uses a slot higher than the spell's normal level:

THE SPELL TAKES ON THE HIGHER LEVEL FOR THAT CASTING

 

This is often called:

UPCASTING

in common table language.

But the SRD section is titled:

USING A HIGHER-LEVEL SPELL SLOT


PART TWENTY-NINE — HIGHER SLOT DOES NOT AUTOMATICALLY MEAN MORE DAMAGE

This distinction is vital.

The general rule says:

THE SPELL COUNTS AS THE HIGHER LEVEL FOR THAT CASTING

But an enhanced numerical effect occurs only if:

THE SPELL DESCRIPTION PROVIDES ONE


EXAMPLE

Some spells contain:

USING A HIGHER-LEVEL SPELL SLOT

with additional effects.

Others may not.

Never invent:

+1 DAMAGE DIE PER SLOT LEVEL

as a universal rule.


PART THIRTY — MAGIC MISSILE UPCASTING

Magic Missile is:

LEVEL 1

Base effect:

THREE DARTS

The spell says that when using a higher-level slot:

CREATE ONE ADDITIONAL DART

for each slot level above 1.


LEVEL 1 SLOT

3 DARTS


LEVEL 2 SLOT

4 DARTS


LEVEL 3 SLOT

5 DARTS


LEVEL 4 SLOT

6 DARTS

Each increase comes from:

THE SPELL'S OWN DESCRIPTION


PART THIRTY-ONE — CURE WOUNDS UPCASTING

Cure Wounds is:

LEVEL 1

Base healing:

2D8 + SPELLCASTING ABILITY MODIFIER

For every slot level above 1:

+2D8 HEALING

 


LEVEL 1 SLOT

2D8 + MODIFIER


LEVEL 2 SLOT

4D8 + MODIFIER


LEVEL 3 SLOT

6D8 + MODIFIER


LEVEL 5 SLOT

Four levels above 1:

2d8 base + 8d8 additional =

10D8 + MODIFIER


PART THIRTY-TWO — SCORCHING RAY EXAMPLE

Scorching Ray:

LEVEL 2

Base:

THREE RAYS

A higher-level slot creates:

ONE ADDITIONAL RAY

for each slot level above 2.


LEVEL 2 SLOT

3 RAYS


LEVEL 3 SLOT

4 RAYS


LEVEL 4 SLOT

5 RAYS


PART THIRTY-THREE — HIGHER-LEVEL SLOT CAN MATTER EVEN WITHOUT A LISTED POWER INCREASE

The general rule still makes the spell:

THE SLOT'S LEVEL FOR THAT CASTING

even if the spell description doesn't grant an additional:

DAMAGE

RANGE

TARGET

or:

HEALING

benefit.

So:

HIGHER SLOT

does not necessarily mean:

STRONGER LISTED EFFECT

The two ideas are separate.


PART THIRTY-FOUR — YOU CHOOSE WHICH ELIGIBLE SLOT TO EXPEND

Suppose you have:

Level 1 slots:

0

Level 2 slots:

2

Magic Missile prepared.

Can you cast it?

YES

Spend:

ONE LEVEL 2 SLOT


ANOTHER EXAMPLE

You still have:

ONE LEVEL 1 SLOT

and:

ONE LEVEL 3 SLOT

You want to cast Cure Wounds.

You can choose:

LEVEL 1 SLOT

for its base effect,

or:

LEVEL 3 SLOT

for its higher-level effect.

That is:

A RESOURCE DECISION


PART THIRTY-FIVE — DON'T SPEND A HIGHER SLOT ACCIDENTALLY

At the table, say:

WHICH SLOT LEVEL YOU ARE USING

before resolving any effect that depends on:

SLOT LEVEL

For example:

"I CAST CURE WOUNDS USING A LEVEL 3 SLOT."

Now everyone knows exactly:

WHICH VERSION OF THE SPELL

is being resolved.


PART THIRTY-SIX — EXPENDING A SLOT

When you cast the spell:

THE SLOT IS EXPENDED

It becomes:

UNAVAILABLE

until some rule restores it.


EXAMPLE

Before:

Level 2 slots:

3

Cast one level 2 spell.

After:

2

Cast another.

After:

1

Cast another.

After:

0


PART THIRTY-SEVEN — EXPENDED DOES NOT MEAN DESTROYED FOREVER

A Spell Slot is a:

RECHARGEABLE RESOURCE

Under the general Spellcasting rule:

FINISHING A LONG REST RESTORES EXPENDED SPELL SLOTS

 


EXAMPLE

Wizard starts day with:

Level 1:

4

Level 2:

3

Level 3:

2

During adventure, Wizard spends:

ALL NINE

Finishes a Long Rest.

Normal slot totals return to:

4 / 3 / 2

according to the class table.


PART THIRTY-EIGHT — A LONG REST DOESN'T GIVE EXTRA SLOTS ABOVE YOUR MAXIMUM

If your maximum is:

4 LEVEL 1 SLOTS

and you have spent only:

1

then after the Long Rest:

YOU HAVE 4

not:

7

Restoration returns expended slots.

It doesn't stack them above:

YOUR NORMAL MAXIMUM


PART THIRTY-NINE — SPELL SLOT MAXIMUM COMES FROM YOUR CLASS FEATURE

Your Class table tells you how many:

SPELL SLOTS

you possess at each level.

For example, the Wizard table progresses from:

Level 1:

TWO LEVEL 1 SLOTS

to eventually having access to slots through:

LEVEL 9

 


PART FORTY — FULL SPELLCASTER SLOT PROGRESSION

Bard, Cleric, Druid, Sorcerer, and Wizard use the same basic Spell Slot progression shown in their respective SRD class tables.

Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2
2 3
3 4 2
4 4 3
5 4 3 2
6 4 3 3
7 4 3 3 1
8 4 3 3 2
9 4 3 3 3 1
10 4 3 3 3 2
11 4 3 3 3 2 1
12 4 3 3 3 2 1
13 4 3 3 3 2 1 1
14 4 3 3 3 2 1 1
15 4 3 3 3 2 1 1 1
16 4 3 3 3 2 1 1 1
17 4 3 3 3 2 1 1 1 1
18 4 3 3 3 3 1 1 1 1
19 4 3 3 3 3 2 1 1 1
20 4 3 3 3 3 2 2 1 1

PART FORTY-ONE — READING THE TABLE

Take:

LEVEL 5 WIZARD

Read across:

Level 1 slots:

4

Level 2:

3

Level 3:

2

Higher:

NONE

Total Spell Slots:

4 + 3 + 2 =

9

But the Wizard can have more than nine:

SPELLS IN THE SPELLBOOK

and a different number of:

PREPARED SPELLS

Again:

THESE ARE DIFFERENT TRACKS


PART FORTY-TWO — LEVEL 17 FULL SPELLCASTER

At level 17, a class using this progression has:

4 LEVEL 1

3 LEVEL 2

3 LEVEL 3

3 LEVEL 4

2 LEVEL 5

1 LEVEL 6

1 LEVEL 7

1 LEVEL 8

1 LEVEL 9

This is the first point on this progression with:

A LEVEL 9 SPELL SLOT


PART FORTY-THREE — HIGHER CHARACTER LEVEL DOESN'T MEAN MANY HIGH-LEVEL SLOTS

Notice:

Level 17:

ONE LEVEL 9 SLOT

Level 20:

STILL ONE LEVEL 9 SLOT

High-level Spell Slots are:

SCARCE

even for extremely powerful spellcasters.


PART FORTY-FOUR — PALADIN AND RANGER PROGRESS DIFFERENTLY

Paladin and Ranger don't follow the 1–9 full-spellcaster progression.

Their class tables provide slots only through:

LEVEL 5

Paladin, for example, begins with:

TWO LEVEL 1 SLOTS AT PALADIN LEVEL 1

and reaches its first:

LEVEL 2 SLOTS AT PALADIN LEVEL 5

 

Ranger follows its own class table with Spellcasting beginning at:

RANGER LEVEL 1

in SRD 5.2.1.


PART FORTY-FIVE — PALADIN SLOT PROGRESSION

Paladin Level 1st 2nd 3rd 4th 5th
1 2
2 2
3 3
4 3
5 4 2
6 4 2
7 4 3
8 4 3
9 4 3 2
10 4 3 2
11 4 3 3
12 4 3 3
13 4 3 3 1
14 4 3 3 1
15 4 3 3 2
16 4 3 3 2
17 4 3 3 3 1
18 4 3 3 3 1
19 4 3 3 3 2
20 4 3 3 3 2

 


PART FORTY-SIX — WHY CLASS TABLES MATTER

Never calculate Spell Slots by guessing:

"I'M LEVEL 8, SO MAYBE I HAVE LEVEL 8 MAGIC."

Instead:

READ YOUR CLASS FEATURES TABLE

It tells you exactly:

HOW MANY SLOTS

and:

WHAT LEVELS


PART FORTY-SEVEN — CASTING WITHOUT SPELL SLOTS

The SRD lists four major ways a spell can be cast without expending a Spell Slot:

CANTRIPS

RITUALS

SPECIAL ABILITIES

and:

MAGIC ITEMS

 

Let's separate them.


PART FORTY-EIGHT — METHOD ONE: CANTRIPS

Cantrip:

NO SLOT

This is their normal casting method.


PART FORTY-NINE — METHOD TWO: RITUALS

Certain spells have the:

RITUAL TAG

in their Casting Time entry.

Such a spell may be cast:

NORMALLY

or:

AS A RITUAL

When cast as a Ritual:

IT TAKES 10 MINUTES LONGER

and:

DOESN'T EXPEND A SPELL SLOT

Under the general rule, the spellcaster must have the spell:

PREPARED

 


PART FIFTY — RITUAL EXAMPLE

Suppose a spell normally takes:

1 MINUTE

and has:

RITUAL

Normal casting:

1 MINUTE

with the normal Spell Slot requirement.

Ritual casting:

1 minute + 10 minutes =

11 MINUTES

Spell Slot:

NOT EXPENDED


PART FIFTY-ONE — RITUALS TRADE TIME FOR MAGICAL RESOURCES

The practical trade is:

NORMAL CASTING

faster, potentially spends:

SPELL SLOT

versus:

RITUAL CASTING

takes:

10 EXTRA MINUTES

but uses:

NO SPELL SLOT

This can be very valuable:

OUTSIDE COMBAT

when time isn't urgent.


PART FIFTY-TWO — SPECIFIC RITUAL FEATURES CAN OVERRIDE THE GENERAL PREPARATION RULE

In Lesson 71, we studied the Wizard's:

RITUAL ADEPT

It allows a Wizard to cast an eligible Ritual spell:

FROM THE SPELLBOOK

without having it prepared, provided the feature's requirements are met.

That is:

A SPECIFIC EXCEPTION

to the general Ritual rule.

So:

GENERAL RULE FIRST

then:

SPECIFIC FEATURE


PART FIFTY-THREE — METHOD THREE: SPECIAL ABILITIES

Some character or monster features allow a particular spell to be cast:

WITHOUT A SPELL SLOT

These castings are usually limited in:

ANOTHER WAY

such as:

NUMBER OF USES

 


EXAMPLE — RANGER FAVORED ENEMY

The Ranger always has:

HUNTER'S MARK

prepared.

Favored Enemy also allows the Ranger to cast it a number of times:

WITHOUT EXPENDING A SPELL SLOT

and those free uses recover according to:

THE FEATURE

 


IMPORTANT

After those free castings are gone, the spell can still potentially be cast with:

SPELL SLOTS

if its rules and the character's features allow it.


PART FIFTY-FOUR — METHOD FOUR: MAGIC ITEMS

Spell Scrolls and certain other magic items can contain spells that are cast:

WITHOUT EXPENDING YOUR SPELL SLOTS

The item's description tells you:

HOW MANY TIMES

and:

HOW IT WORKS

 


IMPORTANT

Using a Magic Item doesn't mean:

THE MAGIC IS FREE OF ALL LIMITS

It means the limit comes from:

THE ITEM'S OWN RULE

instead of your normal Spell Slot pool.


PART FIFTY-FIVE — "WITHOUT A SPELL SLOT" DOESN'T MEAN "NOT A SPELL"

Suppose a feature lets you cast:

INVISIBILITY

without expending a slot.

It remains:

THE INVISIBILITY SPELL

You still apply:

THE SPELL'S RULES

unless the feature specifically changes them.

The only altered part might be:

SLOT EXPENDITURE


PART FIFTY-SIX — WARLOCK PACT MAGIC

Now we reach the major exception.

Warlock doesn't use the normal Spellcasting slot progression for its primary level 1–5 spell slots.

It uses:

PACT MAGIC

 

This creates a very different resource system.


PART FIFTY-SEVEN — ALL WARLOCK PACT MAGIC SLOTS ARE THE SAME LEVEL

The Warlock Features table gives:

SPELL SLOTS

and:

SLOT LEVEL

All Pact Magic slots the Warlock has at a given Warlock level are:

THE SAME LEVEL

 


WARLOCK TABLE

Warlock Level Pact Slots Slot Level
1 1 1
2 2 1
3 2 2
4 2 2
5 2 3
6 2 3
7 2 4
8 2 4
9 2 5
10 2 5
11 3 5
12 3 5
13 3 5
14 3 5
15 3 5
16 3 5
17 4 5
18 4 5
19 4 5
20 4 5

 


PART FIFTY-EIGHT — LEVEL 1 WARLOCK

Warlock 1:

ONE SLOT

Slot Level:

1

So the Warlock can power one eligible level 1 spell through Pact Magic before needing:

A REST OR ANOTHER RESTORATION FEATURE


PART FIFTY-NINE — LEVEL 5 WARLOCK

The SRD gives the specific example:

Level 5 Warlock:

TWO SPELL SLOTS

Both are:

LEVEL 3

 


IMPORTANT

The Warlock does not have:

TWO LEVEL 1

TWO LEVEL 2

and:

TWO LEVEL 3

slots.

It has:

TWO TOTAL PACT MAGIC SLOTS

and both are:

LEVEL 3


PART SIXTY — WARLOCK CASTS LOWER-LEVEL SPELLS AT ITS SLOT LEVEL

The SRD example uses:

CHARM PERSON

which is a:

LEVEL 1 SPELL

A level 5 Warlock has only:

LEVEL 3 PACT MAGIC SLOTS

So when the Warlock casts Charm Person using Pact Magic:

SPEND ONE LEVEL 3 SLOT

and:

CHARM PERSON IS CAST AS LEVEL 3

 


PART SIXTY-ONE — WARLOCK SLOTS AUTOMATICALLY UPCAST LOWER-LEVEL SPELLS

At Warlock level 7:

Pact slot level:

4

If the Warlock casts an eligible:

LEVEL 1

LEVEL 2

or:

LEVEL 3

spell using Pact Magic:

THE SLOT IS LEVEL 4

Therefore the spell is:

LEVEL 4 FOR THAT CASTING

Any higher-slot enhancement depends on:

THE SPELL DESCRIPTION


PART SIXTY-TWO — PACT MAGIC RESTORATION IS DIFFERENT

Ordinary Spellcasting slots generally return after:

A LONG REST

Warlock Pact Magic slots return after:

A SHORT OR LONG REST

 

This is one of the defining Warlock mechanics.


EXAMPLE

Level 5 Warlock:

2 LEVEL 3 PACT SLOTS

Cast two spells.

Remaining:

0

Finish:

SHORT REST

Pact Magic slots:

BACK TO 2

assuming the rest completes normally.


PART SIXTY-THREE — THIS SHORT-REST RULE IS NOT UNIVERSAL

Do not see the Warlock and conclude:

"SPELL SLOTS RETURN ON A SHORT REST."

The general rule is:

LONG REST

Warlock:

SHORT OR LONG REST

because Pact Magic gives a:

SPECIFIC EXCEPTION


PART SIXTY-FOUR — MAGICAL CUNNING

At Warlock level 2:

MAGICAL CUNNING

provides another way to restore Pact Magic slots.

The Warlock performs an esoteric rite for:

1 MINUTE

At the end, the Warlock regains expended Pact Magic slots up to:

HALF THE MAXIMUM

rounded:

UP

Once used:

LONG REST

is required before using Magical Cunning again.


PART SIXTY-FIVE — MAGICAL CUNNING EXAMPLE

Warlock maximum Pact Slots:

3

Half:

3 ÷ 2 =

1.5

Round up:

2

Magical Cunning can restore up to:

TWO EXPENDED PACT MAGIC SLOTS


WARLOCK MAXIMUM 4

Half:

4 ÷ 2 =

2

Restore up to:

2


PART SIXTY-SIX — WARLOCK PACT MAGIC STOPS AT LEVEL 5 SLOTS

Notice the Warlock table.

At Warlock level 9:

SLOT LEVEL 5

And Pact Magic Slot Level remains:

5

through level 20.

Does that mean the Warlock can never access:

LEVEL 6–9 WARLOCK SPELLS?

NO

It uses another feature:

MYSTIC ARCANUM


PART SIXTY-SEVEN — MYSTIC ARCANUM

At Warlock level:

11

choose one:

LEVEL 6 WARLOCK SPELL

as your Arcanum.

You can cast it:

ONCE WITHOUT EXPENDING A SPELL SLOT

Then you must finish:

A LONG REST

before casting it in this way again.


PART SIXTY-EIGHT — HIGHER MYSTIC ARCANA

Warlock gains further Arcanum access at:

WARLOCK 13 → LEVEL 7 SPELL

WARLOCK 15 → LEVEL 8 SPELL

WARLOCK 17 → LEVEL 9 SPELL

Each is cast through:

MYSTIC ARCANUM

rather than by creating:

LEVEL 6–9 PACT MAGIC SLOTS

 


PART SIXTY-NINE — WARLOCK HIGH-LEVEL MAGIC SUMMARY

Pact Magic:

SPELL LEVELS 1–5

uses:

PACT MAGIC SLOTS

Maximum slot level:

5


Mystic Arcanum:

SPELL LEVELS 6–9

uses:

ITS OWN FREE CASTING FEATURE

not:

LEVEL 6–9 PACT SLOTS


PART SEVENTY — PACT MAGIC AND SPELLCASTING CAN INTERACT IN MULTICLASSING

If a multiclass character has:

PACT MAGIC

and:

SPELLCASTING

the SRD says:

Pact Magic slots can cast eligible prepared spells from:

SPELLCASTING CLASSES

and normal Spellcasting slots can cast prepared:

WARLOCK SPELLS

 


EXAMPLE

Character:

WARLOCK / SORCERER

The Pact Magic slots and normal Spellcasting slots are:

DIFFERENT SLOT POOLS

but the multiclass rule allows them to power eligible prepared spells across those features.


PART SEVENTY-ONE — MULTICLASS SPELL SLOTS

For multiclass characters with multiple Spellcasting classes, the SRD determines a combined:

MULTICLASS SPELLCASTER LEVEL

using:

  • all Bard levels

  • all Cleric levels

  • all Druid levels

  • all Sorcerer levels

  • all Wizard levels

  • half Paladin levels, rounded up

  • half Ranger levels, rounded up

Then use:

THE MULTICLASS SPELLCASTER TABLE

 


MULTICLASS SPELLCASTER SLOT TABLE

Spellcaster Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2
2 3
3 4 2
4 4 3
5 4 3 2
6 4 3 3
7 4 3 3 1
8 4 3 3 2
9 4 3 3 3 1
10 4 3 3 3 2
11 4 3 3 3 2 1
12 4 3 3 3 2 1
13 4 3 3 3 2 1 1
14 4 3 3 3 2 1 1
15 4 3 3 3 2 1 1 1
16 4 3 3 3 2 1 1 1
17 4 3 3 3 2 1 1 1 1
18 4 3 3 3 3 1 1 1 1
19 4 3 3 3 3 2 1 1 1
20 4 3 3 3 3 2 2 1 1

 


PART SEVENTY-TWO — MULTICLASS SLOTS DON'T DETERMINE WHICH SPELLS YOU CAN PREPARE

This was introduced in Lesson 71, but it is worth repeating because it is central to:

SPELL SLOT UNDERSTANDING

The multiclass slot table may give you:

A HIGHER-LEVEL SLOT

than the spells your individual classes can prepare.

That is:

ALLOWED


SRD EXAMPLE

Ranger 4 / Sorcerer 3.

Multiclass spellcaster level:

Sorcerer:

3

Half Ranger 4:

2

Total:

5

Therefore slots:

FOUR LEVEL 1

THREE LEVEL 2

TWO LEVEL 3

But the character still can't prepare:

LEVEL 3 SPELLS

and can't prepare:

LEVEL 2 RANGER SPELLS

 


PART SEVENTY-THREE — WHAT DO THE LEVEL 3 SLOTS DO THEN?

They can cast:

LOWER-LEVEL PREPARED SPELLS

using:

LEVEL 3 SLOTS

If those spells have higher-slot effects:

APPLY THEM


EXAMPLE

The multiclass character knows an eligible:

LEVEL 1 CURE WOUNDS

Use:

LEVEL 3 SLOT

Cure Wounds becomes:

LEVEL 3 FOR THAT CASTING

and heals:

6D8 + SPELLCASTING ABILITY MODIFIER

because Cure Wounds adds 2d8 for each slot level above 1.


PART SEVENTY-FOUR — HIGHER SLOTS ARE NOT WASTED

Even if you can't prepare spells of that slot's level:

THE SLOT STILL HAS VALUE

It can:

POWER LOWER-LEVEL SPELLS

and potentially:

ENHANCE THEM

This is why:

SPELL ACCESS

and:

SLOT ACCESS

must remain separate concepts.


PART SEVENTY-FIVE — CLASS FEATURES CAN RESTORE SLOTS EARLIER

The general rule is:

LONG REST RESTORES EXPENDED SLOTS

But specific Class features can alter that.

Warlock Pact Magic:

SHORT OR LONG REST

Other specific features can also restore some slots earlier.

For example, the Circle of the Land Druid's:

NATURAL RECOVERY

can restore selected expended slots after a:

SHORT REST

within the feature's limits.


IMPORTANT

Do not turn the exception into:

A GENERAL RULE

Always ask:

WHAT FEATURE IS RESTORING THESE SLOTS?


PART SEVENTY-SIX — SLOT LEVEL CAN MATTER TO OTHER FEATURES

Spell Slot Level isn't only relevant to:

CASTING A SPELL

Some features specifically refer to:

THE LEVEL OF THE SPELL SLOT

For example, the Life Domain's:

DISCIPLE OF LIFE

adds healing based partly on:

THE SPELL SLOT'S LEVEL

when its requirements are met.

So always record:

WHICH SLOT LEVEL YOU USED


PART SEVENTY-SEVEN — SPELL LEVEL AND SLOT LEVEL CAN DIFFER

Suppose:

Spell:

CURE WOUNDS — LEVEL 1

Slot used:

LEVEL 4

For that casting:

Original spell level:

1

Slot level:

4

Spell's effective level for the casting:

4

This distinction can affect:

HIGHER-LEVEL EFFECTS

and:

OTHER RULES THAT REFERENCE SPELL OR SLOT LEVEL


PART SEVENTY-EIGHT — THE SPELL IS NOT PERMANENTLY HIGHER LEVEL

After casting Cure Wounds with a level 4 slot:

CURE WOUNDS DOES NOT BECOME A LEVEL 4 SPELL FOREVER

Its normal spell description remains:

LEVEL 1

It becomes level 4 only:

FOR THAT CASTING

 


PART SEVENTY-NINE — PREPARED SPELL LEVEL DOESN'T CHANGE

Suppose Magic Missile is prepared.

You cast:

LEVEL 1 MAGIC MISSILE

using:

LEVEL 5 SLOT

You don't now need to record:

"MAGIC MISSILE PREPARED AS LEVEL 5"

The spell remains one prepared spell:

MAGIC MISSILE

You choose slot level:

WHEN YOU CAST IT


PART EIGHTY — YOU DON'T PREPARE THE SAME SPELL AT MULTIPLE LEVELS

You don't normally prepare:

CURE WOUNDS LEVEL 1

and:

CURE WOUNDS LEVEL 3

as two separate spells.

You prepare:

CURE WOUNDS

Then choose an eligible:

SPELL SLOT

when you cast it.


PART EIGHTY-ONE — THIS IS WHY PREPARED SPELL COUNT AND SLOT COUNT DON'T MATCH

A Wizard might have:

NINE PREPARED SPELLS

and:

NINE SPELL SLOTS

at one level by coincidence.

That doesn't make them:

PAIRED ONE-TO-ONE

At another level, the numbers differ.

They are separate systems.


PART EIGHTY-TWO — TRACKING SPELL SLOTS ON THE CHARACTER SHEET

The easiest method is to record:

TOTAL SLOTS

and:

EXPENDED SLOTS

for each level.

Example:

Slot Level Total Expended Remaining
1 4 2 2
2 3 1 2
3 2 2 0

Then when you cast:

A LEVEL 1 SPELL

you can choose any eligible remaining slot.


PART EIGHTY-THREE — DON'T CROSS OUT THE SPELL

When casting a prepared spell:

MARK THE SLOT AS EXPENDED

Do not normally:

CROSS THE SPELL OFF THE PREPARED LIST

That visual habit prevents a huge amount of beginner confusion.


PART EIGHTY-FOUR — COMPLETE CASTING RESOURCE EXAMPLE

Level 5 Wizard.

Prepared spells include:

MAGIC MISSILE

SHIELD

MISTY STEP

FIREBALL

among others.

Slots:

Level 1:

4

Level 2:

3

Level 3:

2


ROUND ONE

Cast Fireball.

Fireball:

LEVEL 3

Must use:

LEVEL 3 OR HIGHER

Only level 3 available.

Spend:

ONE LEVEL 3 SLOT

Remaining:

4 / 3 / 1


ROUND TWO

Cast Misty Step.

Misty Step:

LEVEL 2

Use:

ONE LEVEL 2 SLOT

Remaining:

4 / 2 / 1


ROUND THREE

Cast Magic Missile with:

LEVEL 3 SLOT

Remaining:

4 / 2 / 0

Magic Missile:

FIVE DARTS

because the slot is two levels above the spell's base level.


ROUND FOUR

Cast Shield using:

LEVEL 1 SLOT

Remaining:

3 / 2 / 0


IMPORTANT

All four spells remain:

PREPARED

The Wizard has merely spent:

SPELL SLOTS


PART EIGHTY-FIVE — RUNNING OUT OF HIGH-LEVEL SLOTS

Suppose that Wizard has:

ZERO LEVEL 3 SLOTS

Can the Wizard cast:

FIREBALL?

Not normally with their remaining level 1 or level 2 slots.

Fireball requires at least:

LEVEL 3 SLOT


CAN THE WIZARD STILL CAST MAGIC MISSILE?

YES

because Level 1 slots remain.


CAN THE WIZARD STILL CAST FIRE BOLT?

YES

because Fire Bolt:

IS A CANTRIP

and doesn't require a slot.


PART EIGHTY-SIX — CANTRIPS KEEP A SPELLCASTER FUNCTIONAL

This is one of the practical purposes of Cantrips.

Even after spending:

EVERY SPELL SLOT

a spellcaster can still use prepared/known Cantrips according to their rules.

A Wizard with:

ZERO SPELL SLOTS

is not automatically:

UNABLE TO USE MAGIC

They can still cast:

CANTRIPS

and may have other features that don't require Spell Slots.


PART EIGHTY-SEVEN — BUT CANTRIPS ARE NOT REPLACEMENTS FOR EVERY SPELL

Cantrips are level:

0

A Cantrip doesn't automatically reproduce:

HEALING

CONTROL

TELEPORTATION

DEFENSE

or:

UTILITY

provided by every level 1+ spell.

They form one layer of the spellcaster's options.


PART EIGHTY-EIGHT — AT THE TABLE: HOW TO CAST A LEVEL 1+ SPELL

Use this checklist.

STEP 1

Choose:

A SPELL YOU CAN CAST


STEP 2

Check:

ITS SPELL LEVEL


STEP 3

Check your remaining:

SPELL SLOTS


STEP 4

Choose a slot equal to or higher than:

THE SPELL LEVEL


STEP 5

Declare:

SLOT LEVEL USED


STEP 6

Expended:

THAT SLOT


STEP 7

If the slot is higher than the spell:

CHECK FOR A HIGHER-LEVEL EFFECT


STEP 8

Resolve:

THE SPELL

according to its full description.


PART EIGHTY-NINE — AT THE TABLE: HOW TO CAST A CANTRIP

STEP 1

Choose an available:

CANTRIP


STEP 2

Do not expend:

A SPELL SLOT


STEP 3

Check whether the spell has:

CANTRIP UPGRADE

and determine your current version.


STEP 4

Resolve:

CASTING TIME

RANGE

COMPONENTS

TARGETS

ATTACK OR SAVE

and:

EFFECT

as written.


PART NINETY — AT THE TABLE: HOW TO CAST A RITUAL

STEP 1

Check that the spell has:

RITUAL


STEP 2

Under the general rule, have it:

PREPARED

unless a specific feature changes this.


STEP 3

Add:

10 MINUTES

to normal Casting Time.


STEP 4

Do not expend:

A SPELL SLOT


STEP 5

Resolve the rest of:

THE SPELL'S RULES


PART NINETY-ONE — AT THE TABLE: WARLOCK

Ask:

HOW MANY PACT MAGIC SLOTS DO I HAVE?

Then:

WHAT LEVEL ARE ALL OF THEM?


EXAMPLE — WARLOCK 9

Pact slots:

2

Slot Level:

5

 

Every normal Pact Magic spell casting that uses one of those slots uses:

A LEVEL 5 SLOT


CAST HEX

If eligible:

LEVEL 5 CASTING


CAST FIREBALL

If prepared through an eligible Warlock feature:

LEVEL 5 CASTING


After both slots:

ZERO PACT SLOTS

Short Rest:

RESTORES THEM


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING CHARACTER LEVEL AND SPELL LEVEL ARE THE SAME

They aren't.


MISTAKE 2 — THINKING A LEVEL 5 WIZARD CASTS LEVEL 5 SPELLS

A level 5 Wizard normally has slots through:

LEVEL 3


MISTAKE 3 — THINKING CANTRIPS ARE LEVEL 1 SPELLS

They are:

LEVEL 0


MISTAKE 4 — SPENDING A SPELL SLOT TO CAST A CANTRIP NORMALLY

Cantrips:

DON'T EXPEND SPELL SLOTS


MISTAKE 5 — THINKING A CANTRIP SLOT EXISTS

There is no normal:

LEVEL 0 SPELL SLOT


MISTAKE 6 — THINKING CANTRIPS NEVER IMPROVE

Some have:

CANTRIP UPGRADE

Read the spell.


MISTAKE 7 — THINKING EVERY CANTRIP IMPROVES IDENTICALLY

Use:

THE ACTUAL SPELL DESCRIPTION


MISTAKE 8 — THINKING CANTRIP DAMAGE IMPROVEMENT COSTS HIGHER-LEVEL SLOTS

It doesn't.


MISTAKE 9 — THINKING A SPELL SLOT IS A SPELL

It isn't.


MISTAKE 10 — THINKING EACH PREPARED SPELL HAS ONE PERSONAL SLOT

Slots aren't assigned that way.


MISTAKE 11 — THINKING CASTING A PREPARED SPELL REMOVES IT FROM YOUR PREPARED LIST

It doesn't.


MISTAKE 12 — THINKING YOU CAN CAST EACH PREPARED SPELL ONLY ONCE

You can cast the same prepared spell repeatedly if:

YOU HAVE THE NECESSARY RESOURCES


MISTAKE 13 — THINKING SIX PREPARED SPELLS MEANS SIX SPELL SLOTS

These numbers are:

INDEPENDENT


MISTAKE 14 — CASTING A LEVEL 3 SPELL WITH A LEVEL 2 SLOT

The slot must be:

SPELL LEVEL OR HIGHER


MISTAKE 15 — THINKING A LEVEL 1 SPELL MUST USE A LEVEL 1 SLOT

It can use:

ANY HIGHER SLOT


MISTAKE 16 — THINKING HIGHER SLOT ALWAYS MEANS MORE DAMAGE

Only if:

THE SPELL DESCRIPTION PROVIDES THAT BENEFIT


MISTAKE 17 — THINKING A HIGHER SLOT DOES NOTHING IF THE SPELL DOESN'T LIST EXTRA DAMAGE

The spell still takes on:

THE SLOT'S HIGHER LEVEL FOR THAT CASTING


MISTAKE 18 — THINKING AN UPCAST SPELL PERMANENTLY CHANGES LEVEL

Only:

FOR THAT CASTING


MISTAKE 19 — PREPARING CURE WOUNDS SEPARATELY AT LEVEL 1, 2, AND 3

You prepare:

CURE WOUNDS

Then choose the slot level:

WHEN CASTING


MISTAKE 20 — THINKING SPELL SLOTS RETURN AUTOMATICALLY AFTER EVERY FIGHT

The general restoration is:

LONG REST


MISTAKE 21 — THINKING A SHORT REST RESTORES EVERY SPELLCASTER'S SLOTS

No.

Warlock Pact Magic specifically does.

Other features can create:

OTHER EXCEPTIONS


MISTAKE 22 — THINKING A LONG REST ADDS SLOTS ABOVE YOUR MAXIMUM

It restores:

EXPENDED SLOTS


MISTAKE 23 — THINKING RITUAL CASTING SPENDS A SLOT

Ritual casting:

DOESN'T EXPEND ONE


MISTAKE 24 — FORGETTING THE EXTRA RITUAL TIME

Ritual version:

+10 MINUTES


MISTAKE 25 — THINKING EVERY SPELL CAN BE CAST AS A RITUAL

It must have:

THE RITUAL TAG


MISTAKE 26 — THINKING THE GENERAL RITUAL RULE ALLOWS EVERY UNPREPARED RITUAL SPELL

The general rule requires:

PREPARED

Specific features such as Wizard's Ritual Adept can override this.


MISTAKE 27 — THINKING A "FREE CAST" MEANS THE SPELL STOPS BEING A SPELL

It is still:

A SPELL

The feature merely removes:

SLOT EXPENDITURE

unless it changes something else too.


MISTAKE 28 — THINKING MAGIC ITEM SPELLS MUST SPEND YOUR SLOTS

Some magic items cast spells:

WITHOUT YOUR SPELL SLOTS

according to their descriptions.


MISTAKE 29 — THINKING WARLOCK HAS THE NORMAL FULL-CASTER SLOT TABLE

Warlock uses:

PACT MAGIC


MISTAKE 30 — THINKING A LEVEL 5 WARLOCK HAS LEVEL 1, 2, AND 3 PACT SLOTS

It has:

TWO LEVEL 3 SLOTS


MISTAKE 31 — THINKING WARLOCK CAN CHOOSE TO SPEND A LEVEL 1 PACT SLOT AT LEVEL 5

It has no level 1 Pact slot at that level.

All current Pact slots are:

LEVEL 3


MISTAKE 32 — FORGETTING WARLOCK AUTOMATICALLY CASTS LOWER-LEVEL PACT SPELLS AT THE PACT SLOT LEVEL

Level 5 Warlock Charm Person:

LEVEL 3 CASTING

when using Pact Magic.


MISTAKE 33 — THINKING WARLOCK PACT SLOTS RETURN ONLY ON LONG REST

They return after:

SHORT OR LONG REST


MISTAKE 34 — THINKING WARLOCK EVENTUALLY GETS LEVEL 6–9 PACT SLOTS

Pact Magic slot level caps at:

5

Warlock gains high-level magic through:

MYSTIC ARCANUM


MISTAKE 35 — SPENDING A LEVEL 6 PACT SLOT ON MYSTIC ARCANUM

There is no such Pact Magic slot in the Warlock table.

Mystic Arcanum has:

ITS OWN CASTING RULE


MISTAKE 36 — THINKING MULTICLASS SLOT LEVEL DETERMINES SPELLS YOU CAN PREPARE

It doesn't.

Preparation is still determined:

CLASS BY CLASS


MISTAKE 37 — IGNORING HIGHER MULTICLASS SLOTS BECAUSE YOU DON'T KNOW SPELLS OF THAT LEVEL

They can still power:

LOWER-LEVEL SPELLS

and potentially enhance them.


MISTAKE 38 — FORGETTING PACT MAGIC AND SPELLCASTING CAN CROSS-CAST IN MULTICLASSING

The SRD explicitly permits eligible spells to use:

EITHER SLOT SOURCE

under its multiclass rule.


QUICK RECAP

SPELL LEVEL

Every spell is:

LEVEL 0–9


CANTRIPS

Are:

LEVEL 0

Use:

NO SPELL SLOT

Some improve according to:

CANTRIP UPGRADE


LEVEL 1+ SPELLS

Normally require:

A SUITABLE SPELL SLOT

unless another rule says otherwise.


SPELL SLOT

Is:

A MAGICAL RESOURCE

not:

A SPELL


CASTING WITH A SLOT

Slot must be:

SPELL LEVEL OR HIGHER


HIGHER-LEVEL SLOT

The spell becomes:

THAT HIGHER LEVEL FOR THAT CASTING

If its description provides enhanced effects:

APPLY THEM


PREPARED SPELL

Remains:

PREPARED

after casting.

Normally expend:

THE SLOT

not:

THE SPELL


GENERAL RESTORATION

Finish:

LONG REST

Restore:

EXPENDED SPELL SLOTS


CASTING WITHOUT SLOTS

Main general routes:

CANTRIPS

RITUALS

SPECIAL ABILITIES

MAGIC ITEMS

 


RITUAL

+10 MINUTES

NO SLOT

General rule:

SPELL PREPARED

unless a specific feature overrides it.


WARLOCK

Uses:

PACT MAGIC

All Pact slots:

SAME LEVEL

Regain:

SHORT OR LONG REST

Maximum Pact Slot Level:

5

High-level Warlock magic:

MYSTIC ARCANUM


PRIME HERO CHALLENGE

A level 5 Wizard has these slots:

LEVEL 1 — 4

LEVEL 2 — 3

LEVEL 3 — 2

Prepared spells include:

MAGIC MISSILE — LEVEL 1

CURE WOUNDS — LEVEL 1

for purposes of this exercise through an appropriate feature,

SCORCHING RAY — LEVEL 2

and:

FIREBALL — LEVEL 3

The Wizard also knows:

FIRE BOLT — CANTRIP


QUESTION 1

How many times can the Wizard cast Fire Bolt before running out of Spell Slots?

SPELL SLOTS DON'T LIMIT FIRE BOLT

It is:

A CANTRIP


QUESTION 2

Can Fireball use:

A LEVEL 2 SLOT?

NO

Fireball is level:

3

It requires:

LEVEL 3 OR HIGHER


QUESTION 3

Can Magic Missile use:

LEVEL 3 SLOT?

YES


QUESTION 4

How many darts?

Magic Missile base:

3

Level 3 slot is:

TWO SLOT LEVELS ABOVE 1

Add:

2 DARTS

Total:

5 DARTS


QUESTION 5

The Wizard casts Cure Wounds using:

LEVEL 3 SLOT

How much healing before the spellcasting ability modifier?

Base:

2D8

Two slot levels above level 1:

+4D8

Total:

6D8

Then add:

SPELLCASTING ABILITY MODIFIER


QUESTION 6

Does Cure Wounds disappear from the prepared list after this casting?

NO

The level 3:

SPELL SLOT

is expended.

Cure Wounds remains:

PREPARED


QUESTION 7

The Wizard has no level 3 slots left.

Can they cast Fireball with a level 2 slot?

NO


QUESTION 8

Can they still cast Magic Missile with a level 1 slot?

YES


QUESTION 9

Can they still cast Fire Bolt?

YES

No Spell Slot is required.


WARLOCK CHALLENGE

A level 5 Warlock has:

TWO LEVEL 3 PACT MAGIC SLOTS

Prepared:

CHARM PERSON — LEVEL 1

The Warlock casts Charm Person.

Which slot is spent?

ONE LEVEL 3 PACT SLOT

At what level is Charm Person cast?

LEVEL 3

Remaining Pact Slots:

1


The Warlock casts another eligible spell using the other Pact slot.

Remaining:

0

Then finishes:

A SHORT REST

How many Pact Magic slots return?

BOTH

The Warlock returns to:

TWO LEVEL 3 PACT MAGIC SLOTS


MULTICLASS CHALLENGE

Character:

RANGER 4 / SORCERER 3

Multiclass Spellcaster level:

Ranger half:

2

Sorcerer:

3

Total:

5

Slots:

FOUR LEVEL 1

THREE LEVEL 2

TWO LEVEL 3

Can the character automatically prepare:

LEVEL 3 SPELLS?

NO

Can the character use those level 3 slots to cast eligible lower-level prepared spells?

YES

Can those spells gain higher-slot benefits when their descriptions provide them?

YES

That is the fundamental difference between:

SPELL ACCESS

and:

SPELL SLOT POWER


LESSON 72 — KEY TAKEAWAYS

There are three magical resources you must never confuse:

THE SPELL

THE PREPARED SPELL LIST

and:

THE SPELL SLOT

The spell tells you:

WHAT MAGIC DOES

The prepared list tells you:

WHICH MAGIC YOU CURRENTLY HAVE AVAILABLE

The Spell Slot tells you:

WHAT MAGICAL POWER YOU CAN SPEND TO CAST LEVEL 1+ SPELLS


Cantrips sit outside the normal slot expenditure system:

LEVEL 0

NO SPELL SLOT

Some become stronger as the character gains levels through:

CANTRIP UPGRADE


Level 1+ spells normally require:

A SLOT OF THE SPELL'S LEVEL OR HIGHER

A higher slot makes the spell:

THE HIGHER LEVEL FOR THAT CASTING

But any additional numerical benefit comes from:

THE SPELL DESCRIPTION


The most important resource-management habit is:

DON'T CROSS OFF THE SPELL

Cross off:

THE SPELL SLOT

The spell remains available.

The resource has been spent.


And finally:

WARLOCK IS DIFFERENT

Pact Magic uses:

FEWER SLOTS

at:

ONE SHARED SLOT LEVEL

but those slots recover after:

SHORT OR LONG REST

Higher Warlock magic then comes through:

MYSTIC ARCANUM

Understanding that distinction means you now understand the basic:

POWER SYSTEM OF 5E SPELLCASTING

The next question is:

WHEN CAN I ACTUALLY CAST THE SPELL?


NEXT LESSON

LESSON 73 — CASTING TIME, THE MAGIC ACTION, BONUS ACTION SPELLS, REACTION SPELLS, AND RITUAL CASTING

We now know:

WHAT SPELLS YOU HAVE

and:

WHAT RESOURCES POWER THEM

Next we learn how magic fits into:

TIME

and:

ACTION ECONOMY

Lesson 73 will explain:

CASTING TIME: ACTION

MAGIC ACTION

BONUS ACTION

REACTION

ONE MINUTE

TEN MINUTES

ONE HOUR

and other longer Casting Times.

We will also study the crucial SRD 5.2.1 rule governing:

ONE SPELL SLOT PER TURN

when spells are cast with:

BONUS ACTIONS

ACTIONS

and:

REACTIONS

and show exactly how:

CANTRIPS

can interact with that restriction.

Finally, we will return to:

RITUAL CASTING

and show what adding:

10 MINUTES

actually means at the table.

SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.