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.