Secret Lesson 73
Casting Time, the Magic Action, Bonus Action Spells, Reaction Spells, Longer Casting Times, and Rituals
In Lessons 71 and 72, we answered two fundamental questions:
WHICH SPELLS CAN I CAST?
and:
WHAT RESOURCE POWERS THEM?
Now we answer the third:
WHEN CAN I CAST THEM?
This is the point where spellcasting connects directly to:
ACTION ECONOMY
A spell might require:
AN ACTION
A BONUS ACTION
A REACTION
1 MINUTE
10 MINUTES
1 HOUR
or even:
LONGER
The spell's:
CASTING TIME
tells you exactly what is required.
And SRD 5.2.1 introduces one particularly important restriction:
ON A TURN, YOU CAN EXPEND ONLY ONE SPELL SLOT TO CAST A SPELL
Understanding that rule correctly is essential.
It does not mean:
ONE SPELL PER TURN
It means:
ONE SPELL SLOT EXPENDED TO CAST A SPELL PER TURN
That difference changes everything.
PART ONE — WHAT IS CASTING TIME?
Every spell contains a:
CASTING TIME
entry.
That entry tells you:
HOW LONG CASTING THE SPELL TAKES
Most spells require:
THE MAGIC ACTION
But some require:
A BONUS ACTION
A REACTION
or:
ONE MINUTE OR MORE
EXAMPLES
Fire Bolt:
ACTION
Misty Step:
BONUS ACTION
Shield:
REACTION
Create Undead:
1 MINUTE
Control Weather:
10 MINUTES
These are:
DIFFERENT CASTING PROCEDURES
PART TWO — MOST SPELLS USE THE MAGIC ACTION
If a spell's Casting Time is:
ACTION
you cast it using:
THE MAGIC ACTION
The Rules Glossary defines the Magic action as the action used to:
CAST A SPELL WITH A CASTING TIME OF AN ACTION
or:
USE A FEATURE OR MAGIC ITEM THAT REQUIRES A MAGIC ACTION
IMPORTANT
The action is specifically called:
MAGIC
It is one of the game's named actions.
Other named actions include:
ATTACK
DASH
DODGE
HELP
HIDE
READY
SEARCH
STUDY
and:
UTILIZE
PART THREE — ACTION SPELL EXAMPLE
Fire Bolt is a Cantrip with:
CASTING TIME: ACTION
On your turn:
MAGIC ACTION
↓
CAST FIRE BOLT
You then resolve the spell's:
RANGE
COMPONENTS
TARGET
SPELL ATTACK
and:
DAMAGE
PART FOUR — MAGIC ACTION DOES NOT MEAN EVERY MAGICAL THING IS A SPELL
This distinction matters.
The Magic action can be used to:
CAST A SPELL
but also to:
USE A MAGICAL FEATURE
or:
ACTIVATE A MAGIC ITEM
when that feature or item says it requires:
A MAGIC ACTION
Therefore:
MAGIC ACTION ≠ AUTOMATICALLY CASTING A SPELL
EXAMPLE
A magical feature says:
"AS A MAGIC ACTION..."
Using it is:
A MAGIC ACTION
But it isn't necessarily:
CASTING A SPELL
unless the feature actually says that it is.
PART FIVE — SOME SPELLS CREATE LATER MAGIC ACTIONS
A spell can also create an effect you later operate with:
A MAGIC ACTION
This doesn't necessarily mean you are:
CASTING THE SPELL AGAIN
EXAMPLE — FLAME BLADE
Flame Blade has:
CASTING TIME: BONUS ACTION
Once active, the spell says you can later use:
A MAGIC ACTION
to make an attack with the fiery blade.
So:
Turn 1 Bonus Action:
CAST FLAME BLADE
Later Magic Action:
USE THE SPELL'S EXISTING EFFECT
That later Magic action doesn't itself mean:
CAST FLAME BLADE AGAIN
PART SIX — BONUS ACTION SPELLS
Some spells have:
CASTING TIME: BONUS ACTION
A Bonus Action is an additional action available only when:
A RULE SPECIFICALLY GIVES YOU SOMETHING TO DO AS A BONUS ACTION
You can take:
ONLY ONE BONUS ACTION ON YOUR TURN
IMPORTANT
You do not normally possess:
TWO BONUS ACTIONS
even if you know several Bonus Action spells.
You must choose:
WHICH ONE
to use.
PART SEVEN — BONUS ACTIONS HAPPEN ON YOUR TURN
The general Bonus Action rules say that you can take a Bonus Action:
ON YOUR TURN
and normally choose when during that turn to take it unless:
ITS TIMING IS SPECIFIED
So a Bonus Action spell is normally integrated into:
YOUR OWN TURN
PART EIGHT — MISTY STEP EXAMPLE
Misty Step:
LEVEL 2
Casting Time:
BONUS ACTION
Effect:
TELEPORT UP TO 30 FEET
to an unoccupied space you can see.
A typical turn might therefore be:
Movement.
Magic-related Bonus Action:
MISTY STEP
Then:
YOUR ACTION
can still potentially be used for something legal.
PART NINE — A BONUS ACTION SPELL DOESN'T USE YOUR ACTION
This is a fundamental action-economy advantage.
Suppose you cast:
MISTY STEP
with your Bonus Action.
You haven't spent:
YOUR ACTION
You can still use your Action for:
ATTACK
DASH
DODGE
MAGIC
or another legal action.
But spell-slot restrictions can affect whether another spell is legal.
That brings us to:
THE MOST IMPORTANT RULE IN THIS LESSON
PART TEN — ONE SPELL WITH A SPELL SLOT PER TURN
SRD 5.2.1 says:
ON A TURN, YOU CAN EXPEND ONLY ONE SPELL SLOT TO CAST A SPELL
This is the rule to memorize.
NOT
ONE SPELL PER TURN
NOT
ONLY ONE MAGIC ACTION PER TURN
NOT
YOU CAN NEVER CAST AN ACTION SPELL AND A BONUS ACTION SPELL TOGETHER
The actual restriction is specifically:
HOW MANY SPELL SLOTS YOU EXPEND TO CAST SPELLS ON THAT TURN
Maximum:
ONE
PART ELEVEN — FIRST LEGAL COMBINATION
You cast:
MISTY STEP
Bonus Action.
Misty Step uses:
A LEVEL 2 SPELL SLOT
You have now expended:
ONE SPELL SLOT
on this turn.
Can you then cast:
FIRE BOLT
with your Action?
YES
Fire Bolt is:
A CANTRIP
Cantrips expend:
NO SPELL SLOT
Therefore the total slots expended to cast spells this turn remains:
ONE
TURN
Bonus Action:
MISTY STEP — 1 SLOT
Action:
FIRE BOLT — 0 SLOTS
Total spell slots expended to cast spells:
1
Legal.
PART TWELVE — SECOND ILLEGAL COMBINATION
You cast:
MISTY STEP
Bonus Action:
ONE SPELL SLOT
Then you want to cast:
FIREBALL
with your Magic action.
Fireball would also require:
A SPELL SLOT
That would make:
TWO SPELL SLOTS
expended to cast spells on:
THE SAME TURN
Therefore:
NOT ALLOWED
under the SRD rule.
PART THIRTEEN — THE ORDER DOESN'T SOLVE THE PROBLEM
Suppose you reverse the sequence.
First:
FIREBALL
using a Spell Slot.
Then:
MISTY STEP
using a Spell Slot.
Still:
TWO SLOTS ON THE SAME TURN
So:
NOT ALLOWED
Changing the order doesn't change:
THE NUMBER OF SPELL SLOTS EXPENDED
PART FOURTEEN — BONUS ACTION CANTRIP + SLOTTED ACTION SPELL
Now consider:
SHILLELAGH
It is a:
CANTRIP
with:
CASTING TIME: BONUS ACTION
Cantrip:
NO SPELL SLOT
Suppose a character legitimately has both Shillelagh and an Action spell such as Fireball.
Bonus Action:
SHILLELAGH — 0 SLOTS
Magic Action:
FIREBALL — 1 SLOT
Total:
ONE SPELL SLOT
This satisfies:
THE ONE-SLOT-PER-TURN RULE
assuming every other requirement is met.
PART FIFTEEN — THE RULE CARES ABOUT SLOT EXPENDITURE
A very useful question is:
"HOW MANY SPELL SLOTS HAVE I EXPENDED TO CAST SPELLS THIS TURN?"
If the answer would become:
TWO
the second casting isn't allowed under this rule.
If the answer remains:
ZERO OR ONE
the one-slot rule itself doesn't prevent the combination.
Other rules still might.
PART SIXTEEN — A SPELL CAST FOR FREE
Suppose a feature allows you to cast a spell:
WITHOUT EXPENDING A SPELL SLOT
That casting contributes:
ZERO EXPENDED SPELL SLOTS
to this particular limit.
So the one-slot rule does not, by itself, forbid combining that slotless spell with another spell that:
DOES EXPEND ONE SLOT
provided:
ACTION ECONOMY
CASTING TIMES
TRIGGERS
and all other requirements allow it.
IMPORTANT
A spell cast without a slot remains:
A SPELL
But for this particular rule:
IT DIDN'T EXPEND A SPELL SLOT
PART SEVENTEEN — THIS RULE IS "PER TURN," NOT "PER ROUND"
This is crucial.
Combat is divided into:
ROUNDS
Each participant takes:
A TURN
A round represents about:
6 SECONDS
and contains multiple creatures' turns.
The spellcasting restriction says:
PER TURN
not:
PER ROUND
PART EIGHTEEN — WHY THAT MATTERS
Suppose on:
YOUR TURN
you cast Fireball using:
ONE SPELL SLOT
Later, during:
AN ENEMY'S TURN
the enemy hits you.
Shield has a:
REACTION
casting time triggered by certain events.
Can you potentially cast Shield using a Spell Slot?
YES
as far as the one-slot-per-turn restriction is concerned.
Why?
Fireball's slot was expended on:
YOUR TURN
Shield's slot would be expended on:
THE ENEMY'S TURN
Those are:
DIFFERENT TURNS
PART NINETEEN — ONE ROUND CAN CONTAIN MULTIPLE SLOTTED SPELLS
Because the restriction is per:
TURN
not per:
ROUND
a spellcaster can potentially expend a slot:
ON THEIR OWN TURN
and another slot:
ON ANOTHER CREATURE'S TURN
through a legal Reaction spell.
The limitation resets because:
IT IS A DIFFERENT TURN
PART TWENTY — REACTION SPELL ON YOUR OWN TURN
A Reaction can occur:
ON YOUR TURN
or:
ON SOMEONE ELSE'S TURN
This creates an important consequence.
Suppose you already cast a slotted spell:
ON YOUR TURN
Then something during that same turn triggers a Reaction spell that also requires:
A SPELL SLOT
Casting it would require spending:
A SECOND SLOT ON THE SAME TURN
So the one-slot rule prevents that second slotted spell.
PART TWENTY-ONE — COUNTERSPELL ON YOUR OWN TURN
Imagine:
You cast a spell using:
A SPELL SLOT
An enemy reacts to your casting.
Something then gives you the opportunity to cast:
COUNTERSPELL
as your Reaction.
Counterspell is:
LEVEL 3
and normally requires:
A SPELL SLOT
If this is still:
YOUR TURN
you have already expended one Spell Slot to cast a spell.
A normal slotted Counterspell would require:
A SECOND
Therefore:
YOU CAN'T EXPEND THAT SECOND SLOT TO CAST IT ON THE SAME TURN
under the SRD 5.2.1 rule.
This is a direct application of:
ONE SPELL WITH A SPELL SLOT PER TURN
PART TWENTY-TWO — COUNTERSPELL ON ANOTHER CREATURE'S TURN
Now reverse it.
An enemy casts a spell:
ON THE ENEMY'S TURN
Your Counterspell Reaction triggers.
You haven't yet expended a Spell Slot to cast a spell on:
THAT ENEMY'S TURN
You may therefore expend:
ONE SPELL SLOT
for Counterspell, assuming all of Counterspell's requirements are satisfied.
PART TWENTY-THREE — REACTIONS
A Reaction is:
AN INSTANT RESPONSE TO A TRIGGER
The trigger can occur:
ON YOUR TURN
or:
ON SOMEONE ELSE'S TURN
Once you take a Reaction:
YOU CAN'T TAKE ANOTHER REACTION
until:
THE START OF YOUR NEXT TURN
PART TWENTY-FOUR — REACTION SPELLS REQUIRE SPECIFIC TRIGGERS
You cannot simply decide:
"I CAST SHIELD NOW."
Reaction spells define:
WHEN
their Reaction can occur.
The spell's Casting Time entry provides:
THE TRIGGER
PART TWENTY-FIVE — SHIELD
Shield:
LEVEL 1 ABJURATION
Casting Time:
REACTION
The trigger is when:
YOU ARE HIT BY AN ATTACK ROLL
or:
TARGETED BY MAGIC MISSILE
You cannot use Shield merely because:
"I THINK SOMEONE MIGHT ATTACK ME LATER."
You need:
THE TRIGGER
PART TWENTY-SIX — HELLISH REBUKE
Hellish Rebuke:
LEVEL 1
Casting Time:
REACTION
Trigger:
YOU TAKE DAMAGE FROM A CREATURE YOU CAN SEE WITHIN 60 FEET
Notice the timing difference.
Shield responds to:
BEING HIT
or Magic Missile targeting.
Hellish Rebuke responds after:
TAKING DAMAGE
Different Reaction spells can therefore have:
DIFFERENT TRIGGER WINDOWS
PART TWENTY-SEVEN — COUNTERSPELL
Counterspell:
LEVEL 3
Casting Time:
REACTION
Trigger:
You see a creature within:
60 FEET
casting a spell that has:
VERBAL
SOMATIC
or:
MATERIAL
components.
Again:
READ THE TRIGGER
Don't treat "Reaction spell" as one generic timing rule.
PART TWENTY-EIGHT — YOU MAY ONLY HAVE ONE REACTION AVAILABLE
Suppose you cast:
SHIELD
as your Reaction.
Later, before the start of your next turn, someone casts a spell and you would like to use:
COUNTERSPELL
Can you?
Normally:
NO
You already used:
YOUR REACTION
You don't regain it until:
THE START OF YOUR NEXT TURN
PART TWENTY-NINE — REACTION ECONOMY AND SPELL SLOTS ARE SEPARATE LIMITS
A Reaction spell must pass:
TWO DIFFERENT CHECKS
First:
DO I HAVE MY REACTION?
Second:
CAN I LEGALLY EXPEND A SPELL SLOT ON THIS TURN?
EXAMPLE
You haven't used your Reaction.
But earlier on this same turn you already spent:
ONE SPELL SLOT
to cast a spell.
A triggered Reaction spell would require:
ANOTHER SLOT
The Reaction resource is available.
But:
THE SPELL-SLOT-PER-TURN RULE PREVENTS THE CASTING
These are:
DIFFERENT LIMITS
PART THIRTY — BONUS ACTION SPELL TRIGGERS
Most players think of Bonus Action spells as:
"USE WHENEVER ON MY TURN"
But some Bonus Action spells also define:
A SPECIFIC TRIGGER
The SRD explicitly warns that some Bonus Action spells work this way.
PART THIRTY-ONE — DIVINE SMITE EXAMPLE
Divine Smite:
LEVEL 1
Casting Time:
BONUS ACTION
But not just any Bonus Action.
It must be taken:
IMMEDIATELY AFTER HITTING A TARGET
with:
A MELEE WEAPON
or:
AN UNARMED STRIKE
So you cannot cast Divine Smite:
BEFORE YOU KNOW WHETHER THE ATTACK HIT
The trigger determines:
THE TIMING
PART THIRTY-TWO — BONUS ACTION TRIGGERS OVERRIDE FREE TIMING
General Bonus Action rule:
YOU CHOOSE WHEN DURING YOUR TURN
unless:
TIMING IS SPECIFIED
Divine Smite specifies:
IMMEDIATELY AFTER THE HIT
Therefore you follow:
THE SPECIFIC SPELL TIMING
PART THIRTY-THREE — BONUS ACTION COMPETITION
Suppose a Paladin has several possible Bonus Actions:
LAY ON HANDS
DIVINE SMITE
ANOTHER BONUS ACTION SPELL
You can still take only:
ONE BONUS ACTION
on that turn.
So even if several triggers and options are legal:
YOU MUST CHOOSE
PART THIRTY-FOUR — CASTING TIME OF 1 MINUTE OR MORE
Some spells are intentionally too slow to complete with:
ONE ACTION
The SRD calls these:
LONGER CASTING TIMES
Examples include spells requiring:
1 MINUTE
10 MINUTES
or:
HOURS
PART THIRTY-FIVE — THE LONG-CASTING PROCEDURE
While casting a spell whose Casting Time is:
1 MINUTE OR MORE
you must:
TAKE THE MAGIC ACTION ON EACH OF YOUR TURNS
and:
MAINTAIN CONCENTRATION
throughout the casting.
CORE LOOP
Turn 1:
MAGIC ACTION — CONTINUE CASTING
Turn 2:
MAGIC ACTION — CONTINUE CASTING
Turn 3:
MAGIC ACTION — CONTINUE CASTING
and so on until:
THE REQUIRED CASTING TIME IS COMPLETED
PART THIRTY-SIX — ONE MINUTE IN COMBAT
One combat round represents about:
6 SECONDS
Therefore one minute is approximately:
10 ROUNDS
So attempting to cast a:
1-MINUTE SPELL
during active combat is a major commitment.
This is a derived timing comparison.
PART THIRTY-SEVEN — CREATE UNDEAD EXAMPLE
Create Undead has:
CASTING TIME: 1 MINUTE
If attempted during structured combat, the caster must continue spending:
THE MAGIC ACTION
each turn of that casting while maintaining:
CONCENTRATION
until the casting is completed.
PART THIRTY-EIGHT — TEN-MINUTE SPELLS
Control Weather has:
CASTING TIME: 10 MINUTES
Ten minutes is far beyond:
A NORMAL COMBAT TURN
This is the kind of spell that usually requires:
TIME
SAFETY
or:
PROTECTION
to complete.
That is gameplay interpretation based on its actual Casting Time.
PART THIRTY-NINE — LONG CASTING REQUIRES CONCENTRATION EVEN BEFORE THE SPELL IS FINISHED
This is subtle but important.
During a long casting:
YOU MUST MAINTAIN CONCENTRATION
That concentration requirement exists while:
CASTING
even if the finished spell's Duration isn't itself:
CONCENTRATION
The casting process itself requires your focus.
PART FORTY — DAMAGE CAN THREATEN A LONG CASTING
The Concentration rules say that when you take damage while concentrating, you make:
A CONSTITUTION SAVING THROW
DC:
10
or:
HALF THE DAMAGE TAKEN, ROUNDED DOWN
whichever is higher,
to a maximum DC of:
30
EXAMPLE
You are casting a:
1-MINUTE SPELL
An enemy deals:
18 DAMAGE
Half:
18 ÷ 2 =
9
Compare:
9
versus:
10
Concentration save DC:
10
ANOTHER EXAMPLE
Damage:
30
Half:
15
DC:
15
PART FORTY-ONE — IF CONCENTRATION BREAKS DURING LONG CASTING
The result is:
THE SPELL FAILS
But:
YOU DON'T EXPEND A SPELL SLOT
To attempt the spell again:
START OVER
EXAMPLE
You have spent:
8 ROUNDS
casting a 1-minute spell.
Concentration breaks before completion.
Result:
NO SPELL
Spell Slot:
NOT EXPENDED
Progress:
LOST
To cast again:
BEGIN FROM THE START
PART FORTY-TWO — LONG CASTING COMPETES WITH OTHER CONCENTRATION
The Concentration rule says you lose Concentration on one effect when you begin:
ANOTHER EFFECT REQUIRING CONCENTRATION
A long casting itself requires:
CONCENTRATION
Therefore you cannot normally maintain:
ANOTHER CONCENTRATION EFFECT
at the same time as that long casting.
EXAMPLE
You are concentrating on:
HEX
Then you begin a 1-minute spell.
The longer casting requires:
CONCENTRATION
You cannot continue maintaining both.
PART FORTY-THREE — INCAPACITATED ENDS CONCENTRATION
The Concentration rules also say concentration ends if:
YOU HAVE THE INCAPACITATED CONDITION
or:
YOU DIE
Therefore either event can ruin:
A LONG CASTING
because the casting depends on maintaining:
CONCENTRATION
PART FORTY-FOUR — LONGER CASTING OCCUPIES YOUR ACTION EACH TURN
Because you must take:
THE MAGIC ACTION
each turn, you aren't free to take a different normal Action on those turns while continuing the casting.
You still may have:
MOVEMENT
A BONUS ACTION
or:
A REACTION
if another rule permits them and nothing about the situation prevents them.
But your Action is committed to:
MAGIC
each turn of the long casting.
IMPORTANT
Any other activity must still respect:
CONCENTRATION
SPELL-CASTING LIMITS
and:
THE SPECIFIC RULES INVOLVED
PART FORTY-FIVE — RITUAL CASTING
Certain spells have:
THE RITUAL TAG
Such a spell can be cast:
NORMALLY
or:
AS A RITUAL
NORMAL VERSION
Use:
NORMAL CASTING TIME
and, if appropriate:
EXPEND A SPELL SLOT
RITUAL VERSION
Takes:
10 MINUTES LONGER
and:
EXPENDS NO SPELL SLOT
PART FORTY-SIX — GENERAL RITUAL REQUIREMENT
Under the general rule, to cast a spell as a Ritual:
YOU MUST HAVE THE SPELL PREPARED
Specific features can change this.
WIZARD EXCEPTION
As learned in Lesson 71, Wizard:
RITUAL ADEPT
can allow an eligible Ritual spell in the Wizard's Spellbook to be cast as a Ritual without having it normally prepared.
That is:
A SPECIFIC CLASS EXCEPTION
PART FORTY-SEVEN — RITUALS SAVE SPELL SLOTS
This is their primary resource advantage.
Normal:
SPEND A SPELL SLOT
Ritual:
SPEND NO SPELL SLOT
The cost is:
TIME
PART FORTY-EIGHT — RITUALS TAKE EXACTLY 10 MINUTES LONGER
The rule is not:
"RITUALS ALWAYS TAKE 10 MINUTES"
It is:
NORMAL CASTING TIME + 10 MINUTES
EXAMPLE
Normal spell:
CASTING TIME 1 MINUTE
Ritual version:
1 + 10 =
11 MINUTES
PART FORTY-NINE — RITUALS CANNOT BE UPCAST
The Rules Glossary makes an important consequence explicit.
Because the Ritual version:
DOESN'T EXPEND A SPELL SLOT
it:
CAN'T BE CAST AT A HIGHER LEVEL
EXAMPLE
Suppose a level 1 Ritual spell has a stronger effect when using:
A LEVEL 3 SLOT
If you cast it as:
A RITUAL
there is:
NO SPELL SLOT
Therefore you can't choose:
"LEVEL 3 RITUAL"
through the normal higher-slot procedure.
PART FIFTY — RITUAL CASTING IS ALSO A LONG CASTING
Because a Ritual takes:
AT LEAST 10 MINUTES LONGER
it falls under:
LONGER CASTING TIMES
During the Ritual casting, you therefore must:
TAKE THE MAGIC ACTION ON EACH TURN
and:
MAINTAIN CONCENTRATION
PART FIFTY-ONE — RITUALS CAN BE INTERRUPTED
If your Concentration breaks while casting the Ritual:
THE SPELL FAILS
You have spent:
NO SPELL SLOT
because Rituals expend none anyway.
To try again:
START OVER
PART FIFTY-TWO — RITUALS ARE GENERALLY BAD EMERGENCY COMBAT OPTIONS
This isn't a new rule.
It follows from:
THE CASTING TIME
Adding ten minutes means a Ritual usually requires far more time than:
A NORMAL COMBAT ROUND
So Rituals are often most useful during:
EXPLORATION
TRAVEL
INVESTIGATION
PREPARATION
or other situations where:
TIME IS AVAILABLE
PART FIFTY-THREE — RITUAL VERSUS NORMAL CASTING
Imagine a Ritual-tagged spell normally has:
CASTING TIME: ACTION
You urgently need it:
NOW
Normal casting:
MAGIC ACTION
and expend the appropriate Spell Slot.
If there is no urgency:
Cast as:
RITUAL
Time:
10 MINUTES LONGER
Slot:
NONE
That is a tactical choice between:
TIME
and:
MAGICAL RESOURCES
PART FIFTY-FOUR — READYING A SPELL
There is another timing mechanic worth connecting here:
READY
You can take the Ready action to prepare an action in response to:
A TRIGGER
For a spell to be Readied, it must have:
CASTING TIME: ACTION
PART FIFTY-FIVE — YOU CAST THE READIED SPELL NOW
This is extremely important.
When you Ready a spell:
YOU CAST IT AS NORMAL ON YOUR TURN
including expending any resources used to cast it.
Then you:
HOLD ITS ENERGY
until your chosen trigger occurs.
IT IS NOT
"Wait until later and then begin casting."
You already:
CAST THE SPELL
during your Ready action.
PART FIFTY-SIX — RELEASING THE READIED SPELL
When the trigger occurs, you use:
YOUR REACTION
to release:
THE HELD SPELL
If the trigger never occurs, or you choose not to respond:
THE HELD MAGIC CAN BE LOST
according to the Ready timing.
PART FIFTY-SEVEN — READYING A SPELL REQUIRES CONCENTRATION
Holding the spell's energy requires:
CONCENTRATION
You can maintain it until:
THE START OF YOUR NEXT TURN
If Concentration breaks:
THE SPELL DISSIPATES
without taking effect.
PART FIFTY-EIGHT — THE SPELL SLOT WAS ALREADY EXPENDED
This is an important difference from interrupted:
LONGER CASTING TIMES
When you Ready a spell:
YOU CAST IT AS NORMAL FIRST
and expend the resources at that time.
So if Concentration breaks while you're holding the Readied spell:
THE SPELL DISSIPATES
The resource has already been used.
COMPARE
LONG CASTING INTERRUPTED
Spell fails.
SLOT NOT EXPENDED
READIED SPELL LOSES CONCENTRATION
Spell was already cast.
RESOURCE ALREADY EXPENDED
These are:
DIFFERENT RULES
PART FIFTY-NINE — READY + ONE-SLOT-PER-TURN
Suppose on your turn you already cast:
MISTY STEP
using a Spell Slot.
Can you then Ready:
A LEVEL 1 ACTION SPELL
that would expend another Spell Slot?
NO
Readying the spell requires you to:
CAST IT NOW
That would expend:
A SECOND SPELL SLOT
on:
THE SAME TURN
The one-slot-per-turn rule prevents it.
PART SIXTY — READYING A CANTRIP
Suppose instead you cast:
NO SLOTTED ACTION SPELL
and want to Ready:
FIRE BOLT
Fire Bolt is:
AN ACTION CANTRIP
It uses:
NO SPELL SLOT
It therefore qualifies as an Action spell for Ready, and the one-slot restriction doesn't create a problem.
You still need:
CONCENTRATION
to hold the Readied spell.
And releasing it still requires:
YOUR REACTION
PART SIXTY-ONE — READYING A BONUS ACTION SPELL
Can you Ready:
MISTY STEP
using the Ready spell rule?
NO
The Ready rule specifically says the spell must have:
A CASTING TIME OF AN ACTION
Misty Step has:
BONUS ACTION
So it doesn't qualify for:
READYING AS A SPELL
under that rule.
PART SIXTY-TWO — READYING A REACTION SPELL
Likewise:
SHIELD
has:
CASTING TIME: REACTION
It doesn't qualify for the Ready-spell procedure requiring:
CASTING TIME: ACTION
Shield already has:
ITS OWN TRIGGER
PART SIXTY-THREE — TURN VERSUS ROUND: COMPLETE EXAMPLE
Initiative:
WIZARD
ORC
CULTIST
WIZARD'S TURN
Wizard casts:
FIREBALL
using one Spell Slot.
Slot spells this turn:
1
Cannot also cast:
MISTY STEP WITH ANOTHER SLOT
on that same turn.
ORC'S TURN
Orc attacks Wizard and hits.
Wizard still has Reaction.
Shield's trigger occurs.
This is:
ORC'S TURN
not the Wizard's.
Wizard can potentially expend:
ONE SPELL SLOT
to cast Shield.
CULTIST'S TURN
Cultist begins casting a spell.
Can Wizard now cast:
COUNTERSPELL?
Even though it is a new creature's turn for the one-slot rule, the Wizard already used:
THEIR REACTION
for Shield.
Reaction doesn't return until:
START OF THE WIZARD'S NEXT TURN
Therefore:
NO REACTION AVAILABLE
The limiting rule here is:
REACTION ECONOMY
not:
SPELL-SLOT-PER-TURN
PART SIXTY-FOUR — TWO DIFFERENT LIMITERS
This example teaches one of the most important spellcasting habits.
Before casting a Reaction or Bonus Action spell, ask:
DO I HAVE THE REQUIRED ACTION RESOURCE?
and:
CAN I LEGALLY EXPEND THE SPELL SLOT ON THIS TURN?
You often need to satisfy:
BOTH
PART SIXTY-FIVE — SPELLS CAN HAVE DIFFERENT CASTING TIMES FROM THEIR LATER EFFECTS
Do not confuse:
CASTING TIME
with actions the spell allows:
AFTER CASTING
EXAMPLE — FLAME BLADE
Cast:
BONUS ACTION
Later attack with blade:
MAGIC ACTION
EXAMPLE — HEX
Cast:
BONUS ACTION
If the target drops to 0 HP before the spell ends, the spell lets you use:
A BONUS ACTION ON A LATER TURN
to curse another creature.
That later Bonus Action is:
PART OF THE EXISTING SPELL'S EFFECT
It isn't necessarily a new casting of Hex.
PART SIXTY-SIX — DURATION IS NOT CASTING TIME
Another important distinction:
CASTING TIME
answers:
HOW LONG DOES IT TAKE TO CAST?
DURATION
answers:
HOW LONG DOES THE SPELL'S EFFECT LAST?
EXAMPLE
Shield:
Casting Time:
REACTION
Duration:
1 ROUND
Those are completely different entries.
ANOTHER EXAMPLE
Hex:
Casting Time:
BONUS ACTION
Duration:
CONCENTRATION, UP TO 1 HOUR
Fast to cast:
BONUS ACTION
Potentially long-lasting:
1 HOUR
Don't confuse the two.
PART SIXTY-SEVEN — CASTING TIME IS NOT ACTIVATION TIME AFTERWARD
A spell may create an effect that later requires:
AN ACTION
BONUS ACTION
REACTION
or:
MAGIC ACTION
That doesn't change the spell's original:
CASTING TIME
PART SIXTY-EIGHT — AT THE TABLE: ACTION SPELL
You want to cast:
FIRE BOLT
Check:
Casting Time:
ACTION
Procedure:
TAKE MAGIC ACTION
Slot:
NONE — CANTRIP
Resolve:
SPELL ATTACK AND EFFECT
PART SIXTY-NINE — AT THE TABLE: BONUS ACTION SPELL
You want:
MISTY STEP
Check:
Casting Time:
BONUS ACTION
Do you have:
YOUR BONUS ACTION?
Yes.
Have you already expended a Spell Slot to cast a spell:
THIS TURN?
If yes:
YOU CAN'T EXPEND ANOTHER ONE
for Misty Step.
If no:
CAST IT
Spend:
LEVEL 2+ SLOT
as allowed.
PART SEVENTY — AT THE TABLE: REACTION SPELL
Enemy does something.
Before announcing a Reaction spell:
CHECK THE TRIGGER
If trigger matches:
CHECK REACTION AVAILABLE
Then:
CHECK ONE-SLOT-PER-TURN RULE
Then:
CAST
PART SEVENTY-ONE — AT THE TABLE: LONG SPELL
Spell says:
1 MINUTE
On each turn:
MAGIC ACTION
Maintain:
CONCENTRATION
If damaged:
CONCENTRATION SAVE IF REQUIRED
If Concentration breaks:
SPELL FAILS
NO SLOT EXPENDED
and:
START OVER
PART SEVENTY-TWO — AT THE TABLE: RITUAL
Spell has:
RITUAL TAG
Under general rule:
HAVE IT PREPARED
Choose:
RITUAL VERSION
Add:
10 MINUTES
Spell Slot:
NONE
Higher-level casting:
NOT AVAILABLE THROUGH RITUAL
During casting:
MAGIC ACTION EACH TURN
CONCENTRATION
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING EVERY SPELL USES THE MAGIC ACTION
No.
Some use:
BONUS ACTION
REACTION
or:
LONGER CASTING TIME
MISTAKE 2 — THINKING "ACTION" MEANS ATTACK ACTION
A spell with Casting Time:
ACTION
normally uses:
MAGIC ACTION
MISTAKE 3 — THINKING EVERY MAGIC ACTION CASTS A SPELL
Magic actions can also activate:
FEATURES
or:
MAGIC ITEMS
MISTAKE 4 — THINKING A BONUS ACTION SPELL CONSUMES YOUR NORMAL ACTION
It doesn't.
It consumes:
YOUR BONUS ACTION
MISTAKE 5 — THINKING YOU HAVE A BONUS ACTION EVERY TURN WHETHER OR NOT A RULE GIVES YOU ONE
You can take one only if a rule gives you:
A BONUS ACTION OPTION
MISTAKE 6 — TRYING TO USE TWO BONUS ACTIONS
Maximum:
ONE BONUS ACTION PER TURN
MISTAKE 7 — THINKING THE RULE IS "ONE SPELL PER TURN"
It isn't.
It is:
ONE SPELL SLOT EXPENDED TO CAST A SPELL PER TURN
MISTAKE 8 — FORBIDDING MISTY STEP + FIRE BOLT
Misty Step:
ONE SLOT
Fire Bolt:
ZERO SLOTS
Total:
ONE
Legal under this rule.
MISTAKE 9 — ALLOWING MISTY STEP + FIREBALL WITH BOTH USING SLOTS
That would expend:
TWO SPELL SLOTS
on one turn.
Not allowed.
MISTAKE 10 — APPLYING OLD BONUS-ACTION SPELL LOGIC INSTEAD OF THE SRD 5.2.1 RULE
Use the actual SRD 5.2.1 wording:
ONE SPELL SLOT PER TURN
Do not silently import different wording from earlier rulesets.
MISTAKE 11 — THINKING THE LIMIT IS ONE SLOT PER ROUND
It says:
TURN
MISTAKE 12 — THINKING A FIREBALL ON YOUR TURN PREVENTS SHIELD ON AN ENEMY'S TURN
Those are:
DIFFERENT TURNS
The one-slot rule can allow both.
MISTAKE 13 — TRYING TO SPEND A SECOND SPELL SLOT ON A REACTION DURING YOUR OWN TURN
If you already spent one to cast a spell on that same turn:
NO SECOND SLOT
MISTAKE 14 — CASTING SHIELD WITHOUT ITS TRIGGER
Shield requires:
ITS SPECIFIC REACTION TRIGGER
MISTAKE 15 — CASTING HELLISH REBUKE BEFORE TAKING DAMAGE
Its trigger specifically follows:
TAKING DAMAGE
from the qualifying creature.
MISTAKE 16 — CASTING COUNTERSPELL WHEN ITS TRIGGER ISN'T MET
Counterspell defines:
WHAT YOU MUST SEE
HOW FAR AWAY
and:
WHAT KIND OF SPELL CASTING
triggers it.
MISTAKE 17 — USING TWO REACTION SPELLS BEFORE YOUR NEXT TURN
You normally get:
ONE REACTION
until:
THE START OF YOUR NEXT TURN
MISTAKE 18 — THINKING EVERY BONUS ACTION SPELL CAN BE CAST AT ANY MOMENT ON YOUR TURN
Some specify:
A TRIGGER
MISTAKE 19 — CASTING DIVINE SMITE BEFORE YOU HIT
Its Casting Time specifies:
IMMEDIATELY AFTER THE HIT
MISTAKE 20 — THINKING A 1-MINUTE SPELL TAKES ONE ACTION
It requires:
REPEATED MAGIC ACTIONS
over the full Casting Time.
MISTAKE 21 — FORGETTING CONCENTRATION DURING LONGER CASTING
A casting of:
1 MINUTE OR MORE
requires:
CONCENTRATION
while casting.
MISTAKE 22 — THINKING THE SPELL SLOT IS LOST WHEN LONG CASTING IS INTERRUPTED BY BROKEN CONCENTRATION
The rule says:
NO SPELL SLOT IS EXPENDED
MISTAKE 23 — CONTINUING FROM WHERE YOU LEFT OFF
If Concentration breaks:
START OVER
MISTAKE 24 — TRYING TO MAINTAIN ANOTHER CONCENTRATION EFFECT DURING THE LONG CASTING
The long casting itself requires:
CONCENTRATION
MISTAKE 25 — THINKING A RITUAL ALWAYS TAKES EXACTLY 10 MINUTES
It takes:
10 MINUTES LONGER THAN NORMAL
MISTAKE 26 — SPENDING A SPELL SLOT ON THE RITUAL VERSION
Ritual:
NO SPELL SLOT
MISTAKE 27 — UPCASTING A RITUAL
Because no slot is spent:
THE RITUAL VERSION CAN'T BE CAST AT A HIGHER LEVEL
MISTAKE 28 — CASTING ANY SPELL AS A RITUAL
It must have:
THE RITUAL TAG
MISTAKE 29 — IGNORING THE GENERAL PREPARED-SPELL REQUIREMENT FOR RITUALS
Under the general rule:
HAVE IT PREPARED
Specific features may override this.
MISTAKE 30 — FORGETTING THAT RITUALS USE THE LONGER-CASTING RULES
They require:
MAGIC ACTIONS THROUGHOUT
and:
CONCENTRATION
MISTAKE 31 — THINKING READYING A SPELL MEANS YOU CAST IT LATER
No.
You:
CAST IT NOW
and:
RELEASE IT LATER
MISTAKE 32 — FORGETTING TO EXPEND THE RESOURCE WHEN READYING A SLOTTED SPELL
The spell is cast:
WHEN YOU READY IT
MISTAKE 33 — THINKING A LOST READIED SPELL REFUNDS THE SLOT
The slot was already:
EXPENDED
MISTAKE 34 — READYING A BONUS ACTION SPELL
The Ready spell rule requires:
CASTING TIME: ACTION
MISTAKE 35 — READYING A REACTION SPELL
Again:
CASTING TIME: ACTION
is required.
MISTAKE 36 — FORGETTING CONCENTRATION WHILE HOLDING A READIED SPELL
Holding it requires:
CONCENTRATION
QUICK RECAP
CASTING TIME
Tells you:
HOW LONG OR WHAT ACTION RESOURCE
is required to cast a spell.
ACTION SPELL
Use:
MAGIC ACTION
MAGIC ACTION
Can:
CAST AN ACTION SPELL
ACTIVATE A FEATURE
or:
ACTIVATE A MAGIC ITEM
when the relevant rule requires it.
BONUS ACTION SPELL
Uses:
BONUS ACTION
You have at most:
ONE BONUS ACTION PER TURN
Some Bonus Action spells have:
SPECIFIC TRIGGERS
REACTION SPELL
Uses:
REACTION
Requires:
ITS SPECIFIC TRIGGER
Reaction can occur:
ON YOUR TURN
or:
ANOTHER CREATURE'S TURN
After using it:
NO MORE REACTION
until:
START OF YOUR NEXT TURN
ONE SPELL WITH A SPELL SLOT PER TURN
On a turn:
YOU CAN EXPEND ONLY ONE SPELL SLOT TO CAST A SPELL
LEGAL
Misty Step with slot:
BONUS ACTION
Fire Bolt Cantrip:
MAGIC ACTION
Slots spent:
ONE
NOT LEGAL
Misty Step with slot:
BONUS ACTION
Fireball with slot:
MAGIC ACTION
Slots required:
TWO ON THE SAME TURN
DIFFERENT TURN
Slotted Action spell:
YOUR TURN
Slotted Reaction spell:
ENEMY TURN
Can be possible because:
DIFFERENT TURNS
LONGER CASTING
Casting Time:
1 MINUTE OR MORE
Each turn:
MAGIC ACTION
Must maintain:
CONCENTRATION
If Concentration breaks:
SPELL FAILS
NO SPELL SLOT EXPENDED
START OVER
RITUAL
Requires:
RITUAL TAG
General rule:
SPELL PREPARED
Time:
NORMAL + 10 MINUTES
Spell Slot:
NONE
Higher-level casting:
NO
READY SPELL
Must have:
CASTING TIME: ACTION
You:
CAST IT NOW
Hold with:
CONCENTRATION
Release with:
REACTION
If the held spell dissipates:
RESOURCES ALREADY USED ARE NOT REFUNDED
PRIME HERO CHALLENGE
A Sorcerer has:
FIRE BOLT
MISTY STEP
SHIELD
and:
COUNTERSPELL
They have all required Spell Slots available.
SCENARIO ONE
On the Sorcerer's turn:
Bonus Action:
MISTY STEP
using a level 2 Spell Slot.
Can the Sorcerer then cast:
FIRE BOLT
with the Magic action?
YES
Misty Step:
1 SLOT
Fire Bolt:
0 SLOTS
Total:
ONE SLOT
SCENARIO TWO
Instead, after Misty Step the Sorcerer wants to cast:
AN ACTION SPELL USING ANOTHER SLOT
Can they?
NO
That would require:
TWO SPELL SLOTS ON THE SAME TURN
SCENARIO THREE
Sorcerer casts a slotted Action spell on:
THEIR TURN
Later an enemy attacks during:
THE ENEMY'S TURN
and triggers Shield.
Can Shield potentially be cast?
YES
The slot restriction is:
PER TURN
The enemy's turn is:
A DIFFERENT TURN
SCENARIO FOUR
The Sorcerer casts a slotted spell on their turn.
During that same turn, an enemy's Reaction creates an opportunity for the Sorcerer to cast Counterspell.
Can the Sorcerer spend another normal Spell Slot on Counterspell?
NO
It is still:
THE SORCERER'S TURN
They already spent:
ONE SPELL SLOT TO CAST A SPELL
SCENARIO FIVE
The Sorcerer uses Shield during:
AN ENEMY'S TURN
A second enemy later acts before the Sorcerer's next turn and casts a spell.
Can the Sorcerer use Counterspell?
NO
Not because of the one-slot-per-turn rule.
The second enemy has:
A DIFFERENT TURN
The problem is:
THE SORCERER ALREADY USED THEIR REACTION
It doesn't return until:
THE START OF THE SORCERER'S NEXT TURN
RITUAL CHALLENGE
A spell has:
RITUAL
Normal Casting Time:
1 MINUTE
How long does the Ritual version take?
1 + 10 =
11 MINUTES
Spell Slot expended?
NO
Can you cast the Ritual version using a higher-level slot?
NO
because Ritual casting:
DOESN'T EXPEND A SLOT
LONG CASTING CHALLENGE
You are casting a:
1-MINUTE SPELL
After several rounds, you take:
26 DAMAGE
Concentration DC:
26 ÷ 2 =
13
Compare with minimum 10:
DC 13
You fail.
What happens?
SPELL FAILS
Spell Slot:
NOT EXPENDED
Can you resume at the same point?
NO
You must:
START OVER
READY CHALLENGE
You Ready:
FIRE BOLT
Trigger:
"WHEN THE OGRE STEPS THROUGH THE DOOR."
Fire Bolt has:
CASTING TIME: ACTION
Can it be Readied?
YES
When do you actually cast it?
ON YOUR TURN WHEN YOU TAKE THE READY ACTION
What do you do later when the trigger happens?
USE YOUR REACTION TO RELEASE IT
What must you maintain while holding it?
CONCENTRATION
LESSON 73 — KEY TAKEAWAYS
Spellcasting isn't only about:
SPELLS
and:
SPELL SLOTS
It is also about:
TIME
Every spell occupies a place in:
THE ACTION ECONOMY
The first thing to read after a spell's name and level should often be:
CASTING TIME
because that tells you whether the spell competes for:
YOUR ACTION
YOUR BONUS ACTION
YOUR REACTION
or:
MANY TURNS OF CONCENTRATION
The central SRD 5.2.1 spell-timing rule is:
ONE SPELL SLOT EXPENDED TO CAST A SPELL PER TURN
That is not the same as:
ONE SPELL PER TURN
A slotted spell plus a Cantrip can often coexist on the same turn if:
THEIR CASTING TIMES FIT
A spell cast without a slot can potentially coexist with a slotted spell for the same reason.
But:
TWO SPELLS THAT EACH REQUIRE EXPENDING A SLOT
can't both be cast on:
THE SAME TURN
Reaction spells add another layer:
CHECK THE TRIGGER
CHECK YOUR REACTION
CHECK WHICH TURN IT IS
CHECK SPELL-SLOT EXPENDITURE
Long spells transform casting into:
A MULTI-TURN PROJECT
They demand:
MAGIC ACTIONS
and:
CONCENTRATION
throughout the casting.
And Rituals offer one of the game's most important magical trades:
MORE TIME
in exchange for:
NO SPELL SLOT
Once you understand all of that, you can answer:
WHEN CAN I CAST THIS SPELL?
The next question is:
WHERE CAN I CAST IT, AND WHO OR WHAT CAN I AFFECT?
NEXT LESSON
LESSON 74 — RANGE, TARGETS, AND AREAS OF EFFECT
We will learn exactly how spells interact with:
DISTANCE
TOUCH
SELF
TARGETS
CREATURES
OBJECTS
POINTS IN SPACE
and:
AREAS OF EFFECT
including:
CONES
CUBES
CYLINDERS
EMANATIONS
LINES
and:
SPHERES
We will also cover:
POINTS OF ORIGIN
WHETHER THE ORIGIN IS INCLUDED
TOTAL COVER
MOVABLE SPELL EFFECTS
and how to determine exactly:
WHO IS INSIDE A SPELL'S AREA
before Lesson 75 moves into:
VERBAL, SOMATIC, AND MATERIAL COMPONENTS
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.