Secret Lesson 78

Spell Saving Throws, Spell Attacks, Invalid Targets, and Combining Spell Effects

Over the previous seven lessons, we have built the complete foundation of spellcasting.

We learned:

HOW YOU GAIN SPELLS

HOW SPELL SLOTS WORK

WHEN SPELLS ARE CAST

HOW RANGE AND TARGETS WORK

HOW COMPONENTS WORK

and:

HOW DURATION AND CONCENTRATION WORK

Now there is one final question:

HOW DOES A SPELL OVERCOME ITS TARGET?

Many spells resolve in one of two fundamental ways.

Either:

THE TARGET MAKES A SAVING THROW

or:

THE CASTER MAKES A SPELL ATTACK

Some spells require:

NEITHER

And some complicated spells can involve:

MORE THAN ONE KIND OF RESOLUTION

The spell description tells you exactly what to do.


PART ONE — THE TWO MAJOR OFFENSIVE SPELL MECHANICS

When a spell tries to affect another creature, look for one of these instructions:

"THE TARGET MAKES A SAVING THROW"

or:

"MAKE A SPELL ATTACK"

These procedures are fundamentally different.


SAVING THROW SPELL

The:

TARGET ROLLS

against:

YOUR SPELL SAVE DC


SPELL ATTACK

The:

CASTER ROLLS

against:

THE TARGET'S ARMOR CLASS

That single distinction will prevent many beginner errors.


PART TWO — SAVING THROW SPELLS

Many spells tell one or more targets to make:

A SAVING THROW

The spell determines:

WHICH ABILITY

is used.

It also determines:

WHAT HAPPENS ON A SUCCESS

and:

WHAT HAPPENS ON A FAILURE

 


EXAMPLES OF SPELL SAVES

A spell might require:

STRENGTH

DEXTERITY

CONSTITUTION

INTELLIGENCE

WISDOM

or:

CHARISMA

The player doesn't normally choose:

WHICH ABILITY TO USE

The spell tells you.


PART THREE — SPELL SAVE DC

Your Spell Save DC is calculated as:

SPELL SAVE DC = 8 + SPELLCASTING ABILITY MODIFIER + PROFICIENCY BONUS

 

This is one of the most important formulas in 5E.


EXAMPLE

Wizard Intelligence:

16

Intelligence modifier:

+3

Proficiency Bonus:

+2

Spell Save DC:

8 + 3 + 2 =

13


PART FOUR — HIGHER-LEVEL EXAMPLE

Sorcerer Charisma:

20

Modifier:

+5

Proficiency Bonus:

+4

Spell Save DC:

8 + 5 + 4 =

17

So when one of that Sorcerer's spells says:

"THE TARGET MAKES A WISDOM SAVING THROW"

the target compares its Wisdom save result against:

DC 17

unless a specific feature changes the DC.


PART FIVE — WHAT IS YOUR SPELLCASTING ABILITY?

The ability used in the formula is determined by:

THE FEATURE THAT GAVE YOU THE SPELL

The SRD character-creation rules explicitly say that your spellcasting ability modifier for a spell comes from whatever feature gave you the ability to cast it.

For the core spellcasting classes, their normal class magic uses:

Class Normal Class Spellcasting Ability
Bard Charisma
Cleric Wisdom
Druid Wisdom
Paladin Charisma
Ranger Wisdom
Sorcerer Charisma
Warlock Charisma
Wizard Intelligence

A different feature can specify:

A DIFFERENT SPELLCASTING ABILITY

So always check:

THE FEATURE THAT GRANTED THE SPELL


PART SIX — MULTICLASS CHARACTERS CAN HAVE MULTIPLE SPELL SAVE DCS

Suppose a character is:

CLERIC / SORCERER

Cleric spells use:

WISDOM

Sorcerer spells use:

CHARISMA

Therefore that character may have:

TWO DIFFERENT SPELL SAVE DCS


EXAMPLE

Wisdom:

16 → +3

Charisma:

20 → +5

PB:

+3

Cleric Spell Save DC:

8 + 3 + 3 =

14

Sorcerer Spell Save DC:

8 + 5 + 3 =

16

You don't automatically use:

THE HIGHER ONE

for every spell.

Use the ability attached to:

THE FEATURE THAT GAVE YOU THAT SPELL


PART SEVEN — THE TARGET ROLLS THE SAVING THROW

This distinction is essential.

Suppose you cast a spell requiring:

DEXTERITY SAVING THROW

You do not roll:

"A SPELL ATTACK AGAINST DEXTERITY"

The target rolls:

D20

adds its applicable:

DEXTERITY MODIFIER

plus:

PROFICIENCY BONUS

if it is proficient in Dexterity saving throws,

plus any other applicable modifiers.

Then compare the total with:

YOUR SPELL SAVE DC


PART EIGHT — SAVING THROW EXAMPLE

Wizard Spell Save DC:

15

Goblin Dexterity save modifier:

+2

Goblin rolls:

d20: 11

Modifier:

+2

Total:

13

13 is below:

DC 15

Therefore:

THE GOBLIN FAILS

Now follow:

THE SPELL'S FAILURE EFFECT


PART NINE — SUCCESSFUL SAVE EXAMPLE

Same DC:

15

Goblin rolls:

d20: 14

Modifier:

+2

Total:

16

16 ≥ 15.

Therefore:

SUCCESS

Then follow:

THE SPELL'S SUCCESS EFFECT


PART TEN — THE SPELL DECIDES WHAT SUCCESS MEANS

A successful Saving Throw does not universally mean:

"NOTHING HAPPENS"

Different spells do different things.

A successful save might mean:

NO EFFECT

HALF DAMAGE

A REDUCED EFFECT

A SHORTER EFFECT

or something else.

The spell tells you.


PART ELEVEN — ACID SPLASH

Acid Splash creates a small Sphere.

Each creature in it must succeed on:

A DEXTERITY SAVING THROW

or take:

1D6 ACID DAMAGE

The spell doesn't say the creature takes half damage on success.

Therefore:

FAILURE = DAMAGE

SUCCESS = NO DAMAGE

 


PART TWELVE — DISSONANT WHISPERS

Dissonant Whispers requires:

A WISDOM SAVING THROW

On failure:

3D6 PSYCHIC DAMAGE

plus its movement effect.

On success:

HALF DAMAGE ONLY

 

So here:

SUCCESS DOES NOT MEAN NO DAMAGE


PART THIRTEEN — HALF DAMAGE

When an effect says a successful Saving Throw deals:

HALF DAMAGE

the SRD instructs you to:

ROUND DOWN

 


EXAMPLE

Full damage:

31

Successful save:

31 ÷ 2 = 15.5

Round down:

15 DAMAGE


PART FOURTEEN — MULTIPLE CREATURES SAVING AGAINST THE SAME DAMAGE EFFECT

When a damaging effect forces:

TWO OR MORE TARGETS

to make saves at the same time:

ROLL THE DAMAGE ONCE FOR ALL TARGETS

 

The SRD gives:

FIREBALL

as its example.


EXAMPLE

Fireball catches four creatures.

Damage roll:

31 FIRE DAMAGE

Creature A fails:

31

Creature B succeeds:

15

Creature C fails:

31

Creature D succeeds:

15

You don't normally roll:

FOUR DIFFERENT FIREBALL DAMAGE TOTALS

for those simultaneous saves.


PART FIFTEEN — SAVING THROW PROFICIENCY BELONGS TO THE TARGET

Suppose your spell requires:

WISDOM SAVE

Your own proficiency in Wisdom saves doesn't matter to:

THE TARGET'S SAVE

The target uses:

ITS OWN SAVING THROW MODIFIER

Your side of the equation is already represented by:

YOUR SPELL SAVE DC


PART SIXTEEN — COVER CAN HELP SOME SPELL SAVES

Cover can affect:

DEXTERITY SAVING THROWS

Half Cover provides:

+2 TO DEXTERITY SAVING THROWS

Three-Quarters Cover provides:

+5

when the cover applies to the effect.

Total Cover can prevent direct targeting and can also affect areas as studied in Lesson 74.


IMPORTANT

Cover does not give a universal bonus to:

STRENGTH SAVES

CONSTITUTION SAVES

INTELLIGENCE SAVES

WISDOM SAVES

or:

CHARISMA SAVES

The listed cover bonus is specifically to:

DEXTERITY SAVING THROWS

and AC.


PART SEVENTEEN — A CREATURE CAN CHOOSE TO FAIL A SAVING THROW

The general Saving Throw rules establish an important option.

If a creature:

DOESN'T WANT TO RESIST AN EFFECT

it can choose:

TO FAIL THE SAVE WITHOUT ROLLING

 


EXAMPLE

A friendly magical effect requires a save for some reason.

The creature genuinely doesn't want to resist.

Under the general rule:

IT CAN CHOOSE TO FAIL

No d20 roll is required.


PART EIGHTEEN — NATURAL 20 AND NATURAL 1 ON SPELL SAVES

This is an extremely common source of confusion.

The SRD's rule that a natural:

20 AUTOMATICALLY HITS

and a natural:

1 AUTOMATICALLY MISSES

is specifically an:

ATTACK ROLL RULE

 

The general Saving Throw rules do not establish the same automatic:

NATURAL 20 = SUCCESS

or:

NATURAL 1 = FAILURE

rule.

Therefore, unless a specific rule says otherwise:

USE THE TOTAL OF THE SAVING THROW

against:

THE DC


PART NINETEEN — NATURAL 20 SAVE EXAMPLE

Spell Save DC:

25

Target's save modifier:

+0

Roll:

NATURAL 20

Total:

20

20 < 25.

Under the general Saving Throw rules:

THE SAVE FAILS

There is no universal spell-save rule saying natural 20:

AUTOMATICALLY SUCCEEDS


PART TWENTY — NATURAL 1 SAVE EXAMPLE

Spell Save DC:

10

Target has:

+10

to the relevant saving throw.

Roll:

NATURAL 1

Total:

1 + 10 =

11

11 ≥ 10.

Under the general Saving Throw rule:

SUCCESS

Again, unless a specific rule creates an exception.


PART TWENTY-ONE — DON'T CONFUSE THIS WITH DEATH SAVING THROWS

Death Saving Throws have:

THEIR OWN SPECIAL RULES

including special effects for:

ROLLING 1

and:

ROLLING 20

Those rules do not turn every normal Saving Throw into:

AN AUTOMATIC-1/AUTOMATIC-20 SYSTEM

Specific rule:

SPECIFIC SITUATION


PART TWENTY-TWO — SPELL ATTACKS

Some spells don't force the target to roll.

Instead, the spell tells:

THE CASTER

to make:

AN ATTACK ROLL

The SRD formula is:

SPELL ATTACK MODIFIER = SPELLCASTING ABILITY MODIFIER + PROFICIENCY BONUS

 

The character sheet refers to this value as your:

SPELL ATTACK BONUS

 


PART TWENTY-THREE — SPELL ATTACK EXAMPLE

Wizard Intelligence:

18

Modifier:

+4

PB:

+3

Spell Attack Modifier:

4 + 3 =

+7

The Wizard casts:

FIRE BOLT

against AC:

16

Roll:

d20: 12

Spell Attack Modifier:

+7

Total:

19

19 ≥ 16.

HIT


PART TWENTY-FOUR — SPELL ATTACKS TARGET ARMOR CLASS

An attack roll hits when its total:

EQUALS OR EXCEEDS THE TARGET'S AC

 

So for a spell attack:

D20 + SPELL ATTACK MODIFIER

versus:

AC


NOT

Spell Attack vs:

SPELL SAVE DC


NOT

Spell Attack vs:

TARGET'S SAVING THROW


NOT

Spell Attack vs:

TARGET'S DEXTERITY SCORE

The target number is:

ARMOR CLASS


PART TWENTY-FIVE — FIRE BOLT

Fire Bolt says:

MAKE A RANGED SPELL ATTACK

On a hit:

1D10 FIRE DAMAGE

at its base version.

So the caster rolls:

D20 + SPELL ATTACK MODIFIER

against:

TARGET AC


PART TWENTY-SIX — CHILL TOUCH

Chill Touch in SRD 5.2.1 has:

RANGE: TOUCH

and says:

MAKE A MELEE SPELL ATTACK

against a target within reach.

On a hit:

1D10 NECROTIC DAMAGE

and the target can't regain Hit Points until the end of your next turn.

This is important because:

SPELL ATTACK

can be:

RANGED

or:

MELEE


PART TWENTY-SEVEN — SPELL ATTACK ABILITY DOESN'T BECOME STRENGTH OR DEXTERITY

A melee weapon attack normally uses:

STRENGTH

A ranged weapon attack normally uses:

DEXTERITY

But spell attacks use:

THE SPELLCASTING ABILITY DETERMINED BY THE FEATURE

 


EXAMPLE

Wizard casts:

CHILL TOUCH

which is a:

MELEE SPELL ATTACK

Does the Wizard suddenly use Strength?

NO

Wizard spells normally use:

INTELLIGENCE


EXAMPLE

Sorcerer casts:

FIRE BOLT

which is a:

RANGED SPELL ATTACK

Does the Sorcerer use Dexterity?

NO

Sorcerer spells normally use:

CHARISMA


PART TWENTY-EIGHT — PROFICIENCY IS ALREADY INCLUDED

The general attack rules say:

YOU ADD YOUR PROFICIENCY BONUS WHEN YOU ATTACK WITH A SPELL

 

Therefore:

SPELL ATTACK = SPELLCASTING MODIFIER + PB

You do not need a separate proficiency called:

"FIRE BOLT PROFICIENCY"


PART TWENTY-NINE — RANGED SPELL ATTACKS IN CLOSE COMBAT

The normal Ranged Attack rule applies to:

WEAPONS

SPELLS

and other ranged attacks.

When making a ranged attack roll, you have:

DISADVANTAGE

if you are within:

5 FEET

of an enemy who:

CAN SEE YOU

and:

ISN'T INCAPACITATED

 


PART THIRTY — THE NEARBY ENEMY DOESN'T HAVE TO BE YOUR TARGET

This is easy to miss.

The rule asks whether:

AN ENEMY IS WITHIN 5 FEET OF YOU

It doesn't say:

"THE TARGET MUST BE WITHIN 5 FEET."


EXAMPLE

Wizard wants to Fire Bolt:

AN ORC 60 FEET AWAY

But a Goblin enemy is standing:

5 FEET FROM THE WIZARD

The Goblin:

CAN SEE THE WIZARD

and isn't:

INCAPACITATED

Result:

FIRE BOLT ATTACK HAS DISADVANTAGE

even though the Fire Bolt is aimed at:

THE DISTANT ORC


PART THIRTY-ONE — INCAPACITATED ENEMY DOESN'T CAUSE THIS DISADVANTAGE

Enemy is within:

5 FEET

but has:

INCAPACITATED

The close-combat ranged-attack rule requires the nearby enemy to:

NOT BE INCAPACITATED

Therefore that particular enemy doesn't impose:

THE DISADVANTAGE

through this rule.


PART THIRTY-TWO — AN ENEMY THAT CAN'T SEE YOU DOESN'T SATISFY THE RULE

The nearby enemy must:

BE ABLE TO SEE YOU

If it can't:

THAT ENEMY DOESN'T TRIGGER THIS SPECIFIC CLOSE-COMBAT DISADVANTAGE

Other Advantage/Disadvantage rules may still apply.


PART THIRTY-THREE — MELEE SPELL ATTACKS DON'T SUFFER THE RANGED CLOSE-COMBAT RULE

Chill Touch makes:

A MELEE SPELL ATTACK

Therefore the special disadvantage for:

RANGED ATTACKS IN CLOSE COMBAT

doesn't apply merely because an enemy is next to you.

Melee attacks are designed for:

TARGETS WITHIN REACH

 


PART THIRTY-FOUR — NATURAL 20 ON A SPELL ATTACK

Spell attacks are:

ATTACK ROLLS

Therefore the attack-roll rule applies.

Natural:

20

means:

THE ATTACK HITS REGARDLESS OF MODIFIERS OR AC

and it is:

A CRITICAL HIT

 


PART THIRTY-FIVE — NATURAL 1 ON A SPELL ATTACK

Natural:

1

on an attack roll:

MISSES REGARDLESS OF MODIFIERS OR AC

 

This applies equally to:

SPELL ATTACKS

because they are attack rolls.


PART THIRTY-SIX — CRITICAL HIT WITH A SPELL ATTACK

When an attack scores a Critical Hit:

ROLL THE ATTACK'S DAMAGE DICE TWICE

add them together,

then add applicable modifiers normally.


FIRE BOLT EXAMPLE

Level 1–4 Fire Bolt:

1D10

Natural 20:

CRITICAL HIT

Damage:

2D10

not:

1D10 × 2 AFTER ROLLING

The rule is:

ROLL THE DAMAGE DICE TWICE


PART THIRTY-SEVEN — HIGHER-LEVEL FIRE BOLT CRITICAL

At character level 11:

Fire Bolt damage:

3D10

Critical Hit:

6D10

because all the attack's damage dice are rolled twice.


PART THIRTY-EIGHT — SAVING THROW SPELLS DON'T CRIT JUST BECAUSE SOMEONE ROLLS A 20

Fireball does not involve:

AN ATTACK ROLL

It uses:

DEXTERITY SAVING THROWS

Therefore there is no normal:

SPELL ATTACK CRITICAL HIT

for Fireball.

The target's natural 1 on the save also doesn't turn Fireball into:

DOUBLE DAMAGE

unless the spell or another rule specifically says so.


PART THIRTY-NINE — ADVANTAGE AND DISADVANTAGE APPLY TO SPELL ATTACKS

Spell attacks are:

D20 TESTS

So applicable Advantage and Disadvantage rules affect them normally.

If you have:

ADVANTAGE

roll:

TWO D20S

and use:

THE HIGHER

If:

DISADVANTAGE

use:

THE LOWER


PART FORTY — ADVANTAGE DOES NOT AUTOMATICALLY APPLY TO SPELL SAVE DC

Spell Save DC is:

A FIXED NUMBER

not:

A D20 ROLL

So you don't normally say:

"I HAVE ADVANTAGE ON MY SPELL SAVE DC."

Instead, a rule can give:

THE TARGET ADVANTAGE OR DISADVANTAGE ON ITS SAVING THROW

or modify:

THE DC

if it specifically says so.


EXAMPLE — CHARM PERSON

Charm Person requires:

A WISDOM SAVING THROW

The target makes that save with:

ADVANTAGE

if you or your allies are fighting it.

The caster doesn't roll:

TWO SPELL SAVE DCS

The target rolls:

ITS SAVE WITH ADVANTAGE


PART FORTY-ONE — SPELLS CAN USE ABILITY CHECKS TOO

Not every spell interaction is:

SPELL ATTACK

or:

SPELL SAVE

For example, Dispel Magic can require the caster to make:

AN ABILITY CHECK USING THE SPELLCASTING ABILITY

against:

DC 10 + THE SPELL'S LEVEL

for certain higher-level spells.

This is:

AN ABILITY CHECK

not:

A SPELL ATTACK

and not:

A SPELL SAVING THROW


IMPORTANT

Do not automatically add your:

SPELL ATTACK MODIFIER

to Dispel Magic's check.

The spell says:

ABILITY CHECK USING YOUR SPELLCASTING ABILITY

Use the actual rule.


PART FORTY-TWO — SPELL SAVE DC CAN ALSO GOVERN NON-SAVE SPELL INTERACTIONS

Some spells use your Spell Save DC as the DC for:

AN ABILITY CHECK

For example, some Illusions allow a creature to Study the illusion and make an Intelligence check against:

YOUR SPELL SAVE DC

 

So Spell Save DC isn't used exclusively for:

SAVING THROWS

A specific spell can use it as another:

TARGET NUMBER


PART FORTY-THREE — INVALID TARGETS

Now we reach one of the most subtle rules in spellcasting.

Sometimes you cast a spell at something that:

CANNOT ACTUALLY BE AFFECTED BY THAT SPELL

The SRD calls this:

AN INVALID TARGET

 


PART FORTY-FOUR — WHAT HAPPENS TO AN INVALID TARGET?

The general rule is:

NOTHING HAPPENS TO THAT TARGET

But if you used:

A SPELL SLOT

the slot is:

STILL EXPENDED

 


EXAMPLE

A spell can affect only:

HUMANOIDS

You cast it on a creature that appears Humanoid but mechanically:

ISN'T A HUMANOID

Result:

THE CREATURE IS UNAFFECTED

If a Spell Slot powered the casting:

THE SLOT IS SPENT


PART FORTY-FIVE — YOU DON'T AUTOMATICALLY GET YOUR RESOURCES BACK

This rule matters because characters do not always possess perfect information.

Wrong target?

SPELL CAN FAIL TO AFFECT IT

But:

CASTING RESOURCE ISN'T REFUNDED

unless some specific rule says otherwise.


PART FORTY-SIX — INVALID TARGETS CAN HIDE THE TRUTH

The SRD contains an especially interesting information rule.

If the spell normally has:

NO EFFECT

when a target succeeds on its Saving Throw,

then an invalid target:

APPEARS TO HAVE SUCCEEDED ON THE SAVE

even though it:

DIDN'T ACTUALLY MAKE ONE

 


WHY?

So the caster receives:

NO CLUE

that the target was invalid.


PART FORTY-SEVEN — INVALID TARGET EXAMPLE

You cast:

CHARM PERSON

which targets:

ONE HUMANOID

on a mysterious person.

Unknown to you, the creature isn't:

HUMANOID

Charm Person normally has no Charmed effect when its Wisdom save succeeds.

Therefore under the Invalid Target rule, the creature can appear to have:

SUCCEEDED ON THE SAVE

even though no save was actually attempted.

You don't learn:

"AHA! IT ISN'T A HUMANOID."

The failed spell gives:

NO SUCH HINT


PART FORTY-EIGHT — INVALID TARGET WHEN SUCCESS WOULD STILL HAVE AN EFFECT

The SRD then gives the alternative.

If the spell is not one where a successful Saving Throw normally means:

NO EFFECT

then:

YOU PERCEIVE THAT THE SPELL DID NOTHING TO THE INVALID TARGET

 

So the information you receive depends on:

HOW THE SPELL NORMALLY WORKS


PART FORTY-NINE — INVALID TARGET DOESN'T MEAN IMMUNITY

Be careful with terminology.

An:

INVALID TARGET

is something the spell can't affect because it doesn't meet:

THE SPELL'S TARGET REQUIREMENTS

This isn't automatically the same as:

DAMAGE IMMUNITY

CONDITION IMMUNITY

MAGIC RESISTANCE

or another defensive feature.

Those are:

DIFFERENT RULES


PART FIFTY — TARGET TYPE MATTERS

When a spell says:

HUMANOID

CREATURE

OBJECT

WILLING CREATURE

HOSTILE CREATURE

or something else,

those words have:

MECHANICAL IMPORTANCE

Do not casually replace:

"HUMANOID"

with:

"ANY CREATURE THAT LOOKS HUMAN"

Creature Type is:

A GAME TERM


PART FIFTY-ONE — COMBINING SPELL EFFECTS

Now we reach the final general spellcasting rule.

The SRD distinguishes:

DIFFERENT SPELLS

from:

MULTIPLE CASTINGS OF THE SAME SPELL

 


PART FIFTY-TWO — DIFFERENT SPELLS CAN COMBINE

The effects of:

DIFFERENT SPELLS

add together while:

THEIR DURATIONS OVERLAP

 


EXAMPLE

Suppose one spell grants:

ONE BENEFIT

and another different spell grants:

ANOTHER BENEFIT

If both spells are active simultaneously and no other rule prevents the combination:

BOTH EFFECTS CAN APPLY

The important word is:

DIFFERENT SPELLS


PART FIFTY-THREE — SAME SPELL DOES NOT COMBINE WITH ITSELF

If the:

SAME SPELL

is cast multiple times:

ITS EFFECTS DON'T COMBINE

while their durations overlap.


EXAMPLE — TWO BLESSES

Cleric A casts:

BLESS

on the Fighter.

Cleric B also casts:

BLESS

on the Fighter.

Does the Fighter add:

TWO BLESS DICE?

NO

The SRD explicitly uses this example.

The target gains Bless's benefit:

ONLY ONCE

 


PART FIFTY-FOUR — IT DOESN'T MATTER THAT TWO DIFFERENT CASTERS CAST IT

The rule says:

THE SAME SPELL CAST MULTIPLE TIMES

It does not say:

"ONLY IF THE SAME CASTER CASTS IT."

Therefore:

BLESS + BLESS

doesn't combine merely because the Blesses came from:

TWO DIFFERENT CLERICS


PART FIFTY-FIVE — THE MOST POTENT SAME-SPELL EFFECT APPLIES

When the same spell is active multiple times:

THE MOST POTENT EFFECT APPLIES

while their durations overlap.

The SRD gives:

THE HIGHEST BONUS

as an example of greater potency.


EXAMPLE

Imagine the same spell is active twice and, because of its casting circumstances, one version provides:

A STRONGER BONUS

The target receives:

THE STRONGER VERSION

during the overlap.

The weaker version isn't added on top.


PART FIFTY-SIX — IF THEY ARE EQUALLY POTENT, THE MOST RECENT APPLIES

If multiple castings of the same spell are:

EQUALLY POTENT

and their durations overlap:

THE MOST RECENT EFFECT APPLIES

 


TIMELINE

Bless A begins:

ROUND 1

Bless B begins:

ROUND 3

Same potency.

During the overlap:

BLESS B IS THE EFFECT THAT APPLIES

But this doesn't mean Bless A is erased from existence for duration accounting.

That becomes important next.


PART FIFTY-SEVEN — OVERLAPPING SAME SPELLS CAN STILL EXTEND TOTAL TIME

The SRD's Bless example explains something subtle.

Two Bless effects don't give:

TWO BONUS DICE

But if their durations overlap:

THE BENEFIT CAN CONTINUE UNTIL THE SECOND BLESS'S DURATION ENDS

 


EXAMPLE TIMELINE

Cleric A casts Bless.

Remaining duration later:

3 ROUNDS

Cleric B casts Bless.

The Fighter doesn't gain:

DOUBLE BLESS

But when the first Bless ends:

THE SECOND CAN STILL BE ACTIVE

Therefore the target may remain Blessed for:

LONGER TOTAL TIME

without ever receiving:

TWO SIMULTANEOUS BLESS BENEFITS


PART FIFTY-EIGHT — SAME SPELL DOES NOT MEAN ONLY BONUSES

The rule applies to:

THE EFFECTS OF THE SAME SPELL

It isn't limited to:

NUMERICAL BONUSES

So don't assume same-spell effects stack simply because the spell causes:

A CONDITION

A PENALTY

MOVEMENT CHANGE

or another effect.

The general rule remains:

SAME SPELL EFFECTS DON'T COMBINE DURING OVERLAP


PART FIFTY-NINE — INSTANTANEOUS SPELLS ARE DIFFERENT

The Combining Spell Effects rule specifically discusses effects while:

DURATIONS OVERLAP

An Instantaneous spell has magic that appears only:

FOR A MOMENT

and then disappears.

Therefore separate castings of an Instantaneous damaging spell normally resolve:

EACH TIME THEY OCCUR

rather than creating an ongoing overlapping effect.


EXAMPLE

Wizard A casts:

FIREBALL

It explodes and deals damage.

Later Wizard B casts:

FIREBALL

That Fireball also resolves.

You do not say:

"THE SECOND FIREBALL DOES NOTHING BECAUSE FIREBALL DOESN'T STACK."

The same-spell combining rule concerns:

OVERLAPPING EFFECTS

not preventing successive instantaneous castings from resolving.


PART SIXTY — TWO FIRE BOLTS CAN BOTH DAMAGE THE SAME CREATURE

Similarly:

Wizard A hits an Orc with:

FIRE BOLT

Wizard B later hits the same Orc with:

FIRE BOLT

Both are:

INSTANTANEOUS

Each hit deals its damage normally.

There is no ongoing Fire Bolt effect whose duration is:

OVERLAPPING

except any specific consequence the spell itself creates.


PART SIXTY-ONE — DON'T CONFUSE SPELL STACKING WITH CONCENTRATION

These are different rules.

CONCENTRATION

limits what:

ONE CREATURE

can maintain at once.


COMBINING SPELL EFFECTS

determines what happens when:

MULTIPLE SPELL EFFECTS

exist on the same target or area.


EXAMPLE

Two Clerics can each maintain:

BLESS

because each creature has:

ITS OWN CONCENTRATION

But one target affected by both still gets:

ONLY ONE BLESS BENEFIT

because:

SAME-SPELL EFFECTS DON'T COMBINE


PART SIXTY-TWO — DIFFERENT SPELLS CAN BOTH REQUIRE CONCENTRATION IF DIFFERENT CASTERS MAINTAIN THEM

Cleric A concentrates on:

BLESS

Druid B concentrates on:

ENHANCE ABILITY

The same Fighter is targeted by both.

These are:

DIFFERENT SPELLS

Their effects can add together while their durations overlap, assuming all other requirements are satisfied.

Each caster maintains:

THEIR OWN CONCENTRATION


PART SIXTY-THREE — ONE CASTER STILL CAN'T MAINTAIN BOTH CONCENTRATION SPELLS

If one multiclass character tries to cast:

BLESS

and then:

ENHANCE ABILITY

both require:

CONCENTRATION

Even though different spells could otherwise combine:

THE SAME CASTER CAN'T MAINTAIN BOTH

because Lesson 77's Concentration rule ends the first when the second Concentration effect begins.

So always check:

EVERY APPLICABLE RULE


PART SIXTY-FOUR — SPELL EFFECTS CAN INTERACT WITH OTHER RULES

Combining Spell Effects doesn't automatically override:

ADVANTAGE/DISADVANTAGE

TEMPORARY HIT POINT RULES

BASE AC RULES

CONDITION RULES

or:

OTHER SPECIFIC LIMITATIONS

It only tells you the general spell-stacking principle.

If another rule imposes its own limitation:

APPLY THAT RULE TOO


PART SIXTY-FIVE — SPELL ATTACK OR SAVING THROW: WHO ROLLS?

Memorize this table:

Spell Says Who Rolls? Compared Against
Make a spell attack Caster Target's AC
Target makes a saving throw Target Caster's Spell Save DC
Ability check against Spell Save DC Creature making check Spell Save DC
Automatic effect Nobody unless spell says otherwise Follow spell

PART SIXTY-SIX — DON'T INVENT A ROLL

Some spells simply:

WORK

when their requirements are met.

If a spell doesn't call for:

ATTACK ROLL

SAVING THROW

or:

ABILITY CHECK

don't invent one merely because the spell is powerful.

The spell's details present:

EXACTLY WHAT THE SPELL DOES

and outcomes beyond those effects are under:

THE GM'S PURVIEW

 


EXAMPLE — MAGIC MISSILE

Magic Missile doesn't tell the caster to make:

A SPELL ATTACK

against each dart.

It also doesn't tell the target to make:

A SAVING THROW

Therefore don't add:

AN ATTACK ROLL

just because most offensive effects use dice.

Follow:

MAGIC MISSILE'S ACTUAL DESCRIPTION


PART SIXTY-SEVEN — AT THE TABLE: SAVING THROW SPELL

Use this procedure.

STEP 1

Caster declares:

THE SPELL


STEP 2

Determine:

VALID TARGETS

and:

AREA

if relevant.


STEP 3

Read:

WHICH SAVE ABILITY

the spell requires.


STEP 4

Use caster's:

SPELL SAVE DC


STEP 5

Target rolls:

D20 + ITS RELEVANT SAVING THROW MODIFIER


STEP 6

Compare result with:

SPELL SAVE DC


STEP 7

Follow the spell's:

SUCCESS

or:

FAILURE

text exactly.


PART SIXTY-EIGHT — AT THE TABLE: SPELL ATTACK

STEP 1

Choose:

A VALID TARGET


STEP 2

Check:

RANGE

CLEAR PATH

COVER

and other targeting requirements.


STEP 3

Determine whether the spell calls for:

MELEE SPELL ATTACK

or:

RANGED SPELL ATTACK


STEP 4

If ranged, check:

CLOSE-COMBAT DISADVANTAGE


STEP 5

Roll:

D20 + SPELL ATTACK MODIFIER


STEP 6

Compare with:

TARGET AC


STEP 7

Natural 20:

HIT + CRITICAL HIT

Natural 1:

MISS


STEP 8

On a hit:

RESOLVE THE SPELL'S EFFECT


PART SIXTY-NINE — COMPLETE SAVING THROW EXAMPLE

Cleric Wisdom:

18

Modifier:

+4

PB:

+3

Spell Save DC:

8 + 4 + 3 =

15

Spell requires:

WISDOM SAVE

Enemy Wisdom save:

+2

Roll:

d20: 10

+2 =

12

12 < 15:

FAILURE

Follow:

FAILED-SAVE EFFECT


PART SEVENTY — COMPLETE SPELL ATTACK EXAMPLE

Sorcerer Charisma:

18

Modifier:

+4

PB:

+3

Spell Attack Modifier:

+7

Enemy AC:

17

Roll:

d20: 10

+7 =

17

17 equals AC.

Therefore:

HIT

Remember:

MEETING THE TARGET NUMBER IS ENOUGH


PART SEVENTY-ONE — NATURAL 1 WITH HUGE MODIFIER

Same Sorcerer:

Spell Attack Modifier:

+12

Enemy AC:

10

Roll:

NATURAL 1

Mathematical total:

13

Would 13 normally beat AC 10?

YES

But natural 1 on an attack roll:

AUTOMATICALLY MISSES


PART SEVENTY-TWO — NATURAL 20 AGAINST IMPOSSIBLE AC

Spell Attack Modifier:

+2

Enemy AC:

40

Roll:

NATURAL 20

Total:

22

22 would normally miss AC 40.

But natural 20 attack:

HITS REGARDLESS OF AC OR MODIFIERS

and is:

A CRITICAL HIT


PART SEVENTY-THREE — DAMAGE MODIFIER ISN'T AUTOMATIC ON SPELLS

With weapons, the relevant ability modifier is normally added to weapon damage.

Spells work differently.

The SRD says:

A SPELL TELLS YOU WHICH DAMAGE DICE TO ROLL AND WHETHER TO ADD MODIFIERS

 


EXAMPLE — FIRE BOLT

Fire Bolt:

1D10 FIRE

It doesn't say:

+ SPELLCASTING ABILITY MODIFIER

Therefore a normal Fire Bolt hit is:

1D10

not:

1D10 + CHARISMA

or:

1D10 + INTELLIGENCE

unless another feature specifically adds something.


EXAMPLE — AGONIZING BLAST

Warlock has an Eldritch Invocation called:

AGONIZING BLAST

that can specifically allow adding:

CHARISMA MODIFIER

to the damage rolls of a chosen eligible Warlock Cantrip.

That works because:

A SPECIFIC FEATURE SAYS SO

Not because spell attacks universally add their casting ability to damage.


PART SEVENTY-FOUR — SPELL SAVE DC AND SPELL ATTACK BOTH SCALE WITH PB

Both formulas contain:

PROFICIENCY BONUS

Therefore as character level increases and PB rises:

BOTH VALUES CAN IMPROVE

even if the spellcasting ability score stays unchanged.


EXAMPLE

Intelligence 18:

+4

At PB +2:

Spell Save DC:

14

Spell Attack:

+6


Later PB +4:

Spell Save DC:

16

Spell Attack:

+8

The ability score hasn't changed.

The improvement comes from:

PROFICIENCY BONUS


PART SEVENTY-FIVE — INCREASING SPELLCASTING ABILITY IMPROVES BOTH TOO

Now increase Intelligence:

18 → 20

Modifier:

+4 → +5

PB:

+4

New Spell Save DC:

8 + 5 + 4 =

17

New Spell Attack:

5 + 4 =

+9

Thus your spellcasting ability can affect:

ACCURACY

and:

RESISTANCE DIFFICULTY


COMMON BEGINNER MISTAKES

MISTAKE 1 — ROLLING A SPELL ATTACK FOR EVERY OFFENSIVE SPELL

No.

Some spells use:

SAVING THROWS


MISTAKE 2 — MAKING THE CASTER ROLL THE TARGET'S SAVING THROW

The:

TARGET

rolls its save.


MISTAKE 3 — ROLLING A SAVE AGAINST THE CASTER'S SPELL ATTACK BONUS

Wrong target number.

Saving Throw spell:

SPELL SAVE DC


MISTAKE 4 — ROLLING A SPELL ATTACK AGAINST THE TARGET'S SAVE BONUS

Spell Attack:

AGAINST AC


MISTAKE 5 — USING 10 INSTEAD OF 8 FOR SPELL SAVE DC

Formula begins:

8


MISTAKE 6 — FORGETTING PROFICIENCY BONUS IN SPELL SAVE DC

Formula:

8 + ABILITY MOD + PB


MISTAKE 7 — ADDING PB TWICE

No.

Only:

ONCE

unless a specific feature says otherwise.


MISTAKE 8 — USING DEXTERITY FOR EVERY RANGED SPELL ATTACK

Spell attacks use:

SPELLCASTING ABILITY


MISTAKE 9 — USING STRENGTH FOR EVERY MELEE SPELL ATTACK

Again:

SPELLCASTING ABILITY


MISTAKE 10 — THINKING SPELL ATTACKS DON'T ADD PROFICIENCY

They do.


MISTAKE 11 — FORGETTING AC ON SPELL ATTACKS

Spell attack hits if:

TOTAL ≥ AC


MISTAKE 12 — THINKING RANGED SPELL ATTACKS IGNORE CLOSE-COMBAT DISADVANTAGE

They don't.

The rule explicitly applies to ranged attacks made with:

WEAPONS

SPELLS

or other means.


MISTAKE 13 — THINKING THE NEARBY ENEMY MUST BE YOUR TARGET

No.

Any qualifying enemy within:

5 FEET OF YOU

can trigger the ranged-attack disadvantage.


MISTAKE 14 — THINKING AN INCAPACITATED NEARBY ENEMY CAUSES THE DISADVANTAGE

Not through that rule.


MISTAKE 15 — APPLYING THE RANGED CLOSE-COMBAT RULE TO CHILL TOUCH

Chill Touch in SRD 5.2.1 uses:

MELEE SPELL ATTACK


MISTAKE 16 — THINKING NATURAL 20 DOESN'T WORK ON SPELL ATTACKS

It does.

Spell attack:

ATTACK ROLL

Natural 20:

CRITICAL HIT


MISTAKE 17 — THINKING NATURAL 1 CAN HIT WITH A LARGE SPELL ATTACK BONUS

No.

Natural 1 attack:

AUTOMATIC MISS


MISTAKE 18 — AUTOMATICALLY DOUBLING THE FINAL DAMAGE NUMBER ON A CRIT

The SRD says:

ROLL THE ATTACK'S DAMAGE DICE TWICE

then add relevant modifiers normally.


MISTAKE 19 — THINKING SAVING THROW SPELLS CRIT ON A FAILED NATURAL 1

No universal rule says that.


MISTAKE 20 — THINKING NATURAL 20 AUTOMATICALLY SUCCEEDS ON EVERY SPELL SAVE

The general automatic-20 rule is for:

ATTACK ROLLS

Normal Saving Throws use:

THE TOTAL AGAINST THE DC

unless another rule says otherwise.


MISTAKE 21 — THINKING NATURAL 1 AUTOMATICALLY FAILS EVERY NORMAL SAVE

Again:

NOT A GENERAL SAVE RULE


MISTAKE 22 — FORGETTING THAT A CREATURE CAN CHOOSE TO FAIL A SAVE

The general Saving Throw rule allows it if the creature:

DOESN'T WANT TO RESIST


MISTAKE 23 — THINKING A SUCCESSFUL SPELL SAVE ALWAYS MEANS ZERO EFFECT

Read:

THE SPELL

Some successful saves take:

HALF DAMAGE


MISTAKE 24 — FORGETTING TO ROUND HALF DAMAGE DOWN

Always follow the normal:

ROUND DOWN

rule.


MISTAKE 25 — ROLLING FIREBALL DAMAGE SEPARATELY FOR EVERY CREATURE

For simultaneous Saving Throws against the same damaging effect:

ROLL DAMAGE ONCE


MISTAKE 26 — THINKING COVER HELPS ALL SAVING THROWS

The cover bonuses apply specifically to:

DEXTERITY SAVING THROWS

and AC.


MISTAKE 27 — ADDING SPELLCASTING MODIFIER TO ALL SPELL DAMAGE

A spell says:

WHETHER A MODIFIER IS ADDED


MISTAKE 28 — ADDING INTELLIGENCE TO FIRE BOLT DAMAGE JUST BECAUSE INTELLIGENCE WAS USED FOR THE ATTACK

Not normally.


MISTAKE 29 — USING YOUR HIGHEST SPELLCASTING ABILITY FOR EVERY MULTICLASS SPELL

The feature that grants the spell determines:

THE SPELLCASTING ABILITY


MISTAKE 30 — THINKING EVERY MAGICAL D20 ROLL IS A SPELL ATTACK

Dispel Magic can require:

AN ABILITY CHECK


MISTAKE 31 — REFUNDING A SLOT WHEN THE TARGET WAS INVALID

Invalid target:

UNAFFECTED

Spell Slot:

STILL EXPENDED


MISTAKE 32 — ALWAYS TELLING THE PLAYER THE TARGET WAS INVALID

Certain spells make an invalid target appear to have:

SUCCEEDED ON ITS SAVE

giving:

NO HINT


MISTAKE 33 — CONFUSING INVALID TARGET WITH IMMUNITY

They are:

DIFFERENT RULES


MISTAKE 34 — THINKING TWO BLESSES GIVE TWO BONUS DICE

They don't.


MISTAKE 35 — THINKING THE SAME SPELL STACKS IF DIFFERENT CASTERS CAST IT

It doesn't.


MISTAKE 36 — THINKING THE SAME SPELL NEVER MATTERS IF CAST TWICE

The effects don't combine during overlap, but:

DIFFERENT DURATIONS CAN EXTEND HOW LONG A BENEFIT REMAINS AVAILABLE


MISTAKE 37 — THINKING THE WEAKER VERSION OF THE SAME SPELL ADDS TO THE STRONGER ONE

No.

MOST POTENT EFFECT APPLIES


MISTAKE 38 — THINKING TWO EQUALLY POTENT VERSIONS BOTH APPLY

No.

MOST RECENT EFFECT APPLIES DURING OVERLAP


MISTAKE 39 — THINKING DIFFERENT SPELLS NEVER STACK

General rule:

DIFFERENT SPELL EFFECTS ADD TOGETHER WHILE THEIR DURATIONS OVERLAP

subject to other applicable rules.


MISTAKE 40 — THINKING THE SAME-SPELL RULE PREVENTS TWO FIREBALLS FROM DEALING DAMAGE

Fireball is:

INSTANTANEOUS

Separate castings resolve separately.

The stacking rule concerns:

OVERLAPPING EFFECTS


QUICK RECAP

SPELL SAVE DC

8 + SPELLCASTING ABILITY MODIFIER + PB


SPELL ATTACK MODIFIER

SPELLCASTING ABILITY MODIFIER + PB

 


SAVING THROW SPELL

TARGET ROLLS

against:

SPELL SAVE DC


SPELL ATTACK

CASTER ROLLS

against:

TARGET AC


RANGED SPELL ATTACK

Can suffer:

DISADVANTAGE

if a qualifying enemy is within:

5 FEET OF YOU

 


NATURAL 20 — SPELL ATTACK

AUTOMATIC HIT

CRITICAL HIT


NATURAL 1 — SPELL ATTACK

AUTOMATIC MISS


CRITICAL HIT

ROLL ATTACK DAMAGE DICE TWICE

 


NORMAL SAVING THROWS

No general automatic:

NATURAL 20 SUCCESS

or:

NATURAL 1 FAILURE

Use:

TOTAL VS DC

unless another rule says otherwise.


CHOOSING TO FAIL

A creature that doesn't want to resist can:

FAIL A SAVE WITHOUT ROLLING

 


DAMAGE AGAINST MULTIPLE SAVING-THROW TARGETS

Same simultaneous damaging effect:

ROLL DAMAGE ONCE


HALF DAMAGE

ROUND DOWN


INVALID TARGET

NO EFFECT ON TARGET

but:

SPELL SLOT STILL EXPENDED

If successful save normally means no effect:

INVALID TARGET APPEARS TO SUCCEED

Otherwise:

YOU PERCEIVE THAT NOTHING HAPPENED

 


DIFFERENT SPELLS

Effects:

ADD TOGETHER WHILE DURATIONS OVERLAP


SAME SPELL

Effects:

DON'T COMBINE

Use:

MOST POTENT

If equal:

MOST RECENT

 


PRIME HERO CHALLENGE

A level 9 Wizard has:

Intelligence:

20

Modifier:

+5

Proficiency Bonus:

+4


QUESTION 1 — SPELL SAVE DC

8 + 5 + 4 =

17


QUESTION 2 — SPELL ATTACK MODIFIER

5 + 4 =

+9


SCENARIO 1 — SAVING THROW

Wizard casts a spell requiring:

DEXTERITY SAVE

Enemy has:

+3 DEX SAVE

Roll:

d20: 12

+3 =

15

DC:

17

Result:

FAILURE


SCENARIO 2 — SPELL ATTACK

Wizard casts Fire Bolt against:

AC 18

Roll:

d20: 9

+9 =

18

Result:

HIT

because:

EQUALS AC


SCENARIO 3 — CRITICAL FIRE BOLT

Wizard is level 9.

Fire Bolt therefore deals:

2D10

The attack roll is:

NATURAL 20

Damage dice:

4D10

because the attack is:

A CRITICAL HIT


SCENARIO 4 — RANGED SPELL IN CLOSE COMBAT

Wizard attacks an enemy:

80 FEET AWAY

with Fire Bolt.

But another hostile creature stands:

5 FEET FROM THE WIZARD

It can see the Wizard and isn't Incapacitated.

Attack roll:

DISADVANTAGE


SCENARIO 5 — NATURAL 20 SAVING THROW

A magical effect has:

DC 25

Target has:

+2

to the save.

Target rolls:

NATURAL 20

Total:

22

Does natural 20 automatically save under the general Saving Throw rule?

NO

22 < 25.

FAILURE


SCENARIO 6 — INVALID TARGET

Wizard casts a spell that affects only:

HUMANOIDS

The creature appears Human but is actually:

ANOTHER CREATURE TYPE

The spell normally does nothing if the target succeeds on its save.

What does the Wizard perceive?

THE TARGET APPEARS TO HAVE SUCCEEDED ON ITS SAVING THROW

Does the Wizard learn its true creature type from this?

NO

Spell Slot?

EXPENDED


SCENARIO 7 — TWO BLESSES

Two Clerics each cast:

BLESS

on the same Fighter.

Does Fighter roll:

TWO BLESS DICE?

NO

Only one Bless effect applies during the overlap.


SCENARIO 8 — SAME BLESS, DIFFERENT END TIMES

First Bless will end:

NEXT ROUND

Second Bless has:

EIGHT ROUNDS REMAINING

Does the Fighter lose Bless completely when the first casting expires?

NO

The second casting can continue providing the benefit.

The Fighter never gains:

DOUBLE BLESS

but can remain Blessed until:

THE LATER ACTIVE CASTING ENDS


SCENARIO 9 — DIFFERENT SPELLS

Cleric A casts:

BLESS

Druid B casts:

ENHANCE ABILITY

on the same Fighter.

Can both different spell effects potentially apply simultaneously?

YES

The general rule says effects of:

DIFFERENT SPELLS

add together while their durations overlap, subject to all other applicable rules.


LESSON 78 — KEY TAKEAWAYS

The general spellcasting system is now complete.

Whenever a spell confronts a target, begin by reading:

WHAT DOES THE SPELL ACTUALLY ASK FOR?

If it says:

SAVING THROW

the:

TARGET ROLLS

Your magic establishes:

THE DC


If it says:

SPELL ATTACK

the:

CASTER ROLLS

Your magic provides:

THE ATTACK MODIFIER

The target provides:

THE AC


Your two fundamental formulas are:

SPELL SAVE DC = 8 + SPELLCASTING ABILITY MODIFIER + PROFICIENCY BONUS

and:

SPELL ATTACK MODIFIER = SPELLCASTING ABILITY MODIFIER + PROFICIENCY BONUS


From there:

READ THE SPELL

A successful Saving Throw might:

NEGATE THE EFFECT

REDUCE THE EFFECT

or:

HALVE DAMAGE

A successful spell attack might:

DEAL DAMAGE

APPLY A CONDITION

or:

CREATE ANOTHER EFFECT

Natural 20 and natural 1 have special automatic rules for:

ATTACK ROLLS

not for ordinary:

SAVING THROWS


And when multiple magical effects begin interacting, remember:

DIFFERENT SPELLS CAN COMBINE

but:

THE SAME SPELL DOES NOT STACK WITH ITSELF

Use:

THE MOST POTENT SAME-SPELL EFFECT

or:

THE MOST RECENT IF EQUALLY POTENT


You now know the entire general framework needed to read almost any spell description in the SRD.

You can identify:

ITS LEVEL

ITS CASTING TIME

ITS RANGE

ITS COMPONENTS

ITS DURATION

ITS TARGETS

ITS AREA

ITS SAVING THROW

ITS ATTACK ROLL

ITS CONCENTRATION

ITS HIGHER-LEVEL EFFECTS

and:

HOW IT INTERACTS WITH OTHER SPELLS

Now we can finally stop learning:

HOW SPELLS WORK IN GENERAL

and start studying:

THE SPELLS THEMSELVES


NEXT LESSON

LESSON 79 — SPELL COMPENDIUM A–B

The next lesson begins our complete alphabetical journey through the spells contained in SRD 5.2.1.

We will cover every SRD spell beginning with:

A

and:

B

including their:

LEVEL

SCHOOL

CLASS LISTS

CASTING TIME

RANGE

COMPONENTS

DURATION

TARGETS

SAVING THROWS

SPELL ATTACKS

DAMAGE

CONDITIONS

CONCENTRATION

HIGHER-LEVEL CASTING

and:

PRACTICAL USE AT THE TABLE

This will include spells such as:

ACID ARROW

ACID SPLASH

AID

ALARM

ALTER SELF

ANIMAL FRIENDSHIP

ANIMAL MESSENGER

ANIMAL SHAPES

ANIMATE DEAD

ANIMATE OBJECTS

and the rest of the SRD's A–B spell entries, finishing the first section of our:

COMPLETE SPELL COMPENDIUM

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.