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.