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Spellcasting in D&D 5e: A Beginner's Guide

Magic is at the heart of D&D. Learn the fundamentals of spellcasting, including cantrips, spell slots, and the components needed to unleash powerful magical effects on your adventures.

A wizard casting a spell from a glowing book.

What is a Spell?

A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the D&D multiverse. When your character casts a spell, they are tapping into that power to create a specific, desired outcome—whether it's launching a bolt of fire, healing a friend's wounds, or turning invisible. You can browse all official spells on the D&D Beyond spell list.

Cantrips and Leveled Spells

Spells come in two main types:

  • Cantrips (Level 0): These are minor spells that can be cast at will, without using up any resources. They are the bread and butter of a spellcaster and are never "used up." Examples include Fire Bolt, Light, and Mage Hand.
  • Leveled Spells (Level 1-9): These are more powerful spells that require a resource called a spell slot to cast. The higher the spell's level, the more powerful it is, and the higher the level of the spell slot required to cast it.

Understanding Spell Slots

Think of spell slots as your magical fuel tank. You have a certain number of slots for each spell level you can cast (e.g., four 1st-level slots, two 2nd-level slots). When you cast a 1st-level spell like Magic Missile, you expend one of your 1st-level spell slots. Once a slot is used, it's gone until you finish a long rest.

You can always cast a spell using a higher-level slot than required. Often, this makes the spell more powerful! For example, casting Magic Missile with a 2nd-level slot creates an extra dart. This is detailed in the Basic Rules.

Spell Components (V, S, M)

Every spell has a set of components required to cast it. If you can't provide these components, you can't cast the spell! The full rules are explained on D&D Beyond.

  • Verbal (V): The chanting of mystic words. You must be able to speak to provide this component.
  • Somatic (S): Specific hand gestures or movements. You must have at least one hand free.
  • Material (M): A physical object—a pinch of sand, a feather, a tiny bell. The spell description will list what's needed. If a cost is listed (e.g., a diamond worth 300 gp), the component is consumed by the spell. Otherwise, you can reuse it. A spellcasting focus (like a wand or holy symbol) can replace non-costly material components.
Ready to Weave Some Magic?

The best way to learn is by doing. Try creating an encounter with some low-level enemy spellcasters to see these rules in action. The free tool can help you get started.

Go to the Encounter Generator

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