Magic and Powers
Magic permeates the worlds of System 5, available through spells, magical items, special abilities, and the manipulation of supernatural forces.
Spellcasting
What is a Spell?
A spell is a discrete magical effect with a specific function, from creating fire to raising the dead. Spells are organized into levels from 0 (cantrips) to 9th level.
Spell Slots
Spell slots represent the energy required to cast spells. When you cast a spell, you expend a slot of the spell's level or higher. You regain expended slots when you rest.
Cantrips
Cantrips are 0-level spells that can be cast at will without expending spell slots. They represent minor magical abilities.
Casting a Spell
Casting Time
Most spells require a single action, but some require:
- 1 Bonus Action: Quick spells cast alongside other actions
- 1 Reaction: Cast in response to a trigger
- 1 Minute or longer: Ritual or complex magic
Range
- Self: Affects only the caster
- Touch: Must touch the target
- Ranged: Specified distance (e.g., 60 feet, 120 feet)
Components
Verbal (V)
Words of power that must be spoken. Can't be cast while silenced.
Somatic (S)
Gestures and movements. Requires at least one free hand.
Material (M)
Physical objects required for the spell. Can be replaced by a spellcasting focus unless the material has a cost specified.
Duration
- Instantaneous: Effect happens immediately
- Concentration: Must maintain focus (up to specified time)
- Timed: Lasts for a specified period without concentration
Targets
Spells specify what they can target:
- Creatures
- Objects
- Areas (sphere, cube, cone, cylinder, line)
Spell Attack Rolls and Saving Throws
Spell Attacks
d20 + Spellcasting Ability Modifier + Proficiency Bonus ≥ Target's AC
Spell Save DC
8 + Spellcasting Ability Modifier + Proficiency Bonus
Targets make saving throws against this DC to resist or reduce spell effects.
Concentration
Some spells require concentration to maintain. Rules for concentration:
- Can only concentrate on one spell at a time
- Casting another concentration spell ends the first
- Taking damage requires a Constitution save (DC 10 or half damage, whichever is higher)
- Being incapacitated or killed ends concentration
- Environmental phenomena may require saves to maintain concentration
Combining Magical Effects
- Multiple instances of the same spell don't stack
- Different spells with similar effects use the most powerful effect
- Multiple effects from different sources can combine
Schools of Magic
Abjuration
Protective spells creating barriers and canceling harmful effects
Conjuration
Spells that summon creatures or create objects from nothing
Divination
Reveal information, from glimpsing the future to detecting hidden things
Enchantment
Magically entrance and beguile other creatures
Evocation
Manipulate energy to create powerful effects like fire, lightning, or force
Illusion
Deceive the senses or minds of others
Necromancy
Manipulate life force, creating undead or draining life
Transmutation
Transform creatures and objects, altering their properties
Types of Spellcasters
Prepared Casters
- Clerics, Druids, Paladins, Wizards: Prepare spells each day from their full spell list
- Preparation: Choose a number of spells equal to spellcasting ability modifier + class level (minimum 1)
Known Casters
- Bards, Rangers, Sorcerers, Warlocks: Learn a limited number of spells permanently
- Can swap one known spell when gaining a level
Unique Casters
- Warlocks: Pact Magic system with fewer slots that recharge on short rest
- Artificers: Prepare spells like clerics but have unique infusion system
Ritual Casting
Ritual spells can be cast without expending a spell slot if you have an extra 10 minutes. Some classes can cast any prepared/known ritual spell as a ritual, while others need specific features.
Upcasting
Casting a spell using a higher-level slot often enhances its effects (more damage, additional targets, longer duration, etc.). The spell's description specifies how it improves.
Magic Items
Attunement
Some magic items require attunement. You can attune to up to three items at a time during a short rest spent focusing on the item.
Activation
- Command Word: Speak a word to activate
- Consumable: Use once and the item is destroyed
- Worn: Grants benefits while worn
- Wielded: Must be held or wielded
Supernatural Abilities
Spell-Like Abilities
Some ancestries and class features grant spell-like abilities that function like spells but aren't affected by counterspell or antimagic.
Psionics
Mental powers that mimic magic but aren't truly spells. Psionic abilities often don't require components.
Ki Powers
Monks channel ki to create supernatural effects that aren't spells but can produce magical results.
Divine Channeling
Clerics and paladins channel divine energy directly from their deity, creating effects beyond normal spellcasting.
Magical Phenomena
Wild Magic
Chaotic magical energy that produces unpredictable effects, often triggered by Wild Magic sorcerers.
Antimagic
Areas or effects that suppress or nullify magic entirely, rendering spells and magical items inert.
Dead Magic
Zones where magic simply doesn't function, even divine or antimagic detection.
Plane-Specific Magic
Magic functions differently on different planes of existence, with some spells enhanced, hindered, or altered.