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:

Range

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

Targets

Spells specify what they can target:

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:

Combining Magical Effects

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

Known Casters

Unique Casters

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

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.