A spell is a one-time magical effect. Spells come in two types: arcane (cast by bards, sorcerers, and wizards) and divine (cast by clerics, druids, and experienced paladins and rangers). Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.
Most spellcasters prepare their spells in advance-whether from a spellbook or through devout prayers and meditation- while some cast spells spontaneously without preparation.
Despite these different ways that characters use to learn or prepare their spells, when it comes to casting them, the spells are very much alike.
Cutting across the categories of arcane and
divine spells are the eight schools of magic. These schools represent the different ways that spells take effect.
Contents
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Arcane Spells - Wizards, sorcerers, and bards cast arcane spells. Compared to divine spells,...
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Arcane Magical Writings - To record an arcane spell in written form, a character uses complex notation...
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Preparing Wizard Spells - A wizard's level limits the number of spells she can prepare and cast.
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Sorcerers And Bards - Sorcerers and bards cast arcane spells, but they do not have spellbooks and do not prepare their spells.
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Casting Spells - Whether a spell is arcane or divine, and whether a character prepares spells...
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Caster Level - A spell's power often depends on its caster level, which for most spellcasting...
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Choosing A Spell - First you must choose which spell to cast. If you're a cleric, druid, experienced...
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Combining Magical Effects - Spells or magical effects usually work as described, no matter how many...
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Concentration - To cast a spell, you must concentrate. If something interrupts your concentration...
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Counterspells - It is possible to cast any spell as a counterspell.
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Special Spell Effects - Many special spell effects are handled according to the school of the spells...
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Spell Failure - If you ever try to cast a spell in conditions where the characteristics...
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The Spell's Result - Once you know which creatures (or objects or areas) are affected, and whether...
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Divine Spells - Clerics, druids, experienced paladins, and experienced rangers can cast divine spells.
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Divine Magical Writings - Divine spells can be written down and deciphered just as arcane spells can (see Arcane Magical Writings, above).
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New Divine Spells - Divine spellcasters most frequently gain new spells in one of the following two ways.
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Preparing Divine Spells - Divine spellcasters prepare their spells in largely the same manner as wizards do, but with a few differences.
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Special Abilities
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Extraordinary Abilities - These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity.
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Natural Abilities - This category includes abilities a creature has because of its physical nature.
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Spell-Like Abilities - Usually, a spell-like ability works just like the spell of that name.
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Supernatural Abilities - These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity.
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Spell Descriptions - The description of each spell is presented in a standard format.
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Aiming A Spell - You must make some choice about whom the spell is to affect or where the...
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Casting Time - Most spells have a casting time of 1 standard action.
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Descriptive Text - This portion of a spell description details what the spell does and how it works.
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Saving Throw - Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect.
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School (Subschool) - Beneath the spell name is a line giving the school of magic (and the subschool, if appropriate) that the spell belongs to.
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Spell Components - A spell's components are what you must do or possess to cast it.
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Spell Descriptor - Appearing on the same line as the school and subschool, when applicable,...
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Spell Duration - A spell's Duration entry tells you how long the magical energy of the spell lasts.
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Spell Level - The next line of a spell description gives the spell's level, a number between 0 and 9 that defines the spell's relative power.
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Spell Name - The first line of every spell description gives the name by which the spell is generally known.
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Spell Range - A spell's range indicates how far from you it can reach, as defined in the Range entry of the spell description.
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Spell Resistance - Spell resistance is a special defensive ability. If your spell is being...