Many professions can cast magic, and the basic concepts of magic are levels and spell slots.
The level of a spell is 0, which is a level up to 9. 0 is called a cantrip, which is a spell that can be cast without consuming a spell slot.
Generally speaking, the higher the level, the stronger the spell, and some spells have the effect of upgrading their levels. You can cast them at a higher level to make them more powerful.
In simple terms, many low-level spells have good effects but insufficient damage values, so you can use the ability of leveling to improve them.
Spell levels do not directly correspond to class levels. Generally speaking, to cast a 9th-level spell, you must be at least a 17th-level spellcaster, not a 9th-level spellcaster.
For example, a wizard has to reach level 17 to obtain a level 9 ring slot.
The spell slot is the number of times a spell can be cast, which can be understood as the number of times a skill is used.
For example, if character A has four 1st-level spell slots, it means that character A can use a 1st-level spell four times, and so on (the corresponding number under the mage level in the table above is the spell slot).
No matter how many spells a spellcaster knows or has prepared, there is always a limit to how many spells he can cast between each rest.
You can also cast spells through magic items or scrolls.
Most magic item CDs are refreshed during long rests.
Scrolls are consumable items and their hit and spell save DCs are generally fixed.
Completing a long rest restores all your spell slots, and you can prepare spells for casting. In short, casting a spell consumes a spell slot, which is not restored until you rest.
Thus, all spellcasting classes (except the warlock) have a daily list of spell slots, and you prepare these spells for use and then cast them accordingly.
A warlock can cast all known spells, but the spells he knows are generally very limited (basically he is just a fire turret).
Cleric: Requires spell preparation. Cannot learn scrolls. Can change all 1st level and higher cleric spells at will during a long rest. Long rest loops.
Ranger: No spell preparation required. Cannot learn scrolls. Long rest loop.
Warlock: No spell preparation required. Cannot learn scrolls. Short rest loop.
Mage: Need to prepare spells. Can learn spell scrolls from the mage spell list. Can change learned spells at will during long rest. Long rest loop.
If there is an enemy close to the character when casting a spell, the hit roll will be at a disadvantage.
It is best for the caster to use pushes, reactions, and other means to place the enemy close (on the contrary, the player should try to stick close to and counter such enemies).
If it really doesn’t work, you can take an opportunity attack within your tolerance range to create distance and cast key magic.
Spells marked with Concentration tend to be spells that have a lasting effect, requiring your character’s full concentration to maintain it.
Each character can only maintain concentration on one spell at a time, and taking damage can also cause you to lose concentration, so try to keep the character who maintains concentration away from danger areas.
(Increasing your physical fitness, improving your immunity, choosing a feat, etc. can improve your concentration ability.)
Normal actions, such as moving and attacking, do not break concentration. However, the following things may break concentration:
– Cast another spell that requires concentration: You cannot concentrate on two spells at once.
Taking Damage: Whenever you take damage while concentrating, you must make a Constitution saving throw to maintain your concentration. The DC is 10 or half the amount of damage you took, whichever is higher. If you take damage from multiple sources, such as an arrow and a breath of dragon’s breath, you must roll separately for each damage.
-Fatigue or Death: If you become fatigued or are killed, your concentration ends.
For example, if you take 30 points of damage, you will have to make a Constitution saving throw with a DC of 15, and you need d20 + Constitution modifier + proficiency score (if applicable) to be greater than 15 to maintain concentration.
Pay attention to the Spell Attack/Immune column options when casting spells.
The effectiveness of attack spells depends on the level of enemy armor, and the effectiveness of immunity spells depends on the level of the enemy’s corresponding immunity.
Therefore, use attack spells against enemies with low armor, and use specific saving throw spells against enemies that are not good at a certain type of saving throw.
(For example, using a spell that requires a Dexterity saving throw on a bulky monster.)
You can prepare spells in your spell list that you can cast, that is, choose the spells you may use next from the known spells (number = main attribute adjustment value + caster level).
For example, if you are a 3rd-level wizard, you have 4 1st-level spell slots and 2 2nd-level spell slots. If you have an Intelligence of 16, you can prepare a total of 6 (Intelligence modifier 3 + caster level 3) 1st-level or 2nd-level wizard spells from the magic list known, in any combination you want. If you prepare the 1st-level spell Magic Missile, you can choose to use a 1st-level or 2nd-level spell slot to cast it. Casting a spell does not remove it from your list of prepared spells.
Whenever you finish a long rest, you can change your list of prepared spells.
Professions such as mages, priests, and paladins need to prepare spells.
Classes such as the Warlock, Bard, Ranger, and Warlock do not need to prepare spells because their spell lists are limited and are acquired through upgrade selection.
Therefore, many spellcasting professions can gain the ability to learn magic through multi-class wizards and expand their available spell lists.
Professions that do not prepare spells must carefully select the available spells – this is also one of the core focuses of this guide, helping players make spell decisions.
In addition to actions like opportunity attacks, spells and abilities can also react.
Reaction is equivalent to a free operation after triggering a certain situation. Generally, there is only one reaction per round. Some abilities, props, and expertise will increase the number of reactions.
Players can see the reactions they can perform in the spell book reaction list. It is recommended to check the “ask” option, otherwise the reaction will be automatic once triggered.
For example, when you are about to be hit, a reaction prompt will appear – whether to use shield magic.
For example, in the example, the imp has to roll 11 or above to hit, and it rolls 11. At this time, I use my reaction to cast shield, which increases 5ac, and the imp can no longer hit my warlock.
Reaction casting mainly includes various protections, counterattacks and controls. For example, spell counterattack is also a reaction, which prevents the opponent from casting important magic.