Player Resources - Spellcasting Cheat Sheet
Updated January 7, 2024
Next in the series of cheat sheets for the new player is spell casting. Taking a primary spellcaster can be pretty daunting for the new player. Once you grasp the rules, it can still be confusing, and many new players avoid playing a wizard because it seems too hard to follow all the rules.
In reality, spellcasters are relatively easy to play if you learn some simple rules, and that’s what this cheat sheet focuses on. I’m not going to get into what spells I think you should take, what meta magic is, or how awesome the wizard is at a higher level. The focus is on the basics, what they mean, and to get a better understanding of how they can affect your gameplay.
The cheatsheet, while informative, is informal in how it is presented. I feel that I covered the topics needed. While some of the term definitions are straight from the PHB, others use much more informal language. I think that I got the point across in those instances. I did that to put the reader in a more comfortable frame of mind when reading. And one last thing…even though I just said I wouldn’t tell you what spells to take, always take fireball when you reach the 5th level.
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Components
Components are broken into three areas: Verbal, Somatic, and Materials. There are two primary purposes for putting this on the sheet. First, it lets the player know what spells they cannot cast depending on if they are under various (negative) effects or are suffering from certain conditions. It’s a bummer to think you will turn the tide of battle with some fabulous spell, only to find out you can’t because you’ve been silenced and the spell has a verbal component.
Second, I wanted to let the new player and the player who has only ever played the 5th edition know how much easier the material component piece of spellcasting has become. The component pouch has made the life of the Wizard (and other spellcasters) much more straightforward than back in the days of AD&D. There was no special pouch that held all the little items you needed that didn’t have a cost associated with them. A magic user (as it was called back in the old days, you know, before electricity and cars) had to keep track of every feather, piece of quartz, and pinch of dust so they could cast spells. It was a pain in the ass, and many games I ran ignored this rule. Sure, if the spell required a diamond worth 1000 gold, you had to have just like 5e, but for the minor components, we always assumed you had a bunch of it in your robe somewhere. I know I often bash on the 5th edition in many of my articles, but the component pouch is an excellent addition to the game. Well done, WotC.
Action
When you can cast a spell. Easy enough, right? Well, the answer is yes for those spells that require an action to cast, but what about other bonus action and reaction spells?
There are approximately two dozen bonus action spells. I recommend you write your bonus action spells on a separate piece of paper or sticky note so you don’t forget them. If you have the opportunity to cast a bonus spell, it helps to know what spells you can cast. The same goes for reaction spells. Knowing these spells can be the difference between life and death. A well-timed shield can save your ass.
Those Pesky Numbers
When you cast a spell, it's probably a good idea to know how to determine if it hits or not. A spells attack function acts like a melee attack to determine whether or not you hit that pesky kobold. When you cast a spell, roll a d20 and add your spellcasting ability modifier + your proficiency modifier. I know it seems silly for all of you veterans to mention this, but if it's your first time playing, you may have read about it, but it doesn't mean you'll remember. Your spellcasting modifier can be found in the PHB in the class description, and I included it on the cheat sheet for each caster, except the Eldritch Knight, Arcane Trickster, and any new or UA classes, mostly because I ran out of room. Your proficiency number is a fixed number by level. It can usually be found at the top of a character sheet. Everyone starts with a +2 proficiency modifier.
Some spells allow the creature to make a saving throw against the spell's effects. A DM will ask you what the Save DC is, and as a beginning player, you may stare at them blankly with no idea what they are talking about. That number is 8 + your spellcasting modifier + that good old proficiency bonus + any special modifiers. What are special modifiers? Some items, such as the Robe of the Magi, will give the spellcaster a bonus to their DC Save number (it's +2, by the way, and is added to both the DC Save and your Spell attacks). Why is it 8? I have no idea and couldn't find any explanation on the subject. Since I usually go to Stephen with a question like that when I can't find the answer, here is his justification
Actually, its probably because 8 + 5 (max ability score with ASIs) + 6 (max proficiency bonus) gives you a 19. That's a 10% chance with a flat roll to succeed against that effect... so there is always a chance there (of course, some monsters have higher than that because sometimes there is just no chance, just like magic items can make yours higher than that).
Targeting/Area of Effect
In the description, a spell will tell you who you can target with your spell. Maybe you can only use it on yourself. You touch yourself (too many easy jokes there), and the effects take place. Some you can target yourself and others. Attack spells should be aimed at creatures trying to kill you unless, of course, you're pissed at a fellow party member. Some attack spells can only target one creature, while others have the chance to hit multiple creatures, including your allies, within a pre-determined shape and range.
So now we need to talk about Area of Effect or AOE spells. When cast, certain spells cover an area in the spell's description. Of course, it would be too easy for every spell to have the same area shape. There are five different areas of effects, and they are described on the sheet. Make sure you read the spell's description before firing off that fireball. Not only will it hit the bad guys, but any of your friends in the blast range, including those hiding behind a wall.
Duration
Simply put, it's how long the spell lasts. A new player needs to fully understand how Concentration works before casting a spell that requires it. Concentration requires the caster to make a CON save every round they want to continue the spell. You should think long and hard about casting a spell that requires Concentration if you're in a position where you'll get hit a lot. You should also consider why you put your frail wizard in such a precarious position in the first place.
I hope you enjoy the spellcasting cheatsheet and that it helps those new players brave enough to take a primary caster to understand how spells work. As always, I appreciate constructive feedback, which only improves future articles.
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