Magic

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Magic lets you cast spells learned through your class or granted by equipment you wield. Sorcerers learn spells as they level, while any class can use a spell granted by an equipped wand, staff or focus.

Casting a spell

You can select a known spell in the Abilities tab or describe the magic you want to attempt in the conversation. The game matches your description to magic you know and can use, within the spell's effects and limits.

A Firebolt can look like a flaming spear or another shape of flame, while keeping its damage, range and single target. Describing a larger effect does not give the spell extra damage or more targets.

If the spell you reach for is unavailable, you may be offered a similar spell you can cast. A request that none of your available spells can perform does not grant you a new spell.

The casting confirmation

Before you cast, the confirmation shows the spell, its targets, effects and total cost. It also shows available cast modifiers and compatible Infusion options.

A spell can spend an action or a bonus action, as shown on its card. Ranked class spells also spend a slot of their own rank, and spells from equipment use that item's charges when charges are required.

Most buffs, healing and utility spells use a bonus action, so you can cast one alongside a damaging spell when you have the required actions and resources. The confirmation shows each target's saving throw chance, modifier and difficulty, followed by what happens on a successful save.

Casting grants Arcana experience when you spend an action, spell slot, charge or use. Higher spell ranks award more experience.

Attacks and saving throws

An attack spell rolls to hit its target, while a spell with a saving throw lets the target resist with the named attribute. The spell states whether a successful save reduces its damage or prevents its effect.

Your spell save DC is 8 plus your proficiency bonus, plus your casting attribute modifier, plus any spell save DC bonus on your equipped gear. Your body armor also modifies the DC of class spells, as described below. Sorcerers cast with Charisma, and a class without a casting attribute adds nothing for it. A spell cast from an equipped item uses the item's level for the proficiency part, while your casting modifier and gear bonus still apply.

Damage and other effects vary by spell, so check the spell's card before confirming a cast. The Spells list shows the attack or saving throw for each spell.

Spellcasting in armor

Only the armor in your body slot determines how your equipment affects class spellcasting. Other armor slots and shields do not count.

Body armor Spell attacks Spell saving throws
Cloth or no body armor +20 accuracy Your spell save DC increases by 2
Light No accuracy modifier No DC modifier
Medium -20 accuracy Your spell save DC decreases by 2
Heavy Your attacks roll with disadvantage Enemies roll saves with advantage

Spells cast from items and spells that cannot miss are unaffected. See Armor for the other effects of armor weight.

Mage Armor, Solar Aura and Lunar Aura grant their armor bonus while wearing cloth. Mage Armor stacks with either aura and reduces incoming physical damage by 10% regardless of your armor. Their bonuses scale with level, as shown on Spells.

Ranks and spell slots

Cantrips cost no spell slot, though they still use the action shown on their card. Ranked spells spend a slot of their own rank, and you cannot substitute a higher rank slot for the same spell.

A long rest restores class spell slots. Spell ranks explains the available ranks and Sorcerer lists the slots you gain as you level.

Infusion

An Arcanist gains Infusion at level 3 and can carry a compatible spell with Arcane or kinetic magic in one cast. Both spells deal reduced damage and keep their own costs unless a feat changes those costs.

A carried touch spell uses the carrier's range. Distant Touch increases the damage of a carried touch spell by 20%. Spell Conduit lets kinetic projectiles chain between enemies and release the carried spell on each hit.

Spells from equipment

You do not need to be a Sorcerer to cast a spell granted by an equipped wand, staff or focus. Item cantrips can be cast at will, while ranked item spells spend the item's own uses rather than class spell slots.

You can wield a wand in either hand, use a focus in your off hand or wield a caster staff with both hands. Spells lists the spells that each item can carry, and Equipment explains these equipment choices.

You can craft and temper caster equipment with Arcana, but crafted pieces do not gain a spell. Enchanting crafted caster weapons with custom spells is planned for a future update.