Spells & Spell Slots

How spells work — cantrips, spell levels, slots, components, concentration, and casting.

Cantrips

Cantrips are spells you can cast unlimited times — they don't use spell slots. They're typically weaker than leveled spells but infinitely repeatable. Examples: Fire Bolt, Eldritch Blast, Sacred Flame.

Spell levels and slots

Leveled spells (levels 1–9) require spell slots to cast. Each time you cast a leveled spell, you expend a slot of that spell's level or higher. Slots are restored on a long rest.

The number and level of slots you have depends on your class and level. A 5th-level Wizard has four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. A 5th-level Warlock has two 3rd-level slots (Pact Magic refreshes on a short rest).

Upcasting

You can cast a spell using a higher-level slot than required. Many spells become more powerful when upcast — Cure Wounds heals more, Fireball deals more dice of damage, Sleep affects more HP. The Raven handles upcast scaling automatically; just say you want to cast at a higher level.

Spell components

Most spells require one or more of:

Verbal (V) — You must be able to speak. Silenced characters can't cast spells with a verbal component.

Somatic (S) — You must have a free hand to make gestures.

Material (M) — A physical component. If the component has no cost listed, a spell focus or component pouch substitutes. Costly materials (e.g., diamond dust worth 100 GP for Revivify) must be on hand and are consumed.

Concentration

Spells marked Concentration can only have one active at a time. If you cast a second Concentration spell, the first ends. When you take damage while concentrating, you must make a Constitution saving throw (DC = 10 or half the damage taken, whichever is higher). On failure, you lose concentration.

The Raven tracks concentration automatically and prompts the check whenever you take damage.

Spell attack rolls vs. saving throws

Spells that require you to hit a target use spell attack rolls: d20 + your spellcasting modifier + proficiency bonus vs. the target's AC.

Spells that let targets resist use saving throws: the target rolls d20 + their relevant ability modifier (+ proficiency if applicable) vs. your spell save DC = 8 + proficiency bonus + spellcasting modifier.

Spellcasting ability by class

| Class | Spellcasting Ability | | -------------------------------- | -------------------- | | Wizard, Artificer | Intelligence | | Cleric, Druid, Ranger | Wisdom | | Bard, Paladin, Sorcerer, Warlock | Charisma |