This was great, I been tryin to find out about "practicing magic for beginners" for a while now, and I think this has helped. Have you ever come across - Qenacob Spell Freakynerum - (just google it ) ? Ive heard some super things about it and my neighbour got great success with it.
I like to use batteries as my go to analogy for spell slots when explaining them to a new player. Some players have a frame of reference for mana, some do not, but everyone knows what a battery is, immediately understand why it doesn't work to charge a big device/spell with a small battery, and it isn't a far stretch of the imagination to explain how you in D&D can overcharge a small spell with a big battery.
Bro, this is the best. Trying to teach this game to people that want to play but don't want to learn on their own...when I barely know how to play, you're a life saver
Pretty good video on the distinctions between the three terms. And as for cantrips, my gold dragon blooded sorcerer *LOVED* twinning her Firebolt spell often...and I usually had her acting like a Wild West gunslinger while doing so.
Really good explanation for people struggling with the ins-and-outs of spell casting. 3:11 Perhaps when showing text that people might want to read, it would be a good idea to add a colored border to draw attention to it rather than having that section grow to the point that some of the text goes off screen. Just my two cents.
The spell slot mechanic is called the Vancian Magic System. Gary Gygax wrote in the original Dungeon Masters Guide that if anyone had any questions about spell slots they should go read The Dying Earth by Jack Vance.
When I played my OH SO ORIGINAL dragonborn paladin, I actually used spell slots for things other than Divine Smite. For example, I used Find Steed so I wouldn't have to rent a mount for a long journey. I always had that spell prepared just in case I lost mine to combat or distance.
thank you for this! i am creating a campaign to dm & play with my siblings and we have a druid, sorcerer, bard, and eldritch knight - this video explains it all perfectly :)
Minor addition because I've seen this misenterpreted by some. Magic Initiate does not give you a spell slot to go with the learned spell, no not even 'for casting the spell'. You can just cast that spell once without a slot per long rest. This is to prevent people like Paladins from burning the slot for their smites and so forth. Had a pally in my game get mad when my DM declared that after burning his ASI for the Magic Initiate feate.
Omg thank you Cody, it was kind of difficult for me to properly explain how all this works to a friend of mine who just started playing. After showing him this video though, he told me he understands now hahahah, so thank you!
I'm enjoying your channel (and taking notes!) Would you please do a video on "the basics of a turn"? The movement/action triangle, 1A and 1BA, rolling for damage, rolling for attack, etcetra, etcetra. I'm the kind of player who watches a lot of refresher vids to keep the basic game rules fresh in my brain. Thank you.
Coming from Pathfinder as my only rpg before 5e, I remember this confused me way more than it should. I wish I had this video back then because it's really that simple.
@@midknightcrisis8612 You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. no spells knows - spells prepared - check your facts
Heck yeah I'll give you a sub! You explained this very well and I'm just getting into dnd and its frustrating not knowing something that should really being super simple.
It is interesting as Final Fantasy 1 and 3 have been known for using spell slots as opposed to MP. Dunno about 2 since the more you used the spell the more it levels up as well and I don't know how well that meshes with spell slots
How many spell slots does a second level cleric have? This is what I've been trying to figure out and, I may just be dumb, but no matter how many times times look at the handbook, I still can't figure it out. Also, im SO glad I now understand some stuff better than before, regarding prepped spells and such.
1. I got confused, when I looked at the Wizard spell chart and saw Wizard level 4: 4 1st level and 3 2nd level. I assumed I could cast 7 spells and pick the slots to use them in. But it's your level (4) + intelligence bonus for how many spell slots you get for the day. So if your intelligence is 15 a (+2) you can only cast 6 slots. So I could cast 6 2nd level spells for the day if I wanted too? Is that right? 2. The proficiency bonus is just for a dmg bonus on spells? 3. Do cantrips work like spells where you have a list cantrips but can only set to use 3 different ones at level 1. Then after a long rest could have 3 different cantrips? Or, when you pick a cantrip you're stuck with it.
1. The first part of this question actually helped me understand wizard's prepared spells better than this video or player's handbook. I don't think you can cast 6 2nd level spells at lvl 4. You can cast as many 2nd lvl spells as your 2nd lvl spell slot number. I.e. at level 4 you can cast 3 2nd lvl spells. You can cast 1st level spell with 2nd lvl spell slot as long as you have any left, but it doesn't work the other way round. 3. I think you're stuck with the cantrips once you chose them, you can only change prepared spells after every long rest.
I like to make a bookkeeping page with all my spells by slot and extra powers if I have them, with long or short rest noted. Then you just check off boxes as you use them. The only class that makes this tough is the sorcerer with their their point conversions, maybe make some extra "dotted line" boxes? Simplifying your casting into "available boxes" makes it feel so much faster.
Scott Po that’s a good way to do it. If you have the $30 to spend to get the phb on D&D beyond, it simplifies that whole process for you and makes playing casters (especially warlocks) much easier.
one thing I like to give to the mage is: if a mage uses a specific component against an enemy type, he will gain advantage against that creature such as dealing more damage, ignoring resistance, and causing disadvantage on difficulty rolls.
So I have a few questions I don’t need to set a spell a number of times to use it for the number of times like preparing two magic missiles to cast it twice per day? You don’t need to prepare spells at higher levels to cast them at higher levels and instead just use the higher slots at anytime on low level prepared spells during the day? Casters like Clerics and Druids have access to every spell so long as long they can cast spells of the appropriate levels?
Sooo just to be clear. Cantrips are kind of “basic” spells you can use anytime and spells have limited slots and you can switch the ones you have prepared for each day or long rest?
ROTFL Magic Bullets! DND has basics of magic that are very difficult to learn. It is so restrictive. So it is great that this video teaches how they work. I already know the basics, but it is nice to have a refresher. Vancian magic in particular is a difficult concept to wrap one's mind around. The video did a good effort to explain it. Comparing spell slots to mana is a decent analogy. I didn't know there was a comparison to bullets in a gun. Magicians with guns and bullets. That is hilarious. I got a good laugh from this video. I did come up with my own analogy. DND magic is like the spell cards in Magic the Gathering. The spells cards are tied to the deck, hand and discard pile. In order to play a spell card, a player has to have the card drawn in their hand. After play, the spell gets used up and discarded. I think of the hand as representing prepared spells. Some spells are permanent, like creatures and enchantments. However even those can be put into the discard pile under the right conditions. Magic the Gathering also has mana and lands as a resource, but that is a whole different thing. It is the spell cards themselves that parallel DND. The idea of drawing and playing cards is basic. This mechanic would be in other TCGs. It would be in more mainstream games like Uno, Catan and Cards Against Humanity. Even regular card games like poker and go fish would have some kind of draw and play mechanic. So maybe using spell slots is like playing cards. The idea of magicians with cards is a bit less silly. Between Magic the Gathering and Tarot cards can become very cool and magical.
Im thninking about opening a rpg channel here on youtube (an italian channel so im not stealing your viewers). You often use the d&d logo like in this video thumbnail or art from the manual. Are they free to use or you have an agreement with wotc? Only now that i have tryed i can understand how hard and time consuming your work is
Hello I have a question I've been struggling to find the answer, but I'm determining how many spells you learn and can do (I play a paladin) for me it's half my level plus charisma modifier (for me rn 6) but is this for my total spells in all slots and levels or is this how many I can know for each different spell slot level. If you can help me or point me in a direct I could use it cause I'm very confused.
I'm still a little confused. So if a Warlock is 6th level how can they cast Thunder wave at 3rd level of they only have 2 spell slots? If there is no extra cost to casting something of a higher level, why couldn't you cast every available spell at the highest level possible?
Can someone please explain to me if i have this right about warlock spell slots ex at lvl 15 you have only 3 spells slots only but those are casted at 5th level automatically ? Or am i messing something
“Don’t worry, it’s a lot less complimented thank you think” I don’t know man, while I do understand the system and liked your explanation, I still think it’s pretty complicated.
If someone could help out it would be appreciated. Im confused on how the spells replenish after a rest. The way I understand it is after a short rest your spells replenish and after a long rest you can swap out your spells. Is this correct or nah?
I agree, but at least Bards have Magic Daggers, Force Dart, Vicious Mockery, and the Blade Evocations for melee attacks. Not to mention they at least have an armor proficiency, so they can attack with a weapon at close or long range without risking as much as other spell casters. As for Druids, I know they get the Primal Savagery, Thornwhip, and Magic Stone cantrips. Thornwhip and Primal Savagery are an excellent two turn combo for closing gaps with primary targets, and Magic Stone is utterly hilarious because all you need is a rock on the ground. The only times it isn't easy to pull off is indoors or on the ocean, and you can carry like 20 rocks in your pocket for those occasions if you really want to.
@Taking20 Hi there. Thank You so much for your Excellent Videos on Dungeons and Dragons. I am just starting out in Dungeons & Dragons 5e, and I am playing a High Elf Wizard. What is the difference between a known spell and a prepared spell? I would like to know exactly how many cantrips, first level spells, and second level spells does a second level wizard have as known spells. I think that it is 3 cantrips, 6 first level spells, and 2 second level spells. Then with each additional level the amount of spells increases by 2. How many prepared spells does a second level wizard have available to her--is it 2 + spellcasting ability modifier? Can I at any time swap known spells on the Wizard full list of spells if I feel a spell is not a good spell. Please respond with your answer, and Thank You.
Player's Handbook, page 114: _"At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice."_ Later, on that same page: _"Each time you gain a wizard level, add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar)."_ Hope this helps. Note that you still have to _prepare_ these spells before you can cast them, but you can cast any spell on your Spellbook as a ritual, provided it has the ritual tag, regardless of whether you have that spell prepared or not. This is one advantage Wizard has over Cleric or Druid, who need to have the spell prepared even if they want to use it as a ritual.
Guidance can be fun to use. Make a cardboard that says "guidance", approach another player (in game), and say something like "I believe in you!" (If you're good) or "I hope you don't miserably fail like the last twenty times you attempted something" (if you're evil) while holding the cardboard so that everyone on the table knows that was the verbal component of your guidance cantrip.
Is there a list of Catrios that can be cast as a bonus action? I'm still kinda new with spellcasting characters, and judging by the PHB there isn't any carips of such at all.
@GodKingVivec Thank you for the website, it was useful. And as I thought, there are no Bonuse Action Catrips in the game, only the Druild has of two of such spells. Well, now I have to start rethink the concept of my character's background.
There are several differences. First, warlock really doesn’t feel like a caster at all if you’re playing it most of the time. Warlock is basically a rethemed ranger. Instead of a bow, he has Eldritch Blast. He then gets an absolutely tiny number of spells, which should mostly be used for the same spell when needed, but with maybe one or two castings of whatever they think might help most for the day. Sorcerer has metamagic. Basically, they get to modify spells for established costs on the fly. Wizards have access to potentially more spells than anyone. They actually have spells known and spells prepared. They can also ritual cast any of their ritual spells without preparing them or using a spell slot.
From a lore standpoint, sorcs get their magic from their bloodline, wizards learn their magic through books and teachings while warlocks are given their powers after making a pact with a cult or otherworldly being that isnt a god ( all determined by what patron path you take)
I've played about 20 sessions with my team and still have no idea what I am doing or what any of this means. I have only ever filled out one character sheet and just name spells from my book when it is my turn . Should I consider getting a new group, or am I just not putting in enough effort to learn? 😢
Yes. Say your a lvl 5 cleric, you have 4 1st lvl, 3 2nd lvl and 2 3rd lvl spell slots. You use a 3rd lvl beacon of hope before stepping into a fight. You then only have 1 3rd lvl spell until your group takes a long rest to refill all used spell slots. Think of a spell slot like a coin that can be spent for the same value or higher spell. Once you cash it in you dont get it back until you have time to replenish it
Okay, need some clarification....some cantrips show to require a full action....So, if I cast a regular spell, using up 1 spell slot and an action, can I also cast a cantrip when that cantrip shows to also be an action in its spell description...in other words, if i cast this regular spell as an action, can the cantrip which also requires a full action be cast as a bonus action....having some trouble locating this specific explanation. Seems to me that if this cantrip is a full action, it can not be cast in the same turn where another regular spell was cast that also required a full action....can you help explain this please.
Its on page 202 of the players handbook. " You cant cast another spell during the same turn, except for a cantrip with the casting time of 1 action". So let's take a warlock, casts hex as an action, they can then cast eldritch blast as a bonus action as it is a cantrip with the casting time of 1 action.
@@RandomGuyCDN Hex can be cast as a Bonus Action per its spell description and Eldritch Blast is found to be a Cantrip but also states that it requires a full action. So, if i am understanding this right. You can cast 2 spells in the same turn as long as these 2 spells do not both require a full action. At least that is what it says on page 202 in the section discussing Casting Time in the Bonus Action section. Thanks for the response.
If you have a player's hand guide they usually show how many spells you learn on the level up table for spell slots in an individualized column- unless you are a Druid or some other class that essentially "already knows" all the spells on your table and thus simply gain new spell slots to prepare more spells for any given day. Also, if you use the Fightclub5e app on Android it has a handy guide in the character building section that tells you what you earn with each level up as your character gains those levels. It has a free download, but I would pay for the full app. It is only a few bucks, and it has pretty much anything you'd ever need on it. Of course, you may want to download files online for Xanathar's Guide and the DM materials with monster manuals, but otherwise you get most of what you need when you pay for the app. The downloaded stuff is all free, you just have to find it.
Thats depends on your class spell table ( its different and the tables are in the players handbook and probably online somewhere) A spell slot is like a coin that has the value or greater of said spell slot. that only regenerates when you take a long rest. Example your lvl 5 cleric therefore you have 4 1st level, 3 2nd lvl and 2 3rd level "coins" that you can cash in per long rest. Battle starts and you use a "cure wounds" ( its a 1st lvl spell) you can pick whether to cash in a 1st, 2nd or 3rd lvl coin to cast it. Once you do that coin is gone until you take a long sleep.
@@RandomGuyCDN So... If I understand correctly, this Cleric "knows" all the spells but only has enough discipline/training to retain 4 - 1st, 3 - 2nd, and 2 - 3rd individual spells? (I last played 2nd ed) Does this mean the Cleric can only cast those specific spells or are they free to burn the "slots" as they see fit but they can only choose from those?
@@dolphuscolon9101 a wizard in 5e can add any spell (on their list) that they find to their spellbook, if they find a scroll or another spellbook with the spell on it.
I'll pretend i knew what he is talking about lol as a dnd newbie, i have to learn this, and unfortunately most of the stuff i gotta learn, makes no sense to me
Spell casting for me in a nut shell. 1: Casters can cast any spell they want from their spell list(s). Prepared spells have a target number equal to their spell level minus the players main stat modifier (int for wizards wis for cleric) If they want to cast something not on their memorized/prepared spells, but is still on their caster spell list, they can do so at the target number of double the caster level with “no” minus modifier from their stat attribute. Failure results in a wild surge, curse or a sin depending on there class. Any roll of 1 on the d20 also incurs a wild surge. As for spell points count the number of spells you can cast per level and that’s how many spell points you have (level 3 wizard can cast 2 level 1 and 1 level 2 for a total of 4 spell points. Yes stat modifiers add more spell points if they boost your number of spells per level). Casting beyond your spell points or above your level incurs a concentration check of dc 10+ double the spell level or fall unconscious. So attempting a level 3 spell if you are level 5 is dc 10+6=16 concentration check or fall unconscious. Not to mention they need to roll 7 and up or else incur a failure wild surge.
Thought several seconds in: This white background is hurts my eyes. *checks later in video* Oh god, there's a blindingly bright white background this WHOLE video?!
Yeah, if you’re new to D&D, the specific wording and terms aren’t going to be as obvious to you as you’d think. Having that stuff explained concisely is very helpful for new players.
They do learn 2 spells for each level, but they’re also the only class that learn spells from scrolls, spellbooks, and from other wizards they encounter.
By the technical rules as written in Canon, yes... They can... Just by leveling, as is the progression and nowhere does it exactly indicate (or say outright) otherwise... BUT it's important to point out that this is from PHB and DMG Canon, so it's a preface to the Game's USUAL progression of things... In application, through adventuring, it's highly likely (in most settings) that the opportunity to learn more than two spells per level, will easily arise in-game. SO the "two-spells per level" rule is (as my Table interpreted it) a CAP to how many spells you're supposed to automatically "just get" without need to roll dice... There after, you're character has to make all requisite rolls and checks in the process, to pick up spells for the spellbook by process of RP... just like attempting any other feat. BUT there are still some Players (and GM's) who find this conversation "a bit meta" for their tastes... SO we (at my Table again) dubiously chose this "limiting rule" function as a line in the figurative sand... ANY character that "can learn spells" in a progression by level, could just roll to learn as many as they wanted to try (this is mostly the accounting for arcane casters with magic and casting as skills, rather than prayers or an innate ability)... AND for the first two (or whatever was "normal") there were either no modifiers, or even bonuses as the Character would normally just get them by Canon rules... so don't critically fail, and it's going through motions... Thereafter, you could still "TRY" to learn as often and as many as you like, but you suffered a progressing difficulty, on the order of -1 per 5 spells after the first two (for a magic rich campaign) ... and maybe -1 per 3 spells after the first two for magic light campaigns... a Dark Sun level adventure, it was -1 cumulative for EVERY spell after the first 2... but that's just how we rolled. AND what if you "critically failed"? At our table that was usually an invitation for GM antics... or chicanery. Usually it was a "misfire" kind of antics, more a chance for comedy at the cost of your PC... nothing serious, but something that would be a bit embarrassing or just enough nuisance to make for some good RP... that's pretty solid around my Table. It DID void that attempt to learn the spell or add it to the spellbook, and there was a page lost... not exactly a life-threatening expense, but on adventures (especially in exotic and economically treacherous campaigns) not cheap either... IF the origin of the spell to be learned as a scroll, the "mis-fire" had at LEAST a 50/50 chance of "using" the scroll as well as whatever destructive chicanery the GM wanted to toss for good measure. AND no, you certainly did NOT want to critically fail trying to ascribe "Fireball" to your spell book... EVER! ...but I think around this Table, the Wild Mages had it the absolute worst... ;o)
@GodKingVivec The point was that (like everything else) it comes down to at least a portion of "GM's fiat"... HOW exactly a GM can or will handle making "the call" for narrative license changes from one GM to another as much as it can change from Game to Game or Setting to Setting... Mine was only an example, and it's dubiously worth note that we (as a group) tend to enjoy and embrace more grindy, gnashy, games of restrictions and creative work-arounds... Taking your own example, of "practicing" the scribing before exactly committing to a page IN the spellbook... Practice (when I run the Game) doesn't necessarily HAVE to require paper, only the instruments of writing and a medium to scribe... so allowing for some PC improv' (should someone ask for it)... the practice can be had... thus increasing the chances of achieving that product. Obviously, if there's a roll, there's at least a chance (though usually not much of it) for a failure, but that's also part of our "grindy" type of atmosphere... in "magic restrictive" settings... whether there's just a shortage of mana, or some other illusive reasoning... the simple ability for a PC to cast spells is something of legendary status... and rolls for learning or ascribing spells is part of that tension... Sure, we laugh hysterically when the wild-mage critically failed to learn "Fireball" and turned himself into a chattering mushroom thing... BUT a mini-side-quest later, the worst of it was fixed, and paper and ink might be expensive, but it's do-able... Legendary Characters tend to win legendary prizes (loot), and in a world with even a little magic, almost anything can get "un-f***ed". ;o)
@GodKingVivec Remember that the PHB and DMG (standard) is for the D&D "Default" setting, which is more or less based on "Forgotten Realms"... A LOT (possibly even a majority) of Tables in Practical Application, bring homebrews and play on different "worlds" like "Greyhawke", "Dark Sun", and "Eberron"... Frankly, we don't ALWAYS have to add our own twists, like skill-roles to gain those spells either... just that most of our games are on harsher worlds and under meaner, leaner conditions. Relax. I'm not going to advocate tossing the "kiddie gloves" out just a game session in, and we've been introducing noob's to "Dark Sun" for giggles for decades... It's one of the TOP DOGS among gritty grindy settings that task Players to their breaking points... I've run games where the battles end between clans with the "wine-makers" fighting over the bodies left in the field for blood... because the desert is so big and so dry, blood-wine is how they get moisture "on the road"... Water is worth more than platinum! BUT that's just one setting... D&D Canon alone has quite a few, and quite a staggering array of "alternative mechanics" to fiddle with. SO this O.P. originally wanted to know if wizards were "supposed to" just "pfft" and get two new spells every level. For my two cents, I've seen it both ways. 1. Sure, just pick whatever you want to "realize automagically" and we'll hand-wave it for ya! 2. Well, your PC has the capacity to learn two new spells every level, BUT you still have to find a source/origin... because we don't "just handwave" and nobody gets freebies "automagically"... not here. {shrugs} And personally? I have to admit, it seems like that would really suck at first. Maybe it does, for the first experience or two... THEN you start thinking about those "creative work arounds" and the hardest worlds I've played in really prepared me for both sides of the screen later. When a creative answer was just more fun for me as a Player... OR I was on the GM's side and had an overly creative Player trying to "power game" me... and the table. ;o)
@GodKingVivec It's arguable that any "flavor" or "theme" involved in Role Play in the first place is 90% cosmetic, and all that's left are numbers and dice rolls... To put it bluntly, if all you need is an excuse to roll dice and shout in a numbers match, more power to you to be honest and do just that... Otherwise, every detail of "flavor" all the way to "reskinning" for variations on the same old things for narrative purposes ABSOLUTELY must mean something... maybe not much, but something. AND yes, a LOT of people find a huge variety of reasons and story-based ways to "Role Play" into spells with or without other wizards and libraries to access on the road... I've invented quite a few myself, though I'm sure some reasonable facsimile of those has been done by someone else before... originality is a dubious value in this kind of hobby at the best of times. I can certainly understand your apprehension at the prospect of "trying to learn a spell" being subject to even a tiny "non-zero" chance at failure... It's a resources issue, and those resources cost. So does spending about half a session trapped in the form of a "chattering mushroom thing" (though even that Wild Mage Player was laughing until tears rolled)... BUT costs are also part of the Game. Those variations, the flavors, the tensions added or diminished, the gambles offered from the GM's fiat for a Player to take a risk for a potential reward are also additive to the story experience in the game, and they fashion part of how that particular PC and his antics and adventures are remembered for retelling by Players for years after the fact... AND just because you missed a roll to learn a certain spell today, doesn't strike it irrecoverably from your ability to gain it later, even just later in the same evening... the roll ONLY ever means that it could "go wrong"... something further and much more powerfully consistently catastrophic has to happen for a magic user to be rendered completely incapable of learning or attaining some certain spell... I even open the doors (figuratively) for the Players to use downtimes to pursue spells and abilities outside of their classes... They have to compose and name the thing, and it MUST be a variation, so some small differences (I usually require three of those) have to be written IN that spell, and then the requisite rolls for it to determine costs and time spent... and they can generally get it... Just for the record, here... My first and cardinal rule about RPG's is the same without regard to the system. "Never EVER let the rules get in the way of the game." Whatever it takes to make some aspect of RP or Adventuring, or the dice mechanics more fun... I"m probably going to test it, tweak it, and then employ it... whether or not it's written. AND frankly, I think just about any GM feels about the same. Obviously, if you and your whole Table, feel that same way about "possibly investing resources and still failing to get a new spell out of it", then maybe you should abandon it... consequences and all... BUT if there's some part of a gritty nuanced world and you want magic to be just that much more unpredictable and dangerous... this is a pretty effective (good?) way to go about it. It's subtle, but it certainly works. ;o)
Wizards of the Coast did a bad job of explaining spell casting in the players handbook. I got the impression that because they understood the system they took for granted that everyone else would too and that is unacceptable.
i would like help with a ruling in my game. i am hosting as a dm for my 5e game. ua-cam.com/video/UzKqUmDCPvs/v-deo.html please dont watch the first 2 videos as i was still working on getting the filming corrected, and i hope to have it much better by the next game. Now the question is on the cantrip prestidigitation i know you have spoken on several things, and where over all i do agree with much of your house rules i would like to know how you address each of the different parts of this spell. now i have a player that feels this is the most useful spell in the world and it allows them to do what ever the need at the time. "they want to burn things without fuel, and chill things like a refrigerator. to both these answers i have said no, and insisted that chill does not mean freeze more like makes cooler, and its heat is not boil, but instead means above room temp. now she is asking about the create trinket effect, and me and her agree that it lasts until end of turn, (about 6 seconds), but she feels that this spell allows her to create a working pocket watch, compass, or set of lock picks. i have informed her i feel that even though the spell states that it can create a physical object that is removed from existence after 6 seconds, and is marked as a spell if seen by detect magic, and dispelled as if it was magic, this feature still trumps basic illusion spells that can either make an image, a sound, or a touch, but all of which can be ignored with a wisdom save. this spell in question does not have limitations other than size, and its "1 turn" duration. i did see a post about a comment in the srd saying something about it cannot mimic the abilities of higher level spells where in the same breadth they mentioned true creation, and wish. i just want to know if maybe im over thinking the spell, or maybe is she attempting to use it wrong. i understand im dm and its my ruling, but i dont want to be a complete buzz kill, or enforce stupid rules.
Damnit, Cody. You taught me spells known vs. spell slots, but now I forgot proficiency and my zip code.
Vance memory you have 😜
This was great, I been tryin to find out about "practicing magic for beginners" for a while now, and I think this has helped. Have you ever come across - Qenacob Spell Freakynerum - (just google it ) ? Ive heard some super things about it and my neighbour got great success with it.
What's a zip code!? XD
@homerdilldoc8669 its the code that you use to figure out the where your packages ship from, it is assigned to a certain town or city
I like to use batteries as my go to analogy for spell slots when explaining them to a new player.
Some players have a frame of reference for mana, some do not, but everyone knows what a battery is, immediately understand why it doesn't work to charge a big device/spell with a small battery, and it isn't a far stretch of the imagination to explain how you in D&D can overcharge a small spell with a big battery.
When Taking20 does a Handbooker Helper. 😉
This comment
Ding!
Chris Phoenix
Damn I was just about to reply that lol
Bro, this is the best. Trying to teach this game to people that want to play but don't want to learn on their own...when I barely know how to play, you're a life saver
2:36
That’s actually a really good analogy. That’s how I learned about prepared spells and spell slots.
I'm starting my first ever campaign with some friends and my character is a Tiefling druid, so this helped a lot! Thank you so much!
Pretty good video on the distinctions between the three terms.
And as for cantrips, my gold dragon blooded sorcerer *LOVED* twinning her Firebolt spell often...and I usually had her acting like a Wild West gunslinger while doing so.
Really good explanation for people struggling with the ins-and-outs of spell casting.
3:11 Perhaps when showing text that people might want to read, it would be a good idea to add a colored border to draw attention to it rather than having that section grow to the point that some of the text goes off screen. Just my two cents.
You don’t have enough subscribers you need more (this a compliment)
Yup. I second that.
The spell slot mechanic is called the Vancian Magic System.
Gary Gygax wrote in the original Dungeon Masters Guide that if anyone had any questions about spell slots they should go read The Dying Earth by Jack Vance.
Mfw Paladins have actual spells and the slots aren’t just for smites :o
Lol Funny joke miss me with that heresy
*surprised Pikachu face*
When I played my OH SO ORIGINAL dragonborn paladin, I actually used spell slots for things other than Divine Smite. For example, I used Find Steed so I wouldn't have to rent a mount for a long journey. I always had that spell prepared just in case I lost mine to combat or distance.
When I played a paladin I always at least dropped a Bless on (some of) the party.
thank you for this! i am creating a campaign to dm & play with my siblings and we have a druid, sorcerer, bard, and eldritch knight - this video explains it all perfectly :)
Thanks dude, best breakdown I've heard. I haven't played D in a long time, definitely needed this
thank you so much! as someone playing a cleric for the first time, this helps alot!
I been playing for a few years but this video helped me to explain spell for my players thanks
Minor addition because I've seen this misenterpreted by some. Magic Initiate does not give you a spell slot to go with the learned spell, no not even 'for casting the spell'. You can just cast that spell once without a slot per long rest. This is to prevent people like Paladins from burning the slot for their smites and so forth. Had a pally in my game get mad when my DM declared that after burning his ASI for the Magic Initiate feate.
Omg thank you Cody, it was kind of difficult for me to properly explain how all this works to a friend of mine who just started playing. After showing him this video though, he told me he understands now hahahah, so thank you!
I'm enjoying your channel (and taking notes!) Would you please do a video on "the basics of a turn"? The movement/action triangle, 1A and 1BA, rolling for damage, rolling for attack, etcetra, etcetra. I'm the kind of player who watches a lot of refresher vids to keep the basic game rules fresh in my brain. Thank you.
Very nice breakdown for brand new spellcasters. Well done!
Excellent video!! Thanks for the great and brief explanation.
Coming from Pathfinder as my only rpg before 5e, I remember this confused me way more than it should. I wish I had this video back then because it's really that simple.
I know I used to have troubble with this. You did a good job explaining it.
Thank you this is a great help for teaching my players how this works.
1:30 why is the Paladin in there? Paladin doesnt have spells known, it has spells prepared
He does have spells known dude - zero, to be exact, these are all just placeholders to use smite :^)
@@midknightcrisis8612 You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
no spells knows - spells prepared - check your facts
@@beneteus3833 you really didn't get the sarcasm in this smh
Great video, concise and understandable.
All of D&D spell-casting in less than 5 minutes? I can't wait to see how this turns out.
Heck yeah I'll give you a sub! You explained this very well and I'm just getting into dnd and its frustrating not knowing something that should really being super simple.
It is interesting as Final Fantasy 1 and 3 have been known for using spell slots as opposed to MP. Dunno about 2 since the more you used the spell the more it levels up as well and I don't know how well that meshes with spell slots
Wow! I'm also made a spell slots tracker, trying to make new caster players experience easier 😊
How many spell slots does a second level cleric have? This is what I've been trying to figure out and, I may just be dumb, but no matter how many times times look at the handbook, I still can't figure it out.
Also, im SO glad I now understand some stuff better than before, regarding prepped spells and such.
Thanks a lot for clearing that up. Have my like and subscribe, friend!
Ahhhhhhhh. NOW I get it. Thanks!
1. I got confused, when I looked at the Wizard spell chart and saw Wizard level 4: 4 1st level and 3 2nd level. I assumed I could cast 7 spells and pick the slots to use them in. But it's your level (4) + intelligence bonus for how many spell slots you get for the day. So if your intelligence is 15 a (+2) you can only cast 6 slots. So I could cast 6 2nd level spells for the day if I wanted too? Is that right?
2. The proficiency bonus is just for a dmg bonus on spells?
3. Do cantrips work like spells where you have a list cantrips but can only set to use 3 different ones at level 1. Then after a long rest could have 3 different cantrips? Or, when you pick a cantrip you're stuck with it.
1. The first part of this question actually helped me understand wizard's prepared spells better than this video or player's handbook.
I don't think you can cast 6 2nd level spells at lvl 4. You can cast as many 2nd lvl spells as your 2nd lvl spell slot number. I.e. at level 4 you can cast 3 2nd lvl spells. You can cast 1st level spell with 2nd lvl spell slot as long as you have any left, but it doesn't work the other way round.
3. I think you're stuck with the cantrips once you chose them, you can only change prepared spells after every long rest.
This helped a lot thank you!
Was hoping you'd mention warlocks or Soc/War split classes a little.
Warlocks are weird enough that I think they’d require an entire video to themselves.
I like to make a bookkeeping page with all my spells by slot and extra powers if I have them, with long or short rest noted. Then you just check off boxes as you use them. The only class that makes this tough is the sorcerer with their their point conversions, maybe make some extra "dotted line" boxes?
Simplifying your casting into "available boxes" makes it feel so much faster.
Scott Po that’s a good way to do it. If you have the $30 to spend to get the phb on D&D beyond, it simplifies that whole process for you and makes playing casters (especially warlocks) much easier.
one thing I like to give to the mage is: if a mage uses a specific component against an enemy type, he will gain advantage against that creature such as dealing more damage, ignoring resistance, and causing disadvantage on difficulty rolls.
So I have a few questions
I don’t need to set a spell a number of times to use it for the number of times like preparing two magic missiles to cast it twice per day?
You don’t need to prepare spells at higher levels to cast them at higher levels and instead just use the higher slots at anytime on low level prepared spells during the day?
Casters like Clerics and Druids have access to every spell so long as long they can cast spells of the appropriate levels?
ELI5: if you can cast cantrips as many times as you want whenever you want then what's to stop you from casting eldritch blast 1 million times?
New player. Great vid.
So question. So when I do a level 1 spell I use 1 spell slot, but do I use two spell slots when activating a level 2 spell.
Sooo just to be clear. Cantrips are kind of “basic” spells you can use anytime and spells have limited slots and you can switch the ones you have prepared for each day or long rest?
ROTFL Magic Bullets!
DND has basics of magic that are very difficult to learn. It is so restrictive. So it is great that this video teaches how they work. I already know the basics, but it is nice to have a refresher. Vancian magic in particular is a difficult concept to wrap one's mind around. The video did a good effort to explain it. Comparing spell slots to mana is a decent analogy. I didn't know there was a comparison to bullets in a gun. Magicians with guns and bullets. That is hilarious. I got a good laugh from this video. I did come up with my own analogy. DND magic is like the spell cards in Magic the Gathering. The spells cards are tied to the deck, hand and discard pile. In order to play a spell card, a player has to have the card drawn in their hand. After play, the spell gets used up and discarded. I think of the hand as representing prepared spells. Some spells are permanent, like creatures and enchantments. However even those can be put into the discard pile under the right conditions. Magic the Gathering also has mana and lands as a resource, but that is a whole different thing. It is the spell cards themselves that parallel DND. The idea of drawing and playing cards is basic. This mechanic would be in other TCGs. It would be in more mainstream games like Uno, Catan and Cards Against Humanity. Even regular card games like poker and go fish would have some kind of draw and play mechanic. So maybe using spell slots is like playing cards. The idea of magicians with cards is a bit less silly. Between Magic the Gathering and Tarot cards can become very cool and magical.
Good morning!
Good morning to you Jeremy!
If I have a spell prepared and then cast it, is it then spent for the day, or can I cast the same spell multiple times (equivalent to spell slots)?
LOL he doesn't even consider Warlock a spellcasting class.
Hahaha
Please, make more videos about Roll 20.
Im thninking about opening a rpg channel here on youtube (an italian channel so im not stealing your viewers). You often use the d&d logo like in this video thumbnail or art from the manual. Are they free to use or you have an agreement with wotc? Only now that i have tryed i can understand how hard and time consuming your work is
More please!
Hello I have a question I've been struggling to find the answer, but I'm determining how many spells you learn and can do (I play a paladin) for me it's half my level plus charisma modifier (for me rn 6) but is this for my total spells in all slots and levels or is this how many I can know for each different spell slot level.
If you can help me or point me in a direct I could use it cause I'm very confused.
I have an artificer/wizard multiclass. Can I cast artificer spells with the wizard spell slots?
I'm still a little confused. So if a Warlock is 6th level how can they cast Thunder wave at 3rd level of they only have 2 spell slots? If there is no extra cost to casting something of a higher level, why couldn't you cast every available spell at the highest level possible?
Can someone please explain to me if i have this right about warlock spell slots ex at lvl 15 you have only 3 spells slots only but those are casted at 5th level automatically
? Or am i messing something
What a man dude...
What a man.
Dean Winchester FTW :)
Drop him and Sam on Toril. Lawl.
Not sure whod be more screwed. The Winchesters, or Toril. Haha.
Im trying to make a Valor Bard but I don't know what spells will be good for it.
“Don’t worry, it’s a lot less complimented thank you think”
I don’t know man, while I do understand the system and liked your explanation, I still think it’s pretty complicated.
So if I'm building a wizard class I don't need to prepare spells?
Can you do a video and several on AD&D 3.5
If someone could help out it would be appreciated. Im confused on how the spells replenish after a rest. The way I understand it is after a short rest your spells replenish and after a long rest you can swap out your spells. Is this correct or nah?
The problem with bards and druids with no spell slots is that neither of them have firebolt (unless the bard uses magical secrets to gain it)
I agree, but at least Bards have Magic Daggers, Force Dart, Vicious Mockery, and the Blade Evocations for melee attacks. Not to mention they at least have an armor proficiency, so they can attack with a weapon at close or long range without risking as much as other spell casters. As for Druids, I know they get the Primal Savagery, Thornwhip, and Magic Stone cantrips. Thornwhip and Primal Savagery are an excellent two turn combo for closing gaps with primary targets, and Magic Stone is utterly hilarious because all you need is a rock on the ground. The only times it isn't easy to pull off is indoors or on the ocean, and you can carry like 20 rocks in your pocket for those occasions if you really want to.
@Taking20 Hi there. Thank You so much for your Excellent Videos on Dungeons and Dragons. I am just starting out in Dungeons & Dragons 5e, and I am playing a High Elf Wizard. What is the difference between a known spell and a prepared spell? I would like to know exactly how many cantrips, first level spells, and second level spells does a second level wizard have as known spells. I think that it is 3 cantrips, 6 first level spells, and 2 second level spells. Then with each additional level the amount of spells increases by 2. How many prepared spells does a second level wizard have available to her--is it 2 + spellcasting ability modifier? Can I at any time swap known spells on the Wizard full list of spells if I feel a spell is not a good spell. Please respond with your answer, and Thank You.
One thing I don't understand. How many spells does a wizard start out with? Is there a set rule or is it up to the DM?
Player's Handbook, page 114:
_"At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice."_
Later, on that same page:
_"Each time you gain a wizard level, add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar)."_
Hope this helps.
Note that you still have to _prepare_ these spells before you can cast them, but you can cast any spell on your Spellbook as a ritual, provided it has the ritual tag, regardless of whether you have that spell prepared or not. This is one advantage Wizard has over Cleric or Druid, who need to have the spell prepared even if they want to use it as a ritual.
@@Dharengo this comment connected all the dots for me. No youtube video helped me as much as this comment. May a celestial bless you my friend
what cantrips do you recommend for a cleric? Thanks by the way
Guidance is great! So is toll the dead or sacred flame for solid damage.
Eldritch Blast
Sacred flame, thaumaturgy, spare the dying, and guidance i guess but guidance isnt very fun its just good
Guidance can be fun to use. Make a cardboard that says "guidance", approach another player (in game), and say something like "I believe in you!" (If you're good) or "I hope you don't miserably fail like the last twenty times you attempted something" (if you're evil) while holding the cardboard so that everyone on the table knows that was the verbal component of your guidance cantrip.
Is there a list of Catrios that can be cast as a bonus action? I'm still kinda new with spellcasting characters, and judging by the PHB there isn't any carips of such at all.
@GodKingVivec Thank you for the website, it was useful. And as I thought, there are no Bonuse Action Catrips in the game, only the Druild has of two of such spells. Well, now I have to start rethink the concept of my character's background.
One question:what is the difference between the sorcerer, wizard,and warlock?
There are several differences. First, warlock really doesn’t feel like a caster at all if you’re playing it most of the time. Warlock is basically a rethemed ranger. Instead of a bow, he has Eldritch Blast. He then gets an absolutely tiny number of spells, which should mostly be used for the same spell when needed, but with maybe one or two castings of whatever they think might help most for the day.
Sorcerer has metamagic. Basically, they get to modify spells for established costs on the fly.
Wizards have access to potentially more spells than anyone. They actually have spells known and spells prepared. They can also ritual cast any of their ritual spells without preparing them or using a spell slot.
From a lore standpoint, sorcs get their magic from their bloodline, wizards learn their magic through books and teachings while warlocks are given their powers after making a pact with a cult or otherworldly being that isnt a god ( all determined by what patron path you take)
I've played about 20 sessions with my team and still have no idea what I am doing or what any of this means. I have only ever filled out one character sheet and just name spells from my book when it is my turn . Should I consider getting a new group, or am I just not putting in enough effort to learn? 😢
Sounds like no effort and dm doesn’t care
How many spells can go into a spell slot? Just one?
Yes. Say your a lvl 5 cleric, you have 4 1st lvl, 3 2nd lvl and 2 3rd lvl spell slots. You use a 3rd lvl beacon of hope before stepping into a fight. You then only have 1 3rd lvl spell until your group takes a long rest to refill all used spell slots.
Think of a spell slot like a coin that can be spent for the same value or higher spell. Once you cash it in you dont get it back until you have time to replenish it
Okay, need some clarification....some cantrips show to require a full action....So, if I cast a regular spell, using up 1 spell slot and an action, can I also cast a cantrip when that cantrip shows to also be an action in its spell description...in other words, if i cast this regular spell as an action, can the cantrip which also requires a full action be cast as a bonus action....having some trouble locating this specific explanation. Seems to me that if this cantrip is a full action, it can not be cast in the same turn where another regular spell was cast that also required a full action....can you help explain this please.
Its on page 202 of the players handbook. " You cant cast another spell during the same turn, except for a cantrip with the casting time of 1 action". So let's take a warlock, casts hex as an action, they can then cast eldritch blast as a bonus action as it is a cantrip with the casting time of 1 action.
@@RandomGuyCDN Hex can be cast as a Bonus Action per its spell description and Eldritch Blast is found to be a Cantrip but also states that it requires a full action. So, if i am understanding this right. You can cast 2 spells in the same turn as long as these 2 spells do not both require a full action. At least that is what it says on page 202 in the section discussing Casting Time in the Bonus Action section. Thanks for the response.
*laughs in warlock master race *
Ikr lmao
I rage
Why no mention of pact magic?
What if I’m a level 20 warlock and I’m not happy with my current spells
Discuss it with your DM? You could ask if you can use a long rest to unlearn one spell and learn another in it's place
What I want to know is how many spells of each level I learn at each level.
If you have a player's hand guide they usually show how many spells you learn on the level up table for spell slots in an individualized column- unless you are a Druid or some other class that essentially "already knows" all the spells on your table and thus simply gain new spell slots to prepare more spells for any given day. Also, if you use the Fightclub5e app on Android it has a handy guide in the character building section that tells you what you earn with each level up as your character gains those levels. It has a free download, but I would pay for the full app. It is only a few bucks, and it has pretty much anything you'd ever need on it. Of course, you may want to download files online for Xanathar's Guide and the DM materials with monster manuals, but otherwise you get most of what you need when you pay for the app. The downloaded stuff is all free, you just have to find it.
Can someone explain spell slots to me like I'm a toddler, I still don't get it. How do I know how much "mana" I have and etc
Thats depends on your class spell table ( its different and the tables are in the players handbook and probably online somewhere) A spell slot is like a coin that has the value or greater of said spell slot. that only regenerates when you take a long rest.
Example your lvl 5 cleric therefore you have 4 1st level, 3 2nd lvl and 2 3rd level "coins" that you can cash in per long rest. Battle starts and you use a "cure wounds" ( its a 1st lvl spell) you can pick whether to cash in a 1st, 2nd or 3rd lvl coin to cast it. Once you do that coin is gone until you take a long sleep.
@@RandomGuyCDN So... If I understand correctly, this Cleric "knows" all the spells but only has enough discipline/training to retain 4 - 1st, 3 - 2nd, and 2 - 3rd individual spells? (I last played 2nd ed) Does this mean the Cleric can only cast those specific spells or are they free to burn the "slots" as they see fit but they can only choose from those?
A Lvl 10 Artificer knows every cantrip of it's list :D
A level 1 wizard knew every cantrip on their spell list, back in the day
Just an Average Dragon the future is now old man
@@sorufa888 The Cleric still knows all of their spells, plenty of ways to get meddling kids off their lawn.
@@Mare_Man funny thing I just had a player ask if she can add cantrips to her book. Wish the dm could let her
@@dolphuscolon9101 a wizard in 5e can add any spell (on their list) that they find to their spellbook, if they find a scroll or another spellbook with the spell on it.
I'll pretend i knew what he is talking about lol
as a dnd newbie, i have to learn this, and unfortunately most of the stuff i gotta learn, makes no sense to me
I'm like....so...how many spells lots I own? Like 5?
Spell casting for me in a nut shell. 1: Casters can cast any spell they want from their spell list(s). Prepared spells have a target number equal to their spell level minus the players main stat modifier (int for wizards wis for cleric) If they want to cast something not on their memorized/prepared spells, but is still on their caster spell list, they can do so at the target number of double the caster level with “no” minus modifier from their stat attribute. Failure results in a wild surge, curse or a sin depending on there class. Any roll of 1 on the d20 also incurs a wild surge. As for spell points count the number of spells you can cast per level and that’s how many spell points you have (level 3 wizard can cast 2 level 1 and 1 level 2 for a total of 4 spell points. Yes stat modifiers add more spell points if they boost your number of spells per level). Casting beyond your spell points or above your level incurs a concentration check of dc 10+ double the spell level or fall unconscious. So attempting a level 3 spell if you are level 5 is dc 10+6=16 concentration check or fall unconscious. Not to mention they need to roll 7 and up or else incur a failure wild surge.
Thought several seconds in: This white background is hurts my eyes. *checks later in video* Oh god, there's a blindingly bright white background this WHOLE video?!
Let's play a game 3 people roll initiative
731! At least pre 800
So....read your class description?
Yes, but if you've never touched D&D before that block of writing under Spellcasting may be intimidating/confusing
Yeah, if you’re new to D&D, the specific wording and terms aren’t going to be as obvious to you as you’d think. Having that stuff explained concisely is very helpful for new players.
I actually use spell power.
So can wizards not learn spells by leveling?
They do learn 2 spells for each level, but they’re also the only class that learn spells from scrolls, spellbooks, and from other wizards they encounter.
By the technical rules as written in Canon, yes... They can... Just by leveling, as is the progression and nowhere does it exactly indicate (or say outright) otherwise...
BUT it's important to point out that this is from PHB and DMG Canon, so it's a preface to the Game's USUAL progression of things...
In application, through adventuring, it's highly likely (in most settings) that the opportunity to learn more than two spells per level, will easily arise in-game. SO the "two-spells per level" rule is (as my Table interpreted it) a CAP to how many spells you're supposed to automatically "just get" without need to roll dice...
There after, you're character has to make all requisite rolls and checks in the process, to pick up spells for the spellbook by process of RP... just like attempting any other feat.
BUT there are still some Players (and GM's) who find this conversation "a bit meta" for their tastes... SO we (at my Table again) dubiously chose this "limiting rule" function as a line in the figurative sand... ANY character that "can learn spells" in a progression by level, could just roll to learn as many as they wanted to try (this is mostly the accounting for arcane casters with magic and casting as skills, rather than prayers or an innate ability)... AND for the first two (or whatever was "normal") there were either no modifiers, or even bonuses as the Character would normally just get them by Canon rules... so don't critically fail, and it's going through motions...
Thereafter, you could still "TRY" to learn as often and as many as you like, but you suffered a progressing difficulty, on the order of -1 per 5 spells after the first two (for a magic rich campaign) ... and maybe -1 per 3 spells after the first two for magic light campaigns... a Dark Sun level adventure, it was -1 cumulative for EVERY spell after the first 2... but that's just how we rolled.
AND what if you "critically failed"?
At our table that was usually an invitation for GM antics... or chicanery. Usually it was a "misfire" kind of antics, more a chance for comedy at the cost of your PC... nothing serious, but something that would be a bit embarrassing or just enough nuisance to make for some good RP... that's pretty solid around my Table.
It DID void that attempt to learn the spell or add it to the spellbook, and there was a page lost... not exactly a life-threatening expense, but on adventures (especially in exotic and economically treacherous campaigns) not cheap either...
IF the origin of the spell to be learned as a scroll, the "mis-fire" had at LEAST a 50/50 chance of "using" the scroll as well as whatever destructive chicanery the GM wanted to toss for good measure.
AND no, you certainly did NOT want to critically fail trying to ascribe "Fireball" to your spell book... EVER!
...but I think around this Table, the Wild Mages had it the absolute worst... ;o)
@GodKingVivec The point was that (like everything else) it comes down to at least a portion of "GM's fiat"...
HOW exactly a GM can or will handle making "the call" for narrative license changes from one GM to another as much as it can change from Game to Game or Setting to Setting...
Mine was only an example, and it's dubiously worth note that we (as a group) tend to enjoy and embrace more grindy, gnashy, games of restrictions and creative work-arounds...
Taking your own example, of "practicing" the scribing before exactly committing to a page IN the spellbook...
Practice (when I run the Game) doesn't necessarily HAVE to require paper, only the instruments of writing and a medium to scribe... so allowing for some PC improv' (should someone ask for it)... the practice can be had... thus increasing the chances of achieving that product.
Obviously, if there's a roll, there's at least a chance (though usually not much of it) for a failure, but that's also part of our "grindy" type of atmosphere... in "magic restrictive" settings... whether there's just a shortage of mana, or some other illusive reasoning... the simple ability for a PC to cast spells is something of legendary status... and rolls for learning or ascribing spells is part of that tension...
Sure, we laugh hysterically when the wild-mage critically failed to learn "Fireball" and turned himself into a chattering mushroom thing... BUT a mini-side-quest later, the worst of it was fixed, and paper and ink might be expensive, but it's do-able...
Legendary Characters tend to win legendary prizes (loot), and in a world with even a little magic, almost anything can get "un-f***ed". ;o)
@GodKingVivec Remember that the PHB and DMG (standard) is for the D&D "Default" setting, which is more or less based on "Forgotten Realms"...
A LOT (possibly even a majority) of Tables in Practical Application, bring homebrews and play on different "worlds" like "Greyhawke", "Dark Sun", and "Eberron"...
Frankly, we don't ALWAYS have to add our own twists, like skill-roles to gain those spells either... just that most of our games are on harsher worlds and under meaner, leaner conditions.
Relax. I'm not going to advocate tossing the "kiddie gloves" out just a game session in, and we've been introducing noob's to "Dark Sun" for giggles for decades... It's one of the TOP DOGS among gritty grindy settings that task Players to their breaking points...
I've run games where the battles end between clans with the "wine-makers" fighting over the bodies left in the field for blood... because the desert is so big and so dry, blood-wine is how they get moisture "on the road"... Water is worth more than platinum!
BUT that's just one setting... D&D Canon alone has quite a few, and quite a staggering array of "alternative mechanics" to fiddle with.
SO this O.P. originally wanted to know if wizards were "supposed to" just "pfft" and get two new spells every level.
For my two cents, I've seen it both ways.
1. Sure, just pick whatever you want to "realize automagically" and we'll hand-wave it for ya!
2. Well, your PC has the capacity to learn two new spells every level, BUT you still have to find a source/origin... because we don't "just handwave" and nobody gets freebies "automagically"... not here.
{shrugs} And personally? I have to admit, it seems like that would really suck at first. Maybe it does, for the first experience or two... THEN you start thinking about those "creative work arounds" and the hardest worlds I've played in really prepared me for both sides of the screen later. When a creative answer was just more fun for me as a Player... OR I was on the GM's side and had an overly creative Player trying to "power game" me... and the table. ;o)
@GodKingVivec It's arguable that any "flavor" or "theme" involved in Role Play in the first place is 90% cosmetic, and all that's left are numbers and dice rolls...
To put it bluntly, if all you need is an excuse to roll dice and shout in a numbers match, more power to you to be honest and do just that...
Otherwise, every detail of "flavor" all the way to "reskinning" for variations on the same old things for narrative purposes ABSOLUTELY must mean something... maybe not much, but something.
AND yes, a LOT of people find a huge variety of reasons and story-based ways to "Role Play" into spells with or without other wizards and libraries to access on the road... I've invented quite a few myself, though I'm sure some reasonable facsimile of those has been done by someone else before... originality is a dubious value in this kind of hobby at the best of times.
I can certainly understand your apprehension at the prospect of "trying to learn a spell" being subject to even a tiny "non-zero" chance at failure... It's a resources issue, and those resources cost.
So does spending about half a session trapped in the form of a "chattering mushroom thing" (though even that Wild Mage Player was laughing until tears rolled)... BUT costs are also part of the Game.
Those variations, the flavors, the tensions added or diminished, the gambles offered from the GM's fiat for a Player to take a risk for a potential reward are also additive to the story experience in the game, and they fashion part of how that particular PC and his antics and adventures are remembered for retelling by Players for years after the fact...
AND just because you missed a roll to learn a certain spell today, doesn't strike it irrecoverably from your ability to gain it later, even just later in the same evening... the roll ONLY ever means that it could "go wrong"... something further and much more powerfully consistently catastrophic has to happen for a magic user to be rendered completely incapable of learning or attaining some certain spell...
I even open the doors (figuratively) for the Players to use downtimes to pursue spells and abilities outside of their classes... They have to compose and name the thing, and it MUST be a variation, so some small differences (I usually require three of those) have to be written IN that spell, and then the requisite rolls for it to determine costs and time spent... and they can generally get it...
Just for the record, here... My first and cardinal rule about RPG's is the same without regard to the system. "Never EVER let the rules get in the way of the game."
Whatever it takes to make some aspect of RP or Adventuring, or the dice mechanics more fun... I"m probably going to test it, tweak it, and then employ it... whether or not it's written. AND frankly, I think just about any GM feels about the same.
Obviously, if you and your whole Table, feel that same way about "possibly investing resources and still failing to get a new spell out of it", then maybe you should abandon it... consequences and all... BUT if there's some part of a gritty nuanced world and you want magic to be just that much more unpredictable and dangerous... this is a pretty effective (good?) way to go about it. It's subtle, but it certainly works. ;o)
Wizards of the Coast did a bad job of explaining spell casting in the players handbook. I got the impression that because they understood the system they took for granted that everyone else would too and that is unacceptable.
How do I get the chance to play with your crew?
Or arcane trickster
Dnd screwed up by overusing the term 'levels' for spells and for changes in class abilities
Don't paladins know all their spells like the cleric?
yes, but they can only prepare Wisdomemod+PaladinLevel:3
True their list of spells possible is too short...
odeio magos.
Second
third
Yeah let's just read handbook mb?
i would like help with a ruling in my game.
i am hosting as a dm for my 5e game. ua-cam.com/video/UzKqUmDCPvs/v-deo.html
please dont watch the first 2 videos as i was still working on getting the filming corrected, and i hope to have it much better by the next game.
Now the question is on the cantrip prestidigitation
i know you have spoken on several things, and where over all i do agree with much of your house rules i would like to know how you address each of the different parts of this spell. now i have a player that feels this is the most useful spell in the world and it allows them to do what ever the need at the time. "they want to burn things without fuel, and chill things like a refrigerator. to both these answers i have said no, and insisted that chill does not mean freeze more like makes cooler, and its heat is not boil, but instead means above room temp. now she is asking about the create trinket effect, and me and her agree that it lasts until end of turn, (about 6 seconds), but she feels that this spell allows her to create a working pocket watch, compass, or set of lock picks. i have informed her i feel that even though the spell states that it can create a physical object that is removed from existence after 6 seconds, and is marked as a spell if seen by detect magic, and dispelled as if it was magic, this feature still trumps basic illusion spells that can either make an image, a sound, or a touch, but all of which can be ignored with a wisdom save. this spell in question does not have limitations other than size, and its "1 turn" duration. i did see a post about a comment in the srd saying something about it cannot mimic the abilities of higher level spells where in the same breadth they mentioned true creation, and wish.
i just want to know if maybe im over thinking the spell, or maybe is she attempting to use it wrong. i understand im dm and its my ruling, but i dont want to be a complete buzz kill, or enforce stupid rules.
thumbnail claims 2 minutes, 5minute long video
Dont know how to play?? We'll show you the way...
The answer don't play spell casters they suck in 5th edition
Why do you sound like purplecliffe so much bro, am I just insane? like if yes