How Do Spells and Spell Slots Work?

In Dungeons & Dragons, a spell is a discrete magical effect, a process with tangible results. The spells that wizards and other spellcasters use are limited in how often they can be used.

This is represented in-game by the number of spells that a character can cast per day, called spell slots.

 Exclusive Slots & Free Spins Offers: 

A character has a number of spell slots equal to their level plus their Intelligence modifier (if they’re a wizard) or Charisma modifier (if they’re any other kind of spellcaster). For example, a first-level wizard with an Intelligence of 16 has four 1st-level spell slots: two for their two 1st-level spells known, plus two more because of their +2 Intelligence modifier.

A character can never have more than twice their level in spell slots. So, a 4th-level wizard can have four 1st-level spell slots and four 2nd-level spell slots, but not four 1st-level spell slots and six 2nd-level spell slots.

When a character casts a spell, they expend one of their precious few spell slots. A character doesn’t have to use all of their available spell slots; they can choose to save some for later in the day.

However, any unused spell slots are lost when the character takes a long rest. A long rest is typically eight hours of uninterrupted sleep or meditation; during a long rest, a character regains all expended hit points and all expended uses of class features that have the “recharge on long rest” keyword (such as spells).

Spellcasting classes in Dungeons & Dragons 5th edition are: bards, clerics, druids, sorcerers, warlocks, and wizards. There are also several subclasses that grant access to spells, such as the arcane trickster rogue and the eldritch knight fighter.

Each class has its own unique approach to spells and how they work.

Bards: Bards use their magic to inspire allies and hinder enemies. Their magic is subtle and often takes the form of enchantments that manipulate the emotions of those around them.

Clerics: Clerics are the servants of the gods. They use their magic to smite enemies, heal allies, and protect themselves and their allies from harm.

Clerics have access to two domains: Life and War. Each domain grants its own unique spells and abilities.

Druids: Druids are guardians of nature. They use their magic to control the elements, shape shift into animals, and commune with nature spirits.

Druids have access to two circles: Circle of the Land and Circle of the Moon. Each circle grants its own unique spells and abilities.

Sorcerers: Sorcerers are born with magic in their blood. They use their magic to blast enemies with elemental energy, transform themselves into fearsome beasts, or create objects out of thin air.

Sorcerers have access to two bloodlines: Draconic and Wild Magic. Each bloodline grants its own unique spells and abilities.

Warlocks: Warlocks make deals with powerful beings for magical power. They use their magic to summon creatures from other planes of existence, fire blasts of eldritch energy at their enemies, or curse their foes with terrible hexes.

Warlocks have access to two patron types: Fiend and Great Old One. Each patron type grants its own unique spells and abilities.