Spellcasters have two main limits: - **How many spells they can cast** - **How many spells they can maintain at once** These are handled by **Spell Slots** and **Concentration**. #### Spell Slots (Your Magical Fuel) Spell slots represent **how much magical energy** you have. Casting a spell **uses a slot** of that spell’s level or higher. ##### The Core Rule > **Spells are what you know. > Spell slots are how often you can use them.** #### 🎯 How Spell Slots Work - Each spell has a **level** (1st, 2nd, 3rd, etc.) - You must spend a spell slot **equal to or higher** than the spell’s level - Once a slot is used, it’s gone until you rest Example: - _Fireball_ is a 3rd-level spell - You can cast it using: - A 3rd-level slot - A 4th-level slot - A 5th-level slot #### Casting at Higher Levels Some spells get stronger if cast with a higher slot. This is written in the spell description as **“At Higher Levels”**. Example: - More damage - More targets - Longer duration #### Getting Spell Slots Back - **Long Rest** → all spell slots return - **Short Rest** → some classes recover limited slots Spell slots are precious — manage them wisely. #### Cantrips (Free Spells) Cantrips are: - Level 0 spells - Unlimited use - Scale automatically as you level Example: - _Fire Bolt_ - _Guidance_ - _Sacred Flame_ Note: Cantrips **never use spell slots**. #### Common Beginner Confusion (Important!) Spell **level** is **not** character level. A 5th-level wizard: - Has access to 3rd-level spells - Still has 1st-level spells - Uses different spell slots for each #### Concentration Some spells require **Concentration**. This means: - You must focus to keep the spell active - You can only concentrate on **one spell at a time** #### The Core Rule > **You can only concentrate on one spell at once.** #### When Concentration Is Required If a spell says **“Concentration”**: - It lasts until: - The duration ends - You drop concentration - You lose concentration #### What Breaks Concentration? You lose concentration if: - You cast another concentration spell - You take damage and fail a check - You become incapacitated - You choose to end it (no action required) #### Concentration Checks When you take damage: - Make a **Constitution saving throw** - DC = **10 or half the damage**, whichever is higher Fail → spell ends Succeed → spell continues #### Concentration & Multiple Effects You **cannot**: - Maintain two concentration spells - Stack multiple powerful buffs Casting a new concentration spell **immediately ends** the old one. #### DM Rule of Thumb > **If a spell controls, restrains, or buffs over time, it probably requires concentration.** #### Summary > **Spell slots limit how many spells you can cast. > Concentration limits how many you can keep going.** #### 🧠 Quick Reference |Concept|Limit| |---|---| |Spell Slots|Uses per rest| |Cantrips|Unlimited| |Concentration|1 spell| |Slot Level|Spell level or higher|