Spellcasting

Detecting Spellcasting

If a creature detects you using at least one spellcasting component, it may have the chance to identify and react to the spell.

Verbal Components

A spell with a verbal component can be detected as long as its caster is heard, and identified as long as it is close enough for the words to be heard clearly. The verbal component for each spell varies in volume depending on the range of the spell.

Somatic and Material Components

A spell with a somatic or material component can be detected as long as the creature can be seen, and identified as long as the creature is within 120 feet.

If a Spellcaster is Hidden or Invisible, Somatic and Material components cannot be detected. A creature holding a material component may not be suspicious unless the nature of the object is known, but a spellcaster reaching for a component may reveal its intention. If a creature is seen, it can try to hide Somatic components and/or the process of reaching for a material component using Dexterity (Sleight of Hand) (the full rules for which can be found on the Skills page).

Mana

All spellcasting uses the variant spell point rule from the Dungeon Master's Guide (which has been renamed to mana). All spells have a fixed mana cost in order to cast based on their spell level. For the purpose of various features, the expenditure of this mana functionally creates a spell slot of the appropriate level, which is then used to cast the spell.

Spell LevelMana CostSpell LevelMana Cost
1st27th10
2nd38th11
3rd59th13
4th610th15
5th711th17
6th912th20

Spellcasting Progression

Full-Caster

Class LevelManaMax Spell LevelClass LevelManaMax Spell Level
1st41st16th948th
2nd61st17th1079th
3rd142nd18th1149th
4th172nd19th1239th
5th273rd20th1339th
6th323rd21st1429th
7th384th22nd1429th
8th444th23rd1529th
9th575th24th1529th
10th645th25th1639th
11th736th26th1639th
12th736th27th1769th
13th837th28th19010th
14th837th29th20511th
15th948th30th22212th

Spells of 6th level and higher are too powerful for most spellcasters to use more than once a day, even if they have enough mana. Starting at 19th level, spellcasters gain the ability to use some of these spells more than once a day, as shown on the chart below.

Class Level6th-Level Slots7th-Level Slots8th-Level Slots9th-Level Slots
19th2111
20th2211
21st3211
22nd3211
23rd3311
24th3311
25th3321
26th3321
27th3322
28th3322
29th3322
30th3322

Regardless of your caster level, you only ever have one slot per day for 10th, 11th, and 12th level spells.

Half-Caster

Class LevelManaMax Spell LevelClass LevelManaMax Spell Level
1st16th444th
2nd41st17th575th
3rd61st18th575th
4th61st19th645th
5th142nd20th645th
6th142nd21st736th
7th172nd22nd736th
8th172nd23rd736th
9th273rd24th736th
10th273rd25th837th
11th323rd26th837th
12th323rd27th837th
13th384th28th837th
14th384th29th948th
15th444th30th948th

Third-Caster

Class LevelManaMax Spell LevelClass LevelManaMax Spell Level
1st16th323rd
2nd17th323rd
3rd41st18th323rd
4th61st19th384th
5th61st20th384th
6th61st21st384th
7th142nd22nd444th
8th142nd23rd444th
9th142nd24th444th
10th172nd25th575th
11th172nd26th575th
12th172nd27th575th
13th273rd28th645th
14th273rd29th645th
15th273rd30th645th