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A Beginners Guide To D&D Magic Users
A Beginners Guide To D&D Magic Users
The Casual Version for People Who Aren’t Well Versed in D&D
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original text in this work is copyright 2016 by Cody Faulk and published under the Community Content
Agreement for Dungeon Masters Guild.
A Beginner’s Guide to D&D Magic, Magic Users, and Spells
The Casual Version for People Who Aren’t Well Versed in D&D
Magic in D&D can take all sorts of shapes and sizes and whatnot. Let me start by talking about the
Arcane magic is magic that uses some sort of power to influence reality directly. It is an art, a science,
and/or a force of will that allows arcane casters to exert their power over reality. Arcane magic users are
Divine magic is magic that is granted by the gods, or the collective spirit of nature, or some other form
of higher power. Think of divine magic as miracles of various sorts. Divine casters are clerics, druids, and
paladins.
So depending on the setting, arcane magic can come from various sources. In Forgotten Realms (the
standard D&D setting for 5e), it comes from a “thing” called the Weave. It’s basically the fabric and energy of
reality that binds all things together. No, it’s not the Force, but… ok it’s sort of like the Force. It’s not just
living things; it’s reality itself. It’s like the magic that holds realities together. The glue that binds. When you
use arcane magic, you are somehow altering the Weave in minor (or not) ways. So let’s talk about how
study the Weave. They learn how it works, and just as importantly, how to manipulate it. There is nothing
natural about how a wizard casts spells. Some might have a knack for it, like some people are good students,
but it does not come from within or without. It is science to a wizard. It’s also art. It’s understanding that 2 +
2 = 5 under certain circumstances. It’s knowing how to manually pluck the strings of creation to make the
This is why wizards are able to learn spells from spell books, scrolls, etc. It is like looking at a
geometry proof someone else wrote and figured out, then later you go home and understand how they arrived
at the solution. And now you can do the proof, too. You learned it, just like a wizard learns spells.
A wizard’s spell book may be full of doodles and whatnot, but in some form or fashion, it contains
diagrams, and science/art stuff that tells him how to make his magic work. The doodles might even be part of
the spell notes, but as long as he knows the art and science involved (keep in mind, most wizards are very
smart), he can cast the spells. This is why he has to prepare spells every day. He only has so much bandwidth
to actively remember X diagrams and notations each day. A smarter wizard’s spells are sometimes more potent
than a dumb wizard’s, quite simply, because he’s able to more accurately repeat the experiments that lead to
the end results he wants. Also, wizards must pick a school of study if they are more than dabblers. This
basically defines their style of study – the tradition in which they were taught.
Sorcerers: Sorcerers are very similar to wizards in that they cast mostly the same kind of spells. They are
drastically different, however, in that they don’t rely on studying the weave and influencing reality by precise
art/science, they do it by some innate force within them. They use charisma to cast spells – the force of their
own personality. They draw power from themselves and their innate magical heritage, then use that to bend
reality to their will. Basically, where wizards use study and intellect to control the weave, sorcerers use their
Their natural magical heritage (maybe you’re descended from a dragon or touched by raw magic)
allows them a direct line to the Weave, and the stronger they are, they more they can influence it. This is why
they can’t learn spells from spellbooks and such. They just develop spells over time as they evolve and
Warlocks: Warlocks have no innate connection with magic, nor do they necessarily study ways to manipulate
the Weave. Instead, they literally make a pact with some sort of powerful entity (arch fey, fiend, great old one,
etc.). In exchange for service to that entity, the warlock receives power in the form of boons and supernatural
powers that allow them to alter reality in subtle (and not subtle) ways. It’s Cthulu or another sleeping sinister
alien intelligence giving powers to their servants, or even literally making a deal with the (a) devil. Like
sorcerers, warlocks use Charisma to cast, as the force of their personality and self is what allows them to use
Bards: Bards basically understand the fabric of creation in the form of music and words. They know and
understand, at least subconsciously, parts of the song of Creation, and they use the force of their own
personalities to channel it. They literally speak or sing words of power, or play music, but in any format, their
performance resonates with the Weave and allows the bard to shape the world around him magically. And the
better his performance? The stronger the effect. So he casts with charisma, as well.
Eldritch Knights and Arcane Tricksters: Both basically work the same way. Both of them cast using
Intelligence. This means they both study how magic works, but they don’t use spellbooks or all of the fancy
wizard stuff. Instead, they learn just enough about how the Weave works and how to manipulate it to do some
minor magical stuff. They approach it academically the same way a wizard does, but not with all the
dedication and scholarship. It’s like someone who is self taught and dabbles in coding web pages occasionally,
but it’s not their day job. They aren’t going to be as good as someone who learned it formally and does it for a
living, most likely, but they have learned enough to get by. So when one of these casters casts her spells, it’s
because she’s smart enough to have figured out how to manipulate the Weave in some small ways.
Now as for Divine casters:
Clerics: Clerics are basically priests, but in a more active, adventuring type of role. They don’t typically just
hang out and do rituals and stuff. They actively serve their gods, and they do so with zeal. That said, you need
to understand that gods in most D&D settings are quite real, and there is no real question about whether or not
they exist. They have manifested in a variety of ways, and clerics are a good example of gods interacting with
Clerics cast with wisdom. Basically, the better they understand the will of their god, the better they
can shape reality. How do they shape reality? Through prayer and miracles. A cleric’s god gives them a
fragment of their power, or at least a conduit to draw power from their divine power. The wiser a cleric is, the
It’s all about divine favor with clerics. Clerics can access any of the spells their deities give them access
to, but they are only allowed so much divine favor a day, so they must choose what spells (miracles) they have
access to on any given day by praying for them while they rest the night before.
Paladins: Paladins work similar to clerics, but they aren’t always tied to a deity. Sometimes it’s just a crusade
they’re on, but in any case, their commitment to whatever it is (god, cause, nation, ideal, etc.) allows them to
access divine power and shape the world around them. It is the strength of their personality which allows them
access to divine powers to work miracles and exert control over the world around them. They prepare spells
like clerics do. They get a lot of choices, but only have so much force of will to exert in a given day, so they
Druids: Druids are sort of similar to clerics, but instead of serving a particular god, they draw their divine
magic from their relationship with nature. Druids understand that nature has a divinity all its own, and they
commune with nature directly, using their wisdom to understand that connection, to draw forth that divine
power, and use it to shape the world through miracles and the power of nature with a directed will behind it.
Similar to clerics, they get access to lots of spells, but are only able to entreat the powers of nature to
let them use so many a day. Druids are a lot like clerics whose god is nature itself (as opposed to a nature
Rangers can do some minor spellcasting too. Rangers are to druids as paladins are to clerics, basically, but
rangers use wisdom to cast, just like druids. The ranger’s connection with nature and his understanding of it
allow him to use the divine power of nature to enact special spells and powers.
So that, in a very brief, very casual nutshell, is how the different casters work in D&D. That might help put
things in perspective a bit. If not, well, I tried. Next, I want to address some mechanical things.
Components of Spellcasting
Each spell a caster casts requires at least one of the following components, but possibly two, or even all three:
Vocal
Somatic
Material
Spells that require Vocal mean you physically have to speak the magic words in some form or fashion. If you
are gagged or silenced or otherwise can’t talk, you can’t cast a spell with a Vocal component.
Spells that require a Somatic component mean you have to move one of your hands in special gestures,
like waving your hand, pointing, working your fingers in special patterns, etc. If you are restrained or
otherwise unable to move at least 1 free hand and/or its fingers, you can’t cast a spell that requires a Somatic
Spells that require a Material component mean you have to physically have and hold something special
in your hand while you cast the spell. If the spell requires a Material component, it will tell you what it is in
the spell description. This is usually something simple, like a bit of honeycomb, a copper wire, or simple things
like that. Unless they spell says so, the material component is not consumed by the spell (some spells do
What this means is, if you don’t have the material component on you and you aren’t holding it, you
can’t cast that spell. This means you need to have a free hand to hold the stuff. In gameplay, you don’t need to
say, “I reach in my pouch and grab my snakeskin” as it’s just understood, but if you have your hands full or
your component pouch is missing, you ain’t casting it. That said, if you just have the equipment “component
pouch” handy in your inventory, all of your common material components are in there, and taking them out to
lax about that, but in combat, this kind of thing could be important. Or in social situations, if someone sees you
holding a copper wire and mumbling into your hand, they might notice and have questions. Wouldn’t you?
Some materials cost money and aren’t super common. Like for Protection from Evil and Good, you
need powdered silver and iron and holy water. Those things cost money (it tells you how much), and it also
says they get consumed by the spell. So you have to specifically buy those things and carry them around if you
want to cast that spell. If you don’t have them, you can’t cast the spell. Say you have 2 doses of those
ingredients. If you cast it twice and don’t buy more, you can’t do it again. Another caster (warlock, cleric,
whatever) can cast the same spell, but he needs the material components, too, so if he doesn’t have them, even
if he prepares the spell, he can’t cast it. He would be missing the material component.
Now here’s the caveat. Some classes are able to use an arcane/divine focus instead of common material
components. What this means is that some classes (wizard, sorcerer, warlock, cleric, druid, bard… I think)
can use a special item, hold it in their hand, and use that instead of common material components. This means
as long as X wizard has their arcane focus crystal orb in their hand, they can cast any spell requiring material
components that don’t have a listed price or don’t get consumed. Basically, this means instead of carrying
around a component pouch, they can use the arcane or divine focus. Wherever a component pouch wouldn’t
Also, if you are using a focus, you can hold it in a free hand just like components, and use that hand to
do whatever somatic component the spell might require. So you could have a sword in one hand and your
arcane focus (or whatever component from your pouch) in the other.
For clerics, the divine focus is typically their holy symbol. Some DMs are lax about this, too, but
technically, a cleric or paladin needs to hold a holy symbol in his hand when he casts spells using it. Unless he
has a backup holy symbol (maybe a necklace or something), if a cleric loses his holy symbol, he’s going to have
a bad time. Similarly, might use his Rod of the Pact keeper as an arcane focus. If he’s not holding it, he can’t
use certain spells (the ones with a material component) unless he has the proper components in his hand.
Crash course in D&D magic users: complete. Go forth and fear not the caster!