Magic in Dungeons & Dragons


The magic in Dungeons & Dragons consists of the spells and magic systems used in the settings of the role-playing game Dungeons & Dragons. D&D defined the genre of fantasy role-playing games, and remains the most popular table-top version. Many of the original concepts have become widely used in the role-playing community across many different fictional worlds, as well as across all manner of popular media including books, board games, video games, and films.
The specific effects of each spell, and even the names of some spells, vary from edition to edition of the Dungeons & Dragons corpus.

Development

Origins

In 1974, the 36-page "Volume 1: Men & Magic" pamphlet was published and included 12 pages on magic. It primarily describes individual spells where the "spells often but not always have both duration and ranges, and the explanation of spells frequently references earlier Chainmail materials". The first edition had over 100 spells that were "largely inflexible" and when a caster ran out spells to cast they were "defenseless fodder for orcs, goblins, and trolls". If a caster could "survive those vulnerable early levels, spells could grant godlike powers, like the reality-warping Wish spell, which does exactly what you think it does. A maxed-level fighter might be Achilles, but a level 20 magic-user was Zeus".
The publication of Advanced Dungeons & Dragons included a much more complex and systematic style to magic. "There is still a long list of individual spells, but every spell now includes a matrix specifying spell level, duration, area of effect, components, casting time, and saving throw". There are three types of components: "verbal components are magic words, material components are physical elements" and "somatic components are the arcane gestures of the hand and body". Magic was now divided into either arcane or divine magic.
This edition also includes what the game designer community would come to call the Vancian magic system. "In the Vancian model of magic, magic users must memorize all the spells which they wish to cast. When they cast a given spell, it disappears from memory and must be memorized again if the magic user so desires". The idea of spell memorization was inspired by the way magic works in Jack Vance's Dying Earth stories. In 1976, Gary Gygax wrote:
If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly... It is the opinion of this writer that the most desirable game is one in which the various character types are able to compete with each other as relative equals, for that will maintain freshness in the campaign.
The intent of the Vancian magic system in Dungeons & Dragons was to create restraints on magic users to balance the overall game.

d20 System

The d20 System was published in 2000 by Wizards of the Coast and was originally developed for the third edition of Dungeons & Dragons. Due to the Open Game License, the core set of rules are used as the basis for many games. Thus, many d20 games might use the D&D spell list from the System Reference Document, while others create their own or even replace the entire magic system.
The Vancian magic system included "basic assumptions about how arcane magic worked" that "only began to change with D&D 3e, which introduced the non-memorizing sorcerer, and with D&D 3.5e, which introduced the at-will warlock".

Modernization

The fourth edition of Dungeons & Dragons added unique powers to every class with a focus on party roles rather than just spell-casters having powers. The mechanical change of adding at-will and encounter powers "moved spell-casters away from the idea of 'Vancian' spell casting . Magic items were also built into a character's progression, with each item having suggested levels". Fourth edition divided magic into three types: arcane, divine and primal. Druids, shamans, and barbarians now practiced primal magic while clerics, paladins, and rangers practiced divine magic. Fourth edition also initially "abandoned the school-of-magic approach" to arcane magic, however, magic school specialization was reintroduced in the fourth edition Essentials line.
The fifth edition of Dungeons & Dragons uses a hybrid system of Vancian and at-will magic. Some classes, such as clerics and wizards, go through the process of preparing spells they can cast everyday from their spell list. Other classes, such as bards and sorcerers, "have a limited list of spells they know that are always fixed in the mind". The idea of at-will magic from fourth edition "mainly survives now as the mechanic behind cantrips, which allow spellcasting classes to keep using magic even when" they've used up all of their daily spell slots. Magic is once again only divided into two types: arcane and divine.

Magic system

Types

In the Dungeons & Dragons game, magic is a force of nature and a part of the world. Since the publication of Advanced Dungeons & Dragons, magic has been divided into two main types: arcane, which comes from the world and universe around the caster, and divine, which is inspired from above : the realms of gods and demons. While there is no mechanical difference between arcane and divine magic, Jeremy Crawford, Co-Lead Designer of the 5th Edition, said:
That divide between arcane and divine ultimately is way more about the spellcaster than is about the spell. So many different motivations can influence how magic users use their magic and to what purpose they put it. Your class helps determine that, and again this meta divide between divine and arcane can also provide a role-playing framework, and is this magic coming in service to a being or cause or are you in way manipulating reality to your own designs. Those are the questions posed by arcane magic and divine magic.
Bards, sorcerers, warlocks and wizards learn to cast arcane spells, which are typically flashy and powerful. Clerics, druids, rangers and paladins cast divine spells, which draw their power from a deity, from nature, or simply the caster's inner faith. While some spells can be cast by both arcane and divine casters, other spells are limited to one type or the other. Crawford highlighted the thematic difference between divine and arcane magic, where the spell lists for divine spellcasters have fewer destructive spells and instead "tend to be filled with healing magic, magic that protects people. Arcane power at its heart is really in a way about hacking the multiverse". As a result, spell lists for arcane spellcasters have "more spells that change the form of things, transmutation magic that completely alters the shape of something" and "more spells that will just alter reality culminating with the spell of spells wish".

Arcane magic

These are typically spells devoted to manipulating energy, converting one substance to another, or calling on the services of other creatures. Under the Vancian magic system, wizards would have access to spells that were committed to memory after a session of meditation upon a spellbook containing the details of the incantation. Once prepared, the spell is cast using specific words and/or gestures, and sometimes a specific material component; but the act of casting the spell causes it to fade from the wizard's memory, so that they cannot cast it again without first re-memorizing it. As the 3rd edition moved away from the Vancian magic system, some arcane spellcasters, such as sorcerers and bards, just knew their spells innately.
Sorcerers are innate casters whose magic is influenced by the origin of their arcane connection. "Some sorcerers trace their magic back to a powerful ancestor, like a dragon, a celestial, or a djinni. Others can delineate their magic to an extraplanar source, such as the shrouded lands of the Shadowfell, or the roiling chaos of Limbo". This origin adds both thematic and mechanical constraints on the types of spells a sorcerer can learn.
Bards have access to both destructive and healing spells. The healing aspect is "influenced by Irish mythology" where bards use "music and storytelling to weave together this magic to restore vigor and health to other people". Arcane power can also be accessed by more martial classes in the form of specific subclasses such as the arcane trickster and the eldritch knight in 5th edition.

Divine magic

Divine spells take their name from the fact that they are mainly granted to clerics by the grace of the cleric's patron deity, although the spells cast by druids, rangers and paladins also come under this category. Divine spells do not need to be prepared from a spell book. These spells are generally less overtly powerful than arcane spells and have fewer offensive applications.
Cleric spells are typically devoted to either healing the wounded, restoring lost abilities, and acquiring blessings, or to inflict harm and to curse opponents. These spells must be prepared by the caster daily through a session of meditation or prayer. Clerics also have the ability either to turn or to rebuke undead, based on their alignment. The spells and abilities of a cleric are based on their deity, as well as their alignment.
Druid spells are typically devoted to communing with nature, interpreting or directing the weather, communicating with creatures and plants, and the like. The druid shares some spells with the cleric, such as some healing spells, and has a number of offensive spells which use the power of nature—calling down lightning storms, for example, or summoning wild animals to fight. They also gain special powers such as shapeshifting; but these are not considered spells and do not need to be prepared.
Paladin and ranger spells are similar to cleric and druid spells, respectively, but they are allowed fewer spells per day, only gain access to lower-level spells, and gain access to them more slowly. Both classes have some unique spells that can be fairly powerful, despite their low level. In compensation for their diminished spellcasting ability, paladins and rangers have a more martial focus than clerics and druids.
In 2nd edition, divine spells were divided into 16 thematic spheres, with clerics, druids and specialty priests gaining access to spells from different spheres. The core spheres are All, Animal, Astral, Charm, Combat, Creation, Divination, Elemental, Healing, Necromancy, Plant, Protection, Summon, Sun and Weather. Tome of Magic introduced the Chaos, Numbers, Law, Thought, Time, War and Wards spheres. Spheres were not retained in subsequent editions.

Schools of Magic

There are eight classic schools of magic in Dungeons & Dragons: abjuration, alteration, conjuration, divination, enchantment, illusion, invocation, and necromancy. Each spell belongs to one of eight schools of magic. The ability to specialize in specific schools of magic was formally introduced in the 2nd edition Player's Handbook and then greatly expanded on in The Complete Wizard's Handbook.
In 4th edition, spell schools are initially absent but were reintroduced with the Dungeons & Dragons Essentials supplement. The spell schools introduced are Enchantment, Evocation, Illusion, Necromancy, and Nethermancy. The spells of other classical schools are present in the form of utility spells or spell descriptors.
Original nameCurrent nameDescription
AbjurationAbjurationThis school is focused on protective spells, as well as spells which cancel or interfere with other spells, magical effects or supernatural abilities. Wizards who specialize in this school are known as Abjurers.
Alteration/TransmutationTransmutationThis school focuses on the ability to change matter. Spells in this school alter the properties of their targets. This school was known as Alteration/Transmutation prior to 3rd edition, and as Transmutation in 3rd and 3.5 editions. In 3rd edition, many non-mind-affecting spells from 2nd edition's Enchantment/Charm school were moved to the Transmutation school. Wizards who specialize in this school are known as Transmuters.
Conjuration/SummoningConjurationThis school is focused on instantaneous transportation, conjuring manifestations of creatures, energy or objects, and object creation. In earlier editions, this school was known as Conjuration/Summoning but became known as Conjuration in the 3rd and 3.5 editions. In 3rd and 3.5 editions, healing spells are also part of the conjuration school, however of the three core arcane classes, these spells are generally restricted to bards. Wizards who specialize in this school are known as Conjurers.
DivinationDivinationThis school is focused on acquiring and revealing information. In 2nd edition, Divination was divided into two schools: Lesser Divination and Greater Divination in order to prevent specialist wizards from losing access to certain utility spells such as Detect Magic, Identify and Read Magic. Wizards who specialize in this school are known as Diviners.
Enchantment/CharmEnchantmentThis school is focused on affecting "the minds of others" including "influencing or controlling their behavior". Prior to 3rd edition it was known as Enchantment/Charm. In 3rd edition, the school changed dramatically when all non-mind-affecting spells were removed from the school and many were moved to Transmutation. In 3rd and 3.5 editions, Enchantment is divided into two subschools: compulsion and charm. Charm spells usually making them act more favorably toward the caster. Compulsion spells can force the targets' to act in a certain way or avoid certain actions, affect the targets' emotions or affect the targets' minds in other ways. Wizards who specialize in this school are known as Enchanters.
Illusion/PhantasmIllusionThis school "involves the ability to change the appearance of something, by creating a phantasm". The school is known as Illusion/Phantasm prior to 3rd edition and Illusion in 3rd and 3.5 editions. Wizards who specialize in this school are known as Illusionists.
NecromancyNecromancyNecromancy spells involve death, undeath, and the manipulation of life energy. Prior to 3rd edition, healing spells are in the Necromancy school, however these spells are generally restricted to clerics and/or druids. Healing spells were shifted to the Conjuration school in 3rd edition. Wizards who specialize in this school are known as Necromancers.

Dweomer

In Dungeons & Dragons, a dweomer is an aura of magic; especially that which enchanted items radiate.
Gary Gygax encountered the Middle English word dweomercræft in Susan Kelz Sperling's book Poplollies & Bellibones: A Celebration of Lost Words, where it is defined as "the art of magic or juggling." Gygax invented such derivations as dweomered, dweomercræfter, and dweomercræfting.

Other forms of magic

NameDescription
DunamancyDunamancy was originally created by Matthew Mercer for Critical Role, a Dungeons & Dragons web series, and then was added to the canon in the 5th edition sourcebook Explorer's Guide to Wildemount. "Dunamancy involves the manipulation of entropy, gravity, and time" where "dunamancers draw power from alternate timelines and unseen realities, subtly affect the flow of time, and even tighten or loosen the grip of gravity". Explorer's Guide to Wildemount added three new subclasses and 15 new dunamancy spells. While dunamancy acts as a source of magic, the new spells fit within the pre-existing schools of magic. Time magic and wizards who specialized in it were previously explored in the 2nd edition supplement Chronomancer.
Elven High MagicElven High Magic was added to the lore of the Forgotten Realms in the 2nd edition sourcebook Cormanthyr: Empire of the Elves. It is a type of powerful ritual magic that can only be used by Elves and it can be used to create mythals, change reality and even affect the Gods. These epic level spells were typically cast by a group of spellcasters to make the casting easier. The 3.5 edition sourcebook Lost Empires of Faerûn highlighted that these casters often lost their lives when they attempted Elven High Magic as they would be consumed by the spell.
IncarnumIncarnum was introduced in the 3.5 edition book Magic of Incarnum by James Wyatt. Wyatt wrote that "incarnum is energy drawn from living, dead, and preincarnate souls. It is magic, but it doesn't fall into categories. Spellcasters of all sorts can all make use of it with the proper training. In short, incarnum is not a type of magic - it is a substance that people can learn to manipulate". This book also added three new classes where "the users of incarnum fall somewhere beyond the wizard on the rigidity end of the scale. They shape their soulmelds on a daily basis - a process much like casting spells, except that the effects just remain active". By drawing on the incarnum, users can become better at fighting, more skilled, or gain special abilities. Similar to the way psionics were incorporated, the book contained variant rules for adding the incarnum to the game.
Pact magic Pact magic, or Binding, was one of three magic systems introduced in the 3.5 edition book Tome of Magic. It revolves around the summoning and binding of powerful entities, called vestiges, to grant the user supernatural abilities. As all abilities granted by vestiges are supernatural in nature, as opposed to spell-like, there is little overlap with normal spellcasting. These powers are useful, but if a prospective binder fails to make a pact, he is subject to that vestige's influence, behaving as it requires. Pact magic reappeared in both the 4th edition Player's Handbook and the 5th edition Player's Handbook as the main mechanic for warlocks. In both editions, warlocks acquired their unique class features and spellcasting ability by forming pacts with powerful entities such Fey or Infernal creatures.
Reversible spellsIn 1st and 2nd edition AD&D, some spells have the reversible trait. These spells are memorized in either their normal or reverse version. For example, the reversed form of the Cure Serious Wounds spell, which heals a touched target, is Cause Serious Wounds, which damages a touched target, while the reversed form of the Water Breathing spell, which allows the target to breathe water, is Air Breathing, which allows the target to breathe air, and the reversed form of the Continual Light spell, which provides magical illumination, is Continual Darkness, which causes magical darkness.
Shadow magicShadow magic was introduced in the 3.5 edition book Tome of Magic. The Shadowcaster manipulates shadow plane energy to create a variety of effects. Some of Shadow Magic stronger suits include single-target damage, espionage and divination, and reacting to or influencing the magic of others. Shadow magic reappeared for the 4th edition with multiple player options in Heroes of Shadow and as a sorcerer subclass for the 5th edition in Xanathar's Guide to Everything.
Truename magicTruename magic was introduced in the 3.5 edition book Tome of Magic. A Truenamer is a caster that utilizes the power of truenames to create a variety of effects. Mechanically, Trunamers are very much a "support"-oriented class whose strong suits include healing and protection, weapon and armor augmentation, and battlefield harassment. In October 2019, Truename magic was reintroduced as the wizard subclass Onomancy as part of the 5th edition Unearthed Arcana public playtest. In May 2020, it was announced that the Onomancy subclass was no longer being developed.
Universal spellsSpells that do not fall into any of the eight schools of magic were called universal spells and were introduced in the 3rd edition. As universal spells are not a school, per se, no one can specialize in them. These spells can "affect other spells or change the very nature of magic or reality itself". The most famous of these spells is Wish, the most powerful spell within the game, which can duplicate spells from all schools.
Wild magicA form of arcane magic used by wild mages that can tap directly into the Weave to create often unpredictable results that was introduced to the game in the Forgotten Realms Adventures. In 2nd Edition, Tome of Magic added "a new class of magician who studied wild magic - the wild mage - and made him available to worlds beyond Toril. These wild mages were one of Tome of Magic's most long-lasting additions to D&D, as their reappeared as a prestige class for 3.5e in Complete Arcane and as a paragon path for 4e in Player's Handbook 2 ". In 5th Edition, wild magic is a subclass option for sorcerers in the Player's Handbook.

Spellcasting game mechanics

Spell levels

Spell levels were introduced in the "Volume 1: Men & Magic" pamphlet where spell levels maxed "out at 6th level for magic-users and 5th level for clerics". , an expansion for OD&D, increased the maximum spell level. "Cleric spells were expanded to 7th level and wizards spells to 9th, creating the limits that would be used throughout the AD&D run of the game". Spell levels 1-9 became the standard mechanic for each subsequent edition of Dungeons & Dragons. The 5th edition Player's Handbook states that "a spell's level is a general indicator of how powerful it is, with the lowly magic missile at 1st level and the earth-shaking wish at 9th. The higher a spell's level, the higher level a spellcaster must be to use that spell".

Spell slots

Spellcasters can only cast a spell they know or have prepared if they have an available spell slot. This mechanic originated out of the Vancian magic system where "the number of memorized spells is strictly limited by the magician's memory capacity in proportion to the spells' difficulty levels, effectively granting a number of spell slots". Dungeons & Dragons simplified Vance's formula "to a number of spell slots scaling with the player character's level". In the 3rd edition, the mechanic to cast a spell was described as a drain on a spellcaster's resources which reduces their capacity to cast additional spells. The 5th edition Player's Handbook states that "regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher-level spells are even more so. When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively 'filling' a slot with the spell. Finishing a long rest restores any expended spell slots".

Ritual magic

The 2nd edition sourcebook Tome of Magic introduced many new variant spell concepts. The cleric class gained access to community-powered spells, cooperatively cast spells, and "super-powerful spells that required a quest before they could be cast". Most of these new concepts have disappeared since 2nd edition, however, "a few of the quest spells did show up in as 9th-level priest spells".
The 3.5 edition sourcebook Unearthed Arcana added optional rules to Dungeons & Dragons including variant systems for magic. It expanded on the concept of incantations which were introduced in the d20 System Reference Document as part of the variant magic rules. Incantations were designed to give non-spellcasters access to magic and to give lower level games access to higher level magic. Unearthed Arcana states "at its simplest, casting an incantation is akin to preparing and cooking something according to a recipe". However, there are drawbacks to attempting to cast incantations: they are time consuming, they require particular circumstances and sometimes multiple casters, the components can be expensive, and there's no guarantee the incantation will work successively.
In 4th edition, rituals became a key part of the magic system. Rituals replaced many non-combat spells and had no limitation on how often they could be cast except for time and material resources. "The instructions have to be written down" and could not be cast from memory. Clerics and wizards were automatically ritual casters. Other character classes could become ritual casters by picking up the corresponding feat.
In 5th edition, rituals continued to be a key part of spell casting. Some spells have the ritual tag which means that the "spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level". Similar to 4th edition, some character classes, such as the cleric, druid, and wizard classes, were automatically ritual casters. Other characters could become ritual casters by picking up a specific feat or subclass feature. Unlike 4th edition, the caster must "have the spell prepared list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does".

Components

The casting of spells within Dungeons & Dragons often requires the mage to do, say, or use something in order for the spell to work. Spells may require a verbal, somatic, or material component or a magical focus. These actions are performed by the fictional character in the game, not by the player in the real world. The player may simply state what the character does, or may embellish with sound effects or gestures to enhance the theatrics of the game. In 4th edition, spell components were eliminated as a mechanic, the flavor text for some spells and prayers mentions words, gestures or objects, however this is purely cosmetic. Although 4th edition eliminated the component mechanic for spells, most rituals require material components, some rituals require foci and many spells and prayers benefit from magical implements. In 5th edition, spells may require a verbal, somatic, or material component.

Sample spells

The following is a sampling of the most iconic spells featured in every Dungeons & Dragons iteration, and is not a full list by any means.

Arcane spells