Magic
A third of the classes cast, and each casts differently — but the plumbing is shared, and your sheet handles all of it. The rules text is @Missing file; the 339 spells live in the Spells folder, and your sheet's spell pickers filter them to your class and castable levels automatically.
Slots and levels
Spells have levels, 0 through 9, and casting one expends a slot of its level or higher. Cast through a higher slot and most spells grow — @Missing file, revised upward in 2024, heals 2d8 + modifier and adds 2d8 more per slot level. Slots return on a Long Rest. Cantrips are free, always ready, and scale with character level.
Preparing spells
The 2024 revision simplified the caster's day: every casting class prepares a list of a size printed in its class table, and swaps entries when it levels (Clerics, Druids, Paladins, and Wizards may also swap one after a Long Rest). Your sheet knows your prepared maximum and holds your list by level. The Warlock remains gloriously itself: two Pact Magic slots, always at maximum level, back on a Short Rest.
Casting the thing
Every spell names its casting time, range, components, and duration. Attack spells use your spell attack bonus; the rest force saves against your spell save DC — 8 + Proficiency Bonus + casting ability modifier, both printed on your sheet. One rhythm rule worth memorizing: a spell cast as a bonus action means the only other spell for your turn is a cantrip.
Concentration
Many ongoing spells require concentration, and you hold only one at a time. Take damage while concentrating and you make a Constitution save — DC 10 or half the damage, whichever is worse — or it drops. Choosing which effect to run is half of high-level casting; guarding the caster holding it is the other half.
Rituals
Spells with the ritual tag can be cast in ten extra minutes without a slot if they're on your prepared list. Detect Magic and Identify as rituals will save your party a fortune in slots — and in mistakes.