Magic
A third of the classes cast, and each casts differently — but the plumbing underneath is shared, and your sheet handles all of it. The rules text lives in @Missing file; the 334 spells live in the Spells folder, filterable by class and level.
Slots and levels
Spells have levels, 0 through 9, and casting one expends a spell slot of its level or higher. Cast a 1st-level spell through a 3rd-level slot and it usually grows — @Missing file heals a die more per slot level. Slots return on a long rest. Cantrips (level 0) are free, always ready, and scale with your character level instead.
Knowing versus preparing
Clerics, Druids, Paladins, and Wizards prepare a working list from a larger pool and can swap after a long rest; Bards, Rangers, Sorcerers, and Warlocks simply know their spells. The Warlock is the beautiful exception all their own: two slots, always at maximum level, back on a short rest — a class that runs on coffee breaks.
Casting the thing
Every spell names a casting time, range, components (words, gestures, materials — a focus usually covers the cheap ones), and duration. Attack spells use your spell attack bonus; the rest force saving throws against your spell save DC — 8 + Proficiency Bonus + your casting ability modifier, both printed on your sheet.
Concentration
The big limiter: many ongoing spells require concentration, and you can 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 the spell drops. Choosing which concentration effect to run is half of high-level casting; guarding the caster who's holding it is the other half.
Rituals
Spells with the ritual tag can be cast in ten extra minutes without a slot, if your class allows ritual casting. Detect Magic and Identify as rituals will save your party a fortune in slots — and in mistakes.