The Sorcerer's metamagic features has the following general rules:  At 3rd level, you gain the ability to twist your spells to suit your needs...You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.  The Empowered Spell metamagic states:  When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.  The Wand of Magic Missiles states:  While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it.  My question is does the process of activating the Wand equate to the sorcerer casting the Magic Missile spell and thus it becomes a suitable target spell for enhancement using the Empower Spell metamagic? Or does the casting occur from the wand and not from the sorcerer, thereby rendering the spell invalid for metamagic enhancement?
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This question is updated to request additional answers and details in light of information now available in the Dungeon Master's Guide. In the released DM basic rules, Lost Mine of Phandelver, Hoard of the Dragon Queen, and the DMG teaser there are wands, staves, and rings that you can use to cast spells.  Do abilities that trigger from casting a spell activate when casting a spell from an item?  Can the character modify the spell using class abilities when casting a spell from an item?   Examples include:  An abjurer Wizard's arcane ward recovering hit points from a Dispel Magic cast from a Ring of Spell Storing  A sorcerer using Twinned Spell on a ray of enfeeblement from a Staff of Power  An evocation wizard using Sculpt Spell on a fireball from a Wand of Fireballs.   Now that the DMG is out we have some clearer rules on casting spells from items (DMG p. 141):  Some magic items allow you to cast a spell from the item.  The spell is cast at the lowest possible spell level, doesn't expend any spell slots, and requires no components, unless the item's description says otherwise  The spell uses its normal casting time, range and duration, and the user of the item must concentrate if the spell requires concentration. A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item.  Does whether or not you can apply class abilities to the casting of the spell depend whether the item uses the user's own spellcasting ability (such as the Staff of Fire) versus an item that comes with a fixed spellcasting ability built-in (such as the Wand of Fireballs)? Does it matter if it's something that triggers more or less automatically like Arcane Ward, versus something you have to control, like Careful Spell?
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The "Damage Rolls" section of the rules (PHB p. 196, also in the ) says this:     If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell’s damage is rolled once for all creatures caught in the blast.   The Magic Missile spell (PHB p. 257, also in the ) has this effect:     You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.    If I target three different creatures with the darts, the spell says quite clearly says that the darts strike at the same time and the Damage Rolls rule says that in that case (as multiple targets are being dealt damage at the same time) I roll only once for all of them. So my reading of that is that I roll my four-sided die just once, add 1, and apply that much damage to each target. Is that correct? It seems the straightforward reading, but then the next scenarios make me unsure. If I target just one creature with all three darts, then it seems that the "more than one target" clause of the Damage Rolls would no longer apply. So, does that mean that I effectively roll 3d4+3 (rolling my four-sided die three separate times, one for each dart), since there's no longer anything saying to use the same roll for each dart? And how about if I target creature A with one dart, and creature B with two darts? Per the Damage Rolls section I should roll once for both of them, but that doesn't make any sense they should be taking different amounts of damage, right?   I'm sure I'm just reading things too literally, but it all seems rather contradictory to me, and now I'm unsure how many dice should be rolled for Magic Missile in any scenario. Is there further direction somewhere I'm missing? (I currently only have the PHB, the Starter Box, and the online Basic Rules, so maybe there's more guidance in the other books? I wouldn't think so, though.)
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The specific example I'm looking at here is: you are a Paladin 2/Warlock 5 and snagged Eldritch Smite from XGTE as your 5th level Warlock Invocation. This gives you access to both...  Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.  and  Eldritch Smite Prerequisite: 5th level, Pact of the Blade feature Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.  When I hit a target with an attack, can I set them both off at the same time, letting me burn two spell slots to use both features to boost my damage? As was specified , Divine Smite is not treated as a spellcasting, so it doesn't count towards the 'One Spell Per Round' rule. Presumably, neither would Eldritch Smite. As far as I can tell, this appears to be a legal way to burn a ton of resources at once to generate a massive burst of damage. Am I correct? Can these two like-features be used simultaneously?
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In  a side issue came up of whether you can cast a spell with Somatic components but no Material components while holding a focus in the hand used for Somatic components.  My reading of the rules sees "A spellcaster must have a hand free to access a spell's material components--or to hold a spellcasting focus--but it can be the same hand that he or she uses to perform somatic components." - it doesn't say you have to be holding the focus for the purpose of avoiding materials.  However, @Adeptus and @enkryptor argue that - since that rule is in the section on Material components - you don't consult it in for spells without Material, and fall back to the Somatic rule "the caster must have free use of at least one hand".  (I also appeal to the logic of fluff - why should it be harder to cast a spell with fewer components?)  Is there an official RAW or Word Of God on this matter? Can you cast a material-less, somatic spell while holding a focus in your only free hand?
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At level 6, a Sorcerer may have a maximum of 6 Sorcery Points. This is enough to create a level 4 spell slot. Would the Sorcerer be able to create a level 4 spell slot, even though he only knows level 3 spells, in order to cast a spell with a higher slot (such as Fireball to add an extra 1d6 to the damage and make it hard to Counter Spell)?
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Specifically I am asking as a level 1 Half-elf Bard. As far as I know he doesn't have any dual wielding capabilities yet, or anything that states he has a bonus action to attack.  So I'm wondering if I can either cast my spells as bonus actions and use my action to attack, or if I can cast the same spell as an action and use my bonus action to attack?
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With the wording of , it seems like you take the cast the spell action to make the flame appear.  You can then attack with it later - it does use the wording "ranged spell attack."  It never addresses what you can do with it otherwise, even though you are still holding a handful of flame.     What if a tavern brawler or a Monk punches with the hand holding the flame, or uses that hand to make a special melee attack (grapple or push?)      Would that be considered a spell attack, or an unarmed strike because the hand is passively holding the flame?  Could you use the flame as an improvised weapon?    Or would it be something else?  Note: I am making a character for a silly one shot. I am not planning on trying to pull this off for a serious campaign, but it is worth trying as a goofy concept. This side note probably won't affect any answers but I wanted to include it anyway.
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Many spells have "At higher levels" that provides for more targets or more damage.  For example Magic Missile can be cast as a second level spell and shoot 4 missiles instead of it's 3 as a first level spell.  Can a spell without that verbiage, such as Firestorm be cast in higher level slots for the same effect as the lower level spell?
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I would like to know what happens if you use the Magic Jar spell to possess a creature which is capable of casting spells. Below are 3 different situations. I post all these questions in the same question because all of them are heavily related.  1st Situation: Creatures with Innate Spellcasting.  For example Kraken Priest (MM 215).  Would I be able to use its Innate Spellcasting? I mean, being able to cast its spells as the creature does (X uses per day). I don't say using my spell slots because that is impossible (eg. a Drow Elf Warlock can't use its spell slots to cast Darkness).  2nd Situation: Creatures with Spellcasting (similar to Pact Magic).  For Example Warlock of the Archfey (MM 219).  Would I be able to use its spellcasting? Note that this creature is an "11th-level spellcaster", not an "11th-level warlock" (its spellcasting isn't a class feature).  What would happen with the spell slots? Would I be able to cast its spells with my own slots? Would I be able to cast my spells with its slots?  3rd Situation: Creatures With Spellcasting (similar to Spellcasting of Clerics or Wizards)  For Example Diviner (MM 213).  Would I be able to use its spellcasting? Note that this creature is a "15th-level spellcaster", not a "15th-level wizard" (its spellcasting isn't a class feature).  What would happen with the spell slots (considering that for example, I'm a 16th-level Wizard)?   Would our spellcaster level sum (as if multiclassing)? Should I use the highest spellcaster level instead of summing them? Should I count the spellcaster level separated, each one with its spell slots separated? For example, Would I have 8 1st-level spell slots (4 + 4)?   Finally (without considering a specific situation):  Would I have to recalculate the spell's attack bonus and spell's DC if my mental stats are different from the creature's stats?  I know that these are a lot of multiple questions, but I don't think that posting them separately would be beneficial. If you think so, let me know and I will do that.
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My friends and I are going to be starting another campaign in the near future. I've going to be playing as a Warlock and I was hoping to get some clarification on the use of the Eldritch Invocation feature of the class.  Some of the invocations allow you cast spells. One instance is Armor of Shadows, whose text reads     You can cast mage armor on yourself at will, without expanding a spell slot or material components.   Does this indicate that Mage Armor has to be one of the spells you know (in other words, count against the spells known for your level?) Or is this considered something separate from normal spellcasting for Warlocks?
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When casting a spell as a bonus action, you can't cast another spell on the same turn except a 1-action cantrip - can the order be "reversed"? Can you cast a cantrip first as a bonus action, then any other spell? If not, would it be broken to allow it?  I'm thinking a Sorcerer casting a Quickened true strike, then casting a leveled spell requiring a touch attack. Seems like a great use of the cantrip + Metamagic feature, but it seems like it is not allowed.
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I'm planning on multi-classing in Warlock as a Sorcerer in 5e. I'd like to be able to use my Warlock spell slots from Pact Magic (that I regain on a short rest) to gain sorcery points.  I'm inclined to believe the answer to this question is "Yes", because the Font of Magic feature does not specify that the slots expended need be Sorcerer spell slots or even Spellcasting spell slots. Although it does seem to be RAW, I find it hard to believe that this was RAI, because it essentially copies the Sorcerer capstone with three levels in Warlock. Does anyone know if there's an official ruling as to whether or not this is allowed?  Here's the relevant rule:     Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
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I'm playing in a D&amp;D 5e campaign with a bard and a wizard.  Our most recent session ended while we were in the middle of exploring a dungeon. The DM informed us that we leveled up from 4 to 5.  The wizard and bard were excited to get level 3 spell slots for the first time. They began discussing the level 3 spells they were looking forward to casting at the beginning of the next session. I asked, "Don't you guys need to have a long rest before you can cast new spells, though?"  The bard argued that he doesn't need a long rest, because he learns spells immediately upon leveling up and doesn't need to prepare them.  The wizard argued his "number of spells available" count increased immediately upon leveling up, and it wouldn't make much sense if his actual number of prepared spells stayed the same.  Ultimately, the DM decided that it would be more fun if everyone got access to their new toys at the same time. He permitted the wizard to add a level 3 spell to his prepared spell list.  Who is right? Do bards (and other casters that do not prepare spells) get access to new spells more immediately than wizards (and other casters that prepare spells)?  I looked at , but "Can a mage use his newly gained 2nd-level spell slot?" seems like a separate matter from "Can a mage use a newly gained spell?".
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I took with my first skill points "Self" and "Regenerate" and "Projectile". Now I can make only 2 spells - "Self Regenerate" &amp; "Projectile Regenerate" - which I both can't cast. The first uses 270 Mana, the second uses 540 mana - but I have only 100.  How can I progress further? I don't have any points to unlock other spells and I can't cast my current ones because I don't have the mana - thus I can't progress.   How do I level up so I can unlock more points?
52004
If this has been asked, I could not find it. My Sorcerer has the sword burst cantrip, and I'm thinking of taking the 'Distant Spell' metamagic option. Will it change the range to 10 feet?  Similar to  but not quite answered, though Crawford's tweet seems to imply it would work.  Although the spell has a range of 5 feet, it seems like Distant Spell would increase the area of effect in this case. So RAW it works, but likely shouldn't?
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Suppose a Fighter/Wizard without the War Caster feat is wielding a sword and shield.  If she is hit and wants to cast the Shield spell as a reaction (it has a somatic component), can she drop her sword and cast the spell all as part of the same reaction?  The rules don't seem to specify anything about object interactions other than as part of your main turn's move or action.    As a DM, I think I would rule that she could, since opening her hand seems like a reasonable start to whatever gestures she might need to make to cast the spell.  But I wanted to check, is this just a DM discretion thing, or are there explicit rules/examples somewhere that help clarify how this should be ruled?
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I am wondering about the wording here. On PHB p. 75, the description of the Eldritch Knight fighter's War Magic feature says:  When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.  Does the Eldritch Knight's War Magic feature benefit from the Extra Attack feature, allowing them to make multiple attacks? I feel like the wording would have to be &quot;you can take an Attack action as a bonus action&quot; to have access to multiple attacks. But the current wording doesn't so I read this as not allowing multiple attacks. Am I right, or does War Magic allow the Eldritch Knight to benefit from the &quot;Extra Attack&quot; feature too?