Game Master's Journey 146: Spellcasting, Conditions & Exhaustion in D&D 5th Edition

This week Lex concludes his in-depth discussion of the D&D Player's Handbook with an exploration of the spellcasting, conditions and exhaustion rules.

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Previous episodes in this series

Episode 137: PHB Prelude through Chapter 4

Episode 138: PHB Chapter 5 - Equipment

Episode 139: PHB Chapter 6 - Multiclassing & Feats

Episode 140: PHB Chapter 7 - Ability Scores

Episode 142: PHB Chapter 8 - Adventuring part 1

Episode 143: PHB Chapter 8 - Adventuring part 2

Episode 145: PHB Chapter 9 - Combat

Jeremy Crawford's Sage Advice segment on spell targeting

Post-It dividers mentioned on the show (Amazon referral link)

What is a Spell?

Known and Prepared Spells

Spell Slots

Casting a Spell at a Higher Level

Cantrips

Rituals

Casting a Spell

Casting Time

Bonus Action

Reaction

Action

Longer Casting Times

Range

Components

Verbal

Somatic

Material

Discussion of material component costs and how these can be, and should, be used to manage use of resurrection-type magic if you’re a DM who worries it’s “too easy to bring people back from the dead”.

Duration

Instantaneous

Concentration

Targets

A Clear Path to the Target

Targeting Yourself

Areas of Effect

Saving Throws

Attack Rolls

Combining Magical Effects

Arcane vs. Divine Magic

NOTE: Warlocks are actually listed as arcane casters, and I even said that. I was just getting pretty loopy at that point and totally overlooked it. 

Appendix A: Conditions & Exhaustion

The Not-Terribly-Useful Index


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