Spells FAQ
What is the difference between a spell and a cantrip?
A cantrip is a spell—specifically a level-0 spell. The main difference is resource use: cantrips are normally cast at will without spell slots, while 1st- through 9th-level spells normally expend a spell slot or another limited resource. Many combat cantrips scale automatically with character level, while leveled spells usually become stronger by using higher-level spell slots only when their description says they do.
A cantrip is not a separate kind of ability outside the spell system. It is a **0-level spell**. That means cantrips still interact with general spellcasting rules such as: - casting time; - range; - components; - spell attacks; - saving throws; - cover; - concentration when applicable; - class spellcasting abilities. The main difference is how they use resources.
Cantrips normally use no spell slot
A cantrip can normally be cast at will.
If you know or otherwise have access to the cantrip, you do not expend a spell slot every time you cast it.
This gives spellcasters a repeatable magical baseline.
A Wizard who has spent every leveled spell slot can still cast known cantrips.
A Cleric can still use sacred flame.
A Warlock can still use eldritch blast if the character knows it.
Leveled spells normally consume slots
A spell of 1st through 9th level normally consumes a spell slot of at least the spell's level.
That means leveled spells are limited resources.
They are usually more impactful per casting than cantrips, but cannot normally be repeated indefinitely throughout the day.
Cantrips are level 0
Cantrip and “0-level spell” mean the same thing.
They sit below 1st-level spells in the spell-level structure.
A feature that works only on “a spell of 1st level or higher” does not affect a cantrip.
This distinction matters for many class features.
For example, a feature that triggers when you use a spell slot cannot be triggered by an ordinary cantrip because no spell slot was spent.
Damage cantrips often scale with character level
Many offensive cantrips increase their damage at specific character levels.
A common 2014 scaling pattern is:
level 1–4 → one damage die set level 5–10 → two level 11–16 → three level 17+ → four
The exact dice and effect depend on the cantrip.
Importantly, this commonly scales with **character level**, not the level of the class that originally granted the cantrip.
Always check the actual cantrip entry.
Cantrips are not upcast with spell slots
Because ordinary cantrips do not use spell slots, you do not normally cast a cantrip “with a 3rd-level slot” to make it stronger.
Its scaling comes from the cantrip's own rules.
This is different from a leveled spell such as cure wounds or magic missile, which can use a higher-level slot.
Cantrips can still require concentration
Most familiar combat cantrips do not require concentration, but “cantrip” does not inherently mean “non-concentration.”
If a cantrip's Duration says Concentration, the normal concentration rules apply.
The spell level does not remove that requirement.
Cantrips can still have components
A cantrip may require:
- verbal components;
- somatic components;
- material components.
The fact that no spell slot is spent does not let the caster ignore components.
A silenced caster can still be unable to use a verbal cantrip.
A caster unable to perform somatic components may still be unable to use a somatic cantrip.
Cantrips can use attack rolls or saving throws
One damaging cantrip may require a ranged spell attack.
Another may force a Dexterity saving throw.
Another may use a different save entirely.
Do not treat “cantrip attack” as one universal mechanic.
The individual spell entry tells you how it resolves.
Class access still matters
A cantrip still belongs to spell lists and class features.
A Cleric does not automatically know every Cleric cantrip.
A Wizard does not automatically know every Wizard cantrip.
The class table or other granting feature determines how many cantrips the character knows.
Some subclasses, feats, or species can add cantrips from another spell list.
Cantrips are useful for more than damage
Utility cantrips can provide:
- light;
- minor sensory effects;
- remote object manipulation;
- communication;
- cleaning or harmless magical tricks;
- stabilization;
- environmental interaction.
Because they do not cost slots, these effects can be extremely useful throughout exploration and social scenes.
Leveled spells remain the major resource
Cantrips give spellcasters reliable actions.
Leveled spells provide the major limited effects.
A typical spellcaster therefore alternates between:
cantrip → when conserving resources
leveled spell → when the stronger effect is worth the slot
The correct choice depends on the encounter.
Cantrips still use full spell rules
A cantrip is a level-0 spell, not a simplified rules category.
It still has a school, casting time, range, components, duration, target or area, and its own resolution procedure. It can require an attack roll, force a saving throw, require concentration, or interact with another feature just like a leveled spell.
The major difference is resource cost: cantrips normally do not spend spell slots.