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Core Rulebook / Chapter 7: Spells

Innate Spells

Source Core Rulebook pg. 302 4.0
Certain spells are natural to your character, typically coming from your ancestry or a magic item. You gain the ability to Cast a Spell and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a somatic component. Innate spells don't let you qualify for abilities that require you to be a spellcaster. The ability that gives you an innate spell tells you how often you can cast it— usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips unless otherwise specified.

You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.

If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters.

You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell.