Secret Lesson 77
Spell Duration and Concentration: Instantaneous Magic, Time-Span Effects, Maintaining Spells, Taking Damage, and Losing Concentration
In the previous lessons, we learned:
WHICH SPELLS YOU CAN CAST
WHAT SPELL SLOTS POWER THEM
WHEN YOU CAN CAST THEM
WHERE THEY CAN REACH
and:
WHAT COMPONENTS THEY REQUIRE
Now we ask:
HOW LONG DOES THE MAGIC LAST?
Some spells exist for:
A SINGLE MOMENT
Others continue for:
ONE ROUND
ONE MINUTE
TEN MINUTES
ONE HOUR
EIGHT HOURS
or even:
UNTIL DISPELLED
And many of the most powerful ongoing spells require the caster to maintain:
CONCENTRATION
Concentration creates one of the most important tactical limitations in 5E:
YOU CAN'T MAINTAIN MULTIPLE CONCENTRATION EFFECTS AT ONCE
If you choose to begin another one:
THE FIRST ENDS
And enemies can attack you specifically to try to:
BREAK YOUR CONCENTRATION
PART ONE — WHAT IS SPELL DURATION?
A spell's:
DURATION
is the length of time the spell persists:
AFTER IT IS CAST
The SRD identifies three typical forms:
CONCENTRATION
INSTANTANEOUS
and:
TIME SPAN
PART TWO — THE THREE BASIC DURATION TYPES
1. INSTANTANEOUS
The magic appears:
FOR A MOMENT
and then:
DISAPPEARS
2. TIME SPAN
The spell lasts for a stated period such as:
1 ROUND
1 MINUTE
1 HOUR
8 HOURS
or another specified duration.
3. CONCENTRATION
The effect remains active only while its creator:
MAINTAINS CONCENTRATION
up to the maximum duration stated by the effect.
PART THREE — DURATION IS NOT CASTING TIME
This distinction is essential.
CASTING TIME
means:
HOW LONG IT TAKES TO CAST THE SPELL
DURATION
means:
HOW LONG THE EFFECT PERSISTS AFTER CASTING
EXAMPLE — SHIELD
Casting Time:
REACTION
Duration:
1 ROUND
It is cast:
ALMOST INSTANTLY AS A REACTION
but continues protecting you until:
THE START OF YOUR NEXT TURN
as stated by the spell.
EXAMPLE — MAGIC CIRCLE
Casting Time:
1 MINUTE
Duration:
1 HOUR
So:
ONE MINUTE TO CREATE IT
then:
ONE HOUR OF EFFECT
These are completely different measurements.
PART FOUR — INSTANTANEOUS DURATION
An:
INSTANTANEOUS
spell has magic that appears only:
FOR A MOMENT
and then disappears.
EXAMPLE — FIREBALL
Fireball:
DURATION: INSTANTANEOUS
The explosion occurs.
Creatures take damage.
Then:
THE FIREBALL SPELL ITSELF IS NO LONGER ONGOING
PART FIVE — INSTANTANEOUS DOES NOT MEAN "NO LASTING CONSEQUENCES"
This is a subtle but very important concept.
An instantaneous spell's:
MAGIC
exists only momentarily.
But what that magic causes can still matter:
AFTERWARD
FIREBALL EXAMPLE
Fireball is:
INSTANTANEOUS
but its spell description says flammable objects in the area that aren't being worn or carried:
START BURNING
The Fireball's magical duration has ended.
But the world may now contain:
BURNING OBJECTS
That is a consequence of what the instantaneous spell did.
PART SIX — FINGER OF DEATH: ANOTHER INSTANTANEOUS EXAMPLE
Finger of Death has:
DURATION: INSTANTANEOUS
Yet a Humanoid killed by it rises at the start of your next turn as:
A ZOMBIE
under the spell's rules.
Again:
INSTANTANEOUS DURATION
does not mean:
EVERYTHING CAUSED BY THE SPELL VANISHES IMMEDIATELY
PART SEVEN — HEROES' FEAST MAKES THIS EVEN CLEARER
Heroes' Feast has:
DURATION: INSTANTANEOUS
Yet creatures who consume the feast receive benefits lasting:
24 HOURS
So spell duration and duration of every later consequence are not necessarily:
THE SAME NUMBER
The spell description tells you exactly what happens.
PART EIGHT — DON'T TRY TO "BREAK CONCENTRATION" ON AN INSTANTANEOUS SPELL
Fireball requires:
NO CONCENTRATION
Once it is cast and resolved:
IT HAS ALREADY HAPPENED
You can't attack the caster afterward and somehow:
UN-EXPLODE THE FIREBALL
The Concentration system applies only when:
THE EFFECT REQUIRES CONCENTRATION
PART NINE — TIME-SPAN DURATION
A Time Span tells you how long the spell lasts in:
ROUNDS
MINUTES
HOURS
or another stated period.
Examples include:
1 ROUND
1 MINUTE
1 HOUR
8 HOURS
PART TEN — SHIELD
Shield:
DURATION: 1 ROUND
Its spell text then clarifies that its AC bonus lasts until:
THE START OF YOUR NEXT TURN
This is a short:
NON-CONCENTRATION
duration.
PART ELEVEN — LONGSTRIDER
Longstrider:
DURATION: 1 HOUR
It increases the target's Speed by:
10 FEET
until the spell ends.
No Concentration appears in the Duration entry.
Therefore:
LONGSTRIDER DOES NOT REQUIRE CONCENTRATION
PART TWELVE — MAGE ARMOR
Mage Armor:
DURATION: 8 HOURS
It gives an eligible target a base AC of:
13 + DEXTERITY MODIFIER
until the spell ends.
Again:
NO CONCENTRATION
So taking damage does not trigger:
A CONCENTRATION SAVE FOR MAGE ARMOR
PART THIRTEEN — NON-CONCENTRATION SPELLS CAN END EARLY FOR OTHER REASONS
Mage Armor normally lasts:
8 HOURS
but it ends early if:
THE TARGET DONS ARMOR
That demonstrates another major principle:
MAXIMUM OR LISTED DURATION IS NOT ALWAYS THE ONLY END CONDITION
Read:
THE SPELL DESCRIPTION
PART FOURTEEN — SHILLELAGH
Shillelagh has:
DURATION: 1 MINUTE
but ends early if:
YOU CAST IT AGAIN
or:
YOU LET GO OF THE WEAPON
Again:
SPELL-SPECIFIC END CONDITIONS
can end a spell before its listed Time Span expires.
PART FIFTEEN — MAGE HAND
Mage Hand lasts:
1 MINUTE
but vanishes early if it is ever more than:
30 FEET AWAY FROM YOU
or if:
YOU CAST THE SPELL AGAIN
Duration tells you:
THE MAXIMUM NORMAL PERIOD
The spell text can still impose:
EARLIER END CONDITIONS
PART SIXTEEN — DISMISSING A TIME-SPAN SPELL
The general spell Duration rule says that while a Time-Span spell you cast is ongoing:
YOU CAN DISMISS IT
requiring:
NO ACTION
provided you don't have:
THE INCAPACITATED CONDITION
EXAMPLE
You cast a non-Concentration spell lasting:
1 HOUR
Twenty minutes later, you decide you no longer want the spell active.
If you're not Incapacitated:
YOU CAN DISMISS IT
No Action.
No Bonus Action.
No Reaction.
PART SEVENTEEN — DISMISSAL IS NOT THE SAME AS DISPEL MAGIC
You can dismiss:
YOUR OWN ONGOING TIME-SPAN SPELL
under this general rule.
That is not the same mechanic as:
DISPEL MAGIC
which is a spell used to end eligible magical effects according to its own rules.
PART EIGHTEEN — WHAT IS CONCENTRATION?
Some spells and other effects require:
CONCENTRATION
to remain active.
If the effect's creator loses Concentration:
THE EFFECT ENDS
That is the fundamental rule.
PART NINETEEN — CONCENTRATION DURATION USES "UP TO"
A Concentration spell often says something like:
CONCENTRATION, UP TO 1 MINUTE
or:
CONCENTRATION, UP TO 1 HOUR
That means the stated time is:
A MAXIMUM
not a guarantee.
EXAMPLE — BLESS
Bless:
CONCENTRATION, UP TO 1 MINUTE
It could last:
1 ROUND
5 ROUNDS
10 ROUNDS
or less,
depending on whether Concentration continues and whether another rule ends the spell.
PART TWENTY — ONE MINUTE IS ABOUT TEN ROUNDS
A combat round is about:
6 SECONDS
Therefore:
60 seconds ÷ 6 =
ABOUT 10 ROUNDS
So:
CONCENTRATION, UP TO 1 MINUTE
can potentially cover approximately:
TEN COMBAT ROUNDS
if nothing ends the Concentration earlier.
This is a derived time conversion from the combat-round rule.
PART TWENTY-ONE — HEX
Hex begins with:
CONCENTRATION, UP TO 1 HOUR
At higher slot levels, its maximum Concentration duration can increase to:
4 HOURS
8 HOURS
or:
24 HOURS
depending on the slot used.
The spell still requires:
CONCENTRATION
during those extended durations.
PART TWENTY-TWO — SHIELD OF FAITH
Shield of Faith:
CONCENTRATION, UP TO 10 MINUTES
and provides:
+2 AC
to its target while active.
If the caster loses Concentration:
THE +2 AC ENDS
even if only ten seconds have passed.
PART TWENTY-THREE — CONCENTRATION IS A RESOURCE
A Spell Slot is:
ONE RESOURCE
Your Action economy is:
ANOTHER RESOURCE
Concentration is effectively:
ANOTHER LIMITATION
You have only one active Concentration effect at a time because starting another one:
ENDS THE FIRST
PART TWENTY-FOUR — YOU CAN DO OTHER THINGS WHILE CONCENTRATING
Concentration does not mean:
"YOU MUST SPEND YOUR ACTION EVERY TURN TO KEEP THE SPELL ACTIVE"
Once a normal Concentration spell is cast, maintaining it doesn't normally require:
AN ACTION
A BONUS ACTION
or:
A REACTION
The rules instead tell you what events:
BREAK CONCENTRATION
EXAMPLE
Cleric casts:
BLESS
Then on later turns the Cleric can:
MOVE
ATTACK
CAST OTHER NON-CONCENTRATION SPELLS
TAKE OTHER ACTIONS
while still maintaining:
BLESS
provided none of those actions starts another Concentration effect or otherwise breaks Concentration.
PART TWENTY-FIVE — CONCENTRATION DOES NOT REQUIRE STANDING STILL
The Concentration rule does not say you must remain:
MOTIONLESS
You can:
MOVE
while concentrating.
You can climb, run, ride, or otherwise move according to normal movement rules unless:
ANOTHER RULE
says otherwise.
PART TWENTY-SIX — CONCENTRATION DOES NOT PREVENT ATTACKING
You can maintain a Concentration spell and:
MAKE WEAPON ATTACKS
or:
MAKE SPELL ATTACKS
with other spells that don't require Concentration.
The key is:
DON'T START ANOTHER CONCENTRATION EFFECT
PART TWENTY-SEVEN — CONCENTRATION DOES NOT PREVENT CASTING OTHER SPELLS
This is another huge beginner misunderstanding.
While concentrating on:
BLESS
you may cast:
CURE WOUNDS
because Cure Wounds does not require Concentration.
You may cast:
FIRE BOLT
because Fire Bolt does not require Concentration.
But if you begin casting another spell that:
DOES REQUIRE CONCENTRATION
Bless ends.
PART TWENTY-EIGHT — THE THREE GENERAL WAYS CONCENTRATION BREAKS
The Rules Glossary lists three factors:
1. ANOTHER CONCENTRATION EFFECT
2. DAMAGE
3. INCAPACITATED OR DEAD
We will study each.
PART TWENTY-NINE — BREAKER ONE: ANOTHER CONCENTRATION EFFECT
You lose Concentration on the current effect:
THE MOMENT
you:
START CASTING ANOTHER SPELL THAT REQUIRES CONCENTRATION
or:
ACTIVATE ANOTHER EFFECT THAT REQUIRES CONCENTRATION
IMPORTANT WORD
START
You do not wait until:
THE SECOND SPELL IS FINISHED
Your old Concentration ends:
WHEN YOU START THE NEW CONCENTRATION EFFECT
PART THIRTY — BLESS TO SHIELD OF FAITH
Cleric is concentrating on:
BLESS
Then begins casting:
SHIELD OF FAITH
Shield of Faith requires:
CONCENTRATION
Result:
BLESS ENDS IMMEDIATELY
The Cleric's Concentration shifts to:
SHIELD OF FAITH
if the new spell is successfully established.
PART THIRTY-ONE — YOU DON'T GET A CONCENTRATION SAVE TO KEEP THE OLD ONE
This is not:
A CONSTITUTION SAVE
There is no roll.
Starting another Concentration effect:
AUTOMATICALLY ENDS THE FIRST
PART THIRTY-TWO — YOU CAN'T CHOOSE TO CONCENTRATE ON TWO
The player cannot say:
"I'M REALLY FOCUSED, SO I'LL MAINTAIN BLESS AND SHIELD OF FAITH."
Under the normal rules:
NO
The limit comes from the Concentration rule itself.
PART THIRTY-THREE — IT APPLIES TO NON-SPELL CONCENTRATION EFFECTS TOO
The rule isn't limited to:
SPELL + SPELL
It says you also lose Concentration when you activate:
ANOTHER EFFECT THAT REQUIRES CONCENTRATION
So:
SPELL CONCENTRATION
and:
FEATURE CONCENTRATION
share the same limitation when those effects use the Concentration rule.
PART THIRTY-FOUR — LONGER CASTING TIMES ALSO REQUIRE CONCENTRATION
Recall Lesson 73.
If a spell's Casting Time is:
1 MINUTE OR MORE
you must maintain:
CONCENTRATION
while casting it.
Therefore, if you're already concentrating on Bless and begin a:
1-MINUTE SPELL
that casting requires Concentration.
Your Bless therefore ends when the new Concentration requirement begins.
PART THIRTY-FIVE — RITUALS CAN ALSO BREAK EXISTING CONCENTRATION
A Ritual takes:
10 MINUTES LONGER
than normal.
That gives it a Casting Time of at least:
10 MINUTES
beyond the original time.
Long Casting rules therefore require:
CONCENTRATION DURING THE RITUAL CASTING
So beginning the Ritual can end:
YOUR EXISTING CONCENTRATION EFFECT
PART THIRTY-SIX — BREAKER TWO: DAMAGE
When a creature maintaining Concentration takes damage:
MAKE A CONSTITUTION SAVING THROW
to maintain Concentration.
This is commonly called:
A CONCENTRATION SAVE
But mechanically it is:
A CONSTITUTION SAVING THROW
PART THIRTY-SEVEN — CONCENTRATION SAVE DC
The DC is:
10
or:
HALF THE DAMAGE TAKEN, ROUNDED DOWN
whichever is:
HIGHER
And the DC can never exceed:
30
Formula:
DC = MAXIMUM OF 10 OR FLOOR(DAMAGE ÷ 2), CAPPED AT 30
PART THIRTY-EIGHT — SMALL DAMAGE
Damage:
1
Half:
1 ÷ 2 = 0.5
Round down:
0
Compare with:
10
DC:
10
Damage:
8
Half:
4
DC:
10
Damage:
19
Half:
19 ÷ 2 =
9
rounded down.
DC:
10
PART THIRTY-NINE — TWENTY DAMAGE
Damage:
20
Half:
10
Compare with 10:
DC 10
PART FORTY — TWENTY-ONE DAMAGE
Damage:
21
Half:
10.5
Round down:
10
DC:
10
PART FORTY-ONE — TWENTY-TWO DAMAGE
Damage:
22
Half:
11
Now half damage is higher than the minimum.
DC:
11
PART FORTY-TWO — THIRTY DAMAGE
Damage:
30
Half:
15
DC:
15
PART FORTY-THREE — FIFTY DAMAGE
Damage:
50
Half:
25
DC:
25
PART FORTY-FOUR — SIXTY DAMAGE
Damage:
60
Half:
30
DC:
30
PART FORTY-FIVE — ONE HUNDRED DAMAGE
Damage:
100
Half:
50
But the rule caps the DC at:
30
Therefore:
DC 30
not:
DC 50
COMPLETE REFERENCE TABLE
| Damage Taken | Half, Rounded Down | Concentration DC |
|---|---|---|
| 1 | 0 | 10 |
| 10 | 5 | 10 |
| 19 | 9 | 10 |
| 20 | 10 | 10 |
| 21 | 10 | 10 |
| 22 | 11 | 11 |
| 30 | 15 | 15 |
| 40 | 20 | 20 |
| 50 | 25 | 25 |
| 60 | 30 | 30 |
| 100 | 50 | 30 maximum |
PART FORTY-SIX — PASS THE SAVE
If you succeed:
CONCENTRATION CONTINUES
The spell remains active, assuming nothing else ends it.
FAIL THE SAVE
If you fail:
CONCENTRATION ENDS
Therefore:
THE CONCENTRATION EFFECT ENDS
PART FORTY-SEVEN — THE DAMAGE STILL HAPPENS
Passing the Concentration save does not:
REDUCE THE DAMAGE
The save is only asking:
DID YOU MAINTAIN CONCENTRATION?
You already took the damage.
EXAMPLE
Wizard concentrating on:
INVISIBILITY
takes:
14 DAMAGE
Concentration DC:
10
Wizard succeeds.
Result:
Wizard takes:
ALL 14 DAMAGE
but:
CONCENTRATION REMAINS
unless another rule affects the spell.
PART FORTY-EIGHT — CONSTITUTION SAVE BONUSES APPLY NORMALLY
Because the Concentration check is a:
CONSTITUTION SAVING THROW
use the character's normal:
CONSTITUTION SAVE MODIFIER
That can include:
CONSTITUTION MODIFIER
PROFICIENCY BONUS
if proficient in Constitution saving throws,
and other bonuses that apply to:
SAVING THROWS
EXAMPLE
Constitution:
16
Modifier:
+3
Character is proficient in Constitution saves.
PB:
+3
Constitution Saving Throw modifier:
3 + 3 =
+6
Damage:
24
Concentration DC:
24 ÷ 2 =
12
Roll:
d20: 9
Modifier:
+6
Total:
15
15 ≥ 12.
CONCENTRATION MAINTAINED
PART FORTY-NINE — EACH TIME DAMAGE REQUIRES THE RULE, CHECK AGAIN
The rule triggers:
IF YOU TAKE DAMAGE
So being damaged repeatedly can force:
REPEATED CONSTITUTION SAVING THROWS
EXAMPLE
You are concentrating on Bless.
Enemy A hits you:
8 DAMAGE
DC:
10
Save.
Enemy B later hits you:
12 DAMAGE
DC:
10
Save again.
Enemy C hits you:
32 DAMAGE
DC:
16
Save again.
Each damaging event can threaten:
THE SAME CONCENTRATION EFFECT
until it ends.
PART FIFTY — MULTIPLE ATTACKS CAN BE VERY DANGEROUS TO CONCENTRATION
This is gameplay application.
A giant single hit might create:
ONE HARD SAVE
Several smaller hits can create:
MULTIPLE DC 10 SAVES
Even when each individual DC is modest, repeated rolls increase the chance that:
ONE EVENTUALLY FAILS
That is one reason Concentration casters often care about:
POSITIONING
COVER
ARMOR CLASS
and:
DEFENSIVE MAGIC
PART FIFTY-ONE — TEMPORARY HIT POINTS DO NOT CREATE A SPECIAL CONCENTRATION EXCEPTION
The Concentration rule asks whether:
YOU TAKE DAMAGE
Temporary Hit Points use their normal damage rules.
Do not invent a special general rule saying:
"DAMAGE TO TEMP HP NEVER COUNTS"
unless another rule specifically says so.
Apply the actual damage and Concentration rules to the event.
PART FIFTY-TWO — BREAKER THREE: INCAPACITATED
Your Concentration ends if:
YOU HAVE THE INCAPACITATED CONDITION
No save.
No damage required.
Result:
CONCENTRATION ENDS
PART FIFTY-THREE — INCAPACITATED DOESN'T GIVE YOU A SAVE TO HOLD THE SPELL
Suppose you're concentrating on:
HEX
An effect gives you:
INCAPACITATED
Result:
HEX ENDS
You don't roll:
A CONSTITUTION SAVE
The condition itself ends Concentration.
PART FIFTY-FOUR — DEAD
Concentration also ends if:
YOU DIE
This is automatic.
PART FIFTY-FIVE — 0 HP AND DEATH ARE NOT THE SAME THING
Be careful with terminology.
The Concentration rule specifically says:
INCAPACITATED OR DEAD
It doesn't separately say:
"0 HIT POINTS"
However, other rules that occur at 0 HP can result in conditions or states that matter.
Use:
THE ACTUAL RULES THAT APPLY
rather than inventing a special "0 HP concentration" sentence.
PART FIFTY-SIX — UNCONSCIOUS INDIRECTLY ENDS CONCENTRATION
The Unconscious condition includes:
INCAPACITATED
through its condition effects.
Therefore if an effect makes the caster:
UNCONSCIOUS
the caster is also:
INCAPACITATED
and Concentration ends.
This follows through the condition rules.
PART FIFTY-SEVEN — PARALYZED AND STUNNED ALSO MATTER THROUGH INCAPACITATED
Conditions such as:
PARALYZED
and:
STUNNED
include the:
INCAPACITATED
condition in their effects.
Therefore they can also end:
CONCENTRATION
through that connection.
The precise condition rules will be studied comprehensively in Lessons 86–90.
PART FIFTY-EIGHT — YOU MAY END CONCENTRATION VOLUNTARILY
The creator of a Concentration effect can end Concentration:
AT ANY TIME
requiring:
NO ACTION
EXAMPLE
You are maintaining:
WALL OF FIRE
An ally is about to be forced through it.
You decide:
END CONCENTRATION
No Action required.
The Concentration effect ends immediately according to its rules.
PART FIFTY-NINE — YOU DON'T NEED TO WAIT FOR YOUR TURN
The rule says:
AT ANY TIME
not:
ONLY ON YOUR TURN
So voluntary ending isn't limited to:
YOUR ACTION PHASE
No Reaction is required.
PART SIXTY — ENDING CONCENTRATION DOES NOT REFUND THE SPELL SLOT
You already cast the spell.
Ending Concentration early does not:
RETURN THE SPELL SLOT
The spell has simply:
ENDED EARLY
PART SIXTY-ONE — MAXIMUM DURATION IS NOT MANDATORY
Suppose Hex can last:
UP TO 1 HOUR
You do not have to maintain it for:
THE FULL HOUR
You may voluntarily stop:
AFTER 10 MINUTES
AFTER 3 ROUNDS
or:
AT ANY OTHER TIME
because Concentration can be ended voluntarily.
PART SIXTY-TWO — CONCENTRATION SPELLS CAN HAVE THEIR OWN EARLY-END CONDITIONS
Invisibility lasts:
CONCENTRATION, UP TO 1 HOUR
But the spell ends early immediately after the target:
MAKES AN ATTACK ROLL
DEALS DAMAGE
or:
CASTS A SPELL
So even perfect Concentration does not guarantee:
ONE FULL HOUR OF INVISIBILITY
The spell has:
ITS OWN END CONDITIONS
PART SIXTY-THREE — HOLD PERSON
Hold Person:
CONCENTRATION, UP TO 1 MINUTE
The target repeats its Wisdom save at:
THE END OF EACH OF ITS TURNS
A success ends the spell:
ON THAT TARGET
Therefore the spell can end because:
CASTER LOSES CONCENTRATION
or:
TARGET SUCCEEDS ON ITS SAVE
or:
MAXIMUM DURATION EXPIRES
Different ending mechanisms can coexist.
PART SIXTY-FOUR — CONCENTRATION AND DISTANCE
The general Concentration rule does not say:
"CONCENTRATION AUTOMATICALLY ENDS WHEN THE TARGET LEAVES THE ORIGINAL SPELL RANGE."
Whether distance matters after casting is determined by:
THE SPELL'S SPECIFIC DESCRIPTION
and the general Range rules studied in Lesson 74.
Do not invent a universal:
"MUST STAY WITHIN RANGE TO MAINTAIN CONCENTRATION"
rule.
PART SIXTY-FIVE — CONCENTRATION AND LINE OF SIGHT
Similarly, the general Concentration rule does not say:
"YOU MUST KEEP SEEING THE TARGET."
Some spells might impose their own continuing requirements.
But:
CONCENTRATION ITSELF
doesn't universally require:
LINE OF SIGHT
after the spell is already cast.
PART SIXTY-SIX — CONCENTRATION AND VERBAL/SOMATIC COMPONENTS
After you have cast the spell, maintaining Concentration does not generally require you to keep:
SPEAKING THE VERBAL COMPONENT
or:
REPEATING THE SOMATIC COMPONENT
Components are requirements for:
CASTING THE SPELL
Concentration has:
ITS OWN MAINTENANCE RULES
PART SIXTY-SEVEN — SILENCE AFTER CASTING
Suppose a Cleric casts:
BLESS
Then later enters:
MAGICAL SILENCE
Bless does not automatically end merely because:
VERBAL COMPONENTS CAN'T NOW BE SPOKEN
The Verbal component was needed when:
CASTING BLESS
Maintaining Concentration is governed by:
THE CONCENTRATION RULES
unless another rule specifically changes the situation.
PART SIXTY-EIGHT — LOSING YOUR FOCUS AFTER CASTING
Suppose a Wizard uses an Arcane Focus to cast a Concentration spell.
After casting, the focus is knocked from their hand.
Does Concentration automatically end?
NOT UNDER THE GENERAL CONCENTRATION RULE
The focus was needed to satisfy the Material component:
DURING CASTING
Concentration afterward is governed by:
ITS OWN RULES
unless the spell says otherwise.
PART SIXTY-NINE — READYING A SPELL REQUIRES CONCENTRATION
When you use:
READY
to Ready a spell, you actually cast the spell on your turn, spending any resources normally.
Then you:
HOLD ITS ENERGY
Holding that spell requires:
CONCENTRATION
and can last until:
THE START OF YOUR NEXT TURN
PART SEVENTY — READYING A SPELL BREAKS AN EXISTING CONCENTRATION EFFECT
Suppose you are concentrating on:
BLESS
Then you Ready:
FIRE BOLT
Fire Bolt itself isn't normally a Concentration spell.
But:
HOLDING A READIED SPELL REQUIRES CONCENTRATION
Therefore:
YOU CANNOT MAINTAIN BLESS AT THE SAME TIME
Your old Concentration must end when the new Concentration requirement begins.
PART SEVENTY-ONE — READIED SPELL TAKES DAMAGE
You Ready Fire Bolt.
Before the trigger occurs:
AN ENEMY HITS YOU
You are concentrating on:
HOLDING THE SPELL'S ENERGY
So the damage triggers:
A CONSTITUTION SAVING THROW
If you fail:
CONCENTRATION BREAKS
and:
THE READIED SPELL DISSIPATES WITHOUT TAKING EFFECT
PART SEVENTY-TWO — THE READIED SPELL'S RESOURCE IS ALREADY SPENT
Remember Lesson 73.
When you Ready a spell:
YOU CAST IT NOW
Therefore if the held spell dissipates:
THE SPELL SLOT IS NOT REFUNDED
The resource had already been expended during:
THE READY ACTION
PART SEVENTY-THREE — LONG CASTING IS DIFFERENT
A spell with Casting Time:
1 MINUTE OR MORE
also requires Concentration during casting.
But if that Concentration is broken before completion:
THE SPELL FAILS
and:
YOU DON'T EXPEND THE SPELL SLOT
COMPARE
READIED SPELL
Already cast.
Resource:
ALREADY EXPENDED
Lose Concentration:
SPELL DISSIPATES
LONG CASTING
Not yet completed.
Lose Concentration:
SPELL FAILS
Resource:
SPELL SLOT NOT EXPENDED
PART SEVENTY-FOUR — RITUAL CASTING AND CONCENTRATION
A Ritual takes:
10 MINUTES LONGER
than normal.
Because it therefore has a long Casting Time:
MAINTAIN CONCENTRATION DURING CASTING
according to the Longer Casting Times rule.
EXAMPLE
Wizard is concentrating on:
INVISIBILITY
Then begins casting:
A RITUAL
The Ritual's long casting requires:
CONCENTRATION
Therefore the Wizard cannot continue concentrating on:
INVISIBILITY
at the same time.
PART SEVENTY-FIVE — A SPELL MAY REMOVE ITS OWN CONCENTRATION AT HIGHER LEVEL
Specific spells can modify their own Duration.
An excellent example is:
BESTOW CURSE
At its normal level:
CONCENTRATION, UP TO 1 MINUTE
With a level 4 slot:
UP TO 10 MINUTES OF CONCENTRATION
With a level 5 or higher slot:
THE SPELL CAN STOP REQUIRING CONCENTRATION
and its duration changes according to the spell.
PART SEVENTY-SIX — BESTOW CURSE IS A PERFECT SPECIFIC-RULE EXAMPLE
Base level 3:
CONCENTRATION, UP TO 1 MINUTE
Level 4 slot:
CONCENTRATION, UP TO 10 MINUTES
Level 5–6 slot:
NO CONCENTRATION
8 HOURS
Level 7–8 slot:
NO CONCENTRATION
24 HOURS
Level 9 slot:
LASTS UNTIL DISPELLED
This demonstrates that:
SPELL LEVEL CAN CHANGE DURATION
and can even change:
WHETHER CONCENTRATION IS REQUIRED
when the spell specifically says so.
PART SEVENTY-SEVEN — DON'T ASSUME UPCASTING EXTENDS EVERY CONCENTRATION SPELL
Hex explicitly extends its maximum Concentration duration with higher slots.
Bestow Curse changes dramatically at higher levels.
But that does not create a universal rule:
"UPCASTING ALWAYS EXTENDS CONCENTRATION."
Only apply it if:
THE SPELL SAYS SO
PART SEVENTY-EIGHT — CONCENTRATION DOES NOT REQUIRE A SPELL SLOT
Concentration is a property of:
AN EFFECT
not of whether the effect used:
A SPELL SLOT
A spell cast without a slot can still require:
CONCENTRATION
Likewise, a feature that isn't a spell can require:
CONCENTRATION
The rule operates because the effect says:
CONCENTRATION
PART SEVENTY-NINE — CONCENTRATION DOES NOT MEAN THE SPELL IS "CHARGING"
A normal concentration spell such as Bless takes effect:
WHEN CAST
You are not spending later turns:
CHARGING IT
Concentration means you are maintaining:
AN ALREADY ACTIVE EFFECT
This is different from:
LONGER CASTING TIMES
where the spell is still being cast.
PART EIGHTY — AT THE TABLE: READING DURATION
Whenever you learn a spell, look at:
DURATION
and immediately ask:
INSTANTANEOUS?
Resolve it and the spell's magic is:
DONE
TIME SPAN?
Record:
WHEN IT ENDS
and check for:
EARLY-END CONDITIONS
CONCENTRATION?
Mark clearly:
CONCENTRATING
and remember:
DON'T START ANOTHER CONCENTRATION EFFECT UNLESS YOU WANT THIS ONE TO END
PART EIGHTY-ONE — AT THE TABLE: TRACKING CONCENTRATION
When you cast:
BLESS
place a visible marker on your sheet:
CONCENTRATION — BLESS
This can be:
A TOKEN
A CHECKBOX
A COIN
A DIGITAL MARKER
The method isn't a game rule.
It is a practical technique to prevent:
ACCIDENTAL DOUBLE CONCENTRATION
PART EIGHTY-TWO — WHEN DAMAGE HAPPENS
Immediately ask:
AM I CONCENTRATING?
If no:
NO CONCENTRATION SAVE
If yes:
CALCULATE THE DC
STEP 1
Take damage.
STEP 2
Divide damage by:
2
Round:
DOWN
STEP 3
Compare with:
10
Take:
THE HIGHER NUMBER
STEP 4
Cap at:
DC 30
STEP 5
Roll:
CONSTITUTION SAVING THROW
STEP 6
Success:
KEEP CONCENTRATING
Failure:
EFFECT ENDS
PART EIGHTY-THREE — COMPLETE COMBAT EXAMPLE
Cleric casts:
BLESS
Duration:
CONCENTRATION, UP TO 1 MINUTE
ROUND 1
Cleric casts Bless.
Concentration:
ACTIVE
ENEMY TURN
Goblin hits Cleric for:
7 DAMAGE
Half:
3
DC:
10
Cleric rolls:
d20: 12
Constitution Save modifier:
+2
Total:
14
Success.
Bless:
CONTINUES
ROUND 2
Cleric casts:
CURE WOUNDS
Cure Wounds doesn't require Concentration.
Does Bless end?
NO
Bless continues.
NEXT ENEMY
Ogre hits Cleric for:
28 DAMAGE
Half:
14
DC:
14
Cleric rolls:
d20: 8
Modifier:
+2
Total:
10
Failure.
Result:
BLESS ENDS
PART EIGHTY-FOUR — COMPLETE DOUBLE-CONCENTRATION EXAMPLE
Cleric is concentrating on:
BLESS
Then chooses to cast:
SHIELD OF FAITH
Does the Cleric roll to decide which one survives?
NO
The moment the Cleric starts casting Shield of Faith:
BLESS ENDS
Shield of Faith becomes the new Concentration effect when established.
PART EIGHTY-FIVE — COMPLETE INVISIBILITY EXAMPLE
Wizard casts:
INVISIBILITY
Duration:
CONCENTRATION, UP TO 1 HOUR
The target remains Invisible.
Wizard later takes:
6 DAMAGE
Concentration DC:
10
Wizard succeeds.
Spell continues.
Then the invisible target:
MAKES AN ATTACK ROLL
Invisibility says it ends early:
IMMEDIATELY
after that occurs.
Even though the Wizard never lost Concentration:
THE SPELL ENDS
because the spell itself provides:
AN EARLY-END CONDITION
PART EIGHTY-SIX — COMPLETE NON-CONCENTRATION EXAMPLE
Wizard casts:
MAGE ARMOR
Duration:
8 HOURS
Wizard takes:
40 DAMAGE
Does the Wizard make a Concentration save for Mage Armor?
NO
Mage Armor isn't:
A CONCENTRATION SPELL
The damage doesn't threaten it through the Concentration rule.
Later the target puts on:
ARMOR
What happens?
MAGE ARMOR ENDS EARLY
because:
THE SPELL SAYS SO
PART EIGHTY-SEVEN — CONCENTRATION AS A TACTICAL CHOICE
Suppose a Paladin can choose between:
BLESS
and:
SHIELD OF FAITH
Both require:
CONCENTRATION
The Paladin cannot maintain both normally.
So the question becomes:
WHICH EFFECT IS MORE VALUABLE RIGHT NOW?
Bless:
MULTIPLE CREATURES
and helps certain rolls.
Shield of Faith:
+2 AC
for one creature.
The rules force:
A CHOICE
That is one of Concentration's main gameplay purposes.
PART EIGHTY-EIGHT — PROTECTING CONCENTRATION
This is tactical interpretation based on the rules.
A character relying on an important Concentration spell can improve its chances of surviving by:
AVOIDING DAMAGE
IMPROVING AC
STAYING BEHIND ALLIES
USING COVER
INCREASING CONSTITUTION SAVE BONUSES
or otherwise reducing:
HOW OFTEN THEY MUST MAKE CONCENTRATION SAVES
The Concentration rule turns defense into:
SPELL MAINTENANCE
PART EIGHTY-NINE — A POWERFUL SPELL CAN BE WORTH PROTECTING
Suppose a Wizard has one spell controlling:
THREE ENEMIES
If Concentration breaks:
ALL OF THAT CONTROL MAY END
So enemies may have strong tactical reason to:
ATTACK THE CASTER
while allies may have strong reason to:
PROTECT THE CASTER
This creates dynamic battlefield decisions without requiring:
ANY ADDITIONAL RULE
COMMON BEGINNER MISTAKES
MISTAKE 1 — CONFUSING CASTING TIME AND DURATION
Casting Time:
HOW LONG TO CAST
Duration:
HOW LONG EFFECT LASTS
MISTAKE 2 — THINKING INSTANTANEOUS MEANS THE SPELL DID NOTHING LASTING
Instantaneous magic can create:
LASTING CONSEQUENCES
if the spell says so.
MISTAKE 3 — TRYING TO BREAK CONCENTRATION ON FIREBALL AFTER IT EXPLODES
Fireball is:
INSTANTANEOUS
There is no ongoing Fireball Concentration.
MISTAKE 4 — THINKING EVERY ONGOING SPELL REQUIRES CONCENTRATION
No.
Mage Armor:
8 HOURS
No Concentration.
Longstrider:
1 HOUR
No Concentration.
Mirror Image:
1 MINUTE
No Concentration.
MISTAKE 5 — MAKING CONCENTRATION SAVES FOR MAGE ARMOR
No.
It doesn't require Concentration.
MISTAKE 6 — THINKING A TIME-SPAN SPELL MUST LAST THE FULL TIME
Spell-specific rules can:
END IT EARLY
MISTAKE 7 — THINKING YOU CAN'T DISMISS YOUR OWN TIME-SPAN SPELL
The general rule allows dismissal:
NO ACTION REQUIRED
while it is ongoing, if you aren't:
INCAPACITATED
MISTAKE 8 — THINKING CONCENTRATION REQUIRES YOUR ACTION EVERY TURN
Normal ongoing Concentration:
DOES NOT
Long Casting is a different rule.
MISTAKE 9 — THINKING CONCENTRATION MEANS YOU CAN'T MOVE
You can normally:
MOVE
MISTAKE 10 — THINKING CONCENTRATION MEANS YOU CAN'T ATTACK
You can attack.
MISTAKE 11 — THINKING CONCENTRATION MEANS YOU CAN'T CAST ANY OTHER SPELL
You can cast spells that don't start:
ANOTHER CONCENTRATION EFFECT
subject to normal spellcasting rules.
MISTAKE 12 — CASTING BLESS AND SHIELD OF FAITH TOGETHER WITH ONE CASTER
Both require:
CONCENTRATION
Starting the second ends:
THE FIRST
MISTAKE 13 — THINKING YOU GET A SAVE TO MAINTAIN TWO CONCENTRATION EFFECTS
No.
The first ends:
AUTOMATICALLY
MISTAKE 14 — WAITING UNTIL THE SECOND CONCENTRATION SPELL RESOLVES BEFORE ENDING THE FIRST
The rule says:
THE MOMENT YOU START CASTING
the second Concentration spell.
MISTAKE 15 — THINKING ONLY SPELLS COMPETE FOR CONCENTRATION
Other effects that require:
CONCENTRATION
also compete.
MISTAKE 16 — FORGETTING LONG CASTINGS REQUIRE CONCENTRATION
Casting Time:
1 MINUTE OR MORE
requires:
CONCENTRATION DURING CASTING
MISTAKE 17 — FORGETTING RITUALS REQUIRE CONCENTRATION DURING THEIR LONG CASTING
They fall under:
LONGER CASTING TIMES
MISTAKE 18 — USING AN ABILITY CHECK FOR DAMAGE CONCENTRATION
It's a:
CONSTITUTION SAVING THROW
MISTAKE 19 — ALWAYS USING DC 10
DC is:
10 OR HALF DAMAGE
whichever is:
HIGHER
MISTAKE 20 — FORGETTING TO ROUND HALF DAMAGE DOWN
Damage:
21
Half:
10
not:
11
MISTAKE 21 — THINKING 20 DAMAGE CREATES DC 20
It creates:
DC 10
Half of 20:
10
MISTAKE 22 — THINKING 30 DAMAGE CREATES DC 30
Half:
15
Therefore:
DC 15
MISTAKE 23 — THINKING 100 DAMAGE CREATES DC 50
Maximum DC:
30
MISTAKE 24 — THINKING PASSING THE CONCENTRATION SAVE REDUCES DAMAGE
It doesn't.
It only maintains:
CONCENTRATION
MISTAKE 25 — MAKING ONLY ONE SAVE FOR AN ENTIRE FIGHT
Every damaging event that triggers the rule can threaten:
CONCENTRATION AGAIN
MISTAKE 26 — THINKING INCAPACITATED GIVES A CONCENTRATION SAVE
No.
Concentration:
ENDS AUTOMATICALLY
MISTAKE 27 — THINKING DEATH ALLOWS CONCENTRATION TO CONTINUE
No.
Death:
ENDS CONCENTRATION
MISTAKE 28 — FORGETTING THAT UNCONSCIOUS INCLUDES INCAPACITATED
Therefore it ends:
CONCENTRATION
through the condition rules.
MISTAKE 29 — THINKING YOU NEED AN ACTION TO VOLUNTARILY END CONCENTRATION
No action required.
MISTAKE 30 — THINKING YOU MUST WAIT UNTIL YOUR TURN TO END CONCENTRATION
The rule says:
AT ANY TIME
MISTAKE 31 — THINKING ENDING CONCENTRATION RETURNS THE SPELL SLOT
It doesn't.
MISTAKE 32 — ASSUMING CONCENTRATION CONTINUES AUTOMATICALLY UNTIL MAXIMUM DURATION
"Up to" means:
MAXIMUM
Many things can end it earlier.
MISTAKE 33 — THINKING LOSING SIGHT OF THE TARGET AUTOMATICALLY BREAKS EVERY CONCENTRATION SPELL
Not a universal Concentration rule.
Read:
THE SPECIFIC SPELL
MISTAKE 34 — THINKING THE TARGET LEAVING ORIGINAL RANGE AUTOMATICALLY ENDS EVERY CONCENTRATION SPELL
Not a universal rule.
Read:
THE SPECIFIC SPELL
MISTAKE 35 — THINKING YOU MUST KEEP SPEAKING V COMPONENTS TO MAINTAIN CONCENTRATION
Components belong to:
CASTING
Concentration uses:
ITS OWN RULES
MISTAKE 36 — THINKING YOU MUST KEEP HOLDING THE FOCUS FOREVER
Not under the general Concentration rule.
The focus was used for:
CASTING
unless the spell specifically requires something more.
MISTAKE 37 — FORGETTING READYING A SPELL REQUIRES CONCENTRATION
Holding the Readied spell:
REQUIRES CONCENTRATION
MISTAKE 38 — THINKING YOU CAN READY A SPELL WHILE MAINTAINING ANOTHER CONCENTRATION EFFECT
Normally no.
Holding the Readied spell itself requires:
CONCENTRATION
MISTAKE 39 — REFUNDING A LOST READIED SPELL SLOT
The spell was already cast when:
READIED
MISTAKE 40 — SPENDING THE SLOT WHEN A LONG CASTING FAILS FROM BROKEN CONCENTRATION
The Longer Casting rule specifically says:
NO SPELL SLOT IS EXPENDED
MISTAKE 41 — THINKING UPCASTING ALWAYS EXTENDS DURATION
Only when:
THE SPELL SAYS SO
MISTAKE 42 — THINKING EVERY HIGHER-LEVEL BESTOW CURSE STILL REQUIRES CONCENTRATION
Bestow Curse specifically removes Concentration at:
LEVEL 5+ SLOTS
under its higher-level rules.
QUICK RECAP
DURATION
How long a spell persists:
AFTER CASTING
INSTANTANEOUS
Magic appears:
FOR A MOMENT
then:
DISAPPEARS
But its consequences may:
PERSIST
TIME SPAN
Examples:
1 ROUND
1 MINUTE
1 HOUR
8 HOURS
Spell-specific rules can end it:
EARLY
DISMISSAL
An ongoing Time-Span spell you cast can generally be dismissed:
NO ACTION REQUIRED
if you are not:
INCAPACITATED
CONCENTRATION
If you lose Concentration:
EFFECT ENDS
Maximum duration might be:
UP TO 1 MINUTE
UP TO 1 HOUR
etc.
END CONCENTRATION VOLUNTARILY
ANY TIME
NO ACTION
BREAKER 1
Start:
ANOTHER CONCENTRATION SPELL
or activate another:
CONCENTRATION EFFECT
Result:
FIRST CONCENTRATION ENDS
BREAKER 2
Take:
DAMAGE
Roll:
CONSTITUTION SAVING THROW
DC:
10 OR HALF DAMAGE, ROUND DOWN
whichever is higher.
Maximum:
DC 30
BREAKER 3
Become:
INCAPACITATED
or:
DIE
Result:
CONCENTRATION ENDS AUTOMATICALLY
LONG CASTING
Casting Time:
1 MINUTE OR MORE
Requires:
MAGIC ACTION EACH TURN
and:
CONCENTRATION
If broken:
SPELL FAILS
SLOT NOT EXPENDED
START OVER
READY SPELL
Holding it requires:
CONCENTRATION
If broken:
SPELL DISSIPATES
but:
RESOURCES WERE ALREADY EXPENDED
PRIME HERO CHALLENGE
A Cleric is concentrating on:
BLESS
Duration:
UP TO 1 MINUTE
The Cleric has:
CONSTITUTION SAVE +4
SCENARIO 1
Cleric takes:
9 DAMAGE
Half:
4
Concentration DC:
10
Roll:
d20: 8
Modifier:
+4
Total:
12
Result:
CONCENTRATION MAINTAINED
SCENARIO 2
Later the Cleric takes:
34 DAMAGE
Half:
17
DC:
17
Roll:
d20: 12
Modifier:
+4
Total:
16
Result:
FAILURE
Bless:
ENDS
SCENARIO 3
Reset the situation.
Cleric is concentrating on Bless and has taken:
NO DAMAGE
They begin casting:
SHIELD OF FAITH
What happens to Bless?
IT ENDS IMMEDIATELY
No save is rolled.
Why?
Shield of Faith also requires:
CONCENTRATION
SCENARIO 4
Cleric is concentrating on Bless.
They cast:
CURE WOUNDS
which doesn't require Concentration.
Does Bless end?
NO
SCENARIO 5
Cleric becomes:
INCAPACITATED
Does the Cleric make a Constitution save?
NO
Concentration:
ENDS AUTOMATICALLY
SCENARIO 6
Cleric voluntarily decides Bless is no longer useful.
Action required?
NONE
Can the Cleric end Concentration?
YES
AT ANY TIME.
WIZARD CHALLENGE
Wizard casts:
MAGE ARMOR
Duration:
8 HOURS
Wizard then takes:
50 DAMAGE
Does Mage Armor require a DC 25 Concentration save?
NO
Mage Armor:
DOESN'T REQUIRE CONCENTRATION
Later the target dons armor.
What happens?
MAGE ARMOR ENDS
because its own spell description says so.
READY CHALLENGE
Wizard is concentrating on:
INVISIBILITY
Then uses Ready to hold:
FIRE BOLT
Does Fire Bolt normally require Concentration?
NO
But does holding a Readied Fire Bolt require Concentration?
YES
Therefore what happens to Invisibility?
IT ENDS
because the Wizard begins another:
CONCENTRATION EFFECT
The Wizard takes:
18 DAMAGE
while holding the Readied spell.
Concentration DC:
10
because half of 18 is:
9
The Wizard fails.
What happens?
FIRE BOLT DISSIPATES
Does the spent resource return?
Fire Bolt is a Cantrip, so no Spell Slot was spent, but in general:
RESOURCES USED TO READY A SPELL ARE NOT REFUNDED
LONG CASTING CHALLENGE
A spell has:
CASTING TIME: 1 MINUTE
After eight rounds of casting, the caster takes:
40 DAMAGE
Concentration DC:
40 ÷ 2 =
20
The caster fails.
Result:
SPELL FAILS
Spell Slot:
NOT EXPENDED
Progress:
LOST
To try again:
START OVER
FINAL CONCENTRATION CHALLENGE
Calculate the Concentration DC for each hit:
6 damage
DC 10
19 damage
DC 10
21 damage
Half rounded down:
10
Therefore:
DC 10
22 damage
Half:
11
Therefore:
DC 11
48 damage
Half:
24
Therefore:
DC 24
80 damage
Half:
40
But maximum:
DC 30
If you can calculate those quickly at the table:
YOU UNDERSTAND THE CORE CONCENTRATION SAVE RULE
LESSON 77 — KEY TAKEAWAYS
Spell Duration answers:
HOW LONG DOES THIS MAGIC REMAIN?
But you must distinguish:
INSTANTANEOUS
TIME SPAN
and:
CONCENTRATION
Instantaneous magic exists:
ONLY MOMENTARILY
but can still cause:
LASTING CONSEQUENCES
Time-Span effects persist for their listed time unless:
THE SPELL ENDS EARLY
or:
ANOTHER RULE ENDS THEM
And your own ongoing Time-Span spell can generally be dismissed:
WITHOUT AN ACTION
if you aren't Incapacitated.
Concentration creates a much more active limitation.
The spell remains only while:
YOU MAINTAIN CONCENTRATION
You can:
MOVE
ATTACK
CAST NON-CONCENTRATION SPELLS
and:
ACT NORMALLY
But three fundamental threats remain:
START ANOTHER CONCENTRATION EFFECT
TAKE DAMAGE AND FAIL THE CONSTITUTION SAVE
or:
BECOME INCAPACITATED / DIE
The damage formula is:
DC 10 OR HALF DAMAGE, ROUND DOWN
WHICHEVER IS HIGHER
MAXIMUM DC 30
And the most important strategic rule is:
ONE CONCENTRATION EFFECT AT A TIME
This means choosing a Concentration spell isn't only choosing:
WHAT SPELL TO CAST
It is choosing:
WHAT MAGICAL EFFECT DESERVES YOUR ATTENTION RIGHT NOW
That choice is one of the central tactical decisions for advanced spellcasters.
NEXT LESSON
LESSON 78 — SPELL SAVING THROWS, SPELL ATTACKS, INVALID TARGETS, AND COMBINING MAGICAL EFFECTS
We have now covered:
SPELL ACCESS
SPELL SLOTS
CASTING TIME
RANGE
TARGETS
COMPONENTS
DURATION
and:
CONCENTRATION
The final general spellcasting lesson will explain exactly how spells:
SUCCEED OR FAIL AGAINST TARGETS
We will cover:
SPELL SAVE DC
SPELLCASTING ABILITY
SPELL ATTACK MODIFIER
RANGED SPELL ATTACKS
MELEE SPELL ATTACKS
NATURAL 20
NATURAL 1
ADVANTAGE AND DISADVANTAGE
INVALID TARGETS
and the crucial rule for:
COMBINING SPELL EFFECTS
including what happens when:
TWO CREATURES CAST THE SAME SPELL ON THE SAME TARGET
and why magical bonuses don't always:
STACK
After that, Lesson 79 begins the complete:
SPELL COMPENDIUM A–B
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.