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.