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Concentration: Difference between revisions
(The previous wording "If a caster casts a spell" implies that the new spell being successfully cast is the trigger for concentration breaking on the previous one. but in my experience of patch 7, build ID 16065077, concentration breaks on the first spell before the next concentration spell is cast, because if breaking concentration causes lethargy, the next concentration spell fails to cast.) |
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Uninterrupted, concentration lasts for the spell's full duration.{{note|Since taking a long rests will end most spells, it also effectively breaks concentration.}} Otherwise, concentration can be broken under the following circumstances: | Uninterrupted, concentration lasts for the spell's full duration.{{note|Since taking a long rests will end most spells, it also effectively breaks concentration.}} Otherwise, concentration can be broken under the following circumstances: | ||
; Manually : Concentration can be manually interrupted at any time via the ''x'' on the concentrated spell's icon, next to the caster's main portrait. | ; Manually : Concentration can be manually interrupted at any time via the ''x'' on the concentrated spell's icon, next to the caster's main portrait. | ||
; Casting another concentration spell: If a caster | ; Casting another concentration spell: If a caster tries to cast a spell that requires concentration while already concentrating on a spell, concentration on the first spell is broken, and its effects ended. The new spell is successfully cast only ''after'' concentration breaks on the previous spell; for example, if the first spell was [[Haste]] and its caster was its target, then an attempt to cast another concentration spell first breaks concentration on haste, giving the caster the [[Lethargic (Condition)|Lethargic]] condition, which prevents the spell from being cast. | ||
; Taking damage : When a caster is concentrating on a spell and takes damage, they attempt a Constitution [[Saving throws|save]] against a [[Difficulty Class|DC]] equal to half the damage taken, or 10, whichever is higher. If the save fails, concentration ends.{{note|Since the save to maintain concentration is a [[Constitution]] saving throw, it benefits from [[proficiency]] with and [[advantage]] on Constitution saves.}} | ; Taking damage : When a caster is concentrating on a spell and takes damage, they attempt a Constitution [[Saving throws|save]] against a [[Difficulty Class|DC]] equal to half the damage taken, or 10, whichever is higher. If the save fails, concentration ends.{{note|Since the save to maintain concentration is a [[Constitution]] saving throw, it benefits from [[proficiency]] with and [[advantage]] on Constitution saves.}} Note also that a roll of 1 on a concentration saving throw is a critical failure and always breaks concentration, regardless of whether your bonus would have exceeded the [[Difficulty Class|DC]].{{note|[[Media:Concentration_Critical_Fail.jpg|Screenshot]] of a critically failed concentration saving throw.}} | ||
; Leaving the party : Companions lose concentration when dismissed from the party. | ; Leaving the party : Companions lose concentration when dismissed from the party. | ||
; Conditions : Some conditions also break concentration, without allowing a save: | ; Conditions : Some conditions also break concentration, without allowing a save: | ||
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* {{SAI|Friends}} | * {{SAI|Friends}} | ||
* {{SAI|Guidance}} | * {{SAI|Guidance}} | ||
* {{SAI|Resistance (Cantrip)}} | * {{SAI|Resistance (Cantrip)}} | ||
* {{SAI|True Strike}} | * {{SAI|True Strike}} | ||
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=== 1st level spells === | === 1st level spells === | ||
{{div col | style = column-width: 18em; list-style-type: none;}} | {{div col | style = column-width: 18em; list-style-type: none;}} | ||
* {{SAI|Bane ( | * {{SAI|Bane (spell)|Bane}} | ||
* {{SAI|Bless}} | * {{SAI|Bless}} | ||
* {{SAI|Charm Person}} | * {{SAI|Charm Person}} | ||
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* {{SAI|Heat Metal}} | * {{SAI|Heat Metal}} | ||
* {{SAI|Hold Person}} | * {{SAI|Hold Person}} | ||
* {{SAI|Invisibility}} | * {{SAI|Invisibility (spell)|Invisibility}} | ||
* {{SAI|Magic Weapon}} | * {{SAI|Magic Weapon}} | ||
* {{SAI|Moonbeam}} | * {{SAI|Moonbeam}} | ||
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* {{SAI|Dominate Beast}} | * {{SAI|Dominate Beast}} | ||
* {{SAI|Evard's Black Tentacles}} | * {{SAI|Evard's Black Tentacles}} | ||
* {{SAI|Greater Invisibility}} | * {{SAI|Greater Invisibility}} | ||
* {{SAI|Otiluke's Resilient Sphere}} | * {{SAI|Otiluke's Resilient Sphere}} |
Latest revision as of 00:32, 1 December 2024
Concentration is a game mechanic used in spellcasting. Spells with the Concentration tag require the caster to continuously put focus into the spell in order to maintain its effects.
Caster needs to focus on maintaining this spell. They can only cast 1 concentration spell at a time, and their concentration might be broken when they take damage.
Overview[edit | edit source]
Most spells with a duration require the caster to concentrate to maintain the spell's effects for the full duration. These spells have the Concentration in their description. If concentration on a spell is broken, the spell's effects are ended immediately.
A caster can only concentrate on a single spell at a time, which is automatic and immediate – casters automatically begin concentrating on spells that require it.
Ending concentration[edit | edit source]
Uninterrupted, concentration lasts for the spell's full duration.[note 1] Otherwise, concentration can be broken under the following circumstances:
- Manually
- Concentration can be manually interrupted at any time via the x on the concentrated spell's icon, next to the caster's main portrait.
- Casting another concentration spell
- If a caster tries to cast a spell that requires concentration while already concentrating on a spell, concentration on the first spell is broken, and its effects ended. The new spell is successfully cast only after concentration breaks on the previous spell; for example, if the first spell was Haste and its caster was its target, then an attempt to cast another concentration spell first breaks concentration on haste, giving the caster the Lethargic condition, which prevents the spell from being cast.
- Taking damage
- When a caster is concentrating on a spell and takes damage, they attempt a Constitution save against a DC equal to half the damage taken, or 10, whichever is higher. If the save fails, concentration ends.[note 2] Note also that a roll of 1 on a concentration saving throw is a critical failure and always breaks concentration, regardless of whether your bonus would have exceeded the DC.[note 3]
- Leaving the party
- Companions lose concentration when dismissed from the party.
- Conditions
- Some conditions also break concentration, without allowing a save:
- Anything in SG_Incapacitated
List of concentration spells[edit | edit source]
Cantrips[edit | edit source]
1st level spells[edit | edit source]
2nd level spells[edit | edit source]
3rd level spells[edit | edit source]
4th level spells[edit | edit source]
5th level spells[edit | edit source]
6th level spells[edit | edit source]
Footnotes[edit | edit source]
- ↑ Since taking a long rests will end most spells, it also effectively breaks concentration.
- ↑ Since the save to maintain concentration is a Constitution saving throw, it benefits from proficiency with and advantage on Constitution saves.
- ↑ Screenshot of a critically failed concentration saving throw.