Spells: Difference between revisions

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(→‎Spellcasters: Note about prepared spells with long duration)
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Each spell belongs to a school which defines its general purpose, and all spells have a range at which they can be cast, and a specified target or [[Area|area of effect]]. A spell may have an instantaneous effect when cast (for example a magical attack), or a spell may have an effect which persists for a specified ''duration'' (measured in ''turns'').
Each spell belongs to a school which defines its general purpose, and all spells have a range at which they can be cast, and a specified target or [[Area|area of effect]]. A spell may have an instantaneous effect when cast (for example a magical attack), or a spell may have an effect which persists for a specified ''duration'' (measured in ''turns'').


Most spells can be interrupted by {{SAI|Counterspell}} before they are cast, and most spells cannot be cast by {{Cond|Silenced}} creatures.
Most spells can be interrupted by {{SAI|Counterspell|h=20px}} before they are cast, and most spells cannot be cast by {{Cond|Silenced|w=20px}} creatures.


=== Schools of magic ===
=== Schools of magic ===
{{hatnote|This section is about the schools used to categorise spells. For the class feature, see [[Wizard]].}}
{{confused with|Wizard|custom=the Wizard School feature.}}
Every spell belongs to one of eight ''schools of magic'': [[Abjuration]], [[conjuration]], [[divination]], [[enchantment (school)|enchantment]], [[evocation]], [[illusion]], [[necromancy]] or [[transmutation]].
Every spell belongs to one of eight schools of magi': [[abjuration]], [[conjuration]], [[divination]], [[enchantment (school)|enchantment]], [[evocation]], [[illusion]], [[necromancy]] or [[transmutation]]. Some class features only benefit spells of a specific school.
 
Some character and item abilities, especially the features of Wizard subclasses, only affect spells of a specific school.


=== Casting time ===
=== Casting time ===
Spells are typically cast by taking an {{action}}, but some are cast by taking a {{action|bonus}} or a {{action|reaction}}.
All spells have a casting time that determines whether it requires the caster to take an [[File:Action Icon.png|frameless|20px]] action, [[File:Bonus Action Icon.png|frameless|20px]] bonus action or a [[File:Reaction Icon.png|frameless|20px]] reaction. Most spells require the caster to take an action.


=== Spell saves ===
=== Spell saves ===
Harmful spells which target an area (like {{SAI|Grease}}) or a specific point in space (like {{SAI|Fireball}}), or affect a character directly (like {{SAI|Hold Person}}), often allow targeted creatures a [[saving throw]] against the spell, potentially ignoring or reducing the spell's effect.
Harmful spells which {{em|don't}} require an attack roll, such spells that target an area or a specific point in space or that affect a target directly often allow targeted creatures to attempt a [[saving throw|save]] against the spell, potentially ignoring or reducing the spell's effect.
 
The [[Difficulty Class]] (DC) of these saves – called the ''spell save DC'' – is generally based on the caster's spellcasting DC:


The [[Difficulty Class]] (DC) of these saves – called the ''spell save DC'' – is generally based on the caster's spellcasting DC:
<div style="text-align: center; font-weight:bold;"> {{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}</div>


<div style="text-align: center; font-weight:bold;">{{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}</div>
; Examples of spells that require  saves:
* {{SAI|Grease|h=20px}}
* {{SAI|Fireball|h=20px}}
* {{SAI|Hold Person|h=20px}}


=== Spell attack rolls ===
=== Spell attack rolls ===
Some harmful spells require the caster to make an [[Attack roll|attack roll]] against the target's [[Armour Class|AC]] in order to determine if it's a hit or a miss.
Some harmful spells – typically those cast in the form of rays or as projectiles – require the caster to make an [[Attacks|attack roll]] against the target's [[Armour Class|AC]] in order to determine if their spell attack is a hit or a miss.
 
Spells in the form of rays (like {{SAI|Ray of Enfeeblement}}) or projectiles (like {{SAI|Fire Bolt}} or {{SAI|Eldritch Blast}}) often require attacks rolls.


The caster adds their spellcasting ability modifier, as well as their proficiency bonus, to the results of the attack roll:
The caster adds their spellcasting ability modifier, as well as their proficiency bonus, to the results of the attack roll:


<div style="text-align: center; font-weight:bold;">{{InfoBlob|{{D20}} + proficiency bonus + spellcasting ability modifier}}</div>
<div style="text-align: center; font-weight:bold;">{{InfoBlob|{{D20}} + proficiency bonus + spellcasting ability modifier}}</div>
; Examples of spells that require spell attacks:
* {{SAI|Ray of Enfeeblement|h=20px}}
* {{SAI|Fire Bolt|h=20px}}
* {{SAI|Eldritch Blast|h=20px}}


=== Concentration ===
=== Concentration ===
{{hatnote|Main article: [[Concentration]]}}
{{hatnote|Main article: [[Concentration]]}}
[[File:Concentration_Example.webp|thumb|300px|right|Concentration icon in the hotbar. Clicking "X" will end concentration.]]
Most spells with a duration require [[File:Concentration_Icons.png|20px]] Concentration to maintain them. A caster may only maintain the effect of one concentration spell at a time. If concentration on a spell is broken, the spell's effects are ended immediately.
Most spells with a duration require {{Concentration}} to maintain them. A caster may only maintain the effect of one concentration spell at a time. If concentration on a spell is broken, the spell's effects are ended immediately.


==== Ending concentration ====
==== Ending concentration ====
[[File:Concentration_Example.webp|thumb|upright|right|Concentration icon in the hotbar. Clicking "X" will end concentration.]]
Although concentration normally lasts for a spell's full duration, or until another concentration spell is cast, there are multiple ways for concentration to break:
Although concentration normally lasts for a spell's full duration, or until another concentration spell is cast, there are multiple ways for concentration to break:
; Manually : Concentration can be ended by the player at any time via the “X” on the current concentration spell's icon, displayed next to the caster's main portrait.
; Manually : Concentration can be ended by the player at any time via the “X” on the current concentration spell's icon, displayed next to the caster's main portrait.
; Taking damage : Any time a creature concentrating on a spell takes damage, they make a Constitution save against a DC equal to half the damage taken, or 10, whichever is higher.{{note|Constitution saves are sometimes erroneously referred to as a ''Constitution checks''.}} If the save fails, concentration ends.
; Taking damage : Any time a creature concentrating on a spell takes damage, they make a Constitution save against a DC equal to half the damage taken, or 10, whichever is higher.{{note|Constitution saves are sometimes erroneously referred to as a ''Constitution checks''.}} If the save fails, concentration ends.
; Conditions : Some conditions – such as {{Cond|Downed}} or {{Cond|Sleeping}} – also end concentration, without allowing a save.
; Conditions : Some conditions – such as {{Cond|Downed|w=20px}} or {{Cond|Sleeping|w=20px}} – also end concentration, without allowing a save.
; Long rests : Taking a [[Resting|long rest]] ends concentration.
; Long rests : Taking a [[Resting|long rest]] ends concentration.


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