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Once a spell is cast, its effects aren’t limited by its T h e S c h o o l s o f M a g i c
range, unless the spell’s description says otherwise. Academies of magic group spells into eight categories called
schools of magic. Scholars, particularly wizards, apply these
C o m p o n e n t s categories to all spells, believing that all magic functions in
essentially the same way, whether it derives from rigorous
A spell’s com ponents are the physical requirements you
study or is bestowed by a deity.
must meet in order to cast it. Each spell’s description The schools of magic help describe spells; they have no
indicates whether it requires verbal (V), som atic (S), rules of their own, although some rules refer to the schools.
or material (M) com ponents. If you can’t provide one Abjuration spells are protective in nature, though some
or m ore of a spell’s com ponents, you are unable to of them have aggressive uses. They create magical barriers,
cast the spell. negate harmful effects, harm trespassers, or banish creatures
to other planes of existence.
V e r b a l (V ) Conjuration spells involve the transportation of objects
Most spells require the chanting of mystic words. The and creatures from one location to another. Some spells
summon creatures or objects to the caster’s side, whereas
w ords themselves aren’t the source o f the spell’s power;
others allow the caster to teleport to another location. Some
rather, the particular combination of sounds, with
conjurations create objects or effects out of nothing.
specific pitch and resonance, sets the threads of magic
Divination spells reveal information, whether in the form of
in motion. Thus, a character who is gagged or in an area
secrets long forgotten, glimpses of the future, the locations
of silence, such as one created by the silence spell, can’t of hidden things, the truth behind illusions, or visions of
cast a spell with a verbal component. distant people or places.
Enchantment spells affect the minds of others, influencing
S o m a t i c (S) or controlling their behavior. Such spells can make enemies
Spellcasting gestures might include a forceful see the caster as a friend, force creatures to take a course of
gesticulation or an intricate set of gestures. If a spell action, or even control another creature like a puppet.
requires a som atic component, the caster must have free Evocation spells manipulate magical energy to produce a
use of at least one hand to perform these gestures. desired effect. Some call up blasts of fire or lightning. Others
channel positive energy to heal wounds.
M a t e r i a l (M ) Illusion spells deceive the senses or minds of others. They
cause people to see things that are not there, to miss things
Casting som e spells requires particular objects,
that are there, to hear phantom noises, or to remember
specified in parentheses in the com ponent entry.
things that never happened. Some illusions create phantom
A character can use a component pouch or a
images that any creature can see, but the most insidious
spellcasting focus (found in chapter 5) in place of
illusions plant an image directly in the mind of a creature.
the com ponents specified for a spell. But if a cost is Necromancy spells manipulate the energies of life and
indicated for a component, a character must have that death. Such spells can grant an extra reserve of life force,
specific com ponent before he or she can cast the spell. drain the life energy from another creature, create the
If a spell states that a material com ponent is undead, or even bring the dead back to life.
consum ed by the spell, the caster must provide this Creating the undead through the use of necromancy spells
com ponent for each casting of the spell. such as animate dead is not a good act, and only evil casters
use such spells frequently.
A spellcaster must have a hand free to access these
Transmutation spells change the properties of a creature,
com ponents, but it can be the sam e hand that he or she
object, or environment. They might turn an enemy into a
uses to perform som atic components.
harmless creature, bolster the strength of an ally, make an
object move at the caster’s command, or enhance a creature’s
D u r a t i o n
innate healing abilities to rapidly recover from injury.
A spell's duration is the length of time the spell persists.
A duration can be expressed in rounds, minutes, hours, Normal activity, such as moving and attacking, doesn’t
or even years. Som e spells specify that their effects last
interfere with concentration. The following factors can
until the spells are dispelled or destroyed. break concentration:
I n s t a n t a n e o u s • Casting another spell that requires concentration.
Many spells are instantaneous. The spell harms, You lose concentration on a spell if you cast another
heals, creates, or alters a creature or an object in a way spell that requires concentration. You can’t concen
that can’t be dispelled, because its magic exists only trate on two spells at once.
for an instant. • Taking damage. Whenever you take damage while
you are concentrating on a spell, you must make a
C o n c e n t r a t i o n Constitution saving throw to maintain your concentra
Som e spells require you to maintain concentration tion. The DC equals 10 or half the damage you take,
in order to keep their m agic active. If you lose whichever number is higher. If you take damage from
concentration, such a spell ends. multiple sources, such as an arrow and a dragon’s
If a spell must be maintained with concentration, breath, you make a separate saving throw for each
that fact appears in its Duration entry, and the spell source of damage.
specifies how long you can concentrate on it. You can • Being incapacitated or killed. You lose concentration
end concentration at any time (no action required). on a spell if you are incapacitated or if you die.

