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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.
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