Page 204 - Player's Handbook
P. 204
4 ••
Once a spell is cast, its effects aren't limited by its THE SCHOOLS OF MAGIC
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
COMPONENTS categories to ali spells, believing that ali magic functions in
essentially the same way, whether it derives from rigorous
A spell's components are the physical requirements you study ar 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), somatic (S), rules oftheir own, although some rules refer to the schools.
or material (M) components. Ifyou can't provide one Abjuration spells are protective in nature, though some
or more of a spell's components, you are unable to of them have aggressive uses. They create magical barriers,
cast the spell. negate harmful effects, harm trespassers, ar banish creatures
to other planes of existence.
VERBAL (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
words themselves aren't the source of the spell's power; summon creatures ar objects to the caster's side, whereas
rather, the particular combination of sounds, with others allow the caster to teleport to another location. Some
specific pitch and resonance, sets the threads of magic conjurations create objects or effects out of nothing.
Divinalion spells reveal information, whether in the form of
in molion. Thus, a character who is gagged or in an area secrets long forgoUen, glimpses of the future, the locations
of silence, such as one created by the siJence spell, can't of hidden things, the truth behind illusions, ar visions of
cast a spell with a verbal component. dislanl people or places.
Enchanlmenl spells affecl lhe minds of olhers, influencing
SOMATIC (S) ar controlling lheir behavior. Such spells can make enemies
Spellcasting gestures might include a forceful see lhe casler as a friend, force crealures lo lake a course of
gesticulation or an intricate set of gestures. If a spell aclion, ar even conlrol anolher crealure like a puppet.
requires a somalic component, the caster must have free Evocalion spells manipulate magical energy lo produce a
use of at least one hand to perform these gestures. desired eITect. Some call up blasts offire ar lighlning. Olhers
channel posilive energy to heal wounds.
MATERIAL (M) JIIusion spells deceive lhe senses ar minds of olhers. They
Casting some spells requires particular objects, cause people lo see lhings lhal are nol lhere, lo miss lhings
specified in parentheses in the component entry. lhat are there, to hear phanlom noises, ar lo remember
A character can use a component pouch or a lhings lhal never happened. Some illusions creale phanlom
images lhal any creature can see, but lhe mosl insidious
speIlcasting focus (found in chapter 5) in place of illusions planl an image direclly in lhe mind of a crealure.
the components specified for a spell. But if a cost is Necromancy spells manipulale the energies oflife and
indicated for a component, a character must have that dealh. Such spells can granl an exlra reserve oflife force,
specific component before he or she can cast the spell. drain the life energy from anolher crealure, create the
If a spell states that a material component is undead, ar even bring the dead back to life.
consumed by the spell, the caster must provide this Creating the undead lhrough lhe use of necromancy spells
component for each casting of the spell. such as animate dead is not a good acl, and only evil caslers
A spellcaster must have a hand free to access these use such spells frequenlly.
components, but it can be the same hand that he or she Transmulalion spells change lhe properties of a crealure,
uses to perform somatic components. object, ar environmenl. They mighl lum an enemy inlo a
harmless creature. bolsler the slrength of an ally,make an
object move aI the casler's command, ar enhance a crealure's
DURATION innale healing abililies lo 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. Some spells specify that their effects last interfere with concentration. The following factors can
until the spells are dispelled or destroyed. break concentration:
INSTANTANEOUS Casting another speIl that requires concentration.
Many spells are instantaneous. The spell harms, Vou lose concentration on a spell ifyou cast another
heals, creates, or alters a creature or an object in a way spell that requires concentration. Vou can't concen-
that can't be dispelled, beca use 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
CONCENTRATION Constitution saving throw to maintain your concentra-
Some spells require you to maintain concentration tion. The DC equals 10 or half the damage you take,
in order to keep their magic active. If you lose whichever number is higher.lfyou 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 concentralion, breath, you make a separate saving throw for each
that fact appears in its Duration entry, and lhe spell source of damage.
specifics how long you can concentrate on it. Voucan Being incapacilated or kilIed. Vou lose concentration
end concentration at any time (no action required). on a spell if you are incapacitated or ifyou die.
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