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.




                                                                                          PART 3 I SrF.l LCASTI NG
                                                                                                                 203
   199   200   201   202   203   204   205   206   207   208   209