48

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. The phrasing may seem unclear but you cannot use several metamagic options and neither can you use the same metamagic option several times on the same spell. Here is a link to a Sage Advice of J. Crawford regarding the matter : https://www.sageadvice.eu/2015/08/18/can-...


43

Spells that require concentration end when you die. Aside from that, a spell has to specify that it ends when you die for this to be the case. First up, we have the base duration rules: A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their ...


42

Disguise Self does not end when you are incapacitated According to the rules on spell duration in the Player's Handbook A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed. There is no ...


38

A spell ends when you lose concentration: Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. Phb 203, emphasis mine. So if you lose concentration the spell ends, no conditional time given. And we can also see what breaks concentration on the same page: You lose ...


37

It runs away from you at its normal speed and can return immediately Dissonant Whispers (PHB p.235) states On a failed save... and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground... So if the creature has its reaction available it uses its ...


37

No. The guardian doesn't vanish when it deals a total of 60 damage, it vanishes when it has dealt a total of 60 damage. As soon as it deals 70 damage, it will have dealt 60 damage, and will therefore disappear.


28

Concentration spells can be dispelled at will Simply dropping concentration (which takes no action, per the rules on concentration) ends the spell prematurely, unless the spell description overrides what happens when concentration ends (as conjure elemental does). If the spell is not a concentration spell, you can end it early if the spell description says ...


28

Yes Player's Handbook, p.203, "Duration": A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.


27

All effects with a fixed duration measurable in rounds end just before the beginning of one of your turns. (Otherwise, their duration would be too short to be a full round, or a full 2 rounds, etc.) We can see this by looking at a duration of 1 round, and applying the same logic to the case of 10 rounds. A duration of 1 round, measured in turns, is “each ...


27

The text of Extended Spell, emphasis mine: When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 sorcery point to double its Duration, to a maximum Duration of 24 hours. The text of Time Stop, emphasis mine: Time Stop 9th level transmutation Casting Time: 1 action Range: Self Components: V Duration: Instantaneous Classes: ...


25

No, it still ends after one minute The rules on Rage define the concept of a rage ending early (Player's Handbook page 48): Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. Persistent Rage only affects rages ending ...


24

The first concentration spell ends as soon as you start casting the new one Xanathar's Guide to Everything (p. 5) has explicitly clarified this in the time since the PHB was released, in the "Concentration" entry from the list of 10 rules from the corebooks to remember: As soon as you start casting a spell or using a special ability that requires ...


22

In general you'll need to look to the specific effect's rules. Most often you probably have something like this, from the Giant Poisonous Snake statblock: Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the rules ...


21

An animated object is only a creature while the spell is active The spell says (emphasis added): Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 Hit Points. As soon as the spell ends for any reason (end of duration, loss of concentration, dispelled, etc.), an object animated by the spell ceases ...


19

The rules are pretty clear. You don't break Sanctuary unless you make an attack or cast a spell that affects an enemy. As for it being OP, you're making a cleric not attack enemies or cast offensive spells, to maintain Spirit Guardians. It's not massive damage, and given that the cleric using it is doing nothing else, enemies don't even have any reason to ...


19

Extended Spell only extends the duration once by doubling it. A caster can't use Extended Spell multiple times on the same casting, and the feature doesn't accommodate using multiple sorcery points at once. This is addressed directly in the Sage Advice Compendium At the bottom of page 5 of version 2.4 of the SAC, it says: Metamagic rules state you can’...


19

This is answered on page 198 of the PHB or here in the basic rules: Temporary Hit Points ... Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.


18

The effect lasts only an instant “Instantaneous” is an adjective that must be attached to “sensory effect” or it stops making any sense as part of that sentence's grammar. The alternative, not-very-grammatical meaning wouldn't make common-sense sense, anyway: A spell doesn't need to say when an effect happens, when the point of the effect description is by ...


17

Think of charming as a condition - "Charmed" condition. Suddenly the creature cannot be charmed, i.e. it cannot have the condition. So it doesn't. In your specific case, it's no longer charmed.


17

The bless spell is not interrupted The key to the answer is: You briefly stop the flow of time for everyone but yourself. For everyone else, delta t is zero. No time passes for other creatures Turns / rounds each last six seconds -- six seconds elapse from the beginning of someone's turn and the beginning of their next turn. From this game mechanic, we ...


15

They go away. The spell gives you a loan of 5 current HP and 5 max HP, and when the spell ends, you give 5 max HP and 5 current HP back. (Maybe they intended you to keep the current HP like in other healing spells, but I'd be hard put to reason that the "for the duration" somehow makes the maximum HP temporary, but not the current HP too. We've also little ...


15

Yes, there is now an (un)official statement Jeremy Crawford has clarified in a Tweet: Q: A firbolg PC casts booming blade then uses hidden step to go invisible. The creature that is hit with booming blade moves away and thus takes damage. Does hidden step deactivate? A: Hidden Step ends if you make a damage roll, no matter when you make it. Q: So it doesn't ...


15

The Spell Is (Probably) Suppressed According to Jeremy Crawford (bold added): There's no rule governing what happens when a valid spell target temporarily becomes an invalid target. A good rule of thumb is that the spell is suppressed while the target is invalid. Although this is a "rule of thumb," and thus may not apply to all circumstances, most ...


15

There are no rules that I am aware of So; whatever works best at your table. At my tables I like to give my players all the information that could benefit them. I tell them lore without knowledge rolls, and I tell them how long spells have left as long as they have seen the casting (i.e. You can't walk into an area of silence and know there are only 10s ...


14

The designer's intent of how the spell is meant to be used seems pretty clear to me. The maximum duration of 1 round includes your following turn. As an example: You cast True Strike and begin concentrating on it. Your current turn ends. Combat proceeds in standard initiative order. If you take damage during this period you must make Constitution saving ...


14

Yes, every turn you delay the explosion you increase the damage by +1d6, up to the max of 10 turns, 12d6+10d6 = 22d6.


14

Unless a feature tells you otherwise, they last until you take a long rest (or spend them) Quoting from the SRD : Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest.


13

A “round” is a unit of time, effectively equal to the amount of time it takes for the initiative count to return where it was when you started timing. As such, effects with a duration of x rounds end when the initiative count is the same as it was x rounds previous. Your turn happens “on” an intiative count; the entire turn happens during it. Nonetheless, ...


13

I don't see why not... So the PHB says: "On your turn, you can enter a rage as a bonus action." --&-- "You can also end your rage on your turn as a bonus action" PHB 48 So from a RAW perspective I'd probably say no because to enter a rage you most likely cannot already be in a rage. That would be similar to trying to enter a house ...


13

They don't wear off As you indicate, the duration of either potion is one hour, and there is no limitation should the affected creature become unconscious. The general rules for magic items also make no mention of such a limitation. In fact, this is the only excerpt I could find addressing durations and potions: Many items, such as potions, bypass the ...


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