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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] rol1a d20 and add the appropriate modifiers. lf the total of the roll plus modifiers equals ar exceeds the target's Armar Class (AC),the attack hits. The AC of a character is determined at character creation. whereas the ACof a monster is in its ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] nd the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block. Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used f...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] l. The ability modifier used for a spel1attack depends on the spellcasting ability of the spel1caster, as explained in chapter 10. Proficiency Bonus. Vou add your proficiency bonus to your attack rol1when you attack using a weapon with which you ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] a 20, the attack hits regardless of any modifiers ar the target's AC. In addition, the attack is a criticai hit, as explained later in this chapter. If the d20 roll for an attack is a I, the attack misses regardless of any modifiers ar the target...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] hiding, casting the invisibility spel1,ar lurking in darkness. When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location ar you're targeting a creature you ca...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] attack missed, not whether you guessed the target's location correctly. When a creature can't see you, you have advantage on attack rolls against il. lf you are hidden-both unseen and unheard-when you make an attack, you give away your location w...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] therwise send projectiles to strike a foe at a distance. A monster might shoot spines from its taii. Many spells also involve making a ranged atlack. RANGE Vou can make ranged attacks only against targets within a specified range. If a ranged att...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] s, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] me other means, you have disadvantage on the attack roll if you are within 5 feet of a hostil e creature who can see you and who isn't incapacitated. MELEE ATTACKS Used in hand-to-hand combat, a meIee atlack allows you to attack a foe within your...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] ter makes a melee attack when it strikes with its daws, horns, teeth, tentades, or other body parI. A few spells also involve making a mele e atlack. Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] as noted in their descriptions. When you are unarmed, you can fight in melee by making an unarmed strike, as shown in the weapon table in chapter 5. OPPORTUNITY ATTACKS In a fight, everyone is constantly watching for enemies to drop their guardo ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] danger; doing so provokes an opportunity attack. Vou can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee atlack against the provo...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] sts that require an actíon in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others. ~ ~ creature. The atlack interrupts the provoking creature's movement, occurring right before the creature lea...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] u also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity atlack if an explosion huris you out of a foe's re...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] apon that you're holding in one hand, you can use a bonus action to atlack with a different light melee weapon that you're holding in the other hand. Vou don't add your ability modifier to the damage of the bonus atlack, unless that modifier is n...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] k action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Atlack action, this atlack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] terity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] , it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, u...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Making an Attack] e, either to knock it prone or push it away from you. Ifyou're able to make multiple atlacks with the Attack action, this atlack replaces one ofthem. The target of your shove must bc no more than one size larger than you, and it must be within yo...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] MBA r 195 . check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you. COVER Walls, trees, creatures, and other obstacles can provide cover during combat, making a t...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] rees of cover. If a target is behind multi pIe sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that give...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] ody. The obstacle might be a low wall. a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. A target with three-quarters cover has a +5 bonus to AC and Oexterity saving throws. A target ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] th total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle. DAMAGE AND HEALING Inju...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] ve the potential to damage. or even kill. the hardiest of creatures. HIT POINTS Hit points represent a combination of physical and mental durability. the will to live, and luck. Creatures with more hit points are more difficult to kill. Those w...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] r changes frequently as a creature takes damage ar receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. PART 2 I COMBAT When attacking with a weapon. you add your ability modifier-the same modifier used for the attack roll- to the damage. A spe...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] m. For example, when a wizard casts firebaJl or a cleric casts liame strike, the spell's damage is rolled once for ali creatures caught in the blast. CRITICAL HITS When you score a criticai hit, you get to roll extra dice for the attack's damag...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] lonce. For example, if you score a criticai hit with a dagger, roll 2d4 for the damage, rather than Id4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you r...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] rules, such as damage resistance, rely on the types. The damage types follow, with examples to help a DM assign a damage type to a new effect. Acid. The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black p...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] frigid blast of a white dragon's breath deal cold damage. Fire. Red dragons breathe fire, and many spells conjure f1ames to deal fire damage, Force. Force is pure magical energy focused into a damaging formo Most effects that deal force damage ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] deallightning damage. Necrotic. Necrotic damage. dealt by certain undead and a spell such as chilJ touch. withers matter and even the soul. Piercing. Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage. P...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] bya cleric's liame strike spell or an angel's smiting weapon, sears the f1esh Iike fire and overloads the spirit with powcr. Slashing. Swords. axes. and monsters' claws deal slashing damage. Thunder. A concussive burst of sound. such as the eff...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] ally easy to hurt with certain types of damage. lf a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] bludgeoning damage and is hit byan altack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces ali damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage. Multiple ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] well as resistance to ali nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters. HEALING Unless it results in death, damage isn't permanent. Even death is reversible through po...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] on of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in exce...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] 6 hit points from the druid, not 8. A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life. DROPPING TO O HIT POINTS When you drop to O hit points, you either die outright or fali unconsc...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] e if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to O hit points, but 12 damage remains. ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] This unconsciousness ends if you regain any hit points. "'"DESCRIBING THE EFFECTS OF DAMAGE Dungeon Masters deseribe hit pointloss in different ways. When your eurrent hit pointtotal is half or more of your hit point maximum. you lypieally show...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] ses. An attaek that reduees you to O hit points strikes you direetly, leaving a bleeding injury or other trauma, or it simply knoeks you uneonseious. ~ ~ DEATH SAVING THROWS Whenever you start your tum with O hit points, you must make a special...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] ity score. Vou are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. Roll a d20. If lhe roll is 10 or higher, you succeed. Otherwise, you fai!' A success or failure has no eff...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] rack of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable. Ro/ling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. lf you ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] the damage is from a criticai hit, you suffcr two failures instead. lf lhe damage equals or exceeds your hit point maximum, you suffer instant death. STABILIZING A CREATURE The best way to save a creature with O hit points is to heal it. If hea...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Damage and Healing] our action to administer first aid to an unconscious creature and altempt to stabilize it, which requires a successful De 10 Wisdom (Medicine) check. A stab1e creature doesn't make death saving throws, even though it has O hit points, but it do...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] STERS AND DEATH Most DMs have a monster die the instant it drops to Ohit points, rather than having it fali unconscious and make death saving throws. Mighty villains and special nonplayer characters are common exceptions; the DM might have them ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] ature to Ohit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. TEMPORARY HIT POINTS Some spells and special abil...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] u have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit p...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] can, therefore, be at full hit points and receive temporary hit points. Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] ave lO, you can have 12 or lO, not 22. lf you have Ohit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] e you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you. Unless a feature that grants you temporary hit points has a duration, they last until they're d...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] s from the back of a griffon, or a c1eric soaring through the sky on a pegasus ali enjoy the benefits of speed and mobility that a mount can provide. A willing creature that is at least one size larger than you and that has an appropriate anatom...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is O. ...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] hrow or fali off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw. 1fyour mount is knocked prone, you can use your reaction to dismount it as it falls and land on...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] act independently. Intelligent creatures, such as dragons, act independently. Vou can controI a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initi...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] , and Dodge. A controlled mount can move and act even on the tu rn that you mount it. An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts a...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] se act against your wishes. In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount. UNDERWATER COMBAT When adventurers pursue sahuagin back to their undersea homes, fight off shar...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply. When making a me1ee weapon attack, a creature that doesn't have a swimming speed (either natural...
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[Path: Part 2 - Playing the Game > Chapter 9 - Combat > Underwater Combat] he weapon is a dagger, javelin, shortsword, spear, or trident. A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon i...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] reatures and objects that are fully immersed in water have resistance to fire damage. . PARI 3 The Rules af Magic . PART 3 I Til E RULES OF MAGIC . . CHAPTER 10: SPELLCASTING AGIC PERMEATES THE WORLDS OF D&D AND most often appears in the...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] nctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here. WHAT 1s A SPELL? A spell is a discrete magical effect, a single shaping of the magical ...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] cular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, ali in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or un...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] nd many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wis...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] gic missile at 1st levei and the earth-shaking wish at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote- are levei O. The higher a spell's levei, the higher levei a spellcaster must be to use that spell. S...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] ED SPELLS Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells ...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] rs, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions. 4 • CASTING IN ARMOR Because ofthe mental focus and precise gestures required for spell...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] r armor for spellcasting. ~ r In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's leveI. SPELL SLOTS Regardless of how many spells a caster knows or prepares, he or she can cas...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] g the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher-Ievel spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a tab...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] d-levei slots. When a character casts a spell, he or she expends a slot of that spell's levei or higher, effectively "filling" a slot with the spell. Vou can think of a spell slot as a groove of a certain size-small for a 1st-levei slot,...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] f her four 1st-levei slots and has three remaining. Finishing a long rest restores any expended spell slots (see chapter 8 for the rules on resting). Some characters and monsters have special abilities that let them cast spells without u...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can ali cast spells in such a way. CASTlNG A SPELL AT A HIGHER LEVEL When a spellcaster casts a spell using a slot that is ...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] asts magic missile using one of her 2nd-levei slots, that magic missile is 2nd leveI. Effectively, the spell expands to fill the slot it is put into. Some spells, sue h as magic missile and cure wounds, have more powerful effects when ca...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > What Is a Spell?] s fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spelllevel is O. RITUALS Certain spells have a special tag: ritual. Such a spell ean be cast following t...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] n normal. PART 3 SPELU...\STI "G 20 . It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher leveI. To cast a spell as a ritual, a spellcaster must have a feature that grants the ability t...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does. CASTING A SPELL When a character casts any spell, the same basic rules are followed, rega...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] uding the spell's name, levei,school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect. CASTING TIME Most spells require a single action to cast, but some spells require a bonu...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] en't already taken a bonus action this turno Vou can't cast another spell during the same turn, except for a cantrip with a casting time of I action. REACTIONS Some spells can be cast as reactions. These spells take a fraction of a second...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] exactly when you can do sO. LONGE R CASTING TIMES Certain spells (including spells cast as rituais) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you m...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] t expend a spell slot. ]f you want to try casting the spell again, you must start over. RANGE The target of a spell must be within the spell's range. For a spelllike magic missile, the target is a creature. For a spelllike firebaJl, the t...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] an target only a creature (including you) that you touch. Other spells. such as the shield spell, affect only you. These spells have a range of self. Spells that create cones or lines of effect that originate from you also have a range of...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] nd attacking, doesn't interfere with concentration. The following factors can break concentration: Casting another speIl that requires concentration. Vou lose concentration on a spell ifyou cast another spell that requires concentration. ...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentra- tion. The DC equals 10 or half the damage you take, whichever number is higher.lfyou take damag...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] on a spell if you are incapacitated or ifyou die. THE SCHOOLS OF MAGIC Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to ali spells, believing that ali...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] no rules oftheir own, although some rules refer to the schools. Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, ar banish creatu...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] ts to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing. Divinalion spells reveal information, whether in the form of secrets long forgoUen, glim...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] Such spells can make enemies see lhe casler as a friend, force crealures lo lake a course of aclion, ar even conlrol anolher crealure like a puppet. Evocalion spells manipulate magical energy lo produce a desired eITect. Some call up blas...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] They cause people lo see lhings lhal are nol lhere, lo miss lhings lhat are there, to hear phanlom noises, ar lo remember lhings lhal never happened. Some illusions creale phanlom images lhal any creature can see, but lhe mosl insidious i...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] spells can granl an exlra reserve oflife force, drain the life energy from anolher crealure, create the undead, ar even bring the dead back to life. Creating the undead lhrough lhe use of necromancy spells such as animate dead is not a go...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] the slrength of an ally,make an object move aI the casler's command, ar enhance a crealure's innale healing abililies lo rapidly recover from injury. Once a spell is cast, its effects aren't limited by its range, unless the spell's descri...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] uires verbal (V), somatic (S), or material (M) components. Ifyou can't provide one or more of a spell's components, you are unable to cast the spell. VERBAL (V) Most spells require the chanting of mystic words. The words themselves aren't...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] lion. Thus, a character who is gagged or in an area of silence, such as one created by the siJence spell, can't cast a spell with a verbal component. SOMATIC (S) Spellcasting gestures might include a forceful gesticulation or an intricate...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] st one hand to perform these gestures. MATERIAL (M) Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a speIlcasting focus (found in chapter 5) in pl...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] he spell. If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access these components, but it can be the same h...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] or even years. Some spells specify that their effects last until the spells are dispelled or destroyed. INSTANTANEOUS Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] f a spell must be maintained with concentralion, that fact appears in its Duration entry, and lhe spell specifics how long you can concentrate on it. Voucan end concentration at any time (no action required). 4 •• •• ••• PART 3 I SrF.l LC...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] ing throw to maintain concentration on a spell. TARGETS A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] ning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise. A CLEAR PATH TO THE TARGET To target something, you must have a clear path to it, so it ...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] n't see and an obstruction. such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction. TARGETING YOURSELF lf a spell targets a creature of your choice, you can choose yourself...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] can target yourself. AREAS OF EFFECT Spells such as burning hands and cone of cald cover an area, allawing them to affect multiple creatures at ance. A spell's description specities its area af effect, which typically has ane of tive diff...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] pasition its point of origino Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. A spell's effect expands in straight lines fram the point of origino If no unblocked str...
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[Path: Part 3 - The Rules of Magic > Chapter 10 - Spellcasting > Casting a Spell] ation isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provi de total cover, as explained in chapter 9. CONE A cone extends in a direction you choose fram its point af origino A cone's width a...