The Duration entry of a
spell description tells how long the
effect of the
spell lasts.
Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magical energy goes away and the
spell ends. If a
spell's duration is variable, the GM rolls it secretly.
Instantaneous: The
spell energy comes and goes the instant the
spell is cast, though the consequences of the
spell might be long-lasting.
Permanent: The
effect remains indefinitely, but is sustained by lingering magical energy. If the energy goes away, so does the
effect.
Concentration: The
spell or power lasts as long as the caster concentrates on it, possibly up to a specified maximum amount of time. Concentrating to maintain a
spell is an
attack action that does not provoke
attacks of opportunity. Anything that could break the character's
concentration when
casting a spell can also break his or her
concentration while maintaining one, causing the spell to be ruined (see
Concentration, below). A character can't cast a spell while concentrating on another one.
Sometimes a
spell lasts for a short time after the character ceases concentrating. In these cases, the
spell keeps going for the stated length of time after the character stops concentrating.
Subjects, Effects, and Areas: If a
spell affects creatures directly, the result travels with the subjects for the
spell's duration. If the
spell creates an
effect, the
effect lasts for the duration. The
effect might move or remain still. Such an
effect can be destroyed prior to the end of its duration. If the
spell affects an
area, the
spell stays with that
area for the
spell's duration. Creatures become
subject to the
spell when they enter the
area and are no longer
subject to it when they leave.
Discharge: A few
spells last for a set duration or until triggered or discharged. The spell remains in place until the triggering condition is met (at which point it takes
effect) or the maximum duration is reached (at which point it dissipates, with no
effect).
(D): If the Duration entry ends with "(D)" (standing for "dismissible"), the caster can dismiss the
spell at will. The caster must be within
range of the
effect of the
spell to dismiss it. Dismissing a
spell is an
attack action that does not provoke
attacks of opportunity. A
spell that depends on
concentration is dismissible by its very nature, and dismissing it does not require an action (since all the caster has to do to end the
spell is to stop concentrating).
Disbelief: A
saving throw is not allowed purely on the basis of encountering the
spell. Rather, the creature gets a
saving throw only after interacting with or carefully studying the
spell. A successful save lets the
subject ignore the
effect.
(Object): The spell can be cast on objects, which receive
saving throws only if they are magical in nature, or if they are attended (held, worn, or grasped) by a creature resisting the spell, in which case the object gets the creature's
saving throw bonus unless its own bonus is greater. (This notation does not mean that a spell can only be cast on objects. Some
spells of this sort can be cast on creatures or objects.)
(Harmless): The
spell is usually beneficial, not harmful, but a targeted creature can attempt a
saving throw if it wishes.
Succeeding at a Saving Throw: A creature that successfully saves against a spell without obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's
saving throw succeeds against a
targeted spell the caster senses that the spell has failed. The caster does not sense when creatures succeed at
saving throws against
effect and
area spells.
Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a
saving throw and willingly accept a
spell's result. Even a character with a special
resistance to magic can suppress this
resistance if he or she wants to.
Items Surviving after a Saving Throw: Unless the
descriptive text for the
spell specifies otherwise, all items carried and worn are assumed to survive a magical attack.
If an item is not carried or worn and is not magical, it does not get a
saving throw. It is simply dealt the appropriate
damage.
Find topic in: Magic |
|
Basics roleplaying Magic 3.5 rpg wizards d20 mrd msrd MRD wizards modern mrd Basics MRD mrd wizards Magic Fx mrd Basics Duration Duration srd rpg rpg rpg Magic 3.5 srd modern wizards rpg modern srd srd Fx wizards mrd msrd Magic Basics 3.5 mrd Basics modern |