ezo
Hero
The efffect of the spell entails precisely was is written after the Duration entry. In these cases, part of the effect is gaining temp HP of a certain amount. You now have temp HP as an effect of the spell. Because the spell has a duration, and in these cases the duration is concentration, you only have the effects of the spell as long as concentration is maintained.The question is, what does the effect of gain temp hp entail? Does it mean that once when the spell says you gain temp hp you do so? And if so didn’t that effect end the moment you cast the spell? You gained the temp hp, that particular spell effect over, no?
Spells without durations (i.e. instantaneous) grant an effect that is "permanent" after the magic has been used, such as Power Word Fortify, the temp HP gained follows the general rules for temp HP and remain until depleted or you finish a long rest.
This is the issue--it IS an ongoing effect; it isn't "one time". It continues as long as the spell does because it is an effect of the spell and the spell has a duration for its effect--including temp HP.I agree that if concentration is lost the spell effects are lost. But it’s not clear why that includes the one time effect of gaining temp hp that already ended the moment the spell was cast.
1. In all these spells (except heroism) Gaining temp hp happens once. It’s not an ongoing or reoccurring effect.
"One time effect" spells are ones that are instantaneous. Once the spell is cast, the effect becomes "permanent" as I outlined above.
For a spell like heroism, the effect re-estabilshes temp HP at the start of your turns, especially useful in case what you gained has been depleted through damage, instead of granting you a larger amount up front. This does mean, however, that the temp HP gained on the last round of the spell vanishes when the spell ends. When concentration ends, the effect ends.
For features such as Wild Shape and the Barbarian Life-Giving Force, since these are not spells and therefore have no spell durations or concentration, the general rules for temp HP apply unless a specific rule is given, such as the case of Life-Giving Force.
Healing and damage do not have durations like temp HP. They are, in and of themselves, permanent characteristics of the game. Hit points, once gained, remain until removed by damage. Damage, once gained, remains until recovered by healing.2. aura of vitality provides an ongoing effect that grants you the ability to instantly heal another creature. When the spell ends the healing doesn’t go away even though it was a concentration spell effect, what goes away is the ability to bonus action heal others. Queue the temp hp is not healing rebuttals. And of course it’s not, but the point is that not all effects granted by a magical concentration spell stop when the spell ends. And so why not the gaining of temp hp as well?
Temp HP however has a duration (long rest). However, spells granting temp HP with durations (concentration) are effects of those spells as much abide by the rules for effects and spell durations. Temp HP granted via other means (like Inspiring Leader) are not hindered by the rules of spells, and follow the general temp HP rule.