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Can you cancel Forcecage early?
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<blockquote data-quote="Swarmkeeper" data-source="post: 7597073" data-attributes="member: 6921763"><p>If a spell requires concentration and has a duration longer than a minute, it can be ended simply by choosing to end your concentration on it with no action required.</p><p></p><p>If a spell does not require concentration and has a duration longer than a minute, it will have details in the spell description if/when the caster may end it (e.g. Phantom Steed, Geas, Imprisonment)</p><p></p><p>So, my assumption is that a spell cannot be canceled early by the caster unless it is a concentration spell or it provides details in the spell description.</p><p></p><p></p><p></p><p>Yep, that's a good DM call, IMO. I would have done the same. But thanks for sharing as now I have a better handle on how to manage that in the heat of the moment.</p><p></p><p>All that said, players really need to master the rules of their spells as much as possible, which includes having spell sheets/cards for easy reference to their specific spell list during play. Questions about newly added spells can be posed to the group between sessions or before a session starts. The DM has enough on their plate during a session without worrying about the cost of components and whether an effect can be dismissed and...etc. Of course, sometimes it's not readily apparent that an aspect of a spell might be confusing until it comes up during play.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 7597073, member: 6921763"] If a spell requires concentration and has a duration longer than a minute, it can be ended simply by choosing to end your concentration on it with no action required. If a spell does not require concentration and has a duration longer than a minute, it will have details in the spell description if/when the caster may end it (e.g. Phantom Steed, Geas, Imprisonment) So, my assumption is that a spell cannot be canceled early by the caster unless it is a concentration spell or it provides details in the spell description. Yep, that's a good DM call, IMO. I would have done the same. But thanks for sharing as now I have a better handle on how to manage that in the heat of the moment. All that said, players really need to master the rules of their spells as much as possible, which includes having spell sheets/cards for easy reference to their specific spell list during play. Questions about newly added spells can be posed to the group between sessions or before a session starts. The DM has enough on their plate during a session without worrying about the cost of components and whether an effect can be dismissed and...etc. Of course, sometimes it's not readily apparent that an aspect of a spell might be confusing until it comes up during play. [/QUOTE]
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