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Polymorph temp hp remain
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<blockquote data-quote="stargazer_dragon" data-source="post: 9541050" data-attributes="member: 41005"><p>"Duration</p><p>A spell’s duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms:</p><p><strong>Concentration.</strong> A duration that requires Concentration follows the Concentration rules (see the rules glossary).</p><p><strong>Instantaneous.</strong> An instantaneous duration means the spell’s magic appears only for a moment and then disappears.</p><p><strong>Time Span.</strong> A duration that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is ongoing, you can dismiss it (no action required) if you don’t have the Incapacitated condition."</p><p></p><p>Please do note that a <strong>Instantaneous</strong> duration, is still a duration, it is simply one that ends the second the spell is cast. While it's effects have to be ones that also can be resolved Instantaneously. It does not make them any more nor any less permanent then any other spell.<strong> </strong></p><p></p><p>An <strong><strong>Instantaneous</strong></strong> spell still follows all normal rules for duration, and concentration rules simply detail the more complex rules for when a concentration spell duration ends. It otherwise still follows all normal rules for spells<strong>.</strong></p><p></p><p>The only difference between False Life and Heroism is the later needs a duration longer then Instant, because it has an effect that triggers repeatedly during that duration.</p><p></p><p>"Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns."</p><p></p><p>It specifically calls out Until the spell ends because if it did not then the Effects of the spell would continue on until some other rules caused them to stop.</p><p></p><p>The Temp HP once gained, like damage, and healing have specific rules that govern them and there duration. The only things that end when the spell ends is the gaining of temp HP at the start of your turn, and the immunity to Frightened condition<strong>. </strong>They have to call out until the spell ends to clarify that these effects are not permanent. </p><p></p><p>another example is the Aid spell<strong>,</strong> and I could give many more.</p></blockquote><p></p>
[QUOTE="stargazer_dragon, post: 9541050, member: 41005"] "Duration A spell’s duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms: [B]Concentration.[/B] A duration that requires Concentration follows the Concentration rules (see the rules glossary). [B]Instantaneous.[/B] An instantaneous duration means the spell’s magic appears only for a moment and then disappears. [B]Time Span.[/B] A duration that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is ongoing, you can dismiss it (no action required) if you don’t have the Incapacitated condition." Please do note that a [B]Instantaneous[/B] duration, is still a duration, it is simply one that ends the second the spell is cast. While it's effects have to be ones that also can be resolved Instantaneously. It does not make them any more nor any less permanent then any other spell.[B] [/B] An [B][B]Instantaneous[/B][/B] spell still follows all normal rules for duration, and concentration rules simply detail the more complex rules for when a concentration spell duration ends. It otherwise still follows all normal rules for spells[B].[/B] The only difference between False Life and Heroism is the later needs a duration longer then Instant, because it has an effect that triggers repeatedly during that duration. "Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns." It specifically calls out Until the spell ends because if it did not then the Effects of the spell would continue on until some other rules caused them to stop. The Temp HP once gained, like damage, and healing have specific rules that govern them and there duration. The only things that end when the spell ends is the gaining of temp HP at the start of your turn, and the immunity to Frightened condition[B]. [/B]They have to call out until the spell ends to clarify that these effects are not permanent. another example is the Aid spell[B],[/B] and I could give many more.[B][/B] [/QUOTE]
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