D&D 5E Spell Durations

was

Adventurer
I'm in the middle of an argument here, so I thought I'd run it by the boards. AFAIK, unless a spell requires concentration, its effects continue until their normal duration elapses. This occurs regardless of whether or not the caster is incapacitated (i.e. unconscious). So if a spell was cast, without the concentration descriptor, and the caster was then knocked out, the spell should persist unless its normal duration ends. It should not simply fail when the caster falls. Or am I mistaken?
 

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I'm in the middle of an argument here, so I thought I'd run it by the boards. AFAIK, unless a spell requires concentration, its effects continue until their normal duration elapses. This occurs regardless of whether or not the caster is incapacitated (i.e. unconscious). So if a spell was cast, without the concentration descriptor, and the caster was then knocked out, the spell should persist unless its normal duration ends. It should not simply fail when the caster falls. Or am I mistaken?

I agree with you. Nothing on page 203 leads me to believe otherwise at all.
 

I'm in the middle of an argument here, so I thought I'd run it by the boards. AFAIK, unless a spell requires concentration, its effects continue until their normal duration elapses. This occurs regardless of whether or not the caster is incapacitated (i.e. unconscious). So if a spell was cast, without the concentration descriptor, and the caster was then knocked out, the spell should persist unless its normal duration ends. It should not simply fail when the caster falls. Or am I mistaken?

I haven't seen any rule that suggests that a non-concentration spell expires if the caster falls unconscious.
 



RAW they don't end. There are flavor reasons for them to end unless they've become explicitly permanent (certain wards and created magic items). I'm inclined to rule that if the caster can dismiss the spell, knocking him out ends such a spell. If the spell is out of the caster's control then it doesn't end. Most of the spells in the PHB that have a duration that isn't concentration can't be dismissed either, so this ruling doesn't change much.
 

RAW they don't end. There are flavor reasons for them to end unless they've become explicitly permanent (certain wards and created magic items). I'm inclined to rule that if the caster can dismiss the spell, knocking him out ends such a spell. If the spell is out of the caster's control then it doesn't end. Most of the spells in the PHB that have a duration that isn't concentration can't be dismissed either, so this ruling doesn't change much.

I can see that, but I like the flavor more if the spell lasts for the full duration.

Spells you can dismiss.

Astral Projection
Blink
Disguise Self
Etherealness
Feign Death
Find Familiar
Find Steed
Fire Shield
Geas
Giant Insect
Light
Mage Armor
Mage Hand
Minor Illusion
Mirror Image
Mordenkainen's Private Sanctum
Phantom Steed
Prestidigitation
Produce Flame
Seeming
Thaumaturgy
Warding Bond (this one lists that it stops if you drop to 0 h.p)

That is all the spells that talk about dismissing them that are not also concentration spells.
 

I much prefer non-concentration to last their normal duration, no matter whether the caster is conscious or not, alive or not, once it's been cast. The energy has already been cast, the etheric knots tied.
 

If the spell requires an action to dismiss, the death (or other condition) of the caster would not end the spell.
 


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