You can't normally dismiss a spell that you cast unless (a) its description says you can or (b) it requires concentration and you decide to end your concentration on it. Otherwise, a spell's magic is unleashed on the environment, and if you want to end it, you need to cast dispel magic on it.
No. In addition, there is NO mechanic for dismissing a non-concentration spell. Once it is cast, and no longer requires concentration, it can not be dismissed - it can only be dispelled.
You can end concentration at any time (no action required). Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration: Casting another spell that requires concentration.
Yes, the concentration rules are very clear: “You can end concentration at any time (no action required).” Any time, anywhere. I know I've had a few times in heated combat where I've had drop concentration on Black Tentacles when one player ran right in the middle of the AOE of the spell.
You can end a spell early if it's marked as Dismissible
You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture.
most spellcaster classes have the ability to learn a limited pool of spells. upon level up they can "unlearn" one of their known spells and switch it out for another one.
You can't normally dismiss a spell that you cast unless (a) its description says you can or (b) it requires concentration and you decide to end your concentration on it. Otherwise, a spell's magic is unleashed on the environment, and if you want to end it, you need to cast dispel magic on it.
Each round takes 6 seconds of time in the game world. So a combat that lasts 10 rounds occurs for the characters in the game over the course of a minute.
You can end concentration at any time (no action required).
It means you don't need to use a reaction, so you can elect to just end it.
While concentrating on a spell, casting another spell doesn't break your concentration unless the second spell also requires it.
Twinned spell metamagic doubles the number of targets, it does not double the casting of the spell. The casting time, components, duration (including concentration), etc are all only for 1 spell that now has 2 targets. They said you can't have two concentration spells at the same time.
Using Wild Shape doesn't interrupt your concentration on a spell, so yes, guardian of nature is not stopped by Wild Shape.
As in 6 and 7, there's a spell on the caster, so it can be dispelled. Concentration has no relation to dispelling. Once the spell has been successfully cast, the magical effect itself must be target by the Dispel Magic.
To dispel an endless spell, any friendly wizard or priest (including your own) within 30″ of it, can roll two dice and beat the casting value of the spell. If successful, the spell is dispelled and removed from play. It cannot be summoned again in the same hero phase.
You can counterspell it. The rules are clear: "when you see a creature within 60 feet of you casting a spell". Someone who is pretending to cast a spell is not casting a spell. There is no confusion.
A barbarian can't cast spells or concentrate on one while raging. Rage doesn't prevent other forms of magic use.
Tiredness and a lack of energy to accomplish things. Difficulties with decision making, even for simple things. Forgetfulness and a poor working memory. Trouble thinking clearly and with a critical eye.
Robert A. Wardhaugh is a Canadian historian known as a host of the longest uninterrupted Dungeons and Dragons campaign. As of 2023, the game is going on for 41 years, since 1982.
The 1:10 rule is a commonly used roleplaying mechanic that limits the time players can make choices about their actions to ten times the length of action their character can take. In combat this means that when a player's turn comes up, they are given one minute to make up their mind about what they want to do.
Meteor Swarm is undeniably the most destructive spell in the game. It's a ninth-level evocation spell with a range of one mile that requires each creature within a 40-foot radius of four points you choose to make a Dexterity saving throw.
If the spell involves a Melee Spell Attack, yes it can be parried. Otherwise, no. If the spell makes an attack roll, shields count toward AC against the attack. If the spell is not an attack, then AC doesn't matter shield or otherwise and it can't be parried (because it isn't an attack).
If the effect of a spell becomes permanent, it can be dispelled, unless its description says otherwise.