If you want to cast a spell without provoking any attacks of opportunity, you must make a Concentration check (DC 15 + the level of the spell you’re casting) to succeed. ![]() If the weather is caused by a spell, use the rules in the Spell subsection above. In either case, you lose the spell if you fail the Concentration check. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you’re casting. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you’re casting. You must make a Concentration check if you try to cast a spell in violent weather. If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + the level of the spell you’re casting) or lose the spell. If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + the level of the spell you’re casting) or lose the spell. ![]() Even so, you must make a Concentration check (DC 20 + the level of the spell you’re casting) or lose the spell. The only spells you can cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. For a spell with no saving throw, it’s the DC that the spell’s saving throw would have if a save were allowed. If the spell interferes with you or distracts you in some other way, the DC is the spell’s saving throw DC + the level of the spell you’re casting. If the spell affecting you deals damage, the DC is 10 + points of damage + the level of the spell you’re casting. If you are affected by a spell while attempting to cast a spell of your own, you must make a Concentration check or lose the spell you are casting. Repeated damage does not count as continuous damage. If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you. You must make a Concentration check (DC 10 + ½ the damage that the continuous source last dealt + the level of the spell you’re casting). If you are taking continuous damage half the damage is considered to take place while you are casting a spell. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action). If you fail the check, you lose the spell without effect. If while trying to cast a spell you take damage, you must make a Concentration check (DC 10 + points of damage taken + the level of the spell you’re casting). If you fail the check, you lose the spell just as if you had cast it to no effect. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC is. If something interrupts your concentration while you’re casting, you must make a Concentration check or lose the spell. (If you’ve prepared multiple copies of a single spell, you can cast each copy once.) If you’re a bard or sorcerer, casting a spell counts against your daily limit for spells of that spell level, but you can cast the same spell again if you haven’t reached your limit. Once you’ve cast a prepared spell, you can’t cast it again until you prepare it again. You don’t have to prepare (or learn, in the case of a bard or sorcerer) a specific version of the spell. If a spell has multiple versions, you choose which version to use when you cast it. Additionally, you must concentrate to cast a spell. ![]() To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). ![]() If you’re a bard or sorcerer, you can select any spell you know, provided you are capable of casting spells of that level or higher. If you’re a cleric, druid, experienced paladin, experienced ranger, or wizard, you select from among spells prepared earlier in the day and not yet cast (see Preparing Wizard Spells and Preparing Divine Spells). Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.įirst you must choose which spell to cast.
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