Ok I have realized that some spell descriptions specify that they can be dismissed using an Action or a Bonus Action. Others only say "for the Duration." Say 1 minute or whatever. To clarify, the latter type type simply can't be dismissed at all and must run for entire duration? For example, I just ran across the spell Enlarge/Reduce and I immediately thought of some cute tricks that could be done with that. However they require that the spell be purposefully dismissed at will.
Yes, that's how I interpret it. From Chapter 10 we have:
A spell is a discrete magical effect
In casting a spell, a character . . . releases them to unleash the desired effect
Creating an ongoing magical spell effect is pretty much determined by the casting time and the duration. Once the casting time has elapsed, the magical effect is unleashed into the environment and ongoing "control" over that effect has now ended unless the spell requires concentration. Concentration can sort of be thought as an ongoing casting time or sort of casting the spell over and over again every round but without requiring resources or action economy. You use some mental energy to continuously "fuel" the ongoing spell effect. Without this mechanic, at the completion of the casting time the effect is simply "unleashed". If the spell has a duration of longer than instantaneous then the effect will persist within the environment for the duration:
Duration
A spell's duration is the length of time the spell persists.
This implies that the spell effect is ongoing until the duration expires and the spellcaster no longer has control over this effect and cannot end it early. Like, these spells have their own fuel and once lit you just have to wait for it to burn out. You are not continuously stoking the fire like you must for concentration spells.
Hmmmm.....🤔I can't think of any off hand but what I can gather at this point is there are some spells, which, once cast, are "one and done" and it is going to do its thing, whether you like it or not.
A spell like Alarm will simply persist for its duration once cast. You can even fall Unconscious and the spell will persist for the remainder of its duration. In the case of Alarm this is a key benefit to its primary use case that is made clear in the spells description.
Yeah, it’s mostly ward/trap types that will run for a duration without an option to turn off; although for some you can set conditional triggers when you cast them
Ok I have realized that some spell descriptions specify that they can be dismissed using an Action or a Bonus Action. Others only say "for the Duration." Say 1 minute or whatever. To clarify, the latter type type simply can't be dismissed at all and must run for entire duration? For example, I just ran across the spell Enlarge/Reduce and I immediately thought of some cute tricks that could be done with that. However they require that the spell be purposefully dismissed at will.
If a spell requires concentration to maintain you can do this by purposefully ending your concentration (no action required).
That helps. And if Concentration is not called for then I take it that that option is out?
Yes, that's how I interpret it. From Chapter 10 we have:
Creating an ongoing magical spell effect is pretty much determined by the casting time and the duration. Once the casting time has elapsed, the magical effect is unleashed into the environment and ongoing "control" over that effect has now ended unless the spell requires concentration. Concentration can sort of be thought as an ongoing casting time or sort of casting the spell over and over again every round but without requiring resources or action economy. You use some mental energy to continuously "fuel" the ongoing spell effect. Without this mechanic, at the completion of the casting time the effect is simply "unleashed". If the spell has a duration of longer than instantaneous then the effect will persist within the environment for the duration:
This implies that the spell effect is ongoing until the duration expires and the spellcaster no longer has control over this effect and cannot end it early. Like, these spells have their own fuel and once lit you just have to wait for it to burn out. You are not continuously stoking the fire like you must for concentration spells.
Hmmmm.....🤔I can't think of any off hand but what I can gather at this point is there are some spells, which, once cast, are "one and done" and it is going to do its thing, whether you like it or not.
A spell like Alarm will simply persist for its duration once cast. You can even fall Unconscious and the spell will persist for the remainder of its duration. In the case of Alarm this is a key benefit to its primary use case that is made clear in the spells description.
Yeah, it’s mostly ward/trap types that will run for a duration without an option to turn off; although for some you can set conditional triggers when you cast them
Oh, I forgot to mention if you want to end a spell early then Dispel Magic will usually do the trick.
There are also spells with specific end conditions, such as mage armor. However, if you set down a grease and then regret it... too bad.