D&D 5E I cast Shield! For one Turn?

Matita

First Post
So in a recent game I played, I was fighting against a Frost Giant as my newly rolled Abjuration Wizard, and I cast the Shield to raise my AC from 17 to 22, so the attack would then miss, directly after the giants turn was my own turn, so feeling comfortable in my AC I decided to move without disengaging risking an attack of opportunity. ( I was at about 20 HP at this point. )

The DM informed me that my shield spell would no longer be active since my turn had come around, I didn't argue but me and my DM are close so he let me rework my action so I cast shocking grasp through my familiar and ran off taking away his reaction, retreating safely.

So this situation resolved without any real problems but I was wondering shouldn't the Shield spell have been active longer? It doesn't state that it ends on the start of my next turn instead it lasts for 1 Round and a round is described as:

"A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn." (D&D 5e Player's Handbook Page 189 Chapter 9 Combat (The Order of Combat))

So would that mean Shield should be active until the start of the turn order comes around? Or when the turn I cast shield rolls up again? (In this case the Frost Giants turn.)

Or was my friend right and am I just crazy :o.
--
Shield
1st level Abjuration
Casting Time: Special (Reaction to being targeted by an attack or magic missile.)
Range: Self
Components: V,S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Page 275 Players Handbook.
 

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The duration does state 1 round, but in the description of the spell it clearly states that the AC bonus only lasts until the start of your next turn. The more specific description tends to trump the more general spell duration.
 

I agree that the wording is a little confusing. But I think your DM is correct here in the outcome. Per RAW, it's a spell whose benefit runs out before the spell actually ends.
 
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Imagine the round like a clock. Your turn is 12, and you cast shield at 11. Shield says it shuts off at 12, period. If you cast it at 1, or 5, or 11, it shuts off at 12. That help?
 

Imagine the round like a clock. Your turn is 12, and you cast shield at 11. Shield says it shuts off at 12, period. If you cast it at 1, or 5, or 11, it shuts off at 12. That help?

Actually, your analogy implies that if you cast it at 11, it ought to last until 11 comes around again. If it shuts off at 12, it was only 1/12 of a round.

To the OP: this is why cyclic initiative is horrible. There is no good answer to your question--all answers will be unsatisfactory on some level.

At my table, I use AD&D-style initiative, where everyone's turn occurs simultaneously within the round (w/ initiative contests as necessary to see who goes first), which means that Shield simply lasts for the entirely of the round on which you cast it just like any other spell whose duration in "rounds" would end on this round.
 

It can last almost an entire round, if you cast it on your turn as you fail to safely disengage (or against a readied attack). Otherwise, it discharges early when the start of your turn comes around.

A lot of spells work like that, where they have a theoretical duration but are expected to end early. I think smites are the primary example.
 

Actually, your analogy implies that if you cast it at 11, it ought to last until 11 comes around again. If it shuts off at 12, it was only 1/12 of a round.

To the OP: this is why cyclic initiative is horrible. There is no good answer to your question--all answers will be unsatisfactory on some level.

At my table, I use AD&D-style initiative, where everyone's turn occurs simultaneously within the round (w/ initiative contests as necessary to see who goes first), which means that Shield simply lasts for the entirely of the round on which you cast it just like any other spell whose duration in "rounds" would end on this round.

I don't know how my analogy implies that. Could you clarify? Shield shuts off at the beginning of the casters turn (12 in this case). Caster uses reaction at any given time, 1-11, to cast shield. It still shuts off at 12, because that is the start of the casters next turn. At least, that is how I understand the RAW in this case.
 

They gave the maximum duration it can last sorta since it can be used on your own turn and last until the start of your turn turn, which would equal 1 round.

Your DM was right in that it last until the start of your next turn, which came up right after the giant's turn.
 

The PHB uses "1 round" durations for spells that last until the start of your next turn (shield, chill touch), the end of your next turn (guiding bolt, teleportation circle, true strike, and chill touch again!), until the end of your current turn (message, sending) and spells that are ambiguous (color spray, tree stride). In most cases the spell description clarifies what is meant.
 

as a general rule, the duration is "up to but not exceeding" the time given. I.e., spells can often end earlier than the duration, but never last longer (unless something else is going on that impacts that specifically).

So your DM is correct. Shield could last an entire round maximum, but always ends at the start of your next turn.
 

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