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Thread: Durations and Turns
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2022-11-29, 04:29 AM (ISO 8601)
- Join Date
- Jan 2008
Durations and Turns
Maybe I can't read good...
It's an extremely rare case that a combat will last 10 or more rounds. ...But let's say one did. So far, so good.
Many spells have a duration of a 1 minute (10 rounds). Cool.
You're in combat. It's grueling, it's bad. You've managed to hold Concentration the entire time somehow - your dice are on fire. It comes back around to your turn...
Does the spell end at the start of your turn, or at the end?
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2022-11-29, 04:40 AM (ISO 8601)
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- Aug 2015
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Re: Durations and Turns
I don't think there's a clear rule, buuuut...
If you cast the spell on your turn, it has been active on your turn, and then on 9 more turns, so it would expire at the start of your 10th turn after casting the spell, since that would be the 11th turn the spell would've been active.Elezen Dark Knight avatar by Linklele
Favourite classes: Beguiler, Scout, Warblade, 3.5 Warlock, Harbinger (PF:PoW).
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2022-11-29, 05:36 AM (ISO 8601)
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- Jul 2008
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- Sweden
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Re: Durations and Turns
I concur with Ignimortis. It ends at the start of your 10th turn.
If you somehow manage to cast it off your turn then I'd go with at the end of your turn.Black text is for sarcasm, also sincerity. You'll just have to read between the lines and infer from context like an animal
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2022-11-29, 09:02 AM (ISO 8601)
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- Jan 2006
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Re: Durations and Turns
Yeah, "You get ten of your turns during which a minute-long duration spell is active," seems like a good guideline.
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2022-11-29, 11:27 AM (ISO 8601)
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- Mar 2015
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Re: Durations and Turns
If you want a visualization, find 10 tokens or like poker chips. When you cast the spell, stack the tokens. At the start of each subsequent turn, remove a token. The spell ends the moment you remove the last token.
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2022-11-29, 12:34 PM (ISO 8601)
- Join Date
- Nov 2015
Re: Durations and Turns
I agree.
That being said, as a DM I would most likely allow it to last until the end of your turn in the 10th round, simply for the "fun factor". Especially if the combat is so grueling that it's lasted the full 10 rounds, you probably need that extra round pretty badly.Insert Clever Signature Here
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2022-11-29, 07:57 PM (ISO 8601)
- Join Date
- Jul 2021
Re: Durations and Turns
I'd argue that ignores casting time, which (much less so for bonus action spells at the beginning of your turn) takes up a significant portion of the time your turn comprises, and therefore the correct rounding is to the end of your 10th complete turn.
To put it another way, any effect during your casting turn happens at T minus 0 rounds, so you still have 10 rounds of duration remaining.Last edited by Reach Weapon; 2022-11-29 at 08:19 PM. Reason: Edited to clarify argument.
Whatever else may be in their orders, a picket's ultimate responsibility is to die noisily.
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2022-11-29, 08:25 PM (ISO 8601)
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- Sep 2016
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- Wisconsin
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Re: Durations and Turns
If it had a duration of one round, you'd assume it ended at the end of your next turn. Otherwise it would end before you had an action to take advantage of whatever effect it had.
So I'd say a duration of ten round means the round you cast it in plus nine more, and it lasts through the end of that last turn.
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2022-11-29, 08:40 PM (ISO 8601)
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- May 2016
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- Corvallis, OR
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Re: Durations and Turns
Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
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2022-11-29, 10:48 PM (ISO 8601)
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Re: Durations and Turns
Plague Doctor by Crimmy
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2022-11-30, 12:07 AM (ISO 8601)
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- Jul 2021
From 0 to 10 in 11 rounds.
Whatever else may be in their orders, a picket's ultimate responsibility is to die noisily.
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2022-12-01, 02:41 PM (ISO 8601)
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- May 2015
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- Texas
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Re: Durations and Turns
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
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