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    Titan in the Playground
     
    Lizardfolk

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    Default 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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    Ogre in the Playground
     
    Ignimortis's Avatar

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    Default 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.
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    Troll in the Playground
     
    Imp

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    Default 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.
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    Colossus in the Playground
     
    Segev's Avatar

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    Default 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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    Ogre in the Playground
     
    BarbarianGuy

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    Default 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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    Ogre in the Playground
     
    PaladinGuy

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    Default Re: Durations and Turns

    Quote Originally Posted by Ignimortis View Post
    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.
    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.
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    Dwarf in the Playground
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    Jul 2021

    Default Re: Durations and Turns

    Quote Originally Posted by Ignimortis View Post
    If you cast the spell on your turn, it has been active on your turn [...]
    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.
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    Barbarian in the Playground
     
    DwarfBarbarianGuy

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    Default 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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    Titan in the Playground
     
    Daemon

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    Default Re: Durations and Turns

    Quote Originally Posted by Ignimortis View Post
    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.
    I concur with this as a general operating principle.
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    Spamalot in the Playground
     
    Psyren's Avatar

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    Default Re: Durations and Turns

    Quote Originally Posted by Samayu View Post
    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.
    ^ Yeah that. If it was the beginning of your next turn rather than the end, then True Strike becomes even more useless than it already is. So a 1 minute spell ends at the end of turn 10.
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    Dwarf in the Playground
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    Jul 2021

    Default From 0 to 10 in 11 rounds.

    Quote Originally Posted by Samayu View Post
    If it had a duration of one round, you'd assume it ended at the end of your next turn.
    That reads like another argument in favor of starting the "stopwatch" at 0, and then counting out 10 rounds, as I advocated above.

    Quote Originally Posted by Reach Weapon View Post
    [...] therefore the correct rounding is to the end of your 10th complete turn.
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  12. - Top - End - #12
    Titan in the Playground
     
    KorvinStarmast's Avatar

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    Default Re: Durations and Turns

    Quote Originally Posted by Reach Weapon View Post
    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.
    I tend to do it that way. I can count on two hands the number of fights we have had that lasted 10 rounds. But we have had some.
    Quote Originally Posted by Psyren View Post
    ^ Yeah that. If it was the beginning of your next turn rather than the end, then True Strike becomes even more useless than it already is. So a 1 minute spell ends at the end of turn 10.
    Concur.
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