operations:public:interactive_rulebook:mechanics:timers
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Table of Contents
Timers, Counters & Durations
In Volaire, many spells, skills, and effects are governed by specific durations or counted actions. This page outlines the official definitions and protocols for handling those timers in play.
⏱️ Duration Types
Duration Type | Description |
---|---|
Instant | The effect occurs immediately and does not persist. Example: damage, knockback, or item disarm. |
Timed | The effect lasts a specified time—often 10 minutes, 1 minute, or other noted period. |
1 Event | The effect lasts until the end of the current event or until discharged (e.g. protective wards). |
Sight Duration | Effect ends if the caster dies, falls unconscious, leaves the area, or the spell is dispelled. |
Dormant | The effect is stored until triggered or discharged. Can last up to 1 event unless otherwise stated. |
📣 Counted Actions
Some actions in Volaire require a verbal countdown to complete, simulating time spent performing the action.
Action | Count Type | Completion Rule |
---|---|---|
Healing with Bandages | “Bandaging 1… 10” | 10-count; must be uninterrupted and spoken aloud. |
Searching an Unconscious Body | “Searching 1… 10” | 10-count; at the end, you learn all items carried. |
Shaking Awake (Sleep/Unconscious) | “Shaking one… ten” | 10-count; ends Sleep or Unconscious if completed. |
Cutting Out of Web/Entangle | “Cutting one… ten” | 10-count while roleplaying cutting motions. |
Administering Elixirs/Potions | 3 seconds | You must hold the bottle to lips and count to three aloud. |
Killing Blow | “Killing blow 1… 2… 3” | Must place blade/spell to target and complete count uninterrupted. |
💤 Status Timers
Status | Duration | Ends When… |
---|---|---|
Unconscious | 10 minutes | You are healed or shaken awake. |
Bleeding Out | 60 seconds | You are healed (minus 1 HP), or timer expires. |
Dead | 5 minutes | You are revived by magic, or enter Spirit State. |
Spirit | Until resurrected | You reach a Resurrection Circle or are Detected. |
📜 Spell Duration Notes
- If unsure about a spell’s duration, ask the spellcaster or consult a Marshal.
- Some effects can only be ended early via Dispel, Cleanse, or specific counterspells.
- Duration spells always override base effects—if a spell says “10 minutes,” it persists unless interrupted.
🧠 Clarifications & Edge Cases
- Interrupts (combat hits, movement, or talking) can cancel most 10-count actions.
- You must roleplay the count clearly—whispers or silent counting are invalid.
- Paused timers (e.g., due to Hold) resume exactly where they left off unless ruled otherwise.
Time in Volaire is magical, mechanical, and meaningful. Honor your counts. Own your durations.
operations/public/interactive_rulebook/mechanics/timers.1748498033.txt.gz · Last modified: 2025/05/29 05:53 by eric