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operations:public:interactive_rulebook:mechanics:timers

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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

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