Spell Durations

Post/Author/DateTimePost
#1

kanageddaamen

Aug 14, 2014 16:34:04

Does anyone have an idea as to when spell durations count as being reached during your tuen?  For example, if a spell's duration is 1 round, does it end at the start of your next turn, or the end of your next turn.

 

The rules don't seem to specify, and it seems fairly important.  Say an arcane trickster uses color spray to blind some enemies, whether or not they are still blind during his next turn is pretty important.

#2

Plaguescarred1

Aug 15, 2014 8:46:52

A round should be from your turn to your next turn.

 

 

EDIT As Merric said, its better to use end of turn if timing matters.

#3

kanageddaamen

Aug 14, 2014 16:50:22

How would that work for a spell that is cast after the start of your turn?  It still ends at the start of your next turn?

#4

Suzume_Stjohn

Aug 14, 2014 17:04:08

Which makes things like True Strike useless now.  It used to be a bonus action.  Now it is a full action. And lasts till the start of your next turn.  So your super precise strike has to be a reaction attack, or nothing.

#5

Plaguescarred1

Aug 15, 2014 8:47:48

If a spell is cast on someone else's turn and last 1 round, it should last until the end of this person's next turn.

 

(Reply to #4)

Shinrah

Suzume_Stjohn wrote:
#7

AaronOfBarbaria

Aug 14, 2014 17:20:49
I don't know about spells in general, but I know that true strike is a 1 round duration that specifically ends at the end of your next turn. The way I have always handled duration is to have the number of rounds a spell lasts be the number of chances for its effect to apply to its target, rather than worrying of start or end of turn
#8

MerricB

Aug 14, 2014 17:35:13

kanageddaamen wrote:
#9

WibbleNZ

Aug 14, 2014 17:35:15

Shinrah wrote:
(Reply to #4)

reddaemon

Suzume_Stjohn wrote:
#11

Shiroiken

Aug 14, 2014 20:27:54

Since the spell is cast during your turn (specifically during your action), I would say that spells duration would last until after your action on the turn, unless specified otherwise. This would be true of whatever duration (such as a very long battle lasting a minute).

#12

lawrencehoy

Aug 14, 2014 21:48:09

I think durations should last until the end of a turn; since most spells take 1 Action to cast, they effectively start at the end of a turn.

 

 

@MerricB:

Note that Shield has a Casting Time of 1 Reaction; so, it only takes a split second to cast and isn't usually cast on your turn. This also means it doesn't last for a full round, unless you cast it while subject to an Opportunity Attack on your turn.

#13

SilentSin

Aug 15, 2014 0:53:46

I'll be ruling it as end of turn unless the rules specify otherwise.

 

If I run up and colour spray you in the face, I should get a chance to move next turn while you are still blind.

#14

Plaguescarred1

Aug 15, 2014 8:50:36

MerricB wrote:
(Reply to #6)

shivafang

I think the description is in error.  The duration is "Concentration up to one minute."  I've been ruling True Strike to be the first attack within the duration.  Expect table variation, though.

Shinrah wrote:
#16

Sass

Apr 29, 2015 16:44:13

I think it ends at the end of the next round. Think about this. Say you color spray or true strike yourself, and it is the very last action you do in that round. If it was ment to end in the  that round, then True strike would never be used at the end of a round, since it would instantly stop. Same with color spray, if it was meant to last one round and end in the same round, then if you cast it as your last action in the round, its blinding effect would be a mere blink of a momnent and thus be instantaous.

 

If you rent a movie from red box for a one day rental, it does not mean you have to return it the same day, since a customer would rent it at 11:50 pm at night and must return in within 10 minutes? No; it implies the next day as the "one day". 

 

So a spell that concentration is one round, is meant to imply it ends the next round. That means during your next turn, you better use it. You can use it BEFORE the next round if you can use it during a reaction before your next turn, but never use it as a reaction after your next turn. 

#17

Noctaem

Apr 29, 2015 18:04:28

shivafang wrote:
#18

mellored

Apr 29, 2015 18:20:23

True strike is good with contagion.

 

It's also castable while stealthed, with no V component.  So if you where going to rush in next turn.  Of course, you would have it anyways by being stealthed.   And it's range is short.

 

But yea, one of the worse spells in the game.

#19

Noctaem

Apr 29, 2015 18:22:43

Ah interesting, I didn't think of contagion.  But yeah, errata requested plox.

#20

mellored

Apr 29, 2015 18:23:51

Noctaem wrote:
#21

jaelis

Apr 29, 2015 18:54:43

It could grant a +5 bonus rather than advantage. I think that would be about right, would make it nice in the right situation.

 

Or make it a bonus action and +1d4 to your next attack on this round? That would preclude casting anything but a cantrip, and it would use up your bonus action. But would it be too good for Eldritch Knights and the like?

#22

Rya.Reisender

Apr 30, 2015 0:47:10

Advantage can be better than +5 depending on the situation.

And sometimes it's better to just have every second party member attack with advantage than all party members attacking without it.

 

The only reason why True Sight is rather bad is because it also requires concentration. Might as well have someone use "Help" to let someone else gain advantage with less risk.

#23

jaelis

Apr 30, 2015 5:36:29

Rya.Reisender wrote:
#24

mellored

Apr 30, 2015 6:01:06

Rya.Reisender wrote:
#25

Rya.Reisender

Apr 30, 2015 6:26:36

Isn't it +19 at most? Like if your first roll is 1 and your second is 20?

#26

mellored

Apr 30, 2015 6:35:28

Rya.Reisender wrote:
#27

mellored

Apr 30, 2015 6:45:04

Part of what makes advatage feel powerful is...

 

everytime you roll a 1 and 20, you feel like you got +19.

everytime you roll a 20 and 1, you feel like you got +19.   Dispite the fact that advantage did not help.

 

 

Not to say you shouldn't feel good, but it's only 1/2 as potent as it seems.

Same with disavantage.