In my group, combat is done in so few rounds that we've never seen a spell of a duration of 1 minute actually run its full course in combat.
So if I were to cast, let's say, cloud of daggers and I let it go it's full duration, that's round 0 of the duration, right? Do we then count up with each passing round up to round 10, and then on my turn on round 10 the spell ends? Or is it instead the turns I take (regardless of whether I can do anything) that are counted, starting from turn 0 and going up to turn 10? When on my turn does the spell end?
And if I cast time stop and create an effect such as a self targeted polymorph, do the 1d4 + 1 turns in a row count against polymorph, or do they not count because no rounds are passing?
I also haven't had it come up. If the turn you cast it is turn 0, then it should end at the beginning or end of your turn 10.
For time stop, it probably varies by DM, but I would count the duration as counting down for your concentration only (spell effects of frozen creatures are not losing duration).
The time from when the spell is cast (turn 1) to the beginning of the caster's next turn (turn 2) is the first round the spell is active. At that point the spell will have been active for 6 seconds. The time between the caster's second turn {turn 2} and the start of the caster's third turn (turn 3) is the second round. The spell has been active for 12 seconds at that point.
By this logic, a spell that lasts 1 minute or 10 rounds will end at the beginning of the caster's 11th turn. The spell will have been active for 60 seconds at that point.
Note the careful distinction I used between a turn (when a character acts) and a round (the time between the character's turns).
So, if i get this right, you can never benefit from the True Strike Spell (RAW).
The True Strike spell has a duration of 1 Round(Concentration). This means it will end at the beginning of my next Turn. The description says: During my next turn my first attack against my target has advantage, provided the spell has not ended yet.
Since the spell will always have ended before i can make any attack on my next turn, i will never be able to benefit from this spell.
I know that all DM's in the world would allow the attack to benefit from True Strike's advantage, BUT rules as written this spell should never do anything (except if you can somehow extend the duration).
Just to clarify: I know that other spells that have a duration of 1 round have effects that last until the end of the next round. To this i say that a spell can have an effect past it's duration (as with fly and phantom steed). True Strike however clearly states that it has no effect if the spell has ended.
In my group, combat is done in so few rounds that we've never seen a spell of a duration of 1 minute actually run its full course in combat.
So if I were to cast, let's say, cloud of daggers and I let it go it's full duration, that's round 0 of the duration, right? Do we then count up with each passing round up to round 10, and then on my turn on round 10 the spell ends? Or is it instead the turns I take (regardless of whether I can do anything) that are counted, starting from turn 0 and going up to turn 10? When on my turn does the spell end?
And if I cast time stop and create an effect such as a self targeted polymorph, do the 1d4 + 1 turns in a row count against polymorph, or do they not count because no rounds are passing?
The turn on which you cast the spell is turn one; counting from there, the spell ends at the end of your tenth turn.
[EDIT] Or beginning of your eleventh, I guess; there's a tension here since different people's turns happen simultaneously.
I also haven't had it come up. If the turn you cast it is turn 0, then it should end at the beginning or end of your turn 10.
For time stop, it probably varies by DM, but I would count the duration as counting down for your concentration only (spell effects of frozen creatures are not losing duration).
The time from when the spell is cast (turn 1) to the beginning of the caster's next turn (turn 2) is the first round the spell is active. At that point the spell will have been active for 6 seconds. The time between the caster's second turn {turn 2} and the start of the caster's third turn (turn 3) is the second round. The spell has been active for 12 seconds at that point.
By this logic, a spell that lasts 1 minute or 10 rounds will end at the beginning of the caster's 11th turn. The spell will have been active for 60 seconds at that point.
Note the careful distinction I used between a turn (when a character acts) and a round (the time between the character's turns).
So, if i get this right, you can never benefit from the True Strike Spell (RAW).
The True Strike spell has a duration of 1 Round(Concentration). This means it will end at the beginning of my next Turn. The description says: During my next turn my first attack against my target has advantage, provided the spell has not ended yet.
Since the spell will always have ended before i can make any attack on my next turn, i will never be able to benefit from this spell.
I know that all DM's in the world would allow the attack to benefit from True Strike's advantage, BUT rules as written this spell should never do anything (except if you can somehow extend the duration).
Just to clarify: I know that other spells that have a duration of 1 round have effects that last until the end of the next round. To this i say that a spell can have an effect past it's duration (as with fly and phantom steed). True Strike however clearly states that it has no effect if the spell has ended.
RAW doesn't say spells end at the begining of the turn, so they must end at the end of the turn for 1 round duration spells to make sense.
Problem solved.