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2.2 Combat Rules

Updated Feb 27, 2026 — Chapter 2: Rules and Conduct
← Back to Chapter 2: Rules and Conduct

How do I use my boffer weapon?

In Volaire, combat is designed to be safe, immersive, and fun—not a contest of physical strength. To keep things fair and enjoyable for everyone, all weapon strikes must follow the approved swing angle and must be paired with clear, audible roleplay.

Proper Swing Technique

When engaging in combat:

  • Your weapon swing should travel no more than 90 degrees and no less than 45 degrees.
  • This ensures strikes are controlled, not overly forceful, and helps avoid the temptation to "drum roll" your opponent with rapid taps.
  • Your strikes should be delivered with measured intent, as if you are actually striking to wound—not lightly slapping or battering your foe.
Call Your Hits Clearly

Each strike must be accompanied by your damage call and any appropriate tagline (e.g., “2 Normal!” or “3 Ice!”).

If you are swinging too quickly to speak clearly, your opponent is not obligated to take the damage.

Combat is as much about clarity and rhythm as it is about physical contact.

Take your time, speak your calls, and prioritize clear communication.

What Happens If You're Hitting Too Hard?

Striking with excessive force is never acceptable.

If your opponent feels you are hitting too hard:

  • They may refuse to take the damage.
  • They should immediately say: "You're hitting too hard."
  • If it continues, they should report the incident to a staff member.

Continued aggressive or unsafe combat will result in disciplinary action, including potential suspension from the event.

Pro Tip: Combat is a Performance

Think of combat as collaborative storytelling, not a brawl. Your opponent is not your enemy—they're your scene partner. Safe, dramatic, and immersive combat makes for the best experience for everyone watching and participating.

When in doubt: pull your blows, call your hits, and keep it theatrical.

Why aren't my attacks working?

In the heat of combat, you may occasionally notice that your attacks don’t seem to affect your target. Don’t panic—this is often completely normal and part of the ruleset. There are a few in-game reasons why a hit may not register:

  • Armor is Still Intact Most characters wear armor that absorbs damage before they start taking hits to their Health Points.
  • Threshold or Toughness Mechanics Some enemies or characters may have a damage threshold—a minimum amount of damage required before they take a hit. For example, a creature might only take damage from attacks that deal 3 or more.
  • Damage Resistances Certain NPCs or monsters may be resistant or immune to specific damage types (like Fire, Ice, or Normal). Your blade might just not be the right tool for the job.
What Should You Do?

If your attacks aren’t working and you’re unsure why, just ask Out-of-Play (OOP) respectfully! You can briefly break character to clarify:

🗣️ “OOP—are you taking damage?” 🗣️ “OOP—am I doing anything with these hits?”

Most players will gladly explain or confirm what’s happening. It helps keep the game transparent and smooth for both parties.

Suspect a Problem? Speak Up.

While misunderstandings happen, deliberate cheating is never tolerated. If you believe another player is consistently ignoring valid hits without a clear rules-based reason:

  • Do not escalate the situation during combat.
  • Report the issue quietly to a staff member after the encounter.
  • The staff will investigate and handle it discreetly and fairly.

Remember: Everyone is here to have fun. Clear communication and trust keep the world of Volaire immersive and enjoyable for all.

How do I cast my spells?

In the world of Volaire, spellcasting is as theatrical as it is tactical. Whether you're hurling arcane bolts or whispering hexes into the wind, casting spells should be safe, clear, and immersive for everyone involved.

Aim to Touch, Not to Bruise

When casting a spell, your goal is to make contact with your target using a spellpacket—a soft, beanbag-like object that represents your spell. However:

You are not throwing a rock. You are delivering magic.

  • Your throw should be measured and gentle, even at long range.
  • Being hit with a spellpacket should never hurt. If you're consistently throwing too hard, you may be subject to disciplinary action.
Casting Your Spell: Timing & Voice

Every spell must be paired with a loud, clear verbal incantation, spoken before you release the spellpacket. Here's the proper sequence:

  • Speak the spell's incantation in a strong, audible voice. (No mumbling!)
  • Within three seconds of finishing the incantation, throw your spellpacket at the target.
  • Any delay longer than three seconds invalidates the casting.

If you hesitate, stumble, or stutter during the incantation, the spell is considered “flubbed.” This means the spell is still expended—just as if it had been cast successfully—but it has no effect on the target.

Repeated Offenses

If multiple players report that your spellpackets are too forceful, unsafe, or thrown without proper incantation, staff may issue warnings or initiate disciplinary action to protect other participants.

Pro Tip: Make Magic Look Magical
  • Use dramatic gestures or stances to enhance the spellcasting experience.
  • Practice your throws so you can be both accurate and gentle.
  • Carry a pouch or bandolier for easy packet access—it looks cool and helps you cast efficiently!

Why aren't my spells working?

So, you've cast your spell—your incantation was flawless, your spellpacket flew true—and yet... nothing happened. Don’t worry! In Volaire, there are many valid reasons why a spell might not have the effect you expected. Here's how to interpret what’s going on, and what to do when in doubt.

Common Spell Interactions & Responses

In the world of Volaire, not all creatures are created equal, and many possess abilities that may nullify or reduce magical effects. Here's what to listen for when your spell seems to fizzle:

  • “Resist”

If your target clearly says “Resist”, it means they have a magical resistance to the type of spell you cast. This is a one-time immunity to that particular effect or damage type. The spell is expended, but it has no effect.

  • “Flash: [Spell Name]”

This indicates your spell was absorbed or blocked by a spell shield or magical protection. The shield absorbs the effect and is typically consumed in the process. You should always hear the word “Flash” followed by the name of your spell.

  • “No Effect”

Some powerful monsters—or even a few PCs—may be entirely unaffected by certain spells or spell types due to abilities like toughness, magical immunity, or other special mechanics. In these cases, you’ll hear “No Effect”, meaning your spell hit but simply doesn’t apply.

If You Hear Nothing...

If your spell has a clear and immediate effect (such as a Knockback or a Sleep), and the target doesn’t respond in any way and says nothing, it’s okay to pause and ask:

🗣️ “OOP—Did that spell land?”

A quick, respectful out-of-play check-in can clarify the situation without disrupting the flow of combat.

Suspect Something’s Wrong?

If you believe someone is intentionally ignoring effects, or if you consistently experience spells being disregarded with no explanation, report it to a staff member privately. Cheating is taken seriously, and our team will handle it discreetly and fairly.

Remember:

Magic is powerful—but so is game balance. Resistances and immunities are a natural part of Volaire’s combat environment. The more you understand the mechanics behind them, the more strategic and satisfying your spellcasting becomes.

When Do I Take Damage?

Understanding when to take damage is essential to maintaining fair, immersive, and accurate combat in Volaire. Here's how to know what hits you, when it affects you, and what it bypasses.

Physical Damage

When you’re struck by a physical weapon (boffer), follow this process:

  • Subtract damage from your Armor Points first.
  • Armor absorbs incoming physical attacks until it is fully depleted.
  • Once you have no remaining armor, begin subtracting damage from your Health Points (HP).
  • Continue tracking damage until you reach one of the status conditions listed later in this chapter (e.g., Unconscious, Dying, Dead).
Spell Damage

Not all spells interact with armor the same way. Here’s how to tell what bypasses what:

  • Elemental and Standard Damage Spells
  • Spells such as Firebolt, Ice Spike, or Magic Missile deal damage like physical attacks:
  • Armor must be depleted first before they affect your Health Points.
  • These spells follow the same rule as weapons: Armor → Health.
  • Direct Body Spells
  • Spells like Cause Wounds, Wither, or certain necrotic or mental effects bypass armor entirely:
  • These spells are considered Direct Body Damage and affect Health Points directly.
  • Your armor remains untouched by these spells.
Magical Defenses

You do not take damage if:

  • You have an active spell shield, and the spell triggers a “Flash” defense.
  • You have magical resistance and call “Resist” to the incoming effect.

Always be sure to announce your defense clearly, so your attacker knows the effect didn’t land.

If you're ever unsure during combat, pause briefly and ask: “OOP—Did that hit go through?”

What if my target didn’t feel my spellpacket?

Ah, the mage’s dilemma. You’ve lined up the perfect spell, chanted every syllable with flair, and your spellpacket hits—only for your target to keep charging like nothing happened. Don't worry, this happens from time to time.

If Your Spell Lands but Goes Unnoticed

Sometimes, in the chaos of battle or due to thick costuming, a player simply doesn’t feel the spellpacket hit them. Here’s what to do:

  • Politely get their attention within 5 seconds. You may say, “OOP—You were hit with a [spell name]!” to inform them of the effect.
  • If they acknowledge it, proceed as normal.
  • If they do not respond within about 5 seconds, you are not required to pull the spell.
When to Involve a Marshal

If this happens frequently, or if it becomes disruptive to gameplay:

  • Flag down a Marshal or Game Manager if one is nearby.
  • Briefly explain the situation. Staff may monitor the encounter to ensure all interactions remain fair and smooth.
Trust & Accountability

We understand that not every hit can be perfectly tracked in real-time. That’s why we rely on a strong foundation of player trust. If you made a valid cast, and made a good-faith effort to clarify the hit, we trust you to continue without penalty.

However, please do not abuse this trust. Intentionally casting spells and claiming hits without reasonable contact or follow-up may result in staff review.

Remember: Volaire is a collaborative story. Good communication helps everyone keep the magic flowing.

Unconscious/Dying/Dead Status

Combat in Volaire can be intense—and sometimes, your character won’t walk away from every battle unscathed. This section outlines what happens when your health runs out, how others can help, and how to roleplay each stage of physical defeat. When your character enters any of the following incapacitated states (Unconscious, Bleeding to Death, Dead, or Terminal), you must indicate this status by remaining still and silent, and by adopting one of the following poses:

  • Lying on the ground
  • Kneeling
  • Placing a fist or your weapon on top of your head

This helps other players recognize that you are Out of Play or Incapacitated and ensures the integrity of combat scenes.

UNCONSCIOUS STATUS

A character is considered Unconscious when they are reduced to exactly 0 Health Points, whether from:

  • Physical damage
  • Spell damage
  • Effects such as Waylay

While Unconscious you cannot move, speak, or take any actions.

You may be awakened in two ways:

  • By a healing effect that restores at least 1 point of Health
  • By being “shaken awake”, which requires a 30-second count of uninterrupted roleplay contact (such as someone gently shaking your shoulder and counting aloud)

If neither happens, you will awaken automatically after 10 minutes.

Upon awakening (by any method), you return to 1 Health Point, or the full value of the healing received if awakened by a spell or potion.

BLEEDING TO DEATH STATUS

You are considered to be Bleeding to Death when your Health Points fall below zero (to a minimum of -1 HP). This status typically occurs after sustaining excessive damage beyond unconsciousness.

While Bleeding to Death:

  • You cannot move, act, or speak except to answer a Healing Arts check with:

“Bleeding to Death” or “Bleeding Out.”

  • This status lasts for 60 seconds, counted by the player.

Health cannot drop below -1, no matter how much damage you take. Any healing received while Bleeding to Death is reduced by 1 point due to your critical condition.

Examples:

  • If someone administers a “Cure 10 Elixir”, you would regain 9 Health Points.
  • If you are healed for 1 point, you rise to 0 Health, which changes your status to Unconscious (see above), and you may then be shaken awake or left to recover naturally.
DEAD STATUS

If your 60-second Bleeding to Death timer expires without receiving healing, your character enters Dead Status.

While Dead, you must remain still and silent. The only permitted action is to respond to a Healing Arts check with:

“Dead.”

You remain in this state for 5 minutes, during which you may be revived by an appropriate restorative spell or ability.

Spirit State (Post-Death)

If not revived within 5 minutes, your body dissolves into dust, and your character becomes a spirit being drawn toward the nearest Resurrection Circle.

As a Spirit:

  • You cannot interact with the physical world or other players unless someone calls out “Detect Spirits” while invested to and standing near a Resurrection Circle
  • In that case, you may respond with: “Detected”

Roleplaying a spirit is an excellent time for silent reflection, dramatic pacing, or eerie theatrics—but no speaking or interacting unless prompted by the rules above.

Quick Status Reference
Status Condition Duration Recovery Options
Unconscious 0 HP 10 min or 30-sec shake Heal 1+ HP or Shaken Awake
Bleeding Out Below 0 HP (min -1) 60 seconds Healing (minus 1 HP)
TERMINAL Special, -1 HP 60 seconds Healing (7th level or higher)
Dead After 60 seconds of bleeding 5 minutes Restorative ability or spell
Spirit After 5 minutes dead Until resurrected Only interact via “Detect Spirits” near Circle

HOLD! – Emergency & System Pause Protocol

Every so often, you may hear someone shout:

“HOLD!”

When you do, stop everything immediately.

What Does “Hold” Mean?

A Hold is a full pause in the game. All In-Play activity, including:

  • Combat
  • Roleplay
  • Rituals
  • Spellcasting
  • Counting
  • Movement

...must cease instantly.

Every player should take a knee (if able), remain still and silent, and await further instructions. If kneeling isn’t physically possible, place a fist or weapon on your head to indicate your awareness of the Hold.

When Is a Hold Called?
  • Medical Emergency (MEDIC Call)

The most important reason to call a Hold is when someone is injured Out-of-Play.

Only call a Medic if the player is unconscious or clearly unable to call for help themselves.

If someone is hurt and you are not their designated support person, please:

  • Back away at least 10 feet
  • Sit down quietly
  • Do not engage in In-Play conversation
  • Use this time to hydrate, adjust your gear, or chat Out-of-Play
  • Let the trained medics and staff do their jobs without distraction.
Remember:

Healer = In-Play magic Medic = Real-world injury

If your character takes a fireball to the face, call for a Healer. If you twisted your ankle and it’s swelling up like a goblin’s head—you need a Medic.

  • Environmental or Descriptive Holds

Sometimes we pause to describe what isn’t physically present but exists in the In-Play world. This might include:

  • Hidden traps or illusions
  • Magical effects too complex to represent visually
  • Large-scale environmental changes (e.g., “The ground begins to shake beneath you…”)

A Marshal or Game Manager will narrate the scenario before resuming play.

Resuming Play After a Hold

Once the Hold has been resolved, staff will instruct everyone to return to their previous positions and prepare to re-enter the scene.

Gameplay resumes with the call:

“3...2...1... Lay-On!”

At that moment, all combat, counts, spells, and roleplay resume exactly where they left off.