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.
When engaging in combat:
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.
Striking with excessive force is never acceptable.
If your opponent feels you are hitting too hard:
Continued aggressive or unsafe combat will result in disciplinary action, including potential suspension from the event.
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.
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:
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.
While misunderstandings happen, deliberate cheating is never tolerated. If you believe another player is consistently ignoring valid hits without a clear rules-based reason:
Remember: Everyone is here to have fun. Clear communication and trust keep the world of Volaire immersive and enjoyable for all.
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.
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.
Every spell must be paired with a loud, clear verbal incantation, spoken before you release the spellpacket. Here's the proper sequence:
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.
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.
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.
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:
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.
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.
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 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.
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.
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.
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.
When you’re struck by a physical weapon (boffer), follow this process:
Not all spells interact with armor the same way. Here’s how to tell what bypasses what:
You do not take damage if:
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?”
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.
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:
If this happens frequently, or if it becomes disruptive to gameplay:
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.
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:
This helps other players recognize that you are Out of Play or Incapacitated and ensures the integrity of combat scenes.
A character is considered Unconscious when they are reduced to exactly 0 Health Points, whether from:
While Unconscious you cannot move, speak, or take any actions.
You may be awakened in two ways:
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.
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:
“Bleeding to Death” or “Bleeding Out.”
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 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.
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:
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.
| 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 |
Every so often, you may hear someone shout:
“HOLD!”
When you do, stop everything immediately.
A Hold is a full pause in the game. All In-Play activity, including:
...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.
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:
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.
Sometimes we pause to describe what isn’t physically present but exists in the In-Play world. This might include:
A Marshal or Game Manager will narrate the scenario before resuming play.
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.