Timescales

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In Epic Path, the passage of Time is a complex topic. See Spell Durations for details on how durations interact with time on the game, also see Time Taken for a view of all the times that relate to time in combat, and see Between Adventures for how self-absorbed murder-hobos spend all that extra time they gain by not bathing very often.

Master List of all Timescales

In Epic Path, 'time' is of primary interest in combat at very short intervals, or for spell durations, which are managed as stateless time as much as possible, or as days of downtime used to 'do cool stuff' using the downtime rules.

However, if your game incorporates such things as large-scale battles, massive vehicular movement, and the building and operation of settlements, longer-scale times become important. (This is also important for such things as the Immortality of Undead, which could be of interest in multi-generation familial sorts of games.)

Below is a list of all times defined in Epic Path. Note that many or most of these are essentially defined by the GM saying "Okay, a year passes, what do you guys want to do', but in large-scale games, that sort of thing could be of high importance.

Free Action
Used in combat, denotes a time that is essentially so brief it is no time at all. Can denote things that are done at the same time as others, like flicking a key out of a keyring as you reach out to open a lock, or unclipping the clasp on a scabbard as you draw a sword. Many things done on free-action timescales are simply assumed, and GM's are cautioned against getting bogged down in details.
Immediate or Swift Action
Used in combats, or, for the casting of certain spells.
Part of a move action
Used in combats. Similar to Free Actions, but larger in scope, for things like hastily scooping up a fallen weapon as you scurry past. Must be done with a Move action, whether you move or not.
Move Action
Used in combats for moving around, or other actions that take more time than swift actions, but less time than planning and carrying out an effective melee attack.
Standard Action
The bread-and-butter attack action of combat, or, the time taken to cast a normal spell, or do a myriad of other quick but complicated things.
Full Attack Action
Used in combat, this is what gives you a large number of attack actions, but, it consumes both your Move Action and your Standard action for that round.
Full Round Action
Used when you're doing something during a fight that is so complex or time consuming it eats up all your time, so that you can't do anything else. Casting a True Dweomer, for example.
Instantaneous
Used when casting spells or using powers, indicates the power's energy comes and goes the instant the power is used, though the consequences might be long-lasting.
Concentration
Used when casting spells or using powers, indicates the power's energy only persists as long as you concentrate upon sustaining its effects. Sustaining this concentration requires some action from you each round, or the spell or power ends automatically.

The type of action required is either a swift, move, or standard, and will be detailed in the spell's description.

One Round
Used when casting spells or using powers, indicates the power's energy lasts until the start of your next turn.
Combat
A power may only be used (such as casting a spell) during combat (i.e. while there is an initiative order in effect), and its effects immediately cease at the end of the current encounter.
Encounter
The spell's effects persist until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner.


This is the end of the 'inside combat' timescales. All times of a full day or longer are adjudicated by GM's fiat.


One Day
Effects persist until the end of your next full night's rest.
One Week
Effects persist for 7 days.
One Moon
Effects persist until the next full moon.
One Season
Effects persist until the next turning of a season, typically four times a year, or, three months, although depending upon the world, the GM may dictate this time is something different.
One Year
Effects persist for a year and a day. In most cases, this can only be tied to an item that doesn't move, and is often related to settlements.
One Decade
Effects persist for 10 years and a day. In most cases, this can only be tied to an item that doesn't move, and is often related to settlements. Typically the longest timescale ever used for large-scale combats and most settlement activities.
One Century
Effects persist for 100 years and a day. In most cases, this can only be tied to an item that doesn't move, and is often related to settlements.
One Millennium
Effects persist for 1000 years and a day. In most cases, this can only be tied to an item that doesn't move, and is often related to settlements.
One Epoch
Effects persist until the GM says it ends. In most cases, this can only be tied to an item that doesn't move, and is often related to settlements.