Beast Bond Duration

If a Gloom Stalker Ranger cast Beast Bond. Does it end in 10 minutes, and the beast just leaves. Or does it take 10 minutes of concentration to establish the Bond and gain a companion?

Beast Bond You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see

Does the spellcaster knows when a spell ends with a variable duration?

For example Time stop has a duration of 1d4+1 rounds.

I’m looking for a RAW answer (pathfinder or 3.0 is ok if there is no info in 3.5), I haven’t found one here nor in the rules.

Does the player knows he has 2-5 rounds only?

Does he know exactly how long he has since the spell affects himself (if he rolled 1 he knows he has 2 rounds)?

What about color spray since it is cast on another person?

If there is no such info, what suggestion do you propose me as a GM?

Do effects with the duration of one minute end at the beginning or the end of your turn?

The Rage class feature of the Barbarian allows you to rage for one minute given you either took damage or attacked every round.

A round is defined as a 6-second interval. So the rage can last up to 10 rounds. Now my question is, does it end at the end of your 10th round or at the beginning of your 11th round?

There are other effects like that, also concentration spells with the duration of 1 or 10 minutes. Sometimes those are activated before combat starts and end during combat.

In general:

Does an effect/concentration end at the end of your last turn during the timespan or at the beginning of your first turn after the timespan?

Windows Fine-Grained Password Policies (FGPP) – Set Policy Duration

Trying to determine if there’s a way to configure an FGPP(the policy itself) to last/be enforced only for a specified period of time or ideally, until a triggering event occurs. E.g., create temp pwds for a group w/ a 10-day expiry FGPP, but only have that FGPP in place until the pwds expire in 10 days, or they change their pwds (then revert to the domain “Max-Pwd-Age” etc. policy).

Does applying a longer duration Charm effect extend the duration of Philter of Love’s love effect?

The item “Philter of Love”(DMG, p. 184) hast the following description:

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed.

If the creature who was the first to be seen by the creature drinking the potion charmed the drinker, would the drinker continue to regard them as their true love while they are charmed? There’s no distinction that you must be charmed “in this manner” or by the effects of the potion.

So, would charming a creature affected by the Philter of Love extend the potion’s love effects for the duration of the charm?

Understanding ticksPerSecond and duration with skeletal animations

That’s my first question here so i hope to do all correctly. From various weeks i started surfing the net about Skeletal animation aiming to add a simple animation controller into my small game engine. After following a video tutorial by ThinMatrix, i successfully added skeletal animation into my engine (i used Assimp to load a .dae file from Blender with one animation in it). Once finished all the base stuff i started thinking about how to change animations speed by a factor (like x2 x3 etc…) and here i found some problems. As i think i understand every animation is measured by a duration field (in ticks) that, as i suppose, should be at least something like 25fps (to obtain some kind of smooth animation) times animation’s length in seconds. Then for every animation there is also another field called ticksPerSecond that (as the name says) is the amount of ticks in every second.

Into my engine i’ve a data structure called Animator that contains an array of Animation objects and for each one it has a ticks_per_second and duration array. The following code shows how i took data from assimp.

animator->ticks_per_second[animation_index] = scene->mAnimations[animation_index]->mTicksPerSecond != 0 ?     scene->mAnimations[animation_index]->mTicksPerSecond : 25.f; animator->duration[animation_index] = scene->mAnimations[animation_index]->mDuration; 

If i print the two variables i get this result:

DEBUG: ticks per sec: 1.000000 DEBUG: total ticks: 0.833333 

So here is my question: Why do these variables take on these values? I am trying to explain it to myself and the idea I found is that if ticks is equal to 1 the animation would go at the same mainloop’s frame rate but, at the end, I am not sure about it and I would appreciate your help.