A timeout immediatly stops play and suspends the clock.
i.e. they go into effect as soon as they are called (Observer acknowledges), and subsequent throw is null.
If the disc is live or in play and the thrower attempts to call a timeout when the team in possession has no timeouts remaining, play is stopped. The stall count will reset and start at “Stalling 1” after all timeouts
Injury Timeout: A timeout called for a player injury. During an injury timeout, the health and safety of the injured player are of primary concern.
Technical Timeout: A technical timeout may be called for illegal equipment, a dangerous condition, or a broken disc.
A spirit timeout may be requested by one or both teams’ ambassador(s) if they believe that either or both teams have failed to follow the Spirit of the Game and/or PUL rules, and (1) game play has become dangerous; or (2) repeated Spirit of the Game and/or PUL rules violations are causing conflict between the teams.
Injury, technical, and spirit timeouts are meant to be used exclusively to address the issue for which the timeout was called. Only personnel needed to address the issue should be on the field and only for that purpose. Teams may not use these timeouts as team timeouts, unless they also call a team timeout.