Rules

Conditions


Conditions are temporary states that affect creatures in different ways. They can be caused by spells, abilities, or other effects. Most conditions will be displayed in the format condition X, where X is the severity of the conditon. Unless otherwise noted, the severity is equal to the length in rounds that the condition lasts starting with the next round. In such cases, at the start of the affected entity's turn, the severity of the condition is reduced by 1. When the severity reaches 0, the condition ends.

Target cannot see. Disadvantage to all stat checks that require sight, including attacking. Attacks against a blinded creature have advantage.

On fire. Take 1 damage at the start of the turn. If the target is flammable, it stays burning. An action can be used to reduce the burning by 1. If the burning is reduced to 0, it goes out.

A confused individual has disadvantage on all stat checks and attacks. They must roll a d20 at the start of their turn. On a 1-10, they do nothing. On an 11-20, they act normally.

Actively being dissolved by acid. Take 1 damage at the start of the turn. Acid does permanent damage to AR.

Drained always includes a value. All stat checks and attacks for the creature are reduced by the drained value. Drained can be reduced by 1 per full rest.

A dying creature has the unconscious condition and is near death. At the start of dying, the GM will secretly roll 1d4 + SOUL bonus. This is the character’s death timer, and it indicates how many rounds it will take until they die. On their turn, a character who is dying rolls a d20. On a 20, they stop dying and rise with 1 hit point. Otherwise, 1 is subtracted from their death timer and they end their turn. If their death timer reaches 0, the character dies. Each successful hit against a dying creature reduces the timer by 1. A character can be saved from dying by being healed by magic or stabilized.

Frightened creatures cannot attack or move closer to the source of their fear. If they are near or close, they must move away.

Frozen creatures are paralyzed and take 1 damage at the start of the turn. Frozen creatures are immune to burning. Fire damage reduces the frozen condition.

Cannot move or take actions.

Take 1 damage at the start of the turn. Once no longer poisoned, the creature gains the drained condition equal to the starting poisoned value.

Creature is off their feet, on the ground. Attacks against a prone creature have a +2 bonus (-2 to EV). A prone creature must spend their movement to stand up.

Creature gains the paralyzed condition. They can use an action to attempt to break free by rolling a BODY check against the restrain DC.

Creature suffers disadvantage to all MIND checks and saving throws.

Creatures are asleep or knocked out. They can’t move or speak and are unaware of their surroundings. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is close to the creature.