Conditions and Status Effects

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Conditions in The Domains of Dread are any effect affecting a character that always has the same effect, depending on the condition applied. Generally, if a modifier affects a condition, affects all conditions under that "condition family", if there is one. Conditions on this page are grouped by these families. If conditions are part of a numbered list then they align on the same "track" within that condition family. Some features such as spell or spell-like abilities include a clause in their description that they can upgrade a condition to the next step along the track, if the lesser condition is already on the target. For example, if a feature states that if a target is already dazzled, they may become blinded. If no such clause is present, then it cannot upgrade the condition.

Conditions in The Domains of Dread

Injury

  • Bleeding: The character takes untyped damage equal to the listed amount of bleeding per round. If the listed amount is expressed as a die, the damage is rerolled every round.
  • Burning: The character takes fire damage equal to 10% of their current HP total (minimum 1) per round.

Sensory

  • Silenced: The character cannot speak. If they attempt to cast a spell that has a verbal component, it fails.
  • Deafened: The character cannot hear. If they attempt to cast a spell that has a verbal component, it has 20% spell failure.

Blindness

  1. Dazzled: The character suffers -1 to attack rolls and Perception checks.
  2. Blinded: The character cannot see normally. They suffer -2 to AC, lose their Dex bonus to AC, -4 to Perception checks, and cannot see stealthed or otherwise hidden entities. If they attack, unless they have the blind-fight feat, they must do so as if the enemy has 50% concealment.

Mobility

  1. Slowed: The character suffers -50% reduced movement speed, -2 to AC, Reflex saves and attack rolls, and can only make one attack per round.
  2. Entangled: The character cannot move. They are flatfooted, suffering -2 to attack rolls and their Dex is set to 3. If they attempt to cast a spell that has a somatic component, it has 20% spell failure.
  • Flatfooted: The character loses their bonuses to AC from Dex, dodge and tumble sources, and cannot make attacks of opportunity. An empty action queue (having no actions being undertaken or next to be undertaken) does not render a character flatfooted in The Domains of Dread.
  • Hastened: The character gains 50% increased movement speed, +2 to AC, Reflex saves and attack rolls, and makes an additional attack per round.
  • Paralyzed: The character cannot move or act. Their Dex and Str scores are set to 0.
  • Pinned: The character cannot move, suffers -2 to AC, and loses their bonuses to AC from Dex, dodge and tumble sources.

Visibility

  1. Concealed: The character imposes a percent chance to miss an attack made on them outright, determined by their percent concealment.
  2. Hidden: The character cannot be seen unless an enemy pierces their stealth. Hiding is automatically broken when the character attacks.
  3. Invisible: The character cannot be seen unless an enemy pierces their stealth, and must do so at melee range. Invisibility is automatically broken when the character attacks.
  4. Incorporeal: The character cannot be seen normally. If they are revealed, they cannot be targeted and take no damage from nonmagical sources of damage, half if magical unless force damage, where full damage will be applied.
  • Revealed: The character is rendered visible. This breaks all visibility effects except for incorporeal.

Stun

  1. Dazed: The character suffers -2 to attack rolls and Dex.
  2. Confused: The character suffers an inherent 25% chance to miss or hit another target that is in range, including allies.
  3. Stunned: The character cannot move or act. Their Dex and Str scores are set to 0.

Wakefulness

  1. Drowsy: The character suffers no immediate ill effect, but must make a Will save or remain drowsy.
  2. Asleep: The character collapses, and cannot move or act. Their Dex and Str scores are set to 0. This condition is lost once attacked or targeted by a hostile spell.

Sapped

  • Energy Drained: The character suffers negative levels equal to the listed amount.
  • Enervated: The character suffers loss in ability scores equal to the listed amount.
  • Petrified: The character cannot move or act. Their Dex and Str scores are set to 0. This effect is nominally permanent.

Fatigue

  1. Fatigued: The character cannot run and suffers -2 to Str and Dex.
  2. Exhausted: The character suffers -25% reduced movement speed even while walking and suffers -6 to Str and Dex.

Control

  1. Fascinated: The character cannot move, speak, cast a spell or initiate attacks. This condition is lost once attacked or targeted by a hostile spell. Blindness confers immunity to fascination.
  2. Enchanted: The character believes the enchanter to be a trusted ally. See the Enchantment and Domination page for rules and details.
  3. Dominated: The character must take out actions as ordered. See above.

Prone

  1. Off-Balance: The character loses their bonuses to AC from Dex, dodge and tumble sources, and suffers -2 to Reflex saves and Acrobatics checks.
  2. Prone: The character collapses, and cannot move or act. Their Dex and Str scores are set to 0. Enemies have a +2 attack bonus against prone targets.

Fear

  1. Shaken: The character suffers -2 to AC and attack rolls made against their subject of fear.
  2. Frightened: The character suffers 20% miss chance, -3 to AC and attack rolls made against their subject of fear.
  3. Panicked: The character cannot confront their subject of fear with an attack or hostile spell, and has -4 to AC against them.
  4. Cowering: The character cannot initiate attacks of any kind, or cast spells. They have -4 to AC.

Disease

  1. Sickened: The character suffers -2 to attack and damage rolls, saves, and skill checks.
  2. Nauseated: The character suffers -25% reduced movement speed, -4 to attack and damage rolls, saves, and skill checks.