Conditions and Status Effects
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 to10% of their current HP
(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
- Dazzled: The character suffers
-1 to attack rolls and Perception checks
. - Blinded: The character cannot see normally. They suffer
-2 to AC
, lose theirDex
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 has50% concealment
.
Mobility
- Slowed: The character suffers
-50% reduced movement speed
,-2 to AC, Reflex saves and attack rolls
, and can only make one attack per round. - 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 has20% 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
- Concealed: The character imposes a percent chance to miss an attack made on them outright, determined by their percent concealment.
- Hidden: The character cannot be seen unless an enemy pierces their stealth. Hiding is automatically broken when the character attacks.
- 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.
- 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.
- Revealed: The character is rendered visible. This breaks all visibility effects except incorporeal.
Stun
- Dazed: The character suffers
-2 to attack rolls and Dex
. - Confused: The character suffers an inherent 25% chance to miss or hit another target that is in range, including allies.
- Stunned: The character cannot move or act. Their
Dex
andStr
scores are set to 0.
Wakefulness
- Drowsy: The character suffers no immediate ill effect, but must make a Will save or remain drowsy.
- Asleep: The character collapses and cannot move or act. Their
Dex
andStr
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
andStr
scores are set to 0. This effect is nominally permanent.
Fatigue
- Fatigued: The character cannot run and suffers
-2 to Str and Dex
. - Exhausted: The character suffers
-25% reduced movement speed
even while walking and-6 to Str and Dex
.
Control
- 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.
- Enchanted: The character believes the enchanter to be a trusted ally. See the Enchantment and Domination page for rules and details.
- Dominated: The character must take out actions as ordered. See above.
Prone
- Off-Balance: The character loses their bonuses to
AC
fromDex
, dodge and tumble sources, and suffers-2 to Reflex saves and Acrobatics checks
. - Prone: The character collapses and cannot move or act. Their
Dex
andStr
scores are set to 0. Enemies have a+2 attack bonus against prone targets
.
Fear
- Shaken: The character suffers
-2 to AC and attack rolls
made against their subject of fear. - Frightened: The character suffers
20% miss chance
,-3 to AC and attack rolls
made against their subject of fear. - Panicked: The character cannot confront their subject of fear with an attack or hostile spell, and has
-4 to AC
against them. - Cowering: The character cannot initiate attacks of any kind, or cast spells. They have
-6 to AC
.
Disease
- Sickened: The character suffers
-2 to attack and damage rolls, saves, and skill checks
. - Nauseated: The character suffers
-25% reduced movement speed
,-4 to attack and damage rolls, saves, and skill checks
.