Conditions

Conditions are effects that can be both positive or negative. The duration of a condition varies and lasts for a set length of time or alternatively be based on specific conditions. They normally only effect the entity afflicted with the condition.

Most conditions cannot be applied multiple times to one target, however some conditions state that they can be stacked in which case the effects strengthen as more stacks are gained.


Note for lydia: NEW STYLE:

List of all conditions:

Name Tags Description Sources
Phasing Buff, Defensive, Dodge Info Symbiotic Form, Sigil of Phasing.
Greater Phasing Buff, Defensive, Dodge, Parameterised (_s) Info TODO
Confusion Debuff Info TODO
Bleeding Debuff, Stackable, Trigger Info TODO
Frightened Debuff, Movement Info TODO
Weakened Debuff, Movement Info TODO
Blinded Debuff Info TODO
Hindered Debuff, Stackable, Movement, Parameterised (_c = -20) Info TODO
Deafened Debuff Info TODO
Incapacitated Debuff Info TODO
Prone Debuff, Movement, Defensive Info TODO
Unconcious Debuff Info TODO
Ignited Debuff, Stackable Info TODO
Chilled Debuff, Movement, Stackable Info TODO
Shocked Debuff Info TODO
Thread Locked Debuff, Trap, Movement, Stackable Info TODO
Disorientated Debuff Info TODO
Bound Debuff, Movement Info TODO
Sloth Debuff, Curse, Parameterised (level) Info TODO
Frail Debuff, Curse, Parameterised (level) Info TODO
Despair Debuff, Curse, Parameterised (level) Info TODO
Fumble Debuff, Curse, Parameterised (level) Info TODO
Hex Debuff, Curse, Parameterised (level) Info TODO
Unencumbered Offensive Info Gain this condition automatically when both hands are free (No gauntlets/Weapons)
Thin Blood Debuff, Movement, Trigger Info This condition is normally gained after being poisoned. (See Rathadel: Red Empress Petal or Rathadel: Vial of Windbane)
Vulnerability Debuff, Stackable Info Stance of the Citrine Viper
Melt Debuff, Stackable Info Reaving Fire
Berserk Buff, Stackable Info Death Snow
Cold Skin Debuff, Stackable Info Death Snow
Spite Buff, Stackable, Offensive, Parameterised (_d) Info Graceful Determination, Brute Force
Entropic Cloaking Buff, Stackable, Defensive Info Can consume Entropic Darkness to apply Entropic Cloaking to yourself or those you are touching at a 1:1 rate as a reaction.
Shunned Curse Info TODO
Incalescence Curse, Debuff, Parameterised (_s, _c) Info TODO
Hyperbolic Pandemonium Curse, Buff, Debuff, Trigger, Offensive, Defensive, Movement, Dodge Info TODO
Greater Consequence Curse, Debuff, Stackable , Trigger Info TODO
Corrosion Debuff, Defensive, Parameterised (_d), Stackable Info TODO

List of all tags:

Tag Name Description
Buff Info
Curse Info
Debuff Info
Defensive Info
Dodge Info
Korodel Exclusive Info
Movement Info
Offensive Info
Parameterised Info
Stackable Info
Trigger Info

Below is the list of conditions:

Name Parameters Description Sources Stackable
Phasing N/A An entity with Phasing has its AC halved (Round down) however when they are hit, they roll a d10, if the roll is a 8 or higher than the damage is dodged. (30% chance to dodge). Casting:Shapeless Form, Sigil of Phasing. No
Greater Phasing Core Stat: _s Gain +5 to AC. Gain +1 Damage reduction equal to your _s modifier. Whenever a target is hit roll 1d10, if the roll is a 6 or higher than the damage is dodged. N/A No
Confusion N/A A Confused entity is unable to target a specific body part of an opponent, but can still hit its opponent if possible. N/A No
Bleeding N/A Bleed stack – Deal 1d4 damage per 5ft moved. Stack lasts until the next round has ended. Bleed stacks can be healed with a medicine roll: floor((x-10)/3) where x is your roll result and the output is the number bleed stacks reduced. Bleed stacks can be healed with a Silver Bracer for 20vis (changes based on quality) removes 3 stacks (6 if flared) of bleed. N/A Yes
Frightened N/A A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear. N/A No
Weakened N/A A weakened creature deals only half damage with melee attacks, and has disadvantage on Athletics and Acrobatics checks. A weakened creature's speed is reduced by 10 feet per stack, to a minimum of half its base speed. N/A Yes
Blinded N/A A blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. Linking:Abyssite No
Hindered N/A A Hindered target is slowed by 5 feet per stack. The hindering effect is capped at -20ft movement. Stack lasts until the next round has ended. N/A Yes
Deafened N/A A deafened creature can’t hear and automatically fails any ability check that requires hearing. N/A No
Incapacitated N/A An incapacitated creature can’t take Actions, Bonus Actions or Reactions. Everything No
Prone N/A A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on Attack rolls. An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage. Self, Techniques No
Unconscious N/A An unconscious creature is incapacitated, can’t move or speak, and is unaware of its surroundings. The creature drops whatever it’s holding and falls prone. The creature automatically fails Strength and Dexterity Saving Throws. Attack rolls against the creature have advantage. Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. Crowns No
Ignited N/A An ignited creature takes xd6 fire damage per turn (where x is the number of ignite stacks the currently holds). (Ignite is cancelled out by the Chill Condition) N/A Yes
Chilled N/A A chilled creature has halved move speed. (Chill is cancelled out by the Ignite Condition) N/A No
Shocked N/A A shocked creature takes twice as much elemental damage. N/A No
Thread Locked N/A A creature that is thread locked is wrapped with a thread weapon. When thread locked, a target cannot attack and moves within the weapons range (with a -20ft movement penalty) of the thread user. In order to escape the thread lock, the user can make a breakout attempt as an action (Con+Acrobatics check Vs Thread Lock DC). If a breakout attempt fails, the thread weapons implicit is applyed. (Thread Locked cannot be stacked, however multiple users can lock one target restricting movement within combined reach) N/A No
Disorientated N/A A creature that is disoriented finds it very difficult to determine direction. During an attack, before rolling to hit roll 1d4. The result determines which of the cardinal directions to attack in. (Correlating as followed; 1-North 2-East 3-South 4-West.) If you use a melee weapon, you attack the tile intended (normally 5ft forward, however this can be extended reach) in whatever direction that was rolled. If you use a ranged weapon, unless there is a target an equal distance to where you where aimed in the direction you fire, the shot goes wild, otherwise you hit the new target like normal. The effect lasts until the end of creatures next turn. N/A No
Bound N/A A bound creature cannot physically move. N/A No
Sloth int: level Reduces (level*10) movement speed. Sloth is a curse. Curse of Slowing Minds No
Frail int: level Reduces your AC by (level*3). Frail is a curse. Curse of Frail Bones No
Despair int: level When below a third of your max health, for every hit taken that deals damage, take (1*level)% of your current health as shade damage. Despair is a curse. Curse of Blackened Thought No
Fumble int: level Your hit rolls become unlucky. hit rolls gain a -3*(level-1). Fumble is a curse. Curse of Broken Hands No
Hex int: level Vis costs increased by level*50%. Hex is a curse Curse of Restricting Pathways No

Condition Modifiers

Condition Wavering

When a condition waivers for a specified amount of time, the condition effects become null until the time is over.

Condition Parameters

Used to pass external types or values into a condition under some label. For example:

Test(int _x) At the end of the turn gain _x hp.

Then when used in writing it would be used like this: gain 1 stack of Test(5)

In the above case they would gain +5 health at the end of the turn.

Curses

If a condition is applied as a curse, then its duration is extended until the combat it was applied within ends.