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Conditions

From Runarcana Wiki
This page is a translated version of the page Condições and the translation is 100% complete.

This article complies with version 0.95 of Runarcana RPG

Some of the creature abilities are capable of causing special conditions to your character, however, you are also capable of causing them through some of your abilities, spells or runes.

These conditions are described below in alphabetical order:

Conditions in Alphabetical Order

Grappled

  • A grappled creature's speed becomes 0, and it cannot benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated (see the condition).
  • The condition also ends if an effect removes the grappled creature from the grappler's reach or a grapple effect, such as when a creature is thrown by the effect of a thunderwave spell, for example.

Frightened

  • A frightened creature has disadvantage on Ability checks and attack rolls while the cause of its fear is within its line of sight.
  • The creature cannot move willingly near the source of its fear.

Stunned

  • A stunned creature is incapacitated (see condition), can't move, and can speak only by babbling.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Prone

  • A prone creature's only movement option is to crawl, unless it stands up, thus ending 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.

Blinded

  • A blinded creature cannot see and automatically fails Attribute checks that rely on sight.
  • Attack rolls against the creature have advantage, and attack rolls by the creature have disadvantage.

Scorched

  • A scorched creature takes fire damage at the start of each of its turns until the fire is extinguished. The amount of damage taken varies according to each source and amount of damage. Physical damage and damage from spells up to 4th level that cause up to 6 points of damage per turn can be extinguished with an action by making a Dexterity check with DC 10. To extinguish flames above 6 points of damage, it is necessary to use an action and one liter of water, or a cloak, or a blanket, or another way to smother the fire and a Dexterity check with DC 15. On a failure, the material used is lost and the flames continue to cause damage. Spells above 4th level can only be extinguished with magical water or through the remove curse spell.

Restrained

  • A restrained creature's speed becomes 0, and it can't benefit from any bonuses to its speed.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws

Charmed

  • A charmed creature cannot attack the person who charmed it or have the person who charmed it as the target of magical abilities or effects that cause damage.
  • The person who charmed it has advantage on any Attribute checks to interact socially with the charmed creature.

Weakened

  • A weakened creature gains disadvantage on saving throws and Strength, Dexterity, and Constitution checks.

Poisoned

  • A poisoned creature takes poison damage at the start of each of its turns until it is cured, removes the source of its poison, or receives an appropriate antidote. The amount of damage taken varies with each type of poison.

Exhaustion

Some special abilities and environmental hazards, such as starvation and prolonged exposure to freezing or scorching temperatures, can lead to a special condition called Exhaustion. Exhaustion is measured in ten levels, and for each level of Exhaustion, all your rolls involving a d20, such as saving throws, attack rolls, and skills, as well as the DC of your spells, Sutras, and Invocations, receive a penalty equal to your level of exhaustion.

If a creature that is already exhausted suffers another effect that causes exhaustion, its current exhaustion level increases by an amount specified in the effect's description.

An effect that removes exhaustion reduces its level, as specified in the effect’s description. All exhaustion effects disappear if the creature’s exhaustion is reduced below 1.

The maximum exhaustion a creature can have is 10, any level above this value means the creature dies.

Removing Exhaustion

Finishing a long rest reduces a creature's exhaustion level by an amount equal to its Constitution modifier; finishing a full rest reduces a creature's exhaustion level to 0, assuming that during both the long rest and the full rest, the creature also consumed food and water.

Receiving the Lesser Restoration spell removes 1 level of exhaustion, while receiving the Greater Restoration spell removes 1d6 + Casting modifier levels of exhaustion.

Exposure

A target with this condition takes the indicated amount as additional damage from any source for the duration. If the target has Damage Reduction, the Exposure value is reduced for the duration.

Ex. A target with 2 points of Exposure, when receiving a sword blow that causes 3 points of damage, receives 5 points of damage. If this same target has Damage Reduction 2/poison and receives an attack that causes 4 points of poison damage, the Exposure value cancels out 2 points of Damage Reduction, causing it to receive 4 points of damage normally.

Incapacitated

  • An incapacitated creature cannot take actions or reactions

Unconscious

  • An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
  • The creature drops anything it is 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.

Intoxicated

  • An intoxicated creature has disadvantage on attack rolls and Ability checks.

Invisible

  • An invisible creature is impossible to see without the aid of magic or a special sense. For purposes of hiding, the creature is heavily obscured. The creature’s location can be detected by any sounds it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

Slow

  • A creature under the slowness condition has its movement reduced by some temporary or permanent effect, varying according to the effect that causes this condition both in the slowness value and in its functioning.
  • Slowness is considered a Debilitating Condition

Paralyzed

  • A paralyzed creature is incapacitated (see the condition) and can't move or speak.
  • 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.

Petrified

  • A petrified creature is transformed, along with any nonmagical objects it is wearing or carrying, into a solid, inanimate substance (usually stone). Its weight increases tenfold, and it stops aging.
  • The creature is incapacitated (see condition), can't move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although any poison or disease already in its system is suspended, not neutralized.

Taunted

A taunted creature is forced to attack the target of the taunt in the best way possible for it. The creature cannot move of its own accord away from the source of the taunt and must use its movement to approach the target of the taunt as best it can.

Bleeding

  • Some special abilities and some weapons can cause Bleeding, such as the Shrapnel Irradiation ability of the Projectile Irradiator item. Bleeding is measured in points, and these points are cumulative. When you receive 1 point of bleeding, you receive 1 point of damage at the beginning of each of your turns. When you receive a new point of bleeding, you receive 2 points of damage instead of 1, and so on. Your Bleeding points remain until you heal at least 1 life point, or someone makes a medicine check with a DC equal to 8 + twice the current bleeding value. Using a medical kit allows you to make this check with advantage.

Silenced

  • A silenced creature cannot cast spells or sutras that require the Verbal component.
  • They also cannot express ideas or communicate using their voice.

Deaf

  • A deaf creature cannot hear and automatically fails any Attribute check that relies on hearing.