Conditions

The GM can incorporate conditions with existing monsters, class features and other effects by following these guidelines. Unless otherwise noted in a specific effect’s text, here are the general rules for how to impose and remove the expanded conditions.

Bloodied. This condition is automatically inflicted when a creature is below half its hit point maximum (see Getting Bloodied below). In general, a bloodied creature suffers no additional effects, but the Gm can use this condition as a delivery method for other game effects. For example, the Gm might give a monster a trait that while it is bloodied its attacks do extra damage or when it is first bloodied it can make an additional attack. If a rule refers to half a creatures hit point maximum, use its bloodied value instead.

Burned. If a game effect that calls for a saving throw also deals acid, cold, fire, necrotic, poison, or radiant damage, the Gm can reduce the number of damage dice by two and instead inflict the burned condition on a failed save. Be cautious with this condition! Over application of this condition can seriously affect the expected difficulty of encounters. Likewise, the ability to impose vulnerability to a damage type on an enemy can quickly become the party’s default solution. This condition can be ended by use of the lesser restoration spell, or when the burned creature recovers all its hit points.

Despondent. This condition represents a sense of overwhelming hopelessness or depression. A Gm might be inspired to use the despondent condition to mimic the effect the One Ring has on Frodo or the effects of a Dementor attack. Any effect that grants a creature advantage on saving throws against being frightened also grants advantage on saving throws against becoming despondent. Similarly, a creature immune to being charmed is immune to being despondent. Casting greater restoration on an affected creature ends this condition.

Doomed. This condition represents fate pulling a creature towards grave. Curses from evil priests and attacks from fiends or incorporeal undead are likely ways a Gm might have a creature become doomed. This condition can be ended by the remove curse spell or similar magic.

Dulled. Being dulled represents a diminishing a creature’s intellectual capacities. A creature can become dulled by mind affecting magic and supernatural effects, or though mundane means such as inebriation. A Gm might use this condition as a rider for failing a saving throw against taking psychic damage, or as a replacement to reducing a character’s ability score. This condition can be ended by the greater restoration spell or similar magic.

Fatigued. Fatigue is a less harsh penalty than exhaustion, so a Gm can more easily inflict this condition multiple times without creating a major imbalance. The rules for this condition can be used along with levels of exhaustion. However a Gm might decide to use fatigue instead of exhaustion for certain game elements. For example, a Gm might find the use of exhaustion in Path of the Berserker barbarian’s Frenzy feature too punishing. In such a case, the Gm can allow the player to suffer fatigue instead. Any effect that removes a level of exhaustion can end a creature being fatigued. Also, finishing a long rest ends this condition.

Rested. This condition is a boon to a creature rather than a penalty. At the Gm’s discretion, a character might gain this condition for living a luxurious lifestyle for some time, enjoying a lavish feast for relaxation, or by spending downtime recuperating.

Wounded. Becoming wounded represents a serious injury that limits a creature’s ability to physically function. A wounded creature is also limited in their ability to heal and recover from damage taken. Powerful magic such as regeneration or greater restoration are able to end this condition.

Contents

Blinded

  • 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.

Burned (3pp)

Source Pt-MCCbtS

  • A burned creature is also bloodied.
  • The creature has vulnerability to the type of damage from the effect that first gave it this condition.

Challenged (specific to the Guardian sphere)

  • A challenged creature has disadvantage on attack rolls that do not include the challenger as a target, and gains advantage on attack rolls targeting only the challenger.
  • If the challenged creature can’t possibly attack the challenger (for example, if the challenger is hidden), they do not suffer disadvantage when attacking something else.
  • A challenged creature may be imposed with further penalties based on what Guardian sphere talents the challenger possesses.

Charmed

  • A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Confused (sphere effects such as the Confusion (charm) or the confusion spell inflict the confused condition)

  • A confused creature must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

Deafened

  • A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Despondent (3pp)

Source Pt-MCCbtS

  • A despondent creature can’t have advantage on ability checks to interact socially.
  • The creature does not add its proficiency bonus to its attack rolls or ability checks.

Dominated

Note Sphere effects such as the Mind Control advanced talent or the dominate beast or dominate monster spells can inflict the dominated condition.

  • A dominating source takes total and precise control of the dominated creature.
  • A dominated creature only takes actions that the dominating source choosesand doesn’t do anything that the source doesn’t allow.

Doomed (3pp)

Source Pt-MCCbtS

  • A doomed creature has disadvantage on death saving throws.
  • When one or more dice are rolled to restore hit points to a doomed creature, instead the creature uses the lowest number possible for each die.

Dulled (3pp)

Source Pt-MCCbtS

  • A dulled creature has disadvantage on Intelligence, Wisdom and Charisma ability checks.
  • Other creatures have advantage on Intelligence, Wisdom, and Charisma saving throws against the dulled creature’s spells and effects.

Exhausted

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion.

Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Levfel Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

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

Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.

Fatigued (3pp)

Source Pt-MCCbtS

  • A fatigued creature suffers a -2 penalty to attack rolls, ability checks, and saving throws that use the ability corresponding to that creature’s lowest ability score.
  • If an already fatigued creature suffers another effect that causes it be become fatigued, its suffers an additional -2 penalty on attack rolls, ability checks, and saving throws that use its next lowest ability score, and so on, up to six times.

Ending this condition removes all penalties at once.

Frightened

  • 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.

Grappled

  • A grappled creature’s speed becomes 0, and it can’t 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 reach of the grappler or grappling effect, such as when a creature is forcefully hurled away by a sphere talent or ability.

Hidden

  • A hidden creature is one that is both unseen and unheard. After you make an attack, you lose the hidden condition regardless if the attack hits or misses. The creature’s location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

Incapacitated

Invisible

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

Marked (specific to the Berserking sphere)

  • The one who initiated the mark has advantage on any opportunity attack made against the marked creature until the end of their next turn. The opportunity attack doesn’t expend the attacker’s reaction, but the one who marked the creature can’t make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn. A marked creature may be imposed with further penalties based on what Berserking sphere talents the one who initiated the mark possesses.

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 object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated (see the 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 a poison or disease already in its system is suspended, not neutralized.

Poisoned

  • A poisoned creature has disadvantage on attack rolls and ability checks.

Possessed (creatures like ghosts and intellect devourers can inflict the possessed condition, as well as the Possession advanced talent)

  • A possessed creature is incapacitated (see the condition) and loses control over its body to the possessing creature.

Prone

  • 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.

Rested (3pp)

Source Pt-MCCbtS

  • A rested creature has advantage on saving throws versus disease and poison, and on other ability checks and saving throws to recover from injury.
  • The creature gains temporary hit points equal to half its Constitution score, and does not lose these temporary hit points at the end of a long rest.
  • If the creatures no longer has the temporary hit points it gained from being rested, the condition ends.
  • Gaining this condition ends a creature being fatigued, and its levels of exhaustion, if any, are reduced by one.

Restrained

  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus 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.

Scouted (specific to the Scout sphere)

  • A scouted creature reveals its Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities to the one who initiated the scout ability. A scouted creature may be imposed with further penalties based on what (research) talents the Scout sphere user possesses.

Stunned

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

Unconscious

  • An unconscious creature is incapacitated (see the condition), 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.

Wounded (3pp)

Source Pt-MCCbtS

  • A wounded creature is also bloodied.
  • The creature takes a -5 penalty on Dexterity, Strength and Constitution ability checks and saves.
  • Recovering hit points at the end of a long rest can only restore hit points below the creature’s bloodied value, and it recovers half as many hit dice as it normally would.
Section 15: Copyright Notice

Spheres of Might, Copyright 2021, Drop Dead Studios, Authors: Adam Meyers, Derfael Oliveira, Andrew Stoeckle

Spheres of Power, Copyright 2021, Drop Dead Studios, Authors: Adam Meyers, Derfael Oliveira, Andrew Stoeckle

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