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Conditions

Table of Contents

Conditions#


Bleeding

The target takes -6 (HP) damage per combat round or every 10 minutes outside of combat. Bleeding can be stopped by using a BandageMediKit, or certain Healing Spells.

Blinded

The target is blinded, impairing sight. A blinded creature has disadvantage on all rolls it makes, or made against it. The blinded target cannot make any skill checks or engage with interactions involving sight or vision.

Burning

The target is ignited or exposed to extreme heat, suffering 8 fire damage per turn. This damage bypasses mana shields and directly affects base (HP). The fire intensifies over 3 turns, and by the fourth turn, the target is fully engulfed, resulting in fatal consequences. Burning can be extinguished by either submerging in nearby water or spending a full turn to roll or take a similar action to douse the flames.

Dazed

The target becomes disoriented and confused, suffering disadvantage on all rolls it makes or that are made against it. This confusion wears off after 3 turns unless specified by certain spells or actions.

Exhausted

The target is extremely fatigued, causing movement cost to increase to 3 (AP) and completely preventing navigation through difficult terrain. While exhausted, the target cannot make agility or strength-based skill checks and has disadvantage on all rolls it makes, as well as on rolls made against it. The only way to recover from exhaustion is by successfully completing a Long Rest.

Freezing

The target is incredibly cold and sluggish, with movement restricted to 1 tile in combat or greatly slowed outside of combat. The target's (AP) is also limited to a maximum of 2(AP). To cure freezing, the target must spend 2 turns near a fire or heat source, or a short period of time outside of combat.

Immobilized

The target is completely immobilized, losing the ability to move, take actions, or speak, effectively losing total control of their body. The target remains paralyzed until specific conditions are met, depending on the spell, attack, or effect that caused it.

Injured

The target has sustained an injury. Major injuries, if untreated, result in death. Injuries can be treated with certain healing items and spells, as well as by visiting a Cleric.

Prone

The target is on the ground and must spend a turn action to stand back up. Attack rolls made against a prone target have advantage.

Restrained

The targets movement is completely restricted. The restrained target also loses the ability to use an action until the restraint is broken or ends. All attacks made against a restrained target have advantage.

Sickly

The target is afflicted by poison, disease, or similar conditions, restricting their (AP) to 1. The condition can be cured by visiting a Cleric, using certain high-level Healing Spells, or drinking a Cura Potion. If left untreated, the sick target will eventually die, with the time frame determined by the Game Master.

Unconscious

The target is unconscious, unable to move or take actions until it regains consciousness.