Status Effects: Difference between revisions

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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.
Status effects in ''[[The Domains of Dread]]'' are any condition affecting a character which always has the same outcome of effect depending on the status applied. Generally, if an item modifier or class archetype feature affects a status it will also affect any statuses listed as ahead or before it in the numbered “tracks” below, if one is present. For example, bracers that grant <code>+1 to saves against ''slow''</code> also confer <code>+1 to saves against ''entanglement''</code> but not <code>+1 to saves against ''paralyzation''</code>, where bracers that grant <code>+1 to saves against immobility</code> grant that to saves made against all three.


== Conditions in ''The Domains of Dread'' ==
Some class archetype feats or features include a clause in their description that they may upgrade a status to the next step along its track, if the lesser status is already present on the target. For example, if a feature states that if a target is already ''<code>dazzled</code>'', they may become ''<code>blinded</code>''. If this language is not present, then that feat or feature cannot upgrade the status effect.
 
== Status Effects in ''The Domains of Dread'' ==


=== Injury ===
=== Injury ===


* '''Bleeding:''' The character takes <code>untyped damage</code> equal to the listed amount of bleeding per round. If the listed amount is expressed as a die, the damage is rerolled every round.
* '''Bleeding:''' The character takes <code>untyped damage</code> equal to the listed amount of ''<code>bleeding</code>'' per round. If the listed amount is expressed as a die, the damage is rerolled every round.
* '''Burning:''' The character takes <code>fire damage</code> equal to <code>10% of their current HP (minimum 1)</code> per round.
* '''Burning:''' The character takes <code>fire damage</code> equal to <code>10% of their current HP (minimum 1)</code> per round.


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# '''Dazzled:''' The character suffers <code>-1 to attack rolls and [[Perception]] checks</code>.
# '''Dazzled:''' The character suffers <code>-1 to attack rolls and [[Perception]] checks</code>.
# '''Blinded:''' The character cannot see. They suffer <code>-2 to AC</code>, lose their <code>[[Attributes|Dex]]</code> bonus to AC, <code>-4 to Perception checks</code>, and cannot detect[[Stealth|stealthed]] or otherwise ''<code>hidden</code>'' entities. If they attack, unless they have the [[Blind-Fight|''blind-fight'']] [[Feats|feat]], they must do so as if the enemy has <code>50% ''concealment''</code>.
# '''Blinded:''' The character cannot see. They suffer <code>-2 to AC</code>, lose their <code>[[Attributes|DEX]]</code> bonus to <code>AC</code>, have <code>-4 to Perception checks</code>, and cannot detect [[Stealth|stealthed]] or otherwise ''<code>hidden</code>'' entities. If they attack, unless they have the ''blind-fight'' [[Feats|feat]], they must do so as if the enemy has <code>50% ''concealment''</code>.


=== Mobility ===
=== [Im]mobility ===


# '''Slowed:''' The character suffers <code>-50% reduced movement speed</code>, <code>-2 to AC, Reflex saves and attack rolls</code>, and can only make one attack per round.
# '''Slowed:''' The character suffers <code>-50% reduced movement speed</code>, <code>-2 to AC, Reflex saves and attack rolls</code>, and can only make one attack per round.
# '''Entangled:''' The character cannot move. They are ''<code>flatfooted</code>'', suffering <code>-2 to attack rolls</code> and their <code>Dex</code> is set to 3. If they attempt to cast a spell that has a somatic component, it has <code>20% spell failure</code>.
# '''Entangled:''' The character cannot move. They are ''<code>flatfooted</code>'', suffering <code>-2 to attack rolls</code> and their <code>DEX</code> is set to <code>3</code>. If they attempt to cast a spell which has a somatic component, it has <code>20% spell failure</code>.


* '''Flatfooted:''' The character loses their bonuses to <code>AC</code> from <code>Dex</code>, 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 ''<code>flatfooted</code>'' in ''The Domains of Dread.''
* '''Flatfooted:''' The character loses their bonuses to <code>AC</code> from <code>DEX</code> and dodge 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 ''<code>flatfooted</code>'' in ''The Domains of Dread.''
* '''Hastened:''' The character gains <code>50% increased movement speed</code>, <code>+2 to AC, Reflex saves and attack rolls</code>, and makes an additional attack per round.
* '''Hastened:''' The character gains <code>50% increased movement speed</code>, <code>+2 to AC, Reflex saves and attack rolls</code>, and makes an additional attack per round.
* '''Paralyzed:''' The character cannot move or act. Their <code>Dex</code> and <code>Str</code> scores are set to 0.
* '''Paralyzed:''' The character cannot move or act. Their <code>DEX</code> and <code>STR</code> scores are set to <code>0</code>.
* '''Pinned:''' The character cannot move, suffers <code>-2 to AC</code>, and loses their bonuses to <code>AC</code> from <code>Dex</code>, dodge and tumble sources.
* '''Pinned:''' The character cannot move, suffers <code>-2 to AC</code>, and loses their bonuses to <code>AC</code> from <code>DEX</code> and dodge sources.


=== Visibility ===
=== Visibility ===


# '''Concealed:''' The character imposes a percent chance to miss an attack made on them outright, determined by their percent ''<code>concealment</code>''.
# '''Concealed:''' The character imposes a percent chance to miss an attack made on them outright, determined by their percent ''<code>concealment</code>''.
# '''Hidden:''' The character cannot be seen unless an enemy pierces their stealth. This status is lost when the character attacks.
# '''Hidden:''' The character cannot be seen unless an enemy pierces their [[Stealth and Detection|stealth]]. This status is lost when the character attacks.
# '''Invisible:''' The character cannot be seen unless an enemy pierces their stealth, and must do so at melee range. This status is lost when the character attacks.
# '''Invisible:''' The character cannot be seen unless an enemy pierces their stealth, and must do so at melee range. This status is lost 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 <code>force damage</code>.
# '''Incorporeal:''' The character cannot be seen normally. If they are revealed, they cannot be targeted and take no damage from mundane sources of damage, half if exceptional unless <code>force damage</code>.


* '''Revealed:''' The character is rendered visible. This breaks all visibility effects except ''<code>incorporeal</code>''.
* '''Revealed:''' The character is rendered visible. This breaks all visibility effects except ''<code>incorporeal</code>''.
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=== Stun ===
=== Stun ===


# '''Dazed:''' The character suffers <code>-2 to attack rolls and Dex</code>.
# '''Dazed:''' The character suffers <code>-2 to attack rolls and DEX</code>.
# '''Confused:''' The character suffers an inherent 25% chance to miss or hit another target that is in range, including allies.
# '''Confused:''' The character suffers an inherent <code>25% chance to miss or hit another target</code> that is in range, including allies.
# '''Stunned:''' The character cannot move or act. Their <code>Dex</code> and <code>Str</code> scores are set to 0.
# '''Stunned:''' The character cannot move or act. Their <code>DEX</code> and <code>STR</code> scores are set to <code>0</code>.


=== Wakefulness ===
=== Wakefulness ===


# '''Drowsy:''' The character suffers no immediate ill effect, but must make a <code>Will</code> save or remain ''<code>drowsy</code>''.
# '''Drowsy:''' The character suffers no immediate ill effect, but must make a <code>Will</code> save or remain ''<code>drowsy</code>''.
# '''Asleep:''' The character collapses and cannot move or act. Their <code>Dex</code> and <code>Str</code> scores are set to 0. This status is lost once attacked or targeted by a hostile spell.
# '''Asleep:''' The character collapses and cannot move or act. Their <code>DEX</code> and <code>STR</code> scores are set to <code>0</code>. This status is lost once attacked or targeted by a hostile spell.


=== Sapped ===
=== Sapped ===


* '''Energy Drained:''' The character suffers negative levels equal to the listed amount.
* '''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.
* '''Enervated:''' The character suffers loss in attribute scores equal to the listed amount.
* '''Petrified:''' The character cannot move or act. Their <code>Dex</code> and <code>Str</code> scores are set to 0. This status is nominally permanent.
* '''Petrified:''' The character cannot move or act. Their <code>DEX</code> and <code>STR</code> scores are set to <code>0</code>.


=== Fatigue ===
=== Fatigue ===


# '''Fatigued:''' The character cannot run and suffers <code>-2 to Str and Dex</code>.
# '''Fatigued:''' The character cannot run and suffers <code>-2 to STR and DEX</code>.
# '''Exhausted:''' The character suffers <code>-25% reduced movement speed</code> even while walking and <code>-6 to Str and Dex</code>.
# '''Exhausted:''' The character suffers <code>-25% reduced movement speed</code> even while walking and <code>-4 to STR and DEX</code>.


=== Control ===
=== Control ===
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=== Prone ===
=== Prone ===


# '''Off-Balance:''' The character loses their bonuses to <code>AC</code> from <code>Dex</code>, dodge and tumble sources, and suffers <code>-2 to Reflex saves and [[Acrobatics]] checks</code>.
# '''Off-Balance:''' The character loses their bonuses to <code>AC</code> from <code>DEX</code> and dodge, and suffers <code>-2 to Reflex saves and [[Acrobatics]] checks</code>.
# '''Prone:''' The character collapses and cannot move or act. Their <code>Dex</code> and <code>Str</code> scores are set to 0. Enemies have a <code>+2 attack bonus against prone targets</code>.
# '''Prone:''' The character collapses and cannot move or act. Their <code>DEX</code> and <code>STR</code> scores are set to <code>0</code>. Enemies have a <code>+2 attack bonus against prone targets</code>.


=== Fear ===
=== [[Fear, Horror and Delirium|Fear]] ===


# '''Shaken:''' The character suffers <code>-2 to AC and attack rolls</code> made against their subject of fear.
# '''Shaken:''' The character suffers <code>-2 to AC and attack rolls</code> made against their subject of fear.

Latest revision as of 18:30, 5 July 2025

Status effects in The Domains of Dread are any condition affecting a character which always has the same outcome of effect depending on the status applied. Generally, if an item modifier or class archetype feature affects a status it will also affect any statuses listed as ahead or before it in the numbered “tracks” below, if one is present. For example, bracers that grant +1 to saves against slow also confer +1 to saves against entanglement but not +1 to saves against paralyzation, where bracers that grant +1 to saves against immobility grant that to saves made against all three.

Some class archetype feats or features include a clause in their description that they may upgrade a status to the next step along its track, if the lesser status is already present on the target. For example, if a feature states that if a target is already dazzled, they may become blinded. If this language is not present, then that feat or feature cannot upgrade the status effect.

Status Effects 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 to 10% 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

  1. Dazzled: The character suffers -1 to attack rolls and Perception checks.
  2. Blinded: The character cannot see. They suffer -2 to AC, lose their DEX bonus to AC, have -4 to Perception checks, and cannot detect stealthed or otherwise hidden entities. If they attack, unless they have the blind-fight feat, they must do so as if the enemy has 50% concealment.

[Im]mobility

  1. Slowed: The character suffers -50% reduced movement speed, -2 to AC, Reflex saves and attack rolls, and can only make one attack per round.
  2. 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 which has a somatic component, it has 20% spell failure.
  • Flatfooted: The character loses their bonuses to AC from DEX and dodge 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 and dodge sources.

Visibility

  1. Concealed: The character imposes a percent chance to miss an attack made on them outright, determined by their percent concealment.
  2. Hidden: The character cannot be seen unless an enemy pierces their stealth. This status is lost when the character attacks.
  3. Invisible: The character cannot be seen unless an enemy pierces their stealth, and must do so at melee range. This status is lost when the character attacks.
  4. Incorporeal: The character cannot be seen normally. If they are revealed, they cannot be targeted and take no damage from mundane sources of damage, half if exceptional unless force damage.
  • Revealed: The character is rendered visible. This breaks all visibility effects except incorporeal.

Stun

  1. Dazed: The character suffers -2 to attack rolls and DEX.
  2. Confused: The character suffers an inherent 25% chance to miss or hit another target that is in range, including allies.
  3. Stunned: The character cannot move or act. Their DEX and STR scores are set to 0.

Wakefulness

  1. Drowsy: The character suffers no immediate ill effect, but must make a Will save or remain drowsy.
  2. Asleep: The character collapses and cannot move or act. Their DEX and STR scores are set to 0. This status 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 attribute scores equal to the listed amount.
  • Petrified: The character cannot move or act. Their DEX and STR scores are set to 0.

Fatigue

  1. Fatigued: The character cannot run and suffers -2 to STR and DEX.
  2. Exhausted: The character suffers -25% reduced movement speed even while walking and -4 to STR and DEX.

Control

  1. Fascinated: The character cannot move, speak, cast a spell or initiate attacks. This status is lost once attacked or targeted by a hostile spell. Blindness confers immunity to fascination.
  2. Enchanted: The character believes the enchanter to be a trusted ally. See the Enchantment and Domination page for rules and details.
  3. Dominated: The character must take out actions as ordered. See above.

Prone

  1. Off-Balance: The character loses their bonuses to AC from DEX and dodge, and suffers -2 to Reflex saves and Acrobatics checks.
  2. Prone: The character collapses and cannot move or act. Their DEX and STR scores are set to 0. Enemies have a +2 attack bonus against prone targets.

Fear

  1. Shaken: The character suffers -2 to AC and attack rolls made against their subject of fear.
  2. Frightened: The character suffers 20% miss chance, -3 to AC and attack rolls made against their subject of fear.
  3. Panicked: The character cannot confront their subject of fear with an attack or hostile spell, and has -4 to AC against them.
  4. Cowering: The character cannot initiate attacks of any kind, or cast spells. They have -6 to AC.

Disease

  1. Sickened: The character suffers -2 to attack and damage rolls, saves, and skill checks.
  2. Nauseated: The character suffers -25% reduced movement speed, -4 to attack and damage rolls, saves, and skill checks.