Conditions

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Conditions

Terminology

Term Name: Condition

Description: An ongoing issue that has rules impacting a character. Generally negative, but not always. When it applies to an area it is called a field.

Rule Type: Gameplay

Condition

Magic Field

Equipment Condition

When the effect of something like an item or a spell lasts for a while and can have different interactions with other effects, we call it a condition. This makes it easier to reference when this interaction occurs.

Definition

When a character drinks a potion that makes them stronger, they gain a bonus, which we call an effect. Conditions are specific types of effects that also modify a character. However, they are generally more complex, last longer, and can involve multiple interacting mechanics.

Conditions, Durations, and Removal

Most conditions persist until their duration concludes or the event ends, whichever happens first. However, if a condition explicitly states it outlasts an event, then its listed duration takes precedence.

When one condition modifies another, such as the Poisoned condition affecting a different condition, and the modified condition has a duration longer than an event, the Poisoned condition will also extend beyond the event.

For instance, a call for 'Poison Memory Loss!' results in the Lost Memories condition having a duration longer than a typical event. Consequently, the accompanying Poisoned condition from this call would also last for that extended period.

Beyond the passage of time, conditions can be negated by effects that specifically target them by name or by their effect type. When calls like 'Poison!' or 'Acid!' alter another call, they redefine the resulting effect's effect type.

'The Lost Memories condition is normally classified as a Compulsion spell. However, when a call like 'Poison Memory Loss!' occurs the call is modified by 'Poison!', so the Lost Memories condition is treated as a Poison effect.
Therefore, remedies for Compulsion effects (like Smelling Salts) or general spell dispels (such as the Dispel Magic spell) will not remove this condition. Instead, only effects that remove the Poisoned condition will also remove the Lost Memories condition in this specific instance.

Listing of Conditions

Condition Name

Effect Duration Common Sources Common Cures

Acid Residue

This condition does nothing by itself. It only modifies another condition changing how it is cured. Based on other call. Scarce items, some monsters Anything that cures the Poisoned condition.

Banished

You have been forced to dissipate into the elements and can't voluntarily end it. 10 Minutes The Banish spell Waiting

Bleeding Out

The character has a wound bleeding uncontrollably, they will die soon if not treated. 10 Minutes Torso Wounds Stabilization Concoction, the Heal Mortal Wound spell

Blunted

The character has been damaged in a way that will heal quickly. 10 Minutes Blunt attacks, the Resilience spell Waiting, the First Aid skill

Charmed

You are compelled to treat the source of the Charmed condition as a friend. 10 Minutes The Charm spell, dryads Waiting, Smelling Salts

Cursed

Set an enemy's body to a maximum of 1. 10 minutes The Curse spell, Spyderbyte, some creatures Waiting, the Heroism spell

Damaged Spark

Due to a damaged spark the character is immune to Restoration effects. Indefinitely Rare dangerous creatures Specific items, special plots.

Dead

The character is dead. More powerful magic is needed to heal them. Permanent Unless Healed Killing Blows, Bleeding Out The Revive spell

Destroyed Memories

This character's memories have been severely altered so they have forgotten 10 minutes of time. This is considerably harder to cure than the Lost Memories condition Event then Permanent. The Mindwipe Trap, The Memory Void ritual The Memory Void or Cleansing Rituals.

Diseased

A Diseased character has -1 Might, -1 Accuracy, -1 Body and must walk slowly. Indefinite The 'Disease!' call Rejuvenation Elixir, Theriac, Catholicon

Disengaged

The character no longer has any interest in the source of the condition 1 Minute The Disengage spell, Bug Repellent, Holy Water Waiting, Smelling Salts, being attacked by the source

Dissipated

This character has temporarily transformed their body into the elements for safety. 10 Minutes The Dissipate Spell Voluntarily ending the condition.

Dominated

Someone else can now control your actions. 10 Minutes The Dominate spell, The Primal Form spell, the Dreadlord spell Waiting, Smelling Salts

Enfeebled

You can't use any spells or rituals. 10 Minutes The Enfeeble spell Waiting, the Dispel Magic spell

Exhausted

Reduce your accuracy, might, and body by 1 each. You cannot move faster than walking speed. Event or until cured. Heroism Rejuvenation Elixir, Theriac, Catholicon

Ghastly Visage

An illusion disguises you as undead, allowing a character to convince predatory undead that they are one of them. 10 Minutes The Ghastly Visage spell Voluntarily ending it

Grounded

You can't dissipate, have your spark taken, or benefit from illusions. 10 Minutes Terran Roots?, Spirit Tar? Waiting, Dispel Magic

Helpless

You are unable to defend yourself. Variable Torso Wound and Terrorized conditions Removing the source.

Hexed

This condition augments another effect making it difficult to remove. Variable Fragile Traps, Hexed Items The Remedy ritual, waiting

Jinxed

This condition does nothing by itself. It only modifies another condition, changing how it is cured. Based on other call. Some Battle spells. 'Dispel Magic!', waiting.

Ley Transit

Your body turns to energy and you travel through the magic of the world to a predetermined location. Instant* The Leylines Spell Arriving at destination

Limb Wound

One or more of a characters limbs have been injured. Event Damage, Pit Traps The Restore Limb spell

Lost Memories

This character's memories have been altered so they have forgotten 10 minutes of time. Permanent after the next event. The Memory Loss spell The Memory Loss or Dispel Magic spells

Lycanthropy

If you are not cured by the end of the next event you'll become a werewolf. Permanent unless cured Werewolf claws Wolfsbane, Theriac, Catholicon

Natural Hazard

This condition does nothing by itself. It only modifies another condition, changing how it is cured. Based on other call. Some creatures. 'Dispel Magic!', waiting.

Pinned

A Pinned character cannot move their feet. 10 Minutes The Pin, Pin Wild, and Pin Undead spells, Tanglefoot Bags Waiting, Smelling Salts

Plagued

You have been infected by a plague and are now at risk of spreading it until you are cured. Until cured An infected person spreads a plague to you The Remedy ritual

Poisoned

You cannot heal body points or remove wounds while you have this condition. Event or if attached to another condition that condition's duration Goblin Iron weapons, Alchemicals The Purify Spirit spell, Theriac, Catholicons

Silenced

A Silenced character may not speak (other than to use calls). 1 minute The Silence spell, the Status Roleplaying skill Waiting, Smelling Salts

Smote

Characters who have been Smote have been Grounded and lost any Damage Requirement or Basic Kill Condition by an agent of the gods. Game Day Chosen of the Soldier and Grak Waiting, the Remedy ritual

Sparkless

The character's spark is missing. They are dead and can't be healed without getting their spark back. 1 Hour (Typically) Reap Spirit Mediums, killing the person with your spark

Stolen Spark

This character has used magic to take another beings spark. 1 hour Reap Spirit Mediums, time, death

Terrorized

A Terrorized character is frozen in place unable to move. 10 Minutes The Terror spell, Grip of Darkness Waiting, Getting Hit, Smelling Salts

Torso Wound

The character has received a grave injury and is unconscious. Event Damage, Boulders The Heal Mortal Wound spell, a Catholicon

Truthful

You find yourself unable to lie. 1 Minute Truth Serum Smelling Salts

Weakened

A Weakened character reduces their Might and Accuracy to 1. 10 Minutes The Weaken spell, the Scorpion's Kiss alchemical Waiting, Smelling Salts

Fields

A field is a condition that affects a specific area, which can be either a circle with a fixed diameter or an entire building. Circular fields have their center marked by a flag, tag bag, or another clear indicator. For building fields all entrances and exits, including windows, are marked. Once established fields are immobile and remain in their initial location.

Fields created through a spell or ritual can be ended at any time by their creator, provided the creator is present and conscious. Additionally, characters can dispel a field, typically using the Dispel Magic spell. To 'Dispel!' a field with Dispel Magic, a character only needs to hit any point within the field's boundaries with the 'Dispel!' call. Targeting the creator with 'Dispel!' will not dispel the field, as the creator and the field are separate entities. Consequently, any defenses protecting the creator do not extend to the field.

Some fields also have other specific conditions for ending.

All fields are linked to announcement calls. Players aware of a field's presence should ensure others are also informed by announcing the field's type as necessary, even if they are not the one who created it.

Listing of Magic Fields

Field Name

Effect Duration Common Sources Removing the Field

Bound Location

A place that a character is supernaturally attuned to Until changed Capacity to cast the Leylines spell by any means Losing access to the Leylines spell

Sanctified

A field that prevents undead from entering the area Source Will Specify The Consecrate ritual The Desecrate ritual, The Cleansing ritual

Sanctuary

A protective cylinder that keeps people and physical objects out Source Will Specify The Sanctuary spell, some shrines The Dispel Magic spell

Unhallowed

Living creatures may not enter an Unhallowed area. Source Will Specify The Desecrate ritual, some shrines The Consecrate ritual, The Cleansing Ritual

Equipment Conditions

Conditions affecting items are uncommon but can occur. These conditions typically relate to the item becoming broken, and the equipment condition description will always specify how to repair it.

Usually, when equipment becomes affected by a condition, the owner will repair it promptly. However, if the owner sets aside a conditioned item for later repair, it's possible (even likely) that someone else might unknowingly use the Broken item without realizing it has a condition. We acknowledge this as a natural challenge in LARPing; please make a reasonable effort to inform anyone who might use the item about its condition. If someone uses the item in good faith without knowing, simply explain the situation when you become aware and continue playing.

Listing of Equipment Conditions

Condition Name

Effect Duration Common Sources Repair Methods

Broken

A broken item is worse than useless, it's a liability Until the item is repaired 'Acid!' damage, some traps. The Mend Armor spell

Magic Locked

Locks an opening into remaining open or closed.. Long (Game Day) The Magic Lock Spell Waiting, Voluntarily, The Dispel Magic Spell, Magic Lock Picks

Suppressed

Tinkering items affected by 'Dispel Magic!' lose their functionality temporarily. Medium (10 minutes) The Dispel Magic spell Waiting

References

The Diagnosis Spell

The caster can 'Diagnose' a target, learning all conditions on them (except Stolen Spark) and detecting the presence of the target's spark.

  • For any condition discovered, Diagnosis will reveal appropriate ways to cure it.
  • If diagnosing a corpse, it will reveal the cause and method of death.
  • While using diagnosis, the caster is protected from catching any harmful afflictions the target has.

The Dispel Call

The 'Dispel!' call never inflicts damage and cannot be blocked by a shield. It is always accompanied by a descriptor indicating the target of the dispel effect. The descriptor is key, as it dictates which defenses can mitigate the dispel. A successful dispel doesn't prevent the same effects from being reapplied, assuming the means to do so are available.

Dispel Magic

'Dispel Magic!' functions as a spell, designed to remove all effects and conditions originating from spells currently affecting the target.

In addition to individual targets, 'Dispel Magic!' can be used against magical fields like Sanctuary. These fields are separate entities from the caster; the caster's defenses do not protect the field, and dispelling the caster has no effect on the field.

'Dispel Magic!' can also be directed at tinkering items, applying the Suppressed condition.

Dispel Alchemy

'Dispel Alchemy!' is a unique effect with no associated type, and as such, there are currently no defenses against it. This call removes all alchemical effects except those that cause the Poisoned condition. In practice, this usually means removing ingested alchemicals and ointments from characters. If used on a weapon, it will remove any remaining uses of applied blade alchemicals.

The Mend Armor Spell

Casting this spell has one of the following effects:

Categories: Gameplay Rules | Combat Rules | Conditions


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