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Conditions | |
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Term Name: | Condition
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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.
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Rule Type: | Gameplay
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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. |
Listing of Conditions
Condition Name | Effect | Duration | Common Sources | Common Cures
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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.
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Banished
| You have been forced to dissipate into the elements and can't voluntarily end it. | 10 Minutes | The Banish spell | Waiting
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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
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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
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Charmed
| You are compelled to treat the source of the Charmed condition as a friend. | 10 Minutes | The Charm spell, dryads | Waiting, Smelling Salts
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Cursed
| Set an enemy's body to a maximum of 1. | 10 minutes | The Curse spell, Spyderbyte, some creatures | Waiting, the Heroism spell
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Damaged Spark
| Due to a damaged spark the character is immune to Restoration effects. | Indefinitely | Rare dangerous creatures | Specific items, special plots.
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Dead
| The character is dead. More powerful magic is needed to heal them. | Permanent Unless Healed | Killing Blows, Bleeding Out | The Revive spell
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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.
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Diseased
| A Diseased character has -1 Might, -1 Accuracy, -1 Body and must walk slowly. | Indefinite | The 'Disease!' call | Rejuvenation Elixir, Theriac, Catholicon
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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
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Dissipated
| This character has temporarily transformed their body into the elements for safety. | 10 Minutes | The Dissipate Spell | Voluntarily ending the condition.
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Dominated
| Someone else can now control your actions. | 10 Minutes | The Dominate spell, The Primal Form spell, the Dreadlord spell | Waiting, Smelling Salts
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Enfeebled
| You can't use any spells or rituals. | 10 Minutes | The Enfeeble spell | Waiting, the Dispel Magic spell
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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
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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
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Grounded
| You can't dissipate, have your spark taken, or benefit from illusions. | 10 Minutes | Terran Roots?, Spirit Tar? | Waiting, Dispel Magic
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Helpless
| You are unable to defend yourself. | Variable | Torso Wound and Terrorized conditions | Removing the source.
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Hexed
| This condition augments another effect making it difficult to remove. | Variable | Fragile Traps, Hexed Items | The Remedy ritual, waiting
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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.
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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
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Limb Wound
| One or more of a characters limbs have been injured. | Event | Damage, Pit Traps | The Restore Limb spell
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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
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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
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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.
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Pinned
| A Pinned character cannot move their feet. | 10 Minutes | The Pin, Pin Wild, and Pin Undead spells, Tanglefoot Bags | Waiting, Smelling Salts
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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
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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
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Silenced
| A Silenced character may not speak (other than to use calls). | 1 minute | The Silence spell, the Status Roleplaying skill | Waiting, Smelling Salts
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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
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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
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Stolen Spark
| This character has used magic to take another beings spark. | 1 hour | Reap Spirit | Mediums, time, death
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Terrorized
| A Terrorized character is frozen in place unable to move. | 10 Minutes | The Terror spell, Grip of Darkness | Waiting, Getting Hit, Smelling Salts
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Torso Wound
| The character has received a grave injury and is unconscious. | Event | Damage, Boulders | The Heal Mortal Wound spell, a Catholicon
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Truthful
| You find yourself unable to lie. | 1 Minute | Truth Serum | Smelling Salts
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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
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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
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Sanctified
| A field that prevents undead from entering the area | Source Will Specify | The Consecrate ritual | The Desecrate ritual, The Cleansing ritual
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Sanctuary
| A protective cylinder that keeps people and physical objects out | Source Will Specify | The Sanctuary spell, some shrines | The Dispel Magic spell
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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
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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
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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
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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:
- Remove all damage to physical armor.
- Remove all damage to natural armor.
- Remove the Broken Equipment condition from broken item.
Categories: Gameplay Rules | Combat Rules | Conditions
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