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Conditions
Conditions are changes in a character's status, both beneficial and harmful. They can be inflicted by certain Spells, class features, surfaces and other environmental hazards, and so on. Many conditions are temporary, and some can also be removed with the right spell or potion.
Stack ID
All conditions have a stack ID that is not visible in-game. Two conditions with the same stack ID cannot be applied at the same time. It is for example not possible to have , and/or at the same time since they all have the Stack ID HASTE
. What happends when applying a condition when the same condition or a condition with the same stack ID is present is decided by the conditions Stack type.
Stack type
Stack type determines what happends when applying a condition when that same condition or a condition with the same stack ID is already present. This tells you which condition you will end up with if you try to apply multiple conditions of the same stack ID, and tells you which conditions can be added on top of each other for increased duration. There are four different stack types:
- Stack
- The new condition is applied separately, allowing multiple instances of the same condition.
- Ignore
- The new condition is not applied, and the present stays as it is keeping it's current duration. Often used by equipment variation of conditions, E.g. if you have Barkskin until long rest and equip the Barkskin Armour, the condition from the armour will not replace the one you have until long rest.
- Overwrite
- The present condition is replaced by the new one. E.g. if you have Hastened from drinking a Potion of Speed and drink another one, you will replace the condition you currently have, immediately making you .
- Additive
- The duration of the new condition is added onto the duration of the already present condition. E.g. if a creature as 1 turn of Radiating Orb remaining and receives it again for 2 turns, it will have 3 turns remaning.
Duration
The duration of a condition is determined by the source the condition is applied from. Some conditions do not have durations. This may be conditions who are active based on something else like a passive feature or standing near something. The condition is a condition that doesn't have a duration, instead it is automatically applied if you are in a place with little light, and is automatically removed when not hiding anymore. tick type is a mechanic that determines when a condition loses it's duration. When you are outside turn-based mode or combat mode, one turn is 6 seconds.
Tick type
Tick type determines when a condition loses it's duration, which most of the time is either at the start or end of the creatures turn. Tick type is not displayed in-game. The different tick types are:
- StartTurn
- The condition loses duration at the start of the creatures turn.
- EndTurn
- The condition loses duration at the end of the creatures turn. An example of this is Blade Ward. If a creature applies a condition like this to itself that lasts for 1 turn it will lose that condition as soon as soon as it ends it's turn, for example using .
- StartRound
- The condition loses duration at the start of the round. The start of the round happends before the first creature in the initiate order starts it's turn.
- EndRound
- The condition loses duration at the end of the round. The end of the round happends after the last creature in the initiate order ends it's turn.
Status properties
Some conditions have special properties that make them behave in different ways like initiating combat or not losing duration over time.
Here is a list of all Status properties:
Name | Description |
---|---|
None | |
Performing | |
InitiateCombat | |
BringIntoCombat | |
ForceOverhead | Will display the condition over the creates model when applied and removed. |
IsChanneled | |
IsInvulnerable | Creatures this condition is applied to can not take damage. |
ExcludeFromPortraitRendering | |
LoseControl | |
ForceNeutralInteractions | |
PeaceOnly | Can only be used outside combat. |
AllowLeaveCombat | |
DisableImmunityOverhead | |
DisableInteractions | |
Toggle | |
IgnoreResting | This condition is not removed after a long rest. |
IgnoredByImmobilized | |
Blind | |
MultiplyEffectsByDuration | The effects of this condition is multiplied by the amount of turns remaining. |
TickingWithSource | |
DisableOverhead | Does not show the condition over the creatures model when applied and removed. |
Condition types
Some conditions have a "type" that indicates how the condition can be removed, prevented, or how it reacts to other actions.
Here are some ways to remove or prevent certain conditions. For a full list of cures and preventions for each condition type, see their articles.
Type | Representative[1] | Removal | Prevention |
---|---|---|---|
Blinded | |||
Charmed | |||
Cursed | (none) | ||
Diseased | (none) | ||
Frightened | |||
Incapacitated | |||
Maimed | |||
Poisoned | |||
Polymorphed |
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Prone | |||
Unconscious | (none) |
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List of Conditions
The following is a small sample of the conditions known to the wiki. See more either by clicking the "more" button, or the full list at List of Conditions.
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