“Steel breaks bones, magic twists minds, monsters do both.” —Delianna
Conditions represent temporary effects that alter a creature's movement, perception, behavior, or
capabilities. Unless otherwise stated, a creature either has a condition or it does not. Multiple instances
of the same condition do not stack.
Charmed
Some magics do not seize control. They simply make terrible ideas sound reasonable. While a creature is
Charmed it feels endeared toward and protective of the source of the condition.
Whenever an ally of the Charmed creature takes an action opposed by the source's skills or defenses,
the Charmed creature suffers the listed Madness damage.
This damage may only be suffered twice per round from this condition.
Controlled
Few experiences are more terrifying than watching your own body betray you. When a creature gains
the Controlled condition, the one controlling them determines how they spend their actions.
If the target is made to deal damage to themselves or creatures they care about, they may immediately
make a Willpower check against the source DC to end the effect before it happens.
If successful, they may spend +2★ to inflict +1d4 Madness damage on the one controlling them.
Fleeing
Fear is not always about courage. Sometimes your instincts simply decide that survival is more important
than pride.
When a creature gains the Fleeing condition, they must end each turn further away from the source of
the condition or suffer the listed Madness damage.
If at the end of their turn they were not subjected to this Madness damage, they may spend an Action
and attempt a Willpower check against the source DC.
On a success, the condition ends.
Grappled
Sometimes the deadliest place on a battlefield is exactly where you are standing.
When a creature is Grappled they grant Advantage against skills, abilities, and spells that target Parry or
Dodge.
A Grappled creature of equal or smaller size cannot move until they escape. Larger targets may still
move, and the grappler may either choose to move with them maintaining the grapple, or letting go. If
the grappler is a spell, snare, or other area of effect, the grappled creature cannot move until it breaks
free, regardless of its size.
Escaping a Grapple requires an Endurance check opposed by the grappler's Athletics.
You do not need to spend additional actions to maintain a Grapple. However, if the appendage, weapon,
or item maintaining the Grapple is used for another check, the Grapple immediately ends.
Hidden
The difference between Hidden and Invisible is simple. One requires magic, the other requires talent.
When a creature is Hidden they gain all the benefits of being Invisible.
A Hidden creature immediately loses this condition if they:
Invisible
You cannot strike what you cannot find.
When a creature is Invisible it gains Advantage on the following skills:
Athletics
Intimidation
Melee
Ranged
Stealth
Thrown
Creatures suffer Disadvantage -1D when using the following skills against an Invisible creature:
Athletics
Melee
Observation
Ranged
Thrown
Vigilance
Prone
The ground has ended more battles than any weapon ever forged.
When a creature is Prone they grant Advantage against skills, abilities, and spells that target Parry or
Dodge.
While Prone, the only Move Actions a creature may take are:
Transmogrified
Not every curse kills you. Some merely give you hooves.
This magic alters the target's shape into another creature of the same Size.
This effect does not alter the target's Attributes, Skills, Defenses, Actions, or abilities in any way.
The target continues to benefit from any equipment they were wearing or holding when transformed.
Any other equipment in the target's possession melds into the new form and cannot be used until the
effect ends.