Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Stunts Bestiary

Conditions

Conditions in ELDRA represent various physical and mental states that can affect a character’s abilities in and out of combat. Below is the list of conditions and their mechanical effects:

Condition Tiers

Some abilities remove or block a condition of a given tier. Mild: Dazed, Fatigued, Frightened, Poisoned, Prone, Slowed. Moderate: Blinded, Charmed, Cursed, Friendly, Grappled, Restrained. Severe: Incapacitated, Paralyzed, Petrified, Stunned. Exhaustion has no tier; only a rule that names it can remove it. Invisible is a benefit and has no tier.

Blinded

A blinded creature cannot see and automatically fails any skill check that requires sight. Attacks against the creature have Advantage, and the creature’s own attacks have Disadvantage.

Charmed

A charmed creature cannot attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has Advantage on any skill check to interact socially with the creature.

Cursed

A cursed creature suffers the effect named by its curse, for example one of the curses of Bestow Curse. The curse lasts until its own duration ends or until it is removed, for example by Remove Curse or Greater Restoration.

Dazed

The creature’s speed is halved. The creature can spend only 1 AP on its turn. The creature cannot take reactions.

Exhaustion

You have a -1 penalty on all of your skills per exhaustion level. If your Fortitude skill level becomes -2 with this penalty, you die.

You gain one level of exhaustion from a day without food, water, or sleep, from a forced march, or from an effect that says so. A long rest with food and water removes one level.

Fatigued

A fatigued creature is worn out. It has Disadvantage on Stride and Might rolls, and it cannot take the Disengage action. A short rest ends Fatigued.

Frightened

A frightened creature has Disadvantage on skill checks and attack rolls while the source of its fear is within line of sight. The creature must move away from the source of its fear by the safest available route on each of its turns, unless there is nowhere to move. It cannot willingly move closer to the source of its fear.

Friendly

A friendly creature treats you as a companion for the duration. It does not attack you or help your enemies against you, and it helps you with simple requests that do not put it in danger. The condition ends if you or your allies harm it.

Grappled

Your Speed becomes 0 and it cannot increase. You have Disadvantage on attack rolls against any target other than the grappler. The grappler can drag or carry you when it moves, but their movement is halved unless you are smaller than the grappler.

Incapacitated

The creature cannot take actions or reactions.

Invisible

An invisible creature cannot be seen without magic or a special sense. Attack rolls against it have Disadvantage, and its own attack rolls have Advantage. It can attempt to enter Stealth even in plain view. Others can still find it by sound, smell, or touch with a Perception check.

Paralyzed

The creature is Incapacitated and cannot move or speak. It automatically fails all defend rolls (Fortitude, Reflex, and Resolve). The creature cannot defend against physical, magical, or mental attacks, and attacks against it have Advantage.

Petrified

A petrified creature is turned to stone. It is Paralyzed, it does not age or need air, and it is immune to damage and to new conditions. The effect ends as its source says, or when a spell of level 4 or higher that removes conditions is cast on it.

Poisoned

The creature has Disadvantage on attack rolls and skill checks.

Prone

The creature’s only movement option is to crawl unless it stands up, which ends the condition. The creature has Disadvantage on attack rolls. An attack roll against the creature has Advantage if the attacker is within melee range. Otherwise, the attack roll has Disadvantage.

Restrained

The creature’s speed becomes 0, and it cannot benefit from any bonus to its speed. The creature has Disadvantage on Reflex skill checks. Attack rolls against the creature have Advantage, and the creature’s attack rolls have Disadvantage.

Slowed

A slowed creature’s speed is halved.

Stunned

The creature is Incapacitated, cannot move, and can only speak falteringly. The creature automatically fails all defend rolls (Fortitude, Reflex, and Resolve). Attacks against the creature have Advantage.