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:
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.
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.
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.
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.
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.
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.
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.