Conditions

In addition to conditions published in core rulebooks, Spheres of Might and Spheres of Power utilizes a number of terms for effects that could almost be classified as conditions. For player and GM convenience these conditions and terms have been reprinted below:

Blinded

  • A blinded creature can’t see and automatically fails any ability check that requires sight.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

Challenged

(specific to the Guardian sphere in Spheres of Might)

  • A challenged creature has disadvantage on attack rolls that do not include the challenger as a target, and gains advantage on attack rolls targeting only the challenger.
  • If the challenged creature can’t possibly attack the challenger (for example, if the challenger is hidden), they do not suffer disadvantage when attacking something else.
  • A challenged creature may be imposed with further penalties based on what Guardian sphere talents the challenger possesses.

Charmed

  • A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Confused

(sphere effects such as the Confusion (charm) or the confusion spell inflict the confused condition)

  • A confused creature must roll a d10 at the start of each of their turns to determine its behavior for that turn.
d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

Deafened

  • A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Dominated

(sphere effects such as the Mind Control advanced talent or the dominate beast or dominate monster spells can inflict the dominated condition)

  • A dominating source takes total and precise control of the dominated creature.
  • A dominated creature only takes actions that the dominating source chooses, and doesn’t do anything that the source doesn’t allow it to do.

Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion.

Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.

Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.

Frightened

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can’t willingly move closer to the source of its fear.

Grappled

  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. The condition ends if the grappler is incapacitated (see the condition).
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is forcefully hurled away by a sphere talent or ability.

Hidden

  • A hidden creature is one that is both unseen and unheard. After you make an attack, you lose the hidden condition regardless if the attack hits or misses. The creature’s location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

Incapacitated

  • An incapacitated creature can’t take actions or reactions.

Invisible

  • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

Marked

(specific to the Berserking sphere in Spheres of Might)

  • The one who initiated the mark has advantage on any opportunity attack made against the marked creature until the end of their next turn. The opportunity attack doesn’t expend the attacker’s reaction, but the one who marked the creature can’t make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.
  • A marked creature may be imposed with further penalties based on what Berserking sphere talents the one who initiated the mark possesses.

Paralyzed

  • A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Petrified

  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned

  • A poisoned creature has disadvantage on attack rolls and ability checks.

Possessed

(creatures like ghosts and intellect devourers can inflict the possessed condition, as well as the Possession advanced talent)

  • A possessed creature is incapacitated (see the condition) and loses control over its body to the possessing creature.

Prone

  • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.

Restrained

  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

Scouted

(specific to the Scout sphere in Spheres of Might)

  • A scouted creature reveals their Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities to the one who initiated the scout ability.
  • A scouted creature may be imposed with further penalties based on what (research) talents the Scout sphere user possesses.

Stunned

  • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Unconscious

  • An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
  • The creature drops whatever it’s holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.




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