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Conditions

7 cards in this category

7 cards
πŸ’«ConditionCommon
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Stuck

β€œI can't move! Something is holding me in place!”

Effect: The creature cannot use its Move action. It remains in its current space until the condition ends.
Duration: Until freed. Freeing yourself requires a **Brace or Dodge (DC 12 Might or Swift)** at the start of your turn, or an ally can spend their Action to free you.
Remove: Brace or Dodge (DC 12 Might or Swift) at the start of your turn; An ally uses their Action to pull you free; A fire or cutting ability that burns/seve
CORE-095Tales & Tails
πŸ’«ConditionCommon
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Sleepy

β€œI can't stop yawning... everything is so warm and fuzzy...”

Effect: The creature skips its next turn entirely. It is drowsy and unresponsive. After skipping that turn, the condition ends.
Duration: 1 turn (next full turn is skipped).
Remove: A friendly creature uses their Quick Action to shake or splash the creature awake; Taking any damage immediately ends the condition
CORE-096Tales & Tails
πŸ’«ConditionCommon
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Charmed

β€œYou're actually really nice! I don't want to fight you at all.”

Effect: The charmed creature considers the charmer a friend and will not attack them. The charmed creature also has **Disadvantage on Sense and See Through rolls against the charmer's abilities**. The charmed creature can still act normally against all other targets.
Duration: As specified by the ability or spell (usually 1 minute or until the charmer attacks the charmed creature).
Remove: The charmer attacks or harms the charmed creature; A friendly creature uses an Action to remind them (DC 12 Hold Fast to snap out); The duration expir
CORE-097Tales & Tails
πŸ’«ConditionCommon
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Frozen

β€œMy legs won't work! The ice goes all the way to my knees!”

Effect: The creature cannot use its Move action this turn. It can still take its Action and Quick Action normally β€” it's not fully immobilized, just stuck in place by ice or cold magic.
Duration: As specified (usually 1–2 turns). At the end of each turn, the creature can **Endure (DC 12 Brave)** to thaw early.
Remove: Endure (DC 12 Brave) at end of turn; Fire damage immediately ends the condition; An ally uses an Action to break the ice off
CORE-098Tales & Tails
πŸ’«ConditionCommon
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Blinded

β€œEverything is dark! I can't see anything!”

Effect: The creature cannot see. All attack rolls the blinded creature makes are at **Disadvantage**. Attacks targeting the blinded creature are made with **Advantage**.
Duration: As specified by the effect (usually 1–2 turns, sometimes until cured).
Remove: The condition's duration expires; A healing or cleansing ability removes it; Washing eyes out (narrative, takes an Action)
CORE-099Tales & Tails
πŸ’«ConditionCommon
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Overwhelmed

β€œI... I can't right now. Everything is too much. I just need a second.”

Effect: The hero has reached 3 Shadow Specks. They can still **move** and **speak** freely, but they **cannot take Actions** (no attacks, spells, Calling abilities, or item uses) until the condition ends.
Duration: Until the hero drops below 3 Shadow Specks.
Remove: **A friend helps** β€” any ally uses their Action to encourage the hero (words, a memory, a joke, a story, a hug). This automatically removes 1 Shadow S
CORE-100Tales & Tails
πŸ’«ConditionCommon
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Inspired

β€œYou can do it! I believe in you! That was AMAZING!”

Effect: The creature gains **+2 to its next roll**. This bonus applies to any one roll the creature makes β€” an attack, a save, a skill check β€” before the bonus expires. The bonus disappears after it is used or after the scene ends (whichever comes first).
Duration: Until used on one roll, or until end of scene.
CORE-101Tales & Tails