Rules

Enchanted Realms Rulebook

 
 Complete Rules 
 Combat In Detail 
 Restrictions

Restrictions

When different conditions occur in a combat, it can impact a creature’s abilities and actions. Most circumstances are impairments; however, a few might be helpful – even referred to as a restriction. If multiple restrictions exist, then adjustments are not cumulative but the strongest would be in effect.

RestrictionAdjustments
Asleep    •Can be awakened by an ally as a standard action
•Awakened when wounded
•Suffers -3 penalty on Perception checks to wake
•Cannot attempt Perception checks that rely on sight unless accompanied by a significant change in light
•If wakened by ally or wounding, a Perception check (DC:14) to determine surprise of current round
Asphyxiating    •The same as Held Breath
   ⬦No cantrips, axioms or divine powers can be used unless capable of casting in silence
   ⬦All attacks, saves/feats are rolled at disadvantage
•Movement rate becomes equal to crawling
•Attacks against the asphyxiated creature are made with advantage
Blind    •Cannot see and automatically fails all saves/feats involving sight
•Attacks by blinded creature are at disadvantage
•Attacks against blinded creature are with advantage
•Surprise Perception checks suffer -3 penalty
Bound    •Movement normal, unless tied/shackled to an object
•Movement halved if shackled at the feet as well
•Attacks are at disadvantage and suffer a -5 penalty to hit
•All Body saves/feats and competitions are made at disadvantage
•Attacks against bound creature are with advantage
•No mechanical or ammo weapons can be operated
Charmed    •Cannot attack the charmer or target with harmful effects
•Charmer has advantage for any saves/feats involving social interactions with charmed being
Deaf    •Cannot hear and automatically fails all saves/feats involving hearing
•Surprise Perception checks suffer -3 penalty
Drowsy    •Half-awake and inattentive
•Suffers -2 penalty on all Body, Mind and Spirit saves
•Suffers -3 penalty on Perception checks (not cumulative with above penalty)
•Must make Mind or Spirit feat (DC:5) with above penalty or fail spell-casting
•Must make Spirit feat (DC:10) every 2d10 minutes or fall asleep
•Otherwise able to act normally
Frightened    •Has disadvantage on all die rolls when source of fear is in sight or known to be present
•Cannot willingly move closer to the source of fear
•Surprise Perception checks suffer -4 penalty
Grappled    •Movement rate becomes 0
•All actions, including magic, are at disadvantage (save/feats remain normal)
Held Breath    •No cantrips, axioms or divine powers can be used unless capable of casting in silence
•All attacks, saves/feats are rolled at disadvantage
Incapacitated    •Cannot take any actions or reactions
Invisible    •An invisible being cannot be seen by natural sight
•An invisible being can be located by sound and tracks
•Attacks against an invisible creature at disadvantage and suffer -3 penalty on all remaining dice used
Maimed     •Movement rate has been reduced due to wounding (typically due to slashing weapons that reduce 5 feet of movement cumulatively)
Nauseated     •Movement rate becomes equal to crawling
•Cannot attack, cast spells, concentrate on spells, or do anything else requiring attention
•Cannot use reactions
•Surprise Perception checks suffer -2 penalty
Paralyzed    •The same as Incapacitated
   ⬦Cannot take any actions or reactions
•Cannot move, speak or gesture
•Automatically fails all saves/feats involving Body attributes
•Attacks against a paralyzed being are with advantage
•If suffering a hit from a die pool attack, one of the successful dice is considered to be a critical hit
•Surprise Perception checks suffer -5 penalty
Petrified    •The same as Incapacitated
   ⬦Cannot take any actions or reactions
•A petrified creature and its non-magical items are alchemically transformed to another substance
•A petrified creature weighs ten times its original weight
•Cannot move, speak or gesture
•Unaware of surroundings
•Automatically fails all saves/feats involving Body attributes
•Attacks against petrified creatures are with advantage
•Only die pools with a critical hits inflict damage, and then only the critical die chain damage
•A petrified creature is immune to poison, disease, and does not age; however, any poison or disease present are not neutralized
Poisoned    •At disadvantage for all attacks and saves/feats attempted
Prone    •Movement limited to crawling
•Standing up consumes half of normal movement in feet
•Attacks by prone creature are at disadvantage
•Attacks against prone are with advantage for melee and at disadvantage for range
Restrained    •Movement rate becomes 0
•Attacks by a restrained being are at disadvantage
•Attacks against a restrained being are with advantage
•Body preservation saves/feats are at disadvantage
•Dodge and deflection reactions are not permitted
Shaken    •A less severe status than frightened
•Can willingly move closer to the source of fear
•Suffers -2 penalty on all to hit, saves/feats
•Surprise Perception checks gain +1 bonus
Stunned    •The same as Incapacitated
   ⬦Cannot take any actions or reactions
•Movement is 0
•Speech is limited to three words between turns
•Automatically fails all saves/feats involving Body attributes
•Attacks against a stunned creature are with advantage
•Surprise Perception checks suffer -5 penalty
Surprised    •Movement is 0 but speaking on one's turn is permitted
•Cannot take any actions
•Are attacked as normal
•Only reactions of involving self allowed, such as dodge or standing up
Unconscious    •The same as Incapacitated
   ⬦Cannot take any actions or reactions
•Cannot move, speak or gesture
•Unaware of surroundings
•Drops whatever held and falls prone
•Automatically fails all saves/feats involving Body attributes
•Attacks against an unconscious creature are with advantage for melee and at disadvantage for range
Underwater    •Conditions listen may vary, and it is assumed no magic, no special-physique aspects and no specific-rule exemptions exist
•Untrained movement rate becomes 10
•An underwater creature has fire resistance
•Non-archery ranged weapons are useless
•Archery weapons are limited to linear shots, have range limited, and are at disadvantage
•Melee attacks are at disadvantage unless having a swimming speed of 20 or better
•Surprise Perception checks made at disadvantage, unless adaptation to water exists
•The Held Breath restriction might be used. If so, the worst of attack conditions would apply.
   ⬦No cantrips, axioms or divine powers can be used unless capable of casting in silence
   ⬦All attacks, saves/feats are rolled at disadvantage