Rules
Enchanted Realms Rulebook
Basic Game Rules
Advanced Mechanics
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.
Restriction | Adjustments | |
---|---|---|
Asleep![]() | •Can be awakened by an ally as a standard action •Awakened when wounded •Awareness checks to wake (TM:+3) •Cannot attempt Awareness checks that rely on sight unless accompanied by a significant change in light •If wakened by ally or wounding, a new Awareness check (TM: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/checks 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/checks involving sight •Attacks by blinded creature are at disadvantage •Attacks against blinded creature are with advantage •Awareness checks (TM:+3) | |
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/checks 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/checks involving social interactions with charmed being | |
Deaf![]() | •Cannot hear and automatically fails all saves/checks involving hearing •Awareness checks (TM:+3) | |
Drowsy![]() | •Half-awake and inattentive •Suffers -2 penalty on all saves •Awareness checks (TM:+3) (not cumulative with save penalty) •Must make Logic/Faith check (TM:5) with above penalty or fail spell-casting •Must make Will check (TM: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 •Awareness checks (TM:+4) | |
Grappled![]() | •Movement rate becomes 0 •All actions, including magic, are at disadvantage (save/checks remain normal) | |
Held Breath![]() | •No cantrips, axioms or divine powers can be used unless capable of casting in silence •All attacks, saves/checks are rolled at disadvantage | |
Incapacitated![]() | •Cannot take any actions or reactions. Cannot move. | |
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 is reduced due to wounding until next short rest (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 •Awareness checks (TM:+2) | |
Paralyzed![]() | •The same as Incapacitated ⬦Cannot take any actions or reactions. Cannot move. •Cannot speak or gesture •Automatically fails all saves/checks 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 •Awareness checks (TM:+5) | |
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/checks 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/checks attempted | |
Prone![]() | •Movement limited to crawling •Standing up consumes half species standard •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 saves/checks 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/checks •Awareness checks (TM:-1) due to paranoia | |
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/checks involving Body attributes •Attacks against a stunned creature are with advantage •Awareness checks (TM:+5) | |
Surprised![]() | •Movement is 0 but speaking on one's turn is permitted •Cannot take any actions •Attacks against a surprised creature are 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/checks involving Body attributes •Attacks against an unconscious creature are with advantage for melee and at disadvantage for range | |
Underwater![]() | •Conditions listed 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 •Awareness 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/checks are rolled at disadvantage |