Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
 Advanced Mechanics 
 Circumstantial Markers

Circumstantial Markers

When different conditions occur, often during combat but also in other cases, there are different markers that can (or will) be placed on a character (or enemy) token. These images represent various circumstances. Often these are restrictions or perhaps buffed effects that grant benefits or render penalties; however, some of these conditions simply represent status, movement or other mnemonic that will add in the game. The explanation of each will be detailed below. If multiple effects exist, the effects may neutralize others. As for multiple instances of the same benefit or penalty, these are typically not cumulative with only the strongest in effect. That said; there are a few that will have an increased effect, which will be designated in the explanation.

Combat Adjustments
Advantage
Disadvantage
 • An additional die is granted for rolling in the circumstance.
 • In combat, a +2 damage bonus is granted for successful strikes.
 • One die is removed from the pool when rolling in the circumstance.
 • If the total of dice used becomes zero, two are rolled, using the lesser of the scores.
nbsp;• In combat, a -2 damage penalty is incurred on successful strikes.
Attacked at Advantage
Attacked at Disadvantage
 • Those who attack the target will be at Advantage, unless offset by being at Disadvantage already. • Those who attack the target will be at Disadvantage, unless offset by being at Advantage already.
 • This is the effect for using full defense as an action.
Attack Bonus
Attack Penalty
 • The bonus to the to-hit factor of the die pool.
 • If numbers are on this marker, it represents the positive bonus.
 • The penalty to the to-hit factor of the die pool.
 • If numbers are on this marker, it represents a negative value.
Defense Bonus
Defense Penalty
 • The bonus added to Defense.
 • If numbers are on this marker, it represents the positive bonus.
 • The penalty applied to Defense.
 • If numbers are on this marker, it represents a negative value.
Judgment Penalty
Resilience Penalty
 • Penalty applied directly to the Judgment score to create a new effective score. • Penalty applied directly to the Resilience score to create a new effective score.
Mortal Limitations
Hampered Body
Debilitated Mind
 • What occurs when the Pain threshold is crossed.
 • All physical actions are performed at Disadvantage.
 • What occurs when the Pain threshold reaches its maximum.
 • All physical actions are impossible, and the creature becomes Incapacitated.
Hampered Mind
Debilitated Mind
 • What occurs when the Anxiety threshold is crossed.
 • All mental actions are performed at Disadvantage.
 • What occurs when the Anxiety threshold reaches its maximum.
 • All mental actions are impossible, and the creature acts as in under a Confusion effect.
Hampered Spirit
Debilitated Spirit
 • What occurs when the Spite threshold is crossed.
 • All spiritual actions are performed at Disadvantage.
 • What occurs when the Spite threshold reaches its maximum.
 • All spiritual actions are impossible, and the creature acts randomly as if full of rage or with complete hopelessness toward the circumstances.
Death’s Door
Near Body Death
Near Mind Death
 • When a heroic character falls at or below zero Body score • When a heroic character falls at or below zero Mind score
Near Spirit Death
 
 • When a heroic character falls at or below zero Spirit score 
Physical Protection
Helmet - Cap
Helmet - Galea
 • +1 Bonus to saves against Stun
 • View Helmets for additional details.
 • +3 Bonus to saves against Stun
 • View Helmets for additional details.
Helmet - Bascinet
 
 • +6 Bonus to saves against Stun
 • View Helmets for additional details.
 
Reactions
Reacted
 
 • When using a reaction, this marker appears during the following 8 counts.
 • No reaction can be used again until this expires.
 
Restrictions
Asleep
Asphyxiating
 • 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
 • 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 tier lowered by three but will be Black Tower at the worst
 • Attacks against the asphyxiated creature are made with Advantage
Blind
Bound
 • 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)
 • Movement normal, unless tied/shackled to an object
 • Movement lowered by two tiers if shackled at the feet as well but will be Black Tower at the worst
 • 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
Deaf
 • Cannot attack the charmer or target with harmful effects
 • Charmer has advantage for any saves/checks involving social interactions with charmed being
 • Cannot hear and automatically fails all saves/checks involving hearing
 • Awareness checks (TM:3)
Drowsy
Frightened
 • 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
 • 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
Immured
 • Movement prohibited
 • All actions, including magic, are at Disadvantage (save/checks remain normal)
 • Damage inflicted left the projectile pierced deep into the flesh
 • Removal of the shrapnel will inflict an additional point of Body damage.
Incapacitated
Maimed
 • Cannot take any actions or reactions. Cannot move.
 • This is the condition if one is unconscious
 • Movement tier reduced by one due to the wound.
 • Duration lasts until next short rest (typically due to slashing weapons)
 • Multiple maiming restrictions are cumulative against movement
Mute
Nauseated
 • Unable to produce vocal sound • Movement tier lowered by three but will be Black Tower at the worst
 • Cannot attack, cast spells, concentrate on spells, or do anything else requiring attention
 • Cannot use reactions
 • Awareness checks (TM:2)
Paralyzed
Petrified
 • The same as Incapacitated
   ⬦Cannot take any actions or reactions. Cannot move.
 • Cannot speak or gesture
 • Automatically fail 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)
 • 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, just in stasis
Poisoned
Prone
 • At disadvantage for all attacks and saves/checks attempted, unless the specific poison describes a different effect • Movement tier lowered by three but will be Black Tower at the worst
•Standing up using a reaction on next Movement opportunity (w/o hex advancement)
•Attacks by prone creature are at disadvantage
•Attacks against prone are with Advantage for melee and at Disadvantage for range
Restrained
Shaken
 • Movement prohibited
 • 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 prohibited
 • 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 improved (TM:1) due to paranoia
Stunned
Surprised
 • The same as Incapacitated
   ⬦Cannot take any actions or reactions
 • Movement is 0
 • Speech is limited to three words between actions/turns
 • Automatically fails all saves/checks involving Body attributes
 • Attacks against a stunned creature are at Advantage
 • Awareness checks (TM:5)
 • Movement prohibited but speaking on one's turn is permitted
 • Cannot take any actions
 • Automatically target for sneak attack
 • Attacks against a surprised creature are as normal
 • Only reactions of involving self allowed, such as dodge or standing up
Conditions & Effects
Bleeding
Blessing
 • No API enforcement
 • Symbol to show victim is bleeding
 • No API enforcement
 • Generic symbol to indicate the creature is under some nondescript blessing
Burden
Casting
 • No API enforcement
 • Creature is under the effect of burden
 • Indicator that the character is in the midst of casting a magical spell
Concentration
Confusion
 • No API enforcement
 • Character is currently using concentration to maintain a magical effect
 • No API enforcement
 • Creature is under the effects of confusion
Cursed
Disease
 • No API enforcement
 • Generic symbol to indicate the creature is under some nondescript curse
 • No API enforcement
 • Indicator that the creature is infected with a disease or perhaps a carrier of it
Entangled
Ethereal
 • No API enforcement
 • A marker to indicate the creature is limited by webbing or other generic way
 • No API enforcement
 • The creature is intangible or occupying a space at the border of the ethereal plane
Extra Dimensional
Frozen Statue
 • No API enforcement
 • Emblem to show extraplanar, pocket-dimension or other non-Euclidean influence
 • No API enforcement
 • Might be used if frozen from a cone of cold
Gaseous Form
Held Breath
 • No API enforcement
 • Symbol to indicate substantial existence and movement
 • No cantrips, axioms or divine powers can be used unless capable of casting in silence
 • All attacks, saves/checks are rolled at Disadvantage
Invisible
Mind Shielding
 • An invisible being cannot be seen by natural vision except True 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
 • No API enforcement
 • Indicator to show that a mind-shielding effect is active
On Fire
Size Change
 • No API enforcement
 • The token has some form of combustion actively occurring
 • No API enforcement
 • Acts to remind players that this creature has changed its physical size via magic or other means
Special Sense
Teamwork
 • No API enforcement
 • Indicator that the creature has an enhanced sense, be it darkvision, breathsense, ESP or other buff
 • No API enforcement
 • The creature has an effect or skill such as swarming or other ability to gain bonuses for working with a partner
Vampyric
Verbalize
 • No API enforcement • 
Creature has vampyric powers and restrictions
 • No API enforcement • 
Status marker to show the recipient can speak/cast despite a silence effect
WildShape
 
 • No API enforcement • Creature is using or has wildshape 
Movement
Dash
Flying
 • No API enforcement
 • Creature is currently using dash as an action
 • No API enforcement
 • Creature is currently flying as its movement
Mounted
On Ship
 • No API enforcement
 • Character is currently riding a mount
 • No API enforcement
 • If the map is not clearly obvious, this marker can be used to indicate the creature is on a ship
Slow
Stealth
 • No API enforcement
 • Creature is under a slow effect
 • No API enforcement
 • Character or creature is using stealth; thus, movement is halved.
Underwater
 
 • No API enforcement
 • The creature is submerged in water or possibly swimming
 • Conditions listed may vary, and it is assumed no magic, no special-physique aspects and no specific-rule exemptions exist
 • Untrained movement tier becomes Black Tower
 • 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 tier of Gray Snail 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
 
Movement Tiers
Black Tower
Gray Snail
  
Brown Boot
Red Fox
  
Orange Flame
Yellow Bird
  
Green Horseshoe
Blue Gryphon
  
Purple Lightning
 
  
Various
Crown
Dehydration
 • No API enforcement
 • Per GM preference
 • No API enforcement
 • Per GM preference
Hourglass
Key
 • No API enforcement
 • Per GM preference
 • No API enforcement
 • Per GM preference
Magic Channel
Playing Instrument
 • No API enforcement
 • Per GM preference
 • No API enforcement
 • Per GM preference
Runestone
Singing
 • No API enforcement
 • Per GM preference
 • No API enforcement
 • Per GM preference
Starvation
Torch
 • No API enforcement
 • Per GM preference
 • No API enforcement
 • Per GM preference
White Flag
 
 • No API enforcement
 • Per GM preference