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Showing below up to 26 results in range #101 to #126.
- While hidden, the number the affected entity needs to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- Hiding in an unobscured area. Will be caught on sight.
- Raphael has soul(s) to spend on powerful spells.
- Affected entity deals an additional 1d6
Psychic, as long as the source of the aura isn't .
- The animating spores of a myconid sovereign have taken over this dead creature's body, moving it according to the sovereign's will.
- Resurrected creature is classified as a plant.
- Creature is immune to all frightening effects, all blinding effects, , , , , , , , and .
- Creature is resistant to
Poison damage.
- Creature is unable to cast spells or wild shape.
- At the end of its turns, Shadow-Cursed Vines will sprout at the affected entity's feet.
- As long as affected entity remains obscured, it has a +3 bonus to Stealth Checks.
- Seized by great joy, affected entity is more energized and also more mentally compliant. Entity has
Advantage on physical checks and
Disadvantage on mental
Saving throws.
- Entity is also vulnerable to
Psychic damage.
- Affected entity smells really bad.
- A sussur tree flower is draining the character of its magical energy, preventing it from casting spells.
- If you knock out this entity or flee from combat it may harbour some resentment towards you, but will not remain hostile.
- Any creatures within this miasma of childlike terror are and take 3d8
Necrotic damage every time they enter or start their turn inside.
- An enemy is close. Has
Disadvantage on ranged
Attack rolls.
- While remaining obscured, affected entity has a +1 bonus to
Armour Class.
- The Umbral Tremor is about to open - unleashing the Nightsinger's fell hordes.
- While concentrating on a spell, you can't be knocked or moved against your will.
- Engulfed in a wall of blazings flames. The affected entity takes 5d8 + 1d8 per additional Spell Level
Fire damage per turn it stays within
3 m / 10 ft of the fire.
- Prevented from .
- Resistant to
Fire damage but Vulnerable to
Lightning damage and to
Cold damage.
- An enemy has made you drop your weapon to the ground.
- An enemy has taken your weapon.
- The spellcaster can use an Action each turn to activate the arc linking it to this creature to automatically deal 1d12
Lightning damage.
- Affected entity can take actions and bonus actions interchangeably, as long as it stays within the mind sanctuary.
- After using both action and bonus action, this condition ends and you gain the condition.
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