Condition |
Effects |
Ability Drain: Dexterity
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Ability Drain: Strength
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Arcane Acuity
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- Affected entity has a +1 bonus to its spell Attack rolls and spell save DC for each remaining turn.
- Reduce the duration by 2 each time the entity takes damage.
- Arcane Acuity has a maximum Duration: 10 turns.
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Arcane Ward
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- Your Arcane Ward blocks damage equal to its charges and then loses 1 charge. Casting Abjuration spells will add charges equal to the level of the spell.
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Devoured Intellect
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Force Conduit
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- Bludgeoning, Piercing, and Slashing damage against the affected entity is reduced by 1 per turn remaining.
- If the entity takes damage while it has 5 or more turns remaining, it deals 1d4Force damage in a 6 m / 20 ft radius.
- Force Conduit has a maximum Duration: 7 turns.
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Frenzied Strain
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Mental Fatigue
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- Affected entity has a -1 penalty to Wisdom, Intelligence and Charisma saving throws for every turn remaining.
- When it fails a Wisdom, Intelligence, or Charisma saving throw while having 5 or more turns of this condition remaining, the entity takes 1d4Psychic damage and is no longer mentally fatigued.
- Mental Fatigue has a maximum Duration: 7 turns.
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Momentum
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- Spurred on by a sense of urgency. Movement Speed increased by 1.5 m / 5 ft per remaining duration of this effect.
- Removed when Restrained, Incapacitated, Prone, or slowed down.
- Momentum has a maximum Duration: 5 turns.
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Radiating Orb
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- Affected entity has -1 to Attack Rolls per remaining turn. It also sheds bright light in an area surrounding it.
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Reeling
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- Recovering from receiving a terrible blow or hitting a strong metal. Has a -1 penalty to Attack Rolls for every turn remaining.
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Reverberation
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- When the entity has 5 or more turns of Reverberation, it takes 1d4Thunder damage and must succeed a DC 10 Constitution saving throw or fall Prone. The condition is removed afterward.
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Wrath
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- You have a +1 bonus to damage with melee weapons for every turn this condition has remaining.
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