Conditions in Solasta: Crown of the Magister are environmental effects or status effects that can be dealt by both players and enemies. Conditions are extra states or game mechanic changes that can affect characters and players. They can have a positive or negative effect on players in-game. Examples of these effects could put players in a weakened state, give them the inability to move, vulnerability, inability to be injured by falling, and other effects. Below is a list of Conditions and their effects on players in-game.
How are Conditions dealt in Solasta?
Conditions are effects that usually cause negative impacts on the receiver and are applied to creatures or characters that affect the receiver for a temporary period, or until it is dispelled by an action. These are usually dealt as a result of a spell, a class feature, a monster’s attack, or other effect. Conditions usually include an impairment, or if casted on oneself can even bring an advantage.
Condition Mechanics in Solasta
Once affected by a condition, characters can be affected for a short period unless they actively find a way to clear the effect before it wears off. Characters cannot be affected by one condition twice at the same time, so the effects of the condition will not stack or multiply. However, multiple different conditions may affect one character and will each have their own effective duration.
Conditions in Solasta and SRD V5
The overall Dungeons and Dragons mechanics and ruleset was based on V5 of the SRD or the System Reference Document available online. Information on all available conditions in the tabletop game can be found on page 358-359. Some of the effects of the list conditions below will reference the conditions found in the document.
Solasta Conditions found in SRD V5
Asides from the basic Conditions that can be found on the System Reference document, the list below includes all positive and negative effects that can affect characters in Solasta. Original Basic conditions in the game include:
Solasta: Crown of the Magister Conditions & Effects
Damage Types
Bludgeoning
Blunt force attacks-hammers. falling, constriction. and the like-deal bludgeoning damage.
Cold
The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.
Fire
Red dragons breathe fire, and many spells conjure flames to deal fire damage
Force
Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon
Lightning
A lightning bolt spell and a blue dragon's breath deal lightning damage.
Necrotic
Necrotic damage, dealt by certain undead and a spell such as chill touch. withers matter and even the soul.
Piercing
Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage
Poison
Venomous stings and the toxic gas of a green dragon's breath deal poison damage.
Psychic
Mental abilities deal psychic damage.
Radiant
Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh Iike fire and overloads the spirit with power
Slashing
Swords, axes, and monsters' claws deal slashing damage
Thunder
A concussive burst of sound. such as the effect of the thunderwave spell, deals thunder damage.
Conditions & Effects
Quick Search of All Conditions & Effects
Click the header to sort the table.
Icon | Condition Name | Effect |
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Acidified |
?? |
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Annoyed |
?? |
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Back from the Dead |
?? |
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Baned |
Penalties to saving throws |
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Blessed |
Bonuses to saving throws |
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Blinded |
Cannot see anything |
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Blurred |
?? |
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Charmed |
Cannot attack the charmer |
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Critical Character |
?? |
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Dark Vision |
?? |
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Dazzled |
?? |
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Dead |
Cannot act until revived or resurrected |
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Deafened |
Cannot hear anything |
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Detect Evil and Good (Condition) |
Able to detect evil and good around |
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Detect Magic (Condition) |
Able to detect magic around |
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Disengaging |
?? |
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Divine Favor (Condition) |
Deals additional radiant damage |
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Dodging |
Defense increased |
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Doomed |
Vulnerable to poison and piercing damage until end of the next turn |
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Dying |
Will die soon unless stabilized |
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Enhanced Ability |
?? |
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Encumbered |
Slowed by weight |
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Exhausted |
Weakened by exhaustion |
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Expeditious Retreat (Condition) |
Can dash more than usually |
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Feather Falling |
Cannot get hurt by falls |
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Flying |
Able to fly |
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Frightened |
Unable to approach the source of fear |
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Giant Strength |
STR becomes 21 |
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Grappled |
Cannot move |
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Guided |
Focused to attack a specific enemy |
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Hasted |
Moves and acts faster |
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Heavily Encumbered |
Slowed by weight |
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Heroism (Condition) |
Additional temporary Hit Points |
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Highlighted |
Vulnerable to a certain enemy |
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Hindered |
Movement reduced |
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Hunter's Mark (Condition) |
Vulnerable to Hunter's Mark caster |
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Incapacitated |
Unable to take actions or reactions |
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Invisible |
Cannot be seen without magic |
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Jump (Condition) |
Jump distance increased |
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Levitating |
Doesn't touch the ground |
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Light Hypersensitive |
Hurt by light |
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Light Sensitive |
Disadvantaged by light |
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Mage Armored |
Protected by a magic armor |
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Magically Asleep |
Unable to act until awaken |
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Mobile |
Unaffected by opportunity attacks |
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Negative |
?? |
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On Fire |
Affected by Fire |
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Pass Without Trace (Condition) |
?? |
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Paralyzed |
Unable to move or defend |
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Petrified |
Turned into stone, can hardly be hurt |
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Poisoned |
Weakened by poisoning |
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Possessed |
Controlled by a supernatural being |
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Positive |
?? |
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Positive Airborne |
?? |
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Positive Movement |
?? |
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Positive Temporary Hitpoints |
?? |
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Prone |
Can only move by crawling, vulnerable to close attacks |
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Protected from Evil and Good |
Protected against creatures of Evil or Good nature |
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Protected by Spirit Guardians |
?? |
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Protected Inside Magic Circle |
?? |
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Ray of Frost (Condition) |
?? |
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Reckless |
?? |
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Resisting |
Resistance increased |
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Restrained |
Unable to move and can hardly fight |
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Restricted Inside Magic Circle |
?? |
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Severely Wounded |
Will soon die |
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Shielded |
Armor Class increased |
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Shielded by Faith |
?? |
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Shielded by Mage Armor |
?? |
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Shocked |
Cannot take reactions |
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Slowed |
?? |
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Spider Climb (Condition) |
Able to climb as a spider |
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Stealthy |
Actively hiding |
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Stunned |
Unable to act or defend |
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Surprised |
Unable to act during one round |
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Targeted |
?? |
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Guided Bolt Target |
Vulnerable to the next attack |
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False Life (Condition) |
Additional temporary Hit Points |
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True Strike (Condition) |
Focused on attacking |
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Turned |
Affected by divine power |
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Unconscious |
Unable to act until awoken |
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Wounded |
Lost some Hit Points |
Blessed, stealthy, and many other states listed above are not called conditions. Please check SRD pg 358 or PHB pg 290 for an accurate list of conditions.
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