Combat in The Land is rarely clean or predictable. Blades clash, spells erupt, and the battlefield itself becomes a weapon. Loosing Health is not the only suffering imposed on a character. The true danger often lies in the conditions that take hold in the chaos. A warrior might still stand, yet be Blind and striking wildly; a caster may know the perfect spell, but be Silenced before they can speak it; a rogue may be perfectly positioned, only to find themselves Grappled, Pinned, or worse. These conditions represent the shifting state of a character under pressure, where control is lost piece by piece and every decision becomes harder than the last.
Combat conditions can restrict movement, limit actions, reduce Accuracy Checks, or weaken a character’s defenses, often stacking to create devastating combinations. Some, like Fatigue or Shaken, slowly erode effectiveness over time, while others, such as Paralyzed, Stunned, or Unconsciousm can remove a character from the fight entirely. Even environmental factors like Difficult Terrain can turn a simple encounter into a deadly struggle. Understanding these conditions, both how to resist them and how to inflict them, is critical to survival. In The Land, victory does not always go to the strongest combatant; it goes to the one who can adapt when everything starts going wrong.
Here is a list of Combat Conditions. It should be noted that most of these conditions require specific triggers (such as spells) to activate.
Afraid
- Counts as Immobilized, unless the source ability says otherwise
- -10 Accuracy Checks
- -10 Mental Value
Blind
- -25 Accuracy Checks
- Cannot use abilities that specifically require sight
- -50 Perception checks
- -20 Dodge Value, which decreases Armor Value by 10
- Not cumulative with penalties from Paralyzed or Invisible
Charmed
- Cannot take detrimental actions against the creature that charmed it
- -25 Mental Value against the creature that charmed it
- -10 to all Wisdom-based skill checks
Clumsy
- -10 to Ranged Weapon Accuracy Checks
- -10 to all Dexterity-based skill checks
Cursed
- Cannot score Critical Accuracy Checks
- -10 to all Luck-based skill checks
Dazed
- Can only move at half speed
- Can only take one action per turn
- If that action includes a weapon attack, it may only make one Accuracy Check against one target
Deafened
- Cannot hear
- Automatically fails Perception checks that rely on sound
- -50 Combat Speed checks
- Cannot benefit from allies’ sound-based commands or effects
- 20% Resistance to Thunder damage
- Does not stop casting unless the spell or ability requires auditory components or cues
Distracted
- Cannot take Reactions
- -10 to Armor, Dodge, and Mental Value
- -10 to all Intelligence-based skill checks
Fatigued
- Per level of Fatigue: -1 to all Accuracy Checks
- Per level of Fatigue: -1 to all Skill Checks
- Per level of Fatigue: -1 to Armor, Dodge, and Mental Value
- Levels of Fatigue stack cumulatively
Grappled
- Counts as Immobilized
- If the target moves out of the grappler’s reach, the grapple ends
Immobilized
- Movement speed becomes 0 feet
- May still take movement-related actions that do not require actual movement
Incorporeal
- 50% Resistance to all Physical damage
- 25% Resistance to Air, Earth, Fire, and Water damage
- May move through solid barriers, but doing so costs double movement per space passed through
Invisible
- Against creatures that cannot see it, the target gains +20 Accuracy Checks
- Against creatures that cannot see it, the target gains +20 Dodge Value (which increases Armor Value by 10)
Nauseated
- May only take Free, Bonus, and Movement Actions
- May take only one action total per turn
Paralyzed
- Cannot take Bonus Actions, Movement Actions, Combat Actions, or Reactions
- May only take actions that specifically state they can be used while Paralyzed
- -20 Dodge Value, which decreases Armor Value by 10
- Counts as Silenced
Petrified
- Counts as Unconscious
- 90% Resistance to all damage types
Pinned
- Counts as Grappled
- -20 Accuracy Checks
- -20 Dodge Value, which decreases Armor Value by 10
Prone
- Must spend half movement to stand
- Adjacent attackers gain +20 Accuracy Checks against the target
- Attacks from more than 10 feet away take a penalty equal to the attacker’s distance in feet from the target
Restrained
- Counts as Immobilized
- -10 Accuracy Checks
- -10 Dodge Value, which decreases Armor Value by 5
Shaken
- -10 to Spellcasting Accuracy Checks
- -10 to all Charisma-based skill checks
Silenced
- Cannot speak to allies using words
- Cannot cast spells with verbal components unless the spell specifically allows it
Slowed
- Movement speed is halved
- -10 to all Agility-based skill checks
Squeezing
- Counts as both Slowed and Distracted
- May move through spaces intended for creatures one size smaller, though movement may still be restricted by the environment or GM discretion
Stunned
- Counts as Paralyzed
- -10 Mental Value
Surprised
- Counts as Paralyzed during the first round of combat
- May still speak normally
Unconscious
- Counts as Stunned
- Falls Prone at the start of its next turn
- Dodge Value becomes 0
- -20 Mental Value
- -20 Armor Value
- Immune to Charm and Compulsion unless the effect specifically targets unconscious creatures
- Existing Charm and Compulsion effects end unless they explicitly persist while the target is Unconscious
Weakened
- -10 to Melee and Thrown Weapon Accuracy Checks
- -10 to all Strength-based skill checks
Winded
- Abilities that require Stamina cost twice as much to activate
- -10 to all Constitution-based skill checks
Environmental States
Difficult Terrain
Movement through this terrain costs double movement, but there may be additional factors determined by the terrain or effect creating it.
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