Conditions

Conditions alter capabilities and state of any creature in various ways. They can be applied to a creature in a variety of ways: by spells, poisons, potions, class features, special weapon effects and so on.

A condition lasts for a specified amount of time or until it’s countered. Multiple instances of the same condition (for example, being shot by two poisoned arrows in a row) do not stack their effects (in effect, you are only poisoned once). However, each instance of that condition has its own separate duration and has to be countered separately (so you just end up being poisoned for longer).

## List of conditions in Solasta

### Common detrimental conditions

* Blinded
* Charmed (with two sub-types: Charmed by Hypnosis, Charmed by Animal Friendship)
* Cursed
* Deafened
* Diseased
* Drained
* Exhausted
* Frightened (with a sub-type: Frightened by Phantasm)
* Grappled
* Heavily Obscured
* Incapacitated
* Paralyzed
* Petrified
* Poisoned
* Restrained
* Silenced
* Slowed
* Stunned
* Unconscious

### Other detrimental conditions

* Acidified
* Attack Disadvantage
* Back from the Dead
* Banestruck
* Banished
* Burned by Acid
* Chilled
* Chilled (by temperature)
* Confused
* Curse of Time
* Dazzled
* Demonic Influence
* Distracted
* Distracted by an Annoying Bee
* Doomblade Cut
* Doomed
* Feeble Minded
* Frozen
* Harmed
* Heat Metal
* Highlighted
* Hindered
* Hunter's Mark
* Incapacitated by Hilarity
* In Sleet Storm
* Light Hypersensitive
* Light Sensitive
* Magically Asleep
* Malediction
* Mark of Fate
* Mind Controlled
* Mind Dominated
* Mocked
* On Fire (with sub-types: On Fire from Fire Spider, On Fire from Fire Osprey, On Fire from Fire Elemental)
* Palace of Ice Lair Effect
* Pheromone Stink
* Psychic Damage
* Reduced Armor Class
* Shocked
* Spell Vulnerability
* Stinking Cloud
* Targeted by Guiding Bolt
* Targeted by Spirits
* Touched by Negative Energy
* True Strike
* Turned
* Uninspired
* Vulnerable
* Weakened

### Beneficial conditions

* Advantage on Saving Throws Against Spells
* Aided
* Apostle of Darkness
* Arcane Fury
* Arcane Shocked
* Armor Class Increased
* Attack Advantage
* Aura of Courage
* Aura of Devotion
* Aura of Protection
* Aura of Truth
* Barkskin
* Beacon of Hope
* Bear's Endurance
* Blessed
* Blessed by Herald of Battle
* Blurred
* Bonded with Spirit Ape
* Bonded with Spirit Bear
* Bonded with Spirit Eagle
* Bonded with Spirit Spider
* Bonded with Spirit Viper
* Bonded with Spirit Wolf
* Branding Smite
* Bull's Strength
* Cat's Grace
* Child of Darkness
* Cold Shield
* Comprehending Languages
* Conjured Creature
* Darkvision
* Death Warded
* Defensive Stance
* Detect Magic
* Dispelling Evil and Good
* Displaced
* Divine Favor
* Dodging
* Draconic Resistance
* Eagle's Splendor
* Expeditious Retreat
* Feather Falling
* Flurry of Blows
* Flying
* Fox's Cunning
* Freedom of Movement
* Frenzy
* Gate Keeper
* Guided
* Hasted
* Heroism
* Hiding in Plain Sight
* Immune to Demonic Influence
* Immune to Frightful Presence
* Increased Spell Attack
* Invisible
* Jump
* Longstrider
* Mage Armored
* Owl's Wisdom
* Pass Without Trace
* Prophet of Darkness
* Protected from Acid
* Protected from Cold
* Protected from Evil and Good
* Protected from Fire
* Protected from Lightning
* Protection from Poison
* Protected from Thunder
* Regenerating
* Resistant
* Scholar of the Elements (with sub-types: Scholar of the Elements (Cold), Scholar of the Elements (Fire), Scholar of the Elements (Lightning))
* Shadow Murder
* Shielded
* Shielded by Faith
* Spider Climb
* Stealthy
* Stench Immunity
* Stoneskin
* Temp HP Gain
* Temporary HP
* Temporary Regeneration
* Tongues
* Unbreakable Body (Regeneration)
* Unbreakable Body (Resistance)
* Vampiric Touch
* Volcanic Aura
* Warm Shield
* Well Fed

### Neutral conditions

* Critical Character
* Demonic Grease Fumes
* Detected as Evil/Good
* Detect Poison and Disease
* Invisibility Sight
* Levitating
* Poisoned by Stench
* Prone
* Protected by Spirits
* Reckless Vulnerability
* Spores
* Sunbeam (Condition)
* Surprised