Rulebook & Playtest 3.2 Canonical Data

Game Conditions & Status Effects

Canonical definitions, duration, cures, mechanics, and rulebook citations for all 25 game conditions and status classifications in LAIRE.

Total Conditions
25
Categorized & Cited
Disadvantaged Conditions
15
Triggers Bonus Damage
Primary Sources
Rulebook & Playtest 3.2
View Priority Rules
Bleeding to Death
Incapacitation & Injury
Disadvantaged 1 minute count

Critical injury stage entered when a character is reduced to -1 Body Points.

Key Mechanics

  • 1-minute silent count before progressing to Brink of Death.
  • Applying First Aid pauses the Death Count while being administered.
  • No matter how much damage is taken, Body Points do not drop below -1.
Recovery / Cure: First Aid skill • Heal Person spell • Battle Surgery skill • Healing Potion • Paladin Healing
Source Citation:
[Rulebook, p. 206]
Blind
Mental & Sensory
10 seconds (Cheap Trick) / 10 minutes (Spell/Poison)

Total vision loss preventing combat strikes unless target possesses Blind-fighting.

Key Mechanics

  • Cannot engage in melee or ranged combat without Blind-fighting.
  • Blind characters are NOT considered Disadvantaged.
Recovery / Cure: Heal Eyes spell • Purify Blood (if poison) • Dispel Magic
Source Citation:
[Rulebook, p. 73] [Playtest 3.2, p. 35]
Bound
Physical & Limb
Disadvantaged Variable (10 min / 6 hours)

Physical or magical restraint holding a target arms securely to their torso.

Key Mechanics

  • Arms pinned; stops all weapon swings, shield blocks, and spellcasting.
  • Can be broken by +3 Strength Bonus or higher.
  • Puts character at Disadvantage (if both arms bound).
Recovery / Cure: Dispel Magic • Untie / Cut ropes • Physical liberation by +3 Strength character
Source Citation:
[Rulebook, p. 69]
Brink of Death
Incapacitation & Injury
Disadvantaged 5 minutes

Final living count before spirit separation, entered from Killing Blow, Kill spell, or expired bleeding.

Key Mechanics

  • 5-minute countdown to receive a Life effect.
  • Sever Soul skill (Playtest 3.2) modifies this to a special count.
  • Only a true Life effect can restore a character at this stage.
Recovery / Cure: Life spellPaladin Life skill • Elemental Life • Alchemical Life Potion • Artifact Life
Source Citation:
[Rulebook, p. 206] [Playtest 3.2, p. 51]
Broken Limb
Physical & Limb
Disadvantaged Until Healed / Set

Structural bone injury rendering a limb unusable.

Key Mechanics

  • Limb rendered completely non-functional.
  • Disadvantaged if both arms are broken.
Recovery / Cure: Heal Limb spell • First Aid / Battle Surgery setting
Source Citation:
[Playtest 3.2, p. 63]
Charm
Mental & Sensory
Variable / Constant

Mind-altering loyalty or frenzy effect overriding target autonomy.

Key Mechanics

  • Overrides normal target decision-making.
  • Cannot be cured by standard Heal Mind spells.
Recovery / Cure: Dispel Magic (if spell) • Plot Marshal ruling
Source Citation:
[Rulebook, p. 80]
Confusion
Mental & Sensory
Disadvantaged While sung / 10 minutes

Mental disorientation preventing tactical discernment of friend or foe.

Key Mechanics

  • Target loses tactical alignment.
  • Puts character at Disadvantage.
Recovery / Cure: Heal Mind spell • Dispel Magic
Source Citation:
[Rulebook, p. 73]
Dead
Incapacitation & Injury
Disadvantaged Until Resurrected

State reached when the Brink of Death count expires and the character spirit goes to the Healers Guild.

Key Mechanics

  • Player body dissipates; items/tags remain at death location.
  • Player must draw from the 20-marble bag at the Healers Guild (unless on first death, which is free).
  • Unresurrectable bodies do not dissipate.
Recovery / Cure: Resurrection pull at Healers Guild • Return Spirit spell
Source Citation:
[Rulebook, p. 207]
Disabled Limb
Physical & Limb
Disadvantaged Until Healed

Incapacitation of an arm or leg due to direct limb damage or disable skills.

Key Mechanics

  • Arm: Cannot carry, cast, or wield items.
  • Leg: Must remain on one knee or crawl.
  • Disadvantaged if both arms are disabled.
Recovery / Cure: Heal Limb spell • Battle Surgery skill
Source Citation:
[Rulebook, p. 206]
Disadvantaged
Meta & Combat State
Variable

Master status classification applied when a character is disabled or impaired by specific debilitating conditions or severe limb loss.

Key Mechanics

Recovery / Cure: Varies by the underlying condition affecting the character.
Source Citation:
[Playtest 3.2, p. 63]
Diseased
Toxins & Ailments
6 hours

Biological or magical infection causing ongoing physical degradation.

Key Mechanics

  • Infection requires Body Point damage to take effect.
  • Degrades stats/health over 6 hours.
Recovery / Cure: Heal This Body spell (Playtest 3.2) • Heal Disease spell • Resist Disease skill
Source Citation:
[Rulebook, p. 205] [Playtest 3.2, p. 60]
Enfeebled
Mental & Sensory
Disadvantaged Instant / Until Healed

Mental suppression crippling magic capacity and complex intellect.

Key Mechanics

  • Suppresses mental capacity and magic.
  • Puts character at Disadvantage.
Recovery / Cure: Heal This Mind spell (Playtest 3.2) • Dispel Magic
Source Citation:
[Playtest 3.2, p. 60]
Fear
Mental & Sensory
10 minutes

Overwhelming terror forcing the target to flee out of Line of Sight.

Key Mechanics

  • Target must flee Line of Sight for 10 minutes.
  • Target cannot willingly approach or attack fear source.
Recovery / Cure: Heal This Mind spell (Playtest 3.2) • Dispel Magic
Source Citation:
[Playtest 3.2, p. 42]
Mortally Wounded
Incapacitation & Injury
Disadvantaged 1 minute count

Severe mortal injury caused by Slay or Assassinate strikes.

Key Mechanics

  • 1-minute count to receive specialized Mortal Wound healing.
  • Standard Body Point healing spells do NOT heal Mortally Wounded characters.
Recovery / Cure: Heal Mortal Wound effect (e.g. Light Healing Pool, Paladin Heal Mortal Wound)
Source Citation:
[Rulebook, p. 206]
Pain
Physical & Limb
Disadvantaged 5 seconds (Agony Strike) / 30 seconds (Pain Touch)

Severe overwhelming physical agony causing collapse to knee or ground.

Key Mechanics

  • Target falls to knee or ground in pain.
  • Cannot move, attack, or cast for duration.
  • Puts character at Disadvantage.
Recovery / Cure: Expiration of duration (5s or 30s)
Source Citation:
[Playtest 3.2, p. 4]
Poisoned
Toxins & Ailments
Variable (Instant, 10 Minutes, 1 Hour, or Special)

Delivery classification for alchemical toxins and venoms that inflict direct body damage, debilitating status effects, or instant death when a strike penetrates to Body Points.

Key Mechanics

  • Poison requires a strike to deal Body Point damage (Armor Point loss does not trigger poison).
  • Player calls 'I'm poisoned' out-of-game; attacker reveals the specific poison effect.
  • Sleep Poison does NOT break upon taking damage (requires Purify Blood or Antidote).
  • Under Playtest 3.2, melee contact poison stopped by physical defenses (Dodge, Sidestep) is NOT expended and may be swung again.
Recovery / Cure: Purify Blood spell (cures all non-damaging poisons instantly) • Appropriate Rank Antidote • Resist Alchemy potion • Resist Poison skill
Source Citation:
[Rulebook, p. 205] [Rulebook, p. 98] [Playtest 3.2, p. 62]
Rooted
Physical & Limb
30 sec (Pin) / 10 min (Root / Paste)

Immobilization fixing target feet to the ground while leaving arms and torso free.

Key Mechanics

  • Feet cannot move from current spot.
  • Upper body combat and spellcasting permitted.
  • Does NOT place character at Disadvantage.
Recovery / Cure: Dispel Magic • Oil of Dissolution • Expiration of duration
Source Citation:
[Rulebook, p. 104]
Severed Limb
Physical & Limb
Disadvantaged Instant / Until Reattached

Complete traumatic detachment of an arm or leg from the torso.

Key Mechanics

  • Arm or leg severed from body.
  • Head cannot be targeted or severed by Sever Limb.
  • Disadvantaged if both arms are severed.
Recovery / Cure: Heal Limb spell with reattachment
Source Citation:
[Rulebook, p. 163]
Silence
Mental & Sensory
While sung / 10 minutes / Until sunrise

Vocal suppression preventing speech, damage calls, and spell chanting.

Key Mechanics

  • Prevents all in-game speech, damage calls, and spell verbals.
Recovery / Cure: Heal Mind spell • Purify Blood (if poison) • Dispel Magic
Source Citation:
[Rulebook, p. 133]
Sleep
Mental & Sensory
Disadvantaged 5 minutes (Spell) / 10 minutes (Poison)

Magical or alchemical slumber incapacitating the target.

Key Mechanics

  • Target is unconscious in slumber.
  • Wakes early if hit for damage or if specific awakening condition met.
  • Puts character at Disadvantage.
Recovery / Cure: Taking damage • Heal Mind spell • Purify Blood (if poison) • Dispel Magic
Source Citation:
[Rulebook, p. 73]
Stunned
Physical & Limb
Disadvantaged 5 seconds (10 seconds for Stun Demon)

Brief concussive or magical incapacitation of a limb or torso.

Key Mechanics

  • Torso strike dazes character, preventing actions for 5s / 10s.
  • Limb strike incapacitates that limb.
  • Puts character at Disadvantage.
Recovery / Cure: Expiration of duration (5–10 seconds)
Source Citation:
[Rulebook, p. 163] [Playtest 3.2, p. 46]
Surprised
Meta & Combat State
Instant (1st attack)

Tactical state occurring when a target is unaware of an attacker or unaware of an incoming strike.

Key Mechanics

  • Target cannot use Parries (Slay Parry, Crit Parry, etc.) against the surprise strike.
  • Target MAY use non-parry physical or magical defenses (Invulnerability, Dodge).
  • Only the first attack in a sequence counts as Surprise.
  • Surprised characters are NOT considered Disadvantaged.
Recovery / Cure: Becoming aware of the incoming attack or resolving the first strike.
Source Citation:
[Playtest 3.2, p. 63]
Unconscious
Incapacitation & Injury
Disadvantaged 5 minutes (or until sunrise / healed)

State of total unconsciousness resulting from 0 Body Points, Waylay, or specific sleep magic.

Key Mechanics

  • Character cannot speak, move, cast spells, or defend.
  • Revives in 5 minutes at 1 BP if at 0 BP or Waylaid.
  • Waylay protection requires Waylay damage call to exceed remaining helmet AP.
  • Puts character at Disadvantage.
Recovery / Cure: Any spell or skill that restores 1+ Body Points • First Aid skill (1-minute count) • Dispel Magic (for Silence Your Thoughts)
Source Citation:
[Rulebook, p. 206] [Playtest 3.2, p. 57]
Weakened
Physical & Limb
1 minute

Reduction of physical strength capping maximum damage output.

Key Mechanics

  • Caps damage output and physical strike bonuses.
  • Playtest 3.2 explicitly rules that Weakened does NOT place a character at Disadvantage.
Recovery / Cure: Heal This Body spell (Playtest 3.2) • Dispel Magic
Source Citation:
[Rulebook, p. 73] [Playtest 3.2, p. 63]
Withered Limb
Physical & Limb
Disadvantaged Instant / Until Healed

Severe necromantic rotting that destroys limb function.

Key Mechanics

  • Limb rotted and unusable.
  • Disadvantaged if both arms are withered.
Recovery / Cure: Heal Limb spell • Heal This Body spell (Playtest 3.2)
Source Citation:
[Playtest 3.2, p. 39]