Game Conditions & Status Effects
Canonical definitions, duration, cures, mechanics, and rulebook citations for all 25 game conditions and status classifications in LAIRE.
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.
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.
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).
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.
Structural bone injury rendering a limb unusable.
Key Mechanics
- Limb rendered completely non-functional.
- Disadvantaged if both arms are broken.
Mind-altering loyalty or frenzy effect overriding target autonomy.
Key Mechanics
- Overrides normal target decision-making.
- Cannot be cured by standard Heal Mind spells.
Mental disorientation preventing tactical discernment of friend or foe.
Key Mechanics
- Target loses tactical alignment.
- Puts character at Disadvantage.
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.
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.
Master status classification applied when a character is disabled or impaired by specific debilitating conditions or severe limb loss.
Key Mechanics
- Required target status for bonus damage abilities (e.g. Rogue Backstab, Assassin Proficiency, Arcane Proficiency).
- Surprised, Blind, and Weakened conditions explicitly DO NOT trigger Disadvantaged status.
Biological or magical infection causing ongoing physical degradation.
Key Mechanics
- Infection requires Body Point damage to take effect.
- Degrades stats/health over 6 hours.
Mental suppression crippling magic capacity and complex intellect.
Key Mechanics
- Suppresses mental capacity and magic.
- Puts character at Disadvantage.
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.
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.
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.
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.
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.
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.
Vocal suppression preventing speech, damage calls, and spell chanting.
Key Mechanics
- Prevents all in-game speech, damage calls, and spell verbals.
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.
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.
Tactical state occurring when a target is unaware of an attacker or unaware of an incoming strike.
Key Mechanics
State of total unconsciousness resulting from 0 Body Points, Waylay, or specific sleep magic.
Key Mechanics
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.
Severe necromantic rotting that destroys limb function.
Key Mechanics
- Limb rotted and unusable.
- Disadvantaged if both arms are withered.
No Matching Conditions Found
Try searching for a different keyword or resetting the category filter.