TEXT: Conditions * effeCts
  compatible with 13th Age™, 
  and Th e Archmage Engine™ 
  Conditions 
  Card deCk
  Conditions 
  Card deCk
  
  Conditions Card deck
  Design by Kazekami
  kazekami303@gmail.com
  Edited by lasercleric
  Version 1.0 — September 2014
  LegaL nOtice
  Th is Conditions Card Deck uses trademarks 
  and /or  copyrights owned by Fire opal 
  media, which are used under the Fire opal 
  media, 13th Age community use Policy. We 
  are expressly prohibited from charging you 
  to use or access this content. Th is Conditions 
  Card Deck is not published, endorsed, or 
  specifi cally approved by Fire opal media.
  For more information about Fire opal 
  media’s 13th Age community use Policy, 
  please visit: 
  www.ﬁ reopalmedia.com/communityuse
  For more information about Fire opal 
  media and 13th Age products, please visit: 
  www.ﬁ reopalmedia.com and 
  www.pelgranepress.com
  Licensed under the Open Game License.
  
  Condition
  Confused
  You cannot make opportunity 
  attacks or use limited powers. 
  Your next attack action will be a 
  basic or at-will attack against any 
  nearby ally, determined randomly.
  Save endS 
  hard   16+
  Save endS 
  eaSy   6+
  Save endS 
  nOrMaL   11+
  
  Condition
  Confused
  You cannot make opportunity 
  attacks or use limited powers. 
  Your next attack action will be a 
  basic or at-will attack against any 
  nearby ally, determined randomly.
  yOur next turn
  end Of
  MOnSter’S next turn
  end Of
  SpeciaL
  
  Condition
  dazed
  You take a −4 penalty  
  to all attacks.
  Save endS 
  nOrMaL   11+
  Save endS 
  eaSy   6+
  Save endS 
  hard   16+
  
  yOur next turn
  end Of
  MOnSter’S next turn
  end Of
  SpeciaL
  Condition
  dazed
  You take a −4 penalty  
  to all attacks.
  
  Condition
  fear
  You are dazed (−4 penalty to 
  attacks); fear also prevents you 
  from using the escalation die.
  Should your hit points increase past 
  the fear threshold or you disengage 
  from the monster, you lose the dazed 
  effect and regain the escalation die 
  benefits.
  fear threShOLd (hp)
  
  Condition
  fear
  You are dazed (−4 penalty to 
  attacks); fear also prevents you 
  from using the escalation die.
  Should your hit points increase past 
  the fear threshold or you disengage 
  from the monster, you lose the dazed 
  effect and regain the escalation die 
  benefits.
  SpeciaL
  
  Condition
  Hampered
  You can only make basic attacks. 
  You can still move normally.
  Save endS 
  nOrMaL   11+
  Save endS 
  eaSy   6+
  Save endS 
  hard   16+
  
  Condition
  Hampered
  You can only make basic attacks. 
  You can still move normally.
  yOur next turn
  end Of
  MOnSter’S next turn
  end Of
  SpeciaL
  
  Condition
  Helpless
  If you are unconscious or asleep, 
  you are helpless and take a 
  −4 penalty to all defenses.  
  You are also a valid target of 
  a coup de grace.
  Save endS 
  nOrMaL   11+
  Save endS 
  eaSy   6+
  Save endS 
  hard   16+
  
  Condition
  Helpless
  If you are unconscious or asleep, 
  you are helpless and take a 
  −4 penalty to all defenses.  
  You are also a valid target of 
  a coup de grace.
  yOur next turn
  end Of
  MOnSter’S next turn
  end Of
  SpeciaL
  
  Condition
  stuCk
  You cannot move, disengage,  
  pop free, change your position, 
  or let anyone else move you 
  without teleporting.
  Save endS 
  nOrMaL   11+
  Save endS 
  eaSy   6+
  Save endS 
  hard   16+
  
  Condition
  stuCk
  You cannot move, disengage,  
  pop free, change your position, 
  or let anyone else move you 
  without teleporting.
  yOur next turn
  end Of
  MOnSter’S next turn
  end Of
  SpeciaL
  
  Condition
  stunned
  You take a −4 penalty to all 
  defenses and cannot take any 
  actions.
  Save endS 
  nOrMaL   11+
  Save endS 
  eaSy   6+
  Save endS 
  hard   16+
  
  yOur next turn
  end Of
  MOnSter’S next turn
  end Of
  SpeciaL
  Condition
  stunned
  You take a −4 penalty to all 
  defenses and cannot take any 
  actions.
  
  Condition
  Vulnerable
  Attacks against you have  
  their crit range expanded by 2  
  (normally 18 +).
  Save endS 
  nOrMaL   11+
  Save endS 
  eaSy   6+
  Save endS 
  hard   16+
  
  Condition
  Vulnerable
  Attacks against you have  
  their crit range expanded by 2  
  (normally 18 +).
  yOur next turn
  end Of
  MOnSter’S next turn
  end Of
  SpeciaL
  
  Condition
  Weakened
  You take a −4 penalty to all 
  attacks and to all defenses.
  Save endS 
  nOrMaL   11+
  Save endS 
  eaSy   6+
  Save endS 
  hard   16+
  
  Condition
  Weakened
  You take a −4 penalty to all 
  attacks and to all defenses.
  yOur next turn
  end Of
  MOnSter’S next turn
  end Of
  SpeciaL
  
  special effect
  Grabbed
  When you are grabbed: 
  You are engaged with the 
  creature grabbing you.
  You cannot move away unless  
  you teleport, somehow pop free 
  first, or successfully disengage. 
  Your disengage checks take a  
  −5 penalty unless you hit  
  the creature that is grabbing  
  you the same turn that you  
  are trying to disengage.
  You cannot make opportunity 
  attacks.
  You cannot use ranged attacks, 
  although melee and close attacks 
  are fine.
  •
  •
  •
  •
  •
  
  special effect
  Grabbed
  The creature grabbing you:
  The creature grabbing you gets 
  a +4 attack bonus against you. 
  If you are smaller than the 
  creature that is grabbing you, it 
  can move and carry you along 
  with no problem. If you are the 
  same size or larger, it has to let 
  go of you if it wants to move.
  If the creature grabbing you 
  decides to let go and move away 
  from you, it doesn’t have to 
  disengage or take an opportunity 
  attack from you.
  The grabbing creature can let 
  go of you as a free action.
  •
  •
  •
  •
  
  *
   AcId 
  *
   cold *
   FIre
  *
   Force 
  *
   HolY *
   lIgHtnIng
  *
   negAtIve *
   PoISon *
   PSYcHIc
  *
   tHunder *
   WeAPon *
   dAmAge
  special effect
  onGoinG damaGe
  You take ongoing damage at the 
  end of your turn immediately 
  before you roll its save.
  OngOing daMage
  Save endS 
  nOrMaL   11+
  
  special effect
  onGoinG damaGe
  *
   AcId 
  *
   cold *
   FIre
  *
   Force 
  *
   HolY *
   lIgHtnIng
  *
   negAtIve *
   PoISon *
   PSYcHIc
  *
   tHunder *
   WeAPon *
   dAmAge
  OngOing daMage
  Save endS 
  eaSy   6+
  Save endS 
  hard   16+
  
  special action
  rally
  Once per battLe
  once a battle, you can use  
  a standard action to rally,  
  spending one of your recoveries 
  and regain hit points.
  
  special action
  rally
  uSed
  Once per battLe
  If you want to rally again later in 
  the same battle, make a normal 
  save (11+). If you succeed, you 
  can rally again that battle. If you 
  fail the save, you can take your 
  turn normally, but you cannot 
  rally that round.
  Save endS 
  nOrMaL   11+
  
  special effect
  staGGered
  yOu are reduced tO haLf 
  yOur hit pOintS Or fewer.
  If you are staggered when you 
  take a quick rest, you must try 
  to heal yourself, either with a 
  recovery or from a spell that 
  provides some true healing.
  
  special effect
  staGGered
  yOur are nOt Staggered
  When you are reduced to half 
  your hit points or fewer, you are 
  staggered.
  
  special effect
  resistanCe
  *
   AcId 
  *
   cold *
   FIre
  *
   Force 
  *
   HolY *
   lIgHtnIng
  *
   negAtIve *
   PoISon *
   PSYcHIc
  *
   tHunder *
   WeAPon *
   dAmAge
  reSiStance 
    16+
  reSiStance 
    12+
  reSiStance 
    18+
  
  special effect
  resistanCe
  When an attack with a damage type 
  you are resistant to targets you, the 
  natural attack roll must equal or 
  exceed your resistance number to 
  deal full damage. If the roll is  
  lower than your resistance, the 
  attack deals half damage.
  If you take ongoing damage of a type 
  you resist, use the original attack 
  roll to determine whether you take 
  the full amount of ongoing damage 
  or half the amount (rounded down).
  Any creature with resistance to an 
  energy type is immune to normal 
  energy of that type. This rule only 
  applies to energy types, not to 
  weapons.
  
  special effect
  temporary Hp
  When you take damage, subtract 
  it from your temporary hit points 
  first, and only apply damage to 
  your regular hit points after the 
  temporary hit points are used up.
  teMpOrary hit pOintS
  
  special effect
  temporary Hp
  Temporary hit points don’t stack.
  When you gain more temporary 
  hit points while you still have 
  temporary hit points left, use  
  only the higher amount and 
  ignore the lower amount.
  Temporary hit points reset to 0 
  after a battle and drop to 0 when 
  you roll initiative.
  
  unconscious
  deatH  &  dyinG
  Roll a d 20 at the start of your turn.
  16 +, use a recovery to return to 
  consciousness and heal up to the 
  number of hit points you rolled.
  Natural 20, you get to take actions 
  normally that turn.
  15 or less, you take one step toward 
  the grave. After the fourth failed 
  death save in a single battle, you die.
  You also die when you reach 
   negative hit points equal to half 
  your maximum hit points.
  If you use one of your recoveries (or 
  otherwise get healed) while you are 
  dying, ignore your current negative 
  hit points. Start from 0 and add the 
  hit points you’ve regained.
  
  unconscious
  deatH  &  dyinG
  You can still stabilize allies to keep 
  them from dying (dc 10 healing 
  skill check using Wisdom as a 
  standard action). Failure wastes 
  your standard action, but doesn’t 
  hurt your friend. Success stabilizes 
  your ally. If your stabilization check 
  is 25 +, it only takes a quick action.
  A stabilized character is still 
  unconscious, rolling death saves on 
  their turn, but failed death saves are 
  ignored while stabilized.
  Feeding a dying character a healing 
  potion gets them conscious and 
  back on their feet, but always takes 
  a standard action.
  faiLed SaveS
  
  rest  &  recharge
  reCoVeries
  recOvery die
  LeveL
  cOn MOd 
  5th × 2 | 8th × 3
  recOverieS
  uSed
  
  rest  &  recharge
  reCoVeries
  When you use a recovery, regain 
  lost hit points by rolling recovery 
  dice equal to your level and adding 
  your constitution modifier. Your 
  class indicates which recovery die 
  to use.
  At 5th level, double the bonus  
  you get from your con modifier.  
  At 8th level, triple it.
  If you perform an action that 
  requires a recovery but have none 
  left, you get only half the healing 
  you would otherwise get and take a 
  −1 penalty to all defenses and attack 
  rolls until your next full heal-up. 
  This penalty stacks for each recovery 
  used that you don’t possess.
  
  rest  &  recharge
  reCoVery
  avaiLabLe
  
  rest  &  recharge
  reCoVery
  uSed
  When you use a recovery, regain lost 
  hit points by rolling recovery dice 
  equal to your level and adding your 
  Constitution modifier. Your class 
  indicates which recovery die to use.
  At 5th level, double the bonus  
  you get from your con modifier.  
  At 8th level, triple it.
  If an action requires a recovery but 
  you have none left, you get only half 
  the healing and take a −1 penalty 
  to all defenses and attack rolls until 
  your next full heal-up. 
  This penalty stacks for each recovery 
  used that you don’t possess.
  
SOURCE: textdata/thevault/Deduped  Shit/Conditions Deck v1/13th Age Conditions Deck Single_v1.pdf