Activities and actions in the world will result in assorted Conditions affecting the character. These are the stats for conditions possible.



A Creature that has a weakness to a particular type of damage takes a +1 on each die of damage.


A Creature that has a Pleasure for a particular type of damage subtracts 1 from each die of damage done.


A creature that is warded moves a damage die down the die chain by one (d4 Minimum) and takes half damage.


A creature that is allergic moves the damage die up the die chain by 1 place.


A creature that is resistant takes one half the damage.


A create that is Vulnerable takes double damage.


A creature that is immune takes no damage.


Fatigue & Exhaustion

Fatigue is an omnipresent risk to all in the World.

Fatigue has 10 steps. Fatigued is the first five of those steps. The person is tired, weary, and worn down.

The next steps, six to 10, are generally called Exhausted.

Fatigue PointsEffect
1-1 on rolls, -5 to Speed
2-2 on rolls, -10 to speed
3Cancels Advantage, -3 on rolls, -15 to speed
4Disadvantage on all rolls, – 20 to speed
5Disadvantage, -25 to speed, -1 to Rest Recovery, penalties to Vitality, Con rolls
6Disadvantage, – 30 to speed, -1 to Rest Recovery, penalties to Vitality, Con rolls
7Disadvantage, – 35 to speed, -1 to Rest Recovery, penalties to Vitality, Con rolls
8Incapacitated, penalties to Vitality, Con rolls
9Unconscious, Incapacitated, -3 to AC, penalties to Vitality, Con rolls
10Unconscious, Incapacitated, -6 to AC, penalties to Vitality, Con rolls

All people start at 0. Every time there is a chance to gain a fatigue point, you can make a Vitality Check, with degrees of difficulty determined by DM, and a penalty for each prior attempt within the period between long rests. Success will block the point; failure will result in getting it.

Two points of Fatigue can be restored by one Long Rest, unless exhausted, in which case you can only recover 1 point.

When you exceed your movement rate, you can no longer move.


While you are Incapacitated, you experience the following effects:

Inactive. You can’t take Actions or Reactions.

No Concentration. Your Concentration is broken.

Speechless. You can’t speak.

Surprised. If you are Incapacitated when you roll Initiative, you have Disadvantage on the roll.

Falling Unconscious

If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix PH-A). This unconsciousness ends if you regain any hit points.


Inert. You have the Incapacitated and Prone conditions, and you drop whatever you’re holding. When this condition ends, you remain Prone.

Speed 0. Your Speed is 0 and can’t change.

Attacks Affected. Attack rolls against you have Advantage.

Fail Str. and Dex. Saves. You automatically fail Strength and Dexterity saving throws.

Critical Hits. Any attack roll that hits you is a critical hit if the attacker is within 5 feet of you.

Unaware. You’re unaware of your surroundings.

Changes to Speed

If an effect increases or decreases your Speed for a time, any special speed you have increases or decreases by an equal amount for the same duration.

For example, if your Speed is reduced to 0 and you have a Climb Speed, your Climb Speed is also reduced to 0. Similarly, if your Speed is halved and you have a Fly Speed, your Fly Speed is also halved.


While you are Slowed, you experience the following effects:

Limited Movement. You must spend 1 extra foot of movement for every foot you move using your Speed.

Attacks Affected. Attack rolls against you have Advantage.

Dexterity Saves Affected. You have Disadvantage on Dexterity saving throws.


A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.

The creature can’t willingly move closer to the source of its fear.


A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within awareness.

The creature will actively seek to move as far away as possible to the source of its horror.


While you are Grappled, you experience the following effects:

Speed 0. Your Speed is 0 and can’t change.

Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.

Movable. The grappler can drag or carry you, but the grappler suffers the Slowed Condition while moving, unless you are Tiny or two or more Sizes smaller than the grappler.

Escape. While Grappled, you can make a Dexterity or Strength saving throw against the grapple’s escape DC at the end of each of your turns, ending the Condition on yourself on a success. The Condition also ends if the grappler is Incapacitated or if something moves you outside the grapple’s range without using your Speed.


A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.

Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

The creature has disadvantage on Dexterity saving throws.


Target is unable to stay up on their feet, and will stagger, stumble, and fall. While unbalanced, they cannot make attacks, and have both disadvantage and a -2 applied to rolls for reactions and bonus actions.


These are effects that prevent a being from motion.


Petrified is the condition of being turned into a solid substance. While petrified, the being cannot move, speak, look around, sense, or otherwise do anything. They cannot hear, see, smell, or taste. They cannot make noise, but they do remain aware, just without any input from their sense or ability to move.

Petrification is always a magical condition. Petrified beings do not age, do not change, but can still be harmed. Breaking a petrified being up into small pieces or removing their head will kill them. Breaking off a limb will result in them losing that limb.

A restored being who lost a limb while petrified will have that space healed over by the restoration and will not have the use of that limb.

Mending a broken petrified being has a 50% chance of restoring them to life, but only if no pieces are missing.


This is Paralysis. Paralysis causes the person to be numb, lose control of their body, and their muscles to relax. A stunned creature will become prone and incapacitated at the start of their next turn. While numbed, a character cannot move, speak, or perform any action that requires muscular movement.


Stilled is the condition of being unable to move voluntarily. This is much like the childhood game of “freeze”, the person is stopped entirely. If in motion, they may lose their balance and fall prone. Otherwise, they will simply stand still or otherwise not move.

Stilled is a common condition of spells, such as Halt, a form of Command.


These are effects that impair the ability of beings to do things.


A cramping character has speed halved and is at disadvantage.


Sightless is what normal D&D calls “Blindness”, and the rules for Blindness apply.

Sightlessness affects all visual capabilities, including special abilities.


Soundless is the Wyrlde version of Deafened, and results in a complete loss of all sonic or vibratory capabilities relying on the inner ear to hear, although balance is unaffected. Some things cause both unbalancing and soundless.


Silenced characters cannot speak. They cannot whistle, hum, or otherwise make noise.

For obvious reasons, Silencing is a very bad thing to Mages.


This is a “sneezing fit”, a series of uncontrollable sneezes that can last a number of rounds. A Sneezing character is unable to make Perception rolls that rely on sight, cannot take any Bonus actions or reactions, has movement reduced to half, and cannot surprise of engage in Stealth.

Sleep Deprivation

After going one day without sleep, a creature that spends 10 or more minutes idle must succeed at a DC 10 CON save or fall asleep. To recover the creature must spend at least six hours asleep. For each day, the difficulty increases by one degree.


After gaining a level of exhaustion due to extreme cold (snowy weather etc.), must pass a DC 10 CON save each hour or become slowed as well. To recover must spend four hours at a moderate or warm temperature while not hungry.

Frostbite conditions also cause 1d6 pain damage every hour.


After gaining a level of exhaustion due to extreme heat (desert environment etc.), must pass a DC 10 CON save each hour or fall unconscious for 1d20 minus (Level plus Con Modifier) in hours. To recover you must spend four hours at a moderate or cool temperature while not thirsty.


When one succumbs to madness, one becomes maddened.


A charmed creature cannot attack the being that charmed them.

A charmed creature cannot target, directly or indirectly, target the charmer with harmful abilities or magical effects.

The charmer has advantage on any ability check to interact socially with the creature.


Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.

A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.


Short-Term Madness Effect (lasts 1d10 minutes)


The character retreats into his or her mind and becomes stilled. The effect ends if the character takes any damage.


The character becomes incapacitated and spends the duration screaming, laughing, or weeping.


The character becomes horrified and must use his or her action and movement each round to flee from the source of the horror.


The character begins babbling and is incapable of normal speech or spellcasting.


The character must use his or her action each round to attack the nearest creature.


The character experiences vivid hallucinations and has disadvantage on ability checks.


The character does whatever anyone tells him or her to do that isn’t obviously self-destructive.


The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.


The character is stunned.


The character falls unconscious.

A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.


Long-Term Madness Effect (lasts 1d10 x 10 hours)


The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.


The character experiences vivid hallucinations and has disadvantage on ability checks.


The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.


The character regards something (usually the source of madness) with intense revulsion.


The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.


The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.


The character is blinded (25%) or deafened (75%).


The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.


The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features but doesn’t recognize other people or remember anything that happened before the madness took effect.


Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.


The character loses the ability to speak.


The character falls unconscious. No amount of jostling or damage can wake the character.

A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.


Indefinite Madness Flaw (lasts until cured)


“Being drunk keeps me sane.”


“I keep whatever I find.”


“I try to become more like someone else I know–adopting his or her style of dress, mannerisms, and name.”


“I must bend the truth, exaggerate, or outright lie to be interesting to other people.”


“Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”


“I find it hard to care about anything that goes on around me.”


“I don’t like the way people judge me all the time.”


“I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”


“I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”


“There’s only one person I can trust. And only I can see this special friend.”


“I can’t take anything seriously. The more serious the situation, the funnier I find it.”


“I’ve discovered that I really like killing people.”

Curing Madness

A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil and good might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.


Rage is a loss of control caused by something that could make the character ‘see red” or “black out”– it could be due to a failed Sanity or perception check, or even a part of your normal process when in combat. It is bloodlust, a need to destroy, to hurt, to cause harm. It is the obverse of heart. Gladiators develop it, some Luminars oppose it, Elfs are susceptible to it and Dwarfs tend to be less so.

A character’s Rage DC is an unmodified d20 roll against the average of their Con, Wis, and San added together and divided by three. Elfin folks have disadvantage and Dwarf folks have advantage on this roll.

Exceeding the Rage DC means they launch into an uncontrollable rage.

While raging, you gain the following:

If wearing armor, you take a penalty to all actions of -1 to -5, depending on the kind of armor you are wearing (Heavy = -4), Medium = -3, Light = -2, Common= -1, Shield = -1). This includes Attack rolls but does not change your armor class.

You have Advantage on Strength checks and Strength saving throws.

When you make a melee weapon attack you gain a bonus to the damage roll equal to your Proficiency bonus by level.

Attacks using bludgeoning, piercing, and slashing damage are reduced by your Rage modifier.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

You will automatically disrupt any rituals.

You will disrupt any spells being cast within 10 feet of you.

You cannot use Hero Points while Raging.

You cannot use Heart while raging.

Your rage lasts for 1 minute (10 rounds). It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action, forcing yourself back under control.

Once you have raged you must finish a long rest before you can rage again, and you take a -5 penalty to speed, a loss of 1 vitality, and a penalty of -1 to all rolls until then. In some cases, a DM may apply a fatigue point, as well.

Rage can be ended with Calm Emotions, Dispel Rage, or Restoration.


This condition applies to poisons that are unknown and naturally occurring but not inherently fatal. Known poisons have a set effect.

A poisoned character will take 1 point of fatigue per hour, the effects of the poison (as described by the poison) and have disadvantage on all rolls while the poison is impacting them. Most major manufactured poisons have specific effects that are dependent on the poison.

Known Poisons

The effects of known poisons.




Niobe’s Tears


Con Save versus DC 16 or die in 1d12 hours.

Helena’s Drought


Con Save versus DC 18 or die in 1d12 hours.

Moon’s Rest


Con Save versus DC 20 or die in 1d8 hours.



Con Save versus DC 16 or sleep, Vitality DC 18 to avoid Fatigue.

Veracity’s Edge


Con DC 21 or unable to deceive.

Essence of Aether


Con DC 17 or Charmed for 1d6 hours, sleep 1d20 after, w/ no memory of charmed period.

Scent of Madral


Con save vs DC16 or Coughing, Sneezing, and Busy for 1d8 hours.

Smoke of Severus


Con Save vs DC 18 or Blind and Confused for 1d8 hours, under effect of suggestion.

Oil of Shadows


Con Save DC 15 or sleep

Oil of Silence


Suffocation begins 1d6 minutes after exposure.

Oil of Serpents


Con DC 17, San DC 16, Vitality DC 15 or die 1d6 hours later.

Duel’s Finish


Con DC17 or die 1d20 hours later.

Helena’s Wrath


Incapacitated Con DC 14.

Aztic Surety


Con DC 15 or -1 hp/hour, Unbalanced, Dazed.


Intoxication is impacted by dosage. One unit of a given intoxicant as shown below has a compounding effect on the imbiber.









Beer or Ale

3 Pints


1 Shot


1 Shot


1 Dose


2 Pints


1 Shot


1 Shot


1 Dose


1 Cup


1 Shot


1 Shot


1 Dose


1 Shot


1 Shot


1 Shot


1 Dose


1 Shot


1 Shot


1 Shot


1 Dose

For the disavowed substances, the effects are found in their description. It should be noted that in all cases of disavowed substances, the subject becomes addicted, and the effects of the substances cease to end.

For each unit taken, the subject must make a Constitution roll on a DC of 13. For alcohol, the DC increases by 1 with each drink/hour, and for disavowed substances the DC increases by 1 for each use. Each failure results in a point of Fatigue, and all rolls are at a stacking disadvantage (if you fail twice, you have to roll 3d20 and take the lowest roll, thrice equals 4d20 take the lowest, and so on.)

The disadvantage includes future Con rolls.

The fatigue wears off as normal.


Efforts to conceal or be unseen are stealth actions.


A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

A heavily obscured area–such as darkness, opaque fog, or dense foliage–blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.


While you are Hidden, you experience the following effects:

Concealed. You aren’t affected by any effect that requires its target to be seen.

Surprise. If you are Hidden when you roll Initiative, you have Advantage on the roll.

Attacks Affected. Attack Rolls against you have Disadvantage, and your Attack Rolls have Advantage.

Ending the Condition. The Condition ends on you immediately after any of the following occurrences: you make a sound louder than a whisper, an enemy finds you, you make an Attack Roll, you cast a Spell with a verbal component, or you aren’t Heavily Obscured or behind any Cover.


Unseen is a condition whereby one is not hiding or being invisible and is simply not recognized as anything worth looking at, so the eyes pass over it. Unseen objects cannot be moving at the time they are in a condition of being unseen, as this disrupts the visual. Unseen things always have advantage on rolls against things which do not see them.


While you are Invisible, you experience the following effects:

Concealed. You can’t be seen, so you aren’t affected by any effect that requires its target to be seen. Any equipment you are wearing or carrying also can’t be seen.

Surprise. If you are Invisible when you roll initiative, you have Advantage on the roll.

Attacks Affected. Attack Rolls against you have Disadvantage, and your Attack Rolls have Advantage.


While Stunned, you cannot take a Bonus Action or a Reaction.


While Dazed, you can Move or take one action on your turn, not both. You also can’t take a Bonus Action or a Reaction.


While Confused, you can Move or take one non-combat action on your turn, not both. You also can’t take a Bonus Action or a Reaction. You make all Kno, Wis, Per, and Cha rolls at disadvantage.


While Dazed, you can take no actions, including a Bonus Action or a Reaction. You fail any Kno, Wis, Per, or Cha rolls automatically.


A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.


A character that is choking is unable to gain air, but still within the rounds before suffocation begins. Coughing characters cannot move more than ¼ their Speed, are at disadvantage, and cannot takes actions other than those that will enable them to breathe, including any form of attack.


A Coughing character is unable to make Perception rolls that rely on sight, cannot take any Bonus actions or reactions, has movement reduced to half, and cannot surprise of engage in Stealth.

Sick or Ill

A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.

A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of lesser restoration. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.

A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren’t bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.

Cure disease will cure any disease on Wyrlde.

Contracting a Disease

The base chance of contracting a disease is roughly 1 in 20. Some factors increase this chance, and this is why Physics recommend coming to see them monthly. The factors that increase this chance are relatively few, and modify the chance as shown below.







Currently Sick




Moist Weather






Hot Weather




Contaminated Water


Cold Weather




Contaminated Food




Troll Scratch


Animal Scratch


Monster Scratch


Troll Bite


Animal Bite


Monster Bite


Sewage Exposure


Fatigue (per point)



All modifiers are cumulative, so exposure to a disease in a moist, cold, crowded place has a modifier of +10.

The table above is indeed an expansion of the one from the Environmental section, as it has certain additions reflecting encounters.

When there is a chance of contracting a disease, add up the factors and ask for a Constitution Check of DC 1 plus the total number of modifier. On an equal to or greater result, they did not contract a disease. On a lower than result, they did.

Roll 2d6 to determine incubation time in days. Most diseases have an incubation time. During this time there is no outward sign of illness and no effects of it. After that number of days have passed, you can roll to see what they have contracted on the table below.

D% Roll


D% Roll


D% Roll




05 – 15






16 – 35





Cackle Fever

36- 96









Note that contracting Lycanthropy can only be done via spell or bite, and in both cases, it is a DC22 on a Constitution Check.

Disease Effects

Several diseases are noted previously under Environment. The effects of each disease are described below. All diseases, once contracted, cause disadvantage on all rolls.


Victim gains 1 point of fatigue per day loses 1 point of Vitality per day. Every eight hours, the victim loses 1 hp.

Any time the victim engages in strenuous activity, they must make, the victim must make a Con check against DC 15, or suffer from Choking, Coughing, or Sneezing attacks.

After the loss of points each day, the victim can make a Vitality check against a DC of 15. If unsuccessful, it continues, if successful they recover fully in three days.


On a successful Con Check against a DC of 10, the illness passes overnight, during which time the victim is incapacitated. On a failure it lasts an additional day, and they suffer a cumulative -1 to vitality.


Victim gains 1 point of fatigue each hour until unconscious, with normal Vitality checks allowed to avoid it at a DC of 15, failure increasing the next hour DC by 1. It passes after two weeks from contracting.

Sewer Plague

Victim gains 1 point of fatigue every 8 hours. They experience periodic Cramping (condition) once every 4 hours. Any healing is half as effective, and when they spend hit dice, they receive only half the benefit.

Every other day, a Con check at DC 15 can be rolled to see if they rally and begin to recover, which takes a number of days equal to the length of time sick.

Sight Rot

One day after infection, the creature’s vision becomes lightly obscured. On day 5 it becomes obscured. On day 9 it becomes heavily obscured, on day 15, they are Sightless.


Each hour the victim loses 5 hit points. If not treated by magical means, when they hit run out of death saves, the character dies.

Cackle Fever

Victim gains 1 point of fatigue per day loses 1 point of Vitality per day. Every eight hours, the victim loses 1 hp.

Stressful events, such as fighting, being hurt, mild fear, nightmares, and the like result in a loss of 3 hp and a sudden fit of shrieking laughter that persists until they can control themselves. The Laughter has the same effect as the Coughing condition.


A disease that decreases the efficiency of the body’s immune system, causing exhaustion and black sores appearing on the skin.

Mostly affects children due to their weaker constitutions. It is a symptom of planar matter infesting the body. The body tries to eliminate it and overcompensates.


Lycanthropy can only be contracted through magic or the bite of a lycanthrope. On the first day before the first full moon (of any of the three moons, and there is a full moon every week) that happens 30 days after infection, the victim will black out and come to only at the end of the third day.

For Cursed (bitten) victims, each month after that, they will lose 1 point of Knowledge permanently.

A week later they will be visited by the ghosts of those they killed, who will begin to follow them everywhere they go and try to convince them to kill themselves.

Thereafter, the same thing will happen, but on the third week they will be joined by nightmares.

A San check against a DC of 13, plus one for each day failed, is started in week three.

Each time they change, they must make a Knowledge check against a DC of 15 to be able to change back when the three days are up. When they fail, they are forever trapped as an animal.

The victim does not know that they are doing any of this. They only have ghosts (that only they can see) and nightmares to suggest it to them.

In both cases, Lycanthropy can only be cured by casting both Remove Curse and Cure Disease on the victim.

PCs cannot be Vampires or Werewolves on Wyrlde. If a PC is infected, they can only control the character during the one day a week between the full moons. The rest of the time I is a Monster (NPC) and outside their control.

Werewolves will attack the people closest to a character out of a preference but will not pursue if there is other pretty. They are capable of cunning, but not thought, not planning – an actual wolf is smarter than a werewolf.

All Therian are immune to lycanthropy.


Once active, the victim loses 5 hp immediately.

A week later, the victim suffers Cramping, and begins to lose 3 hp per hour.

Once the victim runs out of death saves, they die as the parasite erupts from the body and attacks anything around it.


Until cured, the victim gains 1 year of age each week. At 80 years of age, they lose 1 point of Str, Con, and Dex each week, but will not drop below 4. At 100 years, roll a d20 to see how many weeks they have left.

When cured, the victim remains at that age they were, with the effects remaining. Restoration will restore the caster’s level in years per casting.


Victim gains 1 point of fatigue per day, loses 1 point of Vitality per day, and loses 3 hp each hour.


Each day, the victim gains 2 lbs. of weight, and requires 1 additional pint of water. This is cumulative. At double the weight, the victim begins to gain 1 point of fatigue each day. When they fall unconscious, they begin to lose 10 hp each day. If not cured, they will die.


If not cured, in 10 days the victim becomes a monster (NPC) as the person inside is destroyed and the Yuma is born.

Spread the Word: