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Conditions are adverse effects that impose ability penalties, damage vulnerabilities, or other hindrances. Powers, monsters, traps, and the environment can all cause conditions. Most conditions are short term, usually lasting for a turn or until ended by a save, but some conditions last until the end of the encounter or even longer.

Blinded is a condition.

  • You grant combat advantage.
  • You can’t see any target (your targets have total concealment).
  • You take a −10 penalty to Perception checks.
  • You can’t flank an enemy.

Dazed is a condition.

  • You grant combat advantage.
  • You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions).
  • You can’t take immediate actions or opportunity actions.
  • You can’t flank an enemy.

Deafened is a condition.

  • You can’t hear anything.
  • You take a −10 penalty to Perception checks.

Dominated is a condition.

  • You can’t take actions. Instead, the dominator chooses a single action for you to take on your turn (standard, move, minor or free). The dominator may only choose powers or game features that can be used at-will, such as at-will powers. Anything with a limited used once per encounter or once per day doesn’t qualify.
  • You grant combat advantage.
  • You can’t flank.
  • Despite this condition, the dominated creature’s allies remain allies, and its enemies remain enemies.
  • If the dominator tries to force the creature into a pit or other hindering terrain, the creature gets a saving throw to avoid entering the terrain.

Dying is a condition, normally applied if an adventurer drops to 0 hit points.

  • The creature is unconscious .
  • The creature makes a death saving throw every round. Failing three death saving throws before a rest results in death, as does reaching the negative bloodied value in hit points.
  • The condition ends as soon as the creature receives healing. (The character is conscious, but remains prone.)

Grabbed is a condition that affects movement.

  • A grabbed creature is immobilized as long as the grab persists, and can be forced to move by the grabber.
  • The grabbed condition ends when the grabber stops maintaining the grab, or the grabber becomes unable to take actions, or the grabbed creature leaves the grabbing effect’s range. The condition also ends if the grabbed creature makes a successful escape.
  • The grab attack can cause a creature to become grabbed, as well as various other powers and effects.

Helpless is a condition.

  • You grant combat advantage.
  • You can be the target of a coup de grace.

Immobilized is a condition that affects movement.

  • You can’t move from your space, although you can teleport and can be forced to move by a pull, a push, or a slide.
  • You can otherwise attack and take actions normally.

Marked is a condition.

  • You take a −2 penalty to attack rolls for any attack that doesn’t target the creature that marked you.
  • You can be subjected only to one mark at a time. Newer marks supersede older ones.
  • A mark ends when its creator dies or is unconscious.

Petrified is a condition.

  • You have been turned to stone.
  • You are unconscious.
  • You gain resist 20 to all damage.
  • You don’t age.

Prone is a condition.

  • You grant combat advantage to enemies making melee attacks against you.
  • You get a +2 bonus to all defenses against ranged attacks from nonadjacent enemies.
  • You’re lying on the ground. (If you’re flying, you safely descend a distance equal to your fly speed. If you don’t reach the ground, you fall.)
  • You take a −2 penalty to attack rolls.

Removed from play is a condition

  • The creature can’t take actions.
  • The creature has neither line of sight nor line of effect to anything, and nothing has line of sight or line of effect to it.

Restrained is a condition.

  • You can’t move, unless you teleport. You can’t be pulled, pushed or slid.
  • You take a −2 penalty to attack rolls.
  • You grant combat advantage.

Slowed is a condition.

  • The creature’s speed becomes 2 if it was higher than that. This speed applies to all your movement modes, but it does not apply to forced movement, teleportation or any movement that doesn’t use the creature’s speed. A creature that is slowed while moving must stop moving if it has already moved 2 or more squares.
  • The creature can’t benefit from bonuses to speed, but may use powers or actions that allow you to move farther than your speed (e.g. the run action).

Stunned is a condition.

  • You grant combat advantage.
  • You can’t take actions.
  • You can’t flank an enemy.
  • You fall if you are flying, unless you can hover.

Surprised is a condition.

  • You grant combat advantage.
  • You can’t take actions.
  • You can’t flank an enemy.

Unconscious is a condition.

  • You’re helpless.
  • You take a −5 penalty to all defenses.
  • You can’t take actions.
  • You fall prone, if possible.
  • You can’t flank an enemy.
  • You are unaware of your surroundings.

Weakened is a condition.

  • Your attacks deal half damage. However, two kinds of damage that you deal are not affected: ongoing damage, and damage that isn’t generated by an attack roll.