Conditions (Chapter 8)
A Condition’s function is to describe something’s effects on you, positive or negative. This usually represents ongoing states inflicted by spells, but can be a gain in Popularity for being on a house quidditch team or any other ongoing effect.
This section describes the most common Conditions. These are called “spell damage” because most are inflicted by magic, and most are harmful.
Each Condition here is accompanied by a list of Subjects that inflict the Condition. A Subject’s listed year dictates the stress rating that will be suffered when the Condition is applied. The formula is 5 + (2 * Subject year). Higher-rated Subjects inflict tougher stress ratings and should be described (narrated) as having a greater intensity, visibility, or other non-mechanics outcomes.
The Storyguide should moderate the use of stress ratings; they should apply to most tasks but in some cases should be ignored. For example, a broken arm should not hinder Mind-category activities, or even some physical activities that do not make use of that limb.
Note that some of these “spell damage” Conditions are inflicted by mundane means, such as being blinded when your torch goes out in an underground passageway. An injury amounting to a Condition might be suffered when two or more Health points are lost in the same test or if a physical task is failed by the rolling of Doubles. The Storyguide will set the stress ratings for non-magic Conditions at 7, 10, or 13, depending on the exact circumstances.
Blinded: Something is interfering with your sight. The duration depends on the source of blinding—it can be fixed as easily as turning on a light, rubbing dirt out of your eyes, or spending a week to heal damaged corneas. Example magic: Blindfolding Spell, Bulgeye Potion, Conjunctivitis Curse, Darkness Spell
Bolstered: You are under some beneficial magical effect. There is no stress circumstance; this Condition only exists to represent something that counter-magics can remove. The bolstering effects of these Subjects are described in Chapter 10. Example magic: Baruffio’s Brain Elixir, Beautification Potion, Felix Felicis, Girding Potion, Invigoration Draught, Magi-Me More Pills, Memory Potion, Strength Potion, Strengthening Potion, Strengthening Spell, Vitamix Potion, Wit-Sharpening Potion
Broken Limb: An arm or leg has been broken. If this applies to a leg, you might also suffer the Slowed Condition. You can have this Condition applied multiple times to represent multiple breaks. Healing this condition requires magic or a month of medical treatment, usually a leg splint, an arm sling, or a cast. Example magic: Gilderoy Lockheart’s botched attempt to heal Harry’s broken arm resulted in an identical Condition that made the limb equally useless, but harder to heal.
Burned: Your skin has been ravaged by fire or an explosion. Healing this condition requires magic or two weeks of medical treatment. Example magic: Blasting Curse, Bundimun Secretion, Burning Touch Enchantment, Exploding Potion, Fire Producing Spell, Furnunculus Curse
Cheered: You are under an effect that prevents you from becoming angry or upset. The interference with your normal range of emotions can have side effects, hampering you in social interactions. Example magic: Alihotsy Draught, Cheering Charm, Draught of Peace, Elixir to Induce Euphoria, Laugh-Inducing Potion
Concussion: Trauma to your head has caused you to be unable to think and react properly. Healing this condition requires magic or two days of rest.
Dazed: Your brain is befuddled; it is not working correctly or you are not able to get your body to do what your brain is telling it to do. Example magic: Befuddlement Draught, Confundus Charm, Confusing Concoction, Dizziness Draught, Doxycide, Dragon Poison, Essence of Insanity, Forgetfulness Potion, Hiccoughing Solution, Snuffling Potion
Deep Wound: You suffer from a bone fracture, deep cut, or gross internal bleeding. Healing this Condition requires magic or three days of medical treatment. This Condition is closely related to generic Health point loss; your Health is reduced by one until it is cured.
Debilitating Illness: Your body is tormented by painful cramping, debilitating chills and fever, violent vomiting, or something similar. You might be too sick to move around with any ease. Healing this condition requires a week of rest or magic, sometimes actual curse breaking.
Disfigured: Something has modified your features in an embarrassing or grotesque way. Embarrassing disfigurement only applies its stress rating to Charisma activities, physical disfigurement applies to Body activities. Example magic: Bulgeye Potion, Fungiface Potion, Hair Loss Curse, Hair-Raising Potion, Manegro Potion, Pig-Tail Jinx, Stinging Jinx, Screaming Snakes Hair Potion, Teeth-Growing Spell, Wartcap Powder
Dominated: You are, unbeknownst to you, under the complete mental control of someone else. Not being in full control is a stressful circumstance (on top of the drawback of being subject to someone’s commands). The constant, subtle stress can sometimes alert others to the fact that something is wrong with you. Example magic: Imperius Curse
Dying: You are barely conscious and hovering on death’s door. This condition is the result of extreme circumstances like the grip of a mortal curse or the advanced stages of a deadly poison. In addition to apply a stress rating, you will die if not helped within minutes. Example magic: the poison in the oak-matured mead that Ron drank in Slughorn’s office put him on death’s door; he only survived because of Harry’s quick thinking.
Enamored: You have an unnatural liking for someone or something. Stress circumstances apply to any action exposing this infatuation or detrimental to the object of your affection. Example magic: Amortentia, Beguiling Bubbles, Cupid Crystals, Gregory’s Unctuous Unction, Heartbreak Teardrops, Kissing Concoction, Love Potion, Twilight Moonbeams
Held: You are paralyzed, encased in ice, or otherwise unable to move, but you are still conscious and can think in this state. Example magic: Cruciatus Curse, Body-Bind Curse, Freezing Charm, Impediment Jinx, Incarcerating Spell
Incomprehensible: You cannot be understood by speech or other means short of mind-reading. It is impossible to use magic that requires verbal components unless you invoke nonverbal casting. Example magic: Babbling Beverage, Babbling Curse
Petrified: Because of some dark magic, you have been turned into stone. While in this state, you cannot move or even think. This is not a stress circumstance because you cannot attempt any rolls in this state! Example magic: a basilisk’s gaze, petrifying transfiguration
Poisoned: Poison is coursing through your veins. For particularly virulent poisons, you may be upgrade to the Dying Condition. Mundane recovery from poisoning require at least 24 hours. Example magic: Angel’s Trumpet Draught, Baneberry Potion, Bloodroot Potion, Death-Cap Draught, Malevolent Mixture, Moonseed Poison, Venomous Tentacula Juice, Weedosoros
Silenced: You cannot speak. It is difficult to communicate and hard to use spells that require verbal components. Spell-casting invokes the rules for nonverbal casting. Example magic: Muffling Draught, Silencing Spell, Tongue-Tying Curse, Voice-Quieting Spell
Slowed: Your movements are slower than normal. Perhaps your reactions are sluggish or your limbs are not fully yours to command. This does not inflict a stress circumstance, you simply move at half of your normal speed. Example magic: Dancing Hex, Jelly-Legs Jinx, Knee-Reversal Hex, Tickling Charm, Trip Jinx
Unconscious: You are asleep, unconscious, or comatose. Example magic: Darkfire Curse, Dreamless Sleep Potion, Draught of Living Death, Fatiguing Fusion, Sleeping Draught
Weakened: Something is hampering your ability to use your body effectively. This could be due to stunning, distraction or to weakening of the body. The stress circumstance applies to Body activities. Example magic: Bat-Bogey Hex, Drink of Despair, Garroting Gas, Jelly-Brain Jinx, Jelly-Fingers Curse, Noxious Potion, Slug-Vomiting Charm, Stunning Spell, Weakness Potion
The second most common Condition type affects your social standing. Social Conditions usually apply a long-term adjustment to your Popularity Pool. Examples include being a club captain (house quidditch team, charms club, dueling club, etc.), being head boy/girl or prefect, and anything else determined by the Storyguide.
Positive social Conditions improve your Popularity Pool by one each, up to double your regular rating. Likewise, negative social Conditions, created by grand, public failures, reduce your Pool by one each, to a minimum of one Popularity. Gaining or losing Pool rating through social Conditions immediately adds or subtracts a like number of Popularity points.
There are two social Conditions that everyone has. One reflects the net number of house points you have gained (or lost) during your years at Hogwarts. The second is a reflection of your family’s wealth.
[Positive/Negative] House Standing: The number of house points you have earned and lost affects popularity in the form of your House Standing. This is a special (positive or negative) social Condition reflecting the net number of points you have gained and lost across all your years at Hogwarts. Each full increment of 25 points (positive or negative) affects your Popularity Pool by one point.
[Wealth] Condition: Your Wealth rating (unless “Average”) gives you a Condition of the same name. (See the Items chapter, above.) It affects your Popularity as described by the chart below. You cannot lose or modify this Condition unless a seriously change occurs in your family’s degree of poverty or affluence.
Impoverished (Reduce Popularity by 3 points)
Underprivileged (Reduce Popularity by 1 point)
Well-To-Do (Increase Popularity by 1 point)
Filthy Rich (Increase Popularity by 3 points)
Conditions represent ongoing states and can take any form desired by the Storyguide. They can provide any number of effects, positive or negative (or both). The Storyguide should feel free to come up with Conditions as needed in the course of play.