Conditions: Esoteric Lore Summary For AI Working Memory
Enchanted Condition: - Target suffers -2 penalty on opposed checks vs. enchanting entity. - Lasts until successful opposed test. - Legal: Fraud if contracts/property/services were exchanged under enchantment (AUNTIE MAE detects this). Most cases unprosecuted.
Enthralled Condition: - Target automatically fails opposed tests with master. - Follows all orders, regardless of alignment. - Legal: Master assumes responsibility for actions. Enthralling sentient beings is unethical; non-sentient entities are routine.
Insane Condition: - Cannot act, understand, read, or speak coherently. - Ends with Greater Restoration spell.
Unconscious Condition: - Helpless, prone, unaware of surroundings.
Undead Condition: - Powered by quintessence, not injuries. - Destroyed when quintessence hits zero. - Socially stigmatized; addicted to quintessence. - "Maintenance doses" required to avoid harmful urges.
Dying Condition: - Constitution saving throw (TN=6) each round. - Two failed saves = death. - First aid stabilizes to Unconscious and Wounded.
Note: Conditions define status effects, legal responsibilities, and societal impacts. Prioritize clarity and avoid unethical enthrallment or undead addiction.
End Note: Condensed summary of game mechanics and lore for AI to process conditions, legal frameworks, and character states.