Conditions alter a creature’s capabilities. Most conditions are impairments, but some can be advantageous. A condition lasts either until it is countered or the duration specified by the effect ends (if any). Multiple effects imposing the same condition don't stack, but you suffer only the worst among them.


CONDITIONS
Blinded
Broken
Clumsy
Compelled
Concealed
Confused
Covered
Dead
Demoralized
Disoriented
Distraught
Drained
Ethereal
Fading
Flat-footed
Grappled
Incorporeal
Insubstantial
Invisible
Persistent Damage
Petrified
Prone
Shoved
Silenced
Slowed
Staggered
Stunned
Stupefied
Unconscious
Weakened


LEGACY CONDITIONS
Bleed
Cowering
Dazed
Dazzled
Deafened
Disabled
Energy Drained
Entangled
Fascinated
Fatigued
Frightened
Helpless
Nauseated
Panicked
Pinned
Shaken
Sickened
Stable



CONDITION VALUES
Most conditions have values ranging from 1 to 4, with 4 being the most extreme version of that condition.



AFFLICTIONS
Afflictions are bundles of conditions. Every affliction that has more than one stage has a listed number of stages with a list of conditions and effects that occur upon each stage and an interval of time between each stage. The interval noted at each stage indicates the amount of time that passes after the start of the previous stage before a saving throw is made to resist the next stage's onset except for stage 1 which indicates how long after exposure/infection it begins. Most afflictions only have 3-5 stages.



RESISTING
A creature can take the Resist action to shake off a condition or affliction. This allows them to make a saving throw against DC10 + tier of effect or the effect's DC (whichever is greater).
Critical Success: The effect's remaining duration drops by 2 intervals. If it is permanent, you reduce the affliction stage/condition value by 2 for 1 interval.
Success:The effect's remaining duration drops by 1 interval. If it is permanent, you reduce the affliction stage/condition value by 1 for 1 interval.
Critical Failure: The effect's remaining duration increases by 1 interval. If it is permanent, you increase the affliction stage/condition value by 1 for 1 interval.

And interval is determined by the time listed on the effect. Most poisons have an interval of 1 round or 1 minute while most curses and diseases have an interval of 1 day or 1 week. If an effect has no interval, then exposure is the only way for it to get worse. For example, a Shadow's touch causes physical impairment but it can only worsen with multiple exposures.