Introduction: Quickstart
Inspired by Dungeons & Dragons, Powered by the Apocalypse, and Daggerheart, Monsters & Magic (M&M) is a Table Top Role-Playing Game (TTRPG) made for telling narrative-driven stories with just enough crunch. It aims to strike a balance where combat feels both tactical and narrative, with a flow not bogged down in numbers and excessive rolls, and social interactions feel more like a conversation with an occasional roll. It strips down familiar rules to streamline play and adds flexibility to rules you might not expect, with the goal of giving you a fast, fun game play experience. Hope you enjoy!
Creatures & Characters
Player characters, or PCs, are the characters you play as you go throughout the world! PCs all have a lineage, a heritage, and a class. These describe your genetic background (lineage), your skills and training before becoming an adventurer (heritage), and your skills and training as an adventurer (class). Each class has a different theme, and taking a class will give you access to its two core feats—special rules that alter how you can play the game, for instance, granting you access to a Wizard’s spellcasting or a Barbarian’s rage. You can take feats from other classes, too, letting you mix and match to tell your character’s story. Creatures you encounter throughout the game and PCs share most of the same core attributes—ability scores,
When you create a character, pick two traits from the lineage you choose and either two common heritages or one rare heritage. If you’d like your parents to be of different lineages, you can choose two lineages and pick your two traits from either lineage, however, you cannot pick two traits that provide the same features, for instance two traits that give you damage resistance, or a bonus to your
Ability Scores & Prowess
Like most TTRPGs, M&M uses ability scores to help define a creature and determine the outcome of events. There are four abilities:
- Focus
- Your ability to think deeply and strategize
- Power
- Your strength of body and mind
- Cunning
- Your ability to think and act quickly
- Luck
- How often fortune swings in your favor
When starting the game, assign each of -1, 0, 1, 2 to an ability. You can then take away a point from 1 ability score to add it to another. You can’t have an ability score less than -2, and you can’t have an ability score greater than 2.
In addition to adding these scores to narrative-relevant rolls, Power is used when making a weapon
Finally, PCs also have a Prowess score, based on their current tier of play. Prowess describes a player’s overall knowledge and experience, and is equal to their current tier of play plus 1, so a Journeyman character has a Prowess of 2, whereas a Legendary character has a Prowess of 5. A PC’s ability scores can never be higher than their Prowess.
Hit Points, Armor Class, Resistance, & Vulnerability
To determine how much damage you take when attacked, characters have an
If you aren’t wearing armor or you have light armor on, add your Cunning to your base AC, then subtract 4 to get your low threshold and add 5 to get your high threshold. If you’re wearing medium armor, add your Cunning, up to 2, to your base AC, then subtract 3 and add 6 to get your thresholds. Heavy armor doesn’t get your Cunning added, subtract 2 and add 7 to get your thresholds.
As an example, If you’re a Rogue with a 3 Cunning wearing Leather armor, light armor, AC 4, your thresholds would be 3/7/12. If you’re a Barbarian with a 2 Cunning wearing Hide armor, medium armor, AC 5, your thresholds would be 4/7/13—you’re slightly more protected at the low and high end than the Rogue, but your middle range is the same.
Sometimes you’ll be hit by a devastating attack that does damage well above your high threshold: for every 5 points of damage above your high threshold, you loose an additional HP
Fatigue & Exhaustion
You have
Exhaustion makes it harder for you to succeed in your tasks. Your first level of exhaustion doesn’t negatively effect you, but you take
Luck Points & Doom
- Feeling Lucky
- Roll a check with advantage
- Bend Luck
- Increase your success threshold by 1, up to a Strong Hit, or decrease the success threshold of something affecting you (like an attack or a saving throw) by 1, down to a Miss
- Lucky Find
- Add something helpful to the current narrative that you would have been lucky to stumble across, like the key to a locked door or a cipher for an ancient script. The GM may ask you to spend multiple threads depending on your suggestion, or may veto your suggestion (in which case you don’t spend your Luck Point)
- Change of Luck
- Take the spotlight from the current team during combat
Whenever you spend a Luck Point, though, the GM gains a Doom. the GM can use Doom like PCs can use
At the end of a long rest, PCs gain 1 Luck Point if they have fewer
Perception and Detection
Light
Light, and how creatures see, are key to being able explore the world around them.
- Bright Light
- Full, clear illumination, like being outside on a sunny day.
- Dim Light
- Limited illumination, like being outside under a full moon without any artificial light sources. Creatures and items in dim light are concealed.
- Darkness
- No illumination, like being in a room with no windows, doors, or artificial light sources. Creatures and items in darkness are hidden.
- Magical Darkness
- Darkness that is fueled by magic instead of just a lack of light. It cannot be illuminated through non-magical means and cannot be seen through except by creatures that specifically can pierce it, including by creatures with darkvision.
Senses
With those levels of light come different ways creatures can perceive the world. Low-light vision and darkvision do not have a range—the other senses will all include a range. If a vision has a range, creatures have normal vision for the current lighting conditions beyond the range of their special vision.
- Low-Light Vision
- Can see in dim light as if it were bright light.
- Darkvision
- Can see in dim light as if it were bright light and can see in regular darkness as if it were dim light. Your vision in darkness is in black and white only.
- Tremmorsense
- Can detect the movement of creatures and object on the same solid surface within the provided range—they cannot benefit from being concealed or hidden due to lighting conditions or cover. You cannot make out details.
- Blindsight
- Can detect the exact location of creatures and objects within the provided range—they cannot benefit from being concealed or hidden due to lighting conditions. You cannot make out details..
- Truesight
- Can see in any lighting condition,including magical darkness, as if it were bright light, as well as see invisible creatures and objects, and see through illusions, within range.
Concealment
- Concealed
- If a creature or item is concealed, they can still be observed, but it’s more challenging to do so. Ability checks that rely on sight against something concealed are made with -2 ongoing.
- Hidden
- If a creature or item is hidden, they are only barely perceptible— you may know what space they’re in, but little else. You are blinded while trying to use an ability check that relies on sight against something hidden.
- Undetected
- If a creature is undetected, you don’t know what space they’re in—treat them as if they were hidden—but the GM will make your ability check in secret for you, and tell you what you perceive based on the result. Undetected creatures are subject to area effects as normal.
Cover
- Partial Cover
- At least half of your body is behind an ally or an object. Attacks against you are made with -2 ongoing and you gain +2 AC.
- Total Cover
- All of your body is entirely covered by an ally or an object. You cannot be targeted directly by an attack or spell.
Falling
Falling is dangerous! Try and avoid it! If you fall, take 1d6 damage for each 10 feet you fall. On the material plane, gravity works about the same as it does on Earth, so you’ll fall 580 feet in 1 turn (6 seconds), 2315 feet in 2 turns (about ½ a mile), and 5280 feet in 3 turns (1 mile).
Movement
All creatures have an amount they can move called their
- Flying Speed
- Can fly up to this speed, and can hover in place. Unless otherwise specified, if it becomes restrained or unconscious, it falls.
- Climbing Speed
- Can climb up vertical surfaces at this speed, provided they can reasonably grip it, and can stay on those surfaces as long as they have one hand free. Unless otherwise specified, if it becomes restrained or unconscious, it falls.
- Swimming Speed
- Can swim through liquids with the same ease as walking on dry land up to this speed. Unless otherwise specified, if it becomes restrained or unconscious, it sinks.
- Burrowing Speed
- Can burrow through the ground, up to this speed. Unless otherwise specified, it cannot burrow through harder material, like stone or metal.
When jumping, you can long jump a number of feet equal to five times your
Senses
All player characters are assumed to have normal senses of smell, touch, taste, and hearing. Where senses generally differ is in their vision, with some vision options able to mimic heightened other senses (blindsight mimicking sonar, for instance)
- Low-Light Vision
- Can see in dim light as if it were bright light.
- Darkvision
- Can see in dim light as if it were bright light and can see in regular darkness as if it were dim light. Your vision in darkness is in black and white only.
- Tremmorsense
- Can detect the movement of creatures and object on the same solid surface within the provided range—they cannot benefit from being concealed or hidden, although you cannot make out details.
- Blindsight
- Can detect the exact location of creatures and objects within the provided range—they cannot benefit from being concealed or hidden, although you cannot make out details.
- Truesight
- Can see in any lighting condition,including magical darkness, as if it were bright light, as well as see invisible creatures and objects, and see through illusions, within range.
Talents
Talents are a word or phrase that describes a specific set of skills, personality traits, experiences, or aptitudes your character has gained over the course of their life. There’s no set list of talents, but they can’t be too broadly applicable and can’t grant your character a specific mechanical benefit, like spells, special abilities, or senses. Talents like “One-Hit Kill” or “Invincible” are off the table because they imply game-breaking special abilities, while something like “Supergenius” or “Omniskilled” are too broad and could be applied to virtually any roll. Instead, they should be Specific, relevant in key key situations, Earned, through hard work or through your station in life, or Learned, something you could teach others or you’ve picked up from others.
PCs start with 2 talents, and can gain more as the game progresses. When a talent would apply to an
PCs can also gain expertise with a talent. If you have expertise for your talent, you can substitute both d10s with d12s, again treating all 11s and 12s as 10s for the purpose of doubles, and roll an additional d12 for advantage and disadvantage.
Talents cannot be applied to attack rolls or saving throws.
Classes, Feats, & Multiclassing
Feats are what define a PC’s class, effectively special rules PCs can follow that change how they play the game—think a Wizard’s spellcasting or a Barbarian’s rage. Classes all have two core feats, feats that truly define the essence of that class. When you choose a class, you gain those two core feats.
Whenever you
You can only have one spellcasting feat.
Equipment & Loadouts
Every character starts with proficiency with simple weapons. Some feats will give you additional weapon and armor proficiencies. Gaining a spellcasting feat grants you proficiency with spellcasting foci. If you do not have proficiency with a weapon you’re wielding or armor you’re wearing, you make attack rolls at disadvantage, and you cannot cast spells that require somatic components.
Each character also has two loadouts—sets of equipment that they can quickly and easily swap between. Equipment loadouts can include:
- Either a single primary or secondary weapon or focus, optionally with a shield
- A primary and a secondary weapon
- Two secondary weapons
- A focus and a secondary weapon
- Two foci
In addition, you have an item loadout with a number of small items (potions, spell scrolls, handheld tools, adventuring gear) equal to your Prowess available for easy access. Swapping between equipment loadouts, or using a small item in your item loadout, can be done with the Use Item technique. Armor does not change with loadout, and your loadout cannot require the use of more than two hands.
When you start the game, choose two equipment loadouts (only taking basic weapons, shields, or foci) and either Leather Armor, Hide Armor, or Ring Mail. You get this equipment for free, but may only choose equipment and armor with which you’re proficient. In addition, you get 100 gold that you can spend as you desire on adventuring gear, musical instruments, tools, and packs.
Techniques
Techniques provide characters with options they can take, typically in combat, and are divided into three categories: Basic Techniques, which all creatures know, Advanced Techniques, which an adventurer or creature may have access to and are available from the start of the game, and Rare Techniques, which are very powerful and can only be gained at higher levels or through the course of your story.
Techniques are powered by two things:
Spellcasting
Monsters & Magic has a flexible spellcasting system—instead of preparing spells or using spell slots, spells are built on-the-fly from a combination of cantrips–basic spells–and charms–modifiers to basic spells–and are powered by
Spellcasters all know a set number of cantrips and charms, and depending on their spellcasting feat will either choose charms spontaneously throughout the day or pick them as part of starting their day. Your spellcasting feat will also tell you what your spellcasting ability is—this is referred to as
Full spellcasters typically know 3 cantrips and a number of charms equal to their spellcasting modifier (
Cantrips each belong to a different school of magic. Effect charms all also belong to a different school of magic—applying a charm to a cantrip may change its school of magic. The schools of magic are:
| School | Typical Effects |
|---|---|
| Abjuration | Prevents or reverses harmful effects |
| Conjuration | Transports creatures or objects |
| Divination | Reveals information |
| Enchantment | Influences minds |
| Evocation | Channels energy to create effects that are often destructive |
| Illusion | Deceives the mind or senses |
| Necromancy | Manipulates life and death |
| Transmutation | Transforms creatures or objects |
Casting Components
Unless otherwise stated, all spells have three components when you cast them: specific words chanted to call forth the magic, its verbal components, specific movements made to shape the magic, its somatic components, and specific materials used to channel the magic, it’s material components. If a spell does not list a specific material component with a specific price, the material component is typically a spellcaster’s focus.
If you are unable to perform the verbal or somatic portions of casting a spell (like you are bound or gagged, you don’t have at least one hand free, etc…), or you do not have the required material components, you are unable to cast that spell.
Spells also have an AP cost or casting time and a
Ritual Casting
Some spells have a casting time—those spells are ritual spells, or rituals for short. In order for you to cast a ritual, you must spend its entire casting time performing the verbal and somatic aspects of the spell.
Spells that neither have a trigger not have an existing casting time can also be cast as a ritual. To do so takes 10 minutes per AP plus 5 minutes per
Rest & Recovery
There are three kinds of rests you can take as you adventure: a short rest, a long rest, and an extended rest. Each rest takes a certain amount of in-game time, during which time you can swap items in your loadout and take certain downtime activities. You can only rest if you’re in an area of relative safety. Several recovery options spend supplies—a unit of rations and remedies you can buy for 5g, gather during a rest, or earn as treasure.
Your HP is the clock for the adventuring day, not your exhaustion: combat damage costs you HP, while exhaustion mostly fills up from spending
Short Rest
A short rests takes 1 in-game hour during which you can choose two of the following downtime activities—you cannot take more than 3 short rests in a row before taking a long rest:
- Tend to Wounds
- Spend up to 2 supplies to heal yourself or an ally 1/4 of their total HP per supply spent
- Clear Fatigue
- Clear 2 fatigue
- Gather Supplies
- Search the area for supplies. Make a Focus roll—on a weak hit, gain 1 supply, on a strong hit, gain 2. The GM may set a DC for this based on the area you’re in
- Prepare
- Complete a number of tasks available when you prepare equal to your Prowess. One of those tasks can be to prepare yourself for the path ahead—when you do so, describe how you prepare yourself for the path ahead and become prepared for that scenario before your next long rest. If multiple party members prepare for the same thing together, they instead each hold 2 prepared, which can be spent 1 to become prepared for a relevant roll.
Long Rest
A long rest lasts 8 in-game hours and cannot be interrupted by more than 1 hour of strenuous activity (such as combat), during which characters typically eat and sleep. You can choose two of the following downtime activities:
- Tend Wounds
- Spend supplies to heal yourself or an ally 1/4 of their total HP per supply spent
- Clear Fatigue
- Clear all fatigue and optionally spend supplies to recover 1 exhaustion per supply
- Gather Supplies
- Search the area for supplies. Make a Focus roll—on a weak hit, gain 1 supply, on a strong hit, gain 2. The GM may set a DC for this based on the area you’re in
- Take Watch
- Spend 2 hours watching for danger. Make a Focus roll—the GM will tell you what you notice based on the result
- Prepare
- Complete a number of tasks available when you prepare equal to your Prowess. One of those tasks can be to prepare yourself for the path ahead—when you do so, describe how you prepare yourself for the path ahead and become prepared for that scenario before your next long rest. If multiple party members prepare for the same thing together, they instead each hold 2 prepared, which can be spent 1 to become prepared for a relevant roll.
- Work on a Project
- With GM approval, pursue a long-term project, such as deciphering an ancient text or crafting a new weapon.
- Daily Preparations
- Complete a number of tasks available during your daily preparations equal to your Prowess.
Extended Rest
An extended rest lasts for 12 in-game hours and cannot be interrupted by more than 1 hour of strenuous activity (such as combat).
- Recuperate
- Heal all HP, clear all fatigue, and recover 2 exhaustion
- Level Up
- Reflect on your adventure and advance to the next level, provided you have enough experience to do so
- Work on a Project
- With GM approval, pursue a long-term project, such as deciphering an ancient text or crafting a new weapon. Countdown twice, with +2 forward for each roll you make towards it.
- Get a Job
- Find work to earn some gold. This is typically a day job and the amount you earn is up to the GM’s discretion.
Tiers of Play
There are four tiers of play in M&M, representing your character’s growth from a fledgling to the stuff of legend. They are:
- Tier 1: Journeyman
- Level 1—You’re just starting out, looking to make a name for yourself. Your Prowess is 2.
- Tier 2: Heroic
- Levels 2-4—You’ve got a little bit of experience under your belt and made a name for yourself locally. Your Prowess is 3.
- Tier 3: Epic
- Levels 5-7—You’re known far and wide, your adventures the stories parents tell their children. Your Prowess is 4.
- Tier 4: Legendary
- Levels 8-10—You’re the stuff of legend, your exploits shaping history itself. Your Prowess is 5.
Ability Checks
In Monsters & Magic, like other TTRPGs, you make rolls to determine the outcome of narrative events where success is not guaranteed. This is called an ability check. M&M uses a threshold system for ability checks—you roll 2d10, add the appropriate ability, and check it against success thresholds: a 10 or below is a miss, an 11-15 is a weak hit, and a 16+ is a strong hit. If you roll doubles and the result after adding your ability is a miss, that becomes a critical miss. Rolled doubles and its a strong hit? That’s now a critical hit! Here’s what that means:
- Critical Miss
- Failure with complications
- Miss
- Failure
- Weak Hit
- Success with complications
- Strong Hit
- Success
- Critical Hit
- Success with added benefit
If something tells you to move up or down one step, you’re traversing the threshold system: -1 step from a weak hit becomes a miss, +1 step a strong hit.
There are some additional phrases that you may come across that all mean make a specific kind of
- Skill Check
- Ability check with an applicable talent, if you have one.
- Attack Roll
- Ability check targeting a creature or object within your weapon’s or spell’s range
- Saving Throw
- Ability check to see if you can withstand something. See saving throws.
Ongoing and Forward
When you have ±X
Advantage & Disadvantage
In addition, you’ll sometimes be asked to roll with advantage or disadvantage—when you do so, you roll an extra 1d10. With advantage, take the 2 highest results, or a set of doubles that would result in a critical success. Disadvantage is the opposite: take the 2 lowest results or a set of doubles that would result in a critical miss. Advantage and disadvantage don’t stack, so 2 advantages and 1 disadvantage don’t work out to 1 advantage, the advantage and disadvantage just cancel each other out.
Saving Throws
Sometimes, instead of testing whether a creature gets hit, you want to test whether a creature can withstand something, like being able to dodge out of the way of a fireball, or resist having their mind probed for information. This is a special kind of
To prevent excess rolls from the GM, if multiple non-PC creatures are affected at once, they should roll once and apply each creature’s ability scores individually instead of rolling multiple times.
Combat
When in combat, there is no prescribed turn order, instead, who’s going is determined by what side of combat has the spotlight. Combat typically has a natural narrative beginning—someone flips a chair, throws a punch, or triggers an ambush. When there’s a clear instigator, that side starts with the spotlight, otherwise the players start with the spotlight. That side keeps the spotlight until either every allied creature on that side has gone, they choose to give up the spotlight to the other side, or a player on their side rolls a miss on an
Combat is dangerous: in addition to the normal rules, attacks deal damage on any hit and for weak hits and misses, if either are rolled, the creature(s) being attacked sees an opening and is able to use their reaction to make a
Saving throws also have additions to their normal rules: on a weak or strong hit, the creature rolling the
Encounters & Treasure
Every monster has a tier—Easy, Medium, Hard, or Very Hard—and you build encounters by grabbing monsters until their units add up, no arithmetic or budgets required. Each tier is worth a number of units, anchored on Medium = 1 unit:
| Tier | Units | Treasure |
|---|---|---|
| Easy | ½ | 25g |
| Medium | 1 | 50g |
| Hard | 2 | 150g |
| Very Hard | 4 | 300g |
The treasure here represents the total value for the whole party, and should typically be dolled out as 40% gold and gems, 40% crafting material, and 20% consumables.
Action Points
On a creature’s turn, they have a set number of
Conditions, Statuses, and Combos
While in combat, you may conditions (negative) or status (positive) modifiers to your ability to act or defend yourself. Unless otherwise noted, whenever you gain one of these, they last until the end of the next round. Some charms allow you to apply a condition or status as long as you concentrate on it, meaning it lasts as long as you use the Concentrate on a Spell technique on your turn for that spell, or until its max duration expires. Whenever you apply the same condition or status again to the same creature, it’s duration is increased by 1 round.
Many conditions or statuses represent escalating danger or power. These represent a chain of conditions or statuses, and allow players, and the GM, to coordinate attacks to produce bigger and better results, comboing off of each other. For conditions and statuses in these chains, applying the same condition again behaves a little bit differently—instead of increasing the duration by 1 round, you can upgrade it to the next item in the chain.
Condition Chains
Slowed -> Impaired -> Stunned Doomed -> Weakened
Status Chains
Hastened -> Quickened Invigorated -> Empowered
When you get to the end of the chain, you have one of two options when you apply the same condition again: either extend its duration by 1 round, or “detonate” it, removing the condition immediately in exchange for a boon. For conditions, the target takes
Travel & Environment
Long-distance Travel
When traveling long distances, distance is calculated using hexes instead of ranges or
When traveling, you’ll make a group
Overland Travel
When traveling overland, you can typically travel 8 hours before needing to take a long rest. You can’t take a short rest while traveling overland.
There are three speeds you can travel during a typical travel period: fast, normal, and slow. Each
| Speed | Hexes | Group Check Modifier | Exhaustion |
|---|---|---|---|
| Fast | 3 | 2 | |
| Normal | 2 | - | 1 |
| Slow | 1 | 0 |
While traveling overland, you can travel on a mount or in a vehicle drawn by pack animals, like a horse or an ox. When doing so, the number of hexes you can cover is increased by 2. When not mounted or in a vehicle and traveling slow, you can forage for supplies by making a group
Sea and Air Travel
Traveling in a seaworthy or airworthy vehicle is different from traveling overland. They have one
While traveling in a vehicle, you can’t cover your tracks, but you are generally free to do other activities while in transit (provided you aren’t powering its movement).
| Vehicle | Terrain | Hexes | Duration |
|---|---|---|---|
| Rowboat | River, Lake | 2 | 8 hours |
| Keelboat | River, Lake | 4 | 8 hours |
| Galley | Ocean | 8 | 24 hours |
| Sailing Ship | Ocean | 10 | 24 hours |
| Airship | Air | 16 | 24 hours |
Environmental Effects
Deep Water
Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water’s pressure and cold temperature. Creatures that lack a
Extreme Cold
When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a POWER
Extreme Heat
When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without drinkable water must succeed on a POWER
Frigid Water
A creature can be immersed in frigid water for a number of minutes equal to its POWER before suffering any ill effects. Each additional minute spent in frigid water requires the creature to make a POWER
Heavy Precipitation
Everything within an area of heavy rain or heavy snowfall and beyond 30 feet from a creature is Concealed. Heavy rain also extinguishes open flames.
High Altitude
Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Because of this, travel speeds are reduced by half.
Creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Creatures can’t become acclimated to elevations above 20,000 feet unless they are native to such environments.
Slippery Ice
Slippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must make a CUNNING
Strong Wind
Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall.
A strong wind in a desert can create a sandstorm, everything beyond 15 feet of a creature is considered Concealed, and everything beyond 50 feet is considered Hidden.
Thin Ice
Thin ice has a
The Math
There is math behind how everything was created. If you want to make a custom spell or monster, here’s how to do it:
Conditions
| Tier | Conditions | Description | Fatigue |
|---|---|---|---|
| T1 (Minor) | hastened, slowed, prepared | single-use micro-buff | 1 |
| T2 (Moderate) | protected, sundered, prone, restrained | Defense only or can be self-cleared | 1 |
| T3 (Strong) | empowered, weakened, quickened, impaired, invigorated, doomed, invisible, frightened, blinded, charmed, inspired | Persistent mechanical shift with no self-clear, but still allows for actions | 2 |
| T4 (Devastating) | stunned, unconscious, petrified | Full action denial | 4 |
inspired is single-use (clear it to gain and immediately spend a Luck Point) rather than a persistent state, but it is priced at T3 (2F): a free Luck Point — advantage, a threshold bend, or a spotlight steal — is a strong-tier effect, not a micro-buff. Generally speaking, if a condition is applied to more than one creature at a time, it costs the full
Conditions typically are applied in one of two ways: if there’s an