Conditions

Auto-Life

 * A creature with auto-life will automatically be revived as though the Life spell had been cast upon them as a reaction.
 * Auto-life will wear off after a short or long rest, or once they have died and come back to life.

Blinded

 * A blinded creature cannot see and automatically fails ability checks that require sight.
 * A blinded creature has disadvantage on all attack rolls.

Confusion

 * A confused creature will randomly attack any party member or creature, typically by rolling for random attacks.
 * Confusion will be broken once the confused creature takes any type of bludgeoning, slashing or piercing damage.

Invisible

 * An invisible creature cannot be detected visually. All detection rolls against an invisible creature have disadvantage, and an invisible creature passes all stealth rolls automatically.
 * An invisible creature has advantage on all attack rolls.

Petrified

 * A petrified creature is turned to stone and can take no actions or reactions.
 * A petrified creature is immune to all forms of physical damage.
 * A petrified creature automatically fails all saving throws.

Poisoned

 * A poisoned character takes 1d4 poison damage at the beginning of each of their turns (every 6 seconds).
 * Poison cannot cause a character's hit points to drop below zero.
 * The poison effect wears off once the poisoned character's hit points have dropped to 1.

Reflect

 * Any elemental spell, poison spell or white magic spell that hits a reflected creature will instead be cast upon the original caster.
 * One spell cannot be reflected twice.

Regenerating

 * A regenerating character gains 1d4 hit points at the beginning of each of their turns (every 6 seconds).

Silenced

 * A silenced creature cannot cast any spells that require MP.

Sleeping

 * A sleeping creature is prone and automatically fails all saving throws.
 * A sleeping creature takes no actions, bonus actions, free actions or reactions.
 * A sleeping creature is woken up by any bludgeoning, piercing or slashing damage.

Troubled

 * When a troubled creature takes damage, all creatures within a 10 foot radius take 1d4 trouble damage.