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Addiction

Requires the target to need at least 1 dose of addicted substance per hour or be induced with the withdrawal status effect.

Addiction comes from taking more than 4 upper-level potions or more than 8 low-level potions within a game day and failing the resistance check. Some races and other factors can increase or decrease the amount of potions needed to become addicted. Also, certain other substances in Nor'Ova can cause addiction as well. 

time for withdrawal to run its course
Adrenaline Rush Your body surges with adrenaline. As a result your strength, power, and speed increase by 50%. liquor
Anxiety Requires a will check against fear every round. If startled by ally, will check to not attack ally or flee from ally.  popcorn seed oil
Berserk / Rage Doubles total damage values but prevents the affected target from doing anything except attacking. Can use offensive skills to attack but not spells. Can be paired with confusion for truly devastating results. Can not use items. liquor
Bleeding Out This is a secondary status effect caused by an open wound that continues to bleed. While this status effect is in place, the affected will loose 10% of his or her max HP from their current HP per round or minute. bandages, first aide, healing spells, time (depends on wound)
Blind Requires the target to make a perception check to hit, move, or defend and decreases the target's perception by 25%. If the target fails their perceive check when moving, the target will fall down. Depending on the cause of blindness, it could become permanent - such will depend upon the situation and GM. If blindness does become permanent, it is possible to develop other senses to remove the perception penalty, and even maybe add bonuses to it, however perception checks will become a fact of life. time for effect to wear off
Broken Limb Bones This is broken legs, arms, or wings. The broken limb cannot be used even when being treated, until fully healed. Until it is treated it acts the same as Minor Broken Bones. cast to treat, time or healing magic to fully cure
Charmed Causes the target to protect whoever or whatever charmed the target. time; self-control checks
Comatose A sleep in which the target can't seem to recover from naturally. If not treated soon it will result in death. smelling salts - grants target a save check per use to recover
Confusion Requires a mental check for each enemy and ally target to determine who the enemy target is. A failed mental check will mean that the affected character thinks that target is an enemy target. time, typically 3 rounds
Dazed This is a state of temporary shock usually following a powerful hit to the head or torso region. It causes the affected to immediately loose 1 attack and movement action for the next active round. If the affected only had 1 attack or movement action, the affected will not be able to attack or move for the next round. Furthermore, the affected must make a Will check to use a magic spell in the next active round. time (1 round)
Deafness Decreases the target's perception by ¼. time for effect to wear off
Death Game Over. This is the end of your character's life which happens when your character has less than -10 Vitality left. life spell
Dehydration Causes 1d4 damage to Vitality and 1d6 damage to Endurance per round or minute. salt tablet + water
Depression Decreases melee, throw, power, and bow power by ½, and requires a will check for every action. popcorn seed oil
Disease Depends upon GM's description of the disease but usually contains several status effects. The typical disease will contain a mixture of effects such as poison, fatigue, and anxiety. Some diseases contain even more effects. The more powerful the disease, the harder it is to cure. One of the most dangerous diseases in Nor'Ova is the Bitterwood disease, which causes the inflicted to rot quickly while alive, like a dying tree. That would cause various status effects, such as dehydration, nausea, sickness, fatigue, depression, anxiety, confusion, and more, with more status effects coming and strengthening as the disease runs its course.  Some diseases can be cured by antibiotics, but only if the diseases are older or weaker in nature, or caught early enough to treat. The status effects causes by the disease may need treated as well. 
Encumbered For every 10 pounds over your character's weight limit your character's move rates will decrease by 1 and jump ranges will decrease by 2. Once over 50 pounds your characters Endurance will drop by 10 per minute and no longer be able to use movement skills. decrease weight
Fatigue Decreases all move rates by ½, and melee, throw, and bow power by ½. Typically is a result of low Endurance. sugar water, or any EP restorative
Fear / Fright Causes the target to fear enemy targets and retreat from the enemy targets at all costs. If cornered by targets, will become inflicted with berserk.  liquor
Forgetfulness Causes the target to forget how to use skills or spells while affected requiring them to treat their skills or spells as if they only have 25% mastery. remedy
Frost Bite Causes 1d6 damage to Vitality per round or minute. If not treated soon it could lead to loss of the frost-bitten areas. warming ointment
Haste Doubles movement ranges. dispel
Heat Exhaustion Causes 1d8 damage to Endurance per round or minute. Can be combined with Dehydration for greater Endurance loss. Can lead to Heat Stroke if not cured within one game hour. cold salve
Heat Stroke This is the state where a person goes unconscious due to overheating. If not treated within the hour, the character is dead.  cold salve + Endurance restoring potions and cooling environment
Hyper Alert Your senses are on edge. Your detect and perceive is increased by 50%, however you must make will checks each round against anxiety. time
Incapacitated Incapacitated is when you have 0 Vitality but you still have greater than -10 Vitality. You are basically dead, however, you can still make a save check to try and recover on your own. Any damage done to your body after your Vitality is depleted will further reduce your vitality, however no attack will reduce your viality past zero before you become incapacitated. resuscitation, basic life restoring spells, successful use of save check
Intoxication

Decreases the target's speed and mental by 10, makes concentration impossible, decreases all movement rates by half, and requires the target to make perception checks to hit a target. The target is however immune to fear.

Intoxication comes after a failed resistance check upon drinking alcohol. 

remedy, time, sleep
Knocked Down Causes the target to need to use their full movement action to get back up. Using a movement action to get back up. 
Loss of Appendage This is the loss of a finger or toe. The immediate loss will have the secondary status effect of Bleeding Out, but once treated should not affect the character (GM Discretion) Must treat the Bleeding Out
Loss of Limb This is the complete loss of a leg, arm, or wing. Bleeding Out immediately takes effect and there is a 25% chance of death and a 35% chance of unconsciousness. This is a serious wound that must be treated right away. Must treat the Bleeding Out