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Minor Burns Causes 1d12 or less Vitality damage per round, typically cover only a small area. Minor burns do heal over time. aloe vera oil
Sun Burn Causes target to receive 1d4 damage to Vitality each time the target is touched on its burned skin. aloe vera oil
Poison Causes damage to HP per round or minute. Damage value can vary and can be applied to Soul or Endurance as well. Damage is directly dealt to Vitality, Soul, or Endurance. Damage isn't magical or physical, it is instead poison, affecting the inflicted internally. Poison damages typically are in dice format; 1d6 or 2d4 for example. Poisons don't end until cured or death of target. Resistance Checks can be used against being poisoned at the start, but won't remove any on-going poisoning.  antidote
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)
Wounds These are basic wounds like scratches, bruises, and small cuts. Wounds cause an area to be sore and if hit has a 15% chance of stunning the wounded target for one round. bandages, healing spells, time (depends on wound)
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
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
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
Haste Doubles movement ranges. dispel
Visual Instability Requires the target to use Hit Targeting to hit with a melee weapon; if using a projectile or thrown weapon Hit Targeting is applied a penalty of -10. If the melee weapon attack is within 1 space or 3 feet, Hit Targeting is given a bonus of +5. The attacked target is given a +10 bonus to their Evade against the visually distorted target. eye drops
Serious Wounds These are far more grievous wounds and can be life threatening, such as deep cuts, impaled objects, and the like. The seriously wounded can not act until the wound is cared for and treated. first aid, surgical procedures, healing spells, GM discretion
Major Burns Causes more than 1d12 Vitality damage per round, typically cover a larger area.  first aid + aloe vera oil
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
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
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
Adrenaline Rush Your body surges with adrenaline. As a result your strength, power, and speed increase by 50%. liquor
Restlessness Causes the target to be unable to rest for any period of time preventing rest restoration and meeting rest needs. liquor
Stun Causes the target to be unable to act of the duration of the stun, typically for 1 to 3 rounds. muscle ointment
Paralyzed Causes the target to be unable to act for the duration of the effect, no less than 6 rounds. muscle ointment to reduce to stun, wait a round, then muscle ointment again
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
Sickness Decreases all movement rates by half and damage dealt by 25%, usually for 3 rounds though can last longer or not as long. orange nectar
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
Depression Decreases melee, throw, power, and bow power by ½, and requires a will check for every action. popcorn seed oil
Loss of Purpose / Self Causes the target to not desire to do anything. Requires will checks to do any action. popcorn seed oil
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
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
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
Dehydration Causes 1d4 damage to Vitality and 1d6 damage to Endurance per round or minute. salt tablet + water