Shell Shocked

Being attacked by a gun wielder is a scary event. The damage is great, and the thunderous noise of each shot is horrifying. After 4 rounds of dealing with this situation you may be required to make a Mental Balance check against being Shell Shocked, at the GM's discretion. If you are an ally of the gun wielder, the check is an Easy Mental Balance check, simply because you have grown used to the noise. If you are someone who is facing off against the gun wielder it becomes a Hard Mental Balance check. GM's may rule otherwise, depending upon the situation.

Paranormal Fever

A condition widely known to be caused by coming into contact with vengeful spirits. If contracted, the body experiences intense chills, heavy sweating, and nervous ticks. The fever makes it impossible for the afflicted to cast any spells due to the inability to concentrate, and should it not be treated within 3 game days there is a 1 in 6 chance (roll a 6 on a 1d6) that the afflicted will die of fear-induced cardiac failure. 

Psychogenic Fever

A terror-induced fever which causes sweating, overheating, loss of focus, Fatigue, and 1d6 Vitality damage per round, has no physical source so it cannot be treated with medicine or cooled with water, and only breaks when the spell ends or the fear is somehow quieted. 

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.

Stun

Causes the target to be unable to act of the duration of the stun, typically for 1 to 3 rounds.

Stone

Slowly turns the target into stone one portion of the body at a time. Total transformation takes 6 rounds or 60 seconds.

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