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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