Status Effects

Debilitating Effects

Blinded

  • Reduces line of sight to 1 meter.
  • Grants a -5 penalty to precision rolls.
  • Does not stack. If target is already blinded, only the longer one applies.

Cracked Armor

  • This creature's armor is ineffective.
  • Does not affect temporary armor.
  • Does not stack. If target already has cracked armor, only the one with higher duration applies.

Disoriented

  • (1 + P/3) penalty on precision rolls.
  • Does not stack. If target is already disoriented, only the one with higher potency applies.

Exposed

  • Whenever this creature takes damage from a weapon attack, it receives (3 + P/2) bonus damage.
  • Does not stack. If target is already exposed, only the one with higher potency applies.

Fatigued

  • Reduces movement speed by 2 per stack.
  • Applies a -2 penalty on precision rolls and all resistances per stack.
  • Stacks up to 5. When fatigued is reapplied, the stack count increases and all stacks share the longest remaining duration.

Immobilized

  • Reduces movement speed to 0.
  • Applies a -1 penalty to Evasion.
  • Does not stack. If target is already immobilized, only the longer one applies.

Sickened

  • (1 + P/3) penalty on Constitution.
  • Whenever a creature with sickened receives a harmful status effect, one hit is spent immediately.
  • Does not stack. If target is already sickened, only the one with higher potency applies.

Slowed

  • Halves movement speed.
  • (1 + P/3) penalty on Evasion and initiative.
  • If a slowed creature is also quickened, this status effect is considered after quickened.
  • Does not stack. If target is already slowed, only the one with higher potency applies.

Soaked

  • If a creature is soaked and frostbitten or electrified at the start of its turn, it is no longer soaked and that damaging effect deals double damage this turn.
  • If this creature is both frostbitten and electrified, soaked affects the status effect with the lowest damage.
  • If target is burning, it is cured and soaked doesn't get applied.
  • Does not stack. If target is already soaked, only the longer one applies.

Stunned

  • Reduces movement speed to 0.
  • Target is unable to take any action.
  • Applies a -3 penalty to Parry and Evasion.
  • Does not stack. If target is already stunned, only the longer one applies.

Weakened Defenses

  • (1 + P/3) penalty on Parry.
  • Does not stack. If target's defenses are already weakened, only the one with higher potency applies.

Harming Effects

Bleeding

  • Applies 5 armor-ignoring damage per hit.
  • Does not stack. If target is already bleeding, only the one with higher damage applies.

Burning

  • Applies 10 physical damage per hit.
  • If target is frostbitten or soaked, it is cured and burning doesn't get applied.
  • Does not stack. If target is already burning, only the one with higher damage applies.

Diseased

  • Applies 5 armor-ignoring damage per hit. This status effect does not gain potency bonus to its damage.
  • At the end of a diseased creature's turn, if that creature is still diseased, all adjacent creatures receive the disease for 1 hit.
  • Does not stack. If target is already diseased, only the one with higher damage applies.

Electrified

  • Applies 10 magical damage per hit.
  • Does not stack. If target is already electrified, only the one with higher damage applies.

Frostbitten

  • Applies 5 armor-ignoring damage per hit.
  • If target is burning, it is cured and frostbitten doesn't get applied.
  • Does not stack. If target is already frostbitten, only the one with higher damage applies.

Supportive Effects

Inspired

  • Once, the creature can choose to spend this status effect to gain one of the following bonuses:
    • A 1d2 bonus to one precision roll
    • A 1d4 bonus to one skill roll
    • A 2d4 bonus to the damage of one basic weapon attack
  • Does not stack. If the target is already inspired, only the effect with the longer duration applies.

Protected

  • Once, halves incoming damage after armor.
  • Does not affect status effects and damage over time effects.
  • Does not stack unless all stacks of protected come from the same ability.

Predictive Foresight

  • +1 bonus to the next precision roll.
  • Does not stack. If target is already effected by a predictive foresight, only the one with higher duration applies.

Protective Foresight

  • +1 bonus to all resistances for the next precision roll against this creature.
  • Does not stack. If target is already effected by a protective foresight, only the one with higher duration applies.

Quickened

  • Movement speed is increased by (2 + P/3) meters.
  • If a quickened creature is also slowed, this status effect is considered before slowed.
  • Does not stack. If target is already quickened, only the one with higher potency applies.

Regeneration

  • Heals for (2 + P/3) per hit.
  • Does not stack. If target is already regenerating, only the one with higher potency applies.

Temporary Health

  • Increases health until the duration ends.
  • Affected by damage after armor.
  • An unconscious creature cannot regain consciousness from temporary health.
  • Does not stack. If target already has temporary health, only larger the one applies.

Temporary Magical Armor

  • Protects target against magical damage until it breaks or the duration ends.
  • One point of temporary magical armor breaks for every point of magical damage reduced by it.
  • Affected by damage before armor.
  • Does not stack. If target already has temporary armor, only larger the one applies.

Temporary Physical Armor

  • Protects target against physical damage until it breaks or the duration ends.
  • One point of temporary physical armor breaks for every point of physical damage reduced by it.
  • Affected by damage before armor.
  • Does not stack. If target already has temporary armor, only larger the one applies.