Status Effects
Debilitating Effects
Debilitating status effects have durations in terms of rounds or longer.
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.
- 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
- A stunned creature is unable to take any action or run.
- Applies a -2 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
Harming status effects have durations in terms of hits or longer.
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
Supportive status effects have durations in terms of rounds or longer.
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/2) per hit.
- Does not stack. If target is already regenerating, only the one with higher potency applies.
Surefooted
- Can't fall prone or be moved unwillingly.
- Does not stack. If target is already surefooted, only the one with higher duration 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.