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 longer duration applies.

Disoriented

  • (1 + $\frac{\text{Potency}}{3}$) penalty to 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 + $\frac{\text{Potency}}{2}$) 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 to 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

  • An immobilized creature is unable to move willingly.
  • -1 penalty to Evasion.
  • Does not stack. If target is already immobilized, only the longer one applies.

Sickened

  • (1 + $\frac{\text{Potency}}{4}$) penalty to Constitution.
  • Whenever a creature with sickened receives a harmful status effect, one round of duration is spent immediately after dealing its damage.
  • Does not stack. If target is already sickened, only the one with higher potency applies.

Slowed

  • Halves movement speed.
  • (1 + $\frac{\text{Potency}}{4}$) penalty to 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.
  • -2 penalty to Parry and Evasion.
  • Does not stack. If target is already stunned, only the longer one applies.

Weakened Defenses

  • (1 + $\frac{\text{Potency}}{4}$) penalty to Parry.
  • Does not stack. If target’s defenses are already weakened, only the one with higher potency applies.

Harmful Effects

Bleeding

  • Applies 5 armor-ignoring damage at the start of the target’s turns.
  • Does not stack. If target is already bleeding, only the one with higher damage applies.

Burning

  • Applies 10 physical damage at the start of the target’s turns.
  • 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 at the start of the target’s turns. This status effect does not gain potency bonus to its damage.
  • At the start of a diseased creature’s turn, all adjacent creatures receive the disease for the remaining duration, with a minimum of 1 round.
  • Does not stack. If target is already diseased, only the one with higher damage applies.

Electrified

  • Applies 10 magical damage at the start of the target’s turns.
  • Does not stack. If target is already electrified, only the one with higher damage applies.

Frostbitten

  • Applies 5 armor-ignoring damage at the start of the target’s turns.
  • 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 +1 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

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

Protective Foresight

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

Quickened

  • Movement speed is increased by (2 + $\frac{\text{Potency}}{4}$) 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 + $\frac{\text{Potency}}{2}$) at the start of the target’s turns.
  • Does not stack. If target is already regenerating, only the one with higher potency applies.

Surefooted

  • This creature can’t fall prone or be moved unwillingly.
  • Does not stack. If target is already surefooted, only the one with longer 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 the larger 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 prevented by it.
  • Affected by damage before armor.
  • Does not stack. If target already has temporary armor, only the larger 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 prevented by it.
  • Affected by damage before armor.
  • Does not stack. If target already has temporary armor, only the larger one applies.