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.