Post by Mog Boss on Mar 23, 2019 1:26:27 GMT
Note: Some abilities may have built in status effects that are unique to the ability, said effects will not show up here.
(Positive)
Bravery - Instills the afflicted with a magical charge that stimulates the muscles and increases melee damage output for four turns. [+6 Passive Damage.]
Faith - Magical knowledge is momentarily passed onto another increasing the power of their magic for four turns. [+8 Passive Damage.]
Float - Causes the afflicted to float in the air about half a foot. Note that this does not mean fly. This increases maneuverability and makes it impossible for ground-based earth elemental moves to hit. Negates 'Heavy' even while Heavy is applied. Characters with Float are entirely immune to Fall damage.
Haste - +1 Tile speed, +1 to hit. Lasts four turns.
Protect - A hard barrier is placed over the affected acting like an armor against any physical attack however any magic will pass through unphased. + 8 reduction against physical attacks. Lasts for four turns.
Safe - A protective blessing that wards off curses, and is able to bolster the potency of other blessings. While Safe is applied to a creature - if a Dispel magic is used on them, only Safe will be dispelled ; and all other status effects will remain. In addition, Safe grants 2 stacks of Safety - each able to absorb 1 negative status effect. If Safety stacks reach 0, Safe is dispelled. Safe is maintained for the duration of battle, or until it is dispelled via either method.
Shell - Similar to protect a magical shell is placed around the affected sapping the power of magic causing it to deal less damage. + 8 reduction against magical attacks. Lasts for four turns.
Regen - Slowly regenerates all types of wounds whilst very slightly draining the caster’s mana pools as long as the effect is in place. This can potentially mend broken bones and fully mend flesh wounds if given enough time. [+4 HP per CON modifier point per turn, lasts 6 turns. If you have 0 or less CON modifier points, regen defaults to +4 HP per turn.]
Refresh - Slowly regenerates Mana and Stamina to the body, by drawing energy in from one's surroundings, by magnetizing one's own mana circuits. [+4 MP and SP per CON modifier point per turn, lasts 6 turns. If you have 0 or less CON modifier points, regen defaults to +4 MP and SP per turn.]
Bubble - Increases maximum HP by 50% but does not heal in most cases.
Blink - Allows the afflicted to evade one instance of physical damage. Can be stacked up to 5 times.
Reraise - A powerful time magic effect; those under its effect will instantly be revived upon death once, at 50% of their maximum HP. While under the effects the affected will have a halo over their head. This lasts until the end of the battle.
Veil - A potent protective magic, which protects from misfortunte. While Veil is active, a creature gains +8 to all saving throws made against hostile abilities. In addition, they effectively have T1 Resistance to all negative status effects applied to them while Veil is active. This also masks the creature, granting them advantage on Stealth checks ; and forcing ranged attacks to be rolled at disadvantage against them. Duration: 5 rounds.
(Negative)
Break - Someone who is undergoing the effects of break will slowly start to turn to stone. This lowers their speed by one tile per turn until they are unable to move. They fully turn to stone when they run out of tile movement unless they have additional resistance perks (Resistance adds 1 extra turn until fully turning to stone). The afflicted have one OOC day after fully being turned to stone to be restored either with a golden needle or spell or else they die. [Universal]
Berserk - The afflicted is overcome with a blinding rage unable to make any thought that isn’t pure violence. In this state the afflicted is unable to use any abilities, but the rage grants them +6 to their Strength score. This lasts until the end of the battle unless treated. [Universal]
Wet - While 'Wet', a creature takes half damage from Fire based attacks, but Lightning based attacks deal 2d12 extra damage. Lasts for 3 turns. [Water]
Paralyze - The afflicted has been inflicted with minor paralysis, and their nervous system does not work as well as normal. As a result, a Paralyzed individual has disadvantage on DEX based checks and Reflex saving throws, and their AC and to Hit are reduced by 2 for 3 turns. [Lightning]
Stun - The afflicted is stunned through some means, and as a result may not make a movement, reaction or dodge action. They can still use the attack or ability action, however. Lasts one turn. [Universal]
Poison - The afflicted is poisoned, and they take damage each turn, for five turns. -5 HP per turn. [Bio]
Weakness - The afflicted suffers a -2 to hit, and deals 10 less damage on all attacks for 2 turns. [Earth]
Heavy - The afflicted suffers -2 AC, their movement is halved, suffers disadvantage on STR based checks, and they also deal 10 less physical damage on all attacks. [Earth]
Silence - A seal is placed on the afflicted's throat inhibiting their use of General Magic, White Magic, Black Magic, and speech. This lasts for four turns. [Universal]
Squall - The afflicted is covered in enchanted winds, which constantly whirl around their form. They take 2d10 additional fire damage from any instance of fire damage dealt to them, and abilities that deal Wind damage have advantage against them. 4 round duration. [Wind]
Slow - Minus 1 Tile speed per turn, -1 to hit. Lasts four turns [Universal]
Frostbite - The afflicted suffers 4 true damage per turn, and suffers -1 to hit, AC, and saving throws. 4 round duration. [Ice]
Burn - Unless specified by a spell, a character with burn inflicted takes 5 Fire damage every round it is active, for 3 rounds. The 'Wet' status effect removes Burn. [Fire]
Whorl - The afflicted is surrounded by enchanted rain clouds, which continually apply the 'Wet' status effect, and reduce their tile movement by half whilst affected. Lasts 5 rounds. [Water]
Bleed - Unless specified by a spell, a character with bleed takes 5 true damage every round it is active, for 3 rounds. [Universal]
Stop - Halts the afflicted in time they; are completely unaware of what is going on, and remain immobile till they re-enter time. Lasts one turn. [Universal]
Blind - When under the effects of blind the afflicted's vision is severely impaired. Reduces AC by 2, and to hit by 3, lasts for 4 turns. [Universal]
Toad - Turns the unlucky bastard into a useless toad. Their core stats remain, however they may not use their weapons or armor nor cast spells or use abilities which require weapons or mana. When you take any amount of damage, you return to Human form. Take an extra 10 damage from all sources while a Toad. In addition, they can not use their weapons for basic attacks, and have disadvantage on all saving throws. [Toad]
Doom - The afflicted is marked by death itself set to die from a heart attack within seven turns if the effect is not treated. A spiritual clock is seen over the head of anyone afflicted alerting others of their certain demise. Slow, stop, and haste all effect the clock; haste and slow doubling and halving it respectively, and stop causing the counter to stop as long as the ailment is in effect. Resistance to Doom adds +5 turns to the clock. [Universal]
Curse - The afflicted have a curse put upon them that causes any kind of restorative magic, including items to cause them harm for the amount they would heal instead of restoring HP. 3 turn duration. [Universal]
X Resistant (T1 Resistance) - This individual is trained and resistant to the aforementioned Status Effect, able to brush it off in two turns with no exceptions.
X Immune (T2 Resistance) - This individual is immune to the aforementioned Status Effect. (Only accessible via accessories or special perks.)