Status Effects

Invisible
While Invisible, a creature is impossible to see without the aid of Magic. However, they can still be heard or smelled; they may be detected by any noise it makes or any tracks it leaves. Attack rolls against an Invisible creature have disadvantage, and the creature’s Attack rolls have advantage.

Invulnerable
A creature takes no damage and suffers no negative status effects while Invulnerable.

Perceptive
While Perceptive, a creature can re-roll Perception rolls but must keep the result of the second roll.



Aflame
When a creature is on fire, they take 1d6 penetrating damage at the start of each turn until they put out the fire by falling Prone as a Minor Action or dowsing themselves in water.

Afraid
A creature that is Afraid cannot willingly move closer to the source of its fear. It has Disadvantage on Attacks and Ability Tests against the source of its fear.

Asleep
Sleeping creatures have a Defense of 10. Any damage immediately awakens them.

Bleeding
A creature that is Bleeding takes continuous damage until they are Healed for any amount, or opt to spend their Major Action on every turn stemming the blood flow. As long as they are Bleeding they suffer -1d4 penetrating damage (unless other amounts are stated as part of an ability).

Blind
A creature may be blinded because of a poison or magical effect, or while simply in complete darkness. While Blind, the following is true (unless you have Blindsight):


 * The creature automatically fails any tests that rely on Perception (Sight)
 * -3 to Melee Attacks
 * -6 to Ranged Attacks
 * Spells cannot be cast, unless their range is Self or Touch.

Chilled
When a creature is Chilled, they suffer a -2 penalty to Speed. Any cold effects they endure while Chilled deal +1d4 cold damage.

Dazed
Someone who is Dazed suffers a –1 penalty on all ability tests until the beginning of their next turn. (This is the condition applied by the Daze spell when the target succeeds on the associated test; if they fail the test associated with the Daze spell, they are Dazed but also unable to take actions.)

Disoriented
While Disoriented, a creature:


 * has a -1 penalty to Attack rolls
 * cannot use Reactions (such as Attacks of Opportunity)
 * cannot maintain Concentration on spells
 * must succeed on a TN13 Willpower (Self-Discipline) before casting any spell. If they fail, the spell fails and any mana spent is wasted.

Frozen
When an enemy is Frozen, they are encased in ice and are unable to move or cast spells.

Grappled
When a creature is Grappled, the folllowing is true:


 * The creature's speed is reduced to 0.
 * If the Grappler is incapacitated, the effect ends.

Intimidated
A creature that is Intimidated cannot willingly move closer to the source of its fear. It has disadvantage on all Communication tests as well as Willpower (Morale) tests while the source of the intimidation is within line of sight.

Prone
While Prone, a creature’s only movement option is to crawl (which can only be done at half Speed), unless it Stands Up and thereby ends the condition. While Prone, the creature has disadvantage on Attack rolls. An Attack roll against the creature has +3 if the attacker is within melee range of the creature. Otherwise, the Attack roll has -3.

Shocked
Creatures become more vulnerable to Primal Magic. Primal spells against a Shocked target deal an additional +1d6 damage.

Slowed
A Slowed creature's movement is reduced by half.

Snared
A Snared creature's movement is suffers a -6 Speed penalty.

Staggered
While Staggered, creatures are knocked off-balance and suffer -2 to Defense. (This effect stacks.)

Stunned
A Stunned creature can take no actions or movement, and can speak only in one or two faltering words. The creature's Defense is reduced to 10, and they automatically fail Strength and Dexterity saving throws.

Weakened
While Weakened, a creature deals half damage.

Bonded
A character becomes Bonded when they reach a dedicated level of membership to an order or organization (such as the Antivan Crows, the Felicisma Armada, the Templar Order, etc), or through forging a special bond with another character. This can provide special passive bonuses depending on the organization, as well as additional bonuses if they take the Coordinated Fighting Style talent.

Buzzed
If you drink moderately, you will become Buzzed. This gives you the following effects:


 * -1 Willpower
 * Advantage on Communication (Seduction) rolls

Drunk
You can become drunk after badly failing one or two Constitution (Drinking) rolls. When you are Drunk, you have:


 * +1 Strength
 * -1 Dexterity
 * -1 Willpower

Wasted
After a night of heavy drinking, and failing too many Constitution (Drinking) rolls, you become Wasted. While Wasted you have:


 * +2 Strength
 * -2 to all other stats
 * Disadvantage on all Dexterity & Cunning tests