Status Effects (System) in Lafira | World Anvil
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Status Effects (System)

Abilities can be enhanced using Elemental Crystals. These enhancements are usually status effects. Status effects are effects that can be applied to one's character during a fight.

Each type of an Elemental Crystal has a unique status effect that can apply. The more Elemental Crystals of the same element are used as an enhancer, the higher the chance that the status effect will apply.

Elemental Crystal Effect
Fire 20% per crystal; Applies Burning: 1d10 damage at the beginning of one's own turn.
Water 20% per crystal; Applies Confusion: 1-5 rounds (duration)*. If an Attack Move is declared, there is a 40% to attack a random participant instead.
Nature 20% per crystal; Applies Poison: At Application, the target is infected with 1d4+1 stacks of poison. At the beginning of the targets turn, the stack deals damage equally to the stack size. The stack is reduced by 1 after damage applied.
Electric 20% per crystal; Applies Paralysis: 1-5 rounds (duration)*. If an Attack Move is declared, there is a 40% chance to skip the Attack Move instead.
Wind 20% per crystal; Applies Slow: 2 rounds (duration). The target regenerates 1 AP less at the start of their turn.
Ice 10% per crystal; Applies Freeze: Frozen participants skip all their actions (even Tank). 10% chance to thaw at the start of each turn
Mountain 15% per crystal; Applies Wounds: -5 for Attack and Defend Rolls.
Steel 15% per crystal; Applies Bleeding: Target takes 1d4 damage whenever they use Action Points.
Light 20% per crystal; Applies Healing: Roll the healing dice twice. If the empowered action does not have a healing dice, roll 1d4 for healing.
Darkness 20% per crystal; Applies Stun: Target skips his next action.
Dragon unknown
Mystic unknown
*each round an additional 20% is added to the Status Effects-end-chance, starting with 20% at round 1.

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Action Points
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Combat
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Movement
Range
Status Effects
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