Damage Types and Status Effects in Novence Eternal | World Anvil

Damage Types and Status Effects

Damage Types and Status Effects are used to govern the different interactions of attacks, spells, armor, and defenses within Novence Eternal. Knowledge of the different damage types and status effects is pivotal to formulating effective loadouts and strategies in combat-- especially in difficult content.

Damage Types

There are four categories of damage types: Physical, Chemical, Energy, and Etheric. Besides being simple labels, these categories are also used in certain spells/skills/items to denote resistances/affinities. For instance, if an armor lists a resistance to Physical damage, the resistance applies to all damage types within the Physical category.

Physical (PHY)

Physical damage types are inflicted through mechanical forces, typically dealt by conventional weapons or environmental hazards. Damage is inflicted through the destruction of the structural integrity of the target.
  • Slashing (SLS): Slashing damage is inflicted from lateral force along a small surface area, parallel to the target surface. Common sources of slashing damage include cutting motions from sharp blades such as swords.
  • Piercing (PRC): Piercing damage is inflicted from penetrative force directed at a small surface area, acting normal to the target surface. Common sources of piercing damage include being struck by arrows, or stabbing from pointed blades.
  • Bludgeoning (BLG): Bludgeoning damage is inflicted from force directed at a large surface area, acting normal to the target surface. Typically, this comes from an object of significant mass. Common sources of bludgeoning damage include fall damage or damage inflicted by blunt weapons such as hammers.
  • Kinetic (KIN): Kinetic damage is inflicted from high-velocity objects, causing major structural damage by sending excessive kinetic energy into the target. Common sources of kinetic damage include bullets fired from firearms, or certain other very high-velocity ranged weapons.
  • Crushing (CRS): Crushing damage is inflicted from high forces acting normal towards a large surface area over an extended period of time, causing structural damage from excessive compression. Common sources of crushing damage include being trapped by a heavy object, or the crushing bind of a python.
  • Bleeding (BLD): Bleeding damage is inflicted through the rapid loss of fluids vital to bodily function. While this is typically blood for biological creatures, non-biological creatures can also suffer bleeding damage if their physiology is also dependent on a circulatory system or a similar analog.


Biochemical (BCH)

Biochemical damage types are inflicted through destroying the structural integrity of a target at a molecular level, using chemical reactions or microorganisms.
  • Acid (ACD): Acid damage is inflicted through the introduction of chemical compounds that bind strongly with the molecular material the target is made out of, causing the material to be torn from the target, resulting in burn-like damage.
  • Disease (DIS): Disease damage is inflicted through the introduction of hostile microorganisms that disrupt the a lifeform's physiological function.
  • Necrotic (NEC): Necrotic damage is inflicted through the introduction of chemical compounds that affect the target at a cellular level.
  • Neurological (NEU): Neurological damage is inflicted through damaging the physiological components of a target responsible for the transmission of data and consciousness. While this is typically afflicted through biochemical means, it can also occur as a result of suffocation or other similar conditions that deprive the nervous system (or mechanical analog) of vital resources.
  • Poison (POI): Poison damage is inflicted through the introduction of chemical compounds that disrupt the a lifeform's physiological function. This can come in a wide variety of forms, and thus certain poisons often come with additional effects beyond damage.


Energy (NRG)

Energy damage types are inflicted through the alteration of the amount of energy in the target, causing damage at an atomic level.
  • Heat (HT): Heat damage is inflicted through the introduction of thermal energy beyond what a target is designed to withstand, causing structural failure.
  • Cold (CLD): Cold damage is inflicted through the removal of heat from a target to a point beyond what the target is designed to withstand, causing structural failure.
  • Electric (ELE): Electric damage is inflicted through the introduction of excessive electric charge, disrupting the normal bodily functions of a target. While this applies most obviously to biological targets due to the use of electricity for nerve impulses, this also applies to any electronics for a similar reason.
  • Magnetic (MGN): Magnetic damage is inflicted through the introduction of a strong enough magnetic field to cause structural damage to the target. Most biological creatures are immune to all but the most extreme cosmic-level magnetic fields; as such, this damage type typically only affects electronics.
  • Sonic (SON): Sonic damage is inflicted through the introduction of damaging vibrations to a target. Though this is most common in the form of sound, it also applies to any special weapons that are designed to vibrate, such as tremorblades or elven singing steel.
  • Radiant (RAD): Radiant damage is inflicted through the introduction of damaging radiation. While this does include visible light, it also applies to other frequencies of light such as UV and Gamma rays. Damage caused by nuclear fallout is considered Radiant damage.
  • Magical (MAG): Magical damage is inflicted through the introduction of excessive magical energy to a target, inducing a plethora of chaotic effects. This damage type is often seen as an ancillary to other damage types, such as physical damage, for purposes of breaking protective magical spells or barriers. Damage that comes from spells is considered Magical, alongside whatever other damage types it carries.


Etheric (ETH)

Etheric damage types are inflicted through damaging a target's sentience, or its very existence. In sentient creatures, this also includes damage to the mind and spirit.
  • Psychic (PSY): Psychic damage is inflicted through damage to a creature's mind, resulting in a variety of effects depending on the specific area of the mind that is affected.
  • Hacking (HAC): Equivalent to Psychic damage in biological lifeforms, Hacking damage is inflicted through intrusions and alterations to vital subroutines in electronics, resulting in a variety of effects depending on the nature of the hack.
  • Quantum (QNT): Quantum damage is inflicted by targeting the subatomic integrity of a target's physiology, typically resulting in the physical disintegration of the target.
  • Spatial (SPA): Spatial damage is inflicted by altering the fabric of spacetime around a target, typically resulting in extreme physical trauma such as dismemberment.
  • Temporal (TMP): Temporal damage is inflicted by manipulation of timelines involving a target; typically in the past or in other significant timelines.
  • Epithymic (EPI): Epithymic damage is inflicted by interfering with the target's capacity for manipulating its quintessence; typically resulting in mana toxicity or involuntary spellcasting.
  • Thanatonic (THA): Thanatonic damage is inflicted by targeting the life-seeking drive of a target's soul, known as Eros. This typically results in the spontaneous organ failure such as heart attacks.
  • Thrymmotic (THY): Thrymmotic damage is inflicted by dangerous corrupted mana known as Thrymmosis. It behaves akin to cancer, nullifying the death-seeking drive of a target's soul, known as Thanatos. This results in excessive and uncontrollable bursts of mana that eventually burn away the target's lifeforce-- and can often include other effects.
  • Cosmic (COS): Cosmic damage is inflicted by the erasure of a target's very existence. Typically only found in the most powerful of spells, through higher-dimensional manipulation, or by the power of gods.
  • Soulbound (SOL): Soulbound damage is exclusive to SBRs, and is a damage modifier alongside another damage type. Soulbound damage causes damage to be dealt to all of a character's linked resonants, both on-field and off-field.


Status Effects

Status effects consist of several parts. They may be Positive, Negative, Environmental, or Neutral; and Mental, Magical, or Physical. All status effects can be dispelled by certain abilities, with the exception of Environmental status effects, and those that are applied by hard mechanics.
Status effects can also be either Time-Dependent or Charge-Dependent (or both). Time-Dependent status effects expire when their duration, represented as an arabic numeral in parentheses, reaches 0 [e.g. (1), (2), (3)]. The effects of the status are activated when counter for the status effect ticks down at the end of a round.
Charge-Dependent status effects expire when their number of remaining charges, represented by an x next to a number [e.g. x1, x2, x3] reaches zero. For instance, Stagger charges are activated on hit, so a x3 Stagger would reduce by 1 each time the target is hit.

Some status effects have a damage value attached, represented by a die roll such as 4d10+5, which is usually proc'ed at the beginning of the affected combatant's turn-- though not always (for instance, Bleed procs whenever the combatant makes a STR or DEX-based action).

The number of stacks of a status effect is displayed in roman numerals, such as (III) or (IV). All status effects can have up to 9 stacks; though most will only gain additional effects at 1, 3, 5, 7, and 9 stacks. Stack effects are cumulmative, with higher stack effects inheriting the effects of lower stacks. When a status effect is applied on an existing status effect of the same type, the following rules apply:
  • If the existing status effect has fewer stacks than that of the incoming effect, completely replace the existing status effect with that of the incoming instance. This includes duration, damage rolls, and charge count. Exception to this rule is any effect that increments or decrements the stack count only.
  • If the existing status effect has more stacks than that of the incoming effect, the incoming status effect does nothing.
  • If the existing status effect has the same number of stacks as the incoming effect, compare the damage roll, charge count, and duration of both effects, and pick the largest in each category. Update the existing status effect with the selected values.
  • If the incoming effect has no stacks, and instead only modifies duration, damage roll, or charge count, apply it as normal.


Status effect RES is a trait that can help resist the effects of status effects. Status RES takes three forms: Status Stack RES (SSR Status Damage RES (SDR and Status Chance RES (SCR).
  • Status Stack RES (SSR) is a value ranging depicted with a roman numeral; if afflicted with a matching Status, the stack count inflicted is reduced by an amount equivalent to your SSR. When SSR is negative, you instead gain extra stacks of the status effect when afflicted by a matching type.
  • Status Damage RES (SDR) is a percentage; if afflicted with a matching Status, the damage roll will be decreased by a % equivalent to your SDR. When SDR is negative, you instead take additional damage from the damage roll of a matching Status.
  • Status Chance RES (SCR) is a value from 1 to 20; if afflicted with a matching Status, you roll a d20. If you roll at or above (20-SCR), the status effect is not applied to you.


Physical Status Effects

Positive

Honed (HND)
Stacks of Stagger and Honed will negate each other 1 for 1. The spell Power Word: Stun will remove all stacks of Honed.
  • (I): A honed creature's posture has been refined, leaving them more able to critically hit. Each attack against a target consumes 1 charge of Honed, dealing critical damage once. Attacking a creature with stacks of Stagger will proc both the target's Stagger crit and your Honed crit.
  • (III): The next attack that lands against a target creature inflicts a charge of Stagger.
  • (V): The next attack that lands against a target creature will proc 2 crits.
  • (VII): The next attack that lands against a target creature inflicts 2 charges of Stagger.
  • (IX): The next attack that lands against a target creature will proc 3 crits.
Regen (REG)
Stacks of Regen and Decay negate each other 1 for 1.
The spells Blight and Enervation will decrement or halve the stacks of Regen depending on the spell slot used.
The spell Harm will remove all stacks of Regen.
  • (I): A creature with regen has their natural regenerative abilities augmented, and they heal for a certain amount at the start of their first turn each round.
  • (III): The creature with regen will convert excess healing from regen into temp HP up to 10% of their max HP.
  • (V): The creature with regen will also remove 1 stack of any negative physical status effects each turn.
  • (VII): The creature with regen will also halve all stacks of any negative status effects each turn.
  • (IX): At the start of each combatant's turn, the creature with regen rolls a d6. If it lands 6, the effects of Regen are proc'ed as if it were the start of the creature's turn.


Negative

Bleeding (BLE)
Stacks of Bleeding are reduced by 1 per spell slot level of a single target heal. If the heal isn't a spell, it defaults to 1 stack reduced.
The spells Heal and Mass Heal will remove all stacks of Bleeding.
  • (I): A bleeding creature takes bleed damage at at the start of its first turn each round for the duration of the effect.
  • (III): The bleeding creature also takes bleed damage whenever they perform an action that involves STR or DEX.
  • (V): Whenever the bleeding creature takes bleed damage from performing an action involving STR or DEX, their bleed damage increases by 1 die, up to a maximum of 2x the number of stacks of Bleed. The bleeding can also no longer be dispelled using single-target healing, and must be attended to by a spell/action specifically designed to stop bleeding.
  • (VII): The bleeding creature gains disadvantage on all ability checks and saving throws, and takes additional Neurological damage equivalent to 20% of the bleed damage. The bleed effect's duration is infinite until dispelled.
  • (IX): A bleeding creature becomes KO'ed from blood loss. If immune to instant KO, the cap on the increasing die count of the damage roll is removed.
Blinded (BLI)
The spells Lesser Restoration, Aura of Purity, or Heal will decrement or halve the stacks of Blinded depending on the spell slot used.
The spells Heal or Mass Heal will remove all stacks of Blinded.
  • (I): A blinded creature can't see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • (III): The creature is completely visually blinded and debilitated, and cannot move easily. If they have no non-visual means of locomotion, their DEX-based AC is halved, and all DEX rolls are reduced by 1/4th.
  • (V): The creature's DEX-based AC is nullified, and all DEX rolls automatically fail.
  • (VII): The creature is psychically blinded, losing all senses. In addition to prior effects, they also take psychic damage equivalent to N Hit Dice at the start of their first turn each round, where N = the number of stacks of Blind.
  • (IX): The creature gains 2 stacks of Panic at the start of their first turn for each round they remain at Blinded (IX).
Bound (BND)
At the start of a Bound creature's turn, it can break free of the status effect by succeeding the STR check.
The spell Freedom of Movement will decrement or halve the stacks of Bound depending on the spell slot used.
  • (I): A bound creature cannot move, and cannot benefit from movement bonuses. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. The bound creature also has disadvantage on DEX saving throws.
  • (III): The bound creature loses all DEX-based AC.
  • (V): The bound creature takes Crushing damage each turn depending on the manner in which they are bound. Any physical attacks or skill checks by the creature automatically fail if they involve any bound body parts, with the exception of attempting to escape the bind (STR DC).
  • (VII): The bound creature’s internal organs are being crushed. The creature takes additional Neurological damage equivalent to 50% of the Crushing damage. Attempts to escape the bind are rolled at disadvantage, and all attacks and ability checks using INT, WIS, and CHR are also rolled at disadvantage. If they successfully pass the bind escape DC, the bind reduces by 1 tier instead.
  • (IX): The creature is knocked unconscious.
Burning (BRN)
Each turn spent in full-body contact with water halves stacks of Burning.
The spell Protection from Energy will decrement or halve the stacks of Burning depending on the spell slot used.
  • (I): A burning creature takes fire damage at the start of its first turn each round.
  • (III): At the start of its first turn each round, the burning creature must make a DC 10 WIS save to not gain a level of Panic. The burning creature will give 1 stack of Burning to any creature that ends its turn within 5 feet of it
  • (V): The DC to resist panic increases to 20. The creature's burn damage increases by 1 die each turn, up to a maximum of 2x the number of Burning stacks.
  • (VII): The DC to resist panic increases to 25. The burning creature gains disadvantage on all ability checks and saves.
  • (IX): The creature gains Stun (V) if they have less than 5 stacks of Stun, and they gain +2 stacks of Stun for each round they remain at Burning (IX).
Chilled (CHL)
Each turn spent in full-body contact with a significant source of heat halves stacks of Chilled.
The spell Protection from Energy will decrement or halve the stacks of Chilled depending on the spell slot used.
  • (I): A chilled creature takes cold damage at the start of its first turn each round.
  • (III): The chilled creature gains Fatigued (I), and an additional stack of Fatigue for each stack of Chilled above III.
  • (V): The chilled creature gains a stack of Freeze each turn they remain covered by water (or other liquid with a similar freezing temperature).
  • (VII): The chilled creature is so cold that moisture in the air freezes around them. Each turn, they gain a stack of Freeze.
  • (IX): The chilled creature gains Exhaustion (III), and two additional stacks of Exhaustion for each turn they remain at Chilled (IX).
Corrosion (COR)
The spell Protection from Biochemicals will decrement or halve the stacks of Corrosion depending on the spell slot used.
  • (I): A corroding creature takes acid damage at the start of its first turn each round.
  • (III): At the start of its first turn each round, the corroding creature must make a DC 15 WIS save to not gain a level of Panic.
  • (V): The DC to resist panic increases to 20. The creature's corrosion damage increases by 1 die each turn, up to a maximum of 2x the number of Corrosion stacks.
  • (VII): The DC to resist panic increases to 25. The corroding creature gains Disarm and Stagger equivalent to their Corrosion stacks.
  • (IX): The creature gains Stun (V) if they have less than 5 stacks of Stun, and they gain +2 stacks of Stun for each round they remain at Corrosion (IX).
Crippled (CRP)
Crippled stacks cannot be removed by any means except by the transition to a new phase of a fight.
Crippled creatures take an additional +50% damage per stack.
Deafened (DEAF)
The spells Lesser Restoration or Aura of Purity will decrement or halve the stacks of Deafened depending on the spell slot used.
The spells Heal and Mass Heal will remove all stacks of Deafened.
  • (I): A deafened creature can't hear and automatically fails any ability check that requires hearing.
  • (III): If the deafened creature has no other viable means of sensing and locomotion other than echolocation, they are inflicted with Blind stacks equivalent to their Deaf stacks.
  • (V): The deafened creature suffers extreme pain from their deafening, and takes psychic damage equivalent to N Hit Dice at the start of their first turn each round, where N = the number of stacks of Deaf.
  • (VII): The creature suffers auditory hallucinations, and remains at Panic (I) or higher so long as their Deaf stacks are at VII or greater.
  • (IX): The creature gains 2 stacks of Panic at the start of their first turn for each round they remain at Deafened (IX).
Decay (DEC)
Stacks of Decay and Regen cancel each other out 1 for 1.
The spell Aura of Life will decrement or halve the stacks of Decay depending on the spell slot used.
The spells Heal and Mass Heal will remove all stacks of Decay.
  • (I): A decaying creature is suffering from necrosis, and takes necrotic damage at the start of its first turn each round.
  • (III): The decaying creature only receives 50% as much healing as normal.
  • (V): The decaying creature suffers -5 in STR, DEX, and CON.
  • (VII): The decaying creature cannot be healed.
  • (IX): The decaying creature sustains 1 stack of Injury for each round they remain at Decay (IX).
Disarm (DSRM)
The spells Lesser Restoration or Aura of Purity will decrement or halve the stacks of Disarm depending on the spell slot used.
  • (I): A disarmed creature has their offensive capabilities hampered. The disarmed creature gains disadvantage on AC-based attack rolls.
  • (III): The disarmed creature has an increased nat failure range of 1-5 for AC-based attack rolls.
  • (V): The disarmed creature cannot deal critical damage on a crit proc (though it still procs crit-based effects).
  • (VII): The disarmed creature no longer benefits from attack to-hit modifiers for AC-based attack rolls.
  • (IX): The disarmed creature cannot make any offensive actions.
Diseased (DSEA)
The spells Lesser Restoration or Aura of Purity will decrement or halve the stacks of Diseased depending on the spell slot used.
The spells Heal and Mass Heal will remove all stacks of Diseased.
  • (I): A diseased creature takes disease damage at the start of their first turn each round, and has a chance to suffer other negative debuffs depending on the nature of the disease.
  • (III): Any creatures that end their turn within 5 feet of the diseased creature must make a DC 15 CON save at the start of their first turn each round. On fail, they gain a stack of Diseased.
  • (V): The diseased creature spreads their disease at a DC 20 CON save, and gains 1 stack of Poison at the start of their first turn each round.
  • (VII): The diseased creature spreads their disease at a DC 25 CON save with a 10 foot radius.
  • (IX): The diseased creature spreads their disease at a DC 40 CON save with a 20 foot radius.
Exhaustion (EXH)
The spell Greater Restoration will decrement the stacks of Exhaustion.

Some special abilities and environmental hazards such as starvation or the long-term effects of freezing or scorching temperatures can lead to a special condition called exhaustion. If an already exhausted creature suffers another effect that increase exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. Finishing a Long Rest reduces a creature's exhaustion level by 2, provided that the creature has also ingested some food and drink.
  • (I): The exhausted creature gains disadvantage on all ability checks.
  • (III): The exhausted creature's DEX rolls for movement are halved.
  • (V): The exhausted creature gains disadvantage on attack rolls and saving throws, and their HP maximum is halved.
  • (VII): The exhausated creature gains Stun (V).
  • (IX): The exhausted creature dies.
Fatigued (FTG)
Stacks of Fatigued are halved with each use of the Meditate action.
  • (I): The fatigued creature has overexerted themselves in combat, and suffers reductions of -1d4 in to-hit with all attacks per stack of Fatigue.
  • (III): The fatigued creature loses 10% ATK for attacks that directly involve their physical stamina (melee, psionics etc.) per stack above III.
  • (V): The fatigued creature rolls a d10 for each attack on their turn. If it lands above their stacks of Fatigue, they may make the attack as normal-- otherwise, the action is nullified.
  • (VII): The fatigued creature rolls 1d4 for each stack of Fatigue they have at the start of their turn. If any roll a 2 or lower, they gain a stack of Stagger. If any roll a 1 or lower, they gain a stack of Exhaustion.
  • (IX): The fatigued creature gains 2 stacks of Exhaustion per turn.
Freeze (FRZ)
Each round of full-body contact with direct flame or an equivalent heat source halves stacks of Freeze.
The spell Protection from Energy will decrement or halve the stacks of Freeze depending on the spell slot used.
  • (I): A frozen creature is considered to be under the effects of Stunned (V) and Stagger (I) (except to fire damage) while they have any stacks of Freeze. When the frozen creature sustains physical or fire damage, they lose a stack of freeze.
  • (III): The frozen creature no longer loses a stack of freeze to slashing or piercing attacks.
  • (V): The frozen creature no longer loses a stack of freeze to kinetic, bludgeoning, or crushing attacks.
  • (VII): The frozen creature no longer loses a stack of freeze to fire attacks. Additionally, the level of Stun and Stagger the creature is afflicted by is upgraded to VII and V respectively.
  • (IX): The frozen creature is knocked unconscious.
Ionized (ION)
The spell Protection from Energy will decrement or halve the stacks of Ionized depending on the spell slot used.
  • (I): An ionized creature takes Magnetic damage equivalent to the damage roll at the start of its first turn each round.
  • (III): Any electronic components on the ionized creature have a chance of glitching out. Whenever the creature attempts to make an action with one an electronic component, they must roll a 1d10. If it matches or exceeds the stack count of ionized, the action succeeds normally. Otherwise, it fails or otherwise has a different random effect.
  • (V): The ionized creature gains stacks of Shocked equivalent to half its stacks of Ionized, with half the damage roll.
  • (VII): The ionized creature's stacks of Shocked and their damage roll increase to match the stacks and damage roll of Ionized.
  • (IX): The ionized creature's Electric and Magnetic RES decrease by 30%. If the creature is electronic or robotic, the ionized creature gains 1 stack of Injury for each round they remain at Ionized (IX).
Irradiated (RAD)
The spell Protection from Energy will decrement or halve the stacks of Irradiated depending on the spell slot used.
  • (I): An irradiated creature takes Radiant damage equivalent to the damage roll at the start of its first turn each round.
  • (III): The irradiated creature becomes affected by radiation sickness, taking Necrotic damage at the start of its first turn each round equivalent to 10% of the Radiant damage roll per stack of Irradiated.
  • (V): The irradiated creature gains 5 stacks of Fatigue while they remain at Irradiated (V) or higher.
  • (VII): The irradiated creature takes Heat damage at the start of its first turn each round equivalent to 10% of the Radiant damage roll per stack of Irradiated.
  • (IX): The irradiated creature gains 1 stack of Injury for each round they remain at Irradiated (IX).
Poisoned (POI)
The spells Lesser Restoration, Aura of Purity, and Protection from Poison will decrement or halve the stacks of Poisoned depending on the spell slot used.
  • (I): A poisoned creature takes poison damage at the start of its first turn each round.
  • (III): The poisoned creature's body is failing, and all bonuses on attack rolls and ability checks that involve STR, DEX, and CON are reduced by 1/4th.
  • (V): The poisoned creature's body and mind are failing. All attack rolls and ability checks that involve STR, DEX, and CON are halved. All attack rolls and ability checks that involve INT, WIS, and CHR are reduced by 1/4th.
  • (VII): The poisoned creature takes the listed poison damage roll 1d4 times at the start of its first turn each round, and takes additional Neurological damage equivalent to half the Poison damage.
  • (IX): The poisoned creature takes the listed poison damage roll 1d4+2 times at the start of its first turn each round, and takes additional Neurological damage equivalent to half the Poison damage.
Prone (PRN)
At the start of the Prone creature's turn, if it makes the movement action to stand up, the condition will be ended.
  • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. Any Guard or Parry actions it has readied are removed.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
  • If a creature is knocked prone, it may stand up at a DC 10 DEX save. With each failed save, the DC decreases by 5.
Shocked (SHK)
The spells Protection from Energy, Lesser Restoration, and Aura of Purity will decrement or halve the stacks of Shocked depending on the spell slot used.
The spell Power Word: Heal will remove all stacks of Shocked.
  • (I): A shocked creature takes lightning damage at the start of its first turn each round, as well as rolling a d4. If the d4 lands 1, the creature gains 1 stack of Stun. Stun stacks gained this way have no charge count, and disappear only when Shocked is cleansed from the creature.
  • (III): The creature gains a stack of Stun if the d4 rolls 3 or lower.
  • (V): The creature gains 1 stack of stun each round, an additional stack of Stun if the d4 rolls 3 or lower, a stack of Burn if the d4 rolls 2 or lower, and a stack of Panic if the d4 rolls 1. The creature also takes additional Neurological damage equivalent to half the Shocked damage.
  • (VII): The creature gains 6 stacks of Stun, 4 stacks of Burn, and 2 stacks of Panic. The creature also takes additional Neurological damage equivalent to half the Shocked damage.
  • (IX): The creature is knocked unconscious.
Stagger (STG)
Stacks of Stagger are halved for each use of the Meditate action.
Stacks of Stagger and Brave or Honed will negate each other 1 for 1.
The spell Stoneskin will decrement or halve the stacks of Stagger depending on the spell slot used.
The spells Greater Restoration and Power Word: Heal will remove all stacks of Stagger.
  • (I):
  • A staggered creature's posture has been broken, leaving them vulnerable to critical hits. The next attack against the creature is guaranteed to be a critical hit, and any prepared Dodge/Parry/Guard actions are removed.
  • (III):
  • The next attack against the staggered creature will grant Stunned (I) for 1 round.
  • (V): The creature's posture has been totally broken, and they must make a DC 15 CON save to regain it. All attacks against the creature gain 1 additional free crit. The creature automatically succeeds the save if they are not damaged for 1 round, losing a stack of Stagger.
  • (VII): All attacks against the creature inflict 1 additional stack of Stun at a 50% chance.
  • (IX): Each successive attack against the creature inflicts 1 additional stack of Stun.
Stuffed (STF)
Consuming food and consumables will grant the consumer the Stuffed debuff for a number of rounds, which prevents them from using certain consumables until the debuff expires. This debuff can only be dispelled by specific abilities that directly target the Stuffed debuff, and is exempt from other physical-debuff-removing effects.
Stunned (STN)
The spells Lesser Restoration and Aura of Purity will decrement or halve the stacks of Stunned depending on the spell slot used.
The spell Power Word: Heal will remove all stacks of Stunned.
  • (I): Bouts of paralysis inhibit the stunned creature's movement. At the start of its turn, if the creature has any charges of Stun, they remove one charge and make a DC 15 CON save. On a success, they continue their turn as normal. On a fail, their turn this round is delayed by a number of turns equivalent to half of the number of combatants in the turn order (min 1). Attempting any actions outside of their turn while Stunned will also require the above CON save, with DC increasing by 5 for each attempted action outside their turn, before resetting to the base amount at the start of their turn or when they fail the save. Success allows the action like normal, failure nullifies it.
  • (III): The stun CON DC is increased to 20. On a failed Stun save, the creature both automatically fails STR and DEX saving throws and attacks against the creature gain advantage until the creature's next turn.
  • (V): The stun CON DC is increased to 25, and the creature gains disadvantage on CON saving throws. On a failed Stun save, all DEX-based or movement-based AC of the creature is nullified. Additionally, on a failed Stun save the creature's turn is delayed by 1 round instead of half a round.
  • (VII): The stun CON DC is increaed to 30. On a successful Stun save, the creature's turn is delayed by half a round. On a failed save, the creature's turn is delayed by 1 round, and all of the creature's movements including heartbeat are stopped. If the physiology of the creature requires movement of any sort, they take (6-CON)HD damage (min 1 HD) per turn that passes while they have 7 or more stacks of Stun.
  • (IX): The creature is knocked unconscious. If immune, they instead automatically fail all STR/DEX/CON rolls of any kind.
Suffocation (SUF)
  • (I): A suffocating creature is taking damage through deprivation of resources essential for their functioning, such as oxygen for biological creatures or ether for certain types of etheric constructs. At the start of its turn, the creature takes Neurological damage, dealing damage greater than or equal to 1% of the creature's maximum HP, regardless of resistances.
  • (III): The minimum neurological damage the target takes increases to 5% of the creature's maximum HP.
  • (V): The minimum neurological damage the target takes increases to 10% of the creature's maximum HP.
  • (VII): The minimum neurological damage the target takes increases to 20% of the creature's maximum HP.
  • (IX): The minimum neurological damage the target takes increases to 40% of the creature's maximum HP.
Unconscious (UCO)
If a target is Unconscious due to physical strain, a single-target healing spell will dispel the status effect.
If a target is Unconscious due to mental infliction, the spell Greater Restoration will dispel the status effect.
If a target is Unconscious due to a magical effect, the spell Remove Curse will dispel the status effect.
  • An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • The creature drops whatever it’s holding and falls prone.
  • creature automatically fails STR and DEX saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature gains a -19 crit modifier if the attacker is within 5 feet of the creature.

Mental

Positive

Brave (BRV)
Stacks of Brave and Stagger will negate each other 1 for 1.
The spell Psychic Crush will decrement or halve the stacks of Brave depending on the spell slot used.
The spells Power Word: Pain, Power Word: Stun, Weird, and Psychic Scream will remove all stacks of Brave.
  • (I): A brave creature is honed and ready for combat, rendering it immune to being critically hit.
  • (III): The brave creature's crit range gains a -5 modifier.
  • (V): The crit range of the Brave creature's attacks is further reduced to -10.
  • (VII): The crit range of the Brave creature's attacks is further reduced to -20, granting an automatic crit.
  • (IX): The Brave creature's attacks roll maximum damage.
Morale (MOR)
Stacks of Frightened or Panic will negate stacks of Morale 1 for 1.
The spell Psychic Crush will decrement or halve the stacks of Morale depending on the spell slot used.
The spells Power Word: Pain, Weird, and Psychic Scream will remove all stacks of Morale.
  • (I): A creature is imbued with the will to fight on. When at 50% HP or above, any attack that would've put the creature at 0 HP or below instead puts them at 1 HP.
  • (III): The creature with morale now remains at 10% HP instead of 1 HP.
  • (V): The creature with morale only takes half the normal stacks of Frighten and Panic when applied.
  • (VII): The creature with morale remains at 20% HP instead of 10%.
  • (IX): The creature with morale gains immunity to Frighten and Panic.

Negative

Amnesia (AMN)
Stacks of Amnesia are reduced by 1 for each use of the Meditate action.
The spell Intellect Fortress will decrement or halve the stacks of Amnesia depending on the spell slot used.
The spells Greater Restoration and Mind Blank will remove all stacks of Amnesia.
  • (I): A creature afflicted with amnesia forgets portions of their memory. The creature is unable to use any skills, spells, or abilities of Exotic rarity or higher (excludes Mythic, Sanctified, and Aberrant rarities).
  • (III): The rarity threshold that amnesia applies to decreases to Legendary.
  • (V): The rarity threshold that amnesia applies to decreases to Rare.
  • (VII): The rarity threshold that amnesia applies to decreases to Uncommon.
  • (IX): The rarity threshold that amnesia applies to decreases to Basic.
Anger (ANG)
Stacks of Anger are reduced by 1 with each use of the Meditate action.
The spell Calm Emotions will decrement or halve the stacks of Anger depending on the spell slot used.
The spell Mind Blank will remove all stacks of Anger.
  • (I): An angry creature is overcome with rage, strengthening their attacks but lowering their defenses. Attacks against the creature gain advantage, and attacks made by the creature against the target of their anger gain advantage.
  • (III): The angry creature’s attacks gain an increase of +1 to-hit for each stack of Anger. Attacks against the angry creature gain an increase of +1 to-hit for each stack of the creature’s Anger
  • (V): The angry creature gains a bonus critical hit on the target of their anger. All attacks against the angry creature gain a bonus critical hit.
  • (VII): The angry creature gains a +50% boost to ATK. The angry creature gains a -50% penalty to DEF. Additionally, the angry creature's STR, DEX, and CON are doubled, while its INT, WIS, and CHA are halved.
  • (IX): The angry creature gains 2 stacks of Overwhelmed per round. The angry creature gains immunity to Panic, Charm, and Confusion.
Charmed (CHRM)
The spells Calm Emotions and Aura of Purity will decrement or halve the stacks of Charmed depending on the spell slot used.
The spells Greater Restoration, Power Word: Heal, and Mind Blank will remove all stacks of Charmed.
  • (I): A charmed creature can't attack the charmer or target the charmer with harmful abilities and magical effects.
  • (III): The charmer has advantage on any ability check to socially interact with the charmed creature.
  • (V): The charmed creature completely obeys the commands of the charmer, barring anything involving self-harm or harming a very close loved one (or treasured possessions). Any attempt to disobey the charmer is rolled at double disadvantage. At the start of the charmed creature's first turn each round, it must make a DC 25 CHA save, with the DC increasing by 5 every 2 stacks of Charm. On a success, it makes its turn normally. On a fail, only the effects of Charmed up to tier III apply.
  • (VII): The charmed creature completely obeys the commands of the charmer with no exceptions, and is functionally speaking mind controlled.
  • (IX): The effects of the charming spell are so strong that they alter the memories and feelings of the charmed target, causing them to be madly infatuated with the charmer even after the spell ends. Typically only reversible through psychic therapy, such as Mindwalking.
Confused (CNF)
The spell Intellect Fortress will decrement or halve the stacks of Confused depending on the spell slot used.
The spell Mind Blank will remove all stacks of Confused.
  • (I): A confused creature cannot tell friend from foe. At the start of its first turn each round, it must make a DC 15 INT save, with the DC increasing by 5 every 2 stacks of Confusion. On a success, it makes its turn normally. On a fail, when targeting an enemy or ally, roll a d4. On a 1, the target changes to a random one of the opposite type as intended.
  • (III): The confused creature will target the incorrect target on a 2 instead of a 1.
  • (V): The confused creature will use a random skill against a random target on a 3 or lower.
  • (VII): The confused creature will use a random action on its turn, including consuming items.
  • (IX): The confused creature is convinced its allies are its enemies, and will attack them while aiding the enemy.
Dazed (DAZ)
The spell Intellect Fortress will decrement or halve the stacks of Dazed depending on the spell slot used.
The spell Mind Blank will remove all stacks of Dazed.
  • (I):
  • A dazed creature feels lightheaded and has their reflexes and spatial processing hampered. At the start of its first turn each round, it must make a DC 15 WIS save; with the DC increasing by 5 every 2 stacks of Dazed. On a success, it makes its turn normally. On a fail, the creature loses 1 AA on its turn, and any bonus actions or reactions it takes have a 1d4 chance of failing. The creature also has a penalty to its DEX equivalent to stacks of Dazed.
  • (III): The creature loses 1 TA and 1 AA on its turn, and any bonus actions or reactions it takes have a 1d2 chance of failing.
  • (V): The creature only has 1 TA and 1 AA on its turn, is limited to 1 BA outside its turn, and cannot take reactions. It also gains 1 stack of Amnesia, with a 1d2 chance of gaining an additional stack at the start of its turn.
  • (VII): The creature only has 1 AA on its turn, and cannot act outside its turn. Its stacks of Amnesia increase to III.
  • (IX): The creature only has 1 TA on its turn, and gains 1d2 stacks of Amnesia on its turn.
Drunk (DRK)
The spell Intellect Fortress will decrement or halve the stacks of Drunk depending on the spell slot used.
The spell Mind Blank will remove all stacks of Drunk.
  • (I): A creature is under the influence of alcohol. They gain disadvantage on all DEX ability checks, but gain advantage on all CHA ability checks.
  • (III): The drunk creature gains disadvantage on all rolls that use DEX. The drunk creature gains advantage on rolls that use CHA.
  • (V): The drunk creature gains disadvantage on all rolls that use WIS and INT. The drunk creature gains advantage on all rolls that use STR and CON.
  • (VII): The drunk creature gains 1 stack of Stun per round.
  • (IX): The drunk creature gains 1 stack of Poison per round.
Frightened (FRGH)
Stacks of Frightened are reduced by 1 with each use of the Meditate action.
Stacks of Morale will negate stacks of Frightened 1 for 1.
The spells Calm Emotions, Aura of Purity, and Beacon of Hope will decrement or halve the stacks of Frightened depending on the spell slot used.
The spells Power Word: Heal and Mind Blank will remove all stacks of Frightened.
  • (I): A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • (III): The frightened creature cannot willingly move towards the source of its fear.
  • (V): The frightened creature suffers a -3 penalty to WIS, INT, and CHA, as well as a +3 boost to DEX.
  • (VII): The frightened creature automatically fails on attack rolls against the source of its fear, and automatically fails ability checks that don't involve defensive actions against the source of its fear.
  • (IX): The frightened creature loses control of themselves, and automatically gains 4 stacks of Panic.
Hacked (HAK)
The Hacked status effect only applies to constructs, and functions the same as Mind Control for non-constructs.
Mind Control (MCO)
The spells Mental Barrier, Intellect Fortress, and Thought Shield will decrement or halve the stacks of Mind Control depending on the spell slot used.
The spell Mind Blank will remove all stacks of Mind Control.
  • (I): A mind controlled creature's conscious control of their body is being usurped by the controller. At the start of each of their turns each round, they must make a WIS save against a DC determined by the manner in which they were mind controlled. On a success, they make their turn normally. On a fail, the controller gains the ability to make 1 action for them that turn, so long as it does not cause harm to themselves or close loved ones. While mind controlled, the controller cannot read the thoughts and memories of the target; the target merely acts and behaves like a puppet or zombie.
  • (III): On a failed WIS save, the controller gains full control of all the afflicted creature's actions for that turn.
  • (V): On a failed WIS save, the controller gains full control of all the afflicted creature's actions for the rest of the round. Additionally, the mind controlled creature gains disadvantage on the WIS roll to break free of mind control.
  • (VII): The mind control begins entering the victim's subconscious, granting telepathy to the controller. The victim acts very similar to how they normally would in terms of mannerisms, unless directed otherwise by the controller.
  • (IX): The mind controlled creature is totally enthralled by the controller, and can no longer break free without external help. The controller gains full access and knowledge of the contents of the victim's mind.
Overwhelmed (OWH)
Stacks of Overwhelmed are reduced by 1 for each use of the Meditate action.
The spells Calm Emotions, Intellect Fortress, and Beacon of Hope will decrement or halve the stacks of Overwhelmed depending on the spell slot used.
The spell Mind Blank will remove all stacks of Overwhelmed.
  • (I): A creature's mental state is deteriorating. The creature takes psychic damage at the start of its first turn each round.
  • (III): The creature gains -1 to their INT, WIS, and CHA for each stack of Overwhelmed.
  • (V): The creature's psychic damage resistance is reduced by 5% for each stack of Overwhelmed.
  • (VII): The creature gains disadvantage on rolls that involve INT, WIS, and CHA.
  • (IX): The creature immediately gains 5 stacks of Panic, and gains an additional stack of Panic each round.
Panic (PNC)
Stacks of Morale and Panic will negate each other 1 for 1.
The spell Beacon of Hope will decrement or halve the stacks of Panic depending on the spell slot used.
The spells Greater Restoration and Mind Blank will remove all stacks of Panic.
  • (I): A panicked creature loses all control of their actions. At the start of their first turn each round, they must make a DC 15 CHA save to break free of panic and act normally, reducing Panic stacks by 1. Otherwise, they roll a d4: on a 1 or 2, they cower and do nothing. On a 3, they attempt to flee the source of the panic, or otherwise run around randomly. On a 4, they attempt to attack / use a skill or item against a random target.
  • (III): The panicked creature takes psychic damage each round equivalent to N+(6-WIS)d10 (minimum 1d10), where N = the number of stacks of Panic. The DC to break free of panic increases to 20.
  • (V): The die used for the psychic damage roll increases to a d20 from a d10. The DC to break free of panic increases to 25, and the creature's psychic damage resistance is reduced by 5% for each stack of Panic.
  • (VII): The panicked creature becomes extremely unstable. On the d4 roll: if they roll a 1, they run around randomly. On a 2, they attack a random target. On a 3, they attack any ally or themselves. On a 4, they use an offensive skill against an ally or themselves. The DC to break free of panic increases to 30.
  • (IX): The creature's mind has shattered. At the start of their turn, they roll a d4: If they roll a 1 or 2, they viciously begin attacking and maiming themselves. If they roll a 3 or 4, they viciously begin attacking and maiming allies. The DC to break free of panic increases to 35.
Sleep (SLP)
The spells Greater Restoration, Power Word: Heal, and Mind Blank will remove all stacks of Sleep.
  • (I): A sleeping creature makes a DC 20 WIS roll at the start of their first turn each round to wake up and act normally-- otherwise, their turn is skipped. If they take any damage that isn't psychic, they immediately wake up.
  • (III): The sleeping creature takes +10% additional Psychic damage for each stack of Sleep they have.
  • (V): The sleeping creature automatically fails any roll against other mental status effects while asleep. The DC to wake up also increases to 25.
  • (VII): The sleeping creature cannot be woken up by taking damage, and the DC to wake up increases to 30.
  • (IX): The sleeping creature's mental barriers are heavily weakened, rendering them susceptible to special mindwalking techniques.

Magical

Positive

Ascension (ASC)
The spell Dispel Magic will decrement or halve the stacks of Ascension depending on the spell slot used.
The spell Antimagic Field will remove all stacks of Ascension.
  • (I): Can only be applied on a KO'ed creature. If this buff expires naturally, the creature is revived to 1 HP, counting as a revive for the purposes of triggering revive-based effects.
  • (III): The creature is revived to 25% HP instead of 1.
  • (V): The creature is revived to 50% HP.
  • (VII): The creature is revived to 100% HP.
  • (IX): The creature is revived to 100% HP and gains temp HP equivalent to 50% of their max HP.
Auto-Revive (AUR)
The spell Dispel Magic will decrement or halve the stacks of Auto-Revive depending on the spell slot used.
The spell Antimagic Field will remove all stacks of Auto-Revive.
  • (I): When the creature's HP drops to 0, they automatically revive to 1 HP, preserving all positive buffs they had before they were KO'ed. This does not count as a KO for KO-based effects such as counting the remaining Lives, but it does count as a revive for revive-based effects.
  • (III): The creature is revived to 25% HP instead of 1.
  • (V): The creature is revived to 50% HP.
  • (VII): The creature is revived to 100% HP.
  • (IX): The creature is revived to 100% HP and gains temp HP equivalent to 50% of their max HP.
Ethercharge (ETC)
The spell Dispel Magic will decrement or halve the stacks of Ethercharge depending on the spell slot used.
The spell Antimagic Field will remove all stacks of Ethercharge.

When the Ethercharge buff expires naturally on a creature, they will regain a spell slot equivalent to the tier of the Ethercharge buff.
Lucky (LCK)
The spell Dispel Magic will decrement or halve the stacks of Luck depending on the spell slot used.
The spell Antimagic Field will remove all stacks of Luck.
  • (I): Charges of Luck cancel the effects of your own Nat 1s, consuming 1 charge per nat 1.
  • (III): Charges of Luck cancel the effects of opponent Nat 20s, consuming 1 charge per nat 20.
  • (V): Charges of Luck can be used as a Stroke of Luck to convert your attacks and saves to nat 20.
  • (VII): Charges of Luck can be used to convert any roll to maximum.
  • (IX): Charges of Luck can be used to proc bonus crits on attacks.
Invisible (INVS)
The spell Dispel Magic will decrement or halve the stacks of Invisible depending on the spell slot used.
The spell Antimagic Field will remove all stacks of Invisible.
  • (I): An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or tracks it leaves. Attacks against the creature have disadvantage, and the creature's attack rolls have advantage.
  • (III): The invisible creature does not leave any physical traces of itself, or make any sound/odor/etc. Items that the creature is carrying are also invisible.
  • (V): The invisible creature is mildly antimemetic, causing any creature that detects it for 10 seconds or less to automatically forget that they saw it at a DC 20 WIS save.
  • (VII): The invisible creature's antimemetic effect is enhanced to 30 seconds at a DC 25 WIS save.
  • (IX): The invisible creature is completely undetectable, including via magical/spiritual means, except by a DC 30 Arcana check (can be higher or lower at the DM's discretion).
Invulnerable (INVL)
The spell Dispel Magic will decrement or halve the stacks of Invulnerable depending on the spell slot used.
The spell Antimagic Field will remove all stacks of Invulnerable.
  • (I): An invulnerable creature is empowered with powerful magic that prevents them from losing any HP or THP.
  • (III): The invulnerable creature is immune to negative status effects.
  • (V): The invulnerable creature's Ability Stats cannot be inhibited in any way.
  • (VII): The invulnerable creature's Combat Stats cannot be inhibited in any way.
  • (IX): Anything the creature is wearing or holding also gains the traits of its invulnerability.

Negative

Brittle (BRI)
The spell Remove Curse will decrement or halve the stacks of Brittle depending on the spell slot used.
The spells Greater Restoration and Antimagic Field will remove all stacks of Brittle.
  • (I): A brittle creature's body is filled with hazardous magic. Whenever the creature makes an attack roll or uses an ability/spell that has a DC requirement, they take 25% of the to-hit or DC as epithymic damage.
  • (III): The brittle creature takes half damage instead of 25%.
  • (V): The brittle creature takes full damage instead of half.
  • (VII): The brittle creature takes double damage instead of full.
  • (IX): The brittle creature takes brittle damage at a 1d4 chance at the start of each combatant's first turn each round.
Desynchronized (DSY)
The Desynchronized status effect cannot be removed by normal means.
Exclusive to SBRs, the Desynchronized status effect prevents the affected resonant from swapping with any of their off-field resonants for its duration.
Doom
The spells Remove Curse or Death Ward will decrement or halve the stacks of Doom depending on the spell slot used.
The spells Greater Restoration and Antimagic Field will remove all stacks of Doom.
  • (I): A doomed creature will take Thanatonic damage at the start of their turn equivalent to the damage roll, and will have their HP reduced to 0 if this debuff expires naturally.
  • (III): At the start of the doomed creature's first turn each round, roll a d4. If a 1, the creature's HP is reduced to 0.
  • (V): The creature's HP is reduced to on a 2 or lower of the d4.
  • (VII): The creature's HP is reduced to 0 on a 3 or lower of the d4.
  • (IX): The creature's HP is reduced to 0 at the start of their next turn.
Entangled (ENT)
The spell Remove Curse will decrement or halve the stacks of Entangled depending on the spell slot used.
The spells Greater Restoration and Antimagic Field will remove all stacks of Entangled.
  • (I): An entangled creature is linked at a quantum level with other entangled targets. All creatures within line of sight of each other take quantum damage (or heal if the damage roll is negative) equivalent to the damage roll at the start of any of their turns.
  • (III): When an entangled creature's HP changes, all other entangled creatures' HP changes equivalent to 10% of the change.
  • (V): The HP change shared by entangled creatures increases to 25%.
  • (VII): The HP change shared by entangled creatures increases to 50%.
  • (IX): The HP change shared by entangled creatures increases to 100%. Any buffs or debuffs an entangled target has are shared with all entangled targets.
Petrified (PTR)
The spell Remove Curse will decrement or halve the stacks of Petrified depending on the spell slot used.
The spells Greater Restoration and Antimagic Field will remove all stacks of Petrified.
  • (I): A petrified creature is transformed, along with any non-magical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of 10, and it ceases aging. The creature is incapacitated, can't move or speak, and is unaware of its surroundings (unless they possess a special ability that lets them have an out-of-body experience). The creature is considered stunned, and its PC is changed to that of the material. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
  • (III): The petrified creature's condition is causing damage to the link between its soul and its body, dealing N*(6-WIS)d10 thanatonic damage per turn (minimum 1d10), where N = the number of stacks of Petrified.
  • (V): The die on the damage roll increases from d10 to d20.
  • (VII): The petrified creature's condition is starting to worsen, and they now require magic-dispelling spell of Legendary rarity or higher in order to break free of the status effect.
  • (IX): The petrified creature's body is becoming permanently transformed, granting them permanent injuries.
Silenced (SIL)
The spell Remove Curse will decrement or halve the stacks of Silenced depending on the spell slot used.
The spells Greater Restoration and Antimagic Field will remove all stacks of Silenced.
  • (I): A silenced creature cannot speak, and cannot use any spells that require a vocal component and are of spell slot level 6 or higher.
  • (III): The silenced creature cannot use any spells that require a vocal component.
  • (V): The silenced creature cannot use any spells that require a somatic component of spell slot level 6 or higher.
  • (VII): The silenced creature cannot use any spells that require a somatic component.
  • (IX): The silenced creature cannot use any spells or magical abilities.
Siphon (SIP)
The spell Remove Curse will decrement or halve the stacks of Siphon depending on the spell slot used.
The spells Greater Restoration and Antimagic Field will remove all stacks of Siphon.
  • (I): A siphoned creature is afflicted with a magical spell that drains their power and grants it to those who attack them. The first creature to damage the siphoned creature each round makes a bonus 1d4 Ult roll.
  • (III): Each creature that damages the siphoned creature makes a bouns 1d4 Ult roll the first time they damage it each round.
  • (V): Each creature that damages the siphoned creature makes a bonus 1d4 Ult roll the first two times they damage it each round.
  • (VII): The Ult roll increases from a d4 to a d6.
  • (IX): Each creature that damages the siphoned creature makes a bonus 1d6 Ult roll the first three times they damage it each round.
Spacewarped (SPC)
The spell Remove Curse will decrement or halve the stacks of Spacewarped depending on the spell slot used.
The spells Greater Restoration and Antimagic Field will remove all stacks of Spacewarped.
  • (I): A spacewarped creature is affected by space-altering magic. The creature takes spatial damage equivalent to the damage roll at the start of its turn, and randomly teleports to an adjacent location within 5ft. If the teleportation merges the creature into an object, they are shunted back out, proc'ing the damage roll an additional time. The maximum distance a spacewarped creature randomly teleports increases by 5ft for every stack of spacewarped they have.
  • (III): Whenever a spacewarped creature attempts to move, they must roll a 1d10. If the roll matches or exceeds the stack count of spacewarped, they move normally. Otherwise, the direction they move deviates by an amount determined by 1d8.
  • (V): Whenever a spacewarped creature makes a ranged attack or spell, they are subjected to the same random direction change process as an attempted movement.
  • (VII): Whenever a spacewarped creature makes a melee attack or spell, they are subjected to the same random direction change process as an attempted movement.
  • (IX): A spacewarped creature's damage roll is proc'ed whenever they move or are moved by 5 feet.
Thrymmotic Degeneration (TDEG)
Thrymmotic Degeneration cannot be dispelled by any means, except for completion of the current phase of a fight.
  • (I): A creature suffering Thrymmotic Degeneration is having their very lifeforce be burned up. At the start of each turn, they lose 10% of their Max HP.
  • (III): The degenerating creature loses 20% of their Max HP at the start of their turn.
  • (V): The degenerating creature loses 40% of their Max HP at the start of their turn.
  • (VII): The degenerating creature loses 80% of their Max HP at the start of their turn.
  • (IX): The degenerating creature loses 100% of their max HP at the start of their turn. If they are KO'ed as a result, they cannot be revived for the rest of the phase.

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