EFFECTS RULES - BASIC
CATEGORY: STATUS EFFECTS
| # | NAME OF EFFECT | WHAT EFFECT DOES (Detailed Mechanics) | HOW TO INFLICT EFFECT (Sources / Triggers) |
|---|---|---|---|
| 1 | Stunned | Cannot act or defend for 1dX round; drops held items. | Blunt impacts, lightning strikes, concussive spells. |
| 2 | Paralyzed | Body frozen; can breathe and see but cannot move. | Poison, petrification, shock magic. |
| 3 | Blinded | -1dX to all attack rolls, ranged impossible, movement halved. | Flash effects, sand, acid, radiant bursts. |
| 4 | Deafened | Cannot hear speech or cues; -3 to initiative and DEX checks. | Explosions, shockwaves, sound traps. |
| 5 | Silenced | Cannot speak, cast, or shout commands. | Cursed zones, gag spells, ley suppression fields. |
| 6 | Immobilized | Movement reduced to 0 but may attack within reach. | Entangling roots, webs, magnetic fields. |
| 7 | Disoriented | -4 to hit, 25% chance to miss randomly. | Spinning strikes, explosive force, sonic waves. |
| 8 | Fatigued | -1dX to all rolls; requires full rest to remove. | Long travel, starvation, overuse of magic. |
| 9 | Weakened | STR and CON halved temporarily. | Disease, poison, necrotic magic. |
| 10 | Encumbered | Movement halved; DEX-based checks fail automatically. | Overburdened inventory, heavy armor, sludge terrain. |
| 11 | Enraged | Must attack nearest target; +2 STR, -3 AC. | Rage potions, berserk effects, demonic possession. |
| 12 | Cursed Focus | Can only attack one declared enemy; all others ignored. | Hexes, duelist’s vows, cursed weapons. |
| 13 | Frozen | Covered in ice; takes 4x crushing damage. | Frost spells, cold traps, ley storms. |
| 14 | Burning | 1dX fire damage per round until extinguished. | Fire traps, explosions, acid-alchemic mixtures. |
| 15 | Dazed | -2 to all rolls, cannot perform reactions. | Impact shock, sonic stun, or blinding pain. |
| 16 | Poisoned | 1dX HP loss per round for 5 rounds. | Venom, toxic gas, poisoned weapons. |
| 17 | Bleeding | 1dX HP loss per round; stacks up to X times | Sharp weapons, piercing hits, broken glass. |
| 18 | Nauseated | Cannot eat or drink; -2 CON; spellcasting interrupted. | Stench, disease, toxic miasma. |
| 19 | Suffocating | 1d6 HP per round, dies after 6 rounds without air. | Drowning, gas, crushed throat. |
| 20 | Diseased | Lose 1 CON daily until cured. CON 0 = death | Filth, infected creatures, or magical plagues. |
| 21 | Slowed | Movement halved, initiative -X. | Cold, paralysis, ley drag. |
| 22 | Hastened | Movement doubled, DEX +2, but fatigue follows after 1 minute. | Speed elixirs, ley burst spells. |
| 23 | Invisible | Cannot be seen without magic; attacks made reveal position. | Cloaking spells, shadow oil, faye trances. |
| 24 | Levitating | Hover 5’–10’ above ground, immune to terrain traps. | Arcane spells, ley relics, psionics. |
| 25 | Grounded | Cannot fly or levitate; lightning resistance +4. | Heavy armor, grounding runes, gravity surge. |
| 26 | Confused | Acts unpredictably, attacks allies randomly. | Mind spells, psychic bursts, chaotic zones. |
| 27 | Charmed | Views one creature as ally for X amount of time | Faye touch, charm spells, pheromone beasts. |
| 28 | Dominated | Mind controlled; obeys mental orders without resistance. | High-level charm, demonic possession. |
| 29 | Pacified | Cannot perform aggressive actions. | Holy aura, divine truce fields, pacify chants. |
| 30 | Sleeping | Unconscious, helpless until struck or awakened. | Sleep spells, exhaustion, gas. |
| 31 | Drunk | -4 DEX, +2 CHA, rolls random direction when running. | Alcohol, toxins, cursed brews. |
| 32 | Semi - Muted | Speech partially impeded; spellcasting 50% failure. | Vocal strain, throat injury, gag curses. |
| 33 | Severed Spirit | Cannot heal from magic; death saves -4. | Soul rift exposure, cursed relics. |
| 34 | Gravity Flux | Floats involuntarily, loses ground defense. | Ley anomalies, rift storms. |
| 35 | Rooted | Bound to terrain, cannot move but gains +2 AC. | Earth magic, faye vines. |
| 36 | Amplified Pain | Damage received +100%. | Torture curses, psychic afflictions. |
| 37 | Shielded | +X AC, but speed halved. | Arcane wards, divine bubbles. |
| 38 | Reflective | 10% chance to reflect spells back at caster. | Enchanted mirror armor, ley resonance. |
| 39 | Magnetized | Metal weapons stick to target; attackers +6 to hit. | Magnetic field, ley storm residue. |
| 40 | Hexed | -X to all rolls, curse aura visible as dark fog. | Witches, necromancers, black runes. |
| 41 | Blessed | +2 to all rolls, faint glow visible. | Cleric blessings, relic prayers. |
| 42 | Weighed Down | Feels immense pressure; all rolls -1, speed halved. | Underwater, void gravity, cursed burden. |
| 43 | Airless | Cannot speak or cast, CON save every round or faint. | Void zones, ley rifts, space exposure. |
| 44 | Pierced Mind | INT -3, each mental action causes 1 psychic damage. | Mind leeches, telepathic attacks. |
| 45 | Hallucinating | Sees false enemies or terrain; 50% chance to target illusion. | Toxins, faye illusions. |
| 46 | Soul-Bound | Cannot move more than 30’ from binding object. | Binding spells, necromantic anchors. |
| 47 | Marked | Hostile creatures prioritize attacking you. | Curse mark, divine judgment. |
| 48 | Sanctified | Immune to demonic corruption for 1 day. | Holy rituals, relic blessings. |
| 49 | Corrupted | Becomes vulnerable to holy damage, aura distorts. | Ley corruption, void rituals. |
| 50 | Temporal Distortion | Skips every other round (acts one, skips one). | Time runes, chrono glyphs. |
| 51 | Empowered | +2 STR, +2 DEX, lasts 3 rounds then fatigued. | Battle adrenaline, ley infusion. |
| 52 | Drained | Max HP reduced by 25% until full rest. | Vampiric attacks, blood magic. |
| 53 | Inspired | Next action automatically succeeds if plausible. | Rallying speech, bardic chant, divine favor. |
| 54 | Muted Echo | Cannot hear self; concentration spells -10. | Deep caves, ley resonance. |
| 55 | Anchored | Cannot be teleported or banished. | Heavy runes, grounding spells. |
| 56 | Banished | Sent to another plane for 1d4 rounds. | Rift magic, divine intervention. |
| 57 | Spectral | Corporeal body fades; immune to normal attacks, takes double from magic. | Ghost curses, transformation rites. |
| 58 | Reversed Gravity | Floats upward 10’ per round until anchored. | Void anomalies, ley detonation. |
| 59 | Crippled | One limb unusable, | Injury, fracture, or trap. |
| 60 | Inspired Rage | +4 STR, immune to fear, but cannot defend or flee. | Blood rites, berserker chants. |
| 61 | Hopeless | Refuses all aid, morale 0, must be convinced to fight. | Mental collapse, despair curse. |
| 62 | Focused | +3 to hit, -2 AC (ignores defense). | Warrior stance, combat trance. |
| 63 | Cauterized | Wounds sealed, immune to bleeding in wound | Fire magic, burn treatment. |
| 64 | Warded | +4 vs spells for 1 hour. | Cleric rites, arcane sigils. |
| 65 | Drained Mind | -4 INT, forgets active spellcasting. | Psychic backlash, curse of memory. |
| 66 | Inverted | Healing harms, damage heals. | Ley inversion, dark curse. |
| 67 | Hollowed | Immune to fear, cannot feel joy or empathy. | Long exposure to void corruption. |
| 68 | Shattered Nerves | Every loud sound causes -1 to all rolls for 1 minute. | Trauma, thunder magic. |
| 69 | Shifting Vision | Enemies flicker; 20% miss chance. | Optical magic, phase distortion. |
| 70 | Petrified | Turned to stone; helpless until reversed. easily broken | Basilisk gaze, curse relics. |
| 71 | Transparent | Semi-invisible; attacks +2 to hit, defense -2. | Light refraction spells, phase cloaks. |
| 72 | Feral Mind | Intelligence halved, gains +2 STR and +2 DEX. | Beast blood infection, lycanthropy. |
| 73 | Luminous | Emits bright light 20’; stealth impossible. | Radiant blessing, divine mark. |
| 74 | Shadowed | Moves in dim light, gains +3 stealth. | Darkness spells, corruption aura. |
| 75 | Frozen Fear | Cannot move when observed. | Paralyzing gaze, fear runes. |
| 76 | Pacified Aura | Enemies near you cannot attack first. | Holy relics, divine fields. |
| 77 | Amplified Strength | STR doubled for 3 rounds, then drops to half for 1 hour. | Ley burst, giant’s potion. |
| 78 | Collapsed | Falls unconscious for 1dX rounds. | Overexertion, blood loss. |
| 79 | Frenzied Focus | All attacks advantage, but immune to ally commands. | Battle trance, possession. |
| 80 | Soul Glow | Body glows when in danger; detect ambushes easier. | Divine blessings, ley awareness. |
| 81 | Numbed | Immune to pain but feels nothing; unaware of damage taken. | Void touch, frost magic. |
| 82 | Toxic Fumes | Exhales poison clouds each breath (5’ radius). | Plague spell, chemical gas. |
| 83 | Overheated | Body temperature spikes; 1d4 fire damage per round, can ignite nearby objects. or themselves | Flame aura, heat curse. |
| 84 | Iced Veins | Speed halved; immune to burn and fever. | Frost curse, arctic exposure. |
| 85 | Ley Surge | Spells deal +50% damage but 20% chance of explosion. | Arcane overcharge. |
| 86 | Bound in Time | Acts once every 2 rounds, immune to all effects during inactive rounds. | Temporal loop curse. |
| 87 | Marked for Death | Next hit against this target auto-kills if unprotected by magic. | Assassin runes, divine decrees. |
| 88 | Soul Drain Aura | Allies near you lose 1 HP per round. | Necrotic curse, dark relic. |
| 89 | Hyper Focus | Auto-hit next strike but takes -5 AC after. | Combat training, desperation reflex. |
| 90 | Overdrawn | Uses life energy as mana; lose 1 HP per mana used. | Sorcerer overcast, ley burst. |
| 91 | Grounding Aura | Cancels flight and levitation effects within 200’. unless by physical means | Gravity wards, ley seals. |
| 92 | Illumination Blind | Radiates harsh light; blinds all within 10’. | Radiant spells, ley flare. |
| 93 | Unstable Form | Body shifts every round, random stat +2/-2. | Chaos magic, void exposure. |
| 94 | Echoing Step | Movement leaves afterimages; enemies have 50% miss chance. | Time distortion, speed magic. |
| 95 | Glass Body | AC +4, but any hit over 10 damage causes HP fracture (8x damage). | Alchemical transmutation. |
| 96 | Dull Mind | Immune to fear and charm but cannot use magic. | Anti-magic runes, mental suppression. |
| 97 | Overcharged | Energy bursts from body; all melee attackers take 1dX shock. | Lightning infusion, ley reactor armor. |
| 98 | Destabilized | Randomly teleports 5–200’ each round. | Rift zones, unstable runes. |
| 99 | Crimson Pulse | Every hit heals attacker for 1 HP. | Blood curses, vampiric sigils. |
| 100 | Perfect Focus | Immune to distraction and morale loss; lasts 1 minute. | Divine meditation, ancient runic trance. |

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