💫Status Effects
Creature is knocked down, can take no actions and cannot be awakened unless they take damage, has a saving throw inflicted on it or an ally uses the aid action to awaken them. Also DD.
You consider all creatures enemies. Every turn, roll a d10 to determine how you act. Many effects allow you to increase the dice roll with a will save. For confusion effects that last more than 1 round, each subsequent d10 roll gets 2 added to the result.
10+ - Act Normally. End confusion 8-9 - Spend standard action babbling incoherently 6-7 - Consume all movement to wander in a random direction 15 ft (speed boosts don't function) 3-5 - Spend standard action to harm self for 2d6 (7) crush damage 1-2 - Attack nearest non-companion creature with a simple attack
Venom comes in 3 stages. In order to advance from one to the next, the afflicted creature must fail a fortitude save. The venom continues until they creature passes a fortitude save. Some creatures may have different effects for their venom, but this is the assumed default if no other details are listed.
Stage 1 - Creature is sickened 1, which cannot be removed until the creature is no longer poisoned. 1 minute after the creature fails its first save, it must roll again or hit stage 2.
Stage 2 - Creature is sickened 2, which cannot be removed until the creature is no longer poisoned. The creature also has disadvantage on skill checks. 10 minutes after the creature fails its second save, it must roll again.
Stage 3 - Creature is sickened 3, which cannot be removed until the creature is no longer poisoned. The creature gains the defeated condition.
In stage 3, a creature must roll a save every 10 minutes. Each failure adds a stack of drain.
Abilities with the tag [mana burn] either reduce your max mana, or have an optional more powerful use case that reduces your max mana. Reduces by 1 unless stated otherwise. Usually goes away on rest.
Creature takes a penalty to fort saves and attack equal to sickened penalty. Otherwise functions like shaken. Usually sickened wears off after 1 minute of calm. Sickened caps at 4.
Elemental Status
When a creature is set ablaze, it takes 2d8 (9) fire damage at the start of each turn. Attacks made against the target get a +2 bonus for 1 round. Before taking damage on the second turn, and every subsequent turn, roll a reflex save to end effect. A creature can choose to inflict knockdown on itself at the start of their turn for a +4 bonus to this save.
Being submerged in water, getting entombed or taking cold damage also removes this condition.
Rare Status
Creature cannot use [teleportation] effects. If it attempts to, the action (and mana) is wasted and the effect fizzles.
The creature is severed from its magic. It is not capable of casting spells or using its activated supernatural abilities. Constant effects, effects from items, or effects that were already cast remain in effect.
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