Status Effects

From Ephimoria Wiki

All status effects will be listed here in their respective categories for viewing and comparison at any time. Status effects are the general side effects that can occur from a damage type, injury or effect of an ability that can hinder, empower or allow resistance to a variety of different damage types, or even just do something unique all its own.

Conditions

Things that directly affect the senses or movement, conditions are the status effects that generally inhibit beings that are affected by them, causing them to suffer from a variety of ill effects that can tip the scales of battle in the opposite direction. There is, however, a few exceptions to the rule that can occur from time to time.

  • Blinded
    • A blinded creature can’t see and automatically fails any roll that requires sight.
      • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
  • Charmed
    • A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
      • The charmer has advantage on any ability check to interact socially with the creature.
  • Deafened
    • A deafened creature can’t hear and automatically fails any roll that requires hearing.
  • Frightened
    • A frightened creature has disadvantage on all rolls while the source of its fear is within line of sight.
      • The creature can’t willingly move closer to the source of its fear.
  • Grappled
    • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
      • The condition ends if the grappler is incapacitated (see the condition).
      • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is teleported away from its current location.
  • Incapacitated
    • An incapacitated creature can’t take actions or reactions.
  • Invisible
    • 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 any tracks it leaves.
      • Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage if they are not detected by the person they are attacking.
  • Paralyzed
    • A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
      • The creature automatically fails any rolls that physically affect their person. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 1 meter of the creature.
  • Petrified
    • A petrified creature is transformed, along with any non-magical objects it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
    • The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails any rolls that physically affect their person. The creature has resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
  • Poisoned
    • A poisoned creature has disadvantage on all rolls, alongside whatever effect the poison itself does.
  • Prone
    • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition by using half their movement speed. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 1 meter of the creature. Otherwise, the attack roll has disadvantage.
  • Restrained
    • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on any rolls involving dexterous action.
  • Stunned
    • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. The creature automatically fails any rolls that physically affect their person. Attack rolls against the creature have advantage.
  • Unconscious
    • An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. The creature drops whatever it’s holding and falls prone. The creature automatically fails any rolls that physically affect their person. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 1 meter of the creature.
  • Soaked
    • A creature with the soaked condition has disadvantage on the stunned and frostbite status effect rolls. If a creature is immune to cold or lightning damage, they become resistant instead. If they are resistant, they take neutral damage. If a creature takes neutral damage, they are vulnerable instead. The soaked effect fades after three turns without any additional reapplication, and has one use before it dissipates.
  • Melted
    • The melted status effect is applicable only to equipment, such as weapons, armor, shields and anything in between. When a piece of equipment has the melted status, it is damaged to the point of being no longer usable until it undergoes repairs after a stressful scenario by a craftsman specializing in the field. It will stay this way permanently until repairs have been done to remove the status effect.
  • Hexed
    • Hexed is a status effect that simply denotes the prescence of a curse on the person, and not necessarily what the curse entails or what it is made of. All curses are vastly different in makeup and weave, and as such cannot be listed here directly. Not all curses are hexes, but all those with the hexed status effect suffer from some range of curse. Those with the hexed status, unless stated otherwise are vulnerable to holy damage.
  • Magically Scarred
    • Magical scarring is the status effect that occurs when a creature is healed using magical abilities. Magical scarring prevents any form of magical healing on that area until the scarring fades, if at all.

Burned

The burned status effect is a multi-stage condition that becomes more damaging the higher grade it is dealt to. Anything from vulnerability to additional fire damage, reduced strength and speed, or even outright incapacitation. The burned status effect excels at causing immense stress and damage to the opponents concentration, and is extremely useful in heated battles against more supernatural opponents and casters. Creatures immune to fire cannot receive the burned status effect.

Burn Degrees
Level Effect
Heat Irritation Heat irritation makes it inherently harder to concentrate, giving a -1 to all concentration rolls.
1st Degree Burn Burns are a painful and distracting condition, slowing you down by 1 rank and giving an additional -1 to concentration rolls.
2nd Degree Burn The burning is felt more deeply and simply cannot be ignored, even if you try to blot the world out. You have disadvantage on concentration rolls, and if you are resistant to fire, you lose the resistance.
3rd Degree Burn The nerve endings in the burned spot make it impossible to feel anything coming from them as they are seared away, but the feeling of heat is unmistakable and overbearing. You have disadvantage on ranged attacks , and speed and strength fall by one rank each.
4th Degree Burn The muscle and bone of the body itself is burned and damaged nearly beyond repair. You can no longer concentrate on abilities, but can still use them if they are instant. If the burned object is a hand, foot or otherwise limb used for important function, it can no longer be effectively used. Weapons, shields, instruments for casting must be transferred to another limb for use.

The burned status effect fades naturally for heat irritation, 1st and 2nd degree burns with enough time outside a stressful scenario, but getting the correct treatment halves the time required to heal. For any levels above 2nd, the burns must be treated to be healed, and have a longer recovery time. (Immediate, 2 OOC Days, 5 OOC Days, Surgery + 8 OOC Days, Surgery + 12 OOC Days). If an already burned creature suffers another effect that causes burning, its current level of burns increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of burns as well as all lower levels.

Frostbite

The frostbite status effect is a multi-stage condition that becomes more damaging the higher grade it is dealt to. Anything from vulnerability to additional frost damage, reduced strength and speed, or even outright incapacitation. Frostbite excels at slowing down and weakening physical opponents, making them easier to handle when the scale of raw power is tipped to one side too greatly. Creatures immune to frost cannot receive the frostbite status effect.

Frostbite
Level Effect
Superficial Frostbite The cold bites against your extremities, causing you to struggle to put your full effort into your swings. All physical weaponry gets a -1 to hit and -1 to damage.
1st Degree Frostbite The cold reddens and eats away at your bodies internal heat. You lose one rank of speed and strength, and all physical weaponry gets a -1 to hit and -1 to damage, for a total of -2 -2.
2nd Degree Frostbite Your body heat falters against the edges of the freezing cold and your skin becomes pale and pallid, and all physical weaponry gets a -1 to hit and -1 to damage, for a total of -3 -3. If you were resistant to frost, you lose the resistance. In addition, you can no longer effectively wield two handed weapons due to the lack of sensation in your fingers.
3rd Degree Frostbite Even your bones are chilly and cold as the last of your body burns with all it has to resist the freezing cold. you lose another rank of speed and strength. In addition, you now travel at only half your movement speed per turn, and getting up from being knocked prone takes a full action and all your movement.
4th Degree Frostbite The frost has overtaken your body, and you cannot help but succumb to its cold embrace as you begin falling to the effects. You become rooted in place and your movement becomes 0. If you are knocked prone, you fall unconscious, and any damage to your limbs requires a roll (DC 8) to prevent them from breaking off your body. All physical weaponry gets a -2 to hit and -2 to damage, for a total of -5 -5. Concentration rolls are taken at disadvantage.

The frostbite status effect is only healed through the natural regeneration of rest, food and one's own constitution. Depending on the level of frostbite, permanent damage to extremities, or even limbs, becomes a genuine threat. The amount of rest or more immediate medical attention scales with the degree of frostbite after the stressful scenario has ended. (Immediate, 2 OOC Days, 5 OOC Days, Surgery + 8 OOC Days, Surgery + 12 OOC Days). If an already frostbitten creature suffers another effect that causes frostbite, its current level of frostbite increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of frostbite as well as all lower levels.

Dread

The world is full of shadows; cracks and crevices that lay at the edge of the known world. The depths of the world, and the empty vacuum of space, are rife with creatures and environments so alien and unknown that they can cause anxiety and fear in even the most stalwart individuals. Prolonged exposure to these environments, and the creatures that live within them, can lead to a special condition called dread. Dread, like exhaustion, is measured in six levels. A creature or environment can give a creature one or more levels of dread, as specified in the effect’s description, or by the DM’s discretion. Level

Dread
Level Effect
1 You make all rolls at disadvantage. If you were immune to the frightened condition, you lose that immunity until your dread level reduces below 0. If you succeed on a roll despite this condition you have 2 turns where you will not suffer the stage 1 dread effect, as you manage to collect yourself for a brief moment and regain focus.
2 You begin to see and hear things that aren’t truly there. You have disadvantage on all rolls that involve mentally keeping yourself in check or to prevent being frightened (such as concentration). Additionally, your DM may explain things that you see and hear that may not be truly there.
3 Every time you see a creature you have not seen before, or hear a loud unknown sound, you must make roll to resist your fears (DC 14) or be frightened by it.
4 Roll a 1d20. On a 1-5, you are unable to concentrate beyond 1 turn until you dread level reduces. On a 6-10, you are deafened until your dread level reduces. On a 11-15, you are unable to speak until your dread level reduces. On a 16-20, you are blinded until your dread level reduces.
5 You suffer a mental break and become hysterical, and are unable to continue on without getting proper rest. Any attempts to push you beyond your current location without immediate chance at rest results in you lashing out at others and becoming inconsolable.
6 Your mind becomes unable to keep itself together, and you fall unconscious.

If a creature experiencing dread suffers another effect that causes dread, its current level of dread increases by the amount specified in the effect's description. A creature suffers the effect of its current level of dread as well as all lower levels. For example, a creature suffering level 2 dread has disadvantage on all rolls against being frightened, and has disadvantage on all rolls that involve mentally keeping yourself in check (such as concentration). The effects of Dread can be suppressed for a time by means of supernatural emotional manipulation, and spells that cleanse the status effect of an individual removes half of the levels of dread that a character suffers from, but can only be done once per stressful scenario (minimum of 1). All dread effects end if a creature's dread level is reduced below 1. Resting after a stressful scenario reduces dread back to 0.

Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-­term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Exhaustion
Level Effect
1 You have disadvantage on any rolls that require you to go above and beyond what you normally would do, and even the more strenuous activities of what you would.
2 You begin to slow down and become unable to keep up as before. Your speed is halved.
3 Your arms and legs become heavy, and you struggle to keep afloat. You have disadvantage on all attack rolls, and anything that requires you to use your physical and mental reflexes to escape a situation with a roll.
4 Your hearty (or frail) constitution falters beneath the blood curdling desire to rest. You lose half your maximum hit points.
5 You become solemnly unable to take another step, and your speed becomes 0 as you are prone to collapse at any given moment. While your body and consciousness fade in and out, you are still awake.
6 Your body finally gives out beneath you, and you fall unconscious from fatigue.

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on any rolls that require you to go above and beyond what you normally would do, and even the more strenuous activities of what you would. An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. Resting after a stressful scenario reduces exhaustion by 1, but a full rest reduces it to 0.