Name | Tags | Description | Sources |
Phasing | Buff, Defensive, Dodge | Info An entity with Phasing has its AC halved (Round down) however when they are hit, they roll a d10, if the roll is a 8 or higher than the damage is dodged. (30% chance to dodge). | Symbiotic Form, Sigil of Phasing. |
Greater Phasing | Buff, Defensive, Dodge, Parameterised (_s) | Info Gain +5 to AC. Gain +1 Damage reduction equal to your _s modifier. Whenever a target is hit roll 1d10, if the roll is a 6 or higher than the damage is dodged. | TODO |
Confusion | Debuff | Info A Confused entity is unable to target a specific body part of an opponent, but can still hit its opponent if possible. | TODO |
Bleeding | Debuff, Stackable, Trigger | Info Bleed stack – Deal 1d4 damage per 5ft moved. Stack lasts until the next round has ended. Bleed stacks can be healed with a medicine roll: floor((x-10)/3) where x is your roll result and the output is the number bleed stacks reduced. Bleed stacks can be healed with a Silver Bracer for 20vis (changes based on quality) removes 3 stacks (6 if flared) of bleed. | TODO |
Frightened | Debuff, Movement | Info A frightened creature has disadvantage on Ability Checks and Attack 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. | TODO |
Weakened | Debuff, Movement | Info A weakened creature deals only half damage with melee attacks, and has disadvantage on Athletics and Acrobatics checks. A weakened creature's speed is reduced by 10 feet, to a minimum of half its base speed. | TODO |
Blinded | Debuff | Info 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. | TODO |
Hindered | Debuff, Stackable, Movement, Parameterised (_c = -20) | Info A Hindered target is slowed by 5 feet per stack. The hindering effect is capped at _cft movement. Stack lasts until the next round has ended. | TODO |
Deafened | Debuff | Info A deafened creature can’t hear and automatically fails any ability check that requires hearing. | TODO |
Incapacitated | Debuff | Info An incapacitated creature can’t take Actions, Bonus Actions or Reactions. | TODO |
Prone | Debuff, Movement, Defensive | Info A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition. 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. | TODO |
Unconcious | Debuff | Info 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. The creature automatically fails Strength and Dexterity Saving Throws. Attack rolls against the creature have advantage. Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. | TODO |
Ignited | Debuff, Stackable | Info An ignited creature takes xd6 fire damage per turn (where x is the number of ignite stacks the currently holds). (Ignite is cancelled out by the Chill Condition) | TODO |
Chilled | Debuff, Movement, Stackable | Info A chilled creature has halved move speed. (Chill is cancelled out by the Ignite Condition) A stack of Chill is removed at the end of the targets turn. | TODO |
Shocked | Debuff | Info A shocked creature takes twice as much elemental damage. | TODO |
Thread Locked | Debuff, Trap, Movement, Stackable | Info A creature that is thread locked is wrapped with a thread weapon. When thread locked, a target cannot attack and moves within the weapons range (with a -20feet movement penalty) of the thread user. In order to escape the thread lock, the user can make a breakout attempt as an action (Con plus Acrobatics check Vs Thread Lock DC). If a breakout attempt fails, the thread weapons implicit is applyed. (Thread Locked cannot be stacked, however multiple users can lock one target restricting movement within combined reach) | TODO |
Disorientated | Debuff | Info A creature that is disoriented finds it very difficult to determine direction. During an attack, before rolling to hit roll 1d4. The result determines which of the cardinal directions to attack in. (Correlating as followed; 1-North 2-East 3-South 4-West.) If you use a melee weapon, you attack the tile intended (normally 5ft forward, however this can be extended reach) in whatever direction that was rolled. If you use a ranged weapon, unless there is a target an equal distance to where you where aimed in the direction you fire, the shot goes wild, otherwise you hit the new target like normal. The effect lasts until the end of creatures next turn | TODO |
Bound | Debuff, Movement | Info A bound creature cannot physically move. | TODO |
Sloth | Debuff, Curse, Parameterised (level) | Info Reduces (level*10) movement speed. Sloth is a curse. | TODO |
Frail | Debuff, Curse, Parameterised (level) | Info Reduces your AC by (level*3). Frail is a curse. | TODO |
Despair | Debuff, Curse, Parameterised (level) | Info When below a third of your max health, for every hit taken that deals damage, take (1*level)% of your current health as shade damage. Despair is a curse. | TODO |
Fumble | Debuff, Curse, Parameterised (level) | Info Your hit rolls become unlucky. hit rolls gain a -3*(level-1). Fumble is a curse. | TODO |
Hex | Debuff, Curse, Parameterised (level) | Info Vis costs increased by level*50%. Hex is a curse. | TODO |
Unencumbered | Offensive | Info Enables you to perform certain tasks impossible to do while armed, for example: Allows the use of Hollow Palm Techniques | Gain this condition automatically when both hands are free (No gauntlets/Weapons) |
Thin Blood | Debuff, Movement, Trigger | Info While under this effect there is a 50% chance to not loose a bleed stack when you normally would. | This condition is normally gained after being poisoned. (See Rathadel: Red Empress Petal or Rathadel: Vial of Windbane) |
Vulnerability | Debuff, Stackable | Info Attacker's critical hits dealt against entities with vulnerability stacks take more damage. Attacker's Critical Multiplier is increased by 0.1 per stack. | Stance of the Citrine Viper |
Melt | Debuff, Stackable | Info For every melt stack, the target takes an additional [1d4] DMG from every source of burning or fire DMG. On the opponents turn, they can use a bonus action to reduce the stack of melt by [floor((1d20+wis mod)/5)]. | Reaving Fire |
Berserk | Buff, Stackable | Info The user deal [1] extra DMG for every Beserk stacks they have, however, they also take [1d4] DMG for every stack they have at the end of the chain, this damage cannot be reduced by blocks or dodges. Berserk stacks reset at the start of their next turn. | Death Snow |
Cold Skin | Debuff, Stackable | Info For every stack of Cold Skin a target has, they recieve a [-1] DMG reduction penalty. At the start of the targets turn, 1 stack of Cold Skin is removed. | Death Snow |
Spite | Buff, Stackable, Offensive, Parameterised (_d) | | |