Status Effects

Name Icon Effect
Ageless You stop aging.

You are immune to any effect that would age you, and you can't die from old age.
Armor Encumbered If you don't have the required amount of Body to equip the armor, you Walking Speed drops by -10.

You also have DIS on on Armor Bending Rolls, which can effect how you cast Spells with Somatic Spell Components and Material Spell Components if you are wearing armor.
Backlash Creature cannot take reactions.
Banished A creature banished is Incapacitated and immune to all damage.
Barely Wounded A health status where a creature's health is: >= 75% and < 100%
Beijxing Stance The dangerous stance used by Monks of Tao of Senjing Ganrao.
Bleeding, Adept If the creature is healed at all, they stop this status effect.
Bleeding, Major
  • A severe bleeding creature suffers 3d6 Necrotic damage at the start of each of its turns until it regains at least 1 HP.
  • A creature can use its action to make a DC 12 Medicine check.

    Success: It removes the Bleeding condition from itself or another creature it can touch.
Bleeding, Minor
  • A Bleeding creature suffers 1d4 Necrotic damage at the start of each of its turns until it regains at least 1 HP.
  • A creature can use its action to make a DC 10 Medicine check.

    Success: It removes the Bleeding condition from itself or another creature it can touch.
Blinded A Blinded creature can't see and automatically fails any Skill Roll that requires sight.
Bloodied A health status where a creature's health is: >= 25% and < 50%
Bolstered Bolstered creatures can't be Charmed or Frightened, and they gain ADV on Skill Rolls.
Burning A creature that is burning takes Fire damage on the start of their until they spend to put it out.

Alternatively, at the end of every turn, there is a roll made at 25% to determine if the fire on that object goes out automatically.
Casting An Ability or Spell might require longer than the Caster's current Turn to cast. While Casting, the creature can't use Action Point(s). It requires the complete Focus Psi of the Caster to harness the Ability or Spell to completion.

The Caster can drop this status at any time using End Casting.

Ritual Spells, cast a ritual, always require a default of Casting of 10 minutes.

Any Mana, or material components that are required, even including those that need to be consumed for the Spell or Ability, are required only when the Casting timer is complete. Casting essentially is the preparation for the Spell, Ability, or Ritual Spell.
Challanged The creature cannot Move AWAY from the Caster who used this status effect.
Charmed
  • A charmed creature can't attack the charmer, or target the charmer with harmful abilities or magical effects.
  • The charmer has ADV on any Skill Roll to interact socially with the creature.
  • If in combat, the creature (target) has ADV on the defensive roll to be Charmed.
  • After being Charmed, the creature (target) does NOT know it was necessarily charmed.

    It remember what it did though, which might not make sense depending on the relationship with the charmer.
Concentrating You are Concentrating on a Spell or Ability.

If you take any damage, you must make a Psyche Defensive Roll the higher of: DC10 or DC = half damage taken (this is automatically rolled by Janus).

You can also End Concentration as a Reaction.
Confused An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
Confusion Behavior
Effect
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2 - 6The creature doesn't move or take actions this turn.
7 - 8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
Crafting While crafting, the caster is "immobile" or tied to the environment for the crafting time.

To begin crafting you need to have all tools and required reagents either on caster as inventory, or in the environment.

Once crafting begins, all items are consumed, and the caster gains a crafting timer that will show up in their crafting tab.

All crafting rolls use Soul (the creative aspect of one's essence).

Once the crafting time is complete, the crafting DC roll is made. If the DC is met or exceeded, the item is crafted successfully and ends up in the character's inventory.

If the crafting roll is lower than the DC, the item is not crafted, and all required reagents are consumed.
Crippled You fall down, but are mortally struck.

This is similar Prone, but you cannot Stand Up.

This status effect is applied once you go into a Dying state.

This only effects creatures at 0 Vitality.
Crusher Effect When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Dazed You have minus .
Dead A dead creature or player cannot take any actions, reactions, or use action points. The only hope now is for the creature to return to life by magic.
Deafened A Deafened creature can't hear and automatically fails any Attention Skill Roll that requires hearing.
Diseased There are many types of diseases that can plague adventurers like: Cackle Fever, Sewer Plague, etc.
Disheartened The creature is demoralized and has DIS on its next Defensive Roll.
Dominated The creature obeys all commands, even if it is against the creature's nature.
Drunk
Dying Once a Player Character, or sometimes, a named NPC, goes to zero HP, they enter a Dying state.

Immediately upon Dying:
→ You gain one stack of Maimed,
→ You become Crippled
→ You also drop anything in your hands as you fall down.

If it is not your Turn yet, you are just considered Crippled, and may still use your Reaction as normal.

While Dying, at the start of your Turn, you make a Body Essence Roll vs. a fixed DC of 10, or a Dying Stratum Roll.

If you roll equal or higher than 10, you Gain a Recovery Stack, and progresses your Recovery State.

If you roll a 9 or lower, you gain a Dying State, and progressing your Dying State.

The sum of your Recovery States minus Dying States is known as your Dying Stratum.

Dying Stratum >= 0: Crippled
Dying Stratum = -1: Crippled, Incapacitated, Unconscious
Dying Stratum = -2: Crippled, Incapacitated, Unconscious
Dying Stratum = -3: Dead

If you Reach 3 Recovery States first, the Dying status effect is removed, and you are just Crippled, until you Reach 1 Vitality.

If you Reach 3 Dying States first, you are Dead.

Each time you take damage while Dying, you gain a Dying State. If you are critical struck while Dying, you gain 2 Dying States.
Dying State 1 While Dying, if you roll a 9 or lower on a Dying Stratum Roll, you gain a Dying Stack, and progressing your Dying State.
Dying State 2 While Dying, if you roll a 9 or lower on a Dying Stratum Roll, you gain a Dying Stack, and progressing your Dying State.
Dying State 3 You have unsuccessfully reached 3 Dying Stratum Rolls first, before reaching 3 Recovery States, and are Dead.
Empowered Your damage type 1 is rolled with ADV.
Encumbered f you carry more than: Creature Size Weight Multiplier * (5 + Body) → Your Walking Speed drops by 10 ft.

You also have DIS on on Armor Bending Rolls, which can effect how you cast Spells with Somatic Spell Components and Material Spell Components if you are wearing armor.
Enfeebled Weapon attacks by the creature are halved in damage.
Exhausted When traveling for to long (more than 6 to 8 hours in a day), or you haven't gotten 6 hours of Slumberwave and light Rest, you can become Exhausted.

Basically this means a creature becomes very tired. The GM can apply stacks of Maimed, or Exhausted to a creature that is effected by Exhausted.

Trying to complete a Long Rest, by Resting in heavy or medium armor, can cause Exhausted.

GM Note:
What makes Undead so dangerous is that they can march almost endlessly and require no food or Slumberwave, and are not susceptible to becoming Exhausted.
Exposed Attacks against you have ADV.
Fate Card Suit: Change You are holding onto a Fate Card, with the suit: Change.
Fate Card Suit: Love You are holding onto a Fate Card, with the suit: Love.
Fate Card Suit: Prosperity You are holding onto a Fate Card, with the suit: Prosperity.
Fate Card Suit: War You are holding onto a Fate Card, with the suit: War.
Feebleminded The creature's Mind and Soul scores become 1. The creature can't cast Spells, activate Magic items, understand language, or communicate in any intelligible way. The creature can, however, Identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its Defensive Roll against this Spell. If it succeeds on its Defensive Roll, the Spell ends.

The Spell can also be ended by greater restoration, heal, or wish.
Flanked - All melee attack rolls against a flanked creature are at ADV.
Fresh A health status where a creature's health is = 100%
Frightened A Frightened creature's movement becomes zero, and has DIS on all Skill Rolls.
Fully Rested The creature has recently long-rested and cannot begin a Long Rest for another 16 hours.
Gathering Gathering is used to collect raw materials from the encounter.

Sometimes they require special tools to harvest or collect the material. These items are typically:

- Trees which can be turned into Timber.
- Plants that can be turned into Herbs.
- Monster Bits that can be skinned.
- Ore Veins that can be mined into Ore.
- Crops that can be turned into reagents.

Gathering takes a "crafting time" or gathering time, and is only finished once this time is complete.

Once complete the raw material is consumed in the encounter, and any harvested material is placed in the caster's on hand inventory.

If the Gathering DC roll fails, the raw material is destroyed.
Grappled A Grappled creature's Walking Speed becomes 0.

A Grappled creature can try to Regress Grapple: Escape to escape the Grapple.

A Grapple can also be escaped by using Teleport.
Grappling A creature who has successfully completed a grapple check, is grappling a creature. Their speed is halved.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Greater Invisible Not only are you invisible, but you are not revealed while: using abilities, casting spells, skill checks, or making any attacks.
Guided After a caster uses the Divine Guidance spell on a creature to potentially improve a failed skill check as a reaction, they have been guided, and cannot gain benefit from the guidance spell again until a long rest.
Hamstrung The speed of the creature is halved.
Hasted Typically, when the Haste ends, the Target is Stunned until the start of its next Turn, as a wave of lethargy sweeps over it.
Heavily Encumbered If you carry weight in excess of 10 times your Body score, up to your maximum carrying capacity, you are instead Heavily Encumbered, which means your Walking Speed drops by another -10 feet and you have DIS on Challenge Rolls using your Body.

This stacks with Encumbered.
Hidden To be Hidden, you must first successfully take the Hide ability.

This means the character must have some type of obscurement to ALL hostile creatures in the encounter (as creatures will communicate if they see a creature trying to hide).

This status effect (Hidden) is also a Hidden Roll to the Caster, this prevents metagaming, as the creature does not know if it is truly hidden or not.

The GM can see all status effects (visible, hidden, or secret).

Once the Caster is Hidden, the Caster CANNOT be the Target by hostile creatures, and is considered heavily obscured.

If successfully Hidden, the next Attack Roll the creature does, is considered at Advantage.

The GM may also grant Surprised if this is acted outside of combat/initiative.
Hindered All your Attack Rolls have DIS.
Holy Turned This status effect is broken on any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you.

It also can’t take reactions.

For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving.

If there’s nowhere to move, the creature can use the Dodge action.
Huo Stance The stance of hardness or fire. One of the core stances every monk learns when training.
Immobile The speed types of the creature is zero, including Teleport.
Impaired An Impaired creature has DIS on Innate Skill Rolls that use Body.
Incapacitated An Incapacitated creature can't take use Action Point(s) or Reactions.
Invigorated A health status where a creature's health is = 100% + hp_temp
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.
Invulnerable You are immune to all damage.
Judgement Paladins build Instrument of Judgement by using Censure on a Target.
Judgement, 1 Paladins build Instrument of Judgement by using Censure on a Target.
Judgement, 2 Paladins build Instrument of Judgement by using Censure on a Target.
Judgement, 3 Paladins build Instrument of Judgement by using Censure on a Target.
Maimed A creature can be Maimed for many reasons, such as taking a critical hit and failing the Fortitude Defensive Roll, or traveling too long, or staying awake on watch for longer than required.

In any case, when a creature is Maimed, it gains a stack of Maimed. Each stack of Maimed has -1 to all Skill Rolls. Typically all creatures can be Maimed. Once a creature reaches 10 stacks of Maimed it is Dead.

This status effect can be removed by a Long Rest, Medicine, Restoration, Adept, or Restoration, Major.

Taking over half your Vitality in a single Damage Roll automatically adds a stack of Maimed.
Maimed (1)
Maimed (10) The creature is dead when their maimed reaches 10 stacks.
Maimed (2)
Maimed (3)
Maimed (4)
Maimed (5)
Maimed (6)
Maimed (7)
Maimed (8)
Maimed (9)
Motivated This status effect goes away upon resting.
Mounted You have Mounted a creature.

Your speeds become zero, and are Immobile. On your Mounted creature's Turn, you Move with the creature using their Chosen speed type.
Nondetection Effect The target can't be targeted by any divination magic or perceived through magical scrying sensors.

The creature is immune to any effect that would sense its emotions or read its thoughts.
On Death's Door A health status where a creature's health is: > 0% and < 10%
Paralyzed
  • A paralyzed creature is incapacitated and can't move or speak.
  • The creature automatically fails Fortitude defensive rolls.
  • Attack rolls against the creature have advantage.
  • Any melee attack against that hits the target is an automatic critical hit.
Petrified
  • A petrified creature is transformed, along with any nonmagical object 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, can't move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity saving throws.
  • 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.
Petrifying A creature begins to turn to stone.

It become restrained, failing its first defensive roll. On the end of its next turn it tries to make a defensive roll, otherwise it becomes petrified.
Poisoned A poisoned creature has disadvantage on attack rolls and skill checks.
Possessed The creature is incapacitated and is now in a control of the possessor.

The possessor then disappears, and the target is incapacitated and loses control of its body. The possessor now controls the body but doesn't deprive the target of awareness. The possessor can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Prone
  • A prone creature's only can crawl up to half its walking speed, unless it stands up, for 1ap, and thereby ends the condition.
  • The creature has DIS on all melee attack rolls.
  • All melee attack rolls against the creature have ADV. All ranged attack rolls against the creature have DIS.
  • Standing up from prone provokes an opporunity attack from hostile enemies within reach.
Rattled The creature is Rattled and has Disadvantage on its next Skill Roll.
Received Prayer of Healing You have received a Prayer of Healing, and cannot receive another Prayer of Healing do so until a Long Rest.
Reckless The creature tosses aside all caution, and blindly attacks.
Recovery State 1 While Dying, If you roll equal or higher than 10, you Gain a Recovery Stack, and progresses your Recovery State.
Recovery State 2 While Dying, If you roll equal or higher than 10, you Gain a Recovery Stack, and progresses your Recovery State.
Recovery State 3 You have recovered, and are Crippled until you receive 1 Vitality in healing.
Repelled The creature cannot target this creature.
Resistant You are Resistant to all damage types.
Rested You gain a stack of Rested.

If combat begins, creatures losses a stack of Rested.
Rested 0 The creature has begun Resting, and is in the 1st hour of Resting.

A creature needs a total of 8 hours Resting to Long Rest.
Rested 1 The creature has completed 1 hour of successful Resting.

A creature needs a total of 8 hours Resting to Long Rest.
Rested 2 The creature has completed 2 hours of successful Resting.

A creature needs a total of 8 hours Resting to Long Rest.
Rested 3 The creature has completed 3 hours of successful Resting.

A creature needs a total of 8 hours Resting to Long Rest.
Rested 4 The creature has completed 4 hours of successful Resting.

A creature needs a total of 8 hours Resting to Long Rest.
Rested 5 The creature has completed 5 hours of successful Resting.

A creature needs a total of 8 hours Resting to Long Rest.
Rested 6 The creature has completed 6 hours of successful Resting.

A creature needs a total of 8 hours Resting to Long Rest.
Rested 7 The creature has completed 7 hours of successful Resting.

A creature needs a total of 8 hours Resting to Long Rest.
Resting A creature is Resting recover.

This is done by hitting the Rest button in the character sheet within a campaign.

A Long Rest is a period of extended downtime— at least 8 hours long—available to any creature. During a Long Rest, you Slumberwave for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch, for a total of 8 hours.

For each hour you gain a stack of Rested.

Entering combat, ends the Resting status effect, and resets the Rested stack by 1, or 1 hour equivalents worth a Rest. When combat is over you may Rest again.

At the end of the 7th Rested hour you gain the benefits of a Full Rest, and gain the status of Fully Rested.

A Resting creature is typically considered Prone, and Sleeping. These are automatically applied if you do GM does hour by hour Resting.

If you are wearing medium or heavy armor, when a Long Rest completes you automatically become Exhausted, unless you have enchantments or Feats to prevent this.

The GM in the campaign screen can also do a summation Long Rest, which will skip the time forward 8 hours and give the benefits of a Long Rest to the party.
Restrained
  • All speed types, except teleport, becomes 0. A creature can escape Restrained by using an ability or spell with Teleport.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • The creature has disadvantage on Fortitude Defensive Rolls.
  • A creature cannot spells using Somatic Spell Components.
  • A creature cannot spells using Material Spell Components, because it requires a free hand to touch these, or use the material component in a particular way through precise physical motion.
Ridden You are currently being mounted by a smaller creature.
Shield Encumbered If you don't have the required amount of Body to equip a shield, you Walking Speed drops by -10.

You also have DIS on on Armor Bending Rolls, which can effect how you cast Spells with Somatic Spell Components and Material Spell Components if you are wearing armor.
Shizen Stance A natural stance where the ninja stands in a balanced and relaxed posture, ready to adapt to any situation, used by the Tao of Ninjutsu.
Shu Stance The stance of softness or water. One of the core stances every monk learns when training.
Silenced Cannot cast spells with verbal components.
Sleeping Creature is Unconscious and Prone, but ANY damage will wake the creature.
Slightly Drunk
Slowed Limited Movement. Your movement speeds are halved.

Attacks Affected. Attack rolls against you have ADV.

Fortitude Affected. You have DIS on Fortitude Defensive Skill Rolls.
Soul Breaker Target has DIS on ALL Defensive Rolls.
Spider Climb Effect The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an skill roll, or reduced movement.
Stabilized A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.
Staggered Creature makes attacks at disadvantage.
Starving Food and Water
Characters who don’t eat or drink suffer the status effects of Maimed stacks, and are Exhausted. Maimed caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.

Food
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his or her Body (minimum 1). At the end of each day beyond that limit, a character automatically suffers one stack of Maimed, and is also Exhausted.

A normal day of eating resets the count of days without food to zero.

Water
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Fortitude or suffer one stack of Maimed at the end of the day. A character with access to even less water automatically suffers one stack of Maimed at the end of the day, and becomes Exhausted.
Stunned
  • A stunned creature can't move, and can speak only falteringly, and can only use its reaction(s).
  • Fortitude rolls automatically fail.
  • Attack rolls against the creature have advantage.
Suffocating A creature can hold its breath for a number of minutes equal to 1 + its Body. When a creature runs out of breath or is choking, it can survive for a number of Rounds equal to its Body (minimum of 1 round), then enters Dying.
Summon Tag If a Summon is using Concentrating, or needs to be connected in some way for Janus. Meant to destroy Summons most of the time.
Surprised Before combat, a caster can try to Sneek vs a creatures Attention. If successful, the targets can be surprised if the GM pushes the encounter into combat.

All friendlies in the encounter must roll a contesting skill roll of Sneak vs. Attention against each hostile. The GM will have a button for this in the My Campaign Viewer.

The contesting skill roll must be successfully for all friendlies against all hostiles in the encounter to be successful. It is assumed if one hostile passes, all hostiles pass as they warn of the impending attack.

While surprised, you can take no actions, or reactions.

Surprised always expires at the end of the creatures turn.
Tracker's Brand After casting Hunter's Mark on a target they are marked, enabling Stalk to be built while the Caster attacks it or the hunter attacks it.
Truthsayer While this status effect is in place, the creature/item cannot lie.
Turtling
Unconscious
  • 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 Body Defensive Rolls.
  • 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.
  • A creature automatically drops Concentrating.
Unimpeded Target's movement is unaffected by difficult terrain, spells or water.
Vulnerable The target has Vulnerability to all damage types.
Warding Bond Effect A warded creature gains resistance to all damage, and +1 to their AC and Defensive Rolls.
Water Walk Effect This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Well-Bloodied A health status where a creature's health is: >= 10% and < 25%
Wenhe Stance A healing stance used by monks of the Tao of Gentleness.
Wet The creature is soaking wet, swimming, or underwater.
Withering The creature/target cannot heal or regain hit points.
Wobbled The creature is off Balance and has DIS on its next Attack.
Wounded A health status where a creature's health is: >= 50% and < 75%
Yun Stance The cloud stance for the Tao of the Cloudrunner.
d100
Mod
ADV/DIS

-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information