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Status Effects Status Effects Info

Status Effect Icon Description
Ageless Ageless

You stop aging.

You are immune to any effect that would age you, and you can't die from old age.

AOE Redirection AOE Redirection

Typically while concentrating, the caster gain the ability to redirect the AOE of the spell or effect for 2ap. This is typically applied as a self-status effect to the caster after a AOE spell or ability is activated.

Arcane Fatigue Arcane Fatigue

When a caster prepares spells, they gain a stack of Arcane Fatigue Arcane Fatigue. Most casters can prepare spells only ONCE per long rest by default. This limit to prepare spells is known as the Arcane Threshold +1 Arcane Threshold. Wizards for instance, study spells through academic means, often using their spellbook, and naturally have a higher Arcane Threshold, and can prepare spells more times per long rest, or switch their switch their prepared spell list.

This limit can be increased through specific feats or class features. Once a caster’s arcane fatigue reaches their maximum allowable preparations, their essence can no longer attune to new magic until a long rest.

  1. This restriction applies only to casters in a campaign, in a campaign a character can prepare spells as many times as needed.
  2. All Arcane Fatigue stacks expire after a long rest.
  3. The maximum amount of Arcane Fatigue stacks any non-godlike creature can take is 10.

Preparing spells requires 10 minutes of uninterrupted focus, during which the caster must be out of combat. While preparing, the caster becomes immobile, honing their senses and attuning their essence to the flow of magic.

  1. For Wizards, this might be studying their spellbook.
  2. For Priests this might be consoling their higher power(s).
  3. For Warlocks they might consult their patron.
  4. For Sorcerers they are realigning their body and essence.
Arcane Fatigue 1 Arcane Fatigue 1

The caster has prepared their spells 1 time before completing a Long Rest Long Rest.

Arcane Fatigue 10 Arcane Fatigue 10

The caster has prepared their spells 9 times before completing a Long Rest Long Rest.

Arcane Fatigue 2 Arcane Fatigue 2

The caster has prepared their spells 2 times before completing a Long Rest Long Rest.

Arcane Fatigue 3 Arcane Fatigue 3

The caster has prepared their spells 3 times before completing a Long Rest Long Rest.

Arcane Fatigue 4 Arcane Fatigue 4

The caster has prepared their spells 4 times before completing a Long Rest Long Rest.

Arcane Fatigue 5 Arcane Fatigue 5

The caster has prepared their spells 5 times before completing a Long Rest Long Rest.

Arcane Fatigue 6 Arcane Fatigue 6

The caster has prepared their spells 6 times before completing a Long Rest Long Rest.

Arcane Fatigue 7 Arcane Fatigue 7

The caster has prepared their spells 7 times before completing a Long Rest Long Rest.

Arcane Fatigue 8 Arcane Fatigue 8

The caster has prepared their spells 8 times before completing a Long Rest Long Rest.

Arcane Fatigue 9 Arcane Fatigue 9

The caster has prepared their spells 9 times before completing a Long Rest Long Rest.

Armor Encumbered Armor Encumbered

If you don't have the required amount of Body Body to equip the armor, you Walking Speed Walking Speed drops by -10.

You also have DIS DIS on on Armor Bending Roll Armor Bending Rolls, which can effect how you cast Spell Spells with Somatic Spell Component Somatic Spell Components and Material Spell Component Material Spell Components if you are wearing armor.

Awake Awake
  1. This status effect is set when your character completes a Long Rest Long Rest.
  2. This only applies to player characters, and perhaps their summons.
  3. The status duration is set to permanent, and if the GM has wakefullness toggled, it checks to see if you have been awake for more than 16 hours.
  4. If so you make a DC10 Fortitude Fortitude on the 17th hour.
  5. Upon failure, you gain Exhausted Exhausted.
  6. The DC increases by +1 every hour until you long rest.
  7. The ability used to test this is Waking Weariness Waking Weariness.
  8. Certain creature types or sub types might be immune to this effect.
  9. If you have Wakeful Resting Wakeful Resting which is apart of the Night Owl Night Owl you are immune to this type of exhaustion effect.
  10. It does not tick if you are Resting Resting or are Fully Rested Fully Rested.
Backlash Backlash

Creature cannot take reactions.

Banished Banished

A creature banished is removed to another Plane Plane of existence, or phased out from the current Plane Plane , and immune to all damage.

Barely Wounded Barely Wounded

A health status where a creature's health is: >= 75% and < 100%.

V Status Table
StatusEffect
Invigorated Invigorated100% + v_temp
Fresh FreshV = 100%
Barely Wounded Barely Wounded>= 75% &&
Wounded Wounded>=50% && < 75%
Bloodied Bloodied>= 25% && < 50%
Well Bloodied Well-Bloodied>= 10% && < 25%
On Deaths Door On Death's Door>0% && < 10%
Dying Dying0%

Beijxing Stance Beijxing Stance

The dangerous stance used by Monks of Tao Of Senjing Ganrao Tao of Senjing Ganrao.

Bleeding (2d6) Moderate Bleeding

If the creature is healed at all, they stop this status effect.

Bleeding (3d6) Severe Bleeding

  1. A Severe Bleeding Bleeding (3d6) Caster Caster suffers 3d6 Necrotic Necrotic damage at the start of each of its turns until it regains at least 1 HP.

  2. Using Medicine Medicine with a Healer&#039;s Kit Healer's Kit can stop bleeding.

Bleeding (d4) Bleeding

  1. A Bleeding Bleeding (d4) Caster Caster suffers d4 Necrotic Necrotic damage at the start of each of its turns until it regains at least 1V.

  2. Using Medicine Medicine with a Healer&#039;s Kit Healer's Kit can stop bleeding.

Blighted Blighted

Blight is a form of weakness that effects a creature's vitality. This status only effects living creatures, and does not typically effect non-living creatures or objects.

Each stack of blight reduces the total max vitality by 10%, regardless of the total vitality a creature or object has.

At 10 stacks of blight a creature or objects total vitality is reduced to 1.

One blight is removed per long rest.

Spells or abilities might be able to remove blight.

Blighted (1) Blighted 1

The total Vitality Vitality of the creature or object is reduced by 10%.

Blighted (10) Blighted 10

The total Vitality Vitality of the creature or object is reduced to a total of 1.

Blighted (2) Blighted 2

The total Vitality Vitality of the creature or object is reduced by 20%.

Blighted (3) Blighted 3

The total Vitality Vitality of the creature or object is reduced by 30%.

Blighted (4) Blighted 4

The total Vitality Vitality of the creature or object is reduced by 40%.

Blighted (5) Blighted 5

The total Vitality Vitality of the creature or object is reduced by 50%.

Blighted (6) Blighted 6

The total Vitality Vitality of the creature or object is reduced by 60%.

Blighted (7) Blighted 7

The total Vitality Vitality of the creature or object is reduced by 70%.

Blighted (8) Blighted 8

The total Vitality Vitality of the creature or object is reduced by 80%.

Blighted (9) Blighted 9

The total Vitality Vitality of the creature or object is reduced by 90%.

Blinded Blinded

A Blinded Blinded creature can't see and automatically fails any Skill Roll Skill Roll that requires sight.

Bloodied Bloodied

A health status where a creature's health is: >= 25% and < 50%.

V Status Table
StatusEffect
Invigorated Invigorated100% + v_temp
Fresh FreshV = 100%
Barely Wounded Barely Wounded>= 75% &&
Wounded Wounded>=50% && < 75%
Bloodied Bloodied>= 25% && < 50%
Well Bloodied Well-Bloodied>= 10% && < 25%
On Deaths Door On Death's Door>0% && < 10%
Dying Dying0%

Blooming Fang Stance Blooming Fang Stance

The venomous stance used by the Tao Of The Blooming Fang Tao of the Blooming Fang.

Bolstered Bolstered

Bolstered Bolstered creatures can't be Charmed Charmed or Frightened Frightened, and they gain ADV ADV on Skill Roll Skill Rolls.

Burning Burning

A target that is burning takes Fire Fire damage on the start of their until.

This can be removed by using Stop Burning Stop Burning on yourself or another target who is Burning Burning.

Alternatively, at the end of every turn, there is a automatic roll made at 25% to determine if the fire on target goes out.

This effect can be stopped instantly by a any Healing Roll Healing Roll or a Medicine Medicine Skill Roll Skill Roll.

Casting Casting

An Ability Ability or Spell Spell might require longer than the Caster Caster's current Turn Turn to cast. While Casting Casting, the creature can't use Action Point Action Point(s). It requires the complete focus of the Caster Caster to harness the Ability Ability or Spell Spell to completion. The Caster Caster can drop this status at any time using End Casting End Casting.

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

Any Mana Mana, or material components that are required, even including those that need to be consumed for the Spell Spell or Ability Ability, are required only when the Casting Casting timer is complete. Casting Casting essentially is the preparation for the Spell Spell, Ability Ability, or Ritual Spell Ritual Spell.

Casting Ritual Spell Casting Ritual Spell
  1. This is similar to Casting Casting, however, you are casting a ritual spell.
  2. This requires no mana to cast when the spell is complete.
  3. Casting a ritual spell requires 10 minutes to cast.
Challenged Challenged

The creature cannot Move Move AWAY from the Caster Caster who used this status effect.

Charmed Charmed
  1. A charmed creature can't attack the charmer, or target the charmer with harmful abilities or magical effects.
  2. The charmer has ADV ADV on any Skill Roll Skill Roll to interact socially with the creature.
  3. While in combat, the creature (target) has ADV on the Contesting Roll Contesting Roll to be Charmed Charmed.
  4. After being Charmed, the creature (target) does NOT know it was necessarily charmed.
  5. It remember what it did though, which might not make sense depending on the relationship with the charmer.
Chilled Chilled

Applying Wet Wet to a Chilled Chilled Target Target will make it Frozen Frozen for Duration: 1 Turn Turn.

Concentrating Concentrating

You are Concentrating Concentrating on a Spell Spell or Ability Ability.

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

You can also End Concentration End Concentration as a Reaction Reaction.

Confused Confused

An affected target can't take reactions and must roll on the confused random table at the start of each of its turns to determine its behavior for that turn.

Confusion Behavior
Effect Description
1 Panicked Escape The creature uses all its movement to run away from the nearest creature, disengaging if possible. It may move into hazardous areas without concern.
2 Attack Nearest Ally The creature is unable to distinguish between friend and foe and attacks the nearest ally with full force, as determined by the GM.
3 Random Direction Movement The creature uses its full movement to move in a random direction. Roll a d12 (clock face) to determine direction. The creature disregards hazards and may enter dangerous terrain.
4 Lost in Thought The creature becomes dazed and does nothing on its turn, unable to understand its surroundings or take any action.
5 Frenzied Attack The creature attacks the nearest creature, friend or foe, and gains the Reckless status until the start of its next turn.
6 Moment of Clarity The creature regains focus for a brief moment and acts normally until the end of its turn.
7 Self-Harm In its confusion, the creature attacks itself with a melee or natural weapon, one time, automatically dealing damage as if it hit. Then the creatures turn ends.
8 Paranoia The creature believes everyone around it is a threat. It attacks a creature or creatures that the GM selects with full force.

Consecrated Consecrated

A consecrated target cannot be raised, summoned, or turned into an undead.

Corroding Corroding

Some acid has lasting effects that eats away at metal or flesh over time.

It can be neutralized by healing spells which produce Healing Roll Healing Roll or with the proper Medicine Medicine.

Alternatively, at the end of every turn, there is a automatic roll made at 25% to determine if the corroding on target goes out.

Courtesan Stance Courtesan Stance

The stance taunt to the Tao of the Courtesan.

Crafting 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.

This status can be paused, and continued at a later time.

This status can be assisted by other creatures who are trained in the crafting roll required. When the roll is completed.

Crippled Crippled

You fall down, but are mortally struck.

This is similar Prone Prone, but you cannot Stand Up Stand Up. This status effect is applied once you go into a Dying Dying state.

This only effects creatures at 0 Vitality Vitality.

Darkened Perception Darkened Perception

While in Pitch Black Pitch Black or Magical Darkness Magical Darkness, with Blindsense Blindsense or Tremorsense Tremorsense, your perception is confined to the Range Range of these senses.

You are more vulnerable to Weapon Ranged Attack Roll Weapon Ranged Attack Rolls beyond this Range Range, but remain Close (30) Close enough to react to melee weapon or Spell Spell Attack Attacks against you.

Dazed Dazed

You have minus 1ap.

Dead 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 Deafened

A Deafened Deafened creature can't hear and automatically fails any Attention Attention Skill Roll Skill Roll that requires hearing.

Defenseless Defenseless

While Defenseless all damage taken is increased by 25%.

Defensive Essence Lowered Defensive Essence Lowered

By default, a target automatically resists contesting rolls from non-friendly casters and automatically fails contesting rolls from friendly casters.

However, when a caster is affected by this status effect, they have lowered their defensive essence, causing any spell or ability from ANY caster to automatically fail without requiring a contesting roll.

Defensive Essence Raised Defensive Essence Raised

By default, when a friendly player attempts an action that would normally require a contesting roll against another player (such as one player attempting to grapple another), no contesting roll is made, and the action automatically succeeds without resistance.

However, with this status effect active, any spell or ability cast from a friendly target that would typically bypass a contest requires a contesting roll. The effect only succeeds if the contesting roll is passed.

Desiccating Desiccating

The rate of decay of the caster's Thirst Meter is doubled.

Dimmed Dimmed

While in Dim Light Dim Light, visibility remains challenging. Even with Nightsight Nightsight, shadows take on a grayish hue, making it harder to discern details.

Disarming Disarming

You are attempting to disarm a mechanical or magical trap. The number of rounds to disarm a trap is: The Trap DC / 2.

  1. Example: A Trap DC of 12 would take 6 rounds, or a minute to disarm.

If you cancel the Disarming early before the duration is complete, there is a 50% chance the trap is triggered.

Diseased Diseased

There are many types of diseases that can plague adventurers like: Cackle Fever, Sewer Plague, etc.

Disenchanting Disenchanting

The caster channels intense focus, unraveling a magical or mundane item into shimmering enchanting dust. Weaving the void's essence, they tap the well of creation, drawing forth the primal matter that forms all things across the multiverse.

Disguised Disguised

Disguises allow characters to alter appearance via clothing, makeup, or illusions, evading recognition. In gameplay, success often requires Influence or Sneak rolls against observers' Attention. Noteworthy: They fail under close scrutiny or magical detection, risking exposure and plot twists.

Dissolving Dissolving

Dissolving is acid that eats to the very core of something often through a chemical reaction, spell, or magical effect.

This effect is so severe it cannot be stopped by healing effects, unless stated so.

It is typically neutralized by certain potions, spells, or effects that target this status effect in particular.

Dizzy Dizzy

While Dizzy, all attacks are made at DIS DIS.

Doffing Doffing

The caster is unequipping inventory which requires longer than a full turn to doff, and has an equipping time.

Whiling equipping the caster is immobile, and has DIS on all balance rolls, and can take no actions or reactions while equipping.

The caster can pause or cancel this at anytime, but it also stops the equipping process.

This process can also be aided by others, similar to crafting rolls.

Here is a general table for armor types:

Donning and Doffing Armor
Armor CategoryDon TimeDoff Time
Light Light1 Minute1 Minute
Medium Medium5 minutes1 minute
Heavy Heavy10 minutes5 minutes
Shields Shields2ap2ap

Dominated Dominated

The creature obeys all commands, even if it is against the creature's nature.

Donning Donning

The caster is equipping inventory which requires longer than a full turn to don, and has an equipping time.

Whiling equipping the caster is immobile, and has DIS on all balance rolls, and can take no actions or reactions while equipping.

The caster can pause or cancel this at anytime, but it also stops the equipping process.

This process can also be aided by others, similar to crafting rolls.

Here is a general table for armor types:

Donning and Doffing Armor
Armor CategoryDon TimeDoff Time
Light Light1 Minute1 Minute
Medium Medium5 minutes1 minute
Heavy Heavy10 minutes5 minutes
Shields Shields2ap2ap

Dragon Stance Dragon Stance

The stance of the Dragon, used by Tao Of The Dragon Warrior Tao of the Dragon Warrior.

Drowning Drowning

A creature can hold its breath for a number of minutes equal to 1 + its Body Body.

If the status effect expires while they are drowning, they die.

While drowning you cannot cast spells with verbal components.

Drunk Drunk
Drunken Stance Drunken Stance

The stance of drunken master.

Dying Dying

Once a Player Character Player Character, or sometimes, a named NPC NPC, goes to zero V, they enter a Dying Dying state.

Immediately upon Dying Dying:

  1. You gain one stack of Maimed Maimed,
  2. You become Crippled Crippled
  3. You also drop anything in your hands as you fall down.

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

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

  1. If you roll equal or higher than 10, you Gain a Recovery Stack, and progresses your Recovery State Recovery State.
  2. If you roll a 9 or lower, you gain a Dying State Dying State, and progressing your Dying State Dying State.
  3. The sum of your Recovery State Recovery States minus Dying State Dying States is known as your Dying Stratum Dying Stratum.
  4. Dying Stratum Dying Stratum >= 0: Crippled Crippled
  5. Dying Stratum Dying Stratum = -1: Crippled Crippled, Unconscious Unconscious
  6. Dying Stratum Dying Stratum = -2: Crippled Crippled, Unconscious Unconscious
  7. Dying Stratum Dying Stratum = -3: Dead Dead
  8. If you reach 3 Recovery State Recovery States first, the Dying Dying status effect is removed, and you are just Crippled Crippled, until you gain 1 Vitality Vitality.
  9. If you gain 3 Dying State Dying States first, you are Dead Dead.
  10. Each time you take damage while Dying Dying, you gain a Dying State Dying State.
  11. If you are critical struck while Dying Dying, you gain 2 Dying State Dying States.

V Status Table
StatusEffect
Invigorated Invigorated100% + v_temp
Fresh FreshV = 100%
Barely Wounded Barely Wounded>= 75% &&
Wounded Wounded>=50% && < 75%
Bloodied Bloodied>= 25% && < 50%
Well Bloodied Well-Bloodied>= 10% && < 25%
On Deaths Door On Death's Door>0% && < 10%
Dying Dying0%

Dying State Dying State

The sum total of Dying Stratum Roll Dying Stratum Rolls that have lead to a failure.

Dying State 1 Dying State 1

While Dying Dying, if you roll a 9 or lower on a Dying Stratum Roll Dying Stratum Roll, you gain a Dying Dying Stack, and progressing your Dying State Dying State.

Dying State 2 Dying State 2

While Dying Dying, if you roll a 9 or lower on a Dying Stratum Roll Dying Stratum Roll, you gain a Dying Dying Stack, and progressing your Dying State Dying State.

Dying State 3 Dying State 3

You have unsuccessfully reached 3 Dying Stratum Roll Dying Stratum Rolls first, before reaching 3 Recovery State Recovery States, and are Dead Dead.

Electrocuted Electrocuted

Takes Lightning Lightning damage on the end of their Turn Turn.

Empowered Empowered

All Damage Roll Damage Rolls are rolled with ADV ADV.

Encumbered Encumbered

f you carry more than: Creature Size Weight Multiplier * (5 + Body Body) → Your Walking Speed Walking Speed drops by 10 ft.

You also have DIS DIS on on Armor Bending Roll Armor Bending Rolls, which can effect how you cast Spell Spells with Somatic Spell Component Somatic Spell Components and Material Spell Component Material Spell Components if you are wearing armor.

Enfeebled Enfeebled

All Damage Roll Damage Rolls are rolled at DIS DIS.

Ethereal Ethereal
  1. You are in the Border Ethereal Plane Ethereal Plane and not quite crossed over to the land of shadow.
  2. While in this plane, you cannot be seen or targeted by creatures, unless they have Truesight Truesight or Ghostsight Ghostsight.
  3. You cannot interact with things on the material plane, such as interacting with inventory, creatures, or status effects in the encounter, unless they are also Ethereal.
  4. You are also considered Incorporeal Incorporeal and can move through objects willingly on the Material Plane Material Plane.
  5. You typically can only be Ethereal on the Material Plane Material Plane because of how it borders it in the dimensional mapping.
  6. You cannot be Ethereal in The Abyss The Abyss for example, because the Border Ethereal plane does not border it.
  7. While Ethereal you also have at least a Flying Speed Flying Speed of +10
  8. Everything appears grey, there is no color.
  9. You have limited viability up to 60ft.
  10. You move at half speed, except for flying.
Exhausted Exhausted

When traveling for to long (more than 6 to 8 hours in a day), or you haven't gotten 6 hours of sleep or light Rest Rest, you can become Exhausted Exhausted.

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

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

While Exhausted Exhausted, you cannot remove stacks of Maimed Maimed.

GM Note: What makes Undead Undead so dangerous is that they can march almost endlessly and require no food or sleep, and are not susceptible to becoming Exhausted Exhausted.
Exposed Exposed

All Attack Attacks against you have ADV ADV.

Extreme Photosensitive Eye Strain Extreme Photosensitive Eye Strain

Some casters are extremely sensitive to bright sunlight.

When the encounter light type is bright light, or the caster is in daylight, they gain several detrimental effects.

Encounter light sources, such as from torches, or spells, do not effective this.

Fate Card Suit: Change Fate Card Suit Change

You are holding onto a Fate Card, with the suit: Change.

Fate Card Suit: Love Fate Card Suit Love

You are holding onto a Fate Card, with the suit: Love.

Fate Card Suit: Prosperity Fate Card Suit Prosperity

You are holding onto a Fate Card, with the suit: Prosperity.

Fate Card Suit: War Fate Card Suit War

You are holding onto a Fate Card, with the suit: War.

Feebleminded Feebleminded
  1. The creature's Mind Mind becomes -3.
  2. The creature can't cast Spell Spells, activate Magic Magic items, understand language, or communicate in any intelligible way.
  3. The creature can, however, identify its friends, follow them, and even protect them.
  4. At the end of every 30 days, the creature can repeat its Contesting Roll Contesting Roll against this Spell Spell.
  5. If it succeeds on its Contesting Roll Contesting Roll, the Spell Spell ends.
  6. The Spell Spell can also be ended by greater restoration, heal, or wish.
Flanked Flanked

- All melee attack rolls against a flanked creature are at ADV.

Fleeing Fleeing

The Caster Caster tries to run away, perhaps to an adjacent encounter.

If this is a spell, or similar effect put on by another Caster Caster, they can run directly away from them.

Food Poisoning Food Poisoning

Your stomach churns from consuming spoiled, contaminated, or poorly prepared food. Nausea and weakness sap your strength, dull your senses, and make every step a struggle. You must fight to keep your focus as your body battles the affliction.

Freezing Freezing

While Freezing Freezing, you take 1d1 Cold Cold damage each Round Round. If you die from Freezing Freezing, you become Frozen Frozen until the Freezing Freezing status is finished. You are also Sluggish Sluggish.

Fresh Fresh

A health status where a creature's health is = 100%

V Status Table
StatusEffect
Invigorated Invigorated100% + v_temp
Fresh FreshV = 100%
Barely Wounded Barely Wounded>= 75% &&
Wounded Wounded>=50% && < 75%
Bloodied Bloodied>= 25% && < 50%
Well Bloodied Well-Bloodied>= 10% && < 25%
On Deaths Door On Death's Door>0% && < 10%
Dying Dying0%

Frightened Frightened

A Frightened Frightened creature's movement becomes zero, and has DIS DIS on all Skill Roll Skill Rolls.

Full Cover Full Cover

When your creature size is standing next to an inventory object in the encounter that is equal to one size category or larger you gain Full Cover.

The inventory must cover at least half of your height to gain this effect. This matters for inventory that could be submerged, or if you are flying.

  1. This grants you +2 Environmental AC.
  2. Spell Ranged Attack Roll Spell Ranged Attack Roll and Weapon Ranged Attack Roll Weapon Ranged Attack Roll have DIS DIS against you.
  3. You lose any cover when you are Flanked Flanked.
Fully Rested Fully Rested

The creature has recently long-rested and cannot begin a Long Rest Long Rest for another 16 hours.

Gathering 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:

  1. Trees which can be turned into Timber.
  2. Plants that can be turned into Herbs.
  3. Monster Bits that can be skinned.
  4. Ore Veins that can be mined into Ore.
  5. Crops that can be turned into reagents.

Gathering takes a 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 Grappled

A Grappled Grappled creature's speed types becomes 0, except for Teleport Teleport.

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

A Grapple Grapple can also be escaped by using Teleport Teleport.

Grappling Grappling

You have grappled a creature with a free hand.

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 Greater Invisible

Not only are you invisible, but you are not revealed while: using abilities, spells, skills, or making any attack.

Greater Powerful Greater Powerful

Your damage is increased by 40%.

Greater Weakened Greater Weakened

While Greater Weakened all damage done is reduced by 35%.

Hamstrung Hamstrung

The Walking Speed Walking Speed of the creature is halved.

Hasted Hasted

Typically, when the Haste Allies Haste Allies ends, the Target Target is Stunned Stunned until the end of its next Turn Turn, as a wave of lethargy sweeps over it.

Heavily Encumbered Heavily Encumbered

If you carry weight in excess of 10 times your Body Body score, up to your maximum carrying capacity, you are instead Heavily Encumbered Heavily Encumbered, which means your Walking Speed Walking Speed drops by another -10 feet and you have DIS DIS on Challenge Roll Challenge Rolls using your Body Body.

This stacks with Encumbered Encumbered.

Hidden Hidden

To be Hidden Hidden, you must first successfully use the Hide Hide ability, or an ability that can give the Hidden status effect.

While Sneaking Sneaking you move at half speed. Any movement while hidden, you must END the movement behind Partial Cover Partial Cover or Full Cover Full Cover.

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).

Once the Caster Caster is Hidden Hidden, the Caster Caster CANNOT be directly the Target Target by hostile creatures, and is considered heavily obscured. But can still be hit by AOE abilities or spells. Hidden creatures can disappear from visibility from the encounter.

Making an Attention Attention skill roll once per turn can have you try to spot hidden creatures. This Contesting Roll Contesting Roll is made where you roll against the creature, or potential creature that may be hidden.

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

The GM GM may also grant Surprised Surprised if this is acted outside of combat/initiative. The GM can do this by rolling players sneak button from the campaign controls.

While hidden a friendly team can see you. However, if they cast a spell or effect you in some way you are revealed!

Hindered Hindered

All your Attack Roll Attack Rolls have DIS DIS.

And your speeds are halved.

Holding Mastery Holding Mastery

You harness the power of the void through carefully studied gestures, words, and your training in reality-bending. If you do not release this energy or alter its state by the end of your next turn, it may become hazardous.

Holy Turned Holy Turned
  1. This status effect is broken on ANY damage taken.
  2. A turned creature must spend its Turn Turns trying to Move Move as far away from you as it can, and it can’t willingly Move Move to a space within 30 feet of you.
  3. It also can’t take Reaction Reactions. During its Turn Turn it tries to Move Move away from you.
  4. If there’s nowhere to Move Move, the creature can Dodge Dodge.
Hunger and Thirst Tick Hunger and Thirst Tick
  1. This hidden status effect monitors when a player character experiences hunger and thirst.
  2. Every hour that the character is alive and not immune to Hungry Hungry or Starving Starving , they lose 3% of their hunger meter.
  3. To prevent negative consequences, the character must replenish this meter by consuming food.
  4. Every hour that the character is alive and not immune to Thirsty Thirsty or Parched Parched , they lose 5% of their thirst meter.
  5. To prevent negative consequences, the character must replenish this meter by drinking.
Hungry Hungry

GM GMs have the ability to toggle Hunger Hunger and Thirst Thirst for PC PCs.

As campaign time progresses, a player's Hunger Hunger meter decreases at a rate of 3% per hour.

When the Hunger Hunger meter drops to 20%, the player is considered Hungry Hungry and receives a notification to eat.

If the Hunger Hunger meter reaches 0%, the player is Starving Starving.

Hunkered Down Hunkered Down

When behind Full Cover Full Cover you can Hunker Down Hunker Down.

Hunkered Down:

  1. Grants you +3 additional Environmental AC.
  2. You retain the status still from Full Cover Full Cover.
  3. Your Spell Melee Attack Roll Spell Melee Attack Roll and Weapon Melee Attack Roll Weapon Melee Attack Roll are rolled at DIS DIS.
  4. You are Immobile Immobile.
  5. You lose this effect if you are Flanked Flanked.
Huo Stance Huo Stance

The stance of hardness or fire. One of the core stances every monk learns when training.

Immobile Immobile

The speed types of the creature is zero, excluding Teleport Teleport.

Impaired Impaired

An Impaired Impaired creature has DIS DIS on Innate Skill Roll Skill Rolls that use Body Body.

Incorporeal Incorporeal

While Incorporeal you can pass through solid objects on the Material Plane Material Plane without any penality.

You can also pass through creatures without provoking an Full Overrun Overrun Contesting Roll Contesting Roll.

If you end inside of an object you take .

Keep in mind you are not invisible.

Integrated Object Integrated Object

The object is fully integrated into another, inseparable yet still interactive.

Inverted Inverted

Inverted prevents the creature from being healed, by a healing roll or regeneration roll.

If the Character is healed while affected by Inverted, it takes damage instead.

Invigorated Invigorated

A health status where a creature's health is = 100% + v_temp

V Status Table
StatusEffect
Invigorated Invigorated100% + v_temp
Fresh FreshV = 100%
Barely Wounded Barely Wounded>= 75% &&
Wounded Wounded>=50% && < 75%
Bloodied Bloodied>= 25% && < 50%
Well Bloodied Well-Bloodied>= 10% && < 25%
On Deaths Door On Death's Door>0% && < 10%
Dying Dying0%

Invisible Invisible

Invisible creatures or objects are undetectable by sight, granting them significant stealth advantages. They can still be sensed by sound, smell, or touch. Invisibility can be magical, lasting for a set duration, or natural, inherent to certain creatures. Magical detection or special abilities are required to reveal them.

Invulnerable Invulnerable

You are immune to all damage.

Judgement Judgement

Paladin Paladins build Instrument of Judgement Instrument of Judgement by using Censure Censure on a Target Target.

Judgement, 1 Judgement 1

Paladin Paladins build Instrument of Judgement Instrument of Judgement by using Censure Censure on a Target Target.

Judgement, 2 Judgement 2

Paladin Paladins build Instrument of Judgement Instrument of Judgement by using Censure Censure on a Target Target.

Judgement, 3 Judgement 3

Paladin Paladins build Instrument of Judgement Instrument of Judgement by using Censure Censure on a Target Target.

Locked Locked

When an object, container, or door is Locked Locked, it cannot be opened, and its contents remain inaccessible. Locks Locks may be integrated directly into the object, rendering them immovable and inseparable from the object itself. To open a lock, you can use the Locks Locks Skill Skill or Magic Magic, such as the Knock Lock Knock Lock Spell Spell.

Lockpicking Lockpicking

Lockpicking is based on the Lock Type used, and uses the Locks Locks Skill.

Locks are set with a lock complexity, or the amount of D6s required to break the lock for the lockpicking roll. Some doors, containers, or objects, might be "locked" with a puzzle or magical puzzle, which does not have a standard lock type.

Lock complexity 1 and 2 locks, do not require thieves tools to lockpick, and are often considered a tight hinge or a basic lock.

When trying to pick a lock, you roll a number of d6s required for that Lock Type. If any 1s are rolled, the attempt fails. If the lock requires lockpicking tools, and you roll at least two 1s, the tools break.

If you are trained in the Locks Locks Skill, this will allow you more rerolls of 1s, allowing for easier access to the Lock, and when tools are required, less chance for them to break.

Detachable locks can be gathered, and looted.

(Special thanks to Bob the World Builder for these Game Mechanics.)

Lockpicking
Lock TypeLock DCLock ComplexityLockpicking Tools Req.Round to PickLockpicking Roll
Lock Type (2d6) Lock Type (2d6)51N1
Lock Type (4d6) Lock Type (4d6)102N2
Lock Type (6d6) Lock Type (6d6)153Y3
Lock Type (8d6) Lock Type (8d6)204Y4
Lock Type (10d6) Lock Type (10d6)255Y5
Lock Type (12d6) Lock Type (12d6)306Y6

Maimed Maimed

A creature can be Maimed Maimed for many reasons, such as taking a critical hit and failing the Fortitude Fortitude Contesting Roll Contesting Roll, or traveling too long, or staying awake on watch for longer than required.

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

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

Taking over half your Vitality Vitality in a single Damage Roll Damage Roll automatically adds a stack of Maimed Maimed.

Maimed (1) Maimed 1
Maimed (10) Maimed 10

The creature is dead when their maimed reaches 10 stacks.

Maimed (2) Maimed 2
Maimed (3) Maimed 3
Maimed (4) Maimed 4
Maimed (5) Maimed 5
Maimed (6) Maimed 6
Maimed (7) Maimed 7
Maimed (8) Maimed 8
Maimed (9) Maimed 9
Melting Melting

When fire damage reaches extreme levels, it can surpass mere burning, liquefying even the most resilient targets.

This effect mirrors the intense destruction caused by submersion in lava or other sources of extreme heat.

Due to its overwhelming severity, this damage cannot be mitigated by standard healing effects unless explicitly stated otherwise.

Mirror Image 1 Mirror Image 1

You have the Mirror Image Mirror Image spell cast on you, and only have 1 mirror image left, giving you a +3 AC.

Mirror Image 2 Mirror Image 2

You have the Mirror Image Mirror Image spell cast on you, and only have 2 mirror images left, giving you a +6 AC.

Mirror Image 3 Mirror Image 3

You have the Mirror Image Mirror Image spell cast on you, and only have 3 mirror images left, giving you a +9 AC.

Mirror Image Effect Mirror Image Effect

Reference to manipulate status effects for Mirror Image Mirror Image.

Mounted Mounted
  1. You can Mount a Creature Mount a Creature.
  2. You have Mounted Mounted a larger creature. The creature must be one size larger than you.
  3. Your speeds become zero, and are Immobile Immobile.
  4. On your Mounted Mounted creature's Turn Turn, you Move Move with the creature using their chosen speed type.
Nondetection Effect 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.

Obscured Obscured

The creature is obscured and cannot be physically seen, and therefore cannot be targeted by Contesting Roll Contesting Roll abilities, and attack rolls against them are at DIS DIS.

Typically a creature is known to be at the position in the encounter, but cannot be targeted directly by an ability, spell, or effect that requires a Contesting Roll Contesting Roll.

Example:

  1. Creatures in a Fog Cloud Fog Cloud or Darkness Sphere Darkness Sphere
  2. A creature that has Cloak of Shadows Cloak of Shadows
  3. A Target Target being perceived by the Caster Caster who is in Pitch Black Pitch Black who does not have Nightsight Nightsight.
On Death's Door On Deaths Door

A health status where a creature's health is: > 0% and < 10%.

V Status Table
StatusEffect
Invigorated Invigorated100% + v_temp
Fresh FreshV = 100%
Barely Wounded Barely Wounded>= 75% &&
Wounded Wounded>=50% && < 75%
Bloodied Bloodied>= 25% && < 50%
Well Bloodied Well-Bloodied>= 10% && < 25%
On Deaths Door On Death's Door>0% && < 10%
Dying Dying0%

Pain Stance Pain Stance

The stance adopted by monks of Tao Of The Ten Thousand Limbs Tao of the Ten Thousand Limbs.

Paralyzed Paralyzed
  1. A paralyzed creature is unable to use Action Point Action Point(s) and can't move or speak.
  2. The creature automatically fails Balance Balance.
  3. Attack rolls against the creature have ADV ADV .
  4. Any Weapon Melee Attack Roll Weapon Melee Attack Roll or Spell Melee Attack Roll Spell Melee Attack Roll against that hits the Caster Caster is an automatic critical hit.
Parched Parched

When Hunger Hunger and Thirst Thirst mechanics are enabled by the GM GM, characters must drink to avoid becoming Parched Parched.

Players need to consume drinks that replenish their Creature Size and Hunger and Thirst Meters Creature Size and Hunger and Thirst Meters, with the required amounts varying based on creature size.

  1. When a player's thirst meter drops to 20%, they are considered Thirsty Thirsty.
  2. When the thirst meter reaches 0%, they are considered Parched Parched.

Parched Parched players become Exhausted Exhausted and gain a stack of Maimed Maimed.

  1. Each day while Parched Parched, they must make a DC10 Fortitude Fortitude Contesting Roll Contesting Roll (typically at DIS DIS due to being Exhausted Exhausted).
  2. Failing the Contesting Roll Contesting Roll results in an additional stack of Maimed Maimed.
  3. This is implemented through Dying from Thirst Dying from Thirst
  4. Once a character accumulates 10 stacks of Maimed Maimed, they die.
Partial Cover Partial Cover

When your creature size is standing on an inventory object's base in the encounter that is one size category smaller than you you gain Partial Cover.

The inventory must cover at least half of your height to gain this effect. This matters for inventory that could be submerged, or if you are flying.

  1. This grants you +2 Environmental AC.
  2. You lose any cover when you are Flanked Flanked.
Performing a Melody Performing a Melody

The Bard must continue to use Rythmn Rythmn to maintain the stacks of Melody Melody.

If the Bard fails to add to their stacks by the next turn, all stacks of Melody Melody will be lost, breaking the performance.

Petrified Petrified

  1. 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.

  2. The creature is incapacitated, can't move or speak, and is unaware of its surroundings.

  3. Attack rolls against the creature have ADV ADV .
  4. The creature automatically fails Balance Balance and Fortitude Fortitude.
  5. The creature has resistance to all damage.

  6. The creature is immune to Poison Poison and Diseased Diseased, although a poison or disease already in its system is suspended, not neutralized.

Petrifying 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.

Photosensitive Eye Strain Photosensitive Eye Strain

Some casters are sensitive to bright sunlight.

When the encounter light type is bright light, or the caster is in daylight, they gain several detrimental effects.

Encounter light sources, such as from torches, or spells, do not effective this.

Piloted Piloted
  1. You are being controlled by another target, usually in direct control.
  2. A target can only be piloted by ONE creature at a time.
  3. A piloted creature's speed types go to zero, and the pilot gains control of all the target's speed types, except teleport.
Piloting Piloting
  1. You are controlling a vehicle. Only one pilot at a time can control the vehicle.
  2. You are also considered Riding Riding it, and move along with the vehicle.
  3. The vehicle can only move on your turn, and all riders move with you on the vehicle.
Poisoned Poisoned
Possessed Possessed
  1. The target is Dominated Dominated and is now controlled by the possessor.
  2. The possessor disappears inside of the Target, and the target loses control of its body.
  3. 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, and for the most part is considered Obscured Obscured.
  4. Possession lasts until the Target drops to 0V, or in certain situations the caster is turned or forced out by an effect like the Dispel Evil and Good Dispel Evil and Good.
  5. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the target.
  6. Most of the time the target is immune till a long rest if the possessor is expelled.
Powerful Powerful

Your damage is increased by 20%.

Prone Prone
  1. A Prone Prone Caster Caster only can crawl up to half its Walking Speed Walking Speed, unless it Stand Up Stand Up , for 1ap, and thereby ends the condition.
  2. The Caster Caster has DIS DIS on all Spell Melee Attack Roll Spell Melee Attack Rolls and Weapon Melee Attack Roll Weapon Melee Attack Rolls.
  3. All Spell Melee Attack Roll Spell Melee Attack Rolls and Weapon Melee Attack Roll Weapon Melee Attack Rolls against the creature have ADV ADV .
  4. All ranged attack rolls against the creature have DIS DIS .
  5. Stand Up Standing Up from prone provokes an Opportunity Attack Opportunity attack from hostile enemies within their Reach Reach .
Protected Protected

While Protected Protected, all Attack Roll Attack Rolls against you are at DIS DIS, and you have ADV ADV on Fortitude Fortitude and Balance Balance.

To gain protection, you can either have another creature protect you or position yourself behind cover where you cannot be Flanked Flanked by ranged or melee Attack Attacks.

Puppet Stance Puppet Stance

A stance you assume where your limbs go limp awaiting the spirits inputs.

Reading Reading

You are reading deeply a book. You can pace around typically but aren't paying attention to your surroundings too much.

Received Prayer of Healing Received Prayer of Healing

You have received a Prayer of Healing Prayer of Healing, and cannot receive another Prayer of Healing Prayer of Healing do so until a Long Rest Long Rest.

Reckless Reckless

The creature tosses aside all caution, and blindly attacks.

Recovery State Recovery State

The sum total of Dying Stratum Roll Dying Stratum Rolls that have lead to a success.

Recovery State 1 Recovery State 1

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

Recovery State 2 Recovery State 2

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

Recovery State 3 Recovery State 3

You have recovered, and are Crippled Crippled until you receive 1 Vitality Vitality in healing.

Repelled Repelled

The target cannot target the caster.

Resistant Resistant

You are Resistant Resistant to all damage types.

Rested Rested

You gain a stack of Rested Rested.

If combat begins, creatures losses a stack of Rested Rested.

Rested 0 Rested 0

The creature has begun Resting Resting, and is in the 1st hour of Resting Resting.

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

Rested 1 Rested 1

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

Rested 2 Rested 2

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

Rested 3 Rested 3

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

Rested 4 Rested 4

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

Rested 5 Rested 5

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

Rested 6 Rested 6

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

Rested 7 Rested 7

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

Resting Resting

A creature is Resting Resting recover.

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

A Long Rest Long Rest is a period of extended downtime— at least 8 hours long—available to any creature. During a Long Rest Long Rest, you Slumberwave 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 Rested. Entering combat, ends the Resting Resting status effect, and resets the Rested Rested stack by 1, or 1 hour equivalents worth a Rest Rest. When combat is over you may Rest Rest again.

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

A Resting Resting creature is typically considered Prone Prone, and Sleeping Sleeping. These are automatically applied if you do GM GM does hour by hour Resting Resting. If you are wearing medium or heavy armor, when a Long Rest Long Rest completes you automatically become Exhausted Exhausted, unless you have enchantments or Feat Feats to prevent this.

The GM GM in the campaign screen can also do a summation Long Rest Long Rest, which will skip the time forward 8 hours and give the benefits of a Long Rest Long Rest to the party.

Restrained Restrained
  1. All speed types, except Teleport Teleport , becomes 0.
  2. A creature can escape Restrained Restrained by using an ability or spell with Teleport Teleport .
  3. Attack rolls against the Caster Caster have ADV ADV , and the Caster Caster's attack rolls have DIS DIS.
  4. The Caster Caster has DIS DIS on Balance Balance.
  5. A creature cannot spells using Somatic Spell Component Somatic Spell Components.
  6. A creature cannot spells using Material Spell Component 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 Ridden

You are currently being Mounted Mounted or Piloting Piloted by another creature.

Your speed types goes to zero, except Teleport Teleport.

If you are a creature an teleport, you immediately break the Piloting Piloting and Mounted Mounted effects.

Riding Riding

You are riding a creature or vehicle, and move along with the creature or vehicle's movement, usually controlled by the pilot of the vehicle.

Rotting Rotting

The creature has died. Harvest its monster bits within 24 hours — after that they decay and become unusable.

If the creature type is Undead Undead , it doesn't rot.

Rushed Rushed

Unlike Hasted Hasted you are not Stunned Stunned when this status effect expires.

Searching Searching

You are using your Inspection Inspection to Search for Hidden Inventory Search for Hidden Inventory in the encounter.

While doing this you are immobile.

Shadowform Shadowform

Priest Priests, who are given power by the Goddess of Spirits, can enter a form where they become partially shadow, as their Essence Essence wavers between the Material Plane Material Plane and the Ethereal Plane Ethereal Plane.

In doing so they gain certain Resistance Resistances.

However, while in this form, you CANNOT the cast any healing roll, or regeneration roll.

Shelled Shelled

The creature reduces all incoming damage by 25%.

Shield Encumbered Shield Encumbered

If you don't have the required amount of Body Body to equip a shield, you Walking Speed Walking Speed drops by -10.

You also have DIS DIS on on Armor Bending Roll Armor Bending Rolls, which can effect how you cast Spell Spells with Somatic Spell Component Somatic Spell Components and Material Spell Component Material Spell Components if you are wearing armor.

Shielded Shielded

While Shielded it negates ONE instance of a damage roll against you.

It is a limited form of Invulnerable Invulnerable.

You can have stack up to 10 Shielded effects at a time.

The shields stack, and each damage roll reduce the total stacks.

Shielded (1) Shielded 1

While Shielded Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage.

Shielded (10) Shielded 10

While Shielded Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage.

Shielded (2) Shielded 2

While Shielded Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage.

Shielded (3) Shielded 3

While Shielded Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage.

Shielded (4) Shielded 4

While Shielded Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage.

Shielded (5) Shielded 5

While Shielded Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage.

Shielded (6) Shielded 6

While Shielded Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage.

Shielded (7) Shielded 7

While Shielded Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage.

Shielded (8) Shielded 8

While Shielded Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage.

Shielded (9) Shielded 9

While Shielded Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage.

Shizen Stance 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 Ninjitsu Tao of Ninjutsu.

Shocked Shocked

Cannot take Reaction Reactions and has DIS DIS on Balance Balance and Sneak Sneak.

Shu Stance Shu Stance

The stance of softness or water. One of the core stances every monk learns when training.

Sightless Sightless

A Blinded Blinded creature can't see and automatically fails any Skill Roll Skill Roll that requires sight.

This status is similar to Blinded Blinded, however, it is only caused by the Encounter Encounter light and Encounter Encounter source light effects.

Silenced Silenced

Cannot cast spells with verbal components.

Sleeping Sleeping

Creature is Unconscious Unconscious and, but ANY damage will wake the creature.

Slightly Drunk Slightly Drunk
Slowed Slowed
Sluggish Sluggish

All movement speed types are halved.

Sneaking Sneaking

While sneaking your speed is halved as you try to move silently and unnoticed.

If you end your move behind or with Partial Cover Partial Cover or Full Cover Full Cover you can try to Hide Hide to become Hidden Hidden.

After each move you must be behind some kind of cover to remain [Hidden].

Each time you use a move type while Sneaking Sneaking, you must roll your Sneak Sneak vs every Enemy Enemy (or opposing creature team) within a 20ft sphere of the path you moved. Each target only rolls once during the move.

Unless otherwise stated you must be behind cover after the move is completed to remain Hidden Hidden.

Soul Breaker Soul Breaker

Target Target has DIS DIS on ALL Defense Skill Defense Skills.

South Stance South Stance

A precise and powerful stance used to strike points of weakness.

Spell Locked Spell Locked
Spider Climb Effect Spider Climb Effect

The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an skill roll, or reduced movement.

Spider Stance Spider Stance

A low to the ground stance that allows you to slink in and strike quickly and escape easily.

Squeezed Squeezed

Feeling Squeezed? Your mobility is severely hindered by your compacted state, making it challenging to maneuver. Additionally, you're at heightened risk from incoming attacks.

GM Note: This is used by the GM mostly when larger characters are squeezing or fighting in tight spots. This could be a major hindrance on playing large size character, depending on the encounter space.

Stabilized Stabilized

A stable creature doesn’t make any dying stratum rolls, even though it has 0V, but it does remain unconscious. The creature stops being stable, and must start making dying stratum rolls again, if it takes any damage. A stable creature that isn’t healed regains 1V after 1d4 hours.

Staggered Staggered

Creature makes attacks at disadvantage.

Starving Starving

When Hunger Hunger and Thirsty Thirsty mechanics are enabled by the GM GM, characters must eat to avoid becoming Starving Starving.

Players need to consume food that replenish their Creature Size and Hunger and Thirst Meters Creature Size and Hunger and Thirst Meters, with the required amounts varying based on creature size.

  1. When a player's Hunger Hunger meter drops to 20%, they are considered Hungry Hungry.
  2. When the meter reaches 0%, they are considered Starving Starving.

Starving Starving players become Exhausted Exhausted and gain a stack of Maimed Maimed.

  1. Each day while Starving Starving, they must make a DC5 Fortitude Fortitude Contesting Roll Contesting Roll (typically at DIS DIS due to being Exhausted Exhausted).
  2. Failing the Contesting Roll Contesting Roll results in an additional stack of Maimed Maimed.
  3. This is done by Starving to Death Starving to Death.
  4. Once a character accumulates 10 stacks of Maimed Maimed, they die.
Stunned Stunned
  1. A Stunned Stunned creature can't Move Move, and can speak only falteringly, and can only use its reaction(s).
  2. The Caster Caster rolls a natural 1, whenever using a Balance Balance.
  3. Attack Attack rolls against the Caster Caster have ADV ADV.
Suffocating Suffocating

Suffocating is more aggressive than Drowning Drowning, usually caused by force strangulation.

A creature can hold its breath for a number of ROUNDS of equal to 3 + its Body Body.

If the status effect expires while they are suffocating, they die.

While suffocating you cannot cast spells with verbal components.

Summon Tag Summon Tag

If a Summon Summon is using Concentrating Concentrating, or needs to be connected in some way for Janus Janus. Meant to destroy Summon Summons most of the time.

Surprised 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.

Thirsty Thirsty

GM GMs have the ability to toggle Hunger Hunger and Thirst Thirst for PC PCs. As time progresses, a player's Thirst Thirst meter decreases at a rate of 5% per hour.

When the Thirst Thirst meter drops to 20%, the player is considered Thirsty Thirsty and receives a notification to drink.

If the Thirst Thirst meter reaches 0%, the player is Parched Parched.

Tracker's Brand Trackers Brand

After casting Hunter's Mark Hunter's Mark on a target they are marked, enabling Stalk Stalk to be built while the Hunter hits with an attack.

Training Training

You are training with a trainer to try to gain a skill point in a chosen skill.

Trapped Trapped

When an inventory object, point, or area in an encounter is trapped, its effect is typically activated by the trap's trigger.

Truthsayer Truthsayer

While this status effect is in place, the creature/item cannot lie.

Turtling Turtling
Unconscious Unconscious
  1. An unconscious creature is Immobile Immobile and can't move or speak, and is unaware of its surroundings.
  2. The creature drops whatever it's holding and falls Prone Prone.
  3. The creature automatically fails Balance Balance.
  4. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Unimpeded Unimpeded

Target's movement is unaffected by difficult terrain, spells or water.

Very Squeezed Very Squeezed

Similar to Squeezed Squeezed where more than HALF of your model is compressed into the ceiling or floor. You gain an additional stack of Squeezed Squeezed.

Vulnerable Vulnerable

The target has Vulnerability Vulnerability to all damage types.

Water Walk Effect 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.

Weakened Weakened

While Weakened all damage done is reduced by 20%.

Weary Weary

You recently tested for Waking Weariness Waking Weariness and passed the DC for the Fortitude Fortitude Contesting Roll Contesting Roll and cannot test for it again until 1 hour has passed.

Each hour that passes the DC increases by 1 for the Waking Weariness Waking Weariness test.

Well-Bloodied Well Bloodied

A health status where a creature's health is: >= 10% and < 25%.

V Status Table
StatusEffect
Invigorated Invigorated100% + v_temp
Fresh FreshV = 100%
Barely Wounded Barely Wounded>= 75% &&
Wounded Wounded>=50% && < 75%
Bloodied Bloodied>= 25% && < 50%
Well Bloodied Well-Bloodied>= 10% && < 25%
On Deaths Door On Death's Door>0% && < 10%
Dying Dying0%

Wenhe Stance Wenhe Stance

A healing stance used by monks of the Tao Of Gentleness Tao of Gentleness.

Wet Wet

The creature is soaking wet, swimming, or underwater.

Withering Withering

The creature/target cannot heal or regain vitality.

Wounded Wounded

A health status where a creature's health is: >= 50% and < 75%.

V Status Table
StatusEffect
Invigorated Invigorated100% + v_temp
Fresh FreshV = 100%
Barely Wounded Barely Wounded>= 75% &&
Wounded Wounded>=50% && < 75%
Bloodied Bloodied>= 25% && < 50%
Well Bloodied Well-Bloodied>= 10% && < 25%
On Deaths Door On Death's Door>0% && < 10%
Dying Dying0%

Yun Stance Yun Stance

The cloud stance for the Tao Of The Cloudrunner Tao of the Cloudrunner.

D4
D6
D8
D10
D12
D20
Advantage
Disadvantage
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

These sliders set site audio only, so you can mix against Discord and other apps (phone volume still caps everything).

Effect 1
30%
Effect 2
30%
Ambience
30%
Music
30%

Item Information