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Ageless |
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You stop aging. You are immune to any effect that would age you, and you can't die from old age. |
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AOE Redirection |
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Typically while concentrating, the caster gain the ability to redirect the AOE of the spell or effect for |
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Armor Encumbered |
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If you don't have the required amount of You also have |
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Backlash |
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Creature cannot take reactions. |
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Banished |
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A creature banished is [item:6D941FDC-10AE-361D-417E-D23CFB7298EF] and immune to all damage. |
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Barely Wounded |
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A health status where a creature's health is: >= 75% and < 100% |
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Beijxing Stance |
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The dangerous stance used by Monks of |
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Bleeding (2d6) |
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If the creature is healed at all, they stop this status effect. |
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Bleeding (3d6) |
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Bleeding (d4) |
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Blinded |
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A |
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Bloodied |
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A health status where a creature's health is: >= 25% and < 50% |
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Bolstered |
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Burning |
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A creature that is burning takes 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. |
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Casting |
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An
Any |
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Challanged |
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The creature cannot |
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Charmed |
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Chilled |
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Applying |
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Concentrating |
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You are You can also |
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Confused |
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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
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Consecrated |
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A consecrated target cannot be raised, summoned, or turned into an undead. |
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Crafting |
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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. |
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Crippled |
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You fall down, but are mortally struck. This is similar This only effects creatures at 0 |
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Darkened Perception |
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While in You are more vulnerable to |
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Dazed |
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You have minus |
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Dead |
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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. |
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Deafened |
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A |
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Defensive Essence Lowered |
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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. |
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Defensive Essence Raised |
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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. |
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Desiccating |
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The rate of decay of the caster's Thirst Meter is doubled. |
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Dimmed |
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While in |
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Diseased |
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There are many types of diseases that can plague adventurers like: Cackle Fever, Sewer Plague, etc. |
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Doffing |
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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
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Dominated |
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The creature obeys all commands, even if it is against the creature's nature. |
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Donning |
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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
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Drunk |
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Dying |
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Once a Immediately upon
If it is not your While
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Dying State 1 |
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While |
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Dying State 2 |
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While |
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Dying State 3 |
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You have unsuccessfully reached 3 |
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Electrocuted |
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Empowered |
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Your damage type 1 is rolled with |
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Encased in Thunder |
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The |
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Encumbered |
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f you carry more than: Creature Size Weight Multiplier * (5 + You also have |
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Enfeebled |
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Weapon attacks by the creature are halved in damage. |
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Exhausted |
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When traveling for to long (more than 6 to 8 hours in a day), or you haven't gotten 6 hours of Basically this means a creature becomes very tired. The Trying to complete a
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Exposed |
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Extreme Photosensitive Eye Strain |
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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. |
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Fate Card Suit: Change |
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You are holding onto a Fate Card, with the suit: Change. |
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Fate Card Suit: Love |
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You are holding onto a Fate Card, with the suit: Love. |
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Fate Card Suit: Prosperity |
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You are holding onto a Fate Card, with the suit: Prosperity. |
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Fate Card Suit: War |
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You are holding onto a Fate Card, with the suit: War. |
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Feebleminded |
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The creature's At the end of every 30 days, the creature can repeat its The |
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Flanked |
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- All melee attack rolls against a flanked creature are at ADV. |
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Freezing |
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While |
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Fresh |
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A health status where a creature's health is = 100% |
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Frightened |
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A |
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Fully Rested |
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The creature has recently long-rested and cannot begin a |
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Gathering |
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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. 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. |
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Grappled |
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A A |
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Grappling |
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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. |
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Greater Invisible |
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Not only are you invisible, but you are not revealed while: using abilities, spells, skills, or making any attack. |
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Guided |
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After a caster uses the |
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Hamstrung |
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The speed of the creature is halved. |
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Hasted |
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Typically, when the |
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Heavily Encumbered |
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If you carry weight in excess of 10 times your This stacks with |
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Hidden |
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To be 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 ( The ![]() Once the ![]() ![]() ![]() ![]() If successfully |
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Hindered |
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All your |
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Holding Mastery |
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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. |
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Holy Turned |
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This status effect is broken on any damage. A turned creature must spend its |
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Hunger Tick |
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This hidden status effect monitors when a player character experiences hunger. Every hour that the character is alive and not immune to starvation or hunger, they lose 3% of their hunger meter. To prevent negative consequences, the character must replenish this meter by consuming food. |
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Hungry |
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When the |
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Huo Stance |
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The stance of hardness or fire. One of the core stances every monk learns when training. |
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Immobile |
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The speed types of the creature is zero, excluding |
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Impaired |
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An |
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Integrated Object |
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The object is fully integrated into another, inseparable yet still interactive. |
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Invigorated |
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A health status where a creature's health is = 100% + hp_temp |
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Invisible |
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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. |
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Invulnerable |
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You are immune to all damage. |
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Judgement |
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Judgement, 1 |
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Judgement, 2 |
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Judgement, 3 |
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Locked |
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When an object, container, or door is |
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Lockpicking |
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Lockpicking is based on the Lock Type used, and uses the 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 Detachable locks can be gathered, and looted. (Special thanks to Bob the World Builder for these Game Mechanics. ) Lockpicking
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Maimed |
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A creature can be In any case, when a creature is This status effect can be removed by a Taking over half your |
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Maimed (1) |
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Maimed (10) |
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The creature is dead when their maimed reaches 10 stacks. |
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Maimed (2) |
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Maimed (3) |
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Maimed (4) |
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Maimed (5) |
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Maimed (6) |
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Maimed (7) |
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Maimed (8) |
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Maimed (9) |
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Mirror Image 1 |
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You have the |
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Mirror Image 2 |
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You have the |
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Mirror Image 3 |
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You have the |
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Mirror Image Effect |
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Reference to manipulate status effects for |
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Mounted |
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You have Your speeds become zero, and are |
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Nondetection Effect |
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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. |
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On Death's Door |
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A health status where a creature's health is: > 0% and < 10% |
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Paralyzed |
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Parched |
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When Players need to consume drinks that replenish their - When a player's thirst meter drops to 20%, they are considered
Each day while Once a character accumulates 10 stacks of |
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Performing a Melody |
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The Bard must continue to use If the Bard fails to add to his stacks by the next turn, all stacks of |
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Petrified |
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Petrifying |
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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. |
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Photosensitive Eye Strain |
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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. |
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Poisoned |
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A poisoned creature has disadvantage on attack rolls and skill checks. |
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Possessed |
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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. |
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Prone |
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Protected |
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While To gain protection, you can either have another creature protect you or position yourself behind cover where you cannot be |
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Rattled |
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Placeholder |
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Received Prayer of Healing |
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You have received a |
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Reckless |
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The creature tosses aside all caution, and blindly attacks. |
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Recovery State 1 |
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While |
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Recovery State 2 |
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While |
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Recovery State 3 |
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You have recovered, and are |
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Repelled |
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The target cannot target the caster. |
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Resistant |
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You are |
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Rested |
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You gain a stack of If combat begins, creatures losses a stack of |
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Rested 0 |
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The creature has begun |
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Rested 1 |
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The creature has completed 1 hour of successful |
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Rested 2 |
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The creature has completed 2 hours of successful |
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Rested 3 |
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The creature has completed 3 hours of successful |
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Rested 4 |
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The creature has completed 4 hours of successful |
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Rested 5 |
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The creature has completed 5 hours of successful |
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Rested 6 |
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The creature has completed 6 hours of successful |
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Rested 7 |
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The creature has completed 7 hours of successful |
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Resting |
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A creature is This is done by hitting the A At the end of the 7th A The |
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Restrained |
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Ridden |
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You are currently being mounted by a smaller creature. |
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Shadowform |
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In doing so they gain certain However, while in this form, you CANNOT the cast any healing roll, or regeneration roll. |
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Shield Encumbered |
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If you don't have the required amount of You also have |
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Shizen Stance |
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A natural stance where the ninja stands in a balanced and relaxed posture, ready to adapt to any situation, used by the |
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Shocked |
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Shu Stance |
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The stance of softness or water. One of the core stances every monk learns when training. |
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Sightless |
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A This status is similar to |
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Silenced |
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Cannot cast spells with verbal components. |
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Sleeping |
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Creature is |
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Slightly Drunk |
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Slowed |
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Sluggish |
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All movement speed types are halved. |
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Soul Breaker |
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Spider Climb Effect |
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The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an skill roll, or reduced movement. |
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Squeezed |
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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. |
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Stabilized |
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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. |
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Staggered |
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Creature makes attacks at disadvantage. |
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Starving |
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When Players need to consume food that replenish their - When a player's
Once a character accumulates 10 stacks of |
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Stunned |
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- A |
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Suffocating |
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A creature can hold its breath for a number of minutes equal to 1 + its |
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Summon Tag |
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If a |
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Surprised |
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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. |
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Thirst Tick |
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This hidden status effect monitors when a player character experiences thirst. Every hour that the character is alive and not immune to starvation or thirst, they lose 5% of their thirst meter. To prevent negative consequences, the character must replenish this meter by drinking. |
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Thirsty |
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When the |
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Tracker's Brand |
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After casting |
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Truthsayer |
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While this status effect is in place, the creature/item cannot lie. |
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Turtling |
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Unconscious |
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Unimpeded |
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Target's movement is unaffected by difficult terrain, spells or water. |
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Vulnerable |
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The target has |
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Water Walk Effect |
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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. |
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Well-Bloodied |
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A health status where a creature's health is: >= 10% and < 25% |
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Wenhe Stance |
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A healing stance used by monks of the |
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Wet |
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The creature is soaking wet, swimming, or underwater. |
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Withering |
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The creature/target cannot heal or regain hit points. |
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Wounded |
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A health status where a creature's health is: >= 50% and < 75% |
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Yun Stance |
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The cloud stance for the |