Status Effects
Status effects are computed in Play Mode — apply one to a character with a severity and a duration and the stat block, AP, dice and damage-over-time update live. Magnitude scales with severity. Corrupted and Calm remain reference-only for now.
Negative
Scaling (per severity level)
- Slowed: -1 to Speed
- Weakened: -1 Might
- Crippled: -1 Might, -1 Finesse, -1 Speed
- Cursed: Unable to make Reactions, +1 Disadvantage on Attacks
- Madness: See allies as enemies, -1 Vitality, -1 Perception
- Unnerved: +1 Degree of disadvantage on social & attack checks
- Charmed: +1 Suggestion considered from the caster
- Dominated: +1 Command followed from the caster
- Bleeding: 1d6 Sharp Damage per Turn
- Poisoned: 1d6 Poison Damage per Turn
- Burning: 1d6 Fire Damage per Turn
- Decaying: 1d6 Necrotic Damage per Turn
- Exhaustion: -1 AP
- Corrupted: [Effect to be defined](reference-only — not yet modelled)
- Disoriented: +1 Degree of disadvantage on attack rolls and ability checks
Non-scaling
- Knocked Down: Target is knocked over and must expend half of their AP to get back up before they can make any actions.
- Stunned: Target cannot move or take their turn. All attacks will hit.
- Blinded: Target cannot make their turn. Roll a d6 and the character will move 5 tiles in that direction or until obstructed.
- Frozen: Target cannot move or make its turn. All attacks will hit.
- Restrained: Target cannot move or take their turn. Attacks on this creature will have advantage.
- Hypnotised: Target is incapacitated and cannot act
- Fear: Target is scared of a singular entity and cannot move closer to them or target them with attacks or abilities. Each turn they will move 1 tile away from the creature they are scared of.
- Taunted: Target is enraged by a single target. They will only move towards and attack that creature for the duration of the status effect.
Positive
Scaling (per severity level)
- Inspired: +1 Degree of advantage on social & attack checks
- Hastened: +1 Speed
- Blessed: +1 Might, +1 Finesse, +1 Arcana
- Invigorated: +1 AP
- Galvanized: +1 Degree of advantage on ability checks
- Emboldened: +1 damage die to physical damage
Non-scaling
- Temporal Immunity: Target is not effected by the flow or manipulation of time.
- Calm: [To be defined](reference-only — not yet modelled)