Negative Effects
Bitch: Target who is made a bitch will do anything for caster without question or hesitation. When target comes out of bitch mental state they suffer a -5 to will for rest of fight duration.
Bleed: Targets can bleed in different variations. The turns a target bleeds for is dependent on the attack or ability used:
-1) Cut 5 damage per turn
-2) Stab 10 damage per turn
-3) Lacerate target bleeds for 10 percent max hp per turn
-4) Amputate amputated effects vary on what is cut off. However, amputations a limb or bigger the target bleeds for 20 percent hp per turn (anything smaller 10 percent). This bleed can only be remedied through magic, extreme heat, or specific medicine. A target that is amputated must make a will saving throw of 15 or higher or fall unconscious.
Blind: Blind targets roll at disadvantage on any attack that needs to be aimed. Blind targets also roll at disadvantage with dex saving throws/skill checks. They will also automatically fail OBS checks. Blind targets are immune to any charms or spells that require visualization of the caster.
Bloat: Bloated targets become heavily inflated suffering half their movement and take a -2 to AC. Bloated targets can take a second action to dash but at the cost of becoming fatigued and skipping their next movement action for next turn.
Blood Boil: Target inflicted with blood boil feels unbearable agony wearing heavy clothing/armor and therefore must strip their armor if med or heavy. Failure to do so in the first turn of blood boil will result in them also being maddened. Blood boiled targets constantly feel the need to move to satiate the effect and therefore must make two movement actions in one turn. If blood boiled target attempts to attack they must roll a con saving throw of 14 or higher to successfully innate an attack. If target fails this roll the are disarmed and take 15 damage. If blood boiled target is bleed it will alleviate the status effect until bleed is over.
Blood Lust: In order to be blood lusted target must fail sigma saving throw. If target also fails will saving throw they will attack teammates instead of attacking at free will. Blood lusted targets gain two attack actions in their turn. Blood lusted targets cannot stop attacking for the duration of its enchantment. If the battle is over and target is still enchanted they will attack themselves in need of blood.
Burning: Burns come in 4 different variants. Their effects and damage depend on what type of burn.
-1) Minor burn. A minor burn deals 3 damage per start of turn and can be extinguished by simply patting it out or water. If minor burn target stays aflame after their first turn this is upgraded to flare damage.
-2) Flare. A flare burn deals 8 damage per turn and can be put out by simply taking an action to roll or with water. If flare target fails to extinguish after their first turn they will be upgraded to ablaze.
-3) Ablaze. Ablazed targets take 15 damage per turn. Ablaze targets can extinguish fire if they submerge themselves in water. Roll action has a 50 percent chance of extinguishing the fire. Target must roll 1D4 if they roll a 1 or 2 they stay ablaze. A 3 or 4 extinguished the fire. If target stays ablaze after their first turn this is upgraded to engulfed.
-4) Engulfed. An engulfed target takes 25 damage per turn. If the target does not extinguish after the first turn they suffer severe burns making it so any subsequent damage dealt that makes contact with the exterior body is done so at extra effectiveness. Targets that are engulfed can extinguish the fire by submerging themselves in water. Target may take the roll action but will need to succeed at the action twice in order to be extinguished.
Charmed: Charmed target will follow the instructions of caster. If the order is to do something extremely contrary to the target’s beliefs or actions then the caster must roll a seduction of 20 or higher. If caster fails this roll the charm drops from the target.
Confusion: If target is affected with Confusion they must make a will saving throw of 12 or higher or be too confused to make any action. Confused targets roll subsequent psychological saving throws at disadvantage.
Crippled: Both unit's legs become unusable forcing them to be on their knees for the duration. Unit can only move 5 feet. Their AC is lowered by 5 for its duration and it rolls all Dex saving throws/Dex checks with disadvantage. If crippled unit is a quadruped it will not be able to move, its AC is lowered by 10 and it automatically fails Dex saving throws/Dex Checks.
Deaf: Deaf targets roll at disadvantage on Dex skill checks and saving throws. Attacks that attacks involve large audio queues roll with advantage AKA spoken spells ect… Deaf targets are unaffected by any spoken word. This includes charms that need to be heard, or spells that force saving throws by making the user hear them.
Death: Soul leaves the body of target. Can be revived but is unable to preform any action as they are dead.
Demoralize: A demoralized target performs worse in any die roll made for its duration. Taking a -2 to each roll. This includes skill checks, saving throws, damage, hit, even initiative.
Disease: Diseases have a various amount of effects depending on what type of disease is contracted. See list of diseases for details.
Down: A downed target must make a series of death saving throws. Target downed must succeed 2/3 death saving throws to stabilize. The first is a Con saving throw of 14 or higher. If con saving throw is a nat 20 downed target will automatically come back with 1 hp. The second roll is a will saving throw of 12 or higher. If will saving throw is a nat 20 downed target returns with 1 hp and gains advantage on attacks for their turn. The last saving throw is a divine saving throw of 16 or higher. If divine saving throw is a nat 20 downed target convinces the gods themselves that their time is not now. Target returns with 1 hp and is immune to all forms of damage other than divine damage until the start of their next turn. If 2/3 death throws are failed target dies.
Drowning: A drowning target cannot preform another physical action other than struggle. Target must make a strength saving throw of 14 or higher or fall beneath the water and begin suffocating. If target succeeds strength saving throw they move 5 feet.
Drunk: There are 3 tiers to being drunk. The first is Tipsy a tipsy target gains a + 5 to will saving throws but a - 1 to Agility saving throws and a - 3 to Sigma saving throws. A Drunk target gains + 10 percent temporary health but loses a - 5 to sigma saving throws - 3 to agility saving throws and a - 1 to hit. An Intoxicated target gains + 25 percent temporary HP but loses - 10 to sigma saving throws - 7 to agility saving throws, - 3 to hit, and - 5 to AC. An intoxicated target must roll a Con saving throw of 15 or higher or be horribly hungover the next day losing a - 5 to persuasion for 2 hours.
Eviscerate: If target is eviscerated they immediately die and their soul cannot return to it as it is dematerialized.
Exhaustion: A target suffering exhaustion will take a -1 to all rolls involving physicality. This includes damage, hit (for physical attacks), initiative, saving throws, and skill checks. If target makes a movement action it will be too exhausted to make an attack action in the same turn. Exhaustion most commonly is cured by a short rest. But can be cured in other ways as well.
Freezing: Freezing targets lose -2 AC due to slow reflexes.
Frightened: Frightened targets will roll with disadvantage on attacks against the being frightening it. It will however gain 1 AC against the target frightening it.
Frozen: Frozen targets cannot perform physical attacks or actions and cannot make movement actions either. While encased in ice however they cannot take damage from any attack that needs to make contact or needs to be heard. A frozen target must roll 2 strength saving throws of 12 or higher in order to be freed from containment. (1 if a nat 20 is rolled) failure to do so after two turns will result in the target also getting frost bitten dealing 15 damage per turn. Once target is free they must roll a will saving throw of 14 or higher or strip their armor.
Indoctrinated: Indoctrinated targets’s actions are controlled completely by the god they worship.
Intimidated: Intimidated target must roll at disadvantage when attacking caster. This effect nullifies when the intimidated target hits the caster.
Madden: Every negative thought and tragedy rushes to the forefront of the mind of a maddened target. Maddened targets cannot keep concentration and will also forget all skills and abilities native to their race and class. If a maddened target fails their saving throw with a 5 or lower they shout out their negative thoughts in incoherent lunacy forcing all allies around them to roll a 12 or higher will saving throw. All allies that fail their saving throw become demoralized for 2 turns.
Numbness: A numb target loses the ability to use the part of body that is numbed. This can effect and debilitate movement, attacks, spell casting, chanting and more… effects vary on target.
Paralysis: Target cannot make any attacks that require movement and cannot make a movement action. Afflicted target however, gains advantage on all Sigma, and Will saving throws.
Petrified: Petrified targets cannot physically attack or defend. Their AC is brought to 0, can only cast spells that don’t require spoken word. If a petrified target is killed they will not be dropped and cannot be brought back to life.
Poison: There are 4 different types of poison. Effects vary per tier. 1) Minor poison deals 5 damage per turn. 2) Effective poison deals 10 damage per turn. 3) Venom deals 10 percent HP per turn. 4) Toxin deals 20 percent HP damage per turn and leaves target in the weakness status state after the first for the duration of the poison.
Polymorph: Target is morphed into a different creature. Target loses all abilities and skills affiliated to their class and race. Instead the affected target adapts attacks, skills, stats and abilities of the creature they’re morphed into.
Prone: Target knocked prone must spend their turn’s bonus action to stand up.
Purged: A unit that is purged actively must work against itself to continue fighting. At the start of its turn a purged target must roll a will saving throw of 16 or remove itself from combat. For each action (Bonus and Main) that a unit takes while purged in combat it must pay 10 HP in organic damage as its body is actively being overridden by pure will power in order to perform actions.
Seizure: Target drops its weapon becoming disarmed. Targets who have seizures cannot perform actions for its duration and attackers on the target roll with advantage. Target automatically fails dex or strength saving thows. Target starts their next turn after seizure prone. If target rolls its saving throw below a 5 they will hurt themselves during the seizure for 10 damage per turn if on a hard or uneven surface.
Silence: A target inflicted with silence cannot cast any spells for the silence’s duration.
Sleep Paralysis: Sleep paralysis can only be used on a target that is asleep or unconscious. Target cannot move or make physical attacks and must roll a will saving throw of 12 or higher or automatically fail any will saving throw will in paralysis.
Sleep: Target inflicted with sleep cannot make turns and will therefore skip them. Attackers roll with advantage on a sleeping targets. Sleeping target wakes from any form of damage dealt to them. Sleeping targets can have sleep paralysis cast on them and is susceptible to night terrors.
Soul Swap: A target that is soul swapped with another body loses all skills and abilities originally attributed to that body and class. They can use the abilities and attacks of the body they swap to but at disadvantage. The only time this is non applicable is if two souls swap into bodies that share the same type of strengths or class. Aka a magic user to a magic user, someone proficient in dex weapons to another dex weapon user.
Stasis: Target in stasis cannot make any physical movement. All attackers gain advantage on target with stasis. All damage dealt to stasis target is delayed and accumulated. When target falls out of stasis they are launched 5 feet per 10 damage dealt under its duration.
Stun: Stunned targets cannot perform any physical action for its duration. Target automatically fails dex and strength saving throws. Attackers roll with advantage against the target.
Suffocation: Suffocating targets cannot hold concentration and roll will/sigma saving throws at disadvantage. If a target is suffocating for three turns they will be knocked unconscious.
Tasteless: Tasteless targets will heal one less HEAL from all potions taken orally.
Taunt: Targets that fall for taunts must attack caster for its duration.
Unconscious: Target drops its weapon becoming disarmed as it becomes unconscious. Unconscious targets automatically fail all dex and strength saving throws. Attackers roll with advantage against unconscious targets. While unconscious target can have sleep paralysis cast on them and is susceptible to night terrors.
Uncontrollable Crying: A target inflicted with uncontrollable crying must roll a dex saving throw of 13 or higher or take a -2 to their hit accuracy the same turn. Any ally in hearing distance of 20 feet (40 in an echoing environment) must make a will saving throw of 12 or higher each turn hey hear the crying or be demoralized. Uncontrollable crying targets cannot perform any action that requires stealth.
Uncontrollable Laughter: A target inflicted with uncontrollable laughter must roll a will saving throw of 12 or higher at the start of their turn or drop their weapon and be disarmed. If the target drops their weapon all allies in vision must roll a will saving throw of 13 or higher or be demoralized. Uncontrollable laughing target cannot perform any action that requires stealth.
Weakness: A target in a weak state will take crit damage on hit rolls 18 or higher on damage that is effective against them and will take double the crit modifier.