Universal Effects

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Sikeopath

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Universal Effects

These are the effects that are used across all of the systems. They are mostly used in spells, scriptures and techniques. Most of these are applied as damage or movement. Effects that are not stated here are described in their own ability.
If a target already has a debuff, and has another one of the same type applied to them the duration of this effect will be added onto the existing duration. So if a target is Slowed for 1 round, and is hit with another Slowed effect for 1 Round it will add on for a total of 2 Rounds of Slowed. This cannot exceed 3 rounds.



Name(s): Burned, Withered, Penance, Bleeding, Poisoned
Effect:
Damage - Minor Wound
Duration: [X] Rounds equivalent to the Spell/Scripture/Technique Level
Notes:
  • Damage is dealt at the beginning of the targets turn(s)
  • A target may be inflicted with two of the respective effects at a time.
  • Durations are not stacked. They run out respectively.
  • All respective effects can be removed by using an Action.
  • If a target is inflicted with a third instance of one of these effects, the effect with the longer duration will take priority and overwrite the shortest duration existing instance if the new one is longer.



Name(s): Shocked
Effect:
Damage - Minor Wound
Duration: Instant
Notes:
  • All creatures (ally/enemy) in touch range of the primary target will take damage, becoming secondary targets
  • If an unaffected creature is in touch range of a secondary target, they must roll a [Body + Constitution] saving roll with 3+ successes. Failure results in them taking damage too.
  • If the primary target is not in touch range of anyone, they will take the damage.
  • A creature can only be affected by Shocked once per individual turn.
  • The caster cannot be affected by their own effect.



Name(s): Slowed
Effect:
Movement - Negative
Duration: Spell Duration unless specified
Notes:
  • Halves movement speed (Always round up on an odd number).
  • Targets affected may only use an Action or a Bonus Action. Using both results in a Minor Wound.
  • This effect can be removed by using an Action.
  • If the target is Hastened remove it, and the Slowed effect instead.
  • If the Hastened effect cannot be removed, this effect does nothing.



Name(s): Hastened
Effect:
Movement - Positive
Duration: Spell Duration unless specified
Notes:
  • Doubles Movement Speed.
  • If the target is Slowed remove it, and the Hastened effect instead.
  • If the Slowed effect cannot be removed, this effect does nothing.



Name(s): Stunned
Effect:
Movement - Negative
Duration: Spell Duration unless specified
Notes:
  • Targets affected have their Movement Speed reduced to 0
  • Targets will have disadvantage on Attack and Defense rolls
  • This effect can be removed by using an Action
  • After suffering this effect, the target becomes immune to it again for 2 Rounds after it expires



Name(s): Stealth
Effect:
Movement - Positive
Duration: Until Stealth is broken
Notes:
  • The player remains unseen until:
    • An opponent makes an obvious line of sight with them
    • The player performs an action
    • Or if a target succeeds in their [General + Perception] against [General + Stealth]
  • If the player maintains stealth, their next Action will have advantage
  • After moving in combat, or 5 Blocks out of combat the player will have to re-roll their stealth check
  • After breaking Stealth the user receives a stacking Disadvantage on subsequent stealth checks for the remainder of combat
 
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