Status Effects

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Enhancements & Disruptions

Enhancements, also known as "buffs", are effects that provide the recipient with a bonus to an attribute or action (such as magical attacks or escaping). They are temporary by nature, but very effective for an edge in battle.

Disruptions, also known as "debuffs", are the opposite of Enhancements, and provide the recipient with penalties to attributes or actions.

Although the same effects do not stack on a character, with few exceptions, different Enhancements or Disruptions may provide similar bonuses to a trait, or cancel each other partially or fully.


Maladies

Maladies are detrimental status effects that impose conditions, prevent or enforce actions, or deal damage, for their duration.


Maladies List


Banished

The afflicted does not act, cannot be targeted or affected, and other Maladies are suspended for the duration of the banishment.

"The target's presence is entirely removed from the immediate area. Hurricane-force winds, earthen crevices, realm shifting, or temporal displacement, are all examples of effects that make a character indisposed in this most advanced of ways." - Advanced Planar Studies, Vol. III


Bleeding
Physical

The afflicted loses health periodically. Multiple bleeding wounds cause greater loss of health.

A vampire's favorite malady!


Blinded

The afflicted cannot target others. Aided or automatic attacks by the afflicted are automatically dodged, and the reactive defenses of the afflicted fail.

"Did I get it, sir? Sir?" - Kravez, scout apprentice, last words.


Burning
Elemental (Fire)

The afflicted loses health periodically. Multiple burning locations cause greater loss of health. When afflicted, any ongoing, cold elemental maladies are remedied.

Most pyromancers agree that while an inner fire is important to visualizing the elemental energies required to perform their art, being on fire is probably going too far.


Charmed
Mental

The afflicted cannot target the source of the charming, although the condition is broken if that source harms the afflicted.

Nothing is more disheartening than seeing the spellcaster of your group turn against you just because a Nithilys glanced his way.


Confused
Mental

The afflicted acts unpredictably, attacking random targets or even staring blankly into space.

Some Departed can befuddle the minds of the living, forcing them to live out nightmares without regard to what they are actually doing while fighting off their phantasmal horrors.


Disarmed
Physical

Attacks by the afflicted are automatically dodged, and the reactive defenses of the afflicted fail.

"Don't hit Golems with rapiers" - Zhaal proverb


Drowsy
Mental

Half of the actions attempted by the afflicted fail, and the reactive defenses of the afflicted are severely impacted.

Drooping eyelids are the leading cause of assassinations in high society security.


Chilled
Elemental (Ice)

Although the afflicted is rid of fire-oriented maladies, the chill causes a sharp reduction in reaction speed, including reactive defenses.

The trembling and the clattering of teeth resembles the symptoms of fear, resulting in mental hesitation as well as physical hindrance.


Frozen
Elemental (Ice)

The afflicted does not act, and reactive defenses fail. The afflicted is rid of fire-oriented maladies and further chill or mental influences fail while frozen.

Cracks in the ice result in injuries that are evident when thawed, resulting in some particularly impressive - and horrifying - wounds, such as hairline cracks on the eye.


Panicked
Mental

The mental state of the afflicted allows targets much more time to react, effectively improving their reactive defenses. Additionally, the afflicted can't focus easily, causing about half of attempted skills to fail.

Morale is the decisive factor on most battles between roughly equal forces. Fear destroys soldiers and armies, and that is why the undead rout the living so often.


Petrified
Elemental (Earth)

The afflicted does not act, and reactive defenses fail. However, the afflicted is protected by other physical or mental maladies for the duration of the petrification, and preexisting maladies are suppressed. Additionally, physical damage is largely reduced.

It took seven years for a passing Terramancer to notice, and inform the people of the village that the statue on their square was not, in fact, a statue.


Poisoned
Physical

The afflicted loses health periodically. Multiple sources of poison create greater havoc on the health of the afflicted.

"It's like combining Alchemy and Necromancy!" - Erudius Shant's statement that lead to his ostracization from all schools of magic.


Prone

The afflicted exchanges acting for regaining footing. Until then, reactive defenses are impacted.

Whose idea was it to fight oil elementals on the frozen lake?


Silenced

The afflicted cannot verbally actuate spellcasting.

...!


Slowed

The afflicted faces a sharp reduction in reaction speed, including dodging capability.

Chronomancy is a very exacting, complicated and dangerous discipline; sometimes a barrel of tar will work just as well.


Stunned

The afflicted does not act, and reactive defenses are impacted.

Against armored opponents, a mace to the helmet is more effective than a dozen sword hits.


Unconscious
Mental

The afflicted does not act, and reactive defenses fail. Other mental afflictions are remedied, however, and further mental influences are ignored for the duration of the unconsciousness.

"You'll sleep when you're dead, and if you keep dozing off on sentry duty, you won't have to wait long!" - Sergeant Doricus