Status Chart

A list of every Status Condition, these are conditions which your character may undergo from certain items, environments, abilities, or spells. Each condition has its own special effects, Spell EXP cost, Spell TP cost, and item component tier minimum (the minimum tier requires for a component to utilize that Status).

Debuffs

Bleeding (4 EXP 1 TP)
You take an amount of damage (Typeless.) every turn detailed within the ability that caused the bleed. Bleed effects by default last for one minute, or until you use an item or ability that stops bleed. Damage taken from bleeding cannot be reduced by AC checks or by damage reduction. Most bleed abilities do not stack.
Typically the first instance of bleed damage is proced when the inflicting ability is used, with bleed continuing at the start of your turn every round thereafter. If you are hit with another Bleed status effect the bleed timer resets back to one minute, regardless of whether or not the ability you were hit with stacks bleed.

Off-balance (6 EXP 2 TP)
You've lost your balance and are attempting to get back on your feet. Take -1d4 penalty to your AC checks and a -2 to attack rolls.

Off-guard (4 EXP 2 TP)
You are unsuspecting, distracted, or overwhelmed from the threats around you. Take a -2 penalty to your AC. Note that all sources of off-guard stack.

Blinded (8 EXP 8 TP)
You have been blinded and are unable to see. Ignore your Dodge stat when calculating AC and take a -6 penalty to attack rolls.

Dazed (4 EXP 4 TP)
You have been overwhelmed, confused, or winded in some way. Take a -2 penalty to attack rolls and AC. This condition fades after 2 turns of gaining it unless stated otherwise.

Deafened (4 EXP 6 TP)
You have been deafened and are unable to hear. Take a -1 penalty to your AC.

Burning (3 EXP 2 TP)
You are actively on fire. Take an amount of damage on the start of your turn equal to the number detailed in the source of the Burning condition. Burning can only be removed by either taking the Roll Action or being otherwise doused / submerged in water or another fire-proof substance.

Prone (4 EXP 2 TP)
You are crawling or laying on your back instead of standing on your feet. Lose all Dodge and Dexterity bonuses to your AC, but ranged attacks against you take a -10 penalty. Ranged attacks within 5 feet of you do not proc this buff. Prone also halves damage for attacks you make with Melee weapons, Recurve bows, and Longbows. Finally, while prone you may only move at a third of your movement speed.

Paralyzed (16 EXP, 22 TP)
You are unable to move your body in any fashion, gaining the Prone condition. You may not take any action other than the Search action. Once per turn you may make a Fortitude or Resolve + Athletics check to break free from the paralysis. On a success you gain back your turn and remove the Paralyzed condition.
The Paralyzed Condition counts as damage / healing for the purposes of the Duration spell component.

Restrained (10 EXP 10 TP)
You are physically restrained in some way. Your movement speed is set to zero, you lose the ability to make ranged attacks, and you take a -3 penalty to all attacks and grapple checks. You may use 3 Actions to make a Dexterity or Strength Athletics check against a DC decided by the DM (Contested Arcana check from the caster if it is from a spell). On a success you break free, removing the Restrained condition.

Slowed (NOT PURCHASABLE)

Shaken (Sequential(3)EXP 4 x Amount TP)
Being shaken inflict a penalty to all rolled Checks (including AC), the penalty inflicted being listed in the spell or ability that inflicted the Shaken condition. At the beginning of each turn that you are Shaken you may make a Composure check with a DC of 12+Shaken amount. Shaken dissipates by itself in an amount of turn equal to 10 mins your Composure.

Buffs

Physical Boost (2 x Increase^2 EXP, 3 x Increase TP)
The Strength, Dexterity, or Fortitude attributes are boosted by a certain amount. Both the increased attribute and the amount its increased by are detailed in the spell, item, or ability that gives this status condition.
For the purpose of calculating EXP cost for spells when increasing multiple attributes, the total increase to all attributes is used. (For example, increasing strength by 3 and dex by 2 will cost
2 x 5^2 EXP).

Skill Blessing (Increase^2 EXP, 2 x Increase TP)
Any amount of skills are boosted by a certain amount, the skills increased and the amount their increases by are detailed in the spell, item, or ability that gives this status condition.
For the purpose of calculating EXP cost for spells when increasing multiple skills, the total increase to all skills is used. (For example, increasing melee by 3 and arcana by 2 will cost
5^2 EXP).

Invigorated (8 EXP, 10 TP)
You are filled with a burning passion and adrenaline that cannot be snuffed out by such menial things as "Injury". While this status is applied you ignore the effects of any injuries you have, unlike

Haste (10 EXP, 6 TP)
Your mind is working far faster than it normally would. Gain 5ft of movement speed, 3 Dodge, and a +4 to all attack rolls. You may also perform the search action as a free action while under the effect of Haste.

Speed ((ft / 4)^2 EXP, 2 x ft TP)
Your legs are enhanced, stronger muscles, springer ligaments, and harder bones. Gain an amount of movement speed equal to the number detailed within the spell, ability, or effect that gave you this status condition.

Quickened (NOT PURCHASABLE)
You have been bolstered in some way. When under the effects of quickened you gain actions, the amount of which is written in the effect that gave you quickened.

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