Burning
Widely reputed to be the most painful sensation known to creatures with dermal nervous systems. Left unchecked, open flames will spread to and consume any fuel within reach.
Format: Stacks - Convertible
Inflicted by: burning objects/terrain, Pyromancy; stacks persist, increasing by 1 per cycle end
Effects: loss of 5% max HP per stack at cycle end; if
>5 stacks at cycle start, instantly convert 5 stacks to Immolation
Immolation
When a burn wound stops hurting, that's when the real problems start.
Format: Instance (Cycle End) - Severe
Inflicted by: when Burning stacks reach 5 at cycle start; also from sources of extreme heat (i.e. touching lava)
Effects: if not cured, loss of 30% max HP on cycle end when the effect is gained; reverts to 2 Burning stacks at next cycle start
Chill
The temperature around you is dropping. Just bad weather, or manipulated by foes? Either way, it would be a good time to bundle up warm now, or the numbness will spread.
Format: Stacks - Convertible
Inflicted by: frost-based Hydromancy, sustained cold; stacks persist if character has Frost
Effects: uncured stacks convert into Frost at cycle end; reduce Movement by 1 per stack (cannot reduce below 1); also reduce Saves/Checks by 5 per stack
Frost
Hypothermia sets in. The body's heat regulatory systems fail. Shivering ceases, and the world becomes frozen still.
Format: Stacks - Convertible, Severe
Inflicted by: converted from uncured Chill stacks at cycle start; also from sources of extreme cold (i.e. buried under an avalanche)
Effects: identical to Chill; takes cure priority before Chill; if
>5 stacks at cycle start, instantly converts to Frozen
Frozen
The frost has taken this one. If aid does not find them in time, the flame of life shall gutter to nothing in the bitter cold.
Format: Instance (Until Cured) - Terminal
Inflicted by: when Frost stacks reach
>5 at cycle start
Effects: Actions any kind are disabled; character is Immobilised; become Sundered if hit while Frozen; HP set to 0 if not cured for 3 cycles; Frozen players cannot gain Frosted/Chilled; all Frost/Chill stacks are removed when becoming Frozen
Sundered
When reams of crystal ice or fine platemail shatter, what is contained within breaks apart with equal ease.
Format: Instance (Until Dispelled)
Inflicted by: certain strong enemy attacks, being hit while Frozen, etc.
Effects: while Sundered, take 50% more direct attack damage (stacks with Vulnerable, i.e. 2.5x damage when Vulnerable and Sundered)
Poisoned
Poisoning by magical or biochemical means that can lead to various defects emerging in normal organ function. Symptoms include weakness, fever, muscle pain, shuddering limbs, hot/cold flushes, etc.
Format: Stacks - Convertible
Inflicted by: poison-based Nature Magic, diseases, beasts, untreated open wounds; stacks persist
Effects: loss of 5% current HP per stack at cycle end; reduce all Xd20/Xd100 rolls by 5 or 5% per stack, whichever is greater; if
>5 stacks at cycle start, instantly converts 5 Poisoning stacks to one stack of Deep Poisoning
Deep Poisoning
Vile humours widen their span, coursing under the skin, searing like broken glass in the veins. You understand the consequences if this is left untreated.
Format: Instance (Cycle End) - Severe
Inflicted by: when Poisoned stacks reach
>5 at cycle start
Effects: if not cured, loss of 25% current HP on cycle end when the effect is gained; also reduce all Xd20/Xd100 rolls by 25 or 25%, whichever is greater; takes dispel priority before Poisoned; if not cured by cycle end, instantly converts to Toxic Shock
Toxic Shock
Lethal excess of toxins in the body. Total circulatory failure and broad cessation of normal organ function.
Format: Instance (Until Cured) - Terminal
Inflicted by: when Deep Poisoning is uncured at cycle start
Effects: all Xd20/Xd100 rolls reduced by 50 or 50%, whichever is greater; HP set to 0 if not cured by next cycle end; players in Toxic Shock cannot gain Poisoned/Deep Poisoning; all Poisoned/Deep Poisoning stacks are removed when entering Toxic Shock
Immobilised
Whether by way of succumbing to dark magic, restrained by pure force or simply overextending one's ambition, stagnancy can be a deadly burden in the flow of combat.
This effect is slightly different to the default Sphera version.
Format: Instance (Cycle) - Indelible
Inflicted by: various; also from certain player self-immobilising actions (i.e. Overload)
Effects: unable to move and Movement is locked to 0; all Reflex/Knack rolls autofail, and all other Physical Saves/Checks are disadvantaged
Slow
Tottering steps, hampered by enemy impediment or uncooperative terrain. While being slowed alone does not make for a deadly ailment, that missing mobility could well make or break the right (or wrong) scenario.
Format: Stacks - Convertible
Inflicted by: wading through deep mud, being caught in a rip current, etc.; stacks sometimes persist
Effects: if not cured, reduce Movement by 1 per stack (cannot reduce below 0); instantly converted into Restrained if Movement reaches 0
Restrained
Sinking deeper into the mire, you have lost the ability to move ahead. Extricate yourself, or you shall be left behind.
Format: Instance (Until Cured) - Severe
Inflicted by: allowing Slow to reduce Movement to 0
Effects: unable to move and Movement is locked to 0; Restrained players are Vulnerable until the condition is cured; also imposes disadvantage on Physical Saves/Checks as well as damaging Xd20/Xd100 rolls
Paralysed
Either foul poison or electrifying sorcery has seized control of your nerves, causing muscular locking and spasming at random. Extremely rude and inconvenient.
Format: Stacks
Inflicted by: being struck by lightning, being stung by a Giant Parasitoid Wasp, etc.; stacks expire naturally, 1 per cycle end
Effects: each stack adds a DC5 chance of nullifying Actions (up to DC25), represented by a flat 1d100 roll when attempting any Action; rolling under/equal to the DC causes the Action to fail
Stunned
Dazed, reeling, thrown off balance by overwhelming force! Best make a quick recovery, or else...
Format: Instance (Cycle End/Until Cured)
Inflicted by: various strong enemy attacks, being flashbanged, etc.
Effects: unable to move and Movement is locked to 0; Actions of any kind are disabled; all Save/Check roll results are halved
Bleeding
Vital ichor, rent from the vein! Plug the wound and quickly so, or it will be more than the crimson flow that flees your fading body.
Format: Stacks - Convertible
Inflicted by: slashing attacks, stepping on lacerating traps, Hemomancy attacks, etc.; stacks persist
Effects: loss of 5% current HP per stack at cycle end; loss of 10% current HP per stack if any damaging Action is taken; uncured stacks convert into Exsanguination after 1 cycle end
Exsanguination
The average humanoid body can survive a loss of up to 40% of its total blood volume. You are about to lose more than that.
Format: Stacks - Severe, Terminal
Inflicted by: converted from Bleeding stacks that have persisted for 2 cycles
Effects: loss of 15% current HP per stack at cycle end; loss of 30% current HP per stack if any damaging action is taken; HP set to 0 if at least 2 Exsanguination stacks remain for 2 cycles
Guardbreak
Exposed from one's hiding place! Scurry and scamper, or soon there will be nothing left to hide.
Format: Instance (Cycle End)
Inflicted by: certain enemy attacks and abilities, terrain effects, having one's shield broken, etc.
Effects: removes and prevents gaining of Protected or Barrier conditions
Poisebreak
Being knocked prone, parried with terrific force, successfully feinted against; the means of becoming lethally unbalanced are as varied as its dangers.
Format: Instance (Cycle End)
Inflicted by: certain enemy actions, critically failing attacks, etc.
Effects: Movement is locked to 1, cannot execute Special or Bonus Actions and cannot critically hit
Equipment Disruption
Left without tools of iron, temporarily or otherwise, you must rely on flesh and indefatigable purpose.
Format: Instance (Until Cured)
Inflicted by: certain enemy actions, harmful terrain effects, etc.
Effects: cannot add WR and/or AR bonuses to any relevant Saves/Checks/Actions
Weakness
Fatigue, foul magic or wounds of the flesh have begun to take their toll. But the brutal arithmetic of combat brooks no weakness, Traveler...
Format: Stacks
Inflicted by: cursing attacks, general fatigue, etc.; also at
<25% HP, 1 stack applied every cycle start; stacks expire if HP
>25%, 1 per cycle end
Effects: all Xd20/Xd100 results reduced by 25% (before modifiers) per existing stack of Weakness at time of action
Marked
While not immediately dangerous, the perils of becoming a marked target will make themselves evident in time...
Format: Instance (Until Cured/Upon Hit)
Inflicted by: using the combo action Directed Taunt, certain enemy actions, etc.
Effects: enemies less likely to directly target Marked players; can cause certain enemy actions to have extra effects on hit
Panicked
Festering fear consumes the mind...the horror is too much to bear for this one, it seems.
Format: Instance (Until Cured)
Inflicted by: certain enemy actions, Dark/Illusion Magic, witnessing a horrific sight, etc.
Effects: Will Save to move closer to visible source(s) of fear; Saves/Checks against and Actions damaging the source(s) disadvantaged
Disoriented
The world spins on the wrong axis, visions appear only to twist and turn before your eyes! What is real, what is not, and where is the enemy!?
Format: Instance (Until Cured)
Inflicted by: eating strange mushrooms. head trauma, certain enemy attacks/abilities, etc.
Effects: when using a damaging Action, roll 1d100 where if the result is
<33, choose a different target in that zone (including self); repeat until the result is
>33; Action misses if no other targets in that zone
Inhibited
Blinded, deafened, silenced; a miscellaneous slew of sensory hampering, bundled together for your utmost (in)convenience.
Format: Stacks
Inflicted by: certain enemy actions, environmental effects, etc.; stacks expire naturally, 1 per cycle end
Effects: varies; generally confers disadvantage to Saves, Checks, and/or Actions involving the type of Inhibited trait
Suffocating
Relent against the grip of asphyxiation and slumber deep now, let your journey come to an end.
Format: Instance (Until Able to Breathe) - Indelible
Inflicted by: at cycle start, after being unable to breathe for more cycles than one's Fortitude divided by 30 (round down; minimum 1 cycle)
Effects: loss of 10% max HP; every cycle that Suffocating remains, double this damage until HP is 0 or until able to breathe