Magic

Status effects

13 entries.

Also in Magic: Magic schools · Spells

  • Bleeding

    A physical injury from weapons: bleeding of minor, moderate or severe degree. It is separate from Blood magic.

  • Brittle

    A Frost status that weakens a target's armour and defence.

  • Burning

    A target pushed far enough by Heat ignites and burns, taking fire damage over time.

  • Chill

    Frost's central status. Chill is the foundation of Frost's control over movement, and Wet targets are affected by it more strongly.

  • Frozen

    The end point of Chill: a target whose Chill builds all the way up freezes solid.

  • Heat

    Fire builds Heat. On a target it escalates toward ignition; on the caster it is a risk to manage.

  • Hemorrhage

    Blood magic's signature risk. Hemorrhage provides healing and sustain up to a threshold — and reaching its consequence point is catastrophic.

  • Slip

    A Frost status that disrupts movement and control.

  • Stasis

    A target held in Stasis is frozen in time — a projectile can hang in the air until it is released.

  • Time Lag

    A Time Lag sends a target back along the route it has just travelled.

  • Wet

    A state applied by successful Water effects on characters. Wet changes how other elements interact with the target — most notably Lightning and Frost — and fades gradually.

  • Wound Shock

    A physical injury state: the shock of a serious wound.

  • Wounded

    Wounded health is a genuine vitality state created by Blood magic — health that is harder to restore until the wound is dealt with.

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