Bleeding
A physical injury from weapons: bleeding of minor, moderate or severe degree. It is separate from Blood magic.
Magic
13 entries.
Also in Magic: Magic schools · Spells
A physical injury from weapons: bleeding of minor, moderate or severe degree. It is separate from Blood magic.
A Frost status that weakens a target's armour and defence.
A target pushed far enough by Heat ignites and burns, taking fire damage over time.
Frost's central status. Chill is the foundation of Frost's control over movement, and Wet targets are affected by it more strongly.
The end point of Chill: a target whose Chill builds all the way up freezes solid.
Fire builds Heat. On a target it escalates toward ignition; on the caster it is a risk to manage.
Blood magic's signature risk. Hemorrhage provides healing and sustain up to a threshold — and reaching its consequence point is catastrophic.
A Frost status that disrupts movement and control.
A target held in Stasis is frozen in time — a projectile can hang in the air until it is released.
A Time Lag sends a target back along the route it has just travelled.
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.
A physical injury state: the shock of a serious wound.
Wounded health is a genuine vitality state created by Blood magic — health that is harder to restore until the wound is dealt with.