Status Effects

On Hit Status Effects

Some creatures inflict status effects when their attacks deal damage. These effects occur after the attack’s damage has been calculated and applied.

To determine whether a status effect takes hold, roll 1d6. If the result meets or exceeds the listed target number, the status effect is activated.

Corrosion

A creature inflicted with Corrosion must make a Vitality Resistance Roll at the beginning of each subsequent round. On a failed roll, the creature suffers 1d6 points of damage. A successful roll immediately ends the effect.

During every round that the creature remains affected, its player must also roll 2d6 for each equipped, non-magical weapon. If both dice roll a 6, that weapon becomes corroded and its Attack Score is reduced by 1.

A weapon whose Attack Score is reduced to zero is destroyed and becomes junk.

Drain

A creature inflicted with Drain must make a Vitality Resistance Roll. On a failed roll, the creature immediately suffers 1d6 points of damage.

The creature that inflicted Drain regains Hit Points equal to the damage suffered. This cannot increase its Hit Points beyond its normal maximum.

Ignite

Ignite occurs when a creature is set aflame or scorched by fire attacks, flame traps, or volatile magical fire.

When subjected to Ignite, the creature must make a Vitality Resistance Roll with a target of 5+. On a failed roll, the creature suffers 1d6 Hit Points of fire damage.

The player must then roll 2d6 to determine whether any flammable possessions catch fire. If both dice roll a 6, exposed items such as clothing, ropes, scrolls, or oils ignite and are destroyed.

The Game Master determines what is considered flammable. Fire-resistant or enchanted equipment may prevent an item from being destroyed.

The flames continue for 2d6 rounds. A burning creature suffers 1d6 Hit Points of fire damage each round until the flames are extinguished or the effect ends.

Poison: Type A

Type A Poison causes mild illness, but the affected creature can still act.

The creature must make a Vitality Resistance Roll during each round after being poisoned. On a failed roll, it immediately loses 2 Hit Points.

Three consecutive failed rolls cause severe illness. The creature may continue to act but suffers a −1d6 penalty to all Attack, Defense, Ability, and Resistance Rolls.

The Poison remains active until one of the following occurs:

A poisoned creature that dies and is later revived remains poisoned. It must continue making a Vitality Resistance Roll each round until the Poison is overcome.

Poison: Type B

Type B Poison causes severe illness. The affected creature may still act but immediately suffers a −1d6 penalty to all Attack, Defense, Ability, and Resistance Rolls.

The creature must make a Vitality Resistance Roll during each round after being poisoned. On a failed roll, it immediately loses 1d6 Hit Points.

Three consecutive failed rolls cause paralysis. A paralyzed creature cannot move, attack, cast spells, or take any other action.

The Poison remains active until one of the following occurs:

A poisoned creature that dies and is later revived remains poisoned. It must continue making a Vitality Resistance Roll each round until the Poison is overcome.

Silence

A creature inflicted with Silence loses its voice and cannot speak intelligibly or use magic that requires speech.

Silence lasts for 1d6+3 rounds. The effect does not allow a Resistance Roll but may be removed by magic that cures harmful status effects, such as Dispel Magic.

Stun

A Stunned creature is momentarily disoriented or physically disrupted and cannot act with focus or coordination.

When subjected to Stun, the creature must make a Vitality Resistance Roll. On a failed roll, it becomes Stunned and cannot move, attack, cast spells, or take any other action during its next turn.

While Stunned, the creature suffers a −1d6 penalty to its Defense Rolls.

At the end of each of its turns, the Stunned creature may attempt another Vitality Resistance Roll. A successful roll ends the effect.