Bleeding
You lose a certain amount of HP each round. This bleeding ends either when you are healed magically, you spend a Standard Action to succeed a DC 20 Treatment check, or you die.
Blinded
You lose your sense of sight and automatically fail all Perception checks based on vision. You must perform a DC 20 Perception check to locate objects or people within 5 feet or any moving object or person within 50 feet. If your enemies are not in combat with anyone else and attempt to avoid detection, you can perform a contested Perception vs Stealth check at a -10 penalty to locate them. Once you locate an enemy, you have a 50% miss chance when attacking.
Broken
One of your limbs is broken. Each break causes your physical attacks to deal -5 Damage, to a minimum of 0. Each break also causes a +2 Miscast during the encounter in which the break is acquired. You cannot have more than 4 breaks at one time, and each break heals naturally in 1 month. Breaks come in two variants, and the attacker chooses which limb they target when they perform the attack. Broken Arm: You cannot use a broken arm to wield items, including weapons and shields. Broken Leg: Your speed is cut in half. If both legs are broken, your speed is reduced to 5 feet.
Concussed
You suffer a Folly on all Attack and Skill attempts as well as a flat 5 Miscast (does not stack).
Confused
Roll 1d6 each round that you are confused. Your must perform the action attributed to that number below: 1-2: Attack an ally. 3-4: Babble feverishly and fall prone. 5-6: Act normally.
Dead
You have died; your soul leaves your body and you are beyond the help of aid or healing magic. However, certain powerful effects can bring you back in various ways.
Deafened
You lose your sense of hearing and automatically fail any Perception check based on sound. You suffer a -6 penalty to Initiative and +2 Miscast from the mental adjustment. This Miscast effect disappears after you have been deaf for one full week.
Entangled
Your movement is impeded. You cannot sprint and you suffer a -4 penalty to MO, MD, and Agility checks made to resist area effects.
Entranced
You are fascinated by some person or object and focus only on it, pushing all other ideas to your subconscious. Without the aid of magic, you will not notice or remember anything around you besides the object of your entrancement. If you are attacked, your subconscious mind recognizes the threat and breaks the entrancement in time to defend yourself.
Ethereal
Fatigue
Frightened
Helpless
You are unable to move. You cannot perform physical actions, you cannot spend Energy, you do not gain your Agility bonus to Defense, and you are susceptible to a coup de grace.
Invisible
Miscast
Nullified
You cannot spend Energy and all of your Sustained abilities are dispelled. Your Passive abilities remain active.
Panicked
Prone
Rooted
Can’t move from your square
Severed
One or more of your limbs has been removed. You suffer the same effects as Broken, except your limb does not heal naturally.
Sickened
Roll 1d6 at the beginning of your turn and follow the below chart: 1-2: Taking any action will inflict 1 Fatigue. 3-4: You may perform a single Deed or Utility action without penalty. 5-6: You may act normally.
Staggered
Stunned
You suffer a -4 Defense and cannot perform Actions.
Unconscious
Vulnerable
You are unaware of your surroundings or unprepared to retaliate, resulting in a -2 to Defense. Characters who have not yet acted in combat, or are caught in a surprise round, are considered Vulnerable.