Status Effects





Attribute Down: - A character in this status has some specific attribute reduced by a hard number, rather than a percentage. One example is the Acid spell that reduces Strength by the caster's Vis. Attribute Down effects generaly have a duration of some kind, and can be inflicted by a variety of effects from spells to techniques to monster abilities. Should someone's Constitution ever be reduced to zero, the target will still have 1 hitpoint, at least until KO'd.
Caused By: Various
Removed By: Esuna; Remedy

Attribute Half: - A character in this status has some specific attribute reduced by half, rounding down. All benifits of the attribute are reset to the new level until it is restored. Attribute half effects usualy last a short time, but are less likely to be resisted than the more intense Attribute Down abilities. In some cases of course, cutting an attribute in half can be more impressive than just reducing it, especialy against monsters with extremely high attributes.
Caused By: Power Break; Armor Break, Etc.
Removed By: Esuna; Remedy

Aura: - While In Aura status, the target can use Limit Breaks much more freely than before. When the status first affects the character, he gains one luck point, up to his maximum. Thereafter, as long as the status persists, the player can make a luck roll, rather than spending luck points, to use a Limit Break. As long as the final roll is 10 or better, a limit break can be used at no cost. If the roll fails, the character can either perform some other action on that same shot, or simply wait until the next shot to make another roll. Characters in Aura status do not reduce their luck score by the number of points spent, for the purpose of this roll.
-- A character in Aura status never rerolls the negative die, and all instances of double 10's are Critical Successes. Also, characters in Aura status may use Limit Breaks, even if they would not normally be able to do so.
Caused By: Aura Stones; The Aura Spell
Removed By: Dispel Spell; Curse

Berserk: - Berserked characters lose control of themselves, physicaly attacking every time they get a chance, with no thought of doing anything else. While the character is able to pick her own targets, she MUST attack every time she has a chance for action, and the attack must be a regular physical attack. No special techniques, spells, summons, or items. Characters under Berserk status cannot actively dodge. As a side benifit, while Berserked the character gains 50% of her strength, rounded up, so the physical attacks will tend to do more damage.
Caused By: Monster Attacks; Berserk Spell; Hyper Item
Removed By: Tranquilizer Item; Esuna Spell; Remedy Item; Elixer Item; Dispel Spell

Blind: - Blinded characters cannot see. They can still use purely magical senses to target magical effects such as spells, summons, and certain techniques. Limit Breaks are not affected by Blind, even if they require an attack roll. Magical senses will not help a character navagate a room or area however, they will only allow sensing of magical objects and creatures, as well as spellcasting and drawing. Anyone attempting to attack physicaly while blinded gets a -15 to their AV.
Caused By: Monster Attacks/Abilities; Blind Spell
Removed By: Eye Drop item; Esuna Spell; Remedy Item; Elixer Item; Hearthstone Item; Dispel Spell

Blowaway: - This effect is listed here because status resistances affect it, but it is not properly a status effect. Blowaway knocks a character or monster FAR outside of the battle area, too far to get back before the battle ends. Certain extremely nasty magical effects like Degenerator also inflict Blowaway, but they strand the affected person in a far dimension instead of merely tossing them away. In general, charactesr that have been blownaway can be restored to their home dimension by killing the monster responsible for the effect.
Caused By: Monster Attacks/Abilities; Guardian Force Summons
Removed By: -

Break: - Break, or petrification, is a permenant status effect. While under it's influence, the character or monster is literaly turned to stone. Characters turned to stone do not need to eat, breathe, or drink, nor do they need rest. In fact, they live in a sort of strange waking dream, and are not aware of their surroundings. Few, if any, remember what they dreamed when they were stone. The stone that a living being becomes is VERY hard, the Spirit and Toughness attributes of a victim quintuple. No actions are possible when a character is enshrined in stone, the spell must be removed by someone else. Characters also do not age when petrified. Destroying the statue is difficult, but if done, it kills the petrified being.
Caused By: Monster Attacks/Abilities; Break Spell
Removed By: Soft item; Esuna Spell; Remedy Item; Elixer Item

Confuse: - Confusion causes the target of the spell to have no idea who is friend or foe anymore. The target feels compelled to act, and must take some action every time the opportunity comes up, but they can never know if they are harming a friend or healing a monster when they do something. Everything is a confused blurr, and illusions abound. Characters under the influence of Confuse may actively dodge, though they could end up dodging recovery items if they do so.
Caused By: Monster Attacks/Abilities; Confuse Spell
Removed By: Esuna Spell; Remedy Item; Elixer Item; Physical Attack that causes at least 1 Hitpoint of damage after toughness; Dispel Spell

Curse: - Curse brings great misfortune and sorrow to those inflicted on it, and is often caused by undead monsters. Like Break, it is a permenant status effect, until cured. Characters afflicted by Curse cannot spend Luck Points for any reason, for limit breaks, for dodging, or for extra dice.
-- Characters in Curse status never reroll the positive die. Also, when Cursed, all instances of double 10's are critical failures.
Caused By: Monster Attacks/Abilities; Undead Touch
Removed By: Holy Water item; Elixer Item; Aura Spell

Death: - This status, if it successfully wins over any status resistance, puts a character directly into KO, regardless of remaining hitpoints, which are reduced to zero.
Caused By: Monster Attacks/Abilities; Death Spell
Removed By: Phoenix Down item; Life Spell; Full Life Spell; Megaphoenix Item; Autolife Spell

Drain: - Not properly a status condition, Drain is resisted by status defenses. Put simply, it is a magical or physical attack that transfers any damage done after tougness to spirit to the attacker as healing. In general, Mecha and Undead cannot be Drained.
Caused By: Monster Attacks/Abilities; Drain Spell
Removed By: -

Doom: - Doom is a sort of delayed death status. If successfuly inflicted, it will drop the affected character to KO after the current round is over, plus two more rounds. In other words, on the third initiative roll, the character drops to KO, even if immune to Death.
Caused By: Monster Attacks/Abilities; Doom Ability
Removed By: Esuna Spell; Remedy Item; Elixer Item; Autolife Spell

Float: - Float causes the character to float about 2 feet above the ground. The target can still walk normally, as if they were touching the ground, but without ever actualy doing so. Any character who is Floating cannot be damaged by Earth elemental attacks. Float can slow a fall, cutting falling damage in half.
Caused By: Float Spell
Removed By: Dispel Spell

Gravity: - Not a status effect, but rather a damage type, Gravity damage is resisted by status resistances. Gravity attacks remove a percentage of the character's current hitpoints, rather than doing a set amount of damage.
Caused By: GF and Monster Abilities/Attacks
Removed By: -

Haste: - This benificial status causes all actions to cost 1 less shot than they normally would That includes both GF summoning and GF Summon attacks, thus reducing total GF time by 2 shots. All actions reduced to 4 or less shots in this way will not carry over to the next round, even if they would normally be more than 4 shots long.
Caused By: Haste Spell
Removed By: Dispel Spell; Slow Spell

KO: - KO'd characters cannot act, and usualy are not concious. They are also in danger of real death and crippling damage, see the section on Health and Misc. rules. Dropping into KO removes all status effects, benificial and harmful.
Caused By: Death Spell; Damage that reduces a character to 0hp or less.
Removed By: Phoenix Down Item; Megaphoenix Item; Autolife Spell; Life Spell; Full Life Spell; Phoenix Pinion item.

Poison: - Poisoned characters take their Constitution in Crushing magic damage every time they have an opportunity for action. A poison will be rated by the number of actions that it lasts, lethal poisons are those that last 5 actions or more, since they can generaly outright kill a character even at full hitpoints.
Caused By: Bio Spell; Monster Attacks/Abilities
Removed By: Antidote Item; Esuna Spell; Remedy Item; Elixer Item

Reflect: - Characters in Reflect status cannot be directly targeted by single target or finite target spells. In other words, multi-magic or regular magic spells will simply bounce off the character, and the effect that would have hit them will instead strike a random foe of the character who is reflecting. Omnimagical spells ignore Reflect Once a spell has been reflected, it will pass through any other reflect spells. Reflect increases the damage/duration/healing of a spell by 50%, rounded up.
Caused By: Reflect Spell; GF Abilities
Removed By: Dispel Spell

Regen: - Regen heals a character for his or her Constitution in hitpoints every time there is an opportunity for action. Regen will damage characters in Zombie status or undead creatures for the same amount it would have healed them.
Caused By: Regen Spell; GF Abilities
Removed By: Dispel Spell

Silence: - Silenced characters cannot speak, cast spells, or draw magic. They may still use awareness to sense, but they are barred from summoning GFs, and using certain spell-like special techniques. If a character begins to summon a GF, and has Silence inflicted, they must get the status removed before they finish, or the GF will fail to manifest. In this case, only the summoning shots are lost, the character need not pay the shot cost for a summon attack that did not occur. As with Blind, Limit Breaks ignore the Silence condition.
Caused By: Silence Spell; Monster Attacks/Abilities
Removed By: Echo-Screen Item; Esuna Spell; Remedy Item; Elixer Item; Hearthstone Item; Dispel Spell

Sleep: - Characters bound in magical slumber cannot attack, or perform any other actions. Their dodge rating is reduced to 5, but Magic Evade remains unchanged. Sleeping characters will not be waked by loud noise, magical damage, or anything but appropriate recovery items or spells, or physical damage.
Caused By: Sleep Spell; Monster Attacks/Abilities
Removed By: Esuna Spell; Remedy Item; Elixer Item; Physical Damage that does at least 1hp of damage after Toughness; Dispel Spell

Slow: - Slowed characters add 2 shots to the cost of every action taken. If this causes an action to cost 5 or more shots, the shot cost carries over, even if it wouldn't have if the character wasn't slowed. As with haste, this adds 2 shots to the cost of summoning and the summon attack, increasing GF time by 4 total shots. If cast on a person already summoning or performing some other action with a long shot cost that happens before the action goes off, the shot cost will be applied to the action currently happening. In other words, if a character is slowed while summoning, the summoning immediately takes 2 more shots to effect.
Caused By: Slow Spell; Monster Attacks/Abilities
Removed By: Esuna Spell; Remedy Item; Elixer Item; Haste Spell; Dispel Spell

Slow Petrify: - Like Doom, this status effect activates an effect after the end of the current round and two more rounds have passed. After that time, the character is petrified, even if immune to the Break status.
Caused By: Monster Attacks/Abilities
Removed By: Soft Item; Esuna Spell; Remedy Item; Elixer Item

Spr 0: - A character with the Spr 0 status becomes very vulnerable, having his or her Spirit and Spirit Armor reduced to zero. In other words, all magical attacks are treated as if they were Crushing.
Caused By: Corruption Spell; Monster Attacks/Abilities
Removed By: Esuna Spell; Remedy Item; Elixer Item

Stop: - Stopped characters cannot move at all, they cannot take actions, dodge, or the like, they are not even aware, being frozen in time. A Stopped character's dodge rating is 5. The Magic Evade attribute is not affected.
Caused By: Stop Spell; Monster Attacks/Abilities
Removed By: Esuna Spell; Remedy Item; Elixer Item; Dispel Spell

Vit 0: - A character with the Vit 0 status becomes very vulnerable, having his or her Vitality and Armor reduced to zero. In other words, all physical attacks are treated as if they were Crushing.
Caused By: Meltdown Spell; Monster Attacks/Abilities
Removed By: Esuna Spell; Remedy Item; Elixer Item

Zombie: - Characters in Zombie status are harmed by recovery powers and items, taking damage in the amount of life they would have regained. All healing damage is considered to be Crushing.
Caused By: Zombie Spell; Monster Attacks/Abilities
Removed By: Holy Water Item; Esuna Spell; Remedy Item; Elixer Item



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