HP Distribution among limbs:
Armor + Maximum HP/5 (modified by muscle mass and/or level)= Maximum HP of limb
(Ex. 8+50/5 (x2 muscle, level one)= 36 HP per limb)
Total HP per limb Damage suffered = amount of HP currently
Negative number: If the amount of damage surpasses the total HP of limb, that damage goes directly to the total HP of limb.
(Ex. 36 HP-40 DMG= -4, that negative four is subtracted from limb HP i.e. 36-4=32 they have 32 HP left on that limb)
Positive number: If the amount of damage is not negative you take that away from the HP of the armor.
(Ex. You do 10 damage, that isnt enough to injure the limb so you subtract it from the total amount of HP the armor gives off i.e. 8 HP-10 damage = -2, armor then falls apart on that limb if torso, armor falls apart all together.)
1/3rd damage to limb: Bleeding occurs every round, -1/10th of HP per round.
2/3rd damage to limb: 5 rounds until limb inoperable, bleeding occurs at 1/5th HP per round until healed.
Full damage to limb: Limb severed or inoperable, bleeding occurs at 1/3rd HP per round, limb only reattached by magic.
Short = x2 damage10-59 yards
Medium = Regular damage 60-119 yards
Long = 120-200 yards
Damage for Arrows:
Depending on angle of shot may knock target down.
Points of Weakness:
Arrows struck in neck, head, heart, or lungs are instantaneous deathunless magically healed within one round of strike victim dies. Very small chance of resurrection if brain is struck.
Distance: Short = 5-14 yards
Medium = 15-49 yards
Long = 50-100 yards
Damage depends on distance:
Short- Unprotected or soft material helmet, unconsciousness
Metal Helmet, stun for 1d4 rounds, not unconscious
Medium = Accuracy 20%, regular damage
Long = Accuracy 50%, regular damage
1-2lbs, all distances
3-5lbs, short and medium distances
6-10lbs, short distances
Short = 2-9 yards, x2 damage
Medium = 10-19 yards, regular damage, -25%
Long = 20-30 yards, half damage, -50% Accuracy
Examples: Hand Axe, Throwing knife, etc.
1-5lbs, all distances
6-10lbs, short and medium
Anywhere hit in legs, back, neck or head victim falls. Hit anywhere on the run, victim if knocked onto the ground. Heavy objects can crush bones i.e. heavy rocks, branches, etc.
Short = 1-2 yards
Medium = 3-4 yards
Long = 5-6 yards
Examples: Very large rocks, logs, bodies, etc.
50-100lbs, all distances, regular damage
101-200lbs, short and medium, x2 damage
201+, short, x4 damage
Any person hit w/ 50-100lb objects knocked downif dropped
on limb, not including torso or abdomen, limb is crushed. 101-200lb objects anywhere on body bones are crushed. 201+ objects anywhere on body bones are crushed. If any object heavier than 100lbs ribs are crushed inwards, stabbing most major organsallows 1d4 rounds to survive.
Short = 1-15 yards
Medium = 16-30 yards
Long = 31-50 yards
Examples: Discs, round flat rocks, etc
1-5lbs, all distances, regular damage
6-15lbs, short and medium, x2 damage, -25% Accuracy
16-30lbs, short, x3 damage, -50% Accuracy
1-5lb objects may knock victim down. 6-15lb object knocks down target as well as breaking bones, must roll a 1d20,1d20 rolls below 16-30lb object knocks target down as well as breaking bones automatically.
1+2 -Bone(s) Broken
3-18 -Regular Damage and bonus is suffered
19 -Bone(s) Broken
20 Double Damage
Short = 1-4 yards
Medium = 5-10 yards
Long = 11-20 yards
1/4th lb, all distances
1/2lb, short and medium distances
1lb, short distances
Note: All regular damage does apply+bonus
Darts do not puncture metal armor(i.e. breast plates, metal helms etc.) Can only puncture soft leather, hide and clothes. If shot in eye, chest cavity, aorta, or open mouth person may die. If hit in these spots, resurrection is possibly only if it happens within one day after death. After that, decomposition of victim is too far along.
Strength = Muscle:
Muscle is bonus added onto your initial damage. It is determined by your power/100.
+1 = +5 dmg, +25 c.r.p.
+2 = +10 dmg, +50 c.r.p.
+3 = +15 dmg, +75 c.r.p.
+4 = +20 dmg, +100 c.r.p.
+5 = +25 dmg, +125 c.r.p.
(etc up to +10)
Acid- If acid touches skin, suffer 3d20 damage. Corrodes away all armor, metal and natural included. Any limb submerged in it is therefore useless, 3d20 damage is suffered each round until limb is properly washed and cleaned. Limb washed right after is still useless after submersion. If head is submerged the victim is dead thereafter. Unless properly protected by magical purposes person dies instantly. Any armor touched by acid is broken apart and cannot be repaired.
If fire touches skin, 2d20 damage is suffered. Any natural armor that touches or is touches by fire catches fire.
1 round: 1d100 damage and first-degree burns
2 round: 2d100 damage and second-degree burns
3 round: 3d100 damage and third-degree burns
If 1st, 2nd, or 3rd degree burns are suffered heat loss begins within one hour after burning. If not properly treated after 4-6 hours person may die from head loss. Resurrection is possible, visible scars are left.
Only applies to deep water. If any armor is worn besides natural person may be weighted down. Any metal armor (i.e. chain mail, breast, plate etc.) may weight down person, unless taken off as soon as feet cannot touch bottomperson may sink. They have three rounds to remove armor or they die of suffocation under water. If a breath of air is taken within the first two of three rounds they have an extra two rounds to remove the armor. If breath is taken within the last rounds out of three, one round extra is added on.
Fire Explosion- Anywhere within close area of explosion person suffers.
Small- 4d20 damage is suffered within two yards of explosion.
2d20 damage is suffered within four yards of explosion.
Medium- 8d20 damage is suffered within four yards of explosion.
4d20 damage is suffered within eight yards of explosion.
Large- 2d100 damage is suffered within eight yards of explosion.
8d20 damage is suffered within sixteen yards of explosion.
Any clothes/natural armor catches fire, see fire hazard for damage.
One amount of damage per area
0-4 yards- 1d100 damage
5-10 yards- 3d20 damage
Follow acid damage for further damage.
Any material (metalloids included) corrodes away. If not properly washed skin will burn. Cannot be properly washed off by water, must have a proper chemical to subdue the hazardous chemical.
Weapon Type vs. Armor (not including shields)
Group 1: Edged
Edged weapons can slice through any natural armor but cannot slice through metal armor. Breast plates, or solid steel armor pieces can deflect edged weapons for half damage only if a successful Armor vs. Edged Weapons roll is successful. To determine the armor vs. weapon type roll you take the amount of added defense and add it onto your luck. Roll under that combined number and successfully deflect a blow. However, if the roll is made the armor takes half damage.
Group 2: Piercing
Piercing weapons can go through any armor, whether it be metal or dragon scale. The only way to make a successful deflect roll of piercing weapons is to roll two lucks, the second luck roll is the armor vs. weapons type roll. The first roll is to see if you successfully step to the side.
Group 3: Serated
Serated can cut through any armor except for breast plates and the like. There is no way to deflect a blow from a serated weapon because the weapon will cut through the armor, damaging the armor and the bearer. Solid steel armor can deflect the blow but the armor takes full damage and will most likely fall apart after contact with a serated weapon.
Group 4: Blunt
Blunt weapons cannot be blocked, the blunt weapons are for smashing or knocking over. The force of the blunt weapon on any armor can knock the wind out of the victim or even kill him/her it hit hard enough. To dodge a blunt attack, one requires a non-direct hit to a shield or armor, or to dodge completely.
Group 5: Gouging
Gouging weapons can neither be blocked nor deflected. They are meant for stabbing and stabbing only. They can puncture any armor, chain mail, breast plate, or natural armors. If hit is successful, roll one luck every round to see if weapon is lodged in body or armor. Gouging weapons lodged into armor or people leaves the weapon bearer open for reposts.
Each character has a combat rate. Their power+speed/2 shows how high their combat rate is. Each type of attack is worth a certain amount of combat rate points. You subtract from your combat rate until it reaches zero. At that point you must rest until more than half of your combat rate is recharged. You gain +10 c.r.p. per level to add to your amount of points.(C.R.P. = Combat Rate Points)
Types of Attacks:
Slash-Regular slicing attack; however, leaves guard open to counterattacks.
Vertical Slash-Down or upwards slash, leaves torso open to attack.
Horizontal Slash-Left- Leaves right side open to attack.
-Right- Leaves left side open to attack.
Stab-Forward thrust for weapon. Leaves body open for counterattack. A miss causes attacker to overbalance from loosing their center of gravity and a free counterattack can be attempted.
Bludgeon-Any bludgeoning weapon that can crush or jab someone.
Vertical shot- Crushing blow that can crush bones, you swing the weapon over your head but your whole body is left open to attack. x2 damage when successfully made. Roll d20 to see effects of successful blow.
1 - Bones are crushed
2-5 - Stun for 1d6 rounds
6-15 - x2 damage
16-19 - Stun for 1d6 rounds
20 - Bones are crushed
Horizontal shot- Caused victim to get the wind knocked out of them. Roll D20 to see results of successful hit. Leaves upper body free for counterattack.
1 - Depending on area of successful hit, bones in that area are broken.
2-5 - Wind knocked out of them and stunned for 1d6 rounds.
6-15 - Stunned for one round, no counterattack can be attempted and regular damage is suffered
16-19 - Wind knocked out of them and stunned for 1d6 rounds.
20 - Bones are broken.
Light Weighted Weapon- 2 c.r.p.
Medium Weighted Weapon- 5 c.r.p.
Heavy Weighted Weapon- 8 c.r.p.
Gouge-Only when a weapon is lodged in the victim's body can this move be attempted. Gouging allows the weapon bearer to lift and/or move the victim on his weapon. More damage is suffered because of lose of blood. No counterattack is possible from victim. When gouged, victim has 1d4 rounds before loss of blood kills them.
Sever-Can only be attempted by slashing weapons. -50% hit percentage to attempt this shot. If the hit is successful, x3 damage is suffered. Roll luck to see if the limb is severed, if the limb is severed than blood lose from the lost limb kills the victim in 1d4 rounds. The head can also be targeted. A successful hit to the head causes the victim to die instantly. Resurrection of the victim is not possible.
Impale-Can be performed by all weapon types except for bludgeoning. Impale causes the victim to drop all things carried in the left and right hand, counterattack is not possible, and the victim may die from blood loss in 1d4 rounds. Resurrection can only be attempted if the weapon is removed and the wound is bandaged within 10 rounds of attack. After that blood lose is to great and resurrection has very little chance to succeed after that.
Light Weighted Weapon- 8 c.r.p.
Medium Weighted Weapon- 10 c.r.p.
Heavy Weighted Weapon- 12 c.r.p.
These other actions include stepping aside, jumping, dodging etc. These actions cost 1 c.r.p. per action. Casting spells burns c.r.p. according to the level of magic you are using multiplied by 2.
With each attack comes a chance for a counter attack to be attempted depending on the type of attack used and if the attack was unsuccessful. If this happens, roll the regular rolls and determine if the person was hit/damaged. No special ability is allowed during the counter attack.
Multiple attacks are allowed but must be declared at the beginning of the round. Which each turn that you use the multiple attacks, you subtract 15 c.r.p. Using multiple attacks you keep attacking until you have been hit by a counterattack. Even if you are blocked you continue attacking, whether it be on one enemy or several.
The battle sequence is the order in which you attack. The battle sequence is determined by adding your speed and power together. With this number you devide by two, this is your combat rate. Your combat rate determines who goes first in battle, the higher the number the better. Subtracted from your combat rate is the weight of your weapon, light=10, medium=20, and heavy=40. The combat rate recharges at 20% of your original total per round.
(Ex. You are one on one against another fighter. You have a power of 90 and a speed of 60. He has a power of 80 and a speed of 55. Yours added together is 150 while his 135. Subtracting your medium weapon and his medium weapon, yours = 130 and his = 115. Therefore your combat rate is higher so you get to go first.)
(More to come as we think up more)
Your carrying capacity is the amount of weight you can carry in and out of battle. Depending on your muscle determines how much weight you can carry. You take your muscle and multiply it by 100. This allows you to know how much weight you can carry in pounds. However, if you carry more than you are allowed penalties are added onto your major stats.
Bearer of this
much weight can't
Combat magic is magic cast in battle. Each spell takes a certain amount time or reagents (regs) to cast. Many types of armor, borne by the victim, have magic resistences and cause a penalty to the magic caster.
% of Resistence-
25%: The caster receives a penalty of -25 damage per every 5 levels of the caster.
50%: The caster must pay double the casting cost of the spell and suffers a penalty of -25 damage per every 5 levels of the caster.
75%: The caster must pay double the casting cost, suffers a penalty of -25 damage per every 5 levels and the spell costs double the amount of c.r.p. to perform the spell.
100%: Spell has no affect.
If spell is cast with any resistance by the victim, and the damage totals less than 25, the damage will remain but cut by half. For example, if a magic user casts a spell against a monster with 25% resistance and initial damage is 17, the monster will receive 9 dmg from the spell.
Circles and Spell Types
Circle of Power
God(s) Prayed to: Genema, the god of the Body, and of the Forces of the Mind. The lesser demi-gods of Genemas council.
Specifications of Circle's Spells:
This circle draws its energy from the users inner spirit and their ability to channel pure magic from around them. Their spells consist of quick instantaneous bursts of energy usually using elements of the earth in the spell.
How Spells are learned:
The user of the spells from this circle can be taught them through training by another mage, a spell book is the common necessity for mages of the Circle of Power, these spells are often cast by mixing reagents (Regs) together to release magic energy. This energy is then used in its own way depending on the incantation made by the caster, and the combination of Regs used to cast a certain spell.
Divisions of Spells within the Circle:
Within the Circle of Power there are 8 key offshoots that each spell is filed into based on its difficulty and magic power. The 8 lesser circles are named after the demi-gods that formed them in the beginning of the history of the world. The first lesser circle is called the Ignus circle. This circle solely sticks to a fire based kind of spells, from low level to higher level ones. The second lesser circle, the Scepta circle, focuses on the anti element of the Ignus, and is powered by ice and water. The third lesser circle, the Shyk circle, channels electricity, and produces lightening based spells. The 4th lesser circle, the Goroth circle, uses the power of stone and the earth to deal damage. The fifth lesser circle, the Chronolith circle, can manipulate time flow to an extent, but proves very useful. The sixth circle, the Noxem circle, uses poison and pestilence to form spells to use on the enemy. The 7th, possibly the most deadly but difficult to use, is the Palais circle, this is the circle of space and the beyond earth element. The 8th and final, is the Morbos circle, this deals with the life and death of a living being, either to give life or take it. Each circle is not learned one by one, but rather, the mage can learn choice spells from each based on his or her level. Usually a balanced mage would choose one from each to start or more than that, then focus on a certain one to gain a lot of proficiency in that element.
Spells and How they are used:
Within the first circle, as said before the spells are cast by combining reagents together and speaking an incantation, based on the nature of the reagents. If the reagents do not match the incantation of the spell being cast, then the spell will burst in the caster's face, and cause him damage. The damage will be based on the level of spell being cast, and the nature of the spell. The language for incantations of this circle were formed by the ancients of the High council of Weavers, and is called the old tongue, or Runic.
The Runic Language:
This list of phrases will be what constitutes the formation and casting of a weaver's spells. The list will be separated into 3 categories, Directives, Targets, and Effects. The creation of a magic incantation will go: Directive - Target - Effect. If the incantation is not in the correct order or, does not have the correct type of command in one place, the spell fails.
Create - In
Take - An
Increase - Sol
Decrease - Dek
Block - Defan
Summon - Xan
Remove - Kie
Move - Lis
Raise - Aven
Resist - Quot
Cleanse - Pule
Lower - Col
Find - Indyshk
Fire - Flam
Ice - Crys
Earth - Mor
Lightening - Corp
Time - Grav
Life - Mani
Door - Llae
Wind - Galenni
Light - Jiim
Darkness - Io
Poison - Nox
Metal - Sheyle
Visibility - Hetg
Water - Wavll
Health - Ban
Food - Sus
Plants - Chlor
Great - Tes
Strike - Por
Storm - Maless
Animal - Talle
Minion - Goru
Strength - Ort
Defense - Tahn
Speed - Sweo
Magic - Rune
Circle of Wisdom God(s) Prayed to: Altisok, the god of the Spirit, and the spirits of the Earth.
Specifications of Circle's Spells:
This circles power and uses of its power is solely dependent on the users innate magic ability. The followers of this circle believe that a persons spirit and the spirits of the living things around them can be manipulated to the users bidding. They have the ability to use their surroundings to create long lasting spells or use their environment in a way they fashion. Much like Geomancers, they use their spells to slowly attack their victims, with small amounts of damage, rather than big bursts of energy.
How Spells are learned:
Meditation is the key element to learning spells in this circle of magic. A sorcerer will only learn spells from the spirits he can see when he calms his own spirit. These spells require no reagents to cast, but more MP, and no incantations. These spells are formulated more like a song or a dance rather than a poem, or a chant like the Circle of Power. While the spells are not very powerful at first, a sorcerer can use multiple forms of energy at once, if he so chooses to learn that way.
Divisions of Spells within the Circle:
There are 3 main separations in this circle. There are the pure spells, the Cross spells, and the Elemental spells. The pure spells, are the spells that use any spirit in the environment and uses them in a fashion completely of the users bidding, for example, he uses the spiritual energy in a fire to cast long snakes of fire on his victim. These spells last as long as the users MP can support, or as long as he bids necessary. The next type are Cross spells. These spells are often popular because they half the damage of each element playing into these spells, but they can have very odd effects. For example, if this same sorcerer uses this fire but notices a snake on the ground as well, he can use the snakes energy to cast a poison element in his attack as well. Finally the Elemental spells. These spells are when a sorcerer uses magic to create an environment fueled with a certain element of magic. For example he can create a "fire" environment, thus making all attack spells with fire more damaging, or ice spells weaker. Once this envrionment is created, the sorcerer's actions all require MP, but all use that element. An example of this is, if he chooses to block, he can create a "fire shield" or something of that nature.
Circle of Light
God(s) prayed to: Nironul, the god of all Life, and the Underworld. The lesser demi-gods who serve under Nironul, each with their legions of demons and monsters.
Specifications of Circle's Spells:
These spells are directly derived from organisms, and their magic capabilities. As the users magic power increases, he will be able to summon creatures from the demi-gods legions to help him in battle and for him to cast spells off of as well. These spells do not use reagents but the users MP, they can only be cast if another person is within the users vicinity, every creature always has magic capabilities, but the user can also learn certain spells from the demi-gods and the overlord Nironul. This way a summoner cannot be powerless in any situation.
How Spells are learned:
When a summoner is brought into this world, he has a natural ability to charm and train animals. By the time he is 10 he has found a perfect soul-mate animal that he can work with and trust. He will learn his first spells off of this creature, then by the time he is 18 he will be visited by a demi-god in meditation or in his sleep and he will be trained from that god. The creature he works with will be changed to a changling. The first task of a summoner after his creature has become a changling, is summon the demons of the demi-god to take the changlings body and make it its own until the summoner dismisses it.
Divisions of Spells within the Circle:
The spells in this circle are entirely based upon the creature the user has summoned or the spells that the demi-god has taught him. A new spell will be taught every level, or every level a summoned creature gains. A summoned creature will gain a level when the user does, if that creature has accumulated the required Exp., to level up. When the creature levels up, its stats go up 10x that of the user, and both of them gain a new ability or spell. Each creature is different in this world, and a summoner can change demi-gods if he chooses and still retain use of the previously learned creatures and their levels.
Circle of Darkness
God(s) prayed to: Genema, the god of the Body, god of the forces of the Mind. Nironul, God of all Life, God of the Underworld.
Specifications of Circle's Spells:
These spells are worked using a combination of the methods used by sorcerers and weavers. The necromancer will use reagents for a certain amount of time to cast their spells. After a certain number of times using them, they use just pure MP to cast them, once this has occurred, they can level up their power with those spells to a desired level. The spells deal with the life force of creatures and the planet. A necromancer has the power to give or take life or strength from living things. Although death and desolation, and the raising of zombies usually parallel the name, Necromancer, this only accounts for half of his abilities. He also has the ability to put life where it was not before, this is much more difficult and therefore requires more training.
How Spells are learned:
At first a necromancers spells are cast by combining reagents and speaking incantations, however after a certain number of uses, the spell is sewn into your mind and the user can cast them from pure MP use. A Necromancer can raise dead to be zombies ore raise dead to their original state, but only after a certain number of spells have been learned. Higher level spells, are gained by completing a requirement of a series of lower level spells, then attempting to learn the higher spell from reagent use, then by pure MP use, for example raising zombies would require several spells such as dark ritual, enslave, and plague.
Division of Spells within the Circle:
A necromancers spells are divided into 2 major types. That of giving life, and that of taking it. The spells can be labeled based on how powerful or how easy they are to carry out. The Alpha group, or the Giving Life side, is consisting of mostly healing spells, and protection or remedy spells. Which ultimately lead up to the Revive spell. Whereas the Omega group, or the Taking Life side, takes life or saps strength from enemies or even takes from someone and gives to the user, ultimately leading up to the Raise Zombies spell.
A status effect is a condition that is detrimental to a person and detracts from a person's fighting ability or normal functions. Such status effects include:
Atrophy-Atrophy is when your muscles weaken from excessive use or not enough usage. Atrophy can happen when a battle can continue on for a long period of time. The constant battering of a weapon against weapon shocks the muscles into tiring to a point where the limb cannot move. It can also be caused by someone not using a limb or limbs for a long period of time. Mainly from being bedridden or immobile for some reason or another. To have atrophy during battle allows the enemy to attack at you without rolling any dice because you are immobile. There is no cure for atrophy except special drugs or rest.
Berserk-Berserk is the level of fury someone reaches when they loose control of all rational thought. Berserk causes the victim to loose control of themselves and go into a blind rage. The blind rage is not focused at one person if you are in a party. Being berserk makes you attack anyone that is in the general vicinity of you, including friends. The effects can last anywhere between 1 min-5 min, usually ranging in the time of battle. Although the berserk status has its down side, it also has its good side one on one. Being one on one allows you to directly attack the person you are facing. The berserk status doubles your power, +20 to speed and +10 HP per level of character; however, the time in which you are berserk taxes on your body greatly. For every minute you are berserk, one hour must be spent in rest or fatique will take over and you will pass out.
Burns-Burns are caused by many things including fire and chemicals. Fire burns are caused by a fire explosion or direct contact with flames. The burns caused by fire over time reduce the heat of the victims body by one degree per hour of no treatment. Burns from fire vary from 1st-3rd degree burns, anyone with 3rd degree burns covering more than half their body will die within 30 min of receiving the injury. Chemical burns, both very deadly and sometimes lethal, are caused by direct contact with a chemical or recoil from a chemical explosion (splashing etc). Unlike a fire burn, chemical burns must be treated with another chemical to subdue the effects of the burn. Splashing water does not help at all, magical healing can help close the wound but chemicals will still be left in the person's skin. If it is healed without proper treatment the person will get sick and eventually die if not treated. Scars are left by fire and by chemicals and cannot be removed unless magic is applied.
Confusion-Confusion is the loss of all sense of time, location, and the current situations around them. Confusion is caused by spells cast on someone or being hit on the head no matter the amount of damage. The victim loose their sense of surroundings including all people around them and situations that are happening. If confusion is received in battle the victim cannot remember who he is fighting with or why he is fighting. This allows the attacker a large window of opportunity to attack. Confusion can last from 10 sec-15 min depending on reaction and rationale; however, your reaction and rationale are reduced by half when confusion is cast or received. To figure out the length of time confusion lasts you add your reaction and rationale scores together and devide by two. Take that number and consult the table to figure the time it will last.
Confusion Time Table
1-5: 15 min
6-15: 10 min
16-20: 5 min
21-25: 2 min 30 sec
26-30: 1 min
30-32: 30 sec
33-35: 10 sec
Darkness-Darkness prohibits a character's hit percentage and ability to see. Darkness is either casted or is natural (dark caves, moonless nights etc). Being in darkness without a source of light reduces your hit percentage by 50%. When darkness is casted on someone their vision is gone and their hit percentage is reduced by 75%. This greatly reduces your chance to hit your attacker and you cannot block. Your reaction is reduced by half and confusion happens after 5 minutes of blindess if it is not cured.
Death-Death status effect is the actual status effect received when someone dies. Their HP goes down to 0 and they are incapacitated for 'x' amount of rounds. The amount of rounds is determined by the level of the character (Level 1 = 1 round to resurrect). The amount of resurrection rounds is the time allowed in which the character can receive magical or resurrection materials. Any undead creature can give someone a Death status by a mere touch. The length of time before they die is the same as the level at which the character lies. Once the character is dead, resurrection has a very small chance of suceeding.
Deception-Deception is the tricking of the eyes by creating illusions. The only way a character can receive the deception status effect is by being tricked into an illusion created by a magic user. This status effect can kill a person if they fall for the illusion (depending on the actual illusion itself). This status effect can only be harmful if the illusion is meant to kill or trick someone into causing their death.
Fear-Fear causes the receiver to cower or flee in terror. This is usually caused by a spell , touching by the undead or by a weapon strike. Fear causes the victim to run in fear or cower (i.e. hide or retreat into the fetal position). Your reaction time and rationale go down by one for every three levels of the character, strength and c.r.p. go down 10 for every five levels of the character. If your reaction goes below seven then you go into shock and cannot perform any action until your reaction reaches seven again, you recharge one reaction point per round. If your rationale goes below seven as well then you receive confusion and cannot think until it recharges above seven. Strength and C.R.P. recharge at a rate of 5 points a round, if ur C.R.P. goes below 10% of your max then you pass out from exhaustion. Fear is relieved only when all your stats are back to normal.
Freeze-Freeze makes the receiver of this status effect either frozen completely or slowly freezing to death. This can be recieved by weapon strikes, spells or exposure to harsh cold climates. The freezing causes the victim to loose one degree of temperature per 10 min of exposure or receiving the effect. If your temperature drops below 90 degrees you go into hypothermia and cannot control the shaking you receive. After 2 hours of receiving the status effect or being in harsh conditions without being properly clothed or treated you will die. The only way to cure the freeze status effect is warmth, (fire, blankets etc).
Internal Rupture-Internal rupture is the bursting or breaking open of organs inside the body. This could be caused by a large amount of damage to the abdomen/torso or direct contact (blow) to the midsection. Internal rupture includes internal bleeding or the bursting of organs. Any organ that ruptures (i.e. bleeding or bursting) will kill a person with ten rounds of rupturing. Any direct contact after it has ruptures will do further damage to the organ and kill the person within five rounds instead of ten. There is no cure for internal bleeding or rupturing except for direct cure spells to that organ.
Paralysis-Paralysis is the paralyzation of limbs or the whole body. Paralysis can be caused by the breaking of bones, spells, or weapon strikes. By receiving the paralysis status effect you lose control of your limb(s) or body for an undetermined amount of time. If you receive paralysis of your whole body, torso included, you stop breathing and have three rounds to survive or you will die of suffocation. The only way to relieve paralysis is by a cure all spell. Any other means of it cannot heal your bones unless the bone(s) is set, corrected, and cured.