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Starry Sky

Status Effects And You

What is a Status Effect and how does it affect you? 
A Status Effect in the broad and general term known by adventurers and magic casters far and wide is the collective understanding across the various worlds in the Empire Status Effects are the change in one's body due to the influence of magical power. As magic power is infused with the chosen effect, just like how spells are created with a chosen element, it has a % chance to inflict the Status Effect on a target while dealing some form of damage. As magic is a ubiquitous power and is always being changed and manipulated, when a Status Effect or Status Ailment is inflicted on a target the target's magical power can reduce or even negate the effects.

A spell which inflicts Burn on a target will cause them to take Burn damage and become engulfed in flames at times. This example shows that no matter who or what casts the spell what the spell does remains the same with the target either resisting the intended damage and effects or boosting it in a way which is unintended. 


How Does Magic Work?
The basic operation and understanding of magic comes from a more hands-on magical study that many people record in their own personal records known to the non magical community as a Grimoire. A grimoire is a book or textbook of magic which contains instructions for spells, rituals, and the creation of magical objects. It can also include information on divination, summoning supernatural entities, and various magical systems which are more personalized due to the user creating it through their own research and discovery. To the general understanding magic is a means to an end, a tool to be used, or a boon gifted to the chosen ones. 

What are Status Effects really?
A Status Effect as researched by the Astarian Empire is a change in the chemical makeup of the body which will cause small catastrophic events to alter the body when under the effects of outside magical power. As the biological chemicals in the body are in perfect balance, the person remains in their normal balanced body and is not affected by any extra outside circumstances. As the microscopic magic particles get absorbed into the skin and lungs they infect and affect the chemical balance within the body causing minor issues to arise. Most of which are just temporary as the body repairs and restores itself quickly and naturally while some can have long lasting effects. The spells which inflict long lasting effects on the body as it greatly alters the chemical makeup, block pathways, and stunt chemical and vitamin growth in the body can be either positive or negative in nature. As magic is the combined concept of belief and power of the universe, it can become what the caster believes to be true in the sense of the universe with the tool of magic inflicting the desired effects. As magic knowledge and understanding grows in the community of those who practice magic, the scientific understanding of the magic dissipates and is known only to those who seek the knowledge and is still accessible to all but almost no one studies it.

What are Status Effects?
Through research and discovery Status Effects are the collective understanding and knowledge of the magic spanning across the universe as it enters the body using magic power as it changes the chemical makeup and balance causing the Status Effect to occur. Multiple particles of magic can influence the body and cause different things to occur whether they are positive in nature mainly called a Buff, or negative in nature mainly called a Debuff or Status Ailment. Because this is a very broad concept, Status Effects cover a wide variety of grounds, but they can generally be classified into the two groups of Buffs and Debuffs.

Buffs or Status Buffs:
Buffs or Status Buffs are primarily positive effects which will modify and enhance a character's statistics, status, skills, abilities, and strengths. Almost all adventurers know some form of Buff to aid and assist either themselves or others in combative situations. Most of the time the spells which inflict Buffs or Status Buffs onto a target last a short amount of time due to how the body processes and handles the influence of magical power.

Debuffs or Status Ailments:
Debuffs or Status Ailments are primarily negative effects which modify and reduce a character’s statistics, status, skills, and abilities. It will also strengthen their weakness to the desired magical elements and effects as Debuffs or Status Ailments become more frequent and debilitating. This includes things like damage over time effects or DoT’s like if a target is Poisoned or Ill. Due to the magically inflicted nature of these Debuffs and Status Ailments, they have their own remedies and cures to remove them quickly if the body doesn’t have the proper amount of time to cure and remove them naturally. 

The list of Status Effects is long as the Empire has discovered a huge assortment of them and they have all been documented and recorded. Although many of them may operate in the same manner and are interchangeable as similar worlds will have different effects, like a world might have Cold and not Frost, they all fundamentally operate the same way.


The 9 Stats:
The 9 Stats every thing uses can be defined in a small yet effective manner which are manipulated by the Status Effects listed below, the 9 Stats are:

STR - Strength: Strength measures Athletics, Physical Damage, and raw Strength. This is used with Endurance to do things like lift objects or use weapons. When moving while lifting, you will need to use your Dexterity as it affects your agility and movement while lifting.

DEX - Dexterity: Dexterity measures Agility, Reflexes, Poise, Balance and Movement. This is used with Strength and Endurance to perform tasks and basic functions like carrying armor for long periods of time or by lifting and moving boxes.

END - Endurance: Endurance measures Stamina, Resistances, and the overall length of time you can do something. Objectively it is the most important stat to enhance and improve as it affects all things and actions in the body. Endurance is used to change the effects on the body by changing their potency and length of time. The higher the Endurance stat the shorter and less potent negative effects are while the positive effects are enhanced and last longer. 

VIT - Vitality: Vitality is the measurement of Health, Health Points, Maximum Health, and Maximum Health Points. It is the measurement of how healthy a person is as it is influenced by all manner of things from the food and drink consumed, to the effects of spells and items. If a target's Vitality is reduced to 0 they will die, if their Health Points are reduced to 0 they will be knocked unconscious and will begin to take Vitality damage. 

CON - Constitution: Constitution measures Health, Fortitude, and Resistances to all things. As one may be inflicted with something like Poison, the Constitution is used to survive and reduce the Poisoning effects and damages. As Endurance is a very important stat for all manner of movement and tasks, Constitution is the most important as it also affects not just the physical aspects of the body but also the Energy Levels and Mental Prowess of the target. 

INT - General Knowledge: General Knowledge or Intelligence measures the General Knowledge of the world and how the person understands and comprehends the greater world around them. Once may have a low General Knowledge of the world they are just visiting while others who are born on the world may have a very high knowledge score. While this doesn’t affect any form of combat, it can be used to identify story telling elements or citations which arise as people who score low may be from a different area or place.

WIS - Wisdom: Wisdom measures all forms of Magics Awareness, Intuition, and Insight into one’s surroundings. As they are a well of untapped knowledge due to their long studies and research into various things, one may have a high level of Wisdom and are seen as the most knowledgeable about some things. As the Empire has seen many generals will heed the advice of the young recruits due to the changing of information and unique perspective they have, to many people have been burned by the fires not of ambition but of misplaced confidence in their own knowledge and understanding.

MAG - Magicka: Magic or Magicka measures the Magic, Magic Power, Magic Points or Mana, and the overall Magical Damage inflicted by their spells. This is the accumulation of not just the years of study, practice, knowledge, and usage but also incorporates things like the potency of one’s magic and their magical energy regeneration.

CHA - Charisma: Charisma measures Confidence, Eloquence, Leadership and represents a character's perceived power and warmth. As Charisma is a personal quality, it can be enhanced and studied for the benefit of the user. This makes them more attractive, inspiring, and influential to others as it is described as an allure, magnetic charm, or appeal that draws people in and inspires loyalty. This is mainly used in the influence of others and skills and spells which have a focus on control will use the casters Charisma as a bonus to be more alluring. 

Status Effect List

A

Aspect:

Aura:

B

Berserk / Anger / Rage: 

Bleed: 

Blessings:

Break:

Burn:

C

Charm:

Cold:

Confusion / Dizzy:

Curse:

D

Darkness / Blind:

Death:

Decay:

Disease:

Doom:

E

Embrace:

Encumber:

Exhaustion:

F

Fear:

Frost:

Frozen:

G

Gift:

H

Haste:

Heat:

Heart:

I

Invisibility / Stealth:

 

M
Mark:

O

Overwatch:
 

P

Paralyze / Paralysis:
Petrify: 
Poison / Plague:
Possession:
Pressure:


R
Regeneration:

Rust / Acid:
 

S

Shatter:

Sick / Ill:

Silence / Mute:

Shock:

Slow:

Stun:

T

Terror:

U

Uncomfortable:

W

Weakening:

Ward:

Wet:

Starry Sky

A

Aspect:

The Aspect Effect is a Buff or Status Buff that is a temporary effect which increases the target's power either by their raw physical power or through a stat increase. It is the basic level of buffs used mainly in combat to enhance the power of a target.

 

Aspect Of Arcane: +15% Arcane Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.

Aspect Of Corrosion: +15% Corrosion Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Dark: +15% Dark Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Earth: +15% Earth Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Fire: +15% Fire Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Holy: +15% Holy Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Ice: +15% Ice Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Light: +15% Light Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Lightning: +15% Lightning Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Nature: +15% Nature Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Water: +15% Water Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.

Aspect Of Wind: +15% Wind Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Physical Power: +15% Physical Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Physical Armor: +15% Physical Armor until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Magical Power: +15% Magical Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Magical Armor: +15% Magical Armor until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Strength: +15% Strength STR until the Buff is removed. This influences all Physical and Strength requirements and checks making all Physical and Strength tasks easier. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Dexterity: +15% Dexterity DEX until the Buff is removed. This influences all Physical and Dexterity requirements and checks making all Physical and Dexterity tasks easier. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Endurance: +15% Endurance END until the Buff is removed. This influences all Endurance requirements and checks making all Endurance tasks easier. This also increases Life, Health, Magic, Mana, Stamina, and Fortitude Regenerations and their requirements and checks easier. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Constitution: +15% Constitution CON until the Buff is removed. This influences all Mental and Constitution requirements and checks making all Mental and Constitution tasks easier. This also increases Mind, Mental, Health, and Life requirements and checks easier. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Intelligence / General Knowledge: +15% Intelligence INT until the Buff is removed. This influences all Mental and Intelligence requirements and checks making all Mental and Intelligence tasks easier. This also increases Mind, Mental, Magic, and Mana requirements and checks easier. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Aspect Of Wisdom: +15% Wisdom WIS until the Buff is removed. This influences all Magic and Wisdom requirements and checks making all Magic and Wisdom tasks easier. This also increases Mind, Mental, Magic, and Mana requirements and checks easier. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.

Aspect Of Magicka: +15% Magic MAG until the Buff is removed. This influences all Intelligence, Magic, and Wisdom requirements and checks making all Intelligence, Magic, and Wisdom tasks easier. This also increases Mind, Mental, Magic, and Mana requirements and checks easier. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.

Aspect Of Charisma: +15% Charisma CHA until the Buff is removed. This influences all Conversation and Charisma requirements and checks making all Conversation and Charisma tasks easier. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

 

Aura:

The Aura Effect is a Buff and Debuff or Status Buff and Status Ailment that is a temporary effect which influences the target in a large area. The Aura Effect is a powerful large Area of Effect Status Effect that has multiple variations from positive to negative effects on targets who are seen in the Casters' moral justice. The list of Aura Effects is extensive as it is an Effect built atop of the Aura Effect and becomes a new type of effect. As the Empire has tried to research the Aura Effect and its endless list of related effects, Aura Effects have been distilled into a simple system. 

 

Simple Aura Effects are just the Element + Type:

 

Aura Effect come in the various Elements

  1. Arcane

  2. Corrosion

  3. Dark

  4. Earth

  5. Fire

  6. Holy

  7. Ice

  8. Light

  9. Lightning

  10. Nature

  11. Water

  12. Wind 

 

Empowerment: +25% Element Power until the target is out of range of the Aura Effect.

Resistance: +25% Element Resistance until the target is out of range of the Aura Effect.

Weakness: -25% Element Resistance until the target is out of range of the Aura Effect.

 

Advanced Aura Effects are just the Stat + Type:

  1. Physical

  2. Magical

  3. Melee Damage

  4. Ranged Damage

  5. Health

  6. Vitality

  7. Magic

  8. Mana

  9. Stamina

  10. Armor

  11. Athletics

  12. Vision

 

Empowerment: +20% Stat until the target is out of range of the Aura Effect.

Weakness: -20% Stat until the target is out of range of the Aura Effect.

 

Special Auras:

 

Aura Of Brilliance: Arcane magic is gathered on the target, like them to the caster allowing for the casters magic to flow into the target. It increases combat effectiveness by allowing higher level magic spells to be casted at a reduced magic cost until the target is out of range of the Aura Spell.

Aura Of Commanding: Arcane magic is gathered on the target, increasing combat effectiveness by allowing Arcane magic to flow through them, it empowers their skills and abilities while dulling their senses of individuality and replacing them with uniformity. This allows for them to fight freely while following orders and getting the buff to their skills and abilities until the target is out of range of the Aura Spell.

Aura Of Devotion: Holy magic is gathered on the target, increasing combat effectiveness by allowing Holy magic to flow through them. The faith of those connected to the caster allows their magic power and energy to flow slowly into the caster boosting the casters magic energy and power. As they slowly grow weaker under the Aura Of Devotion they will be given a slowly growing boost in combat power and vigor until they are right on the edge of collapse until the target is out of range of the Aura Spell. 

Aura Of Divinity: Holy magic is gathered on the target, increasing combat effectiveness by allowing Holy magic to flow through them. This invigorates them allowing them to gain large immunities to negative mental and mind altering effects. This also greatly reduces penalties to Holy and Light Resistances while reducing Dark magic, damage, abilities, and effects to all targets under the Aura Of Devotion until the target is out of range of the Aura Spell. 

Aura Of Endurance: Wind magic flows through the target allowing them to move faster, jump higher, fall slower, and perform actions quicker. Targets will reduce movement debilitating effects and slows better and have a faster stamina recovery time while under the effects of the Aura Of Endurance until the target is out of range of the Aura Spell. 

Aura Of Fear: Dark magic power flows into the target causing them to flee and run away in terror. They will scatter like bugs to a flame when encountering an Aura Of Fear. The higher the difference in power between the caster and targets will cause the targets to flee faster and run further away from the caster. If used on a target who is far stronger than the caster it becomes nullified. The effects of the Aura Of Fear will last until the target is out of range of the Aura Spell. 

Aura Of Intimidation:  Wind magic power flows into the target surrounding their joints causing them to move and recover slower when they come into contact with the caster. The higher the difference in power between the caster and targets will cause the targets to take even greater movement and slow debuffs. If used on a target who is far stronger than the caster it becomes nullified. The effects of the Aura Of Intimidation will last until the target is out of range of the Aura Spell. 

Aura Of Soul Harvesting: Dark magics enter into the targets around the caster, if they are weak or near death their soul will be consumed and their power added to the caster. If they are full of life and vitality they will slowly begin to lose their strength as it is funneled into the caster until the target is out of range of the Aura Spell. 

Aura Of Thorns: Earth magics empower the target with a thick shell of small spikes which deals a % of melee damage received back onto those who attack the targets under the Aura Spells effect. Used primarily in melee combat, the Aura Of Thorns will last until the target is out of range of the Aura Spell. [Arcane] [Support] [Aura]

Aura Of Trueshot: Wind magics empower the target with a thick shell of small wind bubbles which deals a % of ranged damage received back onto those who attack the targets under the Aura Spells effect. Used primarily in ranged combat versus spell casters and rangers, the effects of the Aura Of Trueshot will last until the target is out of range of the Aura Spell. 

Aura Of Combat Return: Lightning magics empower the target with a thin small shell of Lightning balls which deals a % of damage received back onto those who attack the targets under the Aura Spells effect as pure Lightning Damage, it deals low damage and has a low chance to inflict the Stun and Shocked status effects. All damage returned to the attacking party will have a small chance to jump to other nearby targets. The effects of the Aura Of Combat Return will last until the target is out of range of the Aura Spell. 

Aura Of War: Arcane magic enters into the target's body invoking rage and causing the target to go Berserk. They will begin to lose their sense of intelligence and rationale as they begin to show more primal powers. They will see all enemies of the caster as targets and will use their Berserking power bonus to great effect as they tear through the caster's enemies. The effects of the Aura Of War will last until the target is out of range of the Aura Spell. 

Aura Of Unholy Power: Dark magic enters the target and is permanent. It is an extremely slow process as it increases the power of the target greatly. As the % enters into the highest level the high and need from the increased power comes at a great cost. With their thirst for power growing they begin to use the Dark power inside them that has been growing. They begin to turn into a Demon with the more power they use. The Demonic Power starts slow as it begins to show markings, eye colors, horns, hooves, or other aspects of the Demon of Sin matching their personality and actions. After hitting the peak of their power and fully transforming, they become a full Demon of Sin and are free to do what they wish. The effects of the Aura Of Unholy Power are slow to progress with a huge boost in power but will be a permanent change to the target.

Aura Of Vampiric Assault: Dark magic enters the target causing them to become extremely powerful and violent in nature. They gain enhanced eyesight, smell, movement speed, and raw physical power. They begin to take damage slowly as their need and thirst for the blood of battle ensues. As they deal damage to the enemy they will gain blood and life as a % back, which will keep them in a sustaining equilibrium. As they are under the effects of the Aura Spell, their physical power increases rapidly as does their need for blood and power with the increase to life lost. They become a terrifying force to be reckoned with while under the Aura Of Vampiric Assault and it will last for a little while even if the target is out of range of the Aura Spell. 

Starry Sky

B

Berserk / Anger / Rage: 

The Berserk Effect is a Debuff or Status Ailment that affects the mind and targeting in a permanent way. It can be called Anger and Rage on various worlds as it boosts the raw emotion of aggression in a target. When under the Berserk Effect, the target enters into a state of tunnel vision as the target can only focus their vision on a single target at one time. They will attack the focused target with enhanced combat stats as they deal much more damage but lose their own rational and mental capabilities in the process. The Berserk Effect increases + STR by 2x while reducing - INT by 2x and can be removed by magical means or if the target is calmed down and becomes more rational.

 

Bleed: 

The Bleed Effect is a Debuff or Status Ailment that is a permanent effect which causes the body to bleed from wounds which are inflicted on or inside the body. This not only causes damage and reduces the target's Health Points but it also reduces CON and END by 1 per tick. The damage inflicted by the Bleed Effect is calculated by the casters Magical Power + Elemental Damage. This can all be reduced by things like resistances, armor, or magic but the Bleed Effect will still last until removed or healed.

 

Blessings:

The Blessing Effect is a Buff or Status Buff that is a temporary effect which increases the target's power levels as it is a more advanced version of the Aspect Effect. The Blessing Effect can be given from any manner of things and is usually seen as a divine blessing as it can be bestowed remotely on a target. A shrine which gives a Blessing Of Arcane can be given to anyone who visits and prays to it. On various worlds and within various magic systems the Blessing Effect is a very strong semi-permentant or permanent effect that can be overwritten or only used once.

 

Blessing Of Arcane: +30% Arcane Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Blessing Of Corrosion: +30% Corrosion Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Blessing Of Dark: +30% Dark Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Blessing Of Earth: +30% Earth Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Blessing Of Fire: +30% Fire Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Blessing Of Holy: +30% Holy Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Blessing Of Ice: +30% Ice Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.

Blessing Of Light: +30% Light Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.

Blessing Of Lightning: +30% Lightning Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Blessing Of Nature: +30% Nature Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.

Blessing Of Water: +30% Water Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Blessing Of Wind: +30% Wind Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Blessing Of Physical Power: +30% Physical Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Blessing Of Physical Armor: +30% Physical Armor until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.

Blessing Of Magical Power: +30% Magical Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Blessing Of Magical Armor: +30% Magical Armor until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. 

Blessing Of Strength: +30% Strength STR until the Buff is removed. This influences all Physical and Strength requirements and checks making all Physical and Strength tasks easier. The buff is temporary and lasts a short time. 

Blessing Of Dexterity: +30% Dexterity DEX until the Buff is removed. This influences all Physical and Dexterity requirements and checks making all Physical and Dexterity tasks easier. The buff is temporary and lasts a short time.

Blessing Of Endurance: +30% Endurance END until the Buff is removed. This influences all Endurance requirements and checks making all Endurance tasks easier. This also increases Life, Health, Magic, Mana, Stamina, and Fortitude Regenerations and their requirements and checks easier. The buff is temporary and lasts a short time. 

Blessing Of Constitution: +30% Constitution CON until the Buff is removed. This influences all Mental and Constitution requirements and checks making all Mental and Constitution tasks easier. This also increases Mind, Mental, Health, and Life requirements and checks easier. The buff is temporary and lasts a short time. 

Blessing Of Intelligence / General Knowledge: +30% Intelligence INT until the Buff is removed. This influences all Mental and Intelligence requirements and checks making all Mental and Intelligence tasks easier. This also increases Mind, Mental, Magic, and Mana requirements and checks easier. The buff is temporary and lasts a short time. 

Blessing Of Wisdom: +30% Wisdom WIS until the Buff is removed. This influences all Magic and Wisdom requirements and checks making all Magic and Wisdom tasks easier. This also increases Mind, Mental, Magic, and Mana requirements and checks easier. The buff is temporary and lasts a short time.

Blessing Of Magicka: +30% Magic MAG until the Buff is removed. This influences all Intelligence, Magic, and Wisdom requirements and checks making all Intelligence, Magic, and Wisdom tasks easier. This also increases Mind, Mental, Magic, and Mana requirements and checks easier. The buff is temporary and lasts a short time.

Blessing Of Charisma: +30% Charisma CHA until the Buff is removed. This influences all Conversation and Charisma requirements and checks making all Conversation and Charisma tasks easier. The buff is temporary and lasts a short time. 

Break:

The Break Effect is a Debuff or Status Ailment that is a temporary effect which causes the target’s armor value to be broken and nullified. They receive the full damage from all attacks and spells which can make for an instant death situation. Building up the target’s Break Limit allows you to break their limits, stunning them and opening them up to increased damage. Although this is more of a combat state, there are some who can inflict this state with ease. Throughout the Empire there are powerful magic casters who use Words Of Power, their spoken words are influenced with so much magical power it will break unaware targets and make them yield their every command. The Break Limit can be influenced by different things like environmental situations, stat changes, and resistances while it grows or shrinks as things progress. This status is a powerful one to not only get but to apply to a target, normally this requires intense training and skill to accomplish. 

 

Burn:

The Burn Effect is a Debuff or Status Ailment that is a temporary effect which causes intense heat to a target or area increasing the damage they receive from all Fire based damage. The Burn Effect is a unique effect where the caster will build the spell's effect into the spell in one of two ways to change it ever so slightly. 

  1. The Burn Effect deals up to 25% damage per tick over a short amount of time and reduces the Fire Resistance of the target to 0.

  2. The Burn Effect deals 5% damage per tick over a long period of time and reduces the Fire Resistance of the target to 0 while also boosting all Fire Damage received by 50%.

Starry Sky

C

Charm:

The Charm Effect is a Debuff or Status Ailment that is a temporary effect which causes the target to join your cause as their mind is influenced. The caster becomes the most alluring, charismatic, and fun person to be around in the whole wide world. This is used inside and outside of combat to great degrees of effectiveness as even a small conversation can possibly persuade an entire kingdom. Although magic power may boost the effectiveness of the Charm Effect, things like mind resistances, charisma, and other factors can reduce the effectiveness of the Charm Effect.

Empire’s Note on Charm: When casting a spell which has the Charm Effect attached to it, if it is rebounded, bounced, or casted on the caster the charm spell works without fail. This is due to the power being sent out then returned, the body doesn’t resist it like it normally would then you will charm yourself. Just punch the person to break them out of the effect, or cure them but that isn’t very fun or interesting.

Cold:

The Cold Effect is a Debuff or Status Ailment that is a conditional effect which causes the body to become slower as the temperature drops. The longer one is in the cold environment and under the Cold Effect the more your Movement, Movement Speed, and DEX stats drop. When under the Cold Effect you take more damage from both Water and Ice damage and the Frozen Status Effect becomes more likely. The Cold Effect can be applied as an environmental effect as well as a combat effect as it affects the target at all times in all situations when in a cold environment. When under the Cold Effect you have a higher chance to be hit with the Wet Effect and Uncomfortable Effect and the buildup of the Sick Effect will begin which will inflict the Sick Effect on the Target. 

Confusion / Dizzy:

The Confusion Effect or Dizzy Effect is a Debuff or Status Ailment that is a temporary effect which causes the target to still use their skills and abilities but they will use them on random people as they are under the Confusion Effect or Dizzy Effect. Magic power will influence the rate that the effect works while the target’s magic power will help reduce the duration or effects of the Confusion Effect or Dizzy Effect.

Empire’s Note on Confusion or Dizzy: When casting a spell which has the Confusion Effect or Dizzy Effect attached to it, if it is rebounded, bounced, or casted on the caster the confusion or dizzy spell works without fail. This is due to the power being sent out then returned, the body doesn’t resist it like it normally would then you will confuse or dizzy yourself..

Curse:

 

The Curse Effect is a Debuff or Status Ailment that is a permanent effect which houses many different types of curses within it. In a general sense the Curse Effect reduces all stats of the target as well as it stops the target from using special or unique abilities while under the Curse Effect. Although the Empire classifies the Curse Effect as a single Status Effect since it is super easy for them to cure and remove, most other adventurers and smaller worlds will see them as a very large thing as there are multiple curses that can be inflicted as each one can cause problems. The list of Curse Effects is long and will be shown in the list below.

 

Curse Of Arcane: -100% Arcane Resistance until the Curse is Removed.  

Curse Of Corrosion: -100% Corrosion Resistance until the Curse is Removed.

Curse Of Dark: -100% Dark Resistance until the Curse is Removed. 

Curse Of Earth: -100% Earth Resistance until the Curse is Removed.

Curse Of Fire: -100% Fire Resistance until the Curse is Removed.

Curse Of Holy: -100% Holy Resistance until the Curse is Removed.

Curse Of Ice: -100% Ice Resistance until the Curse is Removed.

Curse Of Light: -100% Light Resistance until the Curse is Removed.

Curse Of Lightning: -100% Lightning Resistance until the Curse is Removed.

Curse Of Nature: -100% Nature Resistance until the Curse is Removed.

Curse Of Water: -100% Water Resistance until the Curse is Removed. 

Curse Of Wind: -100% Wind Resistance until the Curse is Removed. 

Curse Of Physical Weakness: -50% to all Physical Resistances until the Curse is Removed.

Curse Of Magical Weakness: -30% to all Magical Resistances until the Curse is Removed. 

Curse of Melee Damping: -50% Slashing and Bludgeoning damage until the Curse is removed. 

Curse of Ranged Damping: -50% Piercing damage dealt until the Curse is removed. 

Curse of Distorting Health: -50% Health Regeneration until the Curse is removed. 

Curse of Distorting Vitality: -50% Max Health Points and or Vitality Points until the Curse is removed. 

Curse of Distorting Mana: -50% Magic Regeneration until the Curse is removed.

Curse of Distorting Magic: -50% Max Magic Points and or Mana Points until the Curse is removed. 

Curse of Distorting Armor: Reduces all Armor Type Bonuses making them take full damage from all attacks until the Curse is removed.

Curse of Distorting Resistances: -50% damage received and effect chance percentage from negative effects until the Curse is removed.

Curse of Distorting Blindness: -50% chance to hit a target, vision range, and perception abilities until the Curse is removed. Weaker targets will have greatly reduced sight and can even become Blind. 

Curse of Distorting Athletics: -50% chance to Dodge and or Evade traps, obstacles, and damage from both Physical and Magical attacks until the Curse is removed. 

Curse of Death: Sometimes called Doom, dark magic builds over a short period of time reducing all stats and health points until it kills the target. If not magically gifted, protected, or resistant of any kind the target will die at a quick pace. 

Curse of Slow Death: Dark magic slowly builds over a long period of time slowly reducing all stats and health points until it kills the target. If not magically gifted, protected, or resistant of any kind the target will die at a faster pace.

Curse of Instant Death: Dark magic swells around a target with a low chance to instantly kill a target. If not magically gifted, protected, or resistant of any kind the target will die instantly. 

Curse of Uncomfortability: Dark magic causes this Curse on a target to always feel Uncomfortable with everything they do, it is a slight inconvenience which builds overtime making the target angry and frustrated at everything. 

Curse of Endless Anger: Dark magic causes this Curse on a target to always feel Angry with everything they themselves or others do, it builds overtime making the target more angry and frustrated at everything and they will begin to lash out in destructive behavior. 

Curse Empowerment: -95% curse’s effects and power and then turned into a positive force for the target. 

Curse Of Bad Deeds: Dark magic enhances the target making them choose a morally worse option for themself in all situations they may be in. 

Curse Of Negativity: Dark magic enhances the target making them choose every worse option for all situations they may be in that affect other people and not themselves. 

Curse of Sadness: Dark magic makes the target depressed and sad in all thoughts causing them to eventually want to change it. 

Curse of Sin: Dark magics invade the target causing them to have an irresistible hunger for the main cardinal sins which the demons invoke. They will slowly be taken control of and manipulated into doing demonic deeds and activities until they are changed. 

Curse of Demonic Corruption: Dark corruption slowly leaks out of the target making them turn into a demon. They perform slowly worse and worse acts that will turn into a horrific experience in a short time. 

Curse of Plague: Nature magic slowly leaks out of the target making those around them sick. The longer they interact with the Cursed target, the more ill they will be.

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Darkness / Blind:


The Darkness Effect or Blind Effect is a Debuff or Status Ailment that is a temporary effect which causes blindness in the eyes and vision center. This doesn’t affect any extra sight boosting or enhancements a target may have. They will receive a reduced chance to use any form of action and a reduced penalty when performing anything that requires athletics, sight, or dexterity. This is easily cured and can be more of an annoyance than a problem. The Empire has observed that the magic casters who cast spells with the Darkness Effect or Blind Effect tend to focus more of the power into the damaging aspect of the spell and not the effect itself. The Empire uses the Darkness Effect or Blind Effect in a way that is permanent on their targets as it may deal no damage but it can’t be easily removed or cured. It becomes a pseudo curse-like spell in that regard.

Death:


The Death Effect is a Debuff or Status Ailment that is a permanent effect which causes Death. Many different spells or skills may inflict this Status Effect with a low chance however the Death Effect like its name suggests will immediately kill the target inflicted with it.

Decay:

The Decay Effect is a Debuff or Status Ailment that is a permanent effect which causes rapid aging and destruction of the target. This can be used on objects and people alike as it will deal a huge amount of damage in a slow then quick period of time. Although the damage is slow then explodes into a rapid rate of decay, it is an easy to remove Status Effect but the damage inflicted lasts. The Decay Effect reduces all maximum stats by 1 then+1x per tick with the new value caring over which will start slow then immediately kill a target in moments. This includes but is not limited to all 9 main stats as well as all stats which affect health, magic, mana, stamina, and regenerations.
Tick 1: 1+1x=1
Tick 2: 2+2x=4
Tick 3: 4+3x=12
Ect. Ect. Ect.

Disease:


The Disease Effect is a Debuff or Status Ailment that is a permanent effect which causes a strong level of permanent sickness which becomes even harder to remove as it saps the life from the target over a long period of time. The Disease Effect is a very strong one as it needs a miracle or magic power surpassing the strength of a hero to cure and remove. Although some of the strongest healing medicines can be made from special materials as medication or potions to cure more serious Diseases, the Disease Effect is a hard to remove Status Effect. The worse the Disease Effect is, the more illness it will spread.

Doom:
The Doom Effect is a Debuff or Status Ailment that is a temporary effect which causes all resistances reduced by -25% as it slowly reduces maximum HP by 10% over time to a minimum of 10%. Even when revived Max Health Points remains at the reduced value with a minimum of 10%. The Doom Effect is a powerful high costing Status Effect which will bring about the Doom of a person. The Empire has observed the Doom Effect to have different flavors or versions on various worlds as its effect remains the same and the power is unrelenting. It is easy to remove but devastating to have placed on you.

 

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Embrace:
 

The Embrace Effect is a Debuff or Status Ailment that is a temporary effect which houses many different types of curse-like Status Effects within it. It is built on top of a Mark Effect as it strengthens it as it requires more magical power and magical energy to inflict the more advanced version. In a general sense the Embrace Effect reduces and manipulates the resistances or other stats of the target. The list of Embrace Effects is long and will be shown in the list below.

Embrace Of Arcane: -40% Arcane Resistance until the Embrace is Removed.  
Embrace Of Corrosion: -40% Corrosion Resistance until the Embrace is Removed.
Embrace Of Dark: -40% Dark Resistance until the Embrace is Removed. 
Embrace Of Earth: -40% Earth Resistance until the Embrace is Removed.
Embrace Of Fire: -40% Fire Resistance until the Embrace is Removed.
Embrace Of Holy: -40% Holy Resistance until the Embrace is Removed.
Embrace Of Ice: -40% Ice Resistance until the Embrace is Removed.
Embrace Of Light: -40% Light Resistance until the Embrace is Removed.
Embrace Of Lightning: -40% Lightning Resistance until the Embrace is Removed.
Embrace Of Nature: -40% Nature Resistance until the Embrace is Removed.
Embrace Of Water: -40% Water Resistance until the Embrace is Removed. 
Embrace Of Wind: -40% Wind Resistance until the Embrace is Removed. 
Embrace Of Physical Weakness: -50% to all Physical Resistances until the Embrace is Removed.
Embrace Of Magical Weakness: -30% to all Magical Resistances until the Embrace is Removed. 
Embrace of Melee Damping: -50% Slashing and Bludgeoning damage until the Embrace is removed. 
Embrace of Ranged Damping: -50% Piercing damage dealt until the Embrace is removed. 
Embrace Of Physical Weakness: -20% to all Physical Resistances until the Embrace is Removed. 
Embrace Of Physical Empowerment: +10% Physical damage dealt until the Embrace is Removed. 
Embrace Of Magical Weakness: -20% to all Magical Resistances until the Embrace is Removed.
Embrace Of Magical Empowerment: +10% Physical damage dealt until the Embrace is Removed. 
Embrace Of Shattering: -20% Break, Frozen, and Petrification Resistance until the Embrace is Removed.

 

Encumbered: 


The Encumbered Effect is a Debuff or Status Ailment that is a temporary effect which causes reduced Movement, Movement Speed, Agility, END, and DEX. After long periods of tiredness and exhaustion the target will enter the Encumbered Effect state. This will also apply 

Exhaustion:


The Exhaustion Effect is a Debuff or Status Ailment that is a conditional effect which causes reduced stats. It occurs when someone goes full steam ahead for a long time 


 

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Fear:

The Fear Effect is a Debuff or Status Ailment that is a temporary effect which causes the target to run away from the target who is emitting the Fear Effect. The more magic power that is used the farther and longer the targets under the Fear Effect will run. If under the Fear Effect, the higher the magic power and resistance means for faster recovery. Many things can cause someone to enter the Fear Effect state but a personal traumatic effect will not send someone running like a fearsome roar from a large creature.

 

Frost:

The Frost Effect is a Debuff or Status Ailment that is a conditional effect which causes the body to become slower as the temperature drops and the lingering frost begins to set in. The longer one is in the frosty cold environment and under the Frost Effect the more your Movement, Movement Speed, END, and DEX stats drop. When under the Frost Effect you take more damage from both Water and Ice damage and the Frozen Status Effect becomes more likely. The Frost Effect can be applied as an environmental effect as well as a combat effect as it affects the target at all times in all situations when in a cold environment. When under the Frost Effect you have a higher chance to be hit with the Cold Effect, Wet Effect, and Uncomfortable Effect and the buildup of the Sick Effect will begin which will inflict the Sick Effect on the Target. 

 

Frozen:

The Frozen Effect is a Debuff or Status Ailment that is a Permanent effect which causes the target to be fully encased in thick Ice. They are immoble and are unable to use any skills or abilities as they will need to be removed from this Status Effect as soon as possible to reduce the chance of being Shattered. A few other Status Effects like the Heat Effect can also remove the Frozen Effect. As this is a serious Status Effect it can be cured and removed in a number of ways.

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Gift:

The Gift Effect is a Buff or Status Buff that is a temporary effect which causes the target to gain a huge boost in the desired effects for a short time. The list for Gift Effects is longer than some other Buffs but not nearly as long as the Aura Effect list.

 

Gift Of Arcane: +50% Arcane Power until the Buff is removed. The buff is temporary and lasts a short time. 

Gift Of Corrosion: +50% Corrosion Power until the Buff is removed. The buff is temporary and lasts a short time. 

Gift Of Dark: +50% Dark Power until the Buff is removed. The buff is temporary and lasts a short time. 

Gift Of Earth: +50% Earth Power until the Buff is removed. The buff is temporary and lasts a short time.  

Gift Of Fire: +50% Fire Power until the Buff is removed. The buff is temporary and lasts a short time.

Gift Of Holy: Holy magic is gathered on the target increasing their Holy Power and damage dealt. The target receives +50% Holy Power until the Buff is removed. The buff is temporary and lasts a short time.

Gift Of Ice: +50% Ice Power until the Buff is removed. The buff is temporary and lasts a short time. 

Gift Of Light: +50% Light Power until the Buff is removed. The buff is temporary and lasts a short time. 

Gift Of Lightning: +50% Lightning Power until the Buff is removed. The buff is temporary and lasts a short time.

Gift Of Nature: +50% Nature Power until the Buff is removed. The buff is temporary and lasts a short time. 

Gift Of Water: +50% Water Power until the Buff is removed. The buff is temporary and lasts a short time. 

Gift Of Wind: +50% Wind Power until the Buff is removed. The buff is temporary and lasts a short time. 

Gift Of Physical Power: +50% Physical Power until the Buff is removed. The buff is temporary and lasts a short time. 

Gift Of Physical Armor: +50% Physical Armor until the Buff is removed. The buff is temporary and lasts a short time. 

Gift Of Magical Power: +50% Magical Power until the Buff is removed. The buff is temporary and lasts a short time. 

Gift Of Magical Armor: +50% Magical Armor until the Buff is removed. The buff is temporary and lasts a short time. 

Gift Of Strength: +50% Strength STR until the Buff is removed. This influences all Physical and Strength requirements and checks making all Physical and Strength tasks easier. The buff is temporary and lasts a short time. 

Gift Of Dexterity: +50% Dexterity DEX until the Buff is removed. This influences all Physical and Dexterity requirements and checks making all Physical and Dexterity tasks easier. The buff is temporary and lasts a short time.

Gift Of Endurance: +50% Endurance END until the Buff is removed. This influences all Endurance requirements and checks making all Endurance tasks easier. This also increases Life, Health, Magic, Mana, Stamina, and Fortitude Regenerations and their requirements and checks easier. The buff is temporary and lasts a short time. 

Gift Of Constitution: +50% Constitution CON until the Buff is removed. This influences all Mental and Constitution requirements and checks making all Mental and Constitution tasks easier. This also increases Mind, Mental, Health, and Life requirements and checks easier. The buff is temporary and lasts a short time. 

Gift Of Intelligence / General Knowledge: +50% Intelligence INT until the Buff is removed. This influences all Mental and Intelligence requirements and checks making all Mental and Intelligence tasks easier. This also increases Mind, Mental, Magic, and Mana requirements and checks easier. The buff is temporary and lasts a short time. 

Gift Of Wisdom: +50% Wisdom WIS until the Buff is removed. This influences all Magic and Wisdom requirements and checks making all Magic and Wisdom tasks easier. This also increases Mind, Mental, Magic, and Mana requirements and checks easier. The buff is temporary and lasts a short time.

Gift Of Magicka: +50% Magic MAG until the Buff is removed. This influences all Intelligence, Magic, and Wisdom requirements and checks making all Intelligence, Magic, and Wisdom tasks easier. This also increases Mind, Mental, Magic, and Mana requirements and checks easier. The buff is temporary and lasts a short time.

Gift Of Charisma: +50% Charisma CHA until the Buff is removed. This influences all Conversation and Charisma requirements and checks making all Conversation and Charisma tasks easier. The buff is temporary and lasts a short time.

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Haste:


The Haste Effect or Speed Up Effect is a Buff or Status Buff that is a temporary effect which increases the target's Movement Speed, Movement, DEX, and Agility. Called by many names, it is essentially an effect that makes the target much faster for a short period of time. In some cases the Haste Effect can be modified or enhanced to change the nature of the effect to make the target even faster to perform actions immediately at the start of combat like in the case of First Strike which is a condensed and powered up Haste Effect. In the event of the target using a spell or skill like a Quick attack the Haste Effect is slowly applied and makes the target go faster and faster with each consecutive use of the attack. The Haste Effect has many different uses but fundamentally is just a boost to one's speed and agility in the most basic sense. 

Heat:


The Heat Effect is a Debuff or Status Ailment that is a conditional effect which causes 
Hemorrhage:
The Hemorrhage Effect is a more advanced and worse permanent Bleed Effect caused by more deep wounds as the body is damaged to a much greater degree. This isn’t limited to just internal bleeding, a lost limb or other great issue can cause even more damage at a faster rate. The bleeding is much more intense as the target begins to rapidly lose blood and every moment is closer to passing out than death. The damage inflicted by the Hemorrhage Effect is calculated by the casters Magical Power + Elemental Damage per tick as it also reduces VIT, CON, and END by -5 per tick. 

Heart:


The Heart Effect is a Buff or Status Buff that is a temporary effect which increases the target's power to the desired element with a side effect. Due to the element being channeled into the target it changes their body internally towards that element. This will actually cause their body to release various waves, bursts, or attacks outwards towards nearby victims. This changed the target's way of life as this is a curse-like effect that will ruin a life. The Heart Effect is a strong buff effect that can be used in one’s favor to change their perception and mastery over their internal attacking effects.

Heart Of Arcane: +30% Arcane Power and weakens them to all Arcane Power and damage dealt until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed. It will also deal damage to the surrounding areas periodically.
Heart Of Corrosion: Corrosion magic is gathered on the target weakening them to all Corrosion Power and damage dealt. The target receives +30% Corrosion Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.  It will also deal damage to the surrounding areas periodically.
Heart Of Dark: Corrosion magic is gathered on the target weakening them to all Dark Power and damage dealt. The target receives +30% Dark Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.  It will also deal damage to the surrounding areas periodically.
Heart Of Earth: Earth magic is gathered on the target weakening them to all Earth Power and damage dealt. The target receives +30% Earth Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.  It will also deal damage to the surrounding areas periodically.
Heart Of Fire: Fire magic is gathered on the target weakening them to all Fire Power and damage dealt. The target receives +30% Fire Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.  It will also deal damage to the surrounding areas periodically.
Heart Of Holy: Holy magic is gathered on the target weakening them to all Holy Power and damage dealt. The target receives +30% Holy Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.  It will also deal damage to the surrounding areas periodically.
Heart Of Light: Light magic is gathered on the target weakening them to all Light Power and damage dealt. The target receives +30% Light Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.  It will also deal damage to the surrounding areas periodically.
Heart Of Lightning: Lightning magic is gathered on the target weakening them to all Lightning Power and damage dealt. The target receives +30% Lightning Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.  It will also deal damage to the surrounding areas periodically.
Heart Of Nature: Nature magic is gathered on the target weakening them to all Nature Power and damage dealt. The target receives +30% Nature Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.  It will also deal damage to the surrounding areas periodically.
Heart Of Water: Water magic is gathered on the target weakening them to all Water Power and damage dealt. The target receives +30% Water Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.  It will also deal damage to the surrounding areas periodically.
Heart Of Wind: Wind magic is gathered on the target weakening them to all Wind Power and damage dealt. The target receives +30% Wind Power until the Buff is removed. The buff is permanent and lasts until either the caster ends the spell, the target of the spell gets inflicted with a negation spell effect, or it is removed.  It will also deal damage to the surrounding areas periodically.

 


 

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Invisibility / Stealth:


The Invisibility Effect or Stealth Effect is a Buff or Status Buff that is a temporary effect which hides the caster by making them almost impossible to see. With higher speeds of movement it is easier to perceive and see the caster. Slow breathing and slow moving allow the caster to move while under the Invisibility Effect or Stealth Effect.

 

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Mark:

The Mark Effect is a Debuff or Status Ailment that is a temporary effect which houses many different types of curse-like Status Effects within it. It is a base level Status Effect manipulation effect which can evolve into other levels of the effect as it can become a permanent Curse Effect if given enough time and power. In a general sense the Mark Effect reduces and manipulates the resistances or other stats of the target to inflict greater degrees of damage to them. The list of Mark Effects is long and will be shown in the list below.

 

Mark Of Arcane: -20% Arcane Resistance until the Mark is Removed. 

Mark Of Corrosion: -20% Corrosion Resistance until the Mark is Removed.

Mark Of Dark: -20% Dark Resistance until the Mark is Removed. 

Mark Of Earth: -20% Earth Resistance until the Mark is Removed.

Mark Of Fire: -20% Fire Resistance until the Mark is Remoed.

Mark Of Holy: -20% Holy Resistance until the Mark is Removed.

Mark Of Ice: -20% Ice Resistance until the Mark is Removed.

Mark Of Light: -20% Light Resistance until the Mark is Removed.

Mark Of Lightning: -20% Lightning Resistance until the Mark is Removed.

Mark Of Nature: -20% Nature Resistance until the Mark is Removed.

Mark Of Water: -20% Water Resistance until the Mark is Removed. 

Mark Of Wind: -20% Wind Resistance until the Mark is Removed. 

Mark of Melee Damping: -50% Slashing and Bludgeoning damage until the Mark is removed. 

Mark of Ranged Damping: -50% Piercing damage dealt until the Mark is removed. 

Mark Of Physical Weakness: -10% to all Physical Resistances until the Mark is Removed. 

Mark Of Magical Weakness: -5% to all Magical Resistances until the Mark is Removed.

Mark Of Shattering: -10% Break, Frozen, and Petrification Resistance until the Mark is Removed.

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Overwatch:

The Overwatch Effect is a Buff or Status Buff that is a temporary effect which slows time for the user by heightening their senses as they breathe deep in a single still position. The moment an enemy enters into their attack range they fire off their attack and hit the unsuspecting enemy. The Overwatch Effect pierces through enemy armor and hits them for full damage. With great study and usage, the Overwatch Effect allows for the storage of a spell or other powerful attack to be used on the enemy instead of the simple version. If it is not used by time the Overwatch Effect is used, the attack or spell will be canceled.

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Regeneration:

The Regeneration Effect is a Buff or Status Buff which is a temporary or permanent effect which boosts the natural rate of regeneration within the body. It comes in 4 unique variations as observed by the Empire in their studies.

  1. Health Point Regeneration

  2. Mana Point Regeneration

  3. Stamina Point Regeneration

  4. Blood Cell Regeneration

 

Rust / Acid:

The Rust Effect or Acid Effect is a Debuff or Status Ailment that is a temporary effect which causes intense levels of pain as it can dissolve most materials and metals and melt through even the thickest of hides. The Rust Effect or Acid Effect removes all armor bonuses and spells, it also reduces INT as it induces panic and pain as it increases the Break Effect Buildup. It deals upwards to 75% damage when applied directly to the body or 33% damage when hitting something that has armor of some level. The strongest of armors can reduce the incoming damage but the Break Effect builds up more quickly. The longer the target is within the Rust Effect or Acid Effect the faster they will be eaten through. Not many spells, effects, monsters, or creatures use the Rust Effect or Acid Effect but when they do it will tear through all opposition with ease.

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Shatter:

The Shatter Effect is a Debuff or Status Ailment that is a Permanent effect which causes a target that is under the Frozen Effect or Petrify Effect to be instantly shattered into small pieces and chunks killing them instantly. If the target is not under the Frozen Effect or Petrify Effect they will take a large amount of Break Effect damage.

 

Sick / Ill:

The Sick Effect or Ill Effect is a Debuff or Status Ailment that is a permanent effect which causes a reduction in stats while also making the target take 25% more damage from all sources. When one is sick they do not feel good, therefore they are under the Heat Effect, Cold Effect, and Uncomfortable Effect. They can be cured with Rest or with Medication but will naturally get better after some time.

 

Silence / Mute:

The Silence Effect or Mute Effect is a Debuff or Status Ailment that is a temporary effect which causes the target to be unable to use any form of magical spells or skills. It is an easy to cure Status Effect but is highly annoying to deal with when it is used on those who are gifted with magic power and abilities.

 

Shock:

The Shock Effect is a Debuff or Status Ailment that is a permanent effect which causes the target to have a small chance to be zapped and paralyzed as they perform various actions. It is a more annoying Status Effect as it can only be removed by special cures or naturally over the period of a long time. Extremely high levels of magic power can help to cleanse the Shock Effect but it is a powerful effect which will stop or prevent people from doing the things they want to. The Shock Effect reduces all 9 main stats by 1 per 3rd tick over a long period of time.

 

Slow:

The Slow Effect is a Debuff or Status Ailment that is a temporary effect which causes the target to have reduced Movement, Movement Speed, Agility, and DEX. It is a slow to remove Status Effect that causes no real problems and will naturally be removed after a short time. The only notable thing about the Slow Effect is that it can be very deadly when inflicted in a cold or frosty environment.

 

Stun:

The Stun Effect is a Debuff or Status Ailment that is a temporary effect which causes the target to be immobile for a short period of time. The Stun Effect stops all active and channeled actions and breaks most effects in place. It is a very short Status Ailment which is cured naturally from the target's own magic power. It can be cured as well as removed early.

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Terror:

The Terror Effect is a Debuff or Status Ailment that is a temporary effect which causes the target to freeze and stops them from moving. The Terror Effect requires more magic power than the Fear Effect but it prevents them from moving for a short time. This allows the enemies to close the gap and get a free attack that ignores bonuses and armor. If under the Terror Effect, the higher the magic power and resistance means for faster recovery times.

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Uncomfortable:


The Uncomfortable Effect is a Debuff or Status Ailment that is a conditional effect which causes the target to have -10% to every stat as well as all current and maximum Health Points, Health Regeneration, Mana Points, Mana Regeneration, Magic Points, Magic Regeneration, Stamina Points, and Stamina Regeneration. This is a Status Effect which can arise in any kind of situation whether it be social, environmental, or unnatural as it makes the target extremely uncomfortable. This can take the form of physical or behavioral signs and will appear in most races within the galaxy at large. When someone is uncomfortable, they often display a combination of physical and or behavioral signs, which can include both subtle cues and more overt expressions. Physical signs include crossing the arms and legs, physically distancing yourself from others, fidgeting or tensing the body, or gestures that include touching your face, hands, nails or being overall restless. Behavioral signs include avoiding eye contact, looking away, short answers, talking unnaturally either fast or in a different vocal que, slow or more frequent pauses, laughing or coughing due to nervousness, trying to find excuses to leave the situation or solve the problem.
Empire’s Notes: Although a target may be under the Uncomfortable Effect and are acting in a way befitting of the name, they will be slightly worse at all things they do until they remove the problem, issues, or Status Effect from them to resolve their current problems.

Starry Sky

W

Weakening:


The Weakening Effect is a Debuff or Status Ailment that is a temporary effect which causes the target to have -10% to every stat as well as all current and maximum Health Points, Health Regeneration, Mana Points, Mana Regeneration, Magic Points, Magic Regeneration, Stamina Points, and Stamina Regeneration. This is a very powerful effect as it seems to scale well as it always inflicts the target with a weakness that is ever creeping into every fiber of their being.

Ward:


The Ward Effect is a Debuff or Status Ailment that is a temporary effect which houses many different types of curse-like Status Effects within it. It is built on top of a strengthened Mark Effect that has evolved into an Embrace Effect. It is a strengthened version of the effect so it requires more magical power and magical energy to inflict the more advanced version. In a general sense the Ward Effect reduces and manipulates the resistances or other stats of the target at a higher rate than the Embrace Effect. The list of Ward Effects is long and will be shown in the list below.

Ward Of Arcane: -60% Arcane Resistance until the Ward is Removed. 
Ward Of Corrosion: -60% Corrosion Resistance until the Ward is Removed.
Ward Of Dark: -60% Dark Resistance until the Ward is Removed. 
Ward Of Earth: -60% Earth Resistance until the Ward is Removed.
Ward Of Fire: -60% Fire Resistance until the Ward is Removed.
Ward Of Holy: -60% Holy Resistance until the Ward is Removed.
Ward Of Ice: -60% Ice Resistance until the Ward is Removed.
Ward Of Light: -60% Light Resistance until the Ward is Removed.
Ward Of Lightning: -60% Lightning Resistance until the Ward is Removed.
Ward Of Nature: -60% Nature Resistance until the Ward is Removed.
Ward Of Water: -60% Water Resistance until the Ward is Removed. 
Ward Of Wind: -60% Wind Resistance until the Ward is Removed. 
Ward Of Physical Weakness: -50% to all Physical Resistances until the Ward is Removed.
Ward Of Magical Weakness: -30% to all Magical Resistances until the Ward is Removed. 
Ward of Melee Damping: -50% Slashing and Bludgeoning damage until the Ward is removed. 
Ward of Ranged Damping: -50% Piercing damage dealt until the Ward is removed. 
Ward of Distorting Health: -50% Health Regeneration until the Ward is removed. 
Ward of Distorting Vitality: -50% Max Health Points and or Vitality Points until the Ward is removed. 
Ward of Distorting Mana: -50% Magic Regeneration until the Ward is removed.
Ward of Distorting Magic: -50% Max Magic Points and or Mana Points until the Ward is removed. 
Ward Of Physical Weakness: -40% to all Physical Resistances until the Ward is Removed. 
Ward Of Physical Empowerment: +40% Physical damage dealt until the Ward is Removed. 
Ward Of Magical Weakness: -20% to all Magical Resistances until the Ward is Removed.
Ward Of Magical Empowerment: +20% Physical damage dealt until the Ward is Removed. 
Ward Of Shattering: -40% Break, Frozen, and Petrification Resistance until the Ward is Removed. 

 

Wet:


The Wet Effect is a Debuff or Status Ailment that is a conditional effect which causes the body to become slower as the body becomes wet and equipment becomes heavier. The longer one is in a wet environment and under the Wet Effect the more your Movement, Movement Speed, STR, and DEX stats drop. When under the Wet Effect you take more damage from both Water and Ice damage and the Frost Status Effect becomes more likely. The Wet Effect can be applied as an environmental effect as well as a combat effect as it affects the target at all times in all situations when in a wet environment like the water or in the ocean. When under the Wet Effect you have a higher chance to be hit with the Cold Effect and Uncomfortable Effect and the buildup of the Sick Effect will begin which will inflict the Sick Effect on the Target. 

 


 

Starry Sky

Final Notes

All Status Effects are built into the various spells the Empire has discovered as it has traversed the various worlds which make up the galactic Empire. 

To find how these spells are created, see the magic section below.

To find out how the magical cores within all magic casters, creatures, and monsters function see the core section below.

Starry Sky

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Magic
And You

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Core
Creation

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Status
Effects

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Spell
List

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