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Core RulesCombat & TacticsPerils

Status Effects

Status Effect Duration

Status effects are conditions conferred to you by perils. For example, the peril of the shadow maleficence confers blinded. The Ensnare tactic confers entangled. The spell Ensorcell confers stunned. Unless the source of the status effect says otherwise, a status effect lasts until the end of the victim's next turn.

List of Status Effects


While bleeding, you suffer 1 HP damage on the next round, and each round thereafter, until you are healed or the bleeding is otherwise stopped.


When your vision is blocked, you cannot target opponents unless your target betrays its position by one of the other five senses and you spend a round to discern them using that sense; only then can you target them with disadvantage. Opponents have advantage against you on all rolls.


While burning, if you do not spend a turn putting yourself out in the round after being subject to the source of flame, you suffer cumulative 1 damage per round. (Three damage on the second round, 6 on the third, 10 on the fourth, and so on.)


While charmed, you are friendly toward whomever charmed you and your suspicions about them are magically assuaged. If they engage in hostile action toward you, the effect immediately ends. When an opponent is engaged in social combat against you, they receive advantage on all rolls. You maintain your disposition toward the charmer even after the spell ends, unless there is reason to question the friendship or the enchantment is revealed.


While confused, you have difficulty discerning friend from foe and have disadvantage on all actions you take.


While deafened, you cannot hear sound and receive disadvantage on defense checks.


The detected status is mechanically the same as the stealth status, except that when detected, the next successful check to detect you will end your stealthed status.


The detected status is mechanically the same as the stealth status, except that when detected, the next successful check to detect you will end your stealthed status.


When you are put on death's door, unless someone stabilizes you, you die at the end of the next round.


While you are encumbered, you receive disadvantage on all Mighty, Deft, initiative, and defense checks. You move at half your movement rate. (If you normally can move 1 melee space in the round, you move 1 personal space.)


While enraged, you will not stop attacking your perceived foes even if your life is in danger. Your rage ends when the final foe falls. You receive disadvantage on Deft and defense checks.


While entangled, you cannot move or take action except to break free. Opponents have advantage against you.


While fatigued, your Mighty is reduced to 0.


While feebleminded, you are unable to cast spells or use Smart skills.


While frightened, you are compelled to flee from the source of the fear and are unable to take hostile action against it. The opponents you fear have advantage against you on all actions.


While hasted, you act before those who are not hasted, move at twice your movement rate (2 melee spaces instead of 1, or the entire encounter space, per turn), and make Deft checks at advantage.


While held, time stands still for you; you cannot move, attack, or be harmed, but any interaction with you will bring you out of stasis.


While invisible, opponents cannot target you unless you betray your position by one of the other five senses and they spend a round to discern you using that sense; only then can they target you with disadvantage. You have advantage against foes who cannot perceive you in all rolls.


While mad, you are afflicted by uncontrollable laughter, dancing, itching, memory loss, delusion, or paranoia. The form of madness inflicted upon you distracts you, and may only act to defend yourself.


While your limb is subject to necrosis, you cannot use it without first making a contested Mighty check against the source of the necrosis for the rest of the encounter (or until your limb is healed).


While paralyzed, you are conscious and can perceive your surroundings, but you cannot move or take actions that require your body to move.


While petrified, you remain conscious but cannot move or act. You are immune to both physical harm and magical harm.


While poisoned, you are subject to the harm specified by the poison at its onset and again at each interval until the poison is neutralized. Any effects of the poison persist as a major peril from the poison's onset, throughout its duration.


While polymorphed, you adopt the physical qualities of the form you've been shapeshifted into. The GM has discretion to alter your freedom of movement or attributes and abilities to suit the fiction.


While prone, opponents have advantage against you. To stand back up, you must use your movement on your turn.


Only objects can be sanctified. While sanctified, the object deals d6 damage by touch to Undead and Astral monsters opposed to the faith of whomever holds the object. Such damage cannot be healed or regenerated magically. If the damage would be zero, the victim is frightened until after its next action. Undead and Astral monsters are naturally repulsed by sanctified objects and if the wielder appears more powerful, the presence of the object is likely to shake their morale.


While silenced, you cannot speak. Silenced spellcasters cannot cast thaumaturgic or sorcery spells due to their semantic component.


While slowed, you act last, move at 1/2 your movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.


While stealthed, you carry a stealth score that determines the TN against which an opponent must check to detect you. If you take risky action while stealthed, opponents are entitled to a check to detect you.


While stunned, you may only act to defend yourself.


While unconscious, your defense is 0 and you cannot perceive your surroundings.


When you reach 0 HP, you have the vulnerable status, which means any additional damage you take from here on out will deal wounds.

Legendary Resistance

Some foes possess an ability called legendary resistance, which renders them immune to any status effect that causes helplessness or incapacitation. The exact meaning of legendary resistance is up to the GM to define for the particular foe that possesses it, but generally, legendary resistance means that such foes cannot be blinded, charmed, confused, enraged, frightened, polymorphed, stunned, knocked unconscious (via a tactic, spell, or ability), held, feebleminded, maddened, paralyzed, or petrified.

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