Status Conditions

{| class="article-table" !Conditon !Effect

Paralyzed

 * The afflicted must roll a DC 10 ESS throw every turn to perform an attack. Movement speed is halved. Paralysis fades away after 3 turns.

Afraid

 * The afflicted must roll a DC 10 MOX throw every turn to perform an attack. The afflicted cannot move towards the source of their fear, but otherwise maintain normal speed. Fear fades away after 3 turns.

Vulnerable

 * The afflicted must roll a DC 12 FIN throw to regain footing on their next turn. Upon failure, they cannot make an action. Upon success, they can use their action to regain footing. If the afflicted fails, they can use an after action to regain footing.

Poisoned

 * The afflicted must make a DC13 ESS throw every turn at the start of their turn. Upon failure, the afflicted takes 1d8 of damage. This continues until the poison is cured or they succeed the saving throw.

Burned

 * The afflicted must roll a DC 10 ESS saving throw every turn. Upon failure,  the afflicted receives 1.5x damage from all sources for that turn. Upon success, they are cured of their burn.

Irradiated

 * The afflicted's maximum health pool drops by 1d4 at the start of their turn. This continues until combat ends or the radiation poisoning is cured. If max health drops below current health, current health drops to match it.

Asleep

 * The caster rolls 1d4 to determine the number of turns the target will be left asleep. The afflicted must roll a DC 10 ESS save at the beginning of each turn in order to wake up. Waking up consumes an action. The afflicted cannot move nor make an action while asleep.

Discordant

 * Until their next turn, the afflicted takes 2x damage from all sources.

Condemned

 * The afflicted is trapped in their current form for a predetermined amount of time. This cannot be undone unless the demon is dismissed and resummoned.
 * }