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Status Effects

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Status Effects Empty Status Effects

Post by zerowing21 Wed May 10, 2017 4:57 pm

List of status effects. These are the purely mechanical effects that the status effects have. How your character subjectively experiences them and handles them is up to the player.

See Transformation modifiers for explanation about why these numbers are fixed.

Glossary:
CC: Crowd Control – Anything that restrains, inhibits or otherwisely hampers a target from moving, fighting or casting spells. (Distinction will be made between soft cc and hard cc

Soft CC:: A form of crowd control that does not fully inhibit movement and spellcasting both. Defending against attacks is not hampered severely. Generally lasts longer than hard CC. Some components could be considered to be very soft due to situational nature or relatively weak effect. These can generally be added to a spell to spice things up and adding diversity to any spellkit.

Hard CC: A form of crowd control that does fully hamper spellcasting, movement, fighting capabilities or all three combined. Generally lasts shorter than Soft CC. Some components could be considered to be very hard CC. These are usually effects that leave your target completely helpless and unable to retaliate or flee in any way possible. This might be used in spells to pronounce the effects more strongly, or enhance the thematic impact of the spells. These effects however last shorter and will be determined on a case-by-case study of spells.

Buff: A part that makes certain aspects of a character or abilities stronger. (Damage enhancement, movement speed increase etc.)

Debuff: The opposite of buff. It makes certain aspects of a character or abilities weaker. Many of the status effects listed below could be considered debuffs.

DOT: Damage Over Time – Anything that deals its damage spread over multiple rounds.

Situational modifier: If your spell would only be useful in certain situations case-by-case numbers may be increased above the upper limits stated in this list. When creating a character use the upper limits as stated in the guide, RP mods will notify you when this possibility exists.

Trade-off: The lower limits of a spell aren't truly the lower limit. For each status effect the lower limit is 10 seconds (1 round in a combat). This can e done to enhance other components on the spell or to combine effects. (Or just reduce the numbers to up the damage a bit more.)

Charges: Some spells have a fixed amount of charges before dissipating. This is often the case with shields though might also apply on things that enhance strikes or other spells. These charges cannot last forever. Standard will be set at 60 seconds before the charges expire even if none are used. The spell is wasted in this case. This goes for any level of spell.

Status effects:
The following list contains a load of status effects and their indicated durations for the construction of player character spells. These numbers will work with every transformation as another system will handle the effect of spells in different transformation stages and take in account the difference of strength/effectivity between those who have more transformations compared to those who don’t.

Burn: Magic damage that inflames the skin and causes DOT until treated. No CC.
Duration (Low): 10-20 seconds (10 when initial damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 with minor initial damage/other minor component)
Duration (high): 40-60 (Same conditions as with low -50 with moderate initial damage/other moderate component)

Mute: Silences the target, depending on spell, can cause damage, Soft CC
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)

Stun: Severely reduced defense and no movements. Spellcasting is also impossible when affected by this hard CC
Duration (Low): 10 seconds (never longer than 10 seconds in a low level spell in any circumstance.)
Duration (medium): 20-30 (20 if a damage component is on the spell)
Duration (high): 30-40 (30 if damage component is on the spell)

Dehydration: Spell saps the water from victim, leaving them with headaches and other possible issues. Can have magic damage, mostly soft CC
Duration: Until fluids are replenished. Will not be allowed as an immediate spell component, though might be induced by the right kinds of spells.

Heat Rash: Magic damage that causes irritation, some DOT until treated.
Duration: Until healed. Not an immediate spell component.

Poison: DOT, target will slowly get weaker from this, Soft CC or hard CC depending on effect Take a full round to activate.
Duration (Low): 10-20 seconds (10 when other component than damage is present, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 for minor damage-)
Duration (high): 40-60 (Same conditions as with low -50 for moderate/low damage-)
Note:: For poison the damage is usually secondary to the other symptoms poisons produce. Look at the status effect of your poison to determine the appropriate duration for the effect.

Deafen: Prevents the target from hearing. Soft CC
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)

Blind: Clouds/blocks vision. Damage of magic nature can be involved soft
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)

Nausea: Soft/hard CC, causes sickness/may induce vomiting.
Soft (No vomiting – vertigo/reduced accuracy)
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)
Hard (vomiting, spellcasting/movement inhibition, severe accuracy reduction)
Duration (Low): 10 seconds (never longer than 10 seconds in a low level spell in any circumstance.)
Duration (medium): 20-30 (20 if a damage component is on the spell)
Duration (high): 30-40 (30 if damage component is on the spell)

freeze/hypothermia: freezing the target in place with ice and lowering body temperature. Possible DOT depending on how used. Soft/hard CC
Soft (Movement/projectile slow, shivering.)
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)
Hard (Full ice encasing/spellcasting inhibition/stun)
Duration (Low): 10 seconds (never longer than 10 seconds in a low level spell in any circumstance.)
Duration (medium): 20-30 (20 if a damage component is on the spell)
Duration (high): 30-40 (30 if damage component is on the spell)

Curse/hexed: Creates negative effects for the target. Effect can be long lasting, damage is possible. Soft or hard CC depending on the effect.
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)
Note:: For this kinds of spells the damage is usually secondary to the other effects your curse/hex produce. Look at the status effect of your Curse/hex to determine the appropriate duration for the effect.

Illusion effects: Mind effecting puts the target in a state that forces them to see what the user of spell wants. No damage and only usable on those with sentient thought. Soft-hard (see note)
Soft (Distraction, mild fear effects(Shaken but able to cast a clutch spell/somewhat in control of own character, hesitate, misdirection and displacement)
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)
Hard (Invisibility, full on fascinate, out of control fear (fleeing behavior, little control of target’s behavior)
Duration (Low): 10 seconds (never longer than 10 seconds in a low level spell in any circumstance.)
Duration (medium): 20-30 (20 if a damage component is on the spell)
Duration (high): 30-40 (30 if damage component is on the spell)
note: To give appropriate damage and duration to your illusion spell use the definitions of soft and hard CC in the glossary section as benchmark to determine which conditions are met.

Hyperthermia: Increases the body temp of target, leading to sickness and maybe DOT. Damage possible. Soft/hard CC
Soft (reduced movement, mild fever/sunstroke, impaired decision-making)
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)
Hard (Severe fever/sunstroke, delirium, fever induced seizures)
Duration (Low): 10 seconds (never longer than 10 seconds in a low level spell in any circumstance.)
Duration (medium): 20-30 (20 if a damage component is on the spell)
Duration (high): 30-40 (30 if damage component is on the spell)

Regen: Heals damage over time for limited scoop.
Duration: Will be determined case-by-case due to the vast amount of options as additional components to any healing spell making it impossible to even make a guideline about what’s appropriate since it’s different for everything.

Buffs and Debuffs: Much of the effects already mentioned are
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)
Note: Due to the situational nature of these effects a Case-by-case evaluation will be done. These durations apply for effects that fall under the nomer of “soft-cc” for generalized effects that affect everyone equally. For more specialized effects a separate evaluation needs to be done. The same goes in case the desired effect is considered to be hard CC (See other hard CC components for the appropriate duration in case your effect meets these conditions).

Snared/Entangle/Root: Basic movement of the feet are restricted for rooted. Snared, can be entire legs and arms, while entangled is full movement prevention. Damage can occur depending and can be soft or hard cc.
Soft (Movement inhibited)
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)
Hard (Movement and magic-fighting capabilities inhibited)
Duration (Low): 10 seconds (never longer than 10 seconds in a low level spell in any circumstance.)
Duration (medium): 20-30 (20 if a damage component is on the spell)
Duration (high): 30-40 (30 if damage component is on the spell)

Confusion: Confusion the target, allowing them to hit anyone or anything around them. Soft CC and possible damage depending on spell
Soft (faulty aim, not immediately harmful to allies, not unable to defend themselves to some degree)
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)
Hard (Immediately harmful to allies, unable to defend themselves to any degree, unable to harm enemies.)
Duration (Low): 10 seconds (never longer than 10 seconds in a low level spell in any circumstance.)
Duration (medium): 20-30 (20 if a damage component is on the spell)
Duration (high): 30-40 (30 if damage component is on the spell)

Faerie fire (Invisibility inhibitor): Prevents invisibility from being used. No damage and very soft CC. This is a minor and highly situational component to any spell. May be added to any spell with ad-hoc reduction of other components such as damage or durations in other spells.
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)

Petrification: Turns target to stone, hard cc and no damage. Damage reduction or immunity
Duration (Low): 10 seconds (never longer than 10 seconds in a low level spell in any circumstance.)
Duration (medium): 20-30 (20 if a damage component is on the spell)
Duration (high): 30-40 (30 if damage component is on the spell)

Suppression: Fully helpless. Unable to move, cast spells, defend or otherwisely undertake any action. Very hard CC
Duration (Low): Never
Duration (medium): 10-20 (10 if a damage component is on the spell)
Duration (high): 20-30(20 if damage component is on the spell)

knock-back/knock-up/forceful displacement/Dash: Spell pushes the target back a distance: Possible damage, very soft CC.
Durarion: Always resolve in 1 round.
Distance (low): 5-10ft
Distance (medium): 5-20ft
Distance (high): 5-40ft
note: Knocked distance is a trade-off for damage or duration of other effects on your spell. Case-by-case the appropriate distance will be evaluated based on several factors. (will target fall prone or remain standing?)

teleportation/blink: Teleportation in combat is allowed with the following conditions.
Duration: Always resolves within 1 round.
Distance (low): 5-10ft
Distance (medium): 5-20ft
Distance (high): 5-60ft
Note: Spells may have additional components on them. The same as with knock-back spells the distance traveled is a trade-off

Slow: Target's speed is cut down, softcc/hardcc and possible damage
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)

Paralyze: Target is partionally or fully paralyzed. Hard or very hard CC
Very hard CC
Hard Partial paralysis.
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)

Very hard Full paralysis.
Duration (Low): Never
Duration (medium): 10-20 (10 if a damage component is on the spell)
Duration (high): 20-30(20 if damage component is on the spell)

Concealed: Target becomes invisible for short time.
Partial invisibility/displacement/invisibility that breaks when casting spell/fighting.
Duration (Low): 10-20 seconds (Duration dependent on other components of the spell)
Duration (medium): 20-40 (Duration dependent on other components of the spell)
Duration (high): 40-60 (Duration dependent on other components of the spell)

Full invisibility that remains when attacking
Duration (Low): 10 seconds (never longer than 10 seconds in a low level spell in any circumstance.)
Duration (medium): 20-30 (Duration dependent on other components of the spell)
Duration (high): 30-40 (Duration dependent on other components of the spell)

Dazed: Target is albe to put up better defense than stun state and is able to move around a bit. Possible damage, or soft cc
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)

Concussed: The target has taken a blow to the head and thus is impaired for a time. Magic cannot fix this. Physical damage and impairment. Soft CC – Impaired decision-making, headache, mild nausea.
Note: Will never be the direct result of a spell. This is a self-imposed status effect if you feel it’s appropriate for your character to have one. Or if the narrator hates you and determines you have one.

Prone: Laying prone means you have fallen by whatever means. (Not fallen as in dead though, no worries). Very soft CC. May be added as an extra component to a spell for a small trade-off.
Duration: Always resolves within 1 round.

Enthralled: Partial or full mind control. You have to abide to a set course of action determined by the caster of this spell.
Soft (performing simple commands, not immediately harmful to allies, not unable to defend themselves to some degree)
Duration (Low): 10-20 seconds (10 when damage is dealt, 20 when not)
Duration (medium): 20-40 (Same conditions as with low -30 when minor damage is dealt-)
Duration (high): 40-60 (Same conditions as with low)
Hard (Immediately harmful to allies, unable to defend themselves to any degree, unable to harm enemies.)
Duration (Low): 10 seconds (never longer than 10 seconds in a low level spell in any circumstance.)
Duration (medium): 20-30 (20 if a damage component is on the spell)
Duration (high): 30-40 (30 if damage component is on the spell)
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