Conditions

Clarity
Clarity gradually replenishes lost MP over time.

Clarity has both a potency and a duration, and can be stacked from multiple sources. Clarity is listed as "Clarity X [Y]", indicating that it restores X MP every round for Y number of rounds. Multiple Clarity effects with the same potency, such as "Clarity X [Y]" and "Clarity X [Z]" can be combined and listed as "Clarity X [Y, Z]" indicating that the potency is multiplied while more than one duration remains. Multiple Clarity effects with the same duration can be combined by adding their potencies together ("Clarity X [Y]" and "Clarity Z [Y]" become "Clarity N [Y]", where N is equal to X + Z).

Clarity is countered by Stress, which mitigates the MP gained by causing a simultaneous MP loss.

Courage
Courage increases the accuracy of your attacks.

You may roll twice when making a Strike and use the better result.

You gain a bonus die on attack rolls, using *roll 3, 0-9*. After rolling, you may select two dice of your choice to use for your attack roll result. See the rules and clarifications below for interactions with multiple bonus or penalty dice.

Courage is countered by Evasion and negated by Fear. Suffering Fear for any duration immediately dispels both Courage and Fear.

Empowered
Empowered attacks and actions are drastically more powerful.

Empowered attacks deal double damage if they hit, or triple damage if they are a Critical Hit.

Your successful stat rolls have the maximum possible effect. When you contest a stat roll, you use the sum of your Strength, Agility, Toughness, and Luck, or the sum of your Intelligence, Willpower, Charisma, and Luck, depending on the stat you would normally contest the roll with.

Empowered spells are roughly 50% more powerful than they otherwise would be. If you rolled multiple images for the spell, you may use aspects from any number of them, and may cast a single spell or multiple simultaneous spells with the aspects you chose.

The effects of any other ability you use are roughly twice as powerful as they otherwise would be, or have the maximum possible effect. The results vary based on those items' and abilities' specific rules and descriptions.

Evasion
Evasion decreases the accuracy of attacks against you.

Attackers making Strikes against you must roll twice and use the worse result.

Attackers suffer a penalty die on attack rolls against you, using *roll 3, 0-9*. After rolling, the two lowest dice are used to determine the attack roll result. See the assorted rules and clarifications below for interactions with multiple bonus or penalty dice.

Evasion is countered by Courage and negated by Cripple. Suffering Cripple for any duration immediately dispels both Cripple and Evasion.

Flawless
Flawless guarantees success, leaving nothing to luck.

When making a Flawless attack, the result is a hit, or a Critical Hit if it would be a hit or Critical Hit normally.

Your stat rolls always succeed, and contested rolls against you always fail.

When rolling a weapon, item, or picture for a Class ability, you may roll 3 times and choose the result you prefer. Any secondary rolls from that result (such as an attack with the weapon or attack spell with the picture) succeed as well. When rolling a user to Summon, you may instead choose to mention any non-player user rather than rolling one randomly.

Other randomized effects "succeed" as well, but have varying results based on their specific rules and descriptions. When an effect has varying levels of success, the effect uses the lowest possible level, or the highest possible level if the effect includes a roll that succeeds.

Immunity
Immunity keeps you safe from a specific type of damage or effect.

Immunity always has a type of effect or damage to which you are immune, such as "Immunity to Fire" or "Immunity to non-magical attacks." Immunity to an element (Fire, Dark, etc.) prevents all damage of that type, as well as any Pain or Stress of that type (such as burning or necrotic). Immunity to an attack type (melee, spells, non-magical, etc.) prevents all damage and effects that would be caused by attacks of that type. Immunity to a buff or debuff prevents you from being affected by it, even if the buff or debuff would have a duration longer than your Immunity.

Immunity is countered by Weakness. If you are both Immune and Weak to an attack, you take half damage from that attack (as though you were Resistant to it).

Inspired
Inspired provides you an alternative image for spells.

When you roll for a spell, you may roll twice and choose whichever image you prefer. If you are using Sorcery or Cantrip, roll two images (in two separate posts) before determining which you will use. If you are using Spellcraft, roll two numbers to determine the images you may choose from.

Invulnerability
Invulnerability makes you safe from all harm.

Invulnerability is a rare buff that negates all damage caused by Pain, Stress, and attacks from other creatures. It also grants you Immunity to any debuff that is caused (thematically) by "harm", which often includes Cripple, Pain, Stress, Stun, or Fault, but may include or exclude any debuffs the DM deems appropriate for the situation or attack.

Protection
Protection decreases the damage you take by a flat amount.

Protection always has a numerical value, and often a specified source of damage. Any damage taken is decreased by the specified number, if a source is specified then this only occurs when the source of the damage matches this descriptor.

Protection is countered by Vulnerability. If you have the same amount of Protection and Vulnerability applying to an instance of damage, you take normal damage (as though you had neither effect).

Protection applies before Weakness and Resistance.

Regeneration
Regeneration gradually replenish lost HP over time.

Regeneration functions as a collection of "instances" rather than a continuous effect. They are listed as a series of durations (ie "Regen [1, 2, 3]" or "Regen [2, 4]"), with each duration restoring 1 point of HP when it reaches 0.

Regeneration is countered by Pain. Neither effect will negate another, but the one with more or sooner instances will have greater effect.

Resistance
Resistance reduces the damage you take from a certain source by 50%.

Resistance always has a source of damage that you are Resistant to, such as "Resist Fire" or "Resist melee attacks." Resistance to an element (Fire, Dark, etc.) reduces damage of that type by 50% and grants Immunity to Pain and Stress of that type (such as burning or necrotic). Resistance to an attack type (melee, spells, non-magical, etc.) reduces damage from attacks of that type by 50%. After reducing damage by 50%, round the resulting damage down.

Resistance is countered by Weakness. If you are both Resistant and Weak to an instance of damage, you take normal damage (as though you had neither effect). If you become Resistant to something from two separate sources, the Resistance is upgraded to Immunity until one Resistance effect expires.

Resistance applies last in the damage calculation.

Cripple
Cripple makes enemy attacks more accurate against you.

Attackers making Strikes against you may roll twice and use the better result.

Attackers gain a bonus die on attack rolls against you, using *roll 3, 0-9*. After rolling, they may select two of the dice of their choice to determine the attack roll result. See the assorted rules and clarifications below for interactions with multiple bonus or penalty dice.

Cripple is countered by Courage and negated by Evasion. Gaining Evasion for any duration immediately dispels both Cripple and Evasion.

Hobble
Hobble is a lesser version of Cripple. A Hobbled creature has a chance (usually 50%) to suffer Cripple each round while the Hobble persists. If you are already Hobbled when another effect Hobbles you, then the Hobble with the shorter remaining duration becomes Cripple.

Fatigue
Fatigue limits the number of powerful actions you can take.

While Fatigued, you cannot use any item, action, or other ability that has Fatigue listed among its costs. Abilities whose costs do not include Fatigue, but that cause Fatigue as a result of their use, can still be used.

Fatigue is often listed without a duration, indicating that it continues until the end of the encounter. If you are already Fatigued when another effect causes you Fatigue, then the Fatigue with the shorter remaining duration becomes Fault.

Fault
Fault makes it harder to fight enemies, and is especially problematic for fighters.

Fault imposes a –1 penalty to all stats, and reduces the creature's effective Content and Comment levels as follows. Fault reduces a creature's lower level to 0, and reduces their higher level to the value of their lower Content or Comment level. Use the new levels for Strike rolls and Defense calculations, but not for calculating HP, MP, or level-dependent effects.

A companion creature suffering Fault cannot use Strike attacks and must resort to other attacks.

Fear
Fear decreases the accuracy of your attacks.

You must roll twice when making a Strike and use the worse result.

You suffer a penalty die on attack rolls, using *roll 3, 0-9*. After rolling, the two lowest dice are used to determine your attack roll result. See the assorted rules and clarifications below for interactions with multiple bonus or penalty dice.

Fear is countered by Cripple and negated by Courage. Gaining Courage for any duration immediately dispels both Courage and Fear.

Nervousness
Nervousness is a lesser version of Fear. A Nervous creature has a chance (usually 50%) to suffer Fear each round while the Nervousness persists. If you are already Nervous when another effect causes you Nervousness, then the Nervousness with the shorter remaining duration becomes Fear.

Manablock
Manablock prevents you from using spells and many other abilities.

A creature suffering Manablock cannot cast spells or spend Mana (MP) on any ability or effect. He may use abilities that have an optional MP cost, provided the ability can be used by spending 0 MP.

Creatures with Presence who are Manablocked may spend Presence to use their abilities as normal, but still cannot cast spells.

Mind Control
A Controlled creature has switched sides, and will work against its former allies.

A creature suffering Mind Control becomes an ally of the creature that Controlled them, and an enemy to that creature's enemies. Controlled creatures rely on commands from the creature that Controls them to act, but may continue to perform such actions if commanded to do so. The commanding creature does not gain any knowledge of the Controlled creature's stats or abilities, but may ask for information from the Controlled creature (such as, "can you cast spells" or "how capable are you with a sword"). The commanding creature may also command the Controlled creature to perform an action he knows first hand that the Controlled creature can perform (even if the ability must be described by its appearance).

A Controlled creature is aware of itself and others, and will not spend its last HP or MP as a cost for the actions it performs. A Controlled creature may attempt to cure the effect as a Free Action after being commanded to perform an activity that is intrinsically against their nature or allegiances, but must perform that activity to the best of their ability (as determined by the DM). Willpower is by far the most common stat used to cure Mind Control.

Players cannot Control other players, but if this occurs the Control is immediately negated. A creature cannot be Controlled by more than one creature; all previous Mind Control effects are immediately cured when a creature is Controlled. Mind Control has limited effectiveness on creatures suffering Taunt or similar debuffs.

Pain
Pain gradually damages HP over time.

Pain functions as a collection of "instances" rather than a continuous effect. They are listed as a series of durations (ie "Pain [1, 2, 3]" or "Stress [2, 4]"), with each duration causing 1 point of HP damage when it reaches 0. Pain deals damage to HP.

The damage dealt by Pain is Penetrating, and ignores any defensive action that would reduce or avoid incoming damage. Pain is countered by Regen. Neither effect will negate another, but the one with more or sooner instances will have greater effect.

Rattled
Rattled reduces recovery.

Rattled reduces the MP recovery you receive from any source by 50%, and prevent recovery over time caused by buffs. Rend affects MP recovery and causes you to ignore Clarity. After reducing the incoming recovery by 50%, round the result down.

Rend
Rend reduces recovery.

Rend reduces the HP recovery you receive from any source by 50%, and prevent recovery over time caused by buffs. Rend affects HP recovery and causes you to ignore Regen. After reducing the incoming recovery by 50%, round the result down.

Stress
Stress gradually damages MP over time.

Stress functions as a collection of "instances" rather than a continuous effect. They are listed as a series of durations (ie "Pain [1, 2, 3]" or "Stress [2, 4]"), with each duration causing 1 point of HP or MP damage when it reaches 0. Stress deals damage to MP.

The damage dealt by Stress is Penetrating, and ignores any defensive action that would reduce or avoid incoming damage. Stress is countered by Clarity. Neither effect will negate another, but the one with more or sooner instances will have greater effect.

Nausea
Nausea is a lesser, hybrid form of Pain and Stress. Damage caused by Nausea is dealt to the victim's choice of HP or MP. If a Nauseated character would be cured of Pain, then Nausea becomes Stress. Likewise, curing a Nauseated character of Stress causes the Nausea to become Pain. Curing a Nauseated character of both Pain and Stress will cure the Nausea as well.

Shieldbreak
Shieldbreak limits your options in combat.

Creatures who are Shieldbroken cannot defend themselves or take defensive actions.

Creatures suffering Shieldbreak may still command their followers to perform an action that they themselves cannot perform. The DM may allow spells to have an effect that would otherwise be limited by Shieldbreak, but such spells are often random, haphazard, or otherwise faulty in some way.

If you are already suffering Shieldbreak or Swordbreak when another effect causes you the other debuff, then the debuff with the shorter remaining duration becomes Stun.

Swordbreak
Swordbreak limits your options in combat.

Creatures who are Swordbroken cannot attack or take offensive actions.

Creatures suffering Swordbreak may still command their followers to perform an action that they themselves cannot perform. The DM may allow spells to have an effect that would otherwise be limited by Swordbreak, but such spells are often random, haphazard, or otherwise faulty in some way.

If you are already suffering Shieldbreak or Swordbreak when another effect causes you the other debuff, then the debuff with the shorter remaining duration becomes Stun.

Stun
Stun keeps you from doing anything useful.

A Stunned creature cannot take any Standard Actions or Free Actions unless that action specifically states otherwise. Stunned creatures cannot talk or command followers, maintain ongoing effects, move, or otherwise interact with their environment.

Daze
Daze has a chance to keep you from doing anything useful.

Daze is a lesser version of Stun. A Dazed creature has a chance (usually 50%) to suffer Stun each round while the Daze persists. If you are already Dazed when another effect Dazes you, then the Daze with the shorter remaining duration becomes Stun.

Taunt
A Taunted creature must attack a specific target to the best of their ability.

Taunt usually includes a subject that is the target of the Taunted creature's aggression. A Taunted creature is under the DM's control, and takes an offensive action against the subject of the Taunt as often as possible. If the Taunt effect does not specify a subject, then the Taunted creature may choose who it will attack, but must still take an offensive action as often as possible. A Taunted creature is still aware of itself and others, and will not spend its last HP or MP as a cost for the action it performs. A Taunted creature may still use defensive abilities, but only if they have no offensive power that they could use with that action.

A creature that is Taunted but unable to attack their target (due to distance, Swordbreak, or some other effect) throws a tantrum for 1 round, unable to take any Standard Action. Taunt overrules Mind Control. A creature that is Taunted prioritizes their attacks against the subject of their Taunt (if any) before attempting to follow the controlling creature's commands.

Trap
A creature who is Trapped cannot do anything other than try to escape.

While Trapped, a creature cannot move, attack, or cast spells. He cannot spend a Standard Action for any reason other than to attempt an escape. He can spend Free Actions, but cannot do so to perform an activity that he cannot take. Escaping from a Trap requires a successful roll with a stat chosen by the DM as best suited for the situation or effect (but usually Strength, Toughness, or Willpower). Fighters (not all creatures capable of making Strikes) can attempt to escape with a Strike roll, at a difficulty listed in the effect.

Grappled
A creature who is Grappled cannot do anything other than try to escape.

Grapple is a subset of Trap, indicating that another creature is manually enforcing and continuing the debuff. It functions the same as Trap, except the Grappled creature may make melee attacks and Strikes against the creature that has Grappled him. Doing so does not escape the Grapple, unless the Grappling creature is knocked Unconscious. A Grappled creature who succeeds on a roll to escape the Grapple may choose instead to take control of the Grapple, as though he'd just succeeded a Grapple attack against the opponent.

Vulnerability
Vulnerability increases the damage you take by a flat amount.

Vulnerability always has a numerical value, and often a specified source of damage. Any damage taken is increased by the specified number, if a source is specified then this only occurs when the source of the damage matches this descriptor.

Vulnerability is countered by Protection. If you have the same amount of Vulnerability and Protection applying to an instance of damage, you take normal damage (as though you had neither effect).

Vulnerability applies before Resistance and Weakness.

Weakness
Weakness increases the damage you take from a certain source by 50%.

Weakness always has a source of damage of that you are Weak to, such as "Weak to Fire" or "Weak to melee attacks." Weakness to an element (Fire, Dark, etc.) increases damage of that type by 50% and causes instances of Pain damage of that type (such as burning or necrotic) every round for the duration of the Pain effect (Pain [2,4] would become Pain [1, 2, 3, 4]). Weakness to an attack type (melee, spells, non-magical, etc.) increases damage from attacks of that type by 50%. After increasing damage by 50%, round the resulting damage up.

Weakness is countered by Resistance. If you are both Resistant and Weak to an instance of damage, you take normal damage (as though you had neither effect).

Weakness applies last in the damage calculation.