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Status

SEL

Effect

Source

1

Hold Blah

 N

A held ability cannot be drained by any means.

Generic Effects

2

Sustain Blah

 N

A sustained ability cannot be lowered or stolen by any means. Thus, Sustain Level will make you immune to level draining.

Generic Effects

3

Treat Blah

 N

You are cured of a percentage of various wounds.

Generic Effects

4

Cure Blah

 N

You are cured of various wounds or conditions.

Generic Effects

5

Protection from Blah

 N

You are not affected by damage or special effects from that power type. You can still use that power type. If you are offensive to that power type, you can be harmed as long as you're offensive.

Generic Effects

6

Immune Blah

 N

You are not affected by damage or special effects from that power type. You can still use that power type. Immunities "spread".

Generic Effects

7

Resist Blah

 N

You gain +4 saves vs. that effect. You suffer half damage from that effect (if the effect saves for 1/2 and you make the save, you take 1/4 damage).

Generic Effects

8

Rotating Blah

 N

One of your nonphysical traits rotates to new value every segment

Generic Effects

1

Armored

1

AC6 until 8+1/level points of damage had been dealt to you.

Wizard Spells

2

Blessed

1

You get +2 to hit and saves.

Priest Spells

3

Bound Wounds

1

Your wounds become bound every segment and you are cured 1d4 hp.

Healing Proficiency

4

Exceptional Stat

1

Pick a stat. When you calculate your bonus for that stat, use (Stat-12) instead of stat-10.

Meat Shield Class

5

Modified

1

Mtg equipped items, Mtg buff spells, and counters are modifications

Mtg Keywords

6

Partial Cover

1

You get +2 AC and +2 saves.

Generic Effects

7

Sanctuary

1

Opponents must make a save to attack you.

Priest Spells

8

Satiated

1

You do not have to eat.

RDM & Goodberry spell

9

The City’s Blessing

1

You know a friend in this city, for shelter and/or locating a shop/person

Mtg Keywords

1

Barbarian Stat

2

Pick a stat. When you calculate your bonus for that stat, use (Stat-14)*2 instead of stat-10.

Meat Shield Class

2

Blurred

2

You have a 20% miss chance from attacks.

Wizard Spells

3

Class VI

2

Immune Psi 1.

Generic Effects

4

Damped Restraint

2

Immune Psi 3.

Generic Effects

5

Displaced

2

You get a +2 AC bonus (even if the enemy is immune to displacement). The first physical attack (or targeted spell) against you automatically misses.

Generic Effects

6

Esper-Blind

2

Immune Psi 2.

Generic Effects

7

Full Cover

2

You get +4 AC and +4 saves

Generic Effects

8

Inertial Barriered

2

Melee attacks against you are delayed one round and missile attack are at -(dice of the missile) damage.

Psi 2

9

Invisible

2

You get +4AC and are invisible until you attack.

Generic Effects

10

Levitated

2

You are levitating and can alter your altitude but cannot fly horizontally without aid.

Wizard Spells

11

Mirror-Imaged

2

Creates 1d4 images of yourself.

Wizard Spells

12

No Scent

2

You do not emit any odors and Immune Clairnasience.

Invisibility Levels

1

Euphoria

3

You regenerate level hp per segment.

RDM Beta/Brony/Furry/Neckbeard class

2

Extra Barbarian Stat

3

Pick a stat. When you calculate your bonus for that stat, use (Stat-16)*5/2 instead of stat-10.

Meat Shield Class

3

Flying

3

You can fly.

Wizard Spells

4

Hasted

3

You get +1P, +1V while hasted. Haste does not stack with itself.

Generic Effects

5

No Target

3

You cannot be targeted by enemy effects.

Invisibility Levels

6

Non-Detection

3

You are hidden from divination and scrying.

Wizard Spells

1

Improved Invisibility

4

As invisibility, but you can attack and stay invisible.

Wizard Spells

2

Floor No Target

4

The floor at your feet cannot be the targetted by enemy effects.

Invisibility Levels

3

Free Action

4

You cannot be Stunned, Summoning Sicknessed, Paralyzed, or Held (see relevant entries).

Generic Effects

4

Lucky

4

You get ++1 to one chosen die roll.

RDM & Stone of Good Luck item

5

Polymorphed

4

You assume a new form (no innate abilities).

Wizard Spells

6

Super Barbarian Stat

4

Pick a stat. When you calculate your bonus for that stat, use (Stat-18)*3 instead of stat-10.

Meat Shield Class

1

Capital E Euphoria

5

You are astral projected plus regenerate.

RDM-Beta/Brony/Furry/Neckbeard class

2

Improved Free Action

5

Immune Capital S Stun, Stop, Hold, Paralysis, Summoning Sickness; Hold P, V actions

Wizard Spells

3

Class VI/Esper-Blind/Damped Restraint

5

Immune psionics.

Generic Effects

4

Dusted

5

You get +8 AC. Dust of Disappearance cannot be defeated by True Sight, disbelieved, and be immune to Disappearance due to high Intelligence.

Generic Effects

5

Hold Life

5

Your XP cannot be drained. You Sustain Levels (see below). You are still vulnerable to As You Are (see above), however.

Generic Effects

6

Mind Bar

5

You are Immune Enchantment/Charm, Magic Jar, Domination, Invisibility, Psionic Blast.

Exhilarator

7

Motivated

5

You can use 2 P actions in the same segment once per round.

RDM

8

Physical Fury

5

You can use all your P actions in the same segment, afterwards are Exhausted and cannot use P actions for 1 turn.

Warrior Spells

9

Raised

5

You are restored to life at 1hp with no spells or psionic points.

Priest Spells

10

Mega Barbarian Stat

5

Pick a stat. When you calculate your bonus for that stat, use (Stat-20)*7/2 instead of stat-10.

Meat Shield Class

11

Tenser’s Transformation

5

You get +100% of max hp to current hp and +2 TH melee.

Wizard Spells

12

True Seeing

5

See through normal/magical darkness, secret doors, displacement, invisibility, illusions, polymorphed, changed, enchanted objects. You can see into the Ethereal plane or bordering areas of adjacent planes.

Wizard Spells

1

Charged

6

All of your psionic pools and magic progressions are filled. Any item or ability which can be used at some frequency (1/d, 1/t, etc.) has been recharged.

RDM-Opposite of Spent

2

Contingency

6

You set a trigger condition for another effect.

Wizard Spells

3

Dense

6

You get +1 virtual size category (+10 Str, -2 Dex, +4 Con)

RDM-Size Chart and Sizing Rules

4

Group No Target

6

Your group cannot be the target of opponent's effects.

Invisibility Levels

5

Healed

6

You are cured of all damage, diseases, and mental conditions.

Priest Spells

6

Planar Displaced

6

You are not on the same plane. You are immune to most things that can't deal with beings not on the same plane.

RKR-Upgrade to Displaced

7

Ultra Barbarian Stat

6

Pick a stat. When you calculate your bonus for that stat, use (Stat-22)*4 instead of stat-10.

Meat Shield Class

1

Ancillary Barbarian Stat

7

Pick a stat. When you calculate your bonus for that stat, use (Stat-24)*9/2 instead of stat-10.

Meat Shield Class

2

Avoid Fate

7

You avoid (counter) another effect. The entire effect is countered and affects no one. Avoid Fate cannot itself be countered except by Insist (see below).

Generic Effects

3

Cureall

7

You are cured of all damage and all non-divine ailments.

Priest Spells

4

Escape

7

This ability allows you to leave a hostile area immediately, with no chance of being traced or followed. The Escape ability can duplicate the Gone effect (see below), if necessary, if the creature you are escaping from is very powerful.

Wizard Spell

5

Invigorated

7

You benefit from multiple resets per reset. The amount is generally up to the DM.

RDM

6

On the Mound

7

You are 1 plane removed, your effects are x2 multiplier and x2 effect (or x+1). You are considered Planar Displaced and can't be targetted.

Overt Rogue class

7

Phoenix Sanctuary

7

You take half damage from any source. This stacks with Resist. Sanctuary uses up a resource (namely Positive Energy), so it cannot usefully be made permanent.

Exhilarator

8

Protection from Death

7

You are Immune to slain and Slain.

Exhilarator

9

Raised Fully

7

As Raised (see above), except the character is at full hit points.

Priest Spells

10

Time Reality Stable

7

You are immune to changes in the timeline. You remember how the timeline "should be" and see the differences. You are immune to being Rewritten out of Time.

Exhilarator

1

Gone

8

You are in a pocket dimension/plane remote from the normal Multiverse. You are an infinite number of planes removed from any known plane. You may re-enter the plane you left, but your exact point of return is uncertain (like the Plane Shift spell). The pocket dimension will disappear after everyone has left it, and it won't be the same pocket dimension if you become Gone again

Psi45/Rogue ability

2

Massive Barbarian Stat

8

Pick a stat. When you calculate your bonus for that stat, use (Stat-26)*5 instead of stat-10.

Meat Shield Class

3

Mind Blank

8

You gain protect from all kinds of mind affecting spells and detection.

Exhilarator

4

Permanency Blah

8

One effect is made permanent (duration does not end).

Wizard Spells

1

Fall Short

9

All spells with finite range cannot affect you.

Exhilarator

2

Freedom

9

Releases you from Imprisonment.

Generic Effects

3

Giga Barbarian Stat

9

Pick a stat. When you calculate your bonus for that stat, use (Stat-28)*11/2 instead of stat-10.

Meat Shield Class

4

Immune Energy

9

You are not affected by damage or special effects from any form of energy.

Exhilarator

5

Immune Matter

9

You are not affected by damage or special effects from any form of matter.

Exhilarator

6

Indestructible

9

You are immune to Disintegrate and other effects that would destroy your body.

Stuffy Doll class

7

Insist

9

You can "Insist" your spell or effect go off. This makes the effect immune to countering or Objecting.

Generic Effects

8

Lady’s Smile

9

You to choose the result of any one die roll. Continuous (not Permanent) Lady's Smile allows you choose the results of all your die rolls. This isn't "deep".

Generic Effects

9

Mental Fury

9

You can throw all your spells, psionics, and effects that require 1M (or 1M+1P) to use. You must target all of them before any of them resolve (the effect isn't "deep"). You are Set at the end of the Mental Fury, even if you didn't throw all your effects.

Wizard Spells

10

Object

9

As Avoid Fate (see above), except you do not need to be in sight of the effect in order to Object.

Generic Effects

11

Raptured

9

Ascended up the funnel/ejected

RDM

12

Save Point

9

DM copies your PC's status as a backup. 1/reset: Switch your current status with your backup. This affects AC, stats, hp and status effects. Can only have one "save point" at one time

RDM

13

Shapechanged

9

You can transform into any creature, and change forms once per round. You adopt its powers and vulnerabilities save that depends upon intelligence like spell use, magic resistance and the like.

Wizard Spells

14

Unaging

9

You no longer age and are immune to aging effects.

Generic Effects

1

Extreme Barbarian Stat

10

Pick a stat. When you calculate your bonus for that stat, use (Stat-30)*6 instead of stat-10.

Meat Shield Class

2

Fated(positive)

10

Choose the result of your next two die rolls.

Deep Status Effect Mage

3

Fixed

10

As Cureall, plus removes all negative status effects from you.

Priest Spells

1

Continuous Blah

11

One ability is continuous meaning recast all the time.

Wizard Spells

2

Funied(positive)

11

Double your Chr for skill and ability checks.

Deep Status Effect Mage

3

Tera Barbarian Stat

11

Pick a stat. When you calculate your bonus for that stat, use (Stat-32)*13/2 instead of stat-10.

Meat Shield Class

1

Invigorated(positive)

12

You have Mtg Superhaste. You can act twice per segment once per round.

Deep Status Effect Mage

2

Really Object

12

The effect is countered and cannot be used again by you or anyone on the same plane for 1 turn.

Generic Effects

3

Multiverse Displaced

12

You are not in the same multiverse. You are immune to most things that can't deal with beings not in the same multiverse.

RDM-Upgrade to Planar Displaced

4

Really Insist

12

The effect is Really Insisted and counters a Really Object

Bug concordant (x2) class

5

Step Out of It

12

You endlessly repeat an action and "step out of it", allowing your duplicate to do all the work, leaving you free to do other things. How often the effects resolve is up to the DM; generally, about 10 of the same effect per segment. CF=5: Hang an "i" onto the effect. CF=4: Repeat the process Plenty of times. CF=3: Repeat the process Enough times. CF=2: Repeat the process once per segment. CF=1: Repeat the process once per round.

Generic Effects

6

Utmost Barbarian Stat

12

Pick a stat. When you calculate your bonus for that stat, use (Stat-34)*7 instead of stat-10.

Meat Shield Class

1

Hyperactive(positive)

13

As Invigorated except you can act three times per segment once per round.

Deep Status Effect Mage

1

Capital I Integrated(positive)

14

Immune Pixilation. PC codpiece can't be removed.

Deep Status Effect Mage

1

Valorous(positive)

15

Immune fear. Efffects that ignore are themselves ignored.

Deep Status Effect Mage

1

Vitalized(positive)

16

As Hyperactive except you can act four times per segment once per round.

Deep Status Effect Mage

1

Full of Win(positive)

17

All actions taken are uncounterable. All saves/skills autosucceed.

Deep Status Effect Mage