Status Effects

Positive

 * Inspired - The Bardic Inspiration is a d20 that can be rolled and added to any skill check.
 * Indomitable - Reduces physical damage taken by 10%. Stacks up to 9 times. Consumed on hit.
 * Berserk - Increases Damage Dealt and Recieved by 20%. Stacks up to 5x.
 * Grit - Reduces the damage of the next single-target direct attack that hits you by 10%. Consumed on hit.

Negative

 * Stun - Loses all actions for the round
 * Wounded - Target receives 5% Less Healing, and suffers a -5 on all Skill Checks and Saving Throws. Stacks indefinitely.
 * Marked - Dodge reduced by 10. Stacks indefinitely
 * Dazed - Unable to concentrate
 * Snared - Cannot move.
 * Slowed - Reduces mobility by 50% and SPD by 4
 * Off Balance - Knockback effects cause knockdown.
 * Guard-broken - Can't Parry or Block attacks. Can't generate Protection
 * Minor Weakness - Attack Damage and Block Mitigation reduced by 20%. Stacks up to 3x.
 * Minor Enervation - Spell Damage and Shield Effectiveness reduced by 20%. Stacks up to 3x.
 * Vulnerable - Damage taken increased by 2%. Stacks up to 50x.

Positive

 * Blessed - Gain a bonus to the next 3 Skill Checks based off the Caster's Presence
 * Displacement - Physical Damage taken reduced by 20%
 * Slipstream - 33% Chance to avoid an instance of damage
 * Grounded - Area of Effect damage reduced by 10% and +2 Mana Regen. Stacks up to 5x.

Negative

 * Banished - The target is removed from play, losing actions and cannot be interacted with.
 * Diseased - Reduces Constitution and Endurance by 20. -30% Nature Resistance
 * Fear - Target suffers disadvantage on combat checks while within 15ft of the applicant
 * Horror - Target must flee using their movement action if they are within 30ft of the applicant
 * Panic - Target must make a Wisdom Save each turn, or they will forgo an attack
 * Confusion - Target will move in a random direction. Target considers all targets Neutral.
 * Asleep - Target is asleep and cannot take actions until woken up, which occurs on taking damage.
 * Charmed - Target acts as an ally to the Caster
 * Enthralled - Targets actions are dictated by the Caster
 * Frozen - Target is unable to act. Target's health is replaced by Protection equal to 40% of their current health. When destroyed, they shatter, taking all of that damage as piercing damage to their health. Lasts 3 rounds, or until a target frees themself.