Zelda Universe RPG

Effects Reference Page - Printable Version

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Effects Reference Page - WindStrike - 03-29-2016

Bonuses
All of these can stack infinitely. Positive & Negative versions cancel each other out, so if a target has +2 Power and -1 Power, it’s listed as +1 Power.

  • +Power
  • +Courage
  • +Wisdom
  • +Hearts (stat)
  • +Magic (stat)
  • +Attack Dice
  • +Defense Dice
  • +Armor
  • Regen
    • At the start of each round, target recovers Hearts equal to the stack count.
  • Magic Regen
    • At the start of each round, target recovers Magic equal to the stack count.
  • -Power
  • -Courage
  • -Wisdom
  • -Hearts (stat)
  • -Magic (stat)
  • -Attack Dice
  • -Defense Dice
  • -Armor
  • Bleeding
    • At the start of each round, target takes Neutral Damage equal to the stack count.
  • Magic Bleeding
    • At the start of each round, target loses Magic equal to the stack count.
Named Effects
Named Effects of the same name do not stack. It will only refresh the DURATION.

Water
  • Numbed:
    • Target’s Combat Actions have their Dice & Damage Modifiers removed.
    • DURATION: Two rounds.
  • Effect Block:
    • Target can negate the next EFFECT to them caused by a Combat Action, which then removes Effect Block.
  • Liquid Armor:
    • Any Neutral Damage the target takes is converted to normal Damage.
    • DURATION: One round.
  • Shield:
    • Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
  • Frozen Field:
    • Field Effect
    • After anyone attacks, they lose 2 Attack Dice.
Fire
  • Burned:
    • Every time the target attacks or defends, they take 1 Neutral Damage.
  • Cursed:
    • Anytime the target spends Magic, they take Neutral Damage equal to the amount spent.
  • Cauterized:
    • Target cannot recover or siphon Hearts or Magic in any way.
    • DURATION: One round
  • Sparking:
    • All of targets’ single-target Attacks deal an automatic 1 Neutral Damage to their target.
  • Heatwave:
    • Field Effect
    • Anyone that drops down to 2 Hearts or less instantly dies.
Nature
  • Immobilized:
    • Target cannot move or use any melee attacks.
    • DURATION: One round.
  • Taunted:
    • Target’s single-target Combat Actions can only target you.
    • DURATION: One round.
  • Delayed:
    • Target’s next attack is delayed by 2 Turns, which then removes Delayed.
  • Thorns:
    • The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
  • Whirlwind:
    • Field Effect
    • Anyone with less than 15 Power loses 2 Defense Dice.
    • DURATION: One round.
Light
  • Blinded:
    • When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
  • Unfocused:
    • Target cannot use ranged attacks.
    • DURATION: One round.
  • Silenced:
    • Target cannot cast Spells.
    • DURATION: One round.
  • Disillusion:
    • Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
  • Feedback Field:
    • Field Effect
    • Anyone that spends Magic takes Neutral Damage equal to half the respective Magic Cost.
Shadow
  • Penumbra’s Curse:
    • Target rolls twice anytime they defend, and they’re forced to take the lower roll.
  • Phased Out:
    • If any of the target’s stats hits 0, except Magic, the target instantly dies.
  • Support Blocked:
    • Negate the next EFFECT to the target caused by a Support Action, which then removes Support Blocked.
  • Undead:
    • Target cannot die. However, if the target has 1 Heart left, any damage they would take instead drains their Magic.
    • DURATION: One round.
  • Reversal:
    • Field Effect
    • Each round, everyone receives 1 Temporary Reroll Point, which automatically expires at the end of the round.
Spirit
  • Exhausted:
    • Target can not use any actions that involve Charging.
  • No Bonus:
    • All Numerical Bonuses not granted by equipment are temporarily reduced to 0.
    • DURATION: 2 Rounds.
  • Quick Charge:
    • Reduce the Charge time of ally's next charge move by 1 Action. If this goes down to 0 Actions, the charging phase of the move is skipped entirely.
    • DURATION: Until ally uses a charge move.
  • Spirit Armor:
    • Any EFFECTs from enemy attack that would drain or siphon anything from the target are entirely negated.
    • DURATION: Two Rounds
  • Spirit Mana:
    • Field Effect
    • The Magic Costs for everyone is reduced by 1 Magic.