This is my current list of status effects that I use in my games. thought id share too
Abandonment:Those afflicted will suffer Fear when straying too far from party members.
Berserk: Roll twice on Efforts, but attack the the target closest to you
Bleeding: 1D4 Damage for 1D4 rounds unless character makes a successful recovery roll (CON) or healing occurs.
Blind: roll HARD when requiring sight, afflicted cannot see their surroundings even if lit
Charm: Victim attacks acts for the one who charmed them. Can be resisted with a Wis roll effects last according to the users CHA
Concussion: afflicted suffers severe head trauma. Becomes unable to act and takes 1d4 additional damage from attacks until relieved or a successful CON roll
Confusion: Attacks both enemies and allies indiscriminately and uncontrollably.
Death: Lose 1 health each turn,this number increases by 1 each turn,The afflicted doesn’t take damage from any sources while inflicted,lasts until cured or hp hits zero
Debrave: reduces the afflicted’s Weapon Damage by half round down for 1d4 rounds
Defaith: reduces the afflicted’s Magic Effort/Damage by half rounded down for 1d4 rounds
Deprotect: reduces the afflicted’s Armor by half rounded down for 1d4 rounds
Disable: prevents afflicted from using one item/feature/magic they’ve previously used
Disease: afflicted cannot not be healed until disease has been cured
Doom:those afflicted while in combat have (GM’s Choice) rounds to run from/end combat,if afflicted remains in combat when timer hits 0 they instantly die and cannot be revived. Afflicted killed before countdown hits 0 can be revived
Fear: afflicted is very scared of the source, has either -3 on rolls against the target or when taking actions in the Fear state
Muddle: afflicted cannot use any items until cured
Paralyzed: afflicted cannot take any actions or movements until cured,+3 to rolls targeting the afflicted. Afflicted can make CON saves each turn to resist/break free from the Paralisis
Petrified: A target is transformed, along with any non-magical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by x10 and it ceases aging.
The afflicted can’t move or speak, and is aware of its surroundings.+3 to rolls targeting the afflicted, the afflicted takes 1 damage from any damage sources
The creature is immune to ailments, although ailments already in its system are just suspended, not neutralized.
Poison: afflicted must roll a CON save on their turn,if they Succeed the poison doesn’t have any effect, If failed poison deals 1d4 damage,this persists until a successful CON save
Prey: A target is marked, marked targets are guaranteed to be the focus of and hit by a specified attack from a strong enemy. In some cases the mark can be passed along to another through touch.
Savior Complex: Whenever you see an injury in sight, no matter how small, you use your current strongest healing ability until you have no resources left to heal with. Allies must make a CON roll to hide injuries from you
Stunned: When a player gets stunned they are dropped to the bottom of the initiative
Unbalanced: Moving further than CLOSE requires a successful DEX, use your action to move on a failure