Connect Obsidian vault notes with meaningful links
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@@ -22,3 +22,5 @@ If a creature does not gain Bleed Buildup for **1 full round**:
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- Bleed Buildup is reduced by **20% of the Bleed Threshold** at the end of that round
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Bleed Buildup can never drop below 0.
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## Related notes
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- [[Effects/Effects|Effects]]
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@@ -5,4 +5,7 @@ Blindness robs the target of visual perception.
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- Attack rolls against the creature are at **advantage**.
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- The creature automatically fails any ability check requiring sight.
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- Blindness does not prevent Parrying, but Parry checks are made at **disadvantage**.
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- Blindness lasts for **2 rounds**, unless otherwise specified.
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- Blindness lasts for **2 rounds**, unless otherwise specified.
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## Related notes
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- [[Effects/Effects|Effects]]
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@@ -65,4 +65,7 @@ The blood is fully compromised.
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- Cannot regain Posture
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- Movement Speed reduced to **0**
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After this:
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- Blood Poisoning resets to **50%**
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- Blood Poisoning resets to **50%**
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## Related notes
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- [[Effects/Effects|Effects]]
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+4
-1
@@ -21,4 +21,7 @@ A creature afflicted with Burning is engulfed in persistent elemental flames.
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#### Wraith Flames:
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* Same effects as normal burning.
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* Drains 1 ether and sanity every time the fire deals burning damage.
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* Drains 1 ether and sanity every time the fire deals burning damage.
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## Related notes
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- [[Effects/Effects|Effects]]
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-1
@@ -5,4 +5,7 @@ Chill numbs the body with freezing ether, slowing movement and reactions.
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- The creature’s jump distance is halved.
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- Chill lasts for **2 rounds**.
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- If a Chilled creature is afflicted by Chill again, it becomes [[Frozen]] instead.
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- Chill immediately ends [[Burning]].
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- Chill immediately ends [[Burning]].
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## Related notes
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- [[Effects/Effects|Effects]]
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@@ -10,3 +10,6 @@
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[[Metal Rods]]
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[[Bleed]]
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[[Blood-Poisoning]]
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## Related notes
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- [[Core]]
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+4
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@@ -9,4 +9,7 @@ Your body is completely encased in solid ice, immobilized and helpless.
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- At the **end of your turn**, you may attempt to break free by making a **Strength saving throw**.
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- On a success, Frozen ends immediately.
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- Taking **fire damage** while Frozen immediately ends the effect after the damage is resolved.
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- If Frozen ends early due to damage or escape, the creature is **Chilled** until the end of its next turn.
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- If Frozen ends early due to damage or escape, the creature is **Chilled** until the end of its next turn.
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## Related notes
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- [[Effects/Effects|Effects]]
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@@ -1,4 +1,7 @@
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Metal Rods are metallic spikes forcibly embedded into a creature’s body, inflicted by **Ironsing [[Combat/Mantras]]** and **Ignition Deepcrusher** basic attacks.
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**While afflicted with Metal Rods:**
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- Metal Rods have **no innate effect** until activated.
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- Metal Rods have **no innate effect** until activated.
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## Related notes
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- [[Effects/Effects|Effects]]
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+4
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@@ -7,4 +7,7 @@ Your ether flow is forcibly destabilized, leaving your reserves sluggish and pri
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- The Shock applied when Sapped ends:
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- Follows all normal **Shock** rules.
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- Occurs even if the creature is immune to lightning damage.
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- Sapped does **not stack**; reapplication refreshes duration.
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- Sapped does **not stack**; reapplication refreshes duration.
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## Related notes
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- [[Effects/Effects|Effects]]
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+4
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@@ -8,4 +8,7 @@ Shock disrupts the nervous system with violent electrical discharge.
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**While Shocked:**
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- Movement speed is reduced by **25%** until the end of the creature’s next turn.
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- Shock does **not** stack; reapplication refreshes duration.
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- Shock does **not** stack; reapplication refreshes duration.
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## Related notes
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- [[Effects/Effects|Effects]]
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@@ -7,4 +7,7 @@ While a creature is Staggered, **anyone** may use an action to perform a **Criti
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A Critical:
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- Deals normal scaled damage
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- Adds the weapon’s **Critical Modifier**
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- Ignores blocking and parrying
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- Ignores blocking and parrying
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## Related notes
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- [[Effects/Effects|Effects]]
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@@ -3,4 +3,7 @@ Suffocation deprives the body of ether flow and breathable air.
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- The creature **cannot cast [[Combat/Mantras]] or spells**.
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- The creature takes **1 damage at the start of each of its turns**.
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- Suffocate lasts for **2 rounds**, unless otherwise specified.
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- Suffocate does not prevent attacking, dodging, or parrying.
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- Suffocate does not prevent attacking, dodging, or parrying.
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## Related notes
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- [[Effects/Effects|Effects]]
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+4
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@@ -4,4 +4,7 @@ Your breath is violently forced from your lungs, disrupting balance, timing, and
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- Your parry and attack throws suffer a penalty of -1.
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- Winded does **not** prevent attacking, parrying, dodging, or casting [[Combat/Mantras]].
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- Winded lasts for **2 rounds**, unless otherwise specified.
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- Reapplying Winded **refreshes the duration**, but does not stack its penalties unless explicitly stated by a feature.
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- Reapplying Winded **refreshes the duration**, but does not stack its penalties unless explicitly stated by a feature.
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## Related notes
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- [[Effects/Effects|Effects]]
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