Source: Terra Magia Core Rules p. 59
The result of certain actions is that a character is inflicted with a point of Ailment called a Severity. The more points, or severity, of ailment you stack the greater the harm the character experiences. With even at 1 Severity of an Ailment, a character begins to experience its minor effects. At 5 Severity, a character suffers moderate effects, and at 10+ Severity the character suffers major effects.
When a character is exposed to an Ailment, whether through environmental factors, attacks or spells, they can make an Average threshold Stamina check. A successful check reduces the ailment's Severity by the degrees of success of the roll. This means that a character can still suffer from an ailment even if they pass their check, but if the Severity is reduced to 0 then there are no effects. This roll only occurs for severity inflicted externally as some skills and spells cause ailment severity as a consequence for use and these can’t be resisted.
Source: Terra Magia Core Rules p. 57
*Each night spent without sleep adds 5 severity.
Minor (1-5): You’re a bit sluggish and cant make full use of your turn. Until recovered you can not take your minor action.
Cure: You recover from the Exhaustion after taking a quick rest.
Moderate (5-9): You’re rather tired now and can not take your second major action.
Cure: Taking a quick rest reduces your Exhaustion by a severity of 5, or take a full rest to completely remove it.
Major (10+): You are so tired you can only take 1 major action per turn no movement unless you use your major action to move. If your VP falls to 0, you fall unconscious from exhaustion.
Cure: Taking a full rest reduces severity to a moderate at 9 points.
Source: Terra Magia Core Rules p. 60
Minor (1-4): Whenever you use a major action, you take 2 damage straight to HP.
Cure: The bleeding can be patched with an average Medicine check.
Moderate (5-9): Each time you take any major action or reaction, you take 2 damage to your HP.
Cure: The bleeding can be patched with an average Medicine check reducing the bleed to a minor bleed with severity 4 or hard check to fully cure.
Major (10+): Whenever you take any major action, movement action, or reaction, you take 4 damage to your HP.
Cure: The bleeding can be patched with an average threshold Medicine check reducing it to a moderate bleed with severity 9 or hard check to reduce to 4, or extreme check to completely cure.
Source: Terra Magia Core Rules p. 60
Minor (1-4): You have a disadvantage die to all Power and Swiftness-based checks using the injured arm (hitting, throwing, climbing, ect.).
Cure: Your arm recovers from the pain after a full minute, or with an average threshold Medicine check.
Moderate (5-9): You 2 disadvantage dice to all Power and Swiftness based check made with the injured arm. You drop anything held in that arm when this ailment severity reaches 5.
Cure: Taking a quick rest allows the arm to recover, or an average Medicine check to reduce the severity to 4 or hard check to cure fully.
Major (10+): Your arm is dislocated or otherwise severely wounded, and cannot be effectively used for any task, can only do one handed skills until fixed.
Cure: Taking a full rest, or n average threshold medical check to reduce the injury severity to 9 or hard check to reduce to 4, or extreme check to completely cure.
Source: Terra Magia Core Rules p. 61
Minor (1-4): You have a disadvantage die to all Power and Swiftness-based checks using the injured leg (Leap, climbing, ect.).
Cure: Your leg recovers from the pain after a full minute, or with an average threshold Medicine check.
Moderate (5-9): You 2 disadvantage dice to all Power and Swiftness-based checks made with the injured leg. Movement distance is halved.
Cure: Taking a quick rest allows the leg to recover, or an average Medicine check to reduce the severity to 4 or hard check to cure fully.
Major (10+): Your leg is dislocated or otherwise severely wounded, and cannot be effectively used for any task until fixed. Movement speed is 0 unless you use a major action to crawl granting you half your movement.
Cure: Taking a full rest, or an average threshold medical check to reduce the injury severity to 9 or hard check to reduce to 4, or extreme check to completely cure.
Source: Terra Magia Core Rules p. 61
Minor (1-4): Whenever you use a major action, you lose 1 MP. If you have no MP you take 1d6 radiation damage.
Cure: The mana corruption wears off after 1 minute or with any MP recovery.
Moderate (5-9): Each time you take a major action or reaction, you lose 2 MP. You must make an average threshold Mental Fortitude check to cast any spell. If you have no MP you take 1d8 radiation damage.
Cure: The mana corruption wears off after a quick rest, or if you are given MP restoration equal to half of your total MP.
Major (10+): Whenever you make a major action, movement or reaction you lose 5 MP, if this is above your MP cap take 1d4 damage. If you have no MP you take 1d12 radiation damage.
Cure: You recover from the mana corruption after taking a full rest or are given MP restoration equal to your total MP.
Source: Terra Magia Core Rules p. 62
Minor (1-4): At the end of each turn if any major actions or movement actions were taken, you take 3 damage.
Cure: The poison wears off after 1 minute. Or Average Threshold medical check.
Moderate (5-9): At the end of each turn if any major actions or movements were taken, you take 3 damage and lose 3 MP as the poison spreads.
Cure: The poison wears off after a quick rest, or average Medicine check to reduce the severity to 4 or hard check to cure fully.
Major (10+): Same effect as moderate severity and the poison has also sickened you so you must make an average Stamina check at the beginning of your turn resist vomiting. If check successful proceed normally, if failed spend a Major ction vomiting.
Cure: The poison wears off after a full rest, or average threshold medical check to reduce the severity to 9 or hard check to reduce to 4, or extreme check to cure completely.
Source: Terra Magia Core Rules p. 62
Minor (1-4): Outside forces have begun to tamper with your perception of reality. You add a Disadvantage dice to Intuition based checks.
Cure: Perform a Quick Rest to cure fully or an Average Logic check, with each degree of success reduce the severity by 1.
Moderate (5-9): Disadvantage to Intuition and Influence. And once per turn if in battle have to roll an Average Mental Fortitude check to decide if your allies are truly your allies, failing causes you to attack nearest creature.
Cure: Perform a Full Rest to cure fully or an Average Logic check, with every 2 degrees of success reduce the severity by 1.
Major (10+): Same effects as Moderate and you are no longer able to discern illusions and lies from reality. Awareness and Investigation checks that fail can provide false information.
Cure: Perform a Full Rest to reduce severity to 9 or an Average Logic check, with every 2 degrees of success reduce the severity by 1.
Source: Terra Magia Core Rules p. 63
Minor (1-4): You catch fire or have acid splashed on you or whatever other source of intense burn you can think of. At the end of each of your turns, you take 3 damage.
Cure: Remove the source of the burn from your skin, put out the fire, clean off the acid, or get out of the boiling water.
Moderate (5-9):At the end of each of your turns, you take 6 damage. After removing the source of the burn you still have 2nd degree burns left on body limiting the body’s MP production, max MP temporarily reduced to 25%.
Cure(source): The bleeding can be patched with an average Medicine check reducing the bleed to a minor bleed with severity 4 or hard check to fully cure.
Cure (burns): An average threshold medical check to reduce the burn severity to 4 or hard check to cure fully.
Major (10+): At the end of each of your turns, you take 9 damage. Horrible burns across your whole body limit your maximum MP to half, and you take 3 damage every time you move.
Cure(source): You can spend your full turn to cleanse yourself of the source of your burn.
Cure (burns): An average threshold medical check to reduce the burn severity to 9 or hard check to reduce to 4, or extreme check to completely cure.