(Each of these status effects increase in damage and difficulty for each spell with a numeric increase. IE, Fire II would be 2d6 fire damage per round.)
Earth: Weighted status effect: Rocks, dirt, and rubble adhere to the character, making it difficult to move. Characters that are inflicted with this status effect have their movement speed reduced by 5 feet. In addition, the character cannot run or charge. Water spells and effects can wash away the status effect. (Stone I: 5 feet, Stone II: 10 feet, Stone III: 15 feet)
Fire: Burning status effect: Fire engulfs the character's body, burning him. Characters that are inflicted with this status effect take 1d6 fire damage each round but are allowed a Reflex save (equal to spell DC) to avoid this fate. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of fire damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he's no longer on fire.) A character on fire may, by spending 1 round, automatically extinguish the flames by jumping into enough water to douse himself. Water spells and effects also remove this status effect. If no body of water is at hand, by spending 1 round, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. (Fire I: 1d6, Fire II: 2d6, Fire III: 3d6)
Ice: Frozen status effect: Ice forms upon the character's legs, freezing him to the spot. Characters that are inflicted with this status effect are frozen to the spot, unable to take a move action. They can, however, break loose by spending 1 round and making a DC 10 Strength check or a DC 15 Escape Artist check. Any fire spells and effects that deal fire damage can melt the ice and remove the status effect. (Blizzard I: DC 10/DC 15, Blizzard II: DC 15/DC 20, Blizzard III: DC 20/DC 25)
Lightning: Static status effect: A static charge runs through the character, making him an excellent conductor for lightning energy. Characters that are inflicted with this status effect receives a jolt (deals 1d6 points of lightning damage) anytime the creature touches metal objects, spends a move action while in metal armor, or spends a standard action to swing a metal weapon. This effect happens lasts for 1 round and then discharges. (Thunder I: 1d6, Thunder II: 2d6, Thunder III: 3d6)
Water: Drenched status effect: Water drenches the character's body, soaking the clothing, increasing the weight of the items. Characters that are inflicted with this status effect have their carrying weight increased by 10 lbs. In addition, while under this status effect, any lightning spells and effects inflict an additional 1d6 points of lightning damage. However, any fire spells and effects that deal fire damage removes the status effect. By spending 1 round, the character can also remove the wet clothing as well to remove the status effect. (Water I: 10 lbs/1d6, Water II: 20 lbs/2d6, Water III: 30 lbs/3d6)
Wind: Squalled status effect: Wind surrounds the character's body, making it difficult to concentrate and to make ranged weapon attack rolls. Characters that are inflicted with this status effect suffer a -2 penalty to Concentration checks and -1 penalty to ranged weapon attack rolls. This effect lasts for 1 round and then the wind dies down. (Aero I: -2/-1, Aero II: -3/-2, Aero III: -4/-3)
Dark: Dimmed status effect: A dark mask surrounds the character's face, making it difficult to see clearly. Characters that are inflicted with this status effect suffer a -1 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Perception checks to spot) suffer 10% fail chance. All opponents are considered to have partial concealment (10% miss chance) to the character. Light spells and effects remove this status effect. (Dark I: -1/10%/10%, Dark II: -2/20%/20%, Dark III: -3/30%/30%)
Light: Dazzled status effect: A bright flash of light causes the character to be slightly dizzy. Characters that are inflicted with this status effect suffer -1 penalty on attack rolls, Search checks, and Perception checks to see. Dark spells and effects remove this status effect. (Light I: -1, Light II: -2, Light III: -3)
Earth: Weighted status effect: Rocks, dirt, and rubble adhere to the character, making it difficult to move. Characters that are inflicted with this status effect have their movement speed reduced by 5 feet. In addition, the character cannot run or charge. Water spells and effects can wash away the status effect. (Stone I: 5 feet, Stone II: 10 feet, Stone III: 15 feet)
Fire: Burning status effect: Fire engulfs the character's body, burning him. Characters that are inflicted with this status effect take 1d6 fire damage each round but are allowed a Reflex save (equal to spell DC) to avoid this fate. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of fire damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he's no longer on fire.) A character on fire may, by spending 1 round, automatically extinguish the flames by jumping into enough water to douse himself. Water spells and effects also remove this status effect. If no body of water is at hand, by spending 1 round, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. (Fire I: 1d6, Fire II: 2d6, Fire III: 3d6)
Ice: Frozen status effect: Ice forms upon the character's legs, freezing him to the spot. Characters that are inflicted with this status effect are frozen to the spot, unable to take a move action. They can, however, break loose by spending 1 round and making a DC 10 Strength check or a DC 15 Escape Artist check. Any fire spells and effects that deal fire damage can melt the ice and remove the status effect. (Blizzard I: DC 10/DC 15, Blizzard II: DC 15/DC 20, Blizzard III: DC 20/DC 25)
Lightning: Static status effect: A static charge runs through the character, making him an excellent conductor for lightning energy. Characters that are inflicted with this status effect receives a jolt (deals 1d6 points of lightning damage) anytime the creature touches metal objects, spends a move action while in metal armor, or spends a standard action to swing a metal weapon. This effect happens lasts for 1 round and then discharges. (Thunder I: 1d6, Thunder II: 2d6, Thunder III: 3d6)
Water: Drenched status effect: Water drenches the character's body, soaking the clothing, increasing the weight of the items. Characters that are inflicted with this status effect have their carrying weight increased by 10 lbs. In addition, while under this status effect, any lightning spells and effects inflict an additional 1d6 points of lightning damage. However, any fire spells and effects that deal fire damage removes the status effect. By spending 1 round, the character can also remove the wet clothing as well to remove the status effect. (Water I: 10 lbs/1d6, Water II: 20 lbs/2d6, Water III: 30 lbs/3d6)
Wind: Squalled status effect: Wind surrounds the character's body, making it difficult to concentrate and to make ranged weapon attack rolls. Characters that are inflicted with this status effect suffer a -2 penalty to Concentration checks and -1 penalty to ranged weapon attack rolls. This effect lasts for 1 round and then the wind dies down. (Aero I: -2/-1, Aero II: -3/-2, Aero III: -4/-3)
Dark: Dimmed status effect: A dark mask surrounds the character's face, making it difficult to see clearly. Characters that are inflicted with this status effect suffer a -1 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Perception checks to spot) suffer 10% fail chance. All opponents are considered to have partial concealment (10% miss chance) to the character. Light spells and effects remove this status effect. (Dark I: -1/10%/10%, Dark II: -2/20%/20%, Dark III: -3/30%/30%)
Light: Dazzled status effect: A bright flash of light causes the character to be slightly dizzy. Characters that are inflicted with this status effect suffer -1 penalty on attack rolls, Search checks, and Perception checks to see. Dark spells and effects remove this status effect. (Light I: -1, Light II: -2, Light III: -3)