D&D plays deafness as a lesser version of silence, which seems workable. If you don't have silence as a state, then a straight-across name shift might be the easiest - albeit not necessarily most interesting - way to handle that one specifically. If you do have silence, then deafness might cause voice-dependent skills to sometimes fail (instead of always fail). Doesn't have to be magic - the whole reason it works on magic is the idea that you have to actually murmur an incantation, so it would hose up anything that requires a voice (giving orders, voice command technology, music-based effects?)
I've got a few oddballs in the project I'm working on - Torment is pretty much borrowed from Guild Wars 2, as a poison-like DOT condition, but any time you spend Vigor you take extra damage. "Ickage" is the effects of a really nasty sort of poison - every turn you gain additional conditions as the poison does extra things to you - Blind, Silence, Daze, Slow, Paralyze,etc (this needs tuning, but that's the gist of it). That's in addition to the normal DOT effect.
Then there's Engulfed, which is a DOT effect that gets worse the longer you leave it - it deals 5% of your max HP (subject to the normal damage cap) as fire damage per turn and can stack up to 10 times. Each turn, you gain a stack of Engulfed for each stack you already have, so its damage doubles every turn. 1, 2, 4, 8, 10 stacks, dealing damage pretty quickly (5, 10, 20, 40, 50% per turn, so you're dead by the time it stacks to max if you don't cure it before then). Of course, some foes take reduced damage, can extinguish it automatically, or resist the extra stacks, but it's designed to be something the heroes can't ignore, and is powerful if you can inflict it on foes.
A lot of the other states I'm using are fairly standard fare with some slight variations (like Chaos to disable psychic, but not arcane magic, while Silence disables arcane, but not psychic, magic).