Difference between revisions of "Obscurement (spell)"
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+ | [[File:Obscurement (spell).jpg|right|525px|thumb]] | ||
+ | '''Obscurement''' conjures a dense misty vapour to arise around the caster that greatly limits visibility within the affected area, obscuring the caster from normal sight and [[Ultravision (spell)|ultravision]]. The spell has no effect on [[Infravision|infravision]]. When the caster moves, ''the obscurement moves also'', maintaining it's perimeter as it follows along. | ||
+ | |||
{{Spelltable | {{Spelltable | ||
| name = Obscurement | | name = Obscurement | ||
| range = self | | range = self | ||
− | | duration = 4 [[Combat Round|rounds]] per level | + | | duration = 4 [[Combat Round|rounds]] per [[Experience Level|level]] |
− | | area of effect = | + | | area of effect = 5 ft. radius per level |
| casting time = 1 round | | casting time = 1 round | ||
| save = none | | save = none | ||
| level = [[Druid 2nd Level Spells|druid (2nd)]] | | level = [[Druid 2nd Level Spells|druid (2nd)]] | ||
}} | }} | ||
+ | |||
+ | The mist maintains its shape over water or solid ground; if the caster moves indoors or underground, the obscurement is bound by the walls and floor of the space. Unlike the [[Illusionist (class)|illusionist]] spell [[Wall of Fog (spell)|wall of fog]], the mist produced is ''real'', wetting the surfaces and creatures whom it touches. | ||
+ | |||
+ | The obscurement is completely harmless, though creatures with an [[Intelligence (ability stat)|intelligence]] of less than 4 will "go to ground" in it. When the spell's duration ends, the mist will clear itself in a single round. | ||
+ | |||
+ | == Visibility == | ||
+ | Within the mist, visibility equals one [[Combat Hex|hex]] exactly; combatants can therefore fight [[Melee|hand-to-hand]] within it, at no penalty [[Roll to Hit|to hit]] or [[Damage (hit points)|damage]], but [[Missile Weapons|missile weapons]] are useless. Attack spells can be fired blind, while audial-based spells, like [[Chant (spell)|chant]], [[Audible Glamer (spell)|audible glamer]] and [[Magic Mouth (spell)|magic mouth]], are strengthened in that their sources are invisible. | ||
+ | |||
+ | In any hex adjacent to the obscurement, visibility equals one hex when looking into the mist, but it's completely unaffected when looking at any hex outside the effect. | ||
+ | |||
+ | [[Category: Druidical Spells]] |
Latest revision as of 22:52, 13 January 2022
Obscurement conjures a dense misty vapour to arise around the caster that greatly limits visibility within the affected area, obscuring the caster from normal sight and ultravision. The spell has no effect on infravision. When the caster moves, the obscurement moves also, maintaining it's perimeter as it follows along.
Range | self |
Duration | 4 rounds per level |
Area of Effect | 5 ft. radius per level |
Casting Time | 1 round |
Saving Throw | none |
Level | druid (2nd) |
The mist maintains its shape over water or solid ground; if the caster moves indoors or underground, the obscurement is bound by the walls and floor of the space. Unlike the illusionist spell wall of fog, the mist produced is real, wetting the surfaces and creatures whom it touches.
The obscurement is completely harmless, though creatures with an intelligence of less than 4 will "go to ground" in it. When the spell's duration ends, the mist will clear itself in a single round.
Visibility
Within the mist, visibility equals one hex exactly; combatants can therefore fight hand-to-hand within it, at no penalty to hit or damage, but missile weapons are useless. Attack spells can be fired blind, while audial-based spells, like chant, audible glamer and magic mouth, are strengthened in that their sources are invisible.
In any hex adjacent to the obscurement, visibility equals one hex when looking into the mist, but it's completely unaffected when looking at any hex outside the effect.