Difference between revisions of "Murk (spell)"
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== Resilience == | == Resilience == | ||
− | Due to its illusionary nature, the murk cannot be dispersed by a [[Gust of Wind (spell)|gust of wind]] or similar effects. However, observers outside the murk who witness the lack of effect are granted a +4 saving throw should they choose to enter the murk for whatever reason, with a reduction of round-to-round damage | + | Due to its illusionary nature, the murk cannot be dispersed by a [[Gust of Wind (spell)|gust of wind]] or similar effects. However, observers outside the murk who witness the lack of effect are granted a +4 saving throw should they choose to enter the murk for whatever reason, with a reduction of round-to-round damage to only 1 point instead of 1d4. |
Revision as of 20:37, 14 November 2023
Murk is a spell that thickens the air in its radius, making it dense, greasy and noxious, obscuring visibility completely and rendering it difficult to breathe. Those caught within its grasp instinctively shut their eyes and try to hold their breath, desperately seeking an escape route. However, any being that breathes air — though they may strive not to — suffers 1d4 damage per round while engulfed by the murk. Additionally, the murk infiltrates the ears, rendering external sounds unheard by the affected creatures.
Range | 30 +10 ft. per level |
Duration | 1d6 +1 round per level |
Area of Effect | 5 ft. diameter dome per level |
Casting Time | 2 rounds |
Saving Throw | half damage; see text |
Level | illusionist (4th) |
Contents
Creatures completely enveloped by the murk experience disorientation, limiting their movement to stride-1. Additionally, the direction of their movement becomes unpredictable, with a random direction (determined by a d6 roll) assigned each round. This confusion may lead creatures to move in circles until exhaustion takes its toll.
Exposure
If creatures remain within the murk for more than three rounds, they become susceptible to the noxious air invading their lungs. Thenceforward, all attempts at melee cease, while the creature suffers an additional 4-24 damage — half damage if a save vs. breath weapon is successful. The 1d4 damage per round continues thereafter if the creature still cannot escape the murk.
Those who collapse within the murk from loss of hit points continue to be affected until they die.
Resilience
Due to its illusionary nature, the murk cannot be dispersed by a gust of wind or similar effects. However, observers outside the murk who witness the lack of effect are granted a +4 saving throw should they choose to enter the murk for whatever reason, with a reduction of round-to-round damage to only 1 point instead of 1d4.