Difference between revisions of "Murk (spell)"

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Those who collapse within the murk from loss of [[Hit Points|hit points]] continue to be affected until they [[Death|die]].
 
Those who collapse within the murk from loss of [[Hit Points|hit points]] continue to be affected until they [[Death|die]].
  
== Durability ==
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== 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
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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.
  
 
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[[Category: Illusionary Spells]][[Category: Reviewed]]
 
 
Since the effect is illusionary, the murk cannot be dispersed by a [[Gust of Wind (spell)|gust of wind]] or like effect. However, those who witness the murk failing to move in a wind are entitled to a saving throw. Success enables the viewer to partially resist the toxic effects of the murk, halving all damage.
 
 
 
[[Category: Illusionary Spells]]
 

Latest revision as of 20:38, 14 November 2023

Murk (spell).jpg

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.

Murk
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)

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.