Difference between revisions of "Haze (cantrip)"
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− | + | {{Spelltable | |
+ | | name = Haze | ||
+ | | range = 20 ft. | ||
+ | | duration = 3 rounds | ||
+ | | area of effect = 5 ft. circle, 7 ft. high | ||
+ | | casting time = 2 [[Action Points|action points]] | ||
+ | | save = none | ||
+ | | level = cantrip | ||
+ | }} | ||
+ | <br> | ||
+ | Transforms the air, so that it will become hazy, and therefore more difficult to see. | ||
+ | |||
+ | All attacks against creatures inside the area of effect are done at –1 [[Roll to Hit|to hit]]. Missile weapons fired at creatures where the line of sight is affected by the haze are done at –1 per hex beyond the haze itself. Thus, a creature three hexes behind the haze would be –3 to hit. Creatures attacking from inside the haze with melee weapons are -2 to hit. | ||
+ | |||
+ | Once the haze has been created it cannot be moved. Because the haze is illusionary, it cannot be dispersed by wind or effects like precipitation. | ||
+ | |||
+ | See [[Illusionary Cantrips]] |
Revision as of 18:18, 6 March 2020
Range | 20 ft. |
Duration | 3 rounds |
Area of Effect | 5 ft. circle, 7 ft. high |
Casting Time | 2 action points |
Saving Throw | none |
Level | cantrip |
Transforms the air, so that it will become hazy, and therefore more difficult to see.
All attacks against creatures inside the area of effect are done at –1 to hit. Missile weapons fired at creatures where the line of sight is affected by the haze are done at –1 per hex beyond the haze itself. Thus, a creature three hexes behind the haze would be –3 to hit. Creatures attacking from inside the haze with melee weapons are -2 to hit.
Once the haze has been created it cannot be moved. Because the haze is illusionary, it cannot be dispersed by wind or effects like precipitation.