Murk (spell)
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) |
Creatures completely caught in the murk will become disoriented, so that their actual movement cannot exceed normal speed. Moreover, actual direction of movement (regardless of their position) will be in a random direction (roll d6) each round, so that creatures may move in circles until they drop.
If creatures are in the murk for more than three rounds, they will cease holding their breath and be forced to breathe in; a similar effect will happen to any creature attempting melee while in the murk (all attempts to hit will fail). Breathing in will cause 4d4 damage, half if a saving throw is made. Once creatures are forced to breathe the murk, they will not be unable to hold their breath thereafter.
Since the effect is illusionary, the murk cannot be dispersed by a 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.