Difference between revisions of "Murk (spell)"

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(Created page with "'''Murk''' causes the air within the area of effect to thicken and grow greasy and foul, so that it will obscure all sight and be thoroughly unbreathable. Creatures within the...")
 
 
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'''Murk''' causes the air within the area of effect to thicken and grow greasy and foul, so that it will obscure all sight and be thoroughly unbreathable. Creatures within the murk will immediately close their eyes and cease breathing for as long as possible, while seeking exit at the first opportunity. Nevertheless, any creature dependent upon breathing will suffer 1d4 damage per round they remain in the murk. Since the murk will penetrate the victim's ears, sounds coming from outside the murk will not be heard.
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[[File:Murk (spell).jpg|right|525px|thumb]]
 
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'''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 (hit points)|damage]] per [[Combat Round|round]] while engulfed by the murk. Additionally, the murk infiltrates the ears, rendering external sounds unheard by the affected creatures.
  
 
{{Spelltable
 
{{Spelltable
| name =  
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| name = Murk
| range = 30 ft. +10 ft. per level
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| range = 30 +10 ft. per [[Experience Level|level]]
| duration = 1-6 rounds +1 round per level
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| duration = 1d6 +1 round per level
 
| area of effect = 5 ft. diameter dome per level
 
| area of effect = 5 ft. diameter dome per level
 
| casting time = 2 [[Combat Round|rounds]]
 
| casting time = 2 [[Combat Round|rounds]]
| save = half damage; see below
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| save = half damage; see text
 
| level = [[Illusionist 4th Level Spells|illusionist (4th)]]
 
| level = [[Illusionist 4th Level Spells|illusionist (4th)]]
 
}}
 
}}
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__TOC__
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Creatures completely enveloped by the murk experience disorientation, limiting their [[Movement (stride)|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.
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== Exposure ==
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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|melee]] cease, while the creature suffers an additional 4-24 damage — half damage if a [[Saving Throws|save vs. breath weapon]] is successful.  The 1d4 damage per round continues thereafter if the creature still cannot escape the murk.
  
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.
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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]].
  
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 Throws|saving throw]] is made. Once creatures are forced to breathe the murk, they will not be unable to hold their breath thereafter.
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== Resilience ==
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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.
  
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.
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[[Category: Illusionary Spells]][[Category: Reviewed]]

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.