Radiates: Conjuration and necromancy magic.Īrea of Effect: Any, but usually confined to a lonely stretch of forest, jungle, swamp, or other wilderness far removed from civilization.Įxpanded Area of Effect: If you wish to expand the area of effect beyond its original borders to threaten a wider area, simply expand it by 90 feet per minute (1 mile per hour). It is always gnarled, twisted, and dark its thick canopy shuts out the sun. This is an area of blighted ground created by the curse of a god or warlock patron, or a congregation of aberrations, the fey (usually hags), or undead, or the result of n altar or artifact installed and activated here. Source Extreme Encounters Weather & Terrain for 5th Edition (5e) GMs Necrotic The antimagic cloud sucks away magic until the end of the next round, removing a use from any magic item it touches that has more than a single use, and expending the highest level spell slot of any creature it touches. On a 20, roll again and ignore results of 20. On a 5–19, the antimagic cloud moves 30 feet in the same direction as the last creature that exited it that round, or in a random direction. On a 1–4, the antimagic cloud lingers in place. Antimagic CloudsĪntimagic clouds have a radius of 6d10 feet (minimum 20 feet) and otherwise function as the antimagic field spell. Hazards may include naturally collapsing ice or a wooden floor, or things like green slime or different types of molds that are sometimes found in subterrainean settings. Hazards are not necessarily intentionally set to injure, harm, or delay creatures, but instead are usually naturally occurring phenomenon that do in fact either inconvenience or harm creatures.
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