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HEROES OF DYVERS CHAPTER 5
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<blockquote data-quote="Tellerian Hawke" data-source="post: 7349437" data-attributes="member: 6790669"><p>[gm]</p><p></p><p><strong><u><span style="color: #FF0000">Spell Clarification:</span></u></strong></p><p></p><p><u>I have been doing some reading, and trying to decide what my "take" is on this spell. Here's what I'm going to go with:</u></p><p></p><p>If you are 10'1" or taller, you have a movement rate of 5' within the mud area. That means that you can move 5', or charge 10', or take a 10' double move, etc.</p><p></p><p>If you are 10'0" or shorter, you must use a FULL-ROUND ACTION (meaning that you don't get to attack or do anything else) to move 5', even if you're just trying to make a 1-square adjustment. The mud is so thick as to prohibit movement, unless you do nothing but concentrate on moving.</p><p></p><p>If you are on the edge of the area of effect at the beginning of your movement, you will be on dry land when your movement ends. Raising yourself up (think about being on the edge of a swimming pool, and using your arms to push up on) out of the mud area provokes an AoO.</p><p></p><p>Taking a full-round action to move through the mud area provokes an AoO. (Applies to 10'0" creatures, and shorter)</p><p></p><p>If, at the end of your movement, you have not cleared the mud area, you sink another 1d4 feet. (To a maximum of 10')</p><p></p><p>If the mud is over your head, you may hold your breath as per standard rules to avoid suffocation.</p><p></p><p>Creatures who are completely submerged have full (100%) cover.</p><p></p><p><strong><em>Dispel Magic</em></strong> returns the mud to its original state (the spell stating otherwise is, in my opinion, excessive and mean-spirited) and ejects creatures within the area of effect to ground level at their current position. This ejection does NOT cause damage to the ejected creature.</p><p>[/gm]</p></blockquote><p></p>
[QUOTE="Tellerian Hawke, post: 7349437, member: 6790669"] [gm] [B][U][COLOR="#FF0000"]Spell Clarification:[/COLOR][/U][/B] [U]I have been doing some reading, and trying to decide what my "take" is on this spell. Here's what I'm going to go with:[/U] If you are 10'1" or taller, you have a movement rate of 5' within the mud area. That means that you can move 5', or charge 10', or take a 10' double move, etc. If you are 10'0" or shorter, you must use a FULL-ROUND ACTION (meaning that you don't get to attack or do anything else) to move 5', even if you're just trying to make a 1-square adjustment. The mud is so thick as to prohibit movement, unless you do nothing but concentrate on moving. If you are on the edge of the area of effect at the beginning of your movement, you will be on dry land when your movement ends. Raising yourself up (think about being on the edge of a swimming pool, and using your arms to push up on) out of the mud area provokes an AoO. Taking a full-round action to move through the mud area provokes an AoO. (Applies to 10'0" creatures, and shorter) If, at the end of your movement, you have not cleared the mud area, you sink another 1d4 feet. (To a maximum of 10') If the mud is over your head, you may hold your breath as per standard rules to avoid suffocation. Creatures who are completely submerged have full (100%) cover. [B][I]Dispel Magic[/I][/B] returns the mud to its original state (the spell stating otherwise is, in my opinion, excessive and mean-spirited) and ejects creatures within the area of effect to ground level at their current position. This ejection does NOT cause damage to the ejected creature. [/gm] [/QUOTE]
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