100 Simple flavorful battlefield effects

Morrus

Well, that was fun
Staff member
Disclaimer: I intend to compile and sell this is as a PDF. Please be aware if you post an idea in this thread!

I would like to make a list of 100 simple battlefield effects. These would be things which can happen during a battle or encounter which makes a small but noticeable difference to the battle itself.

For example:

1) A peculiar interaction of arcane magics causes a slight glow in the air. All arcane powers gain a +2 attack bonus for the duration of the encounter.

2) The ground rumbles as a minor eathquake shifts the terrain. All combatants trained in Dungeoneering may shift one square.

3) Mists rise from the ground, granting everyone a +2 concealment bonus to all defenses.

The effects are not meant to penalize players (so not knocking characters down or what-have-you) - they're meant to give a colourful bonus. They can be as mundane or fantastical as you like!
 

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I think if anything we post gets put in the PDF, those who contributed should get a free copy. :D

I'm trying to think of something involving wind. But all I can think of is either reducing attacks (or giving a bonus to defenses in a sense) for ranged attacks.

But I have one:

4) A hard, cold but refreshing rain begins to fall. Movement is reduced by 1, but everyone gains 5 temp HP from the revitalizing waters.

5) Something moves beneath the battlefield, bisecting the map with a 10' wide swath of (difficult terrain, trench, or 10' high wall).
 


(7) The grass is particularly dry here and flammable. All fire attacks are at a +2.

(8) The ground is ice covered add +1 square to all forced movement.

(9) Rotting filth makes the air noxious; all poison attacks are at a +2 as your breathing is labored.

(10) The sun is low in the horizon, attacks made to a square west of your current square are at a -2. Attacks made to square east of your current square is at a +2.

(11) The tree canopy is particularly low; medium or larger creatures are at a -2 attack.
 

12) The air is very dry, causing any electrical attacks to do +2 damage.

13) A mildly narcotic plant/fungus gives off fumes here. Powers with the psychic, charm, fear, or illusion keywords have a +2 to attack.

14) A Holy Sign (God's favored animal/light/symbol) appears, showing the God's favor. All death saves for the encounter are made with a +2.

15) The Sound or Sight of two large monsters suddenly mating just beyond the battlefield causes everyone to pause for several moments in awkward silence. Anyone undergoing a (Save Ends) effect gets a free saving throw.
 


17) You're fighting on holy ground! Anyone using a radiant attack gets a +2 bonus to damage rolls; necrotic attacks suffer a -1 penalty to attack rolls.

18) The land is inhabited by fell, necromantic spirits. Once per round, a random combatant (friend or foe) is grasped by buried hands that hold the legs. Each round, one random creature is grasped by these claws (immobilized until end of round). A grasped character can end the condition by pulling free (10 damage heroic, 20 paragon, 30 epic).

19) A cool breeze blows over the battlefield, refreshing those who stop to catch their breath. Anyone spending a second wind heals an additional 1d6 hit points (2d6 if lvl 16+).

20) Zombies! Anyone who dies on the battlefield comes back as a minion-level zombie. Brains! BRAINS!

21) Lots of Sharp Stuff. Battlefields are littered with abandoned weapons, arrows, and the like. Forced movement deals 1 point of damage per square of forced movement. Anyone knocked prone takes 5 damage. This damage can not kill minions.

22) Sign of the Gods. There's some portent that spells certain victory... though which side that may be remains unknown. Both sides are sure the sign applies to them, of course. On the battlefield, each character heals an additional 2 hit points (4 paragon, 6 epic) whenever they spend a healing surge. If a creature cannot spend healing surges, it instead gains a +2 bonus on all saving throws.
 

23) The hard packed ground is covered in fine gravel. A successful acrobatics or athletics check allows the subject to shift a square at the end of their move in the direction of movement as a slide.

Possibly add an extra square after running or charging.
 

24) The ground is very muddy, not unlike quick sand, but much firmer. Spending more than one round in one spot means their slowed until the end of their turn. They've sunk up to their ankles in mud.

I know it goes against part of your post, but I like it.

Edit: maybe the characters know but the monsters do not? At least initially?
 
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25) Weird space time geometry, certain squares are short cuts through space and time. Attacks through them gain reach +1, this extends the reach of any threatened squares through them to adjacent squares.

Moving through or into these squares costs zero.

Any area affects adjacent to these squares also include these squares.
Any area affects that would normally include these squares also includes all adjacent squares.

These squares do not count against range when the ranged attack is through or into them.

erg... this one needs to be tried out and debugged.
 

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