D20r:Spells

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(Wall of Thorns)
(Wall of Water)
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rules=You create a flowing wall of water. The water does not need to be supported or contained: the spell's magic keeps the water constrained within the area you designate.
rules=You create a flowing wall of water. The water does not need to be supported or contained: the spell's magic keeps the water constrained within the area you designate.
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Creatures on opposing sides of the wall have total cover from one another.
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Creatures on opposing sides of the wall have total cover from one another. In addition, a ''wall of water'' blocks line of effect for [Fire] spells and effects.
A creature within the wall must hold its breath or begin to drown. Moving through a ''wall of water'' takes three squares of movement per square due to the water's density and resistance. A creature that starts its turn within a ''wall of water'' must make an Acrobatics check or be pulled forcibly from the ground by the water. While not suffering any damage, a creature trapped in this way must make Athletics checks to swim out of the ''wall of water'' rather than using other movement methods. A ''wall of water'' is considered stormy water for the purposes of determining spellcasting and Athletics checks made to swim.
A creature within the wall must hold its breath or begin to drown. Moving through a ''wall of water'' takes three squares of movement per square due to the water's density and resistance. A creature that starts its turn within a ''wall of water'' must make an Acrobatics check or be pulled forcibly from the ground by the water. While not suffering any damage, a creature trapped in this way must make Athletics checks to swim out of the ''wall of water'' rather than using other movement methods. A ''wall of water'' is considered stormy water for the purposes of determining spellcasting and Athletics checks made to swim.

Revision as of 04:40, 15 October 2013

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