Environmental Effects: Difference between revisions

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::<sup>'''1'''</sup> &ensp; Physical actions are any action that requires a physical component that can be disrupted by high winds. These are separated into 'careful' and 'powerful' actions.  Examples of careful actions include ranged weapon attacks, physical skills such as [[Perception]], [[Sleight of Hand]], and [[Perform]], casting a spell with a verbal or somatic component, etc.  Powerful actions include siege weapon attacks, massive ranged weapon attacks, physical skills such as [[Movement]], [[Might]], or [[Acrobatics]], casting a spell with a material-only component, melee attacks with a reach weapon, etc.  In general, melee attacks by non-reach weapons, even light ones, are not affected by high winds. Spellcasting in bad wind (or even just heavy rain, see below) requires a [[Caster Check]] for each spell attempted, with the penalty described above for the type of spellcasting. If you can manage to cast spells without needing verbal, somatic, or material components, you may cast such spells without a check.  And, wow, nice trick.
::<sup>'''1'''</sup> &ensp; Physical actions are any action that requires a physical component that can be disrupted by high winds. These are separated into 'careful' and 'powerful' actions.  Examples of careful actions include ranged weapon attacks, physical skills such as [[Perception]], [[Sleight of Hand]], and [[Perform]], casting a spell with a verbal or somatic component, etc.  Powerful actions include siege weapon attacks, massive ranged weapon attacks, physical skills such as [[Movement]], [[Might]], or [[Acrobatics]], casting a spell with a material-only component, melee attacks with a reach weapon, etc.  In general, melee attacks by non-reach weapons, even light ones, are not affected by high winds. Spellcasting in bad wind (or even just heavy rain, see below) requires a [[Caster Check]] for each spell attempted, with the penalty described above for the type of spellcasting. If you can manage to cast spells without needing verbal, somatic, or material components, you may cast such spells without a check.  And, wow, nice trick.


::<sup>'''2'''</sup> &ensp; Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a Average Might skill check against their own level (if on the ground) or an Impossible Movement skill check if airborne.
::<sup>'''2'''</sup> &ensp; Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on an Average Might skill check against their own level (if on the ground) or an Impossible Movement skill check if airborne.


::<sup>'''3'''</sup> &ensp; Blown Away Size: Creatures on the ground are Pushed in the direction of the wind by one square each round per level they fall below their size/windspeed threshold. IE, a Small creature in a tornado suffers 3 squares of Push each round. They may fall Prone to negate this movement if they wish, and can resist with forced movement resistance.
::<sup>'''3'''</sup> &ensp; Blown Away Size: Creatures on the ground are Pushed in the direction of the wind by one square each round per level they fall below their size/windspeed threshold. IE, a Small creature in a tornado suffers 3 squares of Push each round. They may fall Prone to negate this movement if they wish, and can resist with forced movement resistance.

Revision as of 14:43, 5 March 2020