Terrain Types
From the Dor Un Avathar X
Contents
Description
Terrain types refer to either actual terrain on the field (such as trees, large rocks, shadows, etc.) or areas marked off by reeves in some way and designated a specific terrain type. Some terrain types have specific effects on those who enter them, while others are designated solely for the purpose of monster abilities.
Anti-Magic Zone
All forms of magical energy cease to function within this zone, denoted by yellow ribbon placed around the area. Enchantments on players that enter this area are instantly dispelled. Spells and magical abilities may not be cast (including those granted by Magic Items) while within the boundaries of an Anti-Magic Zone.
Carnivorous Swarm
Something small and annoying is eating your flesh if you enter this area, which should be marked with a red ribbon. Take a wound to any location (player’s choice) after 5 seconds and a Wounds Kill wound after 10 seconds. Wounds Kill wounds continue at the rate of one per second after the initial 10 seconds. Ignores armor.
Death Field
These zones of negative energy are denoted with black ribbon. Those who are not immune to Death magic die if they enter this area.
===Defiled Ground=== Areas marked with purple ribbons represent land or places dedicated to wickedness and darkness. All players are Cursed while within the area. Anti-Paladins and Death Knights gain Charge x3 for all magic and abilities from the Death school while within the area.
Eternal Stench
Mark out areas of foul putrescence with green (and it better be really ugly green) ribbons. Only players who are immune to Death may enter, unless one hand covers the player’s nose and mouth at all times. Players who remove their hand are Stunned. After the player is removed from the zone, the Stunned state continues for 30 seconds.
Forest
Any area that is no more than 20ft from an actual tree or is designated as forest terrain in a game.
Holy Ground
Areas marked with white ribbons represent land or places dedicated to goodness and white light. Paladins within Holy Ground gain unlimited use of the Heal spell and all players are immune to Death while within the boundaries of such an area.
Lava
Denoted with orange ribbon placed around the area. These are areas of open flame. Players that enter this area are subject to a Wounds Kill wound (of the Flame school) and all their equipment is affected by Armor Destroying, Weapon Destroying, and Shield Destroying (of the Flame school) continuously, at the rate of one per second.
Sacred Groves
These wild places are holy ground to Fey creatures and are marked with bright green ribbon. All Fey creatures (except Dark Elves) who enter a Sacred Grove may use the Shadow Step ability once per life (ex), so long as they remain within the grove.
Shadow
Any area lying in actual shade, shadow, or darkness, as well as any area designated as Shadow in a scenario.
Water
Denoted with silver tarp on ground or silver tape placed around the area. All creatures entering this area must drop to their knees while moving through it unless they are Aquatic, Large, or flying. These rules can also be used to simulate wading through muck and mud, dense foliage, or any other condition that might force players to move slowly.
See also