- Category: Spells
- Published on Sunday, 16 May 2010 08:49
- Written by James Thomas
School conjuration; Level druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a pinch of mud or slime)
Range medium (100 ft. + 10 ft./level)
Target/Effect/Area 15 ft. radius spread
Duration 1 hour (see below)
Saving Throw Reflex negates, see text; Spell Resistance no
Creatures in area must make a Reflex save or be blinded for 1 round/level. In addition, the area will be very slippery with mud, equivalent to a grease spell [PFCRB p. 291]. This latter effect lasts for one hour after before drying out.
Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.
A creature can walk within or through the area of effect at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Art by Chris Hagner
Author's Note: I dedicate this spell to RPG author Mike Shel who's incredible adventure "The Mud Sorcerer's Tomb" in Dungeon magazine inspired this spell!
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