Boring Spores does no immediate damage, but instead inflicts the Burned condition if used against a creature, except that it does both dissolving (physical, rare) damage AND siege damage. See below.Īs a swift action, a Mu can emit a blast of special, extremely deadly, spores, instead of or in addition to their normal spore blast. Unfortunately, Bright Light will trigger the Mu's terrible Glow. Only in Dim Light does Light Emission cause weakness in those the Mu despises. This is terribly unfair, but fortunately, this weakness can be instantly removed by moving into an area of either Bright Light or Darkness. In most cases, a hostile Mu will immediately declare this upon all players as soon as they are able.Īll enemies within the area of Light Emission suffer the Weakened condition, without benefit of save. Any creature within the area of Light Emission (which in most combats, will be everyone), can be designated by the Mu as an enemy as a free action. In combat, Light Emission is far more potent. Out of combat, when the Mu is assumed to be in torpor, this light is completely harmless. The GM determines where this light fades, but it is quite expansive. This light is sourceless and omnipresent, and provides the equivalent of Dim Light to all beings within it. Light Emission fills all spaces within several miles of a flying Mu with dim light. For purposes of most combats, this pale light is effectively everywhere, as Mu Spores can and do illuminate vast areas with their light to the far horizons, many miles at the least. This manifests as a pale glow, very similar to moonlight, which permeates the area around them. Light Emission (Su) Always On, unless using Walk or deliberately turned off.įor eldritch, unknowable, reasons, Mu have a mysterious connection to Fundamental Light.
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