The first two of these terrain powers are good in that they provide an easy way to add teleportation into an encounter. I like teleportation, because it can throw everyone for a loop and keeps the combatants moving around the field. This added action focuses the players at the table as to what's going on, because they must constantly re-evaluate what their character's strategy will be with every combatant getting moved around so much.
The last terrain power is pretty nice, too, because it adds a quick and easy way of throwing in extra damage. I like adding extra damage to an enconter, on both sides of the screen, to help speed things up a bit and add some swinginess to the fight. Especially at those higher levels, you can sometimes use a little bit of extra oomph to get things moving faster.
Faulty Portal Arch
At-Will Terrain
This portal is not currently functioning, but the teleportation magic that still imbues its stones makes the area around the archway hazardous.
At-Will
Minor Action; Close burst 1
Check: Arcana DC Hard by Level
Requirement: You must be adjacent to the portal arch.
Target: One creature in the burst.
Effect: The target is teleported up to 10 squares. A creature that is teleported into an occupied square takes Normal Low damage by Level and is placed in an unoccupied space nearest to its destination.
Barrier Between Worlds
At-Will Terrain
The energies channeling the Elemental Chaos begins to miss their mark, allowing you to momentarily step into another world, and then back into ours.
At-Will + Teleportation
Free Action; Personal
Trigger: You miss with an at-will attack.
Effect: Teleport up to 5 squares.
Elemental Breach
At-Will Terrain
The power of the Elemental Chaos begins spilling into this world uncontrollably.
At-Will + Acid, Cold, Fire, Lightning, Thunder
Free Action; Close burst 3
Trigger: You score a critical hit.
Target: Each creature in burst
Effect: Each target takes Normal Moderate acid, cold, fire, lightning, and thunder damage by level.
At-Will Terrain
This portal is not currently functioning, but the teleportation magic that still imbues its stones makes the area around the archway hazardous.
At-Will
Minor Action; Close burst 1
Check: Arcana DC Hard by Level
Requirement: You must be adjacent to the portal arch.
Target: One creature in the burst.
Effect: The target is teleported up to 10 squares. A creature that is teleported into an occupied square takes Normal Low damage by Level and is placed in an unoccupied space nearest to its destination.
Barrier Between Worlds
At-Will Terrain
The energies channeling the Elemental Chaos begins to miss their mark, allowing you to momentarily step into another world, and then back into ours.
At-Will + Teleportation
Free Action; Personal
Trigger: You miss with an at-will attack.
Effect: Teleport up to 5 squares.
Elemental Breach
At-Will Terrain
The power of the Elemental Chaos begins spilling into this world uncontrollably.
At-Will + Acid, Cold, Fire, Lightning, Thunder
Free Action; Close burst 3
Trigger: You score a critical hit.
Target: Each creature in burst
Effect: Each target takes Normal Moderate acid, cold, fire, lightning, and thunder damage by level.
No comments:
Post a Comment