← All spells
PriestLv. 4

Murk

A more powerful version of the gloom spell, murk fills the water in a 60-foot-radius globe with inky silt. The globe can be centered on a creature, an object, or on a point in space. Unwilling creatures receive a saving throw vs. spell to negate the effect. Placing the spell on a mobile creature or object creates a mobile effect.

Sahuagin can see 4d4 feel within the globe, while all other creatures can see 2d4 feet. The globe blankets all light sources within its area of effect, reducing their intensity to that of a firefly.

Light or continual light spells cast on a creature's eyes cease to affect the creature while it remains within the globe. Other light-based attacks have a 50% chance to fail. If a light attack actually penetrates the globe's influence, all creatures receive a +4 bonus on their saving throws against the attack – even sahuagin. If the light attack fails, it remains briefly visible as a dim flash, like lightning flickering in the depths of a cloud.

When cast above water, murk creates a rain of rancid slime mixed with thick fog that fills a 120-foot diameter globe. Watertight barriers block the effect, but the globe instantly expands to fill any open area. The globe extinguishes small fires – such as torches, candles, and cooking fires within its confines. Large fires and fire-based attacks have a 25% chance of failing. Permanent magical fires flare up again when the globe passes. Target creatures of a successful fire-based attack receive a +4 saving throw bonus against the attack while in the globe's area of effect. Surfaces touched by the globe remain coated with a film of slime and grit after the globe passes. A strong wind, bright sun, or desert heat reduces the spell's duration by half.

The material component is spittle.

Notes: Restricted to sahuagin, uncommon for them.

Sources: Priest's Spell Compendium

Open on AD&D 2e wiki →