A. Terrain
a. Water
Movement
Movement in water costs 2 actions per hex.
Moving into and out of water costs 2 actions.
Creek monster
see creek monster section under monsters
Effects from ice + fire + lightning
Characters standing in water get:
an automatic resistance against fire. Fire only does ½ damage and characters cannot catch on fire.
No resistance against lightning spell while standing in water.
No resistance against frozen effects from ice spells.
b. Buildings
Buildings have no other purpose than to add flair to the board and provide raised platforms for characters to stand on.
Levels
Each level of a building is the equivalent of 3 hexes high.
Climbing
Buildings can be climbed at a rate of 3 actions per level.
If your character tries to climb a level with less than 3 actions left in this round, note how many actions the character was able to climb with and finish the climb in the following round. I.e. Your character has 2 actions left, 1 action will be required to finish the climb in the next round.
Falling / Jumping
Characters can jump from a building. A dexterity check is required to land safely. If the character missed the dexterity check, the jump counts as a fall and the character incurs 1d6 damage per level of the building. This damage is unsoakable.
Added range
Each level of a building gives a character on top of that building an additional range of 2 for ranged combat.
c. Bushes
Bushes take up one or more hexes at a time. A bush completely fills a hex and blocks the line of sight for targets behind it and hinders a character to pass through that the hex the bush is in.
Charging through
One of the options to pass through a hex that is occupied by a bush is to charge through. Charging through a hex deals 1d6 damage to the character charging through.
Hacking to shreds and Burning
Alternately a character can also hack a bush to shreds or burn it down. To burn a bush down a character needs to either have a torch or a fire spell. It takes one round to burn down a bush.
To hack a bush to shreds a character needs to deal 10 damage to the bush. Bushes have a defense of 3 and do not get a defense roll.
d. Magic Charger
Magic Chargers are sometimes spread throughout the arena. Each character that stands in a Magic Charger area and has spell points, regenerates twice as many spell points at the end of the round as the character normally would.