In the game session last night we had a room that was filling up with liquid, and right away it became difficult terrain and then you needed to make swim checks. I was under the effects of fly so I simply kept flying above the fluid for as long as possible.

How can I make other terrain (e.g. the air) difficult and thus require increased amounts of movement?

  • \$\begingroup\$ Are "you" a DM who can control nature or are "you" a player looking for things a PC can do within the rules? \$\endgroup\$
    – Dale M
    Feb 19 '17 at 22:16
  • \$\begingroup\$ I guess both since it would be a neat ability. As a DM I could simply create something yes, but I was hoping that something already existed. \$\endgroup\$
    – Fering
    Feb 19 '17 at 22:44

You make the difficult terrain affect more than a few feet above ground.

It is known that Underwater Combat's movement counts as difficult terrain (you move at 1/4 or 1/2 speed) if you lack swim speed.

But keep in mind that difficult terrain is not the only way to cause Hampered Movement in combat: Poor visibility and obstacles will also reduce your movement speed.

Windstorm-strong winds can check a creature, which will require a strenght DC 10 (on ground) or Fly DC 20 check (if airborne) to move against the wind. It also cuts visibility by 3/4, which should count as Poor Visibility and thus reduce your movement speed.

Spells with a Spread or Burst range should spread in all directions, including up or down from the point of origin.

The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. a burst’s area defines how far from the point of origin the spell’s effect extends.

A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions.

The finest example of a spell like that is Web:

The entire area of the web is considered difficult terrain.


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