Specials are continuous effects that cover a large area (generally the entire room or, in extreme cases, the entire dungeon).
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Monsters are not immune to Specials, even monsters from this dungeon (or this room). Even the monster that created the Special is not immune to it. This is one primary difference between a Trick and a Special.
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Making a save vs. a Special does not make you immune to it. You must save again at every one of it's intervals (generally every segment). This is another important difference between a Trick and a Special.
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Specials cannot be moved unless the whole room is moved (e.g. Estate Transference), and sometimes even then they won't move.
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Since Specials cover the entire room, a physical form (similar to what's done for Tricks in [D5.0]) is not needed. However, the DM can optionally have an item in the room that turns the Special on or off, or an item that must be destroyed to turn the Special off. This may be desirable for the DM if the Special has a really nasty effect.
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