Cloudkill
Rune = Yr (DEATH)
(Evocation)



 
 
L^: mu5
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R#: 1"
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D^: 1r*
C^: v.s
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CT: 5
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S^: None
A^: 4" wide, 2" high,
2" deep cloud
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MP: 25
Players Handbook
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AD&&D

Effect: This spell generates a billowing cloud of ghastly yellowish green vapors <DSG: odor?>
which is so toxic as to slay any creature with fewer than 4 + 1 HD,
cause creatures with 4 + 1 to 5 + 1 HD to save vs. Poison at -4 on the dice roll,
and creatures up to 6 HD (inclusive) to save vs. Poison normally or be slain by the cloud.

The cloudkill moves away from the spell caster at 1" per round,
rolling along the surface of the ground.
* A wind will cause it to alter course, but it will not move back towards its caster.
A strong wind will break it up in 4 rounds,
and a greater wind force prevents the use of the spell.
<define wind && strong wind in WSG terms. see wind(DMG), and, see wind(WSG)>
* Very thick vegetation will disperse the cloud in two rounds, i.e. moving through such vegetation for 2".
* As the vapors are heavier than air, they will sink to the lowest level of the land, even pour down den or sinkhole openings;
thus, it is ideal for slaying nests of giant ants, for example.



DMG: The caster is able to CAST this spell so that it forms around him or her, if this is desired.
However, any creatures staying within the cloud for more than 1 round, even though they have 7 or more HD/levels,
will take 1-10 HP of damage on the second and each succeeding round.



Cloudkill: The PH entry suggests clearly
that only creatures of no more than 6 HD/levels
are affected by this spell.  This
is not correct. The DMG states that 'any
creatures staying within the cloud for
more than 1 round, even though they
have 7 or more HD/levels, will take
1-10 HP of damage on the 2nd
and each succeeding round'.
(Imagine #29)



Cloudkill
The Magic-User can move behind the cloud at his/her NORMAL
movement rate. If he/she runs (or is hasted), the cloud might inadvertently be overtaken and the Magic-User might stumble into his own
death trap! I set this chance at 4% per inch of movement using a base
rate of 12”/turn. A flying figure has double this chance, compared to a
base rate of 9”/turn. A figure who wants to cause the cloud to turn must
take active control of it and can perform no other action in that round.
Once the Magic-User stops moving, the cloud immediately slows to a
rate of 1”/round.

A flying figure who tries to control a Cloudkill is 40% likely to lose
control per round. An invisible figure (even if using a Ring of Invisibility)
cannot control a Cloudkill’s movement. Once control is lost, it can only
be reestablished once. Once a figure allows a cloudkill to slow to
1”/round, it can only be accelerated once! Attempting to control or
move the cloud twice will not work; instead, the Magic-User will walk
right into it!
(TD33, LTH)