Cloudkill
(Evocation)


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

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)