Cloudkill
Rune =
Yr (DEATH)
(Evocation)

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2" deep cloud |
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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.
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)