Cloudkill
(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.
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)