Level: 4 (druid)
Range: 1" /level
Duration: 1 round/level
Area of Effect: Special
Components: V,S,M
Casting Time: 4 segments
Saving Throw: ½
By means
of a pinch of dust and mistletoe,
cast
into an existing fire or
cloud of smoke
(of magical or natural origin),
a druid
can affect smoke, drawing
it into a
wraith-like cowled form
which will fly
or glide, drifting up to
14" per round in
the direction he or she
wishes.
The
smoke ghost is not a living
creature or
sentient force, and cannot
wear clothing,
carry things, or be made
to speak.
It is merely an apparition
with one
attack ability: it can envelop
an opponent
and suffocate it with thick,
choking
smoke and ash. This causes
1 hp of
damage per round the victim
is within
the ghost (the druid can
cause the
smoke ghost to move with
an opponent)
and blinds the victim so
that all attacks
are at -2 to hit, spellcasting
and even
normal speech are impossible
for the
victim (violent retching
and coughing
will occur when these are
tried). The
victim will be rendered
unconscious
through suffocation in 4-9
(1d6 + 3) successive
rounds of envelopment.
A successful saving throw
vs. the
ghost (one, against breath
weapon,
must be made each time a
creature is
enveloped, even if the same
creature
has escaped from within
the ghost once
or several times before)
causes the victim's attacks to be only at - 1, damage
to be - 1 hp only at the
end of each two
successive rounds of envelopment
(no
damage for lesser time periods,
or fractions)
and means suffocation will
occur
only at the end of nine
successive
rounds of envelopment. Beings
who
have thus saved vs. a ghost
can manage
to utter item command words,
power
words, or cast some other
spells and
cantrips that require only
a single spoken
word; doing so usually wracks
them with uncontrollable
coughing fits
for the following round.
A smoke ghost
is a cloud of thick, billowing
grey smoke
approximately 9' high by
2' in diameter,
and cannot achieve a greater
stable volume,
but its precise form is
variable, in
accordance with the caster's
wishes. A
smoke ghost can rise up
into the air 1"
per level of the druid,
or be made to
sink to the ground, flowing
along the
earth like some sort of
living blanket,
and can swoop and maneuver
through
cracks and crevices precisely
as the
druid wills. It can shift
into a globeform
or wall-form in 1-4 segments.
A
druid who cannot see his
or her smoke
ghost cannot direct it,
nor can a druid
whose concentration is turned
elsewhere
(i.e., in casting another
spell) do
so. In both cases, the smoke
ghost will
hang motionless until it
is dispelled or
the spell expires (a ghost
that reaches
the caster's maximum range
will also
stop and remain in place
until disappearing,
or until directed elsewhere
by
the caster. The caster can
will the ghost
to disappear into nothingness
at any
time (which will take 1-6
segments). It
can also be destroyed by
a gust of wind,
dispel magic, or strong
natural winds.
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