Evocation [air]
Level Magic-user 5
Components V, S
Casting Time 5 segments
Range 10-ft. (see description)
Area of Effect A rolling cloud 40-ft. wide by 20-ft. deep by 20-ft. high or immobile ring shaped cloud (see description)
Duration 1 round per caster level
Save See description
The caster causes a a rolling cloud of yellowish green poisonous vapors to spring up that will kill most living creatures.
When cast, the caster must choose the form of the spell.
The vapors are translucent can be seen through (no effect on sight).
Creatures in the cloud will be affected by Toxic Vapors (even those holding their breath, the poison is absorbed through the skin or other membranes).
Toxic Vapors. [poison] All creatures in the area of effect or entering the area of effect are affected based on hit dice:
Under 4+1 HD: All creatures are poisoned immediately, and enter a coma and die (no save).
4+1 HD to 5+1 HD: All creatures must make a -4 save vs. Poison or become poisoned, entering a coma and dying (save negates for 1 round).
5+2 HD to 6+ HD: All creatures must make a save vs. Poison or become poisoned, entering a coma and dying (save negates for 1 round).
7 HD or above: All creatures affected by poison will take 1d10 poison damage at the end of the second round of exposure and each subsequent round of continued exposure (no save).
The caster can choose one of the following two effects:
Rolling Cloud. The cloud will move away from point of origination at a speed of 10-ft. per round in a direction chosen by the caster. Once the spell is cast and direction chosen, it cannot be changed. The cloud may alter course due to the wind but it will not move back toward the point of origin—a strong wind (30+ mph) will break up the cloud in 4 rounds. The spell will fail in winds above 44 mph. If moving through very thick vegetation (jungle undergrowth, etc.), the cloud will break up after 60 feet.
Immobile Ring. The vapors rise into an immobile cloud in a 15-ft. radius around the spell caster, leaving the 5-ft. space around the caster un-obscured. The cloud does not move even in a wind, although it will be broken up in a strong wind as per above.
In either form, the vapors are heavier than air and will sink into the terrain depending on features of the terrain. Thus, rifts or sinkholes will swallow the cloud depending on the depth and dimensions. If a depression is larger than the cloud, the cloud will alter course or stop moving.
A gust of wind spell targeting the area of the fog cloud will dissipate the vapors of either effect in 1 round.