Alteration [water]
Level Illusionist 2
Components V, S
Casting Time 2 segments
Range 0 or 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 4 rounds plus 1 round per caster level
Save None
The caster causes a cloud of fog to spring up that obscures sight.
Creatures in melee are unaffected (in terms of their ability to see and target each other).
Other creatures inside the vapors gain total concealment beyond 5-ft. with respect to normal sight, ranged attacks or ranged abilities.
The vapors also block sight using infravision and ultravision (past 5-ft. unless in melee).
The caster can choose to make the vapors appear natural (white) or strange and greenish (duplicating the appearance of a cloudkill spell).
Vapors are heavier than air and will follow the terrain, even (in the case of a rolling cloud) flowing into shafts, crevices, or sinkholes.
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.
A gust of wind spell targeting the area of the fog cloud will dissipate the vapors of either effect in 1 round.