Difference between revisions of "Wall of Fog (spell)"
From The Authentic D&D Wiki
Jump to navigationJump to searchTao alexis (talk | contribs) |
Tao alexis (talk | contribs) |
||
Line 1: | Line 1: | ||
[[File:Wall of Fog (spell).jpg|right|560px|thumb]] | [[File:Wall of Fog (spell).jpg|right|560px|thumb]] | ||
+ | '''Wall of fog''' conjures a dense wall of misty vapour that greatly limits visibility within the affected area, including infravion and ultravision. The fog may be created anywhere, over land or water, passing through the middle of buildings or along a corridor, as high or as deep as the caster wishes within their ability. | ||
{{Spelltable | {{Spelltable | ||
Line 10: | Line 11: | ||
| level = [[Illusionist 1st Level Spells|illusionist (1st)]] | | level = [[Illusionist 1st Level Spells|illusionist (1st)]] | ||
}} | }} | ||
+ | |||
+ | The fog is completely harmless, though creatures with an [[Intelligence (ability stat)|intelligence]] of less than 4 will "go to ground" in it. When the spell's duration comes to an end, the fog will require three complete rounds to evaporate, improving visibility by two [[Combat Hex|hexes]] each round, until the effect is completely gone and full visibility is restored. | ||
+ | |||
+ | == Visibility == |
Revision as of 05:14, 28 December 2021
Wall of fog conjures a dense wall of misty vapour that greatly limits visibility within the affected area, including infravion and ultravision. The fog may be created anywhere, over land or water, passing through the middle of buildings or along a corridor, as high or as deep as the caster wishes within their ability.
Range | 30 ft. +10 per level |
Duration | 2-8 rounds, +1 per level |
Area of Effect | six 10 ft. diameter cubes per level |
Casting Time | 1 round |
Saving Throw | negates |
Level | illusionist (1st) |
The fog is completely harmless, though creatures with an intelligence of less than 4 will "go to ground" in it. When the spell's duration comes to an end, the fog will require three complete rounds to evaporate, improving visibility by two hexes each round, until the effect is completely gone and full visibility is restored.