Level: Air 3, Assassin 3, Bard 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Target: Willing corporeal creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Spell Points: 5
You melt into mist.
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can’t attack or provide verbal or somatic components while in gaseous form. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
The subject of the spell can will itself to resume corporeal form as a standard action,
Augment: You can Augment this spell in one or both of the following ways:
If you spend four additional spell points, the subject can evoke a powerful wind to increase its speed while in gaseous form. At the start of every round of the spell’s duration, it can decide whether the wind is active or not. If it decides that it is, its fly speed increases to 600 feet, but its maneuverability drops to clumsy. In rounds when the wind is not active, the fly speed is unchanged.
If you spend two additional spell points, the spell’s duration increases to 1 hour per level.