Level: Conjurer 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
Spell Points: 5
No one can agree on what it smells like, only that it is the worst smell anyone has ever experienced.
This spell creates a poisonous cloud of yellowish green, translucent vapors within the spell’s area. Living creatures in the cloud become nauseated unless they succeed on a fortitude save. If the save succeeds, they are instead sickened. Either condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each affected character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. Subsequent saves take the appropriate penalty for being sickened.
Creatures immune to poison do not suffer the effects of the noxious vapors, but the vapors attack the eyes and bodily membranes, and thus holding one’s breath does not help.
The cloud is stationary once created. The vapors are heavier than air, and cannot be created above ground level.
Augment: If you spend 4 additional spell points, the poison of the cloud changes. Instead of being nauseated on a failed fortitude save and sickened on a successful save, the poison deals 1d6 points of constitution damage on a failed save, or half that amount on a successful save. The constitution damage is repeated on each round the creature remains in the vapors, but does not persist after it leaves (although all damage accumulated while in the area remains, as normal).