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Fog cloud, formerly known as Veridon's cloud, was a conjuration spell that created a fog.[3][10] A fog cloud could be stored in a small flask known as a vapor bottle.[11]

EffectsEdit

It caused a cloud of fog to emanate from the point of origin, obscuring sight and concealing those within. The cloud would dissipate as a normal fog in a strong enough wind, and could not be cast underwater.[3]

Since the spell created air along with the fog, it could be used to renew the air supply of a spelljammer that had spent too long in wildspace. Despite the temporary obscuring effect, the new air created remained even after the spell's duration.[12]

Fog cloud could be cast by druids, sorcerers, wizards, and clerics who commanded the water domain.[3] In the time of Netheril, it could be cast by arcanists of the Inventive and Variation specializations.[4]

When cast on Avernus, the first layer of the Nine Hells, the fog was a sickly yellow and smelled of sulfur. Faces appeared in the vapor, silently moaning and fading away.[13]

ComponentsEdit

The spell required only verbal and somatic components.[1]

HistoryEdit

The spell was created by the arcanist Veridon of Netheril, ruler of the enclave of Lathery. He introduced it in 3375 NY (−484 DR) under the name Veridon's cloud. It later became known simply as fog cloud.[10][14][15]

Fog cloud was an uncommon spell in Faerûn in the 1360s DR.[16]

AppendixEdit

See AlsoEdit

ReferencesEdit

  1. 1.0 1.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211, 243. ISBN 978-0-7869-6560-1.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 62. ISBN 978-0-7869-6560-1.
  3. 3.0 3.1 3.2 3.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 232. ISBN 0-7869-2886-7.
  4. 4.0 4.1 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 121, 122. ISBN 0-7869-0437-2.
  5. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 141. ISBN 0-88038-716-5.
  6. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 183. ISBN 0-7869-0394-5.
  7. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  8. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 95. ISBN 0-9356-9601-6.
  9. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 79. ISBN 0-8803-8099-3.
  10. 10.0 10.1 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 25. ISBN 0-7869-0437-2.
  11. Thomas Reid (October 2004). Shining South. (Wizards of the Coast), p. 57. ISBN 0-7869-3492-1.
  12. Jeff Grubb (August 1989). “Concordance of Arcane Space”. Spelljammer: AD&D Adventures in Space (TSR, Inc.), p. 79. ISBN 0-88038-762-9.
  13. Adam Lee, Christopher Perkins (September 17, 2019). Baldur's Gate: Descent into Avernus. (Wizards of the Coast), p. 77. ISBN 0786966769.
  14. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 28. ISBN 0-7869-0437-2.
  15. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 79. ISBN 0-7869-0437-2.
  16. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 152. ISBN 0-8803-8828-5.
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