Casting Time: 1 round
                    Range: 30 ft
                    Components: V, S, M
                    Duration: 1 round
                    
                  
                  
                  
                        User Created: This is an unofficial, user-created spell. 
                        Check with your DM about using this spell.
                      
                  
                    You create a burst of billowing smoke on an unoccupied space on a solid surface you can see within range, filling an area no larger than two contiguous five foot cubes. The color of the smoke and the arrangement of its area (either vertically or horizontally) are determined whenever you cast this spell. Creatures or objects in the spell's area or behind the smoke are heavily obscured. You may also cause the smoke to animate, forming rudimentary shapes or symbols within it. The smoke dissipates at the beginning of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
The spell's area increases by one five foot cube when you reach 5th level (3), 11th level (4), and 17th level (5).                  
                                      
                        Material Component: 
                        a pinch of ashes                    
                    
                        Verbal Component: 
                        Creo Fumus Parvum                    
Classes: Bard, Cleric, Sorcerer, Wizard, Rogue
Tags: Environment                  
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                            Spell FAQs
                                
                                    
                                    
                                    
                                
                                
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                            Other Planes and Effects
                            Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
                             
                                                        
                            
Underwater - Verbal Component
                            Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).