Hide (Cantrip)

This cantrip allows the caster to magically hide an object of virtually any size for a short time. The cantrip casts a dweomer over the de­sired object so that it becomes invisible to all in front of the caster. Note that the magic does not affect sound, so that if a crowing rooster were made to seemingly disappear, the noise of its cry would still be heard. Likewise, if an elephant were hidden by the cantrip, the sound of its tread, trumpeting, or even breathing might be heard. The dweomer does not work if viewers are beside or behind the caster.
The cantrip lasts for 1 turn on an object of 2 cubic yards or less in volume. The duration is re­duced by 1 round for every additional 2 cubic yards of volume affected, up to 20 cubic yards of volume for one round. Over 20 cubic yards of volume, the duration is reduced by 1 segment per 2 additional cubic yards. Thus, the hide cantrip lasts 9 segments for 22 cubic yards, 8 for 24 cubic yards, 7 for 26,6 for 28, 5 for 30,4 for 32,3 for 34, 2 for 36, and 1 segment for 38 cubic yards. Any object with a volume of more than 38 cubic yards disappears momentarily at best, then reap­pears.
The verbal component is an activating word such as “abracadabra.” while the hand makes a pass across the forepart of the object. The caster can dispel the cantrip simply by speaking the ac­tivating word.
Category:Wizard Spells
Category:Wizard Cantrips
Category:Spells from Wizard's Spell Compendium
Category:Cantrips
Category:Spells