Traceless Travel (Wizard Spell)

This spell allows the recipient-either an individual or a mount-to tread upon sandy ground without leaving a visible trace. On other terrain, the spell is worthless. The caster must gather a handful of sand, then shed a tear that falls to the ground. The teardrop leaves a visible stain, marking the spot where the spell effect begins. From that point on, the sand (or sandy ter­rain) will not show the recipient's footprints-or any other physical track that would normally be made. The sand creates a cushion of air above its surface upon which the recipient walks. The cushion remains for one round, allowing a pur­suer or companion who follows closely to be sim­ilarly concealed, provided exactly the same route is taken.
This path, although invisible to the naked eye, radiates magic for 1d4 turns after casting, regard­less of how much the sand or air is subsequently disturbed. Creatures that track by scent or heat are not thwarted by this spell.
The material components of this spell are a handful of sand and the caster's teardrop.
Notes: Common for spellcasters from an Arabian setting; otherwise, very rare.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells