Red Tide
Red Tide is a D&D 3.5 spell (Evocation) from Sto. On class lists for Druid (Level 8), Druid Variant (Level 8), Druidic Avenger (Level 8). Range or area: Medium (100 ft. + 10 ft./level); Saving throw: Fortitude partial (see text); Duration: Instantaneous; Casting time: 1 standard action.
- School
- Evocation
- Casting Time
- 1 standard action
- Components
- V, S, DF
- Range
- Medium (100 ft. + 10 ft./level)
- Area
- Cylinder (10 ft. radius burst/caster level, 5 ft. high)
- Duration
- Instantaneous
- Saving Throw
- Fortitude partial (see text)
- Spell Resistance
- Yes
This visually impressive spell causes a surging, frothing wave of thick, red seawater that washes over everything in the area.
All creatures in the area of a red tide are immediately knocked prone and must make a Fortitude saving throw.
Flying or swimming creatures in the area aren’t knocked prone, but they take a -4 penalty on the Fortitude save.
A living creature who makes its Fortitude save against a red tide is sickened for 1 minute and takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for that time.
A creature who fails this saving throw feels the full effect of the red tide.
Such creatures are immediately nauseated for 1 minute (unable to attack, cast spells, or concentrate), and they take 3d6 points of Strength damage.
After 1 minute the nausea ends, but the creature must make a second Fortitude saving throw or take an extra 3d6 points of Strength damage.
Creatures immune to poison are immune to these effects of a red tide.
The tainted water evoked by this spell vanishes after a few seconds of turbulence, and any objects or creatures in the area do not emerge wet.
All open flames in the area are nevertheless extinguished if they fail a Reflex save, and all creatures with the fire subtype take 1d6 points of damage per caster level (maximum 20d6; Fort save half).