Red Tide

Spell Compendium (Sc)Updated Supplementals (3.5)

Red Tide is a D&D 3.5 spell (Evocation) from Sc. 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
30 ft. radius burst
Duration
Instantaneous
Saving Throw
Fortitude partial (see text)
Spell Resistance
Yes

As you complete the spell, a surging, frothing wave of thick, red seawater washes over everything in the area.

All creatures in the area of a red tide spell are immediately knocked prone and must make a Fortitude saving throw.

A creature that makes its Fortitude save against a red tide is sickened for 1 minute. A creature that fails this saving throw is nauseated for 1 minute, and it takes 2d6 points of Strength damage. After 1 minute, the nausea ends but the creature must make a second Fortitude saving throw or take an additional 2d6 points of Strength damage. Creatures that are immune to poison are immune to these effects of a red tide.

Creatures with the fire subtype take 1d6 points of damage per caster level (maximum 20d6), or half with a successful Reflex save.

The tainted water evoked by this spell vanishes almost immediately, and any objects or creatures in the area do not emerge wet.