Red Tide

Evocation [Water]

Level: Druid 8

Components: V, S, DF

Casting Time: 1 standard action

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.

Source: Spell Compendium, page 170.

Roll20 Macro

Arcane Version