Corrupt Water

School transmutation [water]; Level cleric/oracle 5, druid 4, sorcerer/wizard 5


Casting Time 1 round
Components V, S, M (the venom of a spider or the tooth of a viper)/DF


Range close (25 ft. + 5 ft./2 levels) Corpse Armor
Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration 1 round/level (D)
Saving Throw Fort negates or Fortitude half (see text); Spell Resistance yes


You change an area of water into a poisonous and toxic substance.

Creatures in the area or that enter the area while the spell is in effect must succeed on a Fortitude save or be affected by the poison (see below).

Creatures with the water subtype can be targeted with this spell and take 1d6 points of damage per caster level (maximum 10d6). A successful Fortitude save halves the damage.

Corrupted Water: type contact; Fort DC 10 + spell level + caster’s key ability; onset 1 round; frequency 1/minute for 5 minutes; effect 1d3 Con damage; cure 1 save.

Section 15: Copyright Notice

Book of Lost Spells – Copyright 2015, Frog God Games, LLC

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