Eradicate Water

3.5th Edition
A burst of force radiates from you, seismically damaging all water creatures nearby.   Any creature with the water subtype that is within the area of the spell takes 1d8 points of damage per caster level (maximum 10d8).   Creatures without the water subtype are unaffected.
 
5th Edition
You release a burst of seismic force, damaging all Water creatures nearby. Each creature with the Water Subtype in range must make a Constitution saving throw, taking 8d8 force damage on a failure, or half as much on a success. Creatures without the Water Subtype are immune to this spell.
 

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Spell Descriptors
Water
2nd Edition
Level
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School
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Range
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Save
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AoE
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Casting Time
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3.5th Edition
Level
Sorcerer 3, Wizard 3
Components
V, S, M (A vial of water)
Casting Time
1 Standard Action
Range
40 Feet
Area
40-foot-radius Burst, centered on you
Duration
Instantaneous
Saving Throw
Fortitude half
Spell Resistance
Yes

 
4th Edition

 
5th Edition
Level
Sorcerer 3, Wizard 3
Casting Time
1 Action
Range
Self (30-foot-radius Sphere)
Components
V, S, M (A vial of water)
Duration
Instantaneous

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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Verbal Components

"Water, break and be undone."
Cavellan
"wɑtr, bræk læ blisvundæn."
Maherasi
"Thuvial, drenai en zhoran."
Celestial
"Lirael, norai ar zaleth."
Infernal
"Gurveth, thazul ek vazhren."
Pit-Tongue
"Grukk, brak mok thralg."
High Draconic
"Vareth, kren’val ar drethar."
High Elvish
"Nen, drego ar ú-thaen."

Somatic Components

The caster holds a small vial of water in one hand, lifting it overhead as they speak the incantation. They crush the vial in their grip and thrust their hand forward, sending droplets scattering into mist as the magical force radiates outward.

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