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0Blood Mist00poison-1-1-11 standard action0V, S, M (a pinch of dried red algae)0yes0-10-1000druid 8, shaman 860-ft. radiusUltimate Magic0Mist causes Wisdom damage and rage.110-1-10000-1This spell summons forth a misty cloud of rust-red toxic algae. Any creature within the mist is coated by it, turning the creature the same reddish color. All targets within the mist gain concealment. Any creature within the mist must save or take 1d4 points of Wisdom damage and become enraged, attacking any creatures it detects nearby (as the "attack nearest creature" result of the confused condition). An enraged creature remains so as long as the spell is in effect. A creature only needs to save once each time it is within the mist (though leaving and returning requires another save).00creation001 minute/level-10-1medium (100ft. +10ft./level)

Blood Mist

School conjuration (creation) [poison]; Level druid 8, shaman 8

CASTING

Casting Time 1 standard action
Components V, S, M (a pinch of dried red algae)

EFFECT

Range medium (100ft. +10ft./level)
Area 60-ft. radius
Duration 1 minute/level
Saving Throw Fortitude negates (see text); Spell Resistance yes

DESCRIPTION

This spell summons forth a misty cloud of rust-red toxic algae. Any creature within the mist is coated by it, turning the creature the same reddish color. All targets within the mist gain concealment. Any creature within the mist must save or take 1d4 points of Wisdom damage and become enraged, attacking any creatures it detects nearby (as the "attack nearest creature" result of the confused condition). An enraged creature remains so as long as the spell is in effect. A creature only needs to save once each time it is within the mist (though leaving and returning requires another save).

Blood Mist80080-1-1-1conjuration-101-1-10-1008-1-11-1-1-1NULLFortitude negates (see text)0-100

This spell summons forth a misty cloud of rust-red toxic algae. Any creature within the mist is coated by it, turning the creature the same reddish color. All targets within the mist gain concealment. Any creature within the mist must save or take 1d4 points of Wisdom damage and become enraged, attacking any creatures it detects nearby (as the "attack nearest creature" result of the confused condition). An enraged creature remains so as long as the spell is in effect. A creature only needs to save once each time it is within the mist (though leaving and returning requires another save).

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