Spell Alterations and Component Saving Throws (OSS)

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The following pages list the underwater alterations that occur for wizard and priest spells. Also, DMs can find each spell's component saving throw-if applicable as well as any additional information regarding spell components.
* Spells marked with an asterisk (*) either require material component saving throws (see Optional Rule, page 89), or this chapter provides additional information about their material components. If the DM does not use this optional rule, these spells cannot be cast while submerged.
* Spells marked with an "at" sign (@) have effects that undergo alteration or require additional explanation if the caster uses the spell underwater.
Italicized spells appear in the Tome of Magic.
* Those spells listed in SMALL CAPS appear in the PLAYER'S OPTION®: Spells & Magic book.
==Wizard Spells==
===1st-Level Wizard Spells===
Alarm@: Water doubles the radius of the ringing given off by this spell (to 120 feet).
Audible Glamer*: Wool needs a component saving throw roll of 14 or higher. Wax requires a roll of 7 or higher.
Dancing Lights*: The only component usable underwater is wychwood. This small bit of wood saves on a roll of 11 or higher.
EXPEDITIOUS RETREAT@: This spell doubles the caster's underwater swimming and walking rates.
Feather Fall@: Characters affected by this spell immediately rise to the surface at a rate of 40 feet per round- regardless of encumbrance. Once at the surface, recipients float for the remaining duration of the spell. A non-proficient swimmer cannot slow or stop his ascent. A proficient swimmer can slow his ascent to a rate of 20 feet per round with a successful proficiency check; slowing the ascent takes as much effort as moving at full speed. A creature native to the water can stop its ascent entirely, but it must actively swim to do so. While affected by the spell, a native creature can ascend at its normal movement rate, but any horizontal or downward movement is slowed by half.
Fist Of Stone@: If used underwater, the caster sinks as if he were wearing metal armor (40 feet per round).
Hypnotism@: The range of this spell is limited to the underwater visual capabilities of its targets. The caster's gestures become undetectable beyond Detail range (see page 70).
Jump*@: The recipient can leap only 15 feet forward or up, and 5 feet backward. The recipient cannot leap at all unless he can push off from a solid surface. The grasshopper leg requires a roll of 16 or higher to save.
Message@: The effective range of this spell is doubled underwater (to 60 feet plus 10 feet per level of the caster).
Nystul's Magic Aura*: The silk material component saves on a roll 16 or higher.
Phantasmal Force*: The fleece material component needs a saving roll of 14 or higher.
RAY OF FATIGUE@: Combat penalties from the ray apply in addition to the regular underwater combat penalties. Thus, a moderately encumbered character suffers a total penalty of -5 to all attack rolls.
Shocking Grasp@: When the caster touches an opponent, the electrical energy discharges in a sphere with a 5-foot diameter. All creatures (including the caster) within the sphere suffer 1d8 points of damage, plus 1 point per caster level.
Sleep*: The rose petal material component requires a saving throw roll of 16 or higher. A cricket saves on a roll of 15 or higher, and sand saves on a roll of 12 or higher.
Tenser's Floating Disc@: Someone must secure objects to the disk (with rope or other means). Unsecured items float away or slide off the disk.
Unseen Servant: The wood material component saves on a roll of 11 or higher.
Wall Of Fog: This spell can only be cast within a pocket of air-such as that generated by an airy water spell.
===2nd-Level Wizard Spells===
Continual Light@: See the Vision section in Chapter 5 for the effects of this spell underwater.
Darkness 15' Radius*: Only bat fur and coal are useful underwater. Bat fur requires a saving throw roll of 14 or higher, and coal saves on a roll of 5 or higher.
Deafness*: Beeswax requires a saving throw roll of 6 or higher.
Deeppockets*: The strip of fine cloth needed for this spell requires a saving throw roll of 12 or higher.
DISPLACE SELF: The leather material component saves on a roll of 7 or higher.
Fog Cloud@: This spell can be cast only within a pocket of air.
Hypnotic Pattern*: The caster can only use the crystal rod filled with phosphorous to cast this spell.
Insatiable Thirst@: Ocean water is not potable, and a victim of this spell is likely to seek out an air pocket where he can drink. Fresh water usually is potable, and a victim of this spell will simply open his mouth and swallow. In this case, the victim can attempt a new saving throw every two rounds; if successful the spell effect ends.
Improved Phantasmal Force*: The fleece material component requires a saving throw roll of 14 or higher.
Invisibility*: The gum arabic saves on a roll of 12 or higher.
Irritation*: The leaf material component saves on a roll of 16 or higher.
Levitate*@: An unencumbered recipient of this spell can float upward at a rate of 30 feet per round. Encumbered characters can float at the normal rate (10 feet per round) no matter what their degree of encumbrance. The small leather loop requires a saving throw roll of 7 or higher; the golden wire need not make any saving throw.
Magic Mouth: The honeycomb material component saves on a roll of 6 or higher.
Sense Shifting: The ribbon and bell required to cast this spell save on a roll of 11 or higher.
Shatter@: This spell's area of effect doubles (to a 6 foot radius) underwater.
Stinking Cloud@: This spell only functions in an air pocket.
Strength*: Only the hairs from a small animal can be used underwater. These hairs require a saving throw roll of 16 or higher.
WALL OF GLOOM: This spell reduces the water clarity in its area of effect by one slot. Clear water becomes turbid, turbid water becomes murky, and murky water becomes opaque. Although the water clarity changes, the prevailing surface condition remains unaffected. See page 69 for further details.
===3rd-Level Wizard Spells===
Alacrity@: The caster of this spell still suffers the +4 underwater initiative penalty on future spells regardless of their modified casting times.
Alamir's Fundamental Breakdown*: The required wand of oak saves on a roll of 7 or higher.
BANDS OF SIRELLYN@: Unencumbered characters trapped in the bands can float upward at a rate of 10 feet per round. Encumbered characters automatically sink at the rate of 10 feet a round, or 40 feet per round if wearing metal armor or carrying more than 30 pounds of equipment. Fish, serpents, eels, and most marine mammals can continue to function while trapped in the bands, but their movement rates are reduced by one third.
Explosive Runes@: The blast radius of this spell is doubled to 20 feet underwater.
Fly*@: This spell triples the swimming movement rates of unencumbered characters, doubles the rates of lightly encumbered characters, and allows characters of all encumbrance levels to swim at their normal rates for the duration of the spell. The wing feather required for this spell saves on a roll of 16 or higher.
Haste*: The licorice root required for this spell saves on a roll of 13 or higher.
Infravision@: Only the agate material component is useable underwater. This spell functions normally; however, the caster will find that infravision is of limited usefulness underwater (see page 71).
Invisibility 10' Radius*: Gum arabic saves on a roll of 12 or higher.
LANCE OF DISRUPTION@: The spell's area of effect extends an additional 20 feet underwater; that is, the lance becomes 25 feet wide and 80 feet long.
Leomund's Tiny Hut@: The inside of the hut provides the caster with a pocket of breathable and constantly renewed air for the duration of the spell. The hut can withstand water pressure up to a depth of 1,000 feet.
Lightning Bolt*@: The electrical discharge of this spell takes the form of a sphere with a 20-foot radius (not a 20- yard radius as noted in the Complete Wizard's Handbook). The sphere's center lies at the point where a stroke would have begun if the spell were cast above the water. All those within the sphere suffer 1d6 points of damage per level of the caster-to a maximum of 10d6 hit points. A successful saving throw reduces damage by half. The fur required to cast this spell saves on a roll of 14 or higher.
Monster Summoning I*@: Only creatures that can breathe and function underwater answer the summons. Consult the appropriate Aquatic Monster Summoning table in the MONSTROUS COMPENDIUM® Annual, Volume Two. The bag required for this spell saves on a roll of 11 or higher. The candle saves on a roll of 6 or higher.
Phantom Steed@: The steed created underwater is a hippocampus with a black forebody and silver-gray scales. These mounts do not gain the special traveling or flying abilities of the regular phantom steeds, but they swim at a movement rate of 4 per level of the spellcaster (to a maximum movement rate of 48).
Suggestion*: The material components required to cast this spell underwater are a snake's tongue (save of 13) and a honeycomb (save of 6). The spell has no effect if the caster cannot communicate with the recipient (see page 73).
Tongues@: Any speech is still subject to the limitations imposed by underwater communication (see page 73 for details).
WALL OF WATER: The blessed spring water needs a saving throw roll of 13 or higher to resist contamination with the surrounding water.
Water Breathing@: This spell does not allow the caster to speak freely or cast spells with verbal components underwater.
===4th-Level Wizard Spells===
Chill Shield*@: This is the cold form of the Fire Shield spell. The spell's hot-flame version will not function for a submerged caster (but works if cast within a pocket of air). Only the dead glow worms material component is useful underwater. The tails save on a roll of 13 or better.
Confusion: The nut shells require a saving throw roll of 12 or higher.
CONJURE ELEMENTAL KIN: The caster may only conjure a nereid or water weird while underwater.
Dig@: The use of this spell underwater creates an incredible amount of debris which effectively makes the water in the spell's area of effect murky (see page 70). Tunneling proves impossible while underwater, as the water collapses the excavation. Anyone caught inside a collapsed tunnel must make a successful saving throw vs. petrification to avoid being trapped by the mud and killed.
Fear*: This spell requires either the heart of a hen (save of 9) or a white feather (save of 16).
Hallucinatory Terrain*@: The illusory terrain created must be one consistent with underwater life-a kelp forest, for example. The only components of this spell that require saving throws are the twig (save of 9) and the leaf or grass blade (save of 16).
Ice Storm@: When cast underwater, the spell produces hail stones as large as normal, but with greatly reduced downward force they inflict only 1d10 points of damage before floating to the surface. The sleet version has no effect underwater. Both versions of the spell work normally within a pocket of air.
IMPROVED STRENGTH*: The hair of a giant required by this spell needs a saving throw roll of 13 or higher.
Locate Creature*: The bloodhound fur required by this spell saves on a roll of 14 or higher.
Minor Creation*: The material components for this spell vary. The DM should consult Table 46 to find the appropriate component saving throw. If a particular item is not listed, use the saving throw for a similar item.
Monster Summoning II*@: Only creatures that can breathe and function underwater answer the summons. Consult the appropriate Aquatic Monster Summoning table in the MONSTROUS COMPENDIUM® Annual, Volume Two. The bag required for this spell saves on a roll of 11 or higher. The candle saves on a roll of 6 or higher.
Mordenkainen's Celerity*: The caster must fill a vessel with centipede or millipede legs to cast this spell. The vessel full of legs saves on a roll of 13 or higher.
MORDENKAINEN'S FORCE MISSILES@: The concussive force of the missiles discharges in a 6-foot radius when striking an underwater target.
Otiluke's Resilient Sphere*: The gum arabic material component saves on a roll of 12 or higher.
Polymorph Other*: The caterpillar cocoon requires a saving throw roll of 15 or higher.
There/ Not There*: The cat fur sealed inside a box saves on a roll of 10 or higher.
Thunder Staff*: The vial of rainwater requires a saving throw roll of 13 or higher to resist contamination with the surrounding water.
Turn Pebble To Boulder@: Although this spell works normally, pebbles can be thrown only 10 feet while the thrower remains submerged in water.
ULTRAVISION@: This spell allows the recipient to see up to his maximum underwater range (see Tables 39-41 for details) in spite of surface conditions or depth. Modifiers for water clarity (see page 69) still apply.
Wall Of Ice@: The caster can easily form a wall of ice underwater. However, the wall immediately floats to the surface at the completion of the spell and bobs about like an ice floe.
Wizard Eye*: The bat fur saves on a roll of 14 or higher.
===5th-Level Wizard Spells===
Advanced Illusion*: The fleece material component saves on a roll of 14 or higher.
Airy Water@: This spell creates a bubble of air which allows the recipients to speak and hear freely, as well as cast spells that don't normally work underwater. See page 67 for further details.
Bigby's Interposing Hand*: The soft glove saves on a roll of 13 or higher.
Conjure Elemental@: The caster can only summon water or earth elementals when underwater. Earth elementals must remain on the floor of the sea, lake, or river from which they are summoned, though they can attack any creatures or constructions they can reach without leaving the bottom.
Contact Other Plane@: When a submerged character contacts the Plane of Water via this spell, decrease the chance of insanity by 5% and increase the chance of veracity by 5% for every 500 feet below the surface that the casting takes place.
Dismissal*: The material components for this spell vary. The DM should consult Table 46 to find the appropriate component saving throw. If a particular item is not listed, use the saving throw for a similar item.
Leomund's Lamentable Belaborment@: Creatures unable to understand complex speech (see page 73) ignore this spell's effects.
Major Creation*: The material components for this spell vary. The DM should consult Table 46 to find the appropriate component saving throw. If a particular item is not listed, use the saving throw for a similar item.
Monster Summoning III*@: Only creatures that can breathe and function underwater answer the summons. Consult the appropriate Aquatic Monster Summoning table in the MONSTROUS COMPENDIUM® Annual, Volume Two. The bag required for this spell saves on a roll of 11 or higher. The candle saves on a roll of 6 or higher.
Passwall*: The sesame seeds save on a roll of 16 or higher.
Safeguarding*: The preserved skin requires a saving throw roll of 14 or higher.
Telekinesis@: This spell's area of effect doubles (to a 20- foot cube) when cast underwater. The caster can also move a weight of up to 50 pounds a distance of 20 feet per round.
TENSER'S DESTRUCTIVE RESONANCE@: Underwater, this spell's range increases to 80 yards plus 10 yards per level of the caster.
Transmute Rock to Mud: This spell operates underwater normally, except that the mud immediately begins to dissipate. If cast on the floor of a body of water, only extremely heavy non-swimming creatures are in any danger of sinking into the mud. The spell's reverse form does not function underwater.
Wall of Iron@: The wall sinks at a rate of 60 feet per round if not conjured on a solid surface.
Wall of Stone@: The wall sinks at a rate of 60 feet per round if not conjured on a solid surface.
===6th-Level Wizard Spells===
Bigby's Forceful Hand*: The glove saves on a roll of 13 or higher.
Chain Lightning@: Underwater, this spell creates a stroke of lightning 5 feet wide. Its maximum length is 80 yards plus 10 yards per caster level. The bolt discharges its energy into the first creature or object it touches, inflicting 1d6 points of damage per caster level (maximum 12d6). Only the first creature struck suffers damage. The bolt does not arc to other creatures or objects as it does when cast on the surface. (This description of chain lightning's underwater characteristics supersedes the one given in the Complete Wizard's Handbook.)
Claws of the Umber Hulk*: The umber hulk claws required for this spell save on a roll of 9 or higher.
Conjure Animals@: The caster can only conjure creatures that can breathe and function underwater.
Contingency*: The eyelash material component requires a saving throw roll of 12 or higher. The quicksilver saves on a roll of 14 or higher.
Mass Suggestion*: The material components required to cast this spell underwater are a snake's tongue (save of 13) and a honeycomb (save of 6).
Monster Summoning IV*@: Only creatures that can breathe and function underwater answer the summons. Consult the appropriate Aquatic Monster Summoning table in the MONSTROUS COMPENDIUM® Annual, Volume Two. The bag required for this spell saves on a roll of 11 or higher. The candle saves on a roll of 6 or higher.
Otiluke's Freezing Sphere: The frigid globe variation can be extremely dangerous to the submerged caster. The globe instantly freezes the water around the caster into a block of ice with a volume equal to 50 cubic feet per level of the caster. The entombed wizard must hold his breath until rescued.
Part Water@: The tunnel of air generated by this spell provides PCs with enough oxygen to breathe, speak, and hear normally underwater. Spellcasters may also cast spells freely within the tunnel of air.
Permanent Illusion*: The bit of fleece requires a saving throw roll of 14 or higher.
Programmed Illusion*: The fleece saves on a roll of 14 or higher.
Project Image*: The doll component of this spell saves on a roll of 12 or higher.
===7th-Level Wizard Spells===
Banishment*: The material components for this spell vary. The DM should consult Table 46 to find the appropriate component saving throw. If a particular item is not listed, use the saving throw for a similar item.
Bigby's Grasping Hand*: The leather glove saves on a roll of 7 or higher.
Charm Plants*@: This spell works on underwater plant life such as kelp and seaweed. If the caster uses the entangle ability on the tiny, free-floating ocean plants known as plankton (which occur at depths of up to 650 feet), the plants will coalesce and form a thick sheath, completely covering anything in the area of effect. Creatures so covered cannot swim without making a successful saving throw vs. spell. Failure indicates that the creature in question begins to sink at a rate of 40 feet per round. In addition, the plankton sheath completely blocks any attempt at breathing, as the plants cover mouths and gills. Entrapped creatures immediately begin to suffocate unless freed. A successful Dexterity check allows the creature to get its breathing apparatus clear. (A creature without ability scores can be assumed to have a Dexterity score equal to half its swimming movement rate for purposes of the check.) The humus component of this spell saves on a roll of 15 or higher. The twig component saves on a roll of 11 or higher.
Control Undead*: The raw meat needs a saving throw roll of 12 or higher.
Duo Dimension*: The strip of parchment saves on a roll of 16 or higher.
Forcecage@: The area within the forcecage version of this spell can be filled with air or water at the caster's option. An air filled-cube will rise to the surface at a rate of 30 feet a round. A water-filled cube, or the standard version of the spell, will rise or sink, depending on the encumbrance category of the creatures trapped inside (see page 76).
Intensify Summoning*@: Only creatures that can breathe and function underwater answer the original summons. Consult the appropriate Aquatic Monster Summoning table in the MONSTROUS COMPENDIUM® Annual, Volume Two. The leather pouch saves on a roll of 7 or more.
Mass Invisibility*: The eyelash encased in gum arabic saves on a roll of 12 or higher.
Monster Summoning V*@: Only creatures that can breathe and function underwater answer the summons. Consult the appropriate Aquatic Monster Summoning table in the MONSTROUS COMPENDIUM® Annual, Volume Two. The bag required for this spell saves on a roll of 11 or higher. The candle saves on a roll of 6 or higher.
Mordenkainen's Magnificent Mansion*@: The mansion remains dry and comfortable even when created underwater. The spell's silver spoon component saves on a roll of 4 or higher.
Shadowcat*: The cat claw required to cast this spell saves on a roll of 14 or higher.
Suffocate*: The small silk bag saves on a roll of 16 or higher.
===8th-Level Wizard Spells===
Bigby's Clenched Fist*: The leather glove saves on a roll of 7 or higher.
Clone*: The flesh component of the spell saves on a roll of 15 or higher.
Demand*: The material components for this spell vary. The DM should consult Table 46 to find the appropriate component saving throw. If a particular item is not listed, use the saving throw for a similar item. The pair of cylinders connected with a copper wire requires no saving throw.
IRON BODY@: Once the caster uses this spell, he sinks at a rate of 60 feet per round. If the caster rests on a soft surface such as the sandy bottom of a lake, he will sink into the surface and remain trapped until the spell wears off. The iron component of this spell does not need to make a saving throw.
Monster Summoning VI*@: Only creatures that can breathe and function underwater answer the summons. Consult the appropriate Aquatic Monster Summoning table in the MONSTROUS COMPENDIUM® Annual, Volume Two. The bag required for this spell saves on a roll of 11 or higher. The candle saves on a roll of 6 or higher.
Otiluke's Telekinetic Sphere*@: Anything within the sphere automatically floats to the surface at a rate of 20 feet per round. The gum arabic saves on a roll of 12 or higher.
Otto's Irresistible Dance@: If cast on a swimming humanoid, the victim tries to cavort and dance. All progress stops and the recipient begins sinking at a rate of 5 feet per round. If cast on a fish or aquatic mammal, the creature begins to swim wildly about, remaining more or less in place.
Sink@: This spell places the subject a specified number of feet beneath the floor of the lake, ocean, or sea. The creature must actually be standing on the bottom to be affected by the spell.
Symbol@: Symbols must be scribed within pockets of air. Once scribed, however, they function normally underwater.
===9th-Level Wizard Spells===
Astral Spell@: The physical bodies of any creatures who travel to the Astral Plane will float to the surface of the water at a rate of 10 feet per round if unencumbered. Encumbered bodies carrying less than 30 pounds of equipment will sink at a rate of 10 feet per round. Bodies carrying more than 30 pounds of equipment sink at a rate of 40 feet per round.
Bigby's Crushing Hand*: The snakeskin glove saves on a roll of 5 or higher.
Chain Contingency*: The eyelash material component requires a saving throw roll of 12 or higher. The quicksilver saves on a roll of 14 or higher.
Elemental Aura@: Only a water aura functions when the spellcaster uses this spell underwater. In addition to its other effects, the water aura allows the caster to speak normally and cast spells underwater.
Energy Drain*: The caster can only use the essence of specter to cast the spell underwater. This component does not require a saving throw.
Foresight: The hummingbird feather saves on a roll of 16 or higher.
Monster Summoning VII*@: Only creatures that can breathe and function underwater answer the summons. Consult the appropriate Aquatic Monster Summoning table in the MONSTROUS COMPENDIUM® Annual, Volume Two. The bag required for this spell saves on a roll of 11 or higher. The candle saves on a roll of 6 or higher.
Wail Of the Banshee*@: The area of effect for this spell doubles underwater (to a 60 foot radius sphere). The lock of drow hair saves on a roll of 14 or higher.
==Priest Spells==
===1st-Level Priest Spells===
Anti-Vermin Barrier@: This spell also hedges out small crustaceans.
Animal Friendship@: Naturally, the animal befriended must be able to breathe and function underwater.
Bless*: The holy water used in this spell saves on a roll of 13 or higher. Failure indicates that it has been contaminated by the surrounding water.
CALM ANIMALS@: When cast underwater, this spell only affects creatures of animal or semi- intelligence that live and breathe normally in an aquatic setting.
Command@: The range of this spell is limited by the auditory capabilities of its target. The DM should consider the command for this spell as simple communication (see page 73).
Detect Poison*: The strip of vellum requires a saving throw roll of 16 or higher.
Emotion Read*: The white wax saves on a roll of 6 or higher.
Entangle@: Although this spell causes underwater plant life to snare and entangle all creatures within its area of effect, it cannot affect phytoplankton the way the 7th-level wizard spell charm plants can.
Faerie Fire*: The foxfire component of this spell saves on a roll of 13 or higher.
Invisibility to Animals*: The holly leaves save on a roll of 16 or higher.
Know Age*: The calendar page material component requires a saving throw roll of 16 or higher.
Know Direction*: The 100-year-old scrap saves on a roll of 18 or higher.
Light@: See page 71 for details on the effects of the spell on underwater vision.
Magical Stone@: Though the spell's enchantment works normally, a surface dweller can toss the stone only 10 feet while submerged.
PROTECTION FROM CHAOS*: Only the ring of gold will function as a material component for this spell when cast underwater.
Sacred Guardian*: The rose petal requires a saving throw roll of 16 or higher.
Shillelagh*@: Though this spell's enchantment works normally, the magical cudgel proves useless in underwater combat. The shamrock leaf saves on a roll of 16 or higher.
STRENGTH OF STONE*: Only the hair from a giant (save of 13) need make a saving throw.
===2nd-Level Priest Spells===
Barkskin*: The handful of oak bark requires a saving throw roll of 11 or higher.
CHAOS WARD*: The playing card material component saves on a roll of 15 or higher.
Chill Metal@: This is the reverse of the heat metal spell. The normal version of the spell works only within a pocket of air.
Draw Upon Holy Might*: The vial of holy water saves on a roll of 13 or higher. Failure indicates that the surrounding water has contaminated the holy water.
Hold Person@: The spell affects man-sized marine races with humanoid forms, such as sahuagin, sea elves, tritons, and locathah.
Messenger@: The animal employed as a messenger must be able to breathe and function underwater. Slow Poison*: The garlic must be eaten when the spell is cast underwater. The caster cannot rub it on the recipient of the spell while he remains underwater.
Snake Charm@: This spell will work on eels and on aquatic snakes.
SOFTEN EARTH AND STONE@: Any rock or stone bottom softened by this spell slows ground movement more effectively underwater than it does on land. A submerged character attempting to move through softened stone does so at a rate of 5 feet a round. Characters caught in the mud when the spell takes effect make their saving throws versus paralyzation with a -2 penalty.
Warp Wood@: The range of this spell extends to 15 yards per caster level underwater.
===3rd-Level Priest Spells===
Caltrops@: The caltrops must be sown into a river, lake, or ocean bottom. Particularly sandy or soft bottoms render the caltrops ineffective.
Choose Future*: The rose petal requires a roll of 16 or higher to save.
**Continual Light@: See page 71 to determine the effect of this spell on underwater vision.
Create Campsite*: The piece of wood requires a saving throw roll of 8 or higher; the string saves on a roll of 13 or higher.
Create Food & Water@: The caster must have a sealed vessel to hold the newly created water or it merges with the surrounding (undrinkable) water.
Emotion Control*: The fleece requires a saving throw roll of 14 or higher.
Feign Death@: Unencumbered recipients of this spell will rise at a rate of 10 feet per round. Those carrying less than 30 pounds of equipment will sink at a rate of 10 feet per round. Creatures carrying more than 30 pounds of equipment sink at a rate of 40 feet per round.
Helping Hand*: The black silk glove requires a roll of 16 or more to save.
Hold Animal@: Besides the creatures listed in the spell description, this spell works on normal and giant fish and amphibians. The spell also affects whales, dolphins, and other cetaceans. The spell has no effect on monstrous or fantastic aquatic creatures.
HOLD POISON*: The garlic component for this spell can only be eaten, not rubbed on an external wound.
Magical Vestment*: The vestment used in the spell saves on a roll of 9 or higher.
Memory Read: The linen cloth requires a saving throw roll of 9 or higher.
Plant Growth@: The caster can use this spell to stimulate the growth of free-floating underwater vegetation such as phytoplankton-to form a restrictive sheath in the area of effect (a cube up to 20 feet on a side per level of the caster). The maximum movement rate through the area is 10 feet a round (or 20 feet a round for larger-than-man-sized creatures).
Random Causality*: The die used in the spell can corrode and become useless after prolonged immersion. Roll a saving throw for the die at the end of every full week it spends underwater. The save succeeds on a roll of 14 or higher.
Snare*: The cordlike object used as a material component saves on a roll of 8 or higher.
Unearthly Choir@: This is a particularly dangerous spell when cast underwater, as the area of effect for each specific application lengthens by 50%. The underwater range of a trio, for example, would be a cone 180 feet long and 40 feet wide.
Water Breathing@: Although this spell allows the recipient to breathe normally underwater, it does not allow him to speak or cast spells that require verbal components.
===4th-Level Priest Spells===
Abjure*: The holy water saves on a roll of 13 or higher. Failure indicates that the surrounding water has contaminated the component.
Addition*: The silken cord requires a saving throw roll of 16 or higher.
Age Plant*: The petal from an apple blossom saves on a roll of 16 or higher.
Animal Summoning I@: This spell only summons fish or other aquatic animals when cast underwater.
Blessed Warmth@: The duration of this spell changes to 1 round every 2 levels when cast underwater.
Body Clock*: The only component that requires a saving throw is the kernel of corn. It saves on a roll of 14 or higher.
Chaotic Sleep*: The coffee beans save on a roll of 13 or higher.
Cloak of Bravery*: The feathers required to cast this spell save on a roll of 16 or higher.
Control Temperature 10' Radius*: The willow bark component saves on a roll of 11 or higher. The raspberry leaves require a saving throw roll of 16 or higher.
Dimensional Folding*: The platinum tissue component requires a saving throw roll of 15 or higher.
Free Action*@: This spell allows characters to move and act freely while underwater. They can speak, cast spells, and engage in combat without any penalties. In addition, the recipient of this spell hears as an Assisted surface dweller (see page 73). However, this spell does not allow recipients to breathe water or otherwise survive without air. The leather thong component requires a saving throw roll of 7 or higher.
Hallucinatory Forest@: The caster can only create a kelp forest or similar aquatic vegetation when underwater.
Join With Astral Traveler@: When the caster leaves his body, the physical shell begins to float or sink. An unencumbered body floats to the surface at a rate of 10 feet per round. Encumbered bodies carrying less than 30 pounds of equipment sink at a rate of 10 feet per round. Creatures carrying more than 30 pounds of equipment sink at a rate of 40 feet per round.
Mental Domination*: The mesh of threads saves on a roll of 13 or higher.
Plant Door*: The charcoal saves on a roll of 9 or higher.
RECITATION*: The text or scroll used in the spell requires a saving throw roll of 16 or higher.
Spell Immunity*: The material component for this spell is the same as that required for the spell against which protection is desired. Check the appropriate listing in this section for the required saving throw. If a spell appears in the lists on pages 91-94 and the spell name is not marked with an asterisk (*), no material component saving throw is required.
Sticks to Snakes*@: The conjured snakes must be of a variety that can function underwater. The caster has the option of turning the sticks to eels. These eels are non- venomous and have the same statistics as those listed in the spell description. Only the bark component requires a saving throw, which succeeds on a roll of 11 or higher.
Tongues@: Any speech is still subject to the limitations imposed by underwater communication. See page 73 for details.
UNFAILING ENDURANCE@: The recipient of this spell can also swim longer distances. He only loses 1 Strength or Constitution point for every three hours of swimming past his normal allotment (see page 76).
===5th-Level Priest Spells===
Age Object*: The coal component saves on a roll of 5 or higher. For the reverse version of the spell, the human hair saves on a 16 or higher and the eggshell saves on a 9 or higher.
Animal Growth*@: The animals affected by this spell must be aquatic. The food used in the casting of this spell requires a saving throw roll of 8 or higher.
Animal Summoning II@: This spell only summons fish or other aquatic animals when cast underwater.
Clear Path*: The straw used to cast this spell saves on a roll of 13 or higher. The caster may substitute seaweed (no save needed) for the weeds required to cast the reversed version.
Disguise*: Only the silk veil component must attempt a saving throw. It saves on a roll of 16 or higher.
Easy March*@: This spell increases the endurance of swimming characters by reducing their ability score losses to one Strength or Constitution point for every six hours of swimming past their normal allotments (see page 76). The shoe leather component saves on a roll of 7 or higher.
Extradimensional Manipulation*: The gold tissue component requires a saving throw roll of 15 or higher.
Grounding@: The warded area must in some way touch an earthy surface (sand, rock, mud, or the like). Characters free-floating underwater cannot benefit from this spell.
PRODUCE ICE@: This spell is extremely deadly when cast underwater, as it freezes the water in the area of effect into a solid block of ice, which immediately floats to the surface. Any creatures entombed within the ice must hold their breaths until released. The DM can allow creatures within the area saving throws vs. breath weapon to avoid entombment. Creatures in the area of effect suffer damage from the spell even if they avoid being trapped in the ice.
Raise Dead@: Any creature raised from the dead underwater must still find a way to breathe, or it eventually drowns.
Transmute Rock to Mud@: This spell operates underwater normally, except that the mud immediately begins to dissipate. If cast on the floor of a body of water, only extremely heavy non-swimming creatures are in any danger of sinking into the mud. This spell's reverse form does not function underwater.
===6th-Level Priest Spells===
Animal Summoning III@: This spell only summons fish or other aquatic animals when cast underwater.
Conjure Animals@: The mammals conjured by this spell must be aquatic in nature.
Monster Mount@: The compelled mount must be aquatic in nature.
Part Water@: When cast underwater this spell creates a cylinder of air. Creatures within the cylinder can move, speak, breathe, and cast spells as if they were on the surface. The surface tension of the cylinder's boundaries is great enough to support man-sized or smaller creatures. Thus, most characters can function normally within the confines of the cylinder.
Speak With Monsters@: Any vocal speech is still subject to the limitations imposed by underwater communication (see page 73 for details).
Wall of Thorns@: The thorny barrier must rest upon, and be anchored to, the bottom or it floats to the surface. The barrier cannot be set alight except within a pocket of air.
===7th-Level Priest Spells===
Astral Spell@: The physical bodies of any creatures who travel to the Astral Plane will float to the surface of the water at a rate of 10 feet per round if unencumbered. Encumbered bodies carrying less than 30 pounds of equipment will sink at a rate of 10 feet per round. Bodies carrying more than 30 pounds of equipment sink at a rate of 40 feet per round.
Confusion*: The three nut shells required for this spell save on a roll of 12 or higher.
Conjure Earth Elemental@: The earth elemental must be summoned from and remain on the floor of the sea, lake, or river where the spell is cast. The elemental can only attack creatures or constructions it can reach without leaving the bottom.
Regenerate*: The holy water saves on a roll of 13 or higher.
Reincarnate@: The reincarnated creature must find some way to breathe underwater or it will eventually drown.
Resurrection*@: The resurrected creature must find some way to breathe underwater or it eventually drowns. The holy water saves on a roll of 13 or higher.