Enhance Water Creature (Priest Spell)

This spell physically enhances creatures that live in or breathe water, as well as creatures from the Elemental Plane of Water. Examples include water weirds, water elementals, sea lions, fish, ocean-going mammals (such as whales and dol­phins), and native ocean races (such as locathah and sahuagin). The spell does nothing for beings that breathe underwater by artificial or magical means, nor does it affect those who merely use water-based spells, including most wizards.
Because most effects of this spell are beneficial, many recipients waive their saving throws. All re­cipients gain a +1 bonus to their attack rolls, damage rolls, and saving throws. If damage in­flicted by a creature is measured by a number of dice, then the DM should add +1 to each die before making any other modification.
Recipients from the Elemental Plane of Water gain 1 hit point per Hit Die, applied immediately. Any damage inflicted upon these creatures is sub­tracted from the bonus hit points first.
In addition, creatures that need water to survive can survive without it for the spell's duration. A thin, bluish sheen coats the bodies of all recipients, radiating strong alteration magic. Otherwise, no visual change occurs.
The reverse of this spell, enfeeble water crea­ture, inflicts a -1 penalty to attack rolls, damage rolls, and saving throws for the targeted creature.
In addition, creatures native to the Elemental Plane of Water subtract 1 hit point from each hit die. A successful saving throw vs. spell negates the effect, but each creature affected must attempt a separate saving throw. Note that some water deities may consider the use of the enfeeble water creature spell a hostile act.
The material component for both versions is the caster's holy symbol.
Notes: Uncommon for aquatic or seagoing priests.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells
Category:Spells from Of Ships And Sea
Category:Reversible Spells