Undersea Priests
Spells for aquatic clerics in the AD&D® game
by Gary Maxell



Priests beneath the waves Sea-priest spells Using sea-priest spells Altered spells New priest spells
Dragon - Classes - Dragon 165

Creating viable NPC priests and shamans
for underwater societies is often difficult
for DMs attempting to run oceanic
AD&D® campaigns. What spells and magical items are available to underwater
priests and shamans? What about holy
water and spell components? While many
of the priest spells listed in the AD&D 2nd
Edition Player's Handbook are as useful <place a link to the purple worm site, here>
underwater as they are on land, seadwelling priests have little or no use for
other spells used by their land-based
counterparts. 

However, DMs can make up for this lack
of useful spells by assuming that the deities of the sea-dwelling peoples grant
altered versions of certain standard spells
to help their sea-priests and worshipers
survive. The deities of the locathah(Eadro), mermen(Eadro), ixitxachitl(Demogorgon), tritons(Triton), and sahuagin(Sekolah) are
detailed in the 1st Edition Monster Manual
and Deities && Demigods. The tritons are more
mysterious, and all that is known is that
they serve a god named Triton.
<I've added in a some links here. As well, I have corrected the name of the fourth book.>

Sea-priests are primarily clerics. However, many of the underwater races are
neutral in alignment and might take a
naturalistic, druidic approach to matters.
Like the normal druid, the sea-druid
wishes to protect the unspoiled nature of
the sea from those who would pollute the
waters, over-fish the oceans, or hunt creatures like whales to extinction. It is up to
the individual DM whether to allow seadruids into the campaign. If allowed, the
class must be given a complete overhaul to
suit the underwater wilderness and abilities of the aquatic races. 

The AD&D 2nd Edition game?s  Monstrous Compendium  sets limits for the <link to the Lomion site, here>
maximum levels of the various sea-priests.
However, when a DM is creating a seapriest NPC, he has the option of creating
exceptional characters by using Table 8,
under "Exceeding Level Limits," on page 15
of the 2nd Edition  Dungeon Master?s
Guide. (For convenience,  DMG, PHB,  and
MC  will be used hereafter for references
to the 2nd Edition  Dungeon Master's
Guide, Player's Handbook,  and  Monstrous
Compendium.) <link to lomion and the purple worm site>

P r i e s t s   b e n e a t h   t h e   w a v e s
Sea-priests serve the same functions as
their land-dwelling cousins: They use their
powers and abilities to protect and serve
the community. However, due to the
aquatic environment in which he dwells,
the sea-priest must change or adapt certain standard religious articles and items. 

Holy/Unholy water:  A sea-priest does not
use  holy/unholy water;  containers of the
precious liquid would immediately be
contaminated and rendered useless if
opened underwater. Instead, a sea-priest
uses  holy/unholy silt.  The silt is the sand,
powdered coral, or powdered rock from
an especially holy or unholy site belonging
to the sea-priest?s mythos. The silt is carefully prepared and filtered to remove all
impurities. It is then placed in special
pouches that hold about 1 lb. of  holy/
unholy silt  each.  Holy silt  performs precisely as  holy water  with regard to
undead, creatures from the lower planes,
or creatures whose primary purpose is the
promotion of evil.  Unholy silt  may likewise
be used against paladins or creatures
whose primary purpose is to defend good.
Holy/unholy silt  can be used as a material
component for a spell, as such it is used
exactly like  holy/unholy water.  However, a
pouch of  holy/unholy silt  cannot be used
as a grenadelike missile if hurled underwater. It is most commonly used in handto-hand combat. The pouch is opened
directly over an opponent, and the  holy/
unholy silt  pours down in a 1?-diameter,
10?-tall shower. This does 2-7 hp of acidlike
damage to affected creatures caught in the
silt. Unless used as a material component
for a spell,  the holy/unholy silt  will hang in
the water for only one round before being
rendered inert.  Holy/unholy silt  is instantly contaminated and rendered useless, whether it is being used as a material
component or not, if it comes in contact
with air (including an  airy water  spell). 

Scrolls:  It is almost impossible to use
paper, papyrus, or vellum scrolls in the
underwater realms. Sea-priests, therefore,
use specially prepared shells. These shells
are often worn as jewelry and appear to
be nothing more than amulets or simple
decorative shells hung from a necklace or
belt. Any type of shell can be used, but it
must be of a sufficient size for a spell to be
etched on its surface using a special piece
of coral, shark tooth, whale bone, etc. The
etching device used depends on the
priest?s mythos and ethos. Shell spells
work exactly the same as scroll spells with
regard to spell level, spell failure, casting
time, etc. Once the spell is cast, the etching is reduced to meaningless scratches.
The shell can be reused if the scratches
are polished off. 

Besides shells, sea-priests may use or
construct other magical items based on
the items? applicability and availability in
the underwater world.  Pearls of wisdom
will be more plentiful than, say,  brooches
of shielding  or  scarabs versus golems.  In
addition, even if they are available, certain
items have little or no use underwater,
such as magical boots, bowls, braziers,
candles, censers, and dusts. However, seapriests may possess alternative magical
items that duplicate the effects of items
used on land, such as  sand of choking, silt
of illusion,  etc. 

Combat and weapons:  The sea-priest
uses the weapons and armor normally
used by his race; e.g., a locathah cleric will
use either a lance, crossbow, trident, or
short sword; triton clerics use tridents or
long spears, etc. (see the  MC  for details on
the arms and armor used by the seadwelling races). As always, DMs have the
final say on what arms are allowed and
may limit the selection to nets or spears. 

Undead haunt the seas just as they do on
land. Evil sea-priests and sea-wizards
create skeletons and zombies to act as 
guards and servants. Lacedons are terrible
water-dwelling ghouls, and ghost ships
wander the seas, troubling both surface
and underwater denizens. Therefore, as
they often have ample need and opportunity to do so, the sea-priest turns undead
as any priest can do.

Sea-priest spells
When selecting spells for a sea-priest,
consult Table 1 herein. When the seapriest casts a spell, the spell-casting attempt is made precisely the same underwater as on land with regard to range,
duration, casting time, area of effect, and
saving throw.

However, in many cases, the material
components for a spell are quite different
for a sea-priest than a land-priest. While a
holy symbol is a holy symbol, regardless of
the type of priest, it is obvious that a triton
or locathah will not be able to obtain such
things as burning incense, oak leaves,
thistledown, etc. As stated earlier,  holy silt
replaces  holy water.  Likewise, other material components used by the sea-priests
reflect the nature of their aquatic habitat
while retaining some logical (but not necessarily obvious) connection to the spell in
question. For example, a sea-priest casting
an  air walk  spell may use the fin from a
flying fish for the material component
rather than the bit of thistledown as described in the  PHB.  On the other hand,
when casting a  moonbeam  spell, a seapriest may substitute a sea plant for the
moonseed plant, but the spell may still
require (at the DM?s option) a piece of
moonstone. DMs need only substitute sea
plants for land plants, and powdered
shells of can be substituted for charcoal,
chalk, or sulfur. Ground or powdered
coral of various colors can be substituted
for gold dust or any metal dust, while
pearls and the organ-gems of urchins (see
the  MC)  may be substituted for gems. 

One interesting fact about many waterdwelling creatures is their highly developed senses of smell. For spells requiring
burning incense as a material component,
the sea-priests may use scented oils instead. Scented oils are especially pungent,
having the consistency of cod liver oil, and
(not surprisingly) smell very ?fishy.? The
oils are released into the water. 

Using sea-priest spells
Other than material components, some
sea-priest spells are completely unchanged
from their descriptions in the  PHB.  Spells
such as  cure light wounds, detect lie,  and
restoration  are used by a sea-priest in
precisely the same manner and in the
same circumstances as a priest on land.
Just as land-based person may dive into
water to escape swarming insects, the seapriest can use  air walk  or  wind walk  to
escape waterbound opponents.

While many of the sea-priest?s spells are
no different than those used by land-based
clerics, the circumstances in which a spell
is used or the application of a spell is often 
q u i t e   d i f f e r e n t .   Warp wood  and  turn wood
spells, for instance, are much more likely
to be used as an offensive attack on ships
rather than a defense against wooden
missiles or weapons. For a sea-priest,
dispel magic  is an extremely effective spell
against underwater opponents requiring
water breathing  or  free action  spells. In
the sunless depths,  faerie fire  is deadly as
the fearsome predators are attracted to
the light.  Entangle  can be extremely troublesome for those it traps in a forest of
seaweed and whose time underwater is
limited by a  water breathing  potion or
spell.  Part water  is an excellent defensive
spell, putting a barrier of air between the
sea-priest and pursuers.

In addition to their applications, such
spells as  earthquake  and  commune with
nature  are changed slightly. Thus, the
Earthquake Effects table on page 233 of
the  PHB  remains unchanged. However,
creatures do not ?fall? into chasms created
by the earthquake; they are ?pulled? in by
inrushing water. In the case of the commune with nature  spell, a sea-priest will
want to ?know? the sea plants, sea creatures (fish, mammals, or fantastic), or the
general state of the underwater environment just ahead. 

Sea-priests do not have access to a wide
variety of spells. Some spells are either
impossible to cast underwater, such as  call
woodland beings  and the fire-based spells,
or are completely useless, such as  create
water trip,  or  transmute water to dust.  In
some cases, the land-based spells duplicate
an ability that occurs naturally underwater, such as  pass without trace.  If a spell
is not listed on Table 1 herein, sea-priests
do not have access to the spell in either
normal or altered form. 

A l t e r e d   s p e l l s
Some spells on the sea-priest spell list
have been altered from their standard
forms given in the  PHB.  The changes made
in these spells are merely the transformation of what is logically available or
needed on land to what is logically available or needed underwater. Unless otherwise stated, spells retain the same sphere,
range, duration, casting time, area of
effect, saving throw, and material components as presented in the  PHB

1st 2nd 3rd 4th 5th 6th 7th Up

1 s t   L e v e l :   The  fish friendship  spell
usurps animal friendship?s  place on the
sea-priest?s list of spells. The area of effect
is one fish, the spell being ineffective on
sea mammals such as dolphins or whales.
The  fish friendship  spell allows the spellcaster to show any fish with zero (non-)
intelligence that he desires friendship. The
fish is handled as if it were an animal for
the animal friendship  spell with regard to
its saving throw, reaction to the spellcaster, detection of ulterior motives, number of hit dice, alignment, etc. The
spell-caster can teach the befriended fish a
maximum of 1-4 simple tricks or tasks,
such as ?attack? or ?fetch.? Each task requires a training period of one week, and 
all tricks must be taught within one month
of acquiring the fish. During this month,
the fish will not harm the caster, but if the
fish is left alone for more than one week,
it reverts to its normal state and acts accordingly. The material components are
the caster?s holy symbol and a piece of
food the fish likes. 

Detect  snares and pits  has little use
underwater and is replaced by  detect nets.
The area of effect remains the same, a
10? × 40? area. The spell-caster is able to
detect any net constructed of nonmagical
material in the area of effect. The spellcaster can scan and detect nets in an area
the size of the area of effect every two
rounds for the duration of the spell. The
spell is directional: The caster must face
the desired direction to determine if a net
is placed in that direction. Otherwise, the
spell performs as  detect snares and pits.

Invisibility to animals  becomes  invisibility to fish  when used by a sea-priest. The
spell makes one creature touched per level
of the sea-priest become totally undetectable to normal and giant-sized fish. Sea
mammals (e.g., dolphins, whales, sea otters, etc.), fantastic creatures (e.g., krakens, sea hags, eyes of the deep, etc.), and
fishlike creatures with an intelligence
greater than zero (non-) are unaffected by
this spell. The material component is kelp,
rubbed over the recipient.

Locate fish or plants  replaces  locate <these are 2 separate spells in 1e: locate plants && locate animals>
animals or plants  in the sea-priest?s spell
repertoire. The spell enables the caster to
find any fish or sea plant using the same
guidelines on the general frequency of a
subject as given for  locate animals or
plants.  The spell enables the caster to find
only fish, not sea mammals or fantastic
creatures.

Purify food  is the same as  purify food
and drink,  only it has no affect on water
or liquids of any kind. The spell purifies
(or putrefies, in reversed form) food only.
Holy/unholy silt  is unaffected by this spell.

2 n d   L e v e l :   Shellskin  replaces  barkskin.
When a sea-priest casts this spell upon a
creature, its skin becomes as tough as crab
or lobster shell, increasing its armor class
to AC 4, plus one point of armor class for
every four levels of the sea-priest: AC 3 at
4th level, AC 2 at 8th, and so on. The
material components for this spell are the
sea-priest?s holy symbol and several pieces
of crab or lobster shell.

Sea-priests use  water devil  in lieu of the
dust devil  spell. The water devil created
by this spell is actually a weak water elemental (AC 4; MV 6, SW 18; HD 2; #AT 1,
Dmg 1-6; hit by normal weapons; AL N).
On the surface of the water, a water devil
appears as a small wave about 3-4? high
and 5? wide, but it is completely invisible
underwater. It moves as directed by the
cleric, but it dissipates if it is separated
from the sea-priest by more than 90? or if
the sea-priest fails to keep his concentration. When a water devil is used to attack
a ship, a seaworthiness check is made (see
Table 77, page 126,  DMG).  Only one sea- <one of the very few bad rules in the 2nd Editition>
worthiness check need be made. If the
water devil is unable to sink or capsize the
vessel on the initial attempt, then successive attempts fail automatically. The water
devil has no power to disperse the ink
cloud left by a giant squid or kraken.
However, it is able to hold at bay liquid
creatures (e.g., slimes, oozes, and jellies,
including jellyfish) or push them away
from the caster. A spell-caster hit by his
own water devil while casting another
spell must make a saving throw vs. spells
to keep his concentration or the spell is
ruined. Any creature native to the elemental plane of Water?even another water
devil?can disperse a water devil with a
single hit.

Speak with animals  is replaced for the
sea-priest by  speak with fish.  The spell
enables a sea-priest to comprehend and
communicate with any normal or giantsized fish of zero (non-) intelligence. Otherwise, it operates the same as  speak with
animals  with regard to cooperation, evasiveness, or inanity on the part of the
creature involved. The  speak with fish
spell is ineffective on sea mammals, monsters, or other sea creatures with an intelligence greater than zero. 

Spiritual trident  functions the same as
spiritual hammer  in terms of targets,
range, magical bonuses, caster concentration, and opponent?s magic resistance.
However, damage done is 2-7 hp vs. opponents of man-size or smaller, and 3-12 hp
vs. larger opponents, plus the magical
bonus. The material component for this
spell is a trident that the sea-priest must
hurl toward opponents while uttering a
plea to his deity. 

As the wyvern does not exist underwater, the  wyvern watch  spell is replaced
by  manta ray watch. Manta ray watch
functions the same as  wyvern watch  in all
aspects, except that the insubstantial form
brought forth by casting the spell resembles a manta ray.

3 r d   l e v e l :   Create food and water  becomes simply  create food  for the seapriest. The  create food  spell brings forth
appropriate kinds and amounts of food as
described for  the create food and water-
but does not cause any water or liquid of
any kind to appear. 

Hold animal  becomes  hold undersea
animals  for sea-priests. The spell works
the same as  hold animal  with regard to
number of creatures, saving throws, duration of spell, etc. Normal or giant-sized
fish, crustaceans, and reptiles are affected,
but not monsters such as eyes of the deep
or sea mammals such as dolphins. The
weight restrictions for the  hold undersea
animal  spell are: 400 lbs. (100 lbs. for nonfish) per fish per caster can be affected;
e.g., an 8th-level caster can affect up to
four 3,200-lb. fish or a like number of 800-
lb. reptiles or crustaceans. 

Speak with dead  is as given in the  PHB,
but when cast by a sea-priest the spell
functions underwater. The material components are the sea-priest?s holy symbol 
and scent-oil.

As insects are unavailable underwater,
the sea-priest uses the summon crustaceans  spell rather than  summon insects.
The  summon crustaceans  spell attracts a
swarm of normal crustaceans to attack the
foes of the caster. The crustaceans include
lobsters, crabs, shrimp, and barnacles.
The damage done by the crustaceans and
effects on a victim?s attack rolls, armor
class, and spell-casting are the same as for
the  summon insects  spell. The crustaceans
have a movement rate of 4. The crustaceans disperse and the spell ends if the
victim is able to enter an air-filled area or
outswim the swarm. The material components needed for the spell are the caster?s
holy symbol and a crab or lobster claw.

The  frond  spell is to the sea-priest what
the tree spell is to the land-based priest.
Frond  performs exactly as tree with regard to the caster?s armor class, hit dice,
and abilities while transformed. By means
of the  frond  spell, the sea-priest can assume the form of a large frond of seaweed, kelp, sea lettuce, or even red algae.
The material components for the spell are
the caster?s holy symbol and a small piece
of the plant the caster wishes to imitate. 

4th Level: Fish summoning I replaces 
animal summoning I on Table 1. By means 
of this spell, the caster calls up to eight 
fish that four hit dice or less, of 
whatever sort the caster names when the 
summoning is made. The caster may try 
three times to summon three different 
types of fish. The caster may only summoni 
normal or giant-sized fish, such as sharks, k
swordfish, barracudas, etc. The 
spell fails to summon sea mammals or 
fantastic creatures. Spell range, creature 
actions, and chance of a creature type 
being within range are the same as animal 
summoning I.

The  giant crustacean  spell is the seapriest?s alternative to the  giant insect  spell.
By means of this spell, the caster can turn
one or more normal-sized crustaceans into
larger forms resembling those in the  MC.
This spell works only on crustaceans.
Starfish, jellyfish, and other types of small
sea creatures are unaffected. Only one
crustacean can be altered at one time (i.e.,
a single casting cannot affect both a barnacle and a lobster), and all crustaceans
affected must be enlarged to exactly the
same size. The number of crustaceans, the
size to which they can be enlarged, and
their statistics are the same as for the
giant insect  spell.

Note that barnacles are a special case for
this spell. Barnacles do no damage but are
often attached to a ship?s side and bottom.
If one or more of these barnacles is enlarged by a  giant crustacean  spell, it slows
the ship and may even sink it. For every
ship-attached barnacle enlarged by a  giant
crustacean  spell, a ship?s speed is reduced
by one-half (fractions rounded up) and its
seaworthiness is reduced by 10%. An
immediate seaworthiness check is made
upon the enlargement of one or more 
barnacles. For example: A caravel has a
base movement rate of four and a seaworthiness of 7.0%. If two barnacles on its side are suddenly enlarged, the ship?s base
movement rate becomes one (4      2 = 2 for
the first barnacle, then 2      2 = 1 for the
second barnacle), and its seaworthiness is
reduced to 50%. If the ship fails its seaworthiness check, it means the enlarged
barnacles have either capsized the vessel
or caused it to ride so low in the water
that the waves swamp it.

Hallucinatory forest  retains its name for
the sea-priest. The forest produced when
a sea-priest casts this spell is an illusory
forest of seaweed. The illusory seaweed
appears to be perfectly natural and is
indistinguishable from real seaweed. Unlike the normal  hallucinatory forest,  there
is no guarantee that anyone or anything
will detect the sea-priest?s  hallucinatory
forest  for what it is. There is a 5% chance
per intelligence point of a creature viewing the illusion that the viewer will recognize it as an illusion (e.g., non-intelligent
creatures have no chance of seeing the
hallucinatory forest  for what it is, while a
creature with an 18 intelligence has a 90%
chance of seeing it as an illusion).

Repel crustaceans  is the sea-priest?s
version of the  repel insects  spell. The spell
creates an invisible barrier to all sorts of
crustaceans. Normal crustaceans will not
approach within 10? of the caster. Giant
crustaceans with hit dice of less than onethird of the caster?s experience level are
also repelled. A crustacean with more hit
dice can enter the protected area if it rolls
a successful saving throw vs. spells, but it
takes 1-6 hp damage from passing the
magical barrier. The spell does not affect
any other sea creature besides crustaceans. The material component of this
spell is a bib worn around the neck of the
sea-priest.

5 t h   L e v e l :   Fish growth  is the same as
animal growth;  except that it affects fish
only. The spell does not affect crustaceans,
sea mammals, mermen, locathah, hippocampi, or any other fishlike creature. 

Fish summoning II  is much the same as
fish summoning I,  only the spell allows the
summoning of either more fish or fish
with a greater number of hit dice. The
spell summons six fish of eight hit dice or
less, or 12 fish of four hit dice or less, if
such are within range. As with  fish summoning I,  the caster may try three times to
summon three different types of fish, and
only normal or giant-sized fish can be
summoned. Spell range, creature actions,
and chance of a creature type being
within range are the same as  animal summoning II. 

The  crustacean plague  spell is used by a
sea-priest to perform the functions of the
land-based  insect plague.  The crustaceans
include barnacles, crabs, lobsters; and
shrimp. The  crustacean plague  does damage, obscures vision, disrupts spell-casting,
and causes morale failure as per  insect
plague.  The victim of the  crustacean 
plague  must leave the water or be within
the area of effect of an  airy water  spell to
be free of the crustaceans. The material
components are a crab or lobster claw and
a small piece of fish.

6 t h   L e v e l :   Fish summoning III  is much
the same as  fish summoning I  and  II,  except this spell allows the summoning of up
to four fish of no more than 16 hit dice,
eight fish of no more than eight hit dice,
or 16 fish of no more than four hit dice
each. As with  fish summoning I,  the caster
may try three times to summon three
different types of fish, and only normal or
giant-sized fish can be summoned. Spell
range, creature actions, and the chance of
a creature type being within range are the
same as for  animal summoning III. 

Anti-fish shell  is far more appropriate to
the underwater world than the  anti-animal
shell.  By casting this spell, the sea-priest
brings into being a spherical (or hemispherical, if standing on the sea floor)
force field that prevents the entrance of
any sort of living creature that is wholly
or partially fish (excluding strongly magical or extraplanar creatures). Thus, a
shark, a hippocampi, or a merman would
be kept out, but a dolphin, an undead
mammal, a dragon turtle, or conjured
creatures could pass through the magical
barrier. The spell requires the caster?s holy
symbol and a small sea anemone.

The  conjure fish  spell is to the sea-priest
what a  conjure animals  spell is to landpriests. The total hit dice of the conjured
fish cannot exceed twice the level of the
spell-caster. Guidelines for hit dice for the
conjure fish  spell are the same as those for
the  conjure animal  spell. Only fish such as
sharks, tuna, swordfish, etc. may be conjured. Sea mammals and fantastic creatures are not conjured using this spell.

The difficulties in conjuring a fire elemental underwater are obvious. Therefore,  the conjure fire elemental  spell is
changed to  conjure water elemental.  In
this case, it is 65% likely that an 8-HD
elemental appears, 20% likely that a 12-HD
elemental appears, 10% likely that 16-HD
elemental appears, 4% likely that two to
four uncontrolled and uncontrollable
water weirds appear, and 1% likely that a
water elemental of 24 HD will appear. 

The  heroes' feast  spell simply becomes
feast.  When the sea-priest casts this spell,
he brings forth a great feast that serves as
many creatures as the sea-priest has
levels. Each underwater race has a different idea of what a magnificent feast would
entail. Therefore, when a sahuagin casts
this spell it would include delicacies such
as dolphin fins, hippocampi or mermen
tail, kraken tentacles, etc. Tritons, on the
other hand, would balk at eating mermen
or hippocampi. Their  feast  would include
only favorite fish, shellfish, and seaweed
delicacies. The  feast  requires the same
length of time to complete and has the
same beneficial effects as  the heroes? feast
spell. The  feast  spell produces a sweet
caviarlike substance that produces the 
same effects as the nectarlike drink of the
heroes? feast  spell. The material component for this spell is the sea-priest?s holy
symbol and specially prepared fish eggs.

The sea-priest creates a  wall of coral
instead of a  wall of thorns.  The  wall of
coral  spell creates a barrier of hard, rough
coral with many razor-sharp edges. The
dimensions of, damage inflicted by, and
duration of a  wall of coral  are the same as
wall of thorns.  A passage can be battered
through the  wall of coral  in four turns.

T a b l e   1
S e a - P r i e s t   S p e l l   L i s t
1st level 2nd level 3rd level 4th level 5th level 6th level 7th level
Bless Aid Animate dead Abjure Air walk Animate object Animate rock
Combine Augury Continual light Cloak of bravery Anti-plant shell Anti-fish shell* Astral spell
Command Chant Create food* Control temperature,  10' radius Atonement Blade barrier Confusion
Cure light wounds Charm person or mammal Cure blindness/deafness Cure serious wounds Commune Conjure fish* Conjure earth elemental
Detect evil Detect charm Cure disease Detect lie Commune with nature Conjure water elemental* Control weather
Detect magic Enthrall Dispel magic Divination Control winds Feast* Earthquake
Detect nets* Float** Feign death Fish summoning I* Crustacean plague* Find the path Exaction
Detect poison Find traps Frond* Giant crustacean Cure critical wounds Forbiddance Gate
Endure heat/cold Heat metal Glyph of warding Hallucinatory forest Dispel evil Heal Holy word
Entangle Hold person Hold undersea animal Hold plant Fish growth* Part water Regenerate
Faerie fire Know alignment Inkjet** Imbue with spell ability Fish summoning II* Speak with monsters Reincarnate*
Invisibilty to fish Manta ray watch* Locate object Lower water Moonbeam Stone tell Restoration
Invisibilty to undead Messenger Magical vestment Neutralize poison Plane shift Transport via plants Resurrection
Light Obscurement Meld into stone Plant door Quest Turn wood Swarming doom*
Locate fish or plants* Resist fire/cold Negative plane protection Protection from evil, 10' radius Raise dead Wall of coral* Succor
Protection from evil Shellskin* Snare Repel crustaceans* Spike stones Weather summoning Sunray
Purify food* Silence, 15' radius Plant growth Speak with plants Transmute rock to mud Whirlpool** Symbol
Remove fear Siren song* * Prayer Spell immunity True seeing Word of recall Transmute metal to wood
- Slow poison Remove curse Starshine - - Wind walk
- Snake charm Remove paralysis Sticks to snakes - - -
- Speak with fish* Speak with dead* Tongues - - -
- Spiritual trident* Spike growth - - - -
- Warp wood Stone shape - - - -
- Water devil* Summon crustaceans* - - - -
- Wave** Water breathing - - - -
- Withdraw Water walk - - - -

* Altered version of a standard spell.
* * New spell.

7th Level:
  The  creeping doom  spell is
changed to  swarming doom  for the seapriest. When the  swarming doom  spell is
cast, the sea-priest calls forth a swarming
mass of 200-1,200 (2d6 × 100) small crustaceans, jellyfish, and sea urchins. The
swarming mass forms a globe about 30? in
diameter. Upon command from the caster, 
the swarming globe moves toward any
prey within 240? at a rate of 3. This spell
inflicts damage and is reduced in size as
per the  creeping doom  spell.

The reincarnate  spell remains unchanged. However, when a sea-priest casts
a  reincarnate  spell, use Table 2 herein
rather than the one provided in the  PHB.

Table 2
Sea-Priest. 
Reincarnation Table
1d100 Incarnation
01-03 Dolphin
04-08 Merman
09-12 Urchin (yellow)
13-16 Locathah
17-19 Sting ray
20-23 Urchin (black)
24-28 Vurgens
29-31 Triton
32-34 Pungi ray
35-36 Swordfish
37-40 Moray eel
41-44 Urchin (green)
45-58 Same race as spell-caster
59-61 Manta ray
62-64 Jellyfish
65-68 Urchin (red)
69-70 Ixitxachitl
76-80 Shark
81-85 Sahuagin
86-00 DM's choice


New priest spells
The following spells are used primarily
by sea-priests. However, any priest with
access to the appropriate sphere may be
granted the use of one or more of these
spells.

Float 
(Alteration) 
Reversible (Plunge) 
Sphere: Elemental 
Level: 2
Range: Touch
Duration: 1 turn/lvl
Components: V,S,M
CT: 5
Save: Neg. 
AE: One creature or object

A priest can place float upon his person,
an object, or any single creature. The
priest can  float  a maximum of 200 lbs. per
level of experience. When cast, the spell
causes the priest, object, or creature to
float upward toward the surface of the
water at a movement rate of 3. This movement rate is in addition to or subtracted
from any other (e.g., a priest or creature
that normally has a swimming movement
rate of 12 can swim toward the surface at
a rate of 15, or dive for the bottom at a
rate of 9). Horizontal movement is not
empowered by the spell, but the recipient
can still swim or be pulled laterally. Once
cast, the spell requires no concentration
and the caster can cancel it at will. If the 
subject of the spell is unwilling, or the
object is in the possession of an unwilling
creature, a saving throw vs. spells is allowed to determine if the  float  spell affects
it. This spell works only in liquids or liquified matter (water, quicksand, molten lava,
etc.) and cannot cause objects or creatures
to float into the air. Objects affected by the
spell will float on the surface of the water
for the duration of the spell or until the
spell-caster negates it. Creatures affected
by the spell will also float on the surface
but have the option of swimming or diving. The spell does not empower any creature with  water walk  or  free action
abilities.

The reverse, plunge, causes objects to
sink into the depths (movement rate as
above). The  plunge  spell can be devastating to ships and swimmers. Naturally, a
float  spell can be used to counter a  plunge,
and vice versa.
The material component is a small splinter of driftwood for the  float  spell or a
small pebble for  plunge.

Wave
(Alteration)
Sphere: Elemental
Level: 2
Range: 0
Duration: Special
Components: V, S
CT: 1 turn
Save: None
AE: Special

When a priest casts this spell, a wave
originates from him and moves in the
direction he faces, in a 60° arc. The wave
is 1? high per level of the caster, and it
travels for 60? plus 30? per level of the
caster on the open sea, reaching inland for
10? per level of the caster. Ships caught in
the wave spells area of effect must make a
seaworthiness check to avoid capsizing,
though at a + 30% bonus at 1st level; this
bonus decreases by 5% per level thereafter, so that normal seaworthiness checks 
are made for a  wave  cast by a 7th-level
sea-priest. The -5% penalty is applied for
every level after 7th level as well, so a
seaworthiness check is made at a -20%
penalty against an 11th-level sea-priest?s
wave;  which is 11? high and travel for 390?
on the sea. The wave causes 1 hp damage
per level of the caster to any land-based
being struck by it if the wave rolls overland, but it does no damage to swimmers
on the open sea. 

Wave spells are unaffected by sea or
weather conditions. Thus, a wave can be
made to run at a right angle to or completely counter to the direction of any
other waves. Wave spells affect the surface of the water only and have no more
affect on underwater creatures than naturally occurring waves.

Siren Song
(Illusion/Phantasm, Enchantment/Charm)
Sphere: Charm
Level: 2
Range: 300'
Duration: 1 turn
Components: V, S, M
CT: 2 rnds.
Save: Neg. 
AE: Special

The victim of this spell hears haunting,
beautiful music and is overwhelmed by a
desire to find the music?s source. The
sound is illusory and is, therefore, impossible to find. The victim wanders aimlessly
in the area of effect looking for the source
of the music. The desire is so all consuming that the victim will ignore food and
treasure, though not obvious dangers.
(The victim may be caught by hidden
dangers, of course, and many who wade
or swim out into the sea risk drowning or
attack.) The victim fights all attempts to
constrain him by either friend or foe. In
the first round of combat, the. victim is
surprised, strikes last in the round, and
fights at -2 on attack and damage rolls;
thereafter, he fights at -1 on attack and
damage rolls but normally otherwise.
Should the victim be injured in combat or
forced out of the area of effect, the spell is
negated and the victim returns to normal
immediately.

To use this spell, a spell-caster need not
be underwater, but must be within 60? of
the sea or the spell fails to work. Also, the
victim of the spell must be in the area of
effect when the spell is cast; this area
encompasses a globe with a radius of 60?
+ 30?/level. Those who wander into the
area of effect after the casting are unaffected. The victim is allowed a saving
throw vs. spells. The saving throw is modified by the intelligence of the victim. The
more intelligent the creature, the more
beautiful the music seems. Creatures with
intelligences of four or less (semiintelligent) roll with a + 2 bonus on their
saving throw. Those with intelligences 5-7
(low) roll with a + 1 bonus. Those with
intelligences of 8-12 (average to very) roll
normally. Those creatures with intelligences of 13-14 (high) save with a -1
penalty. Those with intelligences of 15 or
greater receive a -2 penalty on their
saving throw. The caster can affect one 
creature for every three levels attained
(e.g., one at 3rd level, two at 6th level,
three at 9th level, etc.

The material component for this spell is
any large, empty sea shell. 

Inkjet
(Alteration)
Spere: Protection
Level: 3 
Range: 0 
Duration: Instant.
Components: V, S, M
CT: 1 
Save: None 
AE: The caster

When cast, the spell gives the priest the
ability to jet away for one round at a
movement rate of 18 in the direction he is
facing, like a giant squid. The spell-caster
must be careful about his direction and
not accidentally jet into an obstruction.
Jetting into a solid object, such as a coral
reef, the bottom of a ship, or into the sea
floor causes 3-18 hp crushing damage.
Jetting through plants, such as seaweed or
kelp, causes 2-8 hp damage from being
whipped by the fronds. If within 10? of the
surface of the water, a spell-caster may jet
straight upward and actually leap out of
the water like a dolphin to a height of 1-8?.
Ixitxachitl clerics and sahuagin priestesses
sometimes use this leap technique to attack anyone who leans too far over the
side of a ship or dock.

At the moment priest jets away, he
leaves behind a great cloud of inky darkness. The cloud is a large oval shape, 60?
high, 60? wide, and 80? long. The cloud
reduces visibility to zero within its confines. It lasts for five rounds, suddenly
dissipating at the end of the fifth round.
The cloud cannot be negated by a  light  or
continual light  spell.
The material components for the  inkjet
spell are a small (not necessarily living)
squid and a black pearl.

Whirlpool
(Alteration)
Spere: Elemental
Level: 6
Range: 0 
Duration: 1 turn/lvl..
Components: V, S, M
CT: 1 turn
Save: Neg 
AE: Special

By use of this spell, a priest causes a
large whirlpool to come into being. The
spell is effective against both surface and
underwater creatures and objects. The
spell requires the use of a specially constructed ball of sharks teeth that is 1? in
diameter. The ball is taken to the appropriate depth (10? for every level of the spellcaster) or is placed on the sea floor or
ocean bottom if the depth is insufficient.
The  whirlpool  spell is then cast, and the
ball of teeth begins to rotate, slowly picking up speed with every rotation. Once the
spell is cast, the ball stays in place and
cannot be moved. The bail will rotate for
two turns before the  whirlpool  forms (the
two turns count against the spell?s duration). The caster has these two turns to get
out of the area of effect, or he may get
caught in his own  whirlpool

The  whirlpool  has a radius of 100?, plus
another 10? per level of the spell-caster.

The center of the whirlpool, called the
vortex, is 1? per spell-caster?s level wide at
the surface, narrowing to 1? wide just
above the ball; the vortex is 10? deep per
level of the spell-caster. If the ball has not
been placed deep enough in the water, or
if the water is of insufficient depth and
the ball is placed on the ocean floor, the
depth of the vortex is shortened accordingly. If the ball is placed too deep, the
vortex fills with water immediately after
forming and the whirlpool collapses on
itself and is destroyed. When the spells
duration expires, the ball of sharks teeth
disintegrates and the whirlpool collapses
in on itself and disappears in one round.

Anything entering the area of effect is
inexorably drawn into the vortex of the
whirlpool in one turn. Movement is in a
spiraling fashion at a rate of 12. Once in
the vortex, ships and underwater vessels
must make seaworthiness checks to avoid
c a p s i z i n g ;   a p p l y   a   - 5 %   p e n a l t y   t o   s u c h
checks for every level of the spell-caster
above 11th level. Characters caught in the 
vortex suffer 1-6 hp damage per round
from battering.

Swimmers and ships may fight the pull
of the whirlpool?s current, but their movement rate must exceed 12 to escape. For
swimmers, use the information on swimming on pages 120-121 of the  PHB;  for <(1e: Swim)>
ships, use the information on ocean voyaging on page 126 of the DMG. To determine <(1e: Waterborne Adventures)>
how long a swimmer or ship may fight the
whirlpool?s  current, deduct the swimmer?s
or ship?s movement rate from the  whirlpool?s  movement rate (12), then divide the
whirlpool?s  movement rate by this number
for the time in rounds. For example, a
human with a swimming rate of nine is
caught in a  whirlpool.  The swimmer will
be drawn into. the vortex in four rounds
(12 - 9 = 3, 12   3 =4). Swimmers whose 
movement rates exceed 12 can avoid being
pulled into the  whirlpool.

Swimmers and ships with a maximum
movement rate of 12 make no progress
and only keep themselves the same distance from the vortex. Swimmers may
swim at full speed against the whirlpool?s
current for four rounds, after which they
must make a constitution check every
round. If a swimmer fails a constitution
check, he is considered exhausted and can
do nothing but keep his head above water
until the whirlpool takes him under. Ships
with a maximum movement rate of 12
hold their own against the whirlpool for
five turns. After that time, a seaworthiness
check must be made at -10% per turn in
the whirlpool. This check reflects the
growing exhaustion of the sailors and
rowers as they fight the  whirlpool?s  current. If a seaworthiness check is failed, it
means the sailors and rowers have collapsed with exhaustion and can do nothing
more.