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WizardLv. 6

Aura of the Sea

This spell surround the target is a 2-foot-thick nimbus of green energy that quickly turns invisible in more than ten feet of water, as it lights up a 30-foot-radius around the caster. This aura provides the target with all the adjustments and aid needed for a surface dweller to venture deep into a body of water with little problem. It handles the usual problem areas of breathing, sight, hearing, speech, warmth, and undersea movement all at once. * Breathing: The aura makes the water within it breathable and keeps the caster dry as if in air, but is still water. * Sight: Looking out through the aura, the bearer of this magic sees normally for the depth in all conditions (including having a heightened chance at blindness while under the influence of this spell). In addition, the basic glow of the aura that provides a 60-foot-diameter space of its own light never drops below the conditions of moonlit night (see "Undersea Facts of Life"). * Speech and Hearing: PCs within aura of the sea hear normally. They can also engage in conversation, as the aura automatically translates both aquatic elvish or the merfolk language into Common for the PC's ears and any PC's speech to aquatic elvish. If neither speaker or listener understand these tongues, they at least have no problem clearly hearing the other's attempts at communication. * Warmth: The aura provides a basic level of warmth equal to the air temperature at the water's surface when cast, regardless of the depth of the water. * Movement: Rather than force a person to learn how to swim, the aura actually allows the target to move simply by thinking and with small body movements. In other words, the target gains a MV 9 (D) without any effort. In terms of other movement (including combat), the bearer has the effects of free action, allowing freedom of movement and the negation of the standard underwater combat penalties.

The material components are a sahuagin's eye, a handful of mermaid's scales, and a cluster of five pearls, each of which needs to be at least of 250 gp in value. These are transformed into a gleaming paste which seeps into the target's open palm and the glow spreads throughout the body.

Rarity: Unique (but will soon become Rare). Jorunhast created this spell long ago during his tenure as Royal Wizard of Cormyr, and he found it tremendously useful once he'd finished training his replacement, Vangerdahast. Spending the last century of his exile in the Inner Sea, Jorunhast ventured far from the shores of his tower at Prespur. Given the current situations in the Inner Sea, he has begun spreading knowledge of this spell to those allies and acquaintances who might entice right-minded adventurers and heroes to enter this watery realm.

Sources: Sea of Fallen Stars

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