Sea Sight
- SchoolDivination, Province: Sea
- ComponentsV, S, M
- RangeTouch
- Area1 creature
- Casting time1
- Duration2 rds./level
- SaveNone
The recipient of this spell gains the ability to see beneath the waves almost as easily as he can on land. His range of vision underwater becomes twice what it is normally. (See the Underwater Combat rules in the DMG for details.) For example, the base range of sight for characters is normally 50 feet in fresh water and 100 feet in sea water; with this spell, it becomes 100 feet and 200 feet, respectively. Modifications for depth, underwater vegetation, and darkness still apply. For example, at a depth of 50 feet in fresh water, a character can normally see 10 feet; with this spell, he can see 20 feet. More important, sea sight enables a recipient who is above the waters' surface to stare down into without the problems of refraction and reflection. His range of vision equals his usual base range (doubled by the spell), minus his distance above the water. There is no depth penalty, but rules for darkness and vegetation still apply. For example, an ocean-faring character can normally see up to 200 feet underwater with this spell. If he stands on a ship deck 20 feet above the water, he can still see 180 feet below the surface. In this way, he can watch for attackers swimming up from below.
The material component of sea sight is the eye of an octopus or squid, which is destroyed during the casting.
Notes: Common for spellcasters from an Arabian setting; otherwise, very rare.
Sources: Wizard's Spell Compendium