Strengthen Water Creature (Reversible)
- SchoolAlteration, Province: Sea
- ComponentsV, S, M
- Range10yds./level
- Area1 creature +1 creature/level
- Casting time4
- Duration1d4 rds. +1 rd./level
- SaveNeg.
This spell physically enhances creatures that live in or breathe while in water, as well as those from the Elemental Plane of Water. Examples include water weirds, water elementals, sea monoliths, fish, ocean-going mammals such as whales and dolphins, and native ocean races including locathah and sahuagin.
The spell has no effect on beings that breathe underwater by artificial or magical means. Nor does it affect those who merely use water-based spells, including wizards and priests.
Because most effects of this spell are beneficial, many recipients waive their saving throw.
All recipients gain a +1 bonus to attack and damage rolls. If the damage inflicted by a creature is measured by a number of dice, then +1 is added to each die before any other modification is made. Non-offensive statistics are boosted, too. Creatures from the Elemental Plane of Water immediately gain 1 hit point per Hit Die. Any damage suffered by these creatures is subtracted from the bonus hit points first.
In addition, creatures that ordinarily need water to survive can survive without it for the duration of this spell. When the spell ends, however, their need for water immediately returns. A thin, bluish sheen coats the bodies of all recipients, radiating strong alteration magic. Otherwise, no visual change occurs.
The reverse of this spell is weaken water creature. Instead of a +1 bonus to attack and damage rolls, targets suffer a -1 penalty. Creatures from the Elemental Plane of Water lose 1 hit point from each Hit Die they have, reduced immediately. The same bluish sheen coats the recipients, radiating a strong aura of alteration magic. A successful saving throw negates the effects of this spell.
The material component of both spells is a glass of water. The caster throws it toward the target creatures to provide Strength, and pours it on the ground to cause weakness.
Notes: Common for spellcasters from an Arabian setting; otherwise, very rare.
Sources: Wizard's Spell Compendium