New Divine Spells

New Cleric Domains

New cleric domains include the Deep Domain, Fish Domain, Ocean Domain, and Sea Monster Domain.

New Divine Spells

New spells are described on the New Spell Descriptions page.

Cleric Spells

0-Level Cleric Spells
Waterskin: Extends length of time water-dwelling creatures
can stay out of water.

1st-Level Cleric Spells
Advanced Scurvy: Target gains an advanced form of scurvy.
Vigilance: Recipients gain +1 bonus on Perception and Sense Motive,
+2 against enchantment effects.

2nd-Level Cleric Spells
Cloud of Seasickness: Creates a cloud of sickening vapors.
Defending Glyph: Orbiting glyph absorbs damage.
Defy Depth: Protects creatures from cold water and depth
pressure damage in deep seas.
Freeze: Icy sheath solidifies and encapsulates target.

3rd-Level Cleric Spells
Land Walker: Water-breathing subjects able to breathe air
and negate effects for being out of water.
Starvation: Creatures within 30 ft. become sickened.

4th-Level Cleric Spells
Ray of Rot: Ray deals 3d6+1 per caster level to wooden creature
or object.

6th-Level Cleric Spells
Calm the Waves: Area of rough water becomes calm.

7th-Level Cleric Spells
Pirate’s Booty: Safeguard the location of a single treasure chest.

9th-Level Cleric Spells
Sink Land: Destroys land and structures in 500-ft. radius.

Druid Spells

0-Level Druid Spells
Waterskin: Helps water-dwelling creatures stay out of water.

1st-Level Druid Spells
Advanced Scurvy: Target gains an advanced form of scurvy.
Aspect of the Dolphin: You gain swim speed and bonus to
Swim checks.
Locate Water: Detects direction and distance to bodies of water.
Riptide: Generates a tide-like wave of force.

2nd-Level Druid Spells
Cloud of Seasickness: Creates a cloud of sickening vapors.
Cloud Shape: Modify a cloud’s appearance to transmit messages.
Defy Depth: Protects creatures from cold water and depth
pressure damage in deep seas.
Watery Sphere: Rolling globe of water quenches fire and
ensnares creatures.

3rd-Level Druid Spells
Barnacle Armor: Barnacles grows to provide protection.
Land Walker: Water-breathing subjects able to breathe air
and negate effects for being out of water.
Liquid Form: You transform into living water.
Ray of Rot: Ray deals 3d6+1 per caster level to wooden creature
or object.
Shape Water: You shape water into useful solid objects.

4th-Level Druid Spells
Dive: Target creature gains darkvision, bonus on Swim checks, and
ability to breathe underwater.

5th-Level Druid Spells
Wall of Water: Creates an opaque wall of water.

6th-Level Druid Spells
Animate Water: Transforms water into animated construct
under your control.
Calm the Waves: Area of rough water becomes calm.

8th-Level Druid Spells
Tidal Wave: Creates massive tidal wave that floods area,
damaging creatures and dragging them to sea.

9th-Level Druid Spells
Sink Land: Massive destruction of land and structures in
500-ft. radius.

Ranger Spells

1st-Level Ranger Spells
Vigilance: Recipients gain +1 bonus on Perception and Sense Motive,
+2 against enchantment effects.
Waterskin: Helps water-dwelling creatures stay out of water.

4th-Level Ranger Spells
Tezum’s Glyph: Glyph provides blindsight while
underwater.

New Divine Spells

Avast! karlprosek