Index of Spells by Domain - Seafolk

Deities: Aventernus (LG), Eadro (N), Whale Mother (LG)

Name: Seafolk

Granted Power: You gain Expert Swimmer or Rapid Swimmer (your choice) as a bonus feat.

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Quickswim
    Stormwrack
  Arc 1, Brd 1, Drd 1, Rgr 1, Seafolk 1, Sor/Wiz 1  
    6 hours

Your swim speed increases by 10 ft.

Fins to Feet
    SPC
  Arc 2, Drd 2, Seafolk 2, Sor/Wiz 2  
    6 hours

Transforms tails and fins into legs and feet.

Scales of the Sealord
    Stormwrack
  Arc 3, Drd 3, Rgr 3, Seafolk 3  
    6 hours

Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels.

Siren's Call
    Stormwrack
  Brd 3, Seafolk 4, Sor/Wiz 4  
    General

Compel one creature/2 levels to submerse itself.

Commune with Nature
Divination 10 minutes SRD
- Animal 5, Arc 4, BVal 4, Drd 5, Elf 5, Rgr 4, Seafolk 5, Shu 5 V, S
Instant Personal 6 hours
Target: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

Learn about terrain for 1 mile/level.

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settingscaves, caverns, and the likethe radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.

Airy Water
    Stormwrack
  Seafolk 6, Sor/Wiz 5  
    1 hour

Turn normal water into a breathable substance; negate underwater movement and melee attack penalties.

Megalodon Empowerment (M)
    Stormwrack
  Arc 8, Drd 8, Seafolk 7  
    General

Gain scent, water breathing, swim speed for 1 hour/level.

Depthsurge
    Stormwrack
  Arc 8, Drd 8, Seafolk 8, Sor/Wiz 8  
    General

Water slam deals 2d6 + 1/level damage to all within 20-ft. radius, pushes targets back, sinks ships.

Foresight
Divination 1 standard action SRD
None or Will negates (harmless) - No or Yes (harmless) Arc 9, Beguiler 9, Blg 9, Drd 9, Fate 9, Halfling 9, Hlr 9, Knowledge 9, Oracle 9, Seafolk 9, Sor/Wiz 9, Time 8 V, S, M/DF
10 min./level Personal or touch 1 hour
Target: See text

Sixth sense warns of impending danger.

This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.