Enhance Water Creature (AD&D 2E)
Enhance Water Creature | |
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6th Level Spell, Alteration | |
Range: 10 yds./level Duration: 1d4 rounds Area of Effect: 1 creature + 1 creature/4 levels of the caster |
Components: S, M Casting Time: 1 round + 2 rounds/level Saving Throw: Neg. |
Description: This spell physically enhances creatures that live in or breathe water, as well as creatures from the Elemental Plane of Water. Examples include water weirds, water elementals, sea lions, fish, ocean-going mammals (such as whales and dolphins) and native ocean races (such as locathah and sahuagin). The spell does nothing for beings that breathe underwater by artificial or magical means, nor does it affect those who merely use water- based spells, including most wizards.
Because most effects of this spell are beneficial, many recipients waive their saving throws. All recipients gain a +1 bonus to their attack rolls, damage rolls, and saving throws. If damage inflicted by a creature is measured by a number of dice, then the DM should add +1 to each die before making any other modification. Recipients from the Elemental Plane of Water gain 1 hit point per Hit Die, applied immediately. Any damage inflicted upon these creatures is subtracted from their bonus hit points first. A thin, bluish sheen coats the bodies of all recipients, radiating strong alteration magic. Otherwise no visual change occurs. The reverse of this spell, enfeeble water creature, inflicts a-1 penalty to attack rolls, damage rolls, and saving throws for the targeted creature. In addition, creatures native to the Elemental Plane of Water subtract 1 hit point from each Hit Die. A successful saving throw vs. spell negates the effect, but each creature affected must attempt a separate saving throw. | |
Source: DMGR9 - of Ships and the Sea (TSR2170), Page 105 |