All week long, we are showing off what is inside the Book of Heroic Races: Advanced Merfolk. Yesterday we showed off the merfolk racial traits and two variants that you can play in your campaign. Today are sharing with you three spells common among the merfolk people. These spells help landwalkers adapt to life beneth the sea and help merfolk hear what is going on around them better.
Fish Breath
School conjuration; Level antipaladin 1, arcanist/ sorcerer/wizard 1, bard/skald 1, bloodrager 1, cleric/ oracle/warpriest 1, druid/hunter 1, inquisitor 1, magus 1, paladin 1, ranger 1, shaman 1, summoner 1, witch 1
Casting Time 1 standard action
Components S, M (a small bladder filled with air)
Range touch
Target one creature
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
A small pocket of breathable air surrounds the touched creature’s head. The air bubble allows the creature touched to breathe underwater or in similar airless environments.
Fish Fins
School transmutation (polymorph); Level arcanist/ sorcerer/wizard 2, druid/hunter 2, magus 2, ranger 2, shaman 2, summoner 2, witch 2
Casting Time 1 standard action
Components S, M (fish scales)
Range touch
Target one creature
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The creature’s legs merge together, forming a single tailfin, granting it a Swim speed of 30 feet. The creature also gains a +2 enhancement bonus to all Acrobatics and Stealth checks while in water. This spell ends if the creature attempts to walk on land.
Sonar
School divination; Level alchemist/investigator 2, arcanist/sorcerer/wizard 2, bard/skald 2, bloodrager 2, magus 2
Casting Time 1 standard action
Components V, S, M (a sliver of dolphin brains)
Range personal
Target you
Duration 10 min/level
You can hear everything that moves in the water and pinpoint it with perfect accuracy. While underwater, you gain the blindsight ability out to a distance of 30 feet. This blindsight is suppressed when you are not underwater, but the effect persists and will resume if you enter the water again within the spell’s duration.
Book of Heroic Races: Advanced Merfolk is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.