1-Long Breath I The caster does not need to breathe for the duration of this spell.
2- Swim I Caster may swim at double his normal swimming pace at no exhaustion point expenditure, once he stops swimming or leaves the water the spell is cancelled. This spell also grants a special +10 to all swimming maneuvers.
3-Watervision Caster can see up to 100 in even murky water, but does not assist in seeing through darkness.
4-Lure Caster creates a globe of light 1R that can light up a 10R. The globe will move at the casters will at a rate of 50/rnd. The globe must remain within 100 of the caster or else go out.
5-Waterlungs Caster can breathe water but not air.
6-Undersea Body I Casters body becomes attuned to the underwater environment cutting all penalties for movement and combat in half. Caster is also immune to water pressure and cold water temperature. This does not protect the caster from wind, ice, or cold spells. This spell is generally only required for exceptionally deep dives or dives in cold climates.
7-Buoyancy Target gains a slight positive buoyancy. Target objects will begin to rise at a rate of 1 foot per round. Target objects can be manipulated more easily and at the casters will the buoyancy can become neutral it will not rise of fall for the remaining duration. If target is a living creature, then all swimming maneuvers are at +10, but any attempt to resist the upward movement will be at 25.
8-Seawall Caster creates a barrier of "hard" water. This barrier must be located completely within water. All movement through the seawall is at 75% as are any attacks through it.
9-Darkwater Vision As Watervision, except caster can see up to 100 in any water, including within caves or other locations where light does not reach. Has no affect on Darkness spells.
10-Murky Cloud Caster creates a cloud of darkness in imitation of the squids inky defense. All vision within this cloud is limited to 1. If a Darkwater Vision spell is in effect, the target may see up to 10 through the darkness.
11- Undersea Body II Same as Undersea Body I, except the caster takes no penalties for underwater maneuvers and combat. This does not allow the caster to use weapons generally ineffective underwater such as whips, slings, and bows.
12-Sea Bubble I Caster creates a bubble of force that is full of breathable air. The bubble must be created within a fluid environment. The bubble has neutral buoyancy. The air within the bubble is not renewable. The estimated time one normal person can breath this air is 1 hour. If any attempt is made to leave the bubble, then the bubble "pops." If someone tries to get into the bubble after it is created, then it will pop after 10 HPs of damage are inflicted. The bubble must be created around a target for a target to receive any benefits. This is often used to give divers a break underwater and allow for better communication.
13-Fast Swim I As Swim I, except target may move at three times his normal swimming pace and only expends exhaustion points at the same rate as if he were walking.
14-Link Bubbles Caster can link any two bubbles. People and objects may pass freely between linked bubbles. Also, any number of linked bubbles can be moved by the use of a Move Sea Bubble spell.
15-Sea Bubble Exit For the one round this spell is active, any number of objects or people may cross the Sea Bubbles barrier without "popping" it.
16-Move Sea Bubble Caster can move any existing Sea Bubble in any direction within a fluid environment.
17-Sea Bubble II As Sea Bubble I, except for radius. Air is breathable for 2 hours for 1 person.
18-Dolphins Leap Caster can propel himself upward through water at a rate of 400 per round and can leap out of the water up to 20 in the air. The caster is protected from any ill effects of decompression. The caster can make no appreciable sideways movement while this spell is in effect until the caster leaps out of the water, where he can move laterally up to 10 in any direction.
19-Deep Swim As Swim I, except target may move at four times his normal swimming pace and only expends exhaustion points at the same rate as if he were walking. Also, the caster is immune to the pressures of deep water for the duration of this spell.
20-Reppellant Caster can make a total sensory illusion that will discourage all sea creatures of animal intelligence or less from approaching within 100 for the duration. The spell can be modified to exclude certain animal types from this effect. Intelligent sea creatures will find the caster repulsive, but still will not attack unless provoked.
25- Seawall True As Seawall, except wall cannot be moved through. The wall can sustain 1000 HPs before breaking. Otherwise it dissolves at the end of the duration. The water appears distorted, but otherwise appears as the surrounding water.
30-Undersea Sanctuary Caster creates a Sea Bubble that can be attached to the sea floor or other fixture. This bubble will replenish and refresh the air for the duration and the exterior can sustain 1000 HPs before being ruptured. The caster may leave or enter the bubble at any time through a fixed magic portal. The caster may allow others to enter or exit the bubble, but he must be present to "open" the door safely. Otherwise, the bubble pops. The bubble makes the outer protective layer, but does not provide any structure within the bubble.
50-Sea Colony Caster creates a bubble of force similar to the Undersea Sanctuary. The caster can make this bubble attach to another bubble, the sea floor, or other structure. The Sea Colony is made permanent by casting this spell once per day for two weeks. The bubble will generally have two magical entrances/exits. Many Sea Colonies can be connected to form a larger colony. The Bubble itself can sustain 5,000 HPs before popping.