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==Merfolk Magic== The Merfolk have a divergent tradition in the magical arts. Some marine spells accomplish the same objectives as their land counterparts, but in a different way. * '''Merfolk Blood''' - Some types of Merfolk have blood that has vague magical properties. Evil races often wish to kill merfolk to harvest it. Merfolk blood has a number of uses depending on the source species. * '''Spell Shell''' - Many merfolk wizards choose not use spellbooks. Instead they use magical sea shells that store spells in sound form rather than in writing. To memorize a spell for the day, a wizard listens to the song inside the spell shell. To add a spell to the shell, the wizard etches magical runes and symbols into a precious stone which is then placed into the shell. These stones are analogous to the more traditional paper that other races use to store their spells. ===Spells=== * '''Crush''' - creates magical water pressure in an area that crushes creatures in its area effect. * '''Shape Metal''' - shapes metal * '''decompress''' - Decompresses the area around the target causing wracking pains in his joints and body * '''Resonance''' - creates very intense sounds that resonate in the water, does.... something * '''Freeze''' - Freeze the water around the target which traps them in a solid block of ice * '''Salmons lessons'''- Fourth level druid spell, '''component''' vocal, focus, '''target'''-one creature, '''saving throw''' Will-'''Spell Resistance'''-No: '''effect''': target creature can now Enter (and breath if it has gills) either salt or fresh water depending on which version of the spell was cast. This spell affects all animals that live in water since with out the proper adaptations a animal will suffer damage for being in the wrong environment. Arcance Focus: A vial of fresh or salt water depending on which version of the spell is being cast. ===Familiars=== [[File:flyingfish.jpg|right|thumb|400px]] *Pctopus +2 stealth *Flying Fish +3 fly *Crab +2 fortitude saves *Lobster +1 natural armor *Salmon +3 swim *Sea Anemone +3 Hp *Tiny Shark +3 perception in light *Lanternfish+2 Perception in dark *Jelly Fish +2 will *Mantis Shrimp +2 Spot *Carp (fresh water only)+2 jump *Temperate Fish +2 acrobatics *Tropical Fish +2 initiative *Sea Star +2 survival *Squid +2 sleight of hand *Nautilus +2 diplomacy
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