Locate fish or plants replaces locate animals or plants in the sea-priest's spell repertoire. The spell enables the caster to find any fish or sea plant using the same guidelines on the general frequency of a subject as given for locate animals or plants. The spell enables the caster to find only fish, not sea mammals or fantastic creatures.
Fish summoning I replaces animal summoning I on Table 1. By means of this spell, the caster calls up to eight fish that have four hit dice or less, of whatever sort the caster names when the summoning is made. The caster may try three times to summon three different
types of fish. The caster may only summon normal or giant-sized fish, such as sharks, swordfish, barracudas, etc. The spell fails to summon sea mammals or fantastic creatures. Spell range, creature actions, and chance of a creature type being within range are the same as animal summoning I.
Fish summoning II is much the same as fish summoning I, only the spell allows the summoning of either more fish or fish with a greater number of hit dice. The spell summons six fish of eight hit dice or less, or 12 fish of four hit dice or less, if such are within range. As with fish summoning I, the caster may try three times to summon three different types of fish, and only normal or giant-sized fish can be summoned. Spell range, creature actions,
and chance of a creature type being within range are the same as animal summoning II.
Fish summoning III is much the same as fish summoning I and II, except this spell allows the summoning of up to four fish of no more than 16 hit dice, eight fish of no more than eight hit dice, or 16 fish of no more than four hit dice each. As with fish summoning I, the caster
may try three times to summon three different types of fish, and only normal or giant-sized fish can be summoned. Spell range, creature actions, and the chance of a creature type being within range are the same as for animal summoning III.
The sea-priest creates a wall of coral instead of a wall of thorns. The wall of coral spell creates a barrier of hard, rough coral with many razor-sharp edges. The dimensions of, damage inflicted by, and duration of a wall of coral are the same as wall of thorns. A passage can be battered through the wall of coral in four turns.