TEXT: Product Identity for this product, as defined in the Open Game License version 1.0a, is designated as all artwork, characters, dialogue, locations, plots, proper names, storylines, tradedress, 
  and trademarks. Open Content, as defined in the Open Game License version 1.0a, is designated as game mechanics, excepting material previously designated as Product Identity. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, 
  LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  Copyright © 2010 Open Design LLC. Kobold Quarterly, Open Design, and Sunken Empires are trademarks of Open Design LLC.
  Spells
  Whether several fathoms below the waves or 
  enjoying some shore leave, these spells offer a 
  wide range of utility and destruction.
  Cold Snap
  School evocation [cold]; Level druid 3, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration instantaneous
  Saving Throw Fortitude negates, see below; 
  Spell Resistance yes
  The target takes 1d6 cold damage/2 caster 
  levels (maximum 5d6) and 1 point of 
  Constitution damage/4 caster levels (maximum 
  3). On a successful save, the target takes no 
  damage of either type but finds itself shaking 
  violently due to the sudden cold, gaining the 
  staggered condition for 1 round. Whether the 
  save is successful or not, the target loses 
  its grip on any one held object, determined 
  randomly. Targets immune to cold are immune 
  to all effects.
  Desiccate
  School transmutation; Level druid 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M (a pinch of salt)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude half; see text; Spell 
  Resistance yes
  ™
  Sunken Empires: 
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  You sap the water from the flesh of a living 
  target, causing it to experience horrible pain. 
  The spell inflicts 1d6 damage/2 caster levels, 
  to a maximum of 10d6. (Water elementals 
  and aquatic creatures take 1d8 damage/2 
  caster levels, to a maximum of 10d8). On a 
  failed Fortitude save, the target also becomes 
  fatigued for 1d4 rounds. A successful save 
  means the target is fatigued for 1 round. 
  Undead, constructs, and creatures without 
  bodily fluids are immune to this spell.
  Protean Return
  School transmutation; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, M (a sponge)
  Range medium (100 ft. + 10 ft./2 levels)
  Target 1 creature/caster level
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell 
  Resistance yes
  You force the target to take on the chaotic, 
  formless substance of the world’s first ocean, 
  losing corporeal integrity and shape. While 
  under the spell’s effect, creatures lose all 
  natural armor bonuses and natural attack 
  forms, have their movement reduced to 1/4 
  normal speed, suffer -4 penalties to Strength 
  and Dexterity, and take a -4 penalty on all 
  attacks and skill checks. In addition, the slow 
  dissolving of the victim’s body deals 1d6 
  damage/2 caster levels/round.
  Stone Strike
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, F (ioun stone)
  Range close (25 ft. + 5 ft./2 levels)
  Target one ioun stone
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You empower an ioun stone, including a 
  dull gray, burned-out stone, to function as a 
  short-range weapon. For the duration of the 
  effect, the stone orbits your head as normal, 
  and you may direct it to make ranged touch 
  attacks against foes within range. On a hit, the 
  stone deals 1d8 bludgeoning damage +1/3 
  caster levels (maximum +5 at 15th level). It 
  strikes with your base attack bonus (possibly 
  allowing it multiple attacks per round if your 
  BAB warrants it), plus your relevant ability 
  modifier (Intelligence for wizards, Charisma for 
  sorcerers). The enchanted stone is considered 
  magic for purposes of overcoming DR. After 
  each attack, the stone returns to you and orbits 
  your head, ready to make further attacks until 
  the duration expires. Active ioun stones do not 
  impart any abilities on rounds they are used to 
  make attacks.
  Wave of Mutilation
  School evocation [force]; Level cleric 6, druid 6, 
  sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Fortitude partial, Reflex half, see 
  text; Spell Resistance yes
  Whether cast above the water or below, this 
  spell causes an unearthly wave to undulate 
  from you, disfiguring and maiming all creatures 
  in the spell’s area with an abrasive and lashing 
  force. This deals 1d6 damage/caster level 
  (maximum 20d6). The damage is halved with 
  a successful Reflex save. The wounds inflicted 
  by this spell strip the flesh, tear jagged rents, 
  and twist limbs. Those suffering wounds from 
  this spell must also succeed on Fortitude 
  saving throw or take 2d4 Charisma damage, 
  taking on a horrific appearance.
  
   
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  Magic Items
  You may have been born on land, but your 
  calling is the sea. There’s no way the mere 
  lack of gills and fins will slow you down.
  Clarifying Goggles
  Aura moderate divination; CL 9th
  Slot eyes; Price 4,500 gp; Weight 1/2 lb.
  DESCRIPTION
  These goggles contain a lens of slightly rippled 
  blue glass that turn clear under water, allowing 
  you to see without hindrance by removing 
  normal underwater penalties to vision, and 
  they provide a +2 equipment bonus to 
  Perception checks while underwater. The lens 
  is roughly circular, 3 inches in diameter and a 
  quarter inch thick, with a brass frame around 
  it. The goggles impede sight above water, 
  imposing a -2 to all Perception checks.
  CONSTRUCTION
  Requirements Craft , true seeing; Cost 2,250 gp
  Eight-Finger’s Ink
  Aura faint transmutation; CL 5th
  Slot hands; Price 5,000 gp; Weight —
  DESCRIPTION
  This tattoo resembles a black squid or 
  multicolored octopus; it covers both your 
  forearms and the backs of both your hands 
  and fingers. As a free action during a grapple 
  attempt, you can invoke the power of the tattoo 
  to confer a +4 bonus to your CMB for the 
  grapple check. If you attempt to cause damage 
  during a grapple, your base unarmed damage 
  is treated as 1d6, or increases by 1 die size if 
  you already inflict 1d6 or more damage with 
  your unarmed attack.
  As a standard action 1/day, you can cause 
  the tattoo to fly off your hand as a squid-
  shaped web spell that affects a single creature 
  within close range. The tattoo vanishes from 
  your arm when used in this manner, and 
  disperses into black ink once the web ends. 
  After 8 hours of rest, the tattoo reappears on 
  your arm.
  CONSTRUCTION
  Requirements Craft Wondrous Item, beast 
  shape I, web; Cost 3,800 gp
  Radiant Nimbus
  Aura strong varies; CL 12th
  Slot —; Price 18,000 gp (pale blue), 8,000 gp 
  (violet), 5,000 gp (yellow orange); Weight —
  DESCRIPTION
  This gently lapping flame has been passed 
  down through the ages, a gift from the oldest 
  civilizations and an eternally glowing mote 
  representing knowledge and self-awareness. 
  It is an insubstantial, illusory flame, cold to 
  the touch. These items can be handled and 
  moved, and if placed over your head, the flame 
  brightens slightly, conferring its power. The 
  power depends on the hue of the flame.
  Pale Blue—This nimbus sheds light as a 
  candle. You gain a +2 bonus to all Knowledge 
  checks and may make them untrained.
  Violet—This purple flame grants a +2 
  enhancement bonus to Intelligence.
  Yellow Orange—You may reroll any failed 
  Will save or Wisdom-based skill check 1/day.
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator 
  must be 12th level; Cost 9,000 (pale blue), 
  4,000 (violet), 2,500 (yellow orange)
  Satchel of Seawalking
  Aura moderate transmutation; CL 7th
  Slot none; Price 5,000 gp; Weight 2 lb.
  DESCRIPTION
  This eel-hide leather pouch is always filled 
  with an unspeakably foul-tasting coarse salt. 
  If you toss a handful onto the surface of an 
  unoccupied square of water as a move action, 
  
   
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  that 5-ft. square becomes solid for 1 minute, 
  resembling greenish-blue glass. This square is 
  buoyant, can support 750 lb. worth of weight, 
  and has hardness 5 and 10 hp. When the 
  duration expires, the hardened water cracks 
  ominously and returns to a liquid state. If 
  used in an occupied square, the contents 
  congeal then instantly disperse harmlessly. If 
  the satchel is opened underwater, the pouch 
  is irrevocably destroyed as the contents 
  permanently harden.
  CONSTRUCTION
  Requirements Craft Wondrous Item, wall of ice 
  or transmute mud to rock; Cost 2,500 gp
  Sharkskin Vest
  Aura moderate transmutation; CL 9th
  Slot chest; Price 7,200 gp; Weight 1 lb.
  DESCRIPTION
  This gray leather vest is made of the rough, 
  tanned hide of a goblin shark. When you enter 
  salt water, the vest clings tightly and envelopes 
  you, granting you the form of a Large shark 
  (as the beast shape II spell, except that it 
  allows only shark form). You gain a +4 natural 
  armor bonus, a +4 size bonus to Strength, a 
  -2 penalty to Dexterity, the ability to breathe 
  underwater, scent, and a swim speed of 60 
  ft., like a real shark. The vest also grants you 
  a shark’s voracious bite attack, dealing 1d8 
  damage using your highest melee attack 
  bonus.
  CONSTRUCTION
  Requirements Craft Wondrous Item, beast 
  shape II, water breathing; Cost 3,600 gp
  Lost Technology
  I’m not sure what it is, but I know someone 
  who will pay a fortune for it.
  There’s untold riches just waiting to be found 
  at the sea’s bottom, they say. Some of it’s 
  strange, but hey, there’s always a buyer.
  But once you understand what you’re trading 
  in, you may decide to keep some of it yourself.
  Ankeshelian Arciary
  Price 2,000 gp; Weight 4 lb.
  DESCRIPTION
  This device appears to be a flat piece of 
  brushed steel with a smooth piece of black 
  onyx slate inset on one side. It has cable that 
  runs from the bottom, and when it is attached 
  to a vril battery, the black screen lights up 
  and allows the user to verbally record up to 
  5 pages of information per charge. When the 
  device is full, the oldest data must be erased 
  before new data can be recorded. Users can 
  record magical spells into the device, but 
  doing so cost twice as many pages. It stores 
  a maximum of 100 pages worth of information, 
  and drains a single charge from the vril battery 
  per month of use.
  Thalassos Box
  Price 8,000 gp; Weight 20 lb.
  DESCRIPTION
  These metal boxes, the first of which were 
  discovered in the tomb of Thalassos IV, 
  measure 1 ft. on a side. One face displays a 
  series of dials and buttons. When activated 
  and placed adjacent to a wounded creature, 
  hatches open on the box’s side and several 
  slender mechanical probes examine the 
  individual and perform, as needed, one or all of 
  the following actions as described in the Heal 
  skill: provide first aid, treat disease or poison, 
  treat deadly wounds, and remove caltrops. It 
  automatically succeeds on all Heal skill checks. 
  When treating deadly wounds the box restores 
  
   
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  an additional 1d6+1 hp. A newly restored 
  unused Thalassos box contains enough 
  medicine and sutures for 25 applications. 
  Each use of the box drains 2 charges from the 
  attached vril battery.
  There is a 1% chance any Thalassos box 
  malfunctions when used. Such a box inflicts 
  1d6+1 damage when rendering first aid, 
  treating deadly wounds, or removing caltrops. 
  If such a box treats poison or disease, the 
  treated creature takes a -2 penalty on its next 
  saving throw against the condition.
  Velourian Psychograph
  Price 6,000 gp; Weight 22 lb.
  DESCRIPTION
  This metal case opens to a field of dials, 
  probes, gauges, and tubes. Coiled within, 
  braided fibers terminate into flexible pads and 
  leather belts of varying sizes, including a lattice 
  of straps intended to cover a subject’s head. 
  When you affix the pads and belts to a subject, 
  you gain a greater insight to the subject’s true 
  intentions. Without a power source, the device 
  still grants you a +5 bonus to Sense Motive 
  checks due to the phrenological readings the 
  probes and gauges provide. When attached 
  to a battery, the device can accurately discern 
  whether a subject is lying (Will DC 20 negates). 
  Operating it in this way drains 3 charges from 
  the attached vril battery for every minute of 
  use. You can also force the subject to utter no 
  lies, though this setting is painful. Each round 
  you use this setting, the subject convulses 
  in pain, suffering 2 damage and can speak 
  only the truth for the next minute (Will DC 17 
  negates). This is a mind-affecting effect.
  Special Underwater Attacks
  Adventuring underwater opens up new 
  maneuvers that you can perform during 
  combat in place of standard attacks, 
  spellcasting, and other class abilities. Some 
  of these special attacks can be made as part 
  of another action (such as an attack) or as an 
  attack of opportunity.
  Asphyxiate
  If you have grappled a creature that is holding 
  its breath underwater, you can attempt to 
  drown it. As part of the standard action spent 
  to maintain the grapple, you can squeeze 
  the air from your opponent’s lungs with a 
  successful combat maneuver check with a -4 
  penalty. If successful, you subtract a number 
  of rounds of your opponent’s held breath 
  equal to your Strength modifier. You may only 
  asphyxiate an opponent who is the same size 
  category or smaller than you.
  Breaching Charge
  Creatures with a swim speed may perform a 
  breaching charge as part of a charge action 
  that begins underwater. When performing 
  a breaching charge, the charging creature 
  breaks the surface of the water and moves 
  1/2 the distance through the air that it moved 
  while charging underwater, assuming it still 
  has the movement left to do so. The creature’s 
  move ends when this distance is reached. If 
  the creature ends its movement in the air, it 
  immediately falls back into the water or onto 
  any solid surface directly beneath it.
  All other conditions of a charge must be 
  satisfied for a creature to perform a breaching 
  charge. A creature may perform an attack or a 
  bull rush at the end of a breaching charge.
  
   
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  Kickback
  You can perform a kickback as a 
  standard action if you are underwater. 
  If you do not have the Improved 
  Unarmed Strike feat, or similar ability, 
  initiating a kickback provokes an attack 
  of opportunity from the target of the 
  maneuver. On a successful combat 
  maneuver check, you strike the target 
  with both your feet and push the target 
  backward as if you had performed a bull 
  rush.
  You cannot move with the target. 
  Instead, you move away from the 
  target in the opposite direction an 
  equal amount of distance you pushed 
  the target, assuming you have the 
  movement available to do so. If the 
  target is greater than 1 size category 
  larger than you, it does not move 
  when you successfully perform a 
  kickback, but you can still move 5 ft. + 
  an additional 5 ft. for every 5 by which 
  your attack exceeds your opponent’s 
  CMD. Neither your movement nor the 
  target’s movement provokes an attack of 
  opportunity.
  Share Breath
  Share breath lets you help an ally who 
  is running out of air or drowning. As a 
  move action, you grant an adjacent ally 
  an additional number of rounds equal to 
  your Constitution modifier (minimum 1). 
  However, you lose an equal number of 
  rounds from the total number of rounds 
  you can hold your breath. A drowning ally 
  stops drowning and gains additional rounds 
  of held breath as detailed above. If you are 
  drowning, you cannot assist an ally in this 
  manner.
  Spin
  If your opponent is swimming and not standing 
  on a solid surface, such as the sea bed, as a 
  standard action you can knock your opponent 
  upside down or spin them around in the water. 
  You can only spin or flip an opponent who is 
  no more than 1 size category larger than you. 
  If you do not have Improved Grapple, grab, 
  or a similar ability, attempting this maneuver 
  provokes an attack of opportunity from the 
  target of the maneuver. If successful, you gain 
  a +2 bonus to all attacks you make against 
  the opponent until they take a move action 
  to right their position, provoking an attack of 
  opportunity.
  Turbulent Charge
  A creature with a swim speed can perform a 
  turbulent charge while in the water. As part of 
  the charge action, Large or greater creatures 
  make a combat maneuver check against every 
  creature in a square adjacent to the path of 
  the charge. (For every size category greater 
  than Large, it affects an additional 1 square 
  outward.) A successful check means the target 
  suffers a -2 penalty on attack rolls, damage 
  rolls, and to AC for 1 round for every size 
  category it is smaller. Medium and smaller 
  creatures can only affect the squares they 
  pass through with turbulent charge.
  
   
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  Faege
  This small creature swims in playful circles, 
  appearing as a cross between a child and 
  a manta ray. Its large, unblinking eyes and 
  incessant smile give a subtly disturbing 
  impression...
  Believed to be the embodiment of man’s 
  fear of drowning, faege are childlike fey who 
  meander through night waters looking for 
  humanoids to play with. Unfortunately, the only 
  game the faege wish to indulge in often leads 
  to their playmate’s death.
  Not truly evil but possessing utterly alien 
  desires, the faege enjoy 
  pulling air breathers 
  underwater and watching 
  in unadulterated fascination 
  as their victims panic; 
  indeed, there are those 
  who believe the faege 
  actually feed on this terror. 
  Unfortunately, faege often 
  lack the comprehension 
  to understand when their 
  victims should be released, 
  and most die before they 
  ever reach the surface 
  again. The faege view such 
  a death as a child might a 
  broken toy—regretful. They 
  immediately move on to the 
  next plaything.
  Despite their lethal 
  pastime, faege go to great 
  lengths to avoid combat. If 
  left with no other choice 
  a faege will attack with 
  its stinger and attempt 
  to hastily retreat. Upon 
  a successful strike, the 
  stinger will break off in the 
  victim, leaving the faege 
  defenseless until a new stinger grows in a 
  couple weeks.
  Faege    CR 3
  XP 800
  CN Small fey (aquatic)
  Init +9; Senses blindsight 60 ft., low-light vision; 
  Perception +10
  DEFENSE
  AC 18, touch 16, flat-footed 13 (+5 Dex, +2 
  natural, +1 size)
  hp 22 (5d6+5)
  Fort +2, Ref +9, Will +6
  Weaknesses light sensitivity
  OFFENSE
  Speed swim 60 ft.
  Melee sting +2 (1d3-1 plus poison)
  STATISTICS
  Str 8, Dex 20, Con 12, Int 9, Wis 14, Cha 10
  Base Atk +2; CMB +6 (+9 grapple); CMD 15 
  (can’t be tripped)
  Feats Agile Maneuvers, Improved Initiative, 
  Weapon Focus (grapple)
  Skills Bluff +7, Escape Artist +13, Knowledge 
  (nature) +4, Perception +10, Sense Motive +9, 
  Stealth +23, Swim +10; Racial Modifiers +6 
  Stealth, +8 Swim
  Languages Sylvan
  ECOLOGY
  Environment any dark or nocturnal aquatic
  Organization solitary or shiver (3-12)
  Treasure incidental
  SPECIAL ABILITIES
  Adaptive Camouflage (Ex) A faege’s skin shifts 
  in coloration quickly to match the surrounding 
  
   
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  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including 
  into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d) “Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product 
  Identity. (e) “Product Identity” means product and product line names, logos and 
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  the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the 
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  5. Representation of Authority to Contribute: If You are contributing original 
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  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including 
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  8. Identification: If you distribute Open Game Content You must clearly indicate 
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  9. Updating the License: Wizards or its designated Agents may publish updated 
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  10. Copy of this License: You MUST include a copy of this License with every copy 
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  11. Use of Contributor Credits: You may not market or advertise the Open Game 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
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  13. Termination: This License will terminate automatically if You fail to comply 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo
  Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR.
  Sunken Empires: A KoboldQuarterly.com Compilation, Copyright 2010, Open 
  Design LLC, www.koboldquarterly.com. 
  Design Bill Collins, Adam Daigle, Richard 
  Flanagan, Brandon Hodge, Jason Sonia, 
  Trevor Stamper, Stefen Styrsky, Ian Turner, 
  Mike Welham
  Illustration Hugo Solis, Christophe Swal
  Editing & Layout Scott Gable
  Kobold-in-Chief Wolfgang Baur
  environment, making the faege almost 
  imperceptible and granting a +6 bonus to 
  Stealth checks.
  Indomitable Grapple (Ex) Faege are uncannily 
  adroit at grappling foes. For purposes of 
  combat maneuver checks made to grapple 
  only, they are treated as Large creatures.
  Poison (Ex) Faege venom—injury; save Fort DC 
  13 (Constitution-based); frequency 1/round for 
  6 rounds; effect 1d2 Con; cure 1 save.
  Preternatural Panic (Ex) Faege are fascinated 
  by drowning creatures, and the precision and 
  rapidity of their attacks leave their victims 
  bewildered and desperate, gasping for breath. 
  As a result, when grappling faege underwater, 
  the DC for the Constitution checks to determine 
  if a character begins to drown increases by 2 
  each round rather than the standard 1.
  Faege Queen (CR 4)
  Aura of Drowning (Su) Exceptionally rare, 
  female faege possess an aura of drowning. 
  These so-called queens are the undisputed 
  leader of their shiver. The faege is surrounded 
  by a 10-ft.-radius aura, which completely 
  overrides any magical effect from spell or item 
  that allows an individual to breathe water, such 
  as from water breathing or cloak of the manta 
  ray (Will DC 15, Charisma-based). Only the 
  water breathing effect is negated by this aura; 
  any other effect of the spell or item remains 
  active. 
  Ω
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Midgard - Sunken Empires - KQ Compilation.pdf