The Attune Waters spell looks almost fine to me, except for the bit about breathing the water freely. For one thing, it would make the most sense if only properly-aligned characters could breathe the water... but my bigger issue is that Water Breathing is already a level-three spell. If you take out the ability to breathe the water, then it's fine, otherwise I think you'll need to change the spell level to four. Still, looks like a highly useful spell in this campaign. As for the worries about munchkinry (involving transporting it, with or without Dust of Dryness, or using it as a spell component), I think that we can just have it retain its aligned-ness for 1 day if you remove it from the area, and can't be used as a spell component (because magic'd things just typically make funky-weird spell components that don't work). If you'd like to propose different anti-munchkinry, be my guest.
The thing about the spell is that it is tied to a
point in space geological coordinate and takes 24 hours to cast. The reason for the breathing thing is that it lets the aquatic races stick their heads out of the water to hurl insults, visit a surace temple, or just avoid the situation of having to fight people who have a clear advantage in ranged-weaponry. As for surfacers, it lets them come visit the under-water temple, hide in an under-water strong-point, or duck under the surface when someone lets loose with a stink-bomb... It is differentiated from water breathing in that it is bound to a point and doesn't let you explore without holding your breath. To use it as an underwater exploration magic I would need to be 7th level and to cast an extended version of water-breathing on myself to stay underwater long enough to cast the spell and then use multiple castings to make spots to jump to. Oh, and the aligned water bit is meant to be tied to the emanation and not the water, so ifdeally it would not be possible to move aligned water from the area. As a permanent effect level 4 would probably be a better level for it. I am also happy to lose the water-breathing bit, it is a fun touch, but certainly not necessary. I really only want a spell or ritual to go alomng with my stated goal of sanctifying all of the water bodies in the world.
I think it would also be good to break the effect if the area was ever completely dry, it would guarantee that the spell was cast around water and give the mundanes a way of dealing with it, which is often overlooked...
link to the spell, adding it to my first post...P.S.
Does anyone know of a way to adjust the reply screen, my wordwrap while typing this is about two-and-a-half times as wide as I can see...