[PnP] Water Spells 2 of 2

Scott Adams longshot at darktech.org
Sat Nov 4 05:32:49 CET 2006


     43. Splash                                 [Alignment - Sidh]
         This spell allows a caster to throw water at a person or use
     the nearby waves to splash onto a person.  A simple spell that is
     meant to distract and confuse the enemy only.  It does no physical
     damage.  The listed splash is the amount of cubic feet of water the
     caster can "splash" or throw at a person.  Thus the better the level
     the more water that can be used.  The caster does not need to be
     in contact with water for this spell. He can use it at the listed
     range.  The caster can "splash" one person or object once per phase
     for the listed duration.  
         BMC: 2                                  Range: (EL+1)x2" 
         Duration: (EL+1)x3 phases
         Splash: (EL+1)x3 cubic feet

     44. Whirlpool                              [Alignment - Chaos]    
         This powerful spell generates a natural vortex of water which
     starts to form a whirlpool.  This whirlpool can pull in people,
     material and even whole ships to the center.  The caster chooses
     the center of the whirlpool for it to form.  The caster could even
     be caught in this spell if he doesn't leave the area quick enough.
     The vortex starts on the top and goes downward to the water bottom.
     Thus anything that enters the center is sucked down the water
     tornado and pushed outward in random directions on the bottom.  The
     range is how far the whirlpool center can be from the caster.  The
     depth is how far down the vortex heads under the surface.  The listed
     diameter is how wide the whirlpool is from edge to edge.  Anything
     caught on this edge may be affected by the whirlpool.  The Strength
     is how strong a person needs to be in swimming against or in manual
     locomotion of a boat to escape the whirlpool.  For a large ship
     the ship must be going faster than the listed strength to escape the
     spell.  Those who are caught in the whirlpool will have 10-EL phases
     to escape the whirlpool.  If they do not the person or material will
     be sucked under.  For ships they will begin to sink.  The ship will
     sink completely in 5-EL phases.  If the depth of the spell reaches
     the bottom there is a (EL+1)x10% chance the person or material will
     take a slam attack (damage).  In this case the damage is 1D3+EL.
     This spell affect's swimming skills.  It will decrease the effective
     EL of s swimmer by its EL.  Subtract EL from the swimmer's EL.
     A 0 or less new effective level means the swimmer has no control
     and will go with the flow of the water.

     Note: The ocean is known to have some natural whirlpools.  This
     spell can be used to determine the parameters.  Some powerful
     Chaotic mages have been known to set a small private inlet with
     this spell in permanent magic form (like on a floating anchor).
     These anchors then use Ward Pacts to activate the spell.  Like
     when a ship enters the area.  
         BMC: 8                                  Range: (EL+1)x3"
         Duration: (EL+1)x5 Turns                Depth: (EL+1)x15 feet 
         Diameter: (EL+1)x2"                  Strength: (EL+1)x10

     45. Water Spout                            [Alignment - Chaos]
         For those who wish less damage than a whirlpool they can cause
     water spouts to form which are water tornadoes.  Most spouts are
     harmless in lower strengths.  But some can cause water damage and
     toss crew off the ship.   The height of the funnel is from the
     water surface up.  Most funnels though go all the way up to the
     sky in natural formations.  For this spell the energy only goes
     up from the ground and stops at a certain point instead of going
     to a cloud.  The wind factor is how strong winds from the funnel
     is formed and which can interfere with movement.  Per 10 mph of
     wind -1 to PMR.  If PMR goes to 0 then the person can't move.  If
     the PMR is negative he falls down.  The caster can control the
     movement and direction of the spout.  If it hits land or a ship
     there is a chance it will disintegrate.  This chance is 100-(ELx10)%
     on a D100.  The Referee will need to roll higher to ensure the
     spout doesn't disintegrate.  At EL10 and higher the spout will never
     disintegrate. While at EL0 there is a 100% chance it will on contact
     with land.  The PMR decrease is also applied to the ship's movement
     rate. 
         BMC: 6                                  Range: (EL+1)x2"
         Duration: (EL+1)x3 Turns               Height: (EL+1)x10 feet 
         Diameter: (EL+1)x2 feet for funnel       Wind: (EL+1)x4 mph 

     46. Depth Finder                           [Alignment - Balance] 
         There are times a ship or boat enters shallow waters.  While
     sailors have ropes and rocks among other tools to figure out depth
     it may not be 100% accurate at times.  This spell will give a instant
     reading of the current depth of the water directly below the caster
     at any one time (usually at the front of the ship).  As the ship
     moves the depth may change and the caster or those he casts it on
     can determine the accurate depth while the duration lasts.  Failure
     in this spell will give a error of up to D100% of the true depth.
     the caster or target is in full concentration during this spell and
     can't move or do other magic during it.

     Optional: Instead of the spell going down to the bottom the Referee
     can determine a max depth it can be used on.  A good suggestion is
     (!L+1)x50 feet.  Beyond this figure the information returned is
     nothing indicating bottomless to the caster.  
         BMC: 1                                  Range: Touch 
         Duration: (EL+1)x5 Turns 

     47. Flag Signals                           [Alignment - Balance]
         This spell allows the caster to affect the ship's flag.  The
     caster only needs to see the flag to target it.  This spell will
     work when ally ships are in the area.  During the duration of the
     spell allies who see the flag will get a different version of the
     flag or a special magic symbol/mark.  This is to allow allies to
     know who is who.  Pirates use this to warn other pirate allies they
     know who they are so they don't get preyed upon.  This spell is also
     used in fleet battle operations where confusion and smoke can cause
     flags to be misread.  in this case there would be no confusion as to
     which ship belongs to who.  In order for this spell to work the
     caster or target must know the captain of each ship personally.
     If he doesn't know this person then this ally effect is not given
     and the captain only sees the normal flag.  If the captain of a
     ship is changed during battle or over its lifetime then the new
     captain must be known to the caster or target of this spell.  The
     caster can touch others to use this spell for others (like the
     captain of the ship).  This spell ONLY works for captains of the
     ships themselves not the crew.  The actual form of flag or symbol
     is up to the person using the spell.  If this spell is cast at twice
     the mana the spell can affect enemy captains he personally knows.
     In this case the caster can designate a scary symbol, threat or
     flag for the enemy to know.  This is useful for pirates who may
     have a reputation to scare passing ships into automatic submission.

     Note: The term "allies" can be any person that is friendly or
     otherwise not hostile to the caster.  Language or culture barriers
     do not affect this term.  For "knowing" a person like an ally
     captain the caster may have only seen him, know him by name,
     reputation or talked with the person.  The Referee can vary these
     terms to fit his needs.  
         BMC: 2                                  Range: Touch 
         Duration: (EL+1)x20 Turns 

     48. Gull Attack                            [Alignment - Chaos]   
         Sea Gulls or other sea going birds are commonplace around ships
     in most coastal areas.  Even to the point of annoyance these birds
     will bother sailors especially fisherman.  Wizards have learned to
     use this to their advantage by making a spell which makes the Gulls
     or other related sea birds attack the crew of a ship.  The birds
     attack as normal birds with no special abilties.  This is mainly
     used as a distraction and confusion tactic as in most cases sailors
     can easily defend against these birds.  The range is how far away
     the birds will be from caster to be affected.  The bird number is
     the number of birds that will be affected by the spell.  Once affected
     the birds will attack the nearest people to them.  The Exclusion is
     the number of people including the caster the birds will ignore.
     Bird attacks are beak, claws, wing buffets and dive bombing (droppings).
     This spell alters bird courage so they will attack no matter what.
     Birds act independently on their own (caster doesn't control them.).
         BMC: 2                                  Range: (EL+1)x2" 
         Duration: (EL+1)x2 Turns          Bird Number: (EL+1)x5
         Exclusion: EL+1

     49. Call Sea Creatures                     [Alignment - Law]     
         this spell is not summoning of supernatural water creatures.
     But this spell will call for sea creatures of a non-supernatural
     nature.  The caster must decide on the type of creature he calls
     before the spell is cast.  For example he may call a single whale,
     sharks, eels, hammerheads, stingrays or squid to name a few.  Any
     creature that fits this type and can be will be called toward the
     caster.  Once the creature is near the caster he will have to
     do other magics to talk to it or control it.  This spell only
     brings the creature his way.  It does not control them.  The
     duration is how long the call will go out before the spell ends.  The
     number is the number of creatures that finally show up if those
     type are in the area.  This spell does not affect intelligent
     sea creatures like Mermen and such.  

     Optional: The Referee can allow the caster to cast this spell at
     5 times the cost.   Used in this way he can control the called
     number of sea creatures.  The chance to control the creature is
     (EL+1)x10%.  He can try to control the creature once each turn
     the creature is in the area. The creature will do as the caster
     asks or commands.  The magic of the spell conveys the idea to
     the creature.  The commands can not harm the fish or willingly
     force it to do something to harm itself.  For example a caster
     can't order a dolphin to ram a ship to the point it kills itself.
     The Referee will determine if this command is harmful to the
     creature or not.  For example a dolphin ordered to attack a person
     with a sword may not be harmful since it could avoid attack.  But
     to attack a school of sharks is harmful to it.  Chaos wizards have
     been trying to work up a magical formula to force creatures even
     to the point of death.  
         BMC: 4                                  Range: (EL+1)x10" 
         Duration: (EL+1)x3 Turns               Number: (EL+1)x2

     50. Weights                                [Alignment - Law]
         This spell has two purposes.  The first method is used to
     weigh down divers for faster diving into deep waters.  This spell
     creates magical spheres of energy which are weighted to increase
     body encumbrnace.  These weights will naturally make a person
     lower faster.  The second method is used offensively to make a person
     sink from these weights when the caster touches the person.  The
     person who is a target of the spell will find himself having to
     struggle against these weights.  He will have to overcome the
     listed strength or he will sink to his doom.  Used in this method
     the weights attach to the person and can only be removed by a dispell
     spell.  Used in the first method the person will sink by choice and
     does not to struggle.  Since the mental agreement of the caster
     will allow those he affects to remove the weights at their choice to
     get back to the surface.  For enemy targets however they do not have
     this luxury.  Pearl divers off Lemasa are known to use this spell
     or objects with this spell to dive fast and longer to gain their
     pearls.  The number is how many weights are created for the person
     being affected.  The weight is how much each magical sphere actually
     weighs.  So a EL3 Weight spell can make 4 weights each weighing 80
     pounds.  The caster can determine how many actual weights he wishes
     to create per person.  The spell is cast once for each person.    The
     caster can vary the weight by as much as half if he so chooses.  Even
     if a person can remove the spheres he can only remove one per phase.
     By the end of the duration he could have drowned.  
         BMC: 2                                  Range: Touch 
         Duration: (EL+1)x3 phases              Number: EL+1
         Weight: (EL+1)x20 pounds per sphere  Strength: (EL+1)x5

     51. Floater                                [Alignment - Balance] 
         There may be times when a caster wishes to have a object sink
     by natural methods to the water bottom and then come back up
     at a later time.  For example a ship that is being chased by
     pirates could have a sealed case of gems sink then come back up
     later when the pirates leave.  Criminals can also make booty sink
     then come back up from being chased by custom ships.  There are
     many such examples for good and bad purposes.  This spell will
     affect only one target at a time.  It only affects inanimate objects.
     The listed weight is the max weight of the item in question for
     the spell to do this for.  The item will sink naturally (if its
     made to do so) or magically by this spell.  It will then float back
     to the surface after the duration is over.  if the object is not
     one to sink on its own the caster can spend twice the mana cost to
     make the object sink.  Obviously the item should be water tight or
     anything in or on the object will be lost from water damage.  The
     listed strength is how strong a current needs to be before the object
     moves from this current.   For example a pirate wishes to have
     a sealed bottle of poison sink before guards board his ship.  He
     can cast this spell at EL3.  The weight is 40 pounds which is higher
     than the 10 pound bottle so its easy to sink.  The bottle will sink
     on its own for up to 8 hours.  If the current on the bottom is stronger
     than 20 mph it will move with the current.  If the object does move
     with the current it will need to be found.  In these cases the spell
     has an option to cast it at 3 times the mana cost.  In this case when
     the object hits the surface it will glow slightly to be found easier.
     The duration can be varied by the caster to its max length or any
     time between.  
         BMC: 4                                  Range: Touch 
         Duration: 2 hours (EL as power)        Weight: (EL+1)x10 pounds 
         Strength: (EL+1)x5 mph 

     52. Life Boat                              [Alignment - Law]      
         Ships often sink and kill crew.  As a result this spell will
     generate a mystical energy life boat that can be used in such
     situations.  One life boat is created per spell.  It will be
     wide enough to sit a person and a few cubic feet of personal gear.
     The spell will also generate a single set of sails which can be
     made to sail the row boat.  Energy oars will also be generated for
     rowing needs.  The aspects of the boat are as normal if a real boat
     for speed and tipping purposes in waves.  The number listed is the
     number of "positions" the boat can handle with comfort.  Double this
     figure can be done but the people will be in tight quarters with
     no room for gear and sails will have to be not generated.  A set of
     oars will be generate for every 3 positions in the boat.  These oars
     if lost and dropped in the water will dissolve unless grabbed within
     EL+1 phases.  A single person must remain in the life boat at all
     times.  If no one is in contact the boat will disappear within EL+1
     phases after the person leaves it.  The first person must get within
     the boat or touch it within EL phases or the spell ends as well. The
     range is how far the boat can be generated from the caster.
         BMC: 7                                  Range: (EL+1)x2"
         Duration: EL+1 strategic turns      Positions: EL+1

     53. Water Creature                         [Alignment - Elder]
         Caster can generate a creature of any shape or form, within his
     imagination, to fight for with or for him.  The creature is made of
     100% water.  He will have features the caster determines like eyes
     but they are distinguishable to those who see it if the person makes
     a Intelligence check.  If he fails this check its possible the
     creature could ambush the enemy since its fluid mass and the
     enemy doesn't notice it till its too late.  The creature will fight
     as a normal creature using natural unarmed weapons.  Though the
     caster may give it a "water sword" its still treated as natural unarmed
     weapons for damage and combat purposes.  The creature will obey the
     caster at all times until the duration ends.  The water creature is
     limited in its actions however.  It may be able to use a solid form
     of water to damage, move or grab objects it may not do other actions
     like ride a horse or ingest something.  In fact the creature can
     move through some solid structures as long as there is enough cracks
     for the "body" of water to move through.  In such cases it will take
     the creature 3-EL phases to move through 3 feet of material fully.
         There are only four ways to kill such a creature.    First is
     through fire magic.  Fire will boil away or evaporate such creatures.
     So fire magic will cause normal hit point damage.  Second is to
     dispell the spell entirely.  Third is to cut off the creature's
     water supply.  The creature must have constant contact with the water
     or it will end.  If the creature walks on a ship's deck a tiny
     stream of water will tie the creature to the water.  If a person can
     cut or block this connection stream the creature will be destroyed.
     But the water stream will twist around or avoid being touched if
     the caster notices this.  Lastly, the creature will be destroyed
     if it hits contact with the solid earth.  This must be actual terra
     firma as ships and other structures don't apply.  If a creature hits
     earth it will be destroyed within EL+5 phases.  Once the water
     creature is destroyed the water explodes in every direction.  The
     listed range is how far away the creature can be from the caster.
     if this range is exceeded the creature is destroyed.    Per 3 EL
     levels the caster can generate 1 water creature.  So at EL10 the
     caster can do up to 3 creatures.  If more than one is generated
     he will have to pay the normal mana cost for each creature.   The
     AV is a form o hard water magical armor which protects against
     normal blows.  This Water AV doesn't reduce from combat damage.
     The caster need only pay for all creatures generated once and
     cast the spell once.

     Optional: The Referee can allow the creatures to regenerate hit
     points per phase.  If so it will regenerate EL+1 points per phase
     until it reaches max.  This regeneration only lasts while it
     has constant contact with water.

     Note: There should be enough water to make these creatures appear
     and continue for the duration.  A mug or barrel of water may not
     be enough.  If in open water there should be plenty of water.
         BMC: 7                                  Range: (EL+1)x2"
         Duration: (EL+1)x5 turns                  HPV: (EL+1)x6
         OCV: EL+4   DCV: EL+2   MDV: MEL+EL  MR: (EL+1)x3
         AV: EL/3, RU 

     54. Sonar                                  [Alignment - Elder]    
         Caster can determine the depth and location of underwater objects.
     The caster will need to stand at the front edge of the ship.  He
     will then look out and down.  The spell sends a sonic echo out into
     the water and comes back to the caster with depth and location of
     underwater objects.  The caster can then get a mental 3-D view of
     the area directly in front of him.  The range is a 60 degree cone
     outward from the caster.  The width is how wide of an area in front
     of the caster the spell detects.  The center of this width area is
     the caster and extends to each side.  It can detect large (EL Size
     or larger) sea creatures that move in the detection area.  
         BMC: 3                                  Range: (EL+1)x2"
         Duration: (EL+1)x3 turns                Width: (EL+1)x2" 

     55. Water Transport                        [Alignment - Elder]
         This spell works like the Earth Powers Transport spell.  It allows
     the caster to move across water.  Its a modified form of Water Walking.
     The caster uses the water's own waves to move.  The spell allows the
     caster to maintain balance on the wave then he will control the
     movement of the wave.  The caster must start level with the surface
     of the water.  Being under the water or jumping from a dock (will
     go under the water) won't work.  But walking from ground to the
     surface or stepping out of a boat will work.  The caster will need
     to get a running start or as soon as contact is made run as fast
     as he can.  The spell doesn't increase the normal speed of the
     person but just enhances it to stay on top of the water.  Those
     caught under or in the waves not included by Caster will suffer
     the damage. Damage: 1D3+EL and be knocked down.  Wave will
     continue in the direction until duration ends or dispelled.
     Caster remains in midpoint of wave and can't move or suffer
     damage as well.  The caster will run toward his destination.  The
     speed is the listed PMR the person is running.  If for any time
     the caster has stopped running the person will sink into the water
     and the spell ends (unless optional rule is used).   If contact
     is made with land or other non-water surfaces the spell ends. 

     Optional: The caster can stop for EL/3 phases at any point
     after starting to run.  He can then turn up to 60 degrees to
     shift direction of the wave.  
        BMC: 4                               Damage : 1D3+EL        
        Duration  : EL+2 turns squared        Speed : (EL+3)x2
        Range     : (EL+1)/2" (length of wave)
        Inclusions: EL/2 RU (+2 mana per person)

     55. Lighten Cargo                          [Alignment - Balance]
         Cargo can be heavy at times so wizards may help out by lighten
     the weight of the cargo. The caster must touch the cargo.  It
     should be one box or crate.  It could be a set of boxes or crates
     on a single sled or palette.  Its cast in two ways.  First cast
     at normal cost it will affect a single box or crate.  The box or
     crate should be able to be lifted by the caster in order for the
     spell to work.  Thus if a caster can't lift a 150 pound crate the
     spell will fail on it.  For the second method its cast at 3 times
     the cost.  In this way it will affect up to (EL+1)x2 boxes or
     crates.  All must be touched for it to be affected.  In this method
     there is no weight restriction of how much the caster can lift.

     Note: Box and Crate can be interchangeable with other items. For
     example chests, barrels, kegs and ceramic containers to name a few.  
        BMC: 4                               Range: Touch
        Duration : EL+1 minutes, squared
        Weight decrease: (EL+1)x10% per item
     
     ------------------------------------------------------------------

         What follows are spells that have been lost to history.  They
     were forgotten or deliberately destroyed in all records.  The
     reason is their power.  The Referee should limit these spells as
     they could be too powerful for some.  These spells could also
     lead to adventures in themselves in how to learn of the details.

     56. Ship Shift                             [Alignment - Elder]
         This ancient spell goes back to the dawn of history for some
     of the earliest cultures with wizards.  Before the battle of the
     gods when planes and dimensions were interwoven more freely.  This
     spell allows a ship to immediately shift into another plane or
     dimension.  In order to cast this spell the caster must have full
     knowledge of the other plane or dimension.  He may not have visited
     there but have direct knowledge of it.  If the caster does not
     know the exact point of destination there is a 100-(EL+1)x10% chance
     the ship could merge into the other place in a mountain or on top
     of trees.  Thus its strongly suggested the caster should know full
     well the exact details of the point of destination.  This should
     obviously be water wide enough for the ship.  It could be magical
     water or normal water.  Places this ship could travel includes
     the Lower World, Middle World or Upper World.  But there are places
     called the Million Spheres which contain countless planes of existence
     and dimensions.  The same laws of reality should be the same or
     close to it.  For example a dimension of nothing but Fire might be
     bad to move the ship to.  There is a chance each person that shifts
     to the place could be changed in some fashion.  The chance per person
     is 100-(EL+1)x10%.  This can be modified by factors the Referee chooses.
     One possible modifier is the EL (or ELx2) to the roll where EL is
     the EL of a scholar skill in the planet or dimension.  With this
     knowledge the caster might prevent it by doing various things in
     advance of the shift.  If the person fails the roll he will take
     immediately 2D6-EL (no less than 1) points of damage.  This represents
     the dimensional change in body pressure or electricity (to name
     a cause among thousands).  If the character fails the roll then
     use the following chart (Roll D100):
                Roll     Effect
                01-20  Gender switches (Male to Female, Female to Male)
                21-30  One Current Ability Score -1D6 while in plane
                31-40  One Current Ability Score +2D6 while in plane
                41-50  Lose some critical piece of skill or memory
                51-60  Blindness while in plane/dimension
                61-75  Grows an extra finger or toe
                76-100 Other, Referee Determines
     Thus going into another plane or shift can be dangerous.  Once
     the ship crosses over it can perform normally.  This spell is
     used for specific extraordinary reasons.  The spell is cast on
     the ship he is standing on. If there is no ship it fails and
     the failure is abysmal automatically.  Parameters of the other
     plane/dimension are up to the Referee.  An example is Earth
     where no magic works at all which could give players a hard time.
         To use this spell he must be in a deep trance for upwards of
     5-EL hours.  At EL0 caster still needs 1 full hour of trance.
     During this time the ship can move but no one should harm or distract
     the caster.  If the caster has an item or some material to help
     in this spell the Referee can assign a success bonus.  For example
     if the caster is holding a book on the history of the plane or a
     item from it is in his hand he may be given a bonus.

     History: In the time this spell was invented it has only been used
     3 times.  The first to make this spell is not known.  It may even
     have been given by a god or another dimensional being.  The first
     time it was used by a Wizard to find a powerful item on another
     plane of existence.  He was able to enter the other plane with
     a crew of 12 (out of 15, the other 3 had dimensional shift problems
     that killed them).  But he never returned due to being attacked
     by creatures shortly after.  The second time a King led an invasion
     ship into a dimension where only water and islands exist.  The
     king was able to invade with the help of a High Mage.  He learned
     of this plane by dark rites of magic.  The King did conquer some
     of the islands and bought back a shipload of gems that looked like
     Rubies.  but on return to the Middle World the Gems turned to
     rocks and sunk the ship.  The last time was over 700 years ago.
     In that time a Chaotic mage (MEL35) sent his ship and crew to the
     Upper World.  Once there in the Dark Realm he made an alliance with
     a Demon Lord and ruled a small part of the area for over 150 years.
     Since then the spell information was lost.  Only one Scholar currently
     knows of the spell.  Grak A'dos in the city of Halle (Cerulean Empire).
     He has looked at a book some time ago with a slight mention of it.
     But since then has forgotten about it.
        BMC: 20                              Range: Immediate Ship

     57. Dune Sailing                           [Alignment - Chaos]
         This spell allows a ship to hover and then move above the sand
     and sail over it without touching the sand dunes.  This spell is
     cast ONLY in desert regions.  Other terrain even hard rock will
     quickly affect ship movement and could cause the ship to fall from
     the sky.  The spell is cast in two parts.  The first is to get
     the ship to lift up and hover above water.  Then the spell creates
     intense winds that move the sail and thus the ship in a set direction.
     To move the ship in another direction the sails will have to be
     moved.  Thus rigging has to be specially made that can shift fast
     and without stress.  This is a special creation process for the
     rigging which exists in modern times.  The caster will have to
     concentrate to hold the spell intact.  To use this spell the caster
     must make a specially created sphere of sand the size of a modern
     basketball.  The caster will need to do special magical rites in
     the creation of this spell.  At least sacred sand must be used inside
     the sphere.  common sacred sand includes places where gods died or
     great leaders or holy leaders died.

     History: A civilization now gone some 850 years used this spell
     in great dune sailing fleets.  Using this spell they conquered
     both great southern deserts.  They used the rivers as their place
     to dock and in some cases built large landing structures in the
     desert for a ship to land on.  The name of the culture is in
     debate to this date.  At least half a dozen Scholars know of its
     history but argue over details.  The spell details are lost to
     all however.  The last known location of a Tome with it is buried
     deep in a underground city buried by hundreds of years of sand.
     The location of this city under the desert sands are not known.

     Note: In using this spell the caster goes into a trance holding
     the sphere in a specially built center seat on the top deck in
     the center of the ship.  The listed speed is the speed in MPH
     the ship moves over the dunes.  The height is how far above the
     sands the ship can fly or hover.  In order for the ship to hover
     the caster must make a Will x 3 roll.  If he makes it the ship
     can hover for (EL+1)x2 phases before it must be tried again with
     another Will check.  
        BMC: 15                            Range: Immediate Ship
        Duration: 2 hours (EL as power)   Height: (EL+1)x10 feet
        Wind Speed created: (EL+1)x5

     58. Submerge Ship                          [Alignment - Law]
         In order to use this spell a specially designed ship must
     be made.  The standard designs do not work.  This ship would
     need to be water tight and have no outside areas.  It would
     almost look like a modern submarine.  There could be a top
     deck but nothing is on it that can be destroyed but a flat
     platform.  The technology to make such a ship is not known to
     modern shipwrights.  On success the ship can submerge and travel
     normally with the speed of the currents in the area as if the ship
     is on the surface.  In fact underground currents may be double
     the speed at certain depths.  The listed max depth is how far
     down the ship can go.  Per 20 feet below that depth there is a
     chance the ship will break up.  The chance is 100-(EL+1)x20%.

     history: This spell was used once by a MEL30 mage who decided water
     life was better than living on the land.  He built a ship and
     went to see with a crew of 30 and their families.  He sailed all
     but the great northern sea in his travels.  The last time he
     was known to be was off Lemasa when he was attacked by a force
     of Mermen and a set of whale and giant squid creatures.  This
     was over 400 years ago.  He did leave some information on the
     spell formula and how to create the ship with a priest for
     safe keeping.  The priest though moved from Teos to Dawana and
     lived there for some time before he died.  After that the
     information was lost but is suspected to be in Dawana.

     Note: Referee can assign this spell only if he can justify the
     technology to build the ship.  To do so the players could
     bring in highly trained shipwrights and iron makers.  Another
     way is to bring in dimensional beings who can do the technology
     from another plane where technology is higher. But in doing
     so they must be given something in exchange.  After the duration
     is over the ship could sink lower.  To prevent this modern
     submarine ballast tanks should be made so the ship will surface
     to be prepared for another trip under water.  Once on the surface
     it will drift with the currents but without sails it will be slow.
        BMC: 20                            Range: Immediate Ship
        Duration: 2 hours (EL as power)   Height: (EL+1)x10 feet
        Max Depth: (EL+1)x50 feet

     60. Lighten Ship                           [Alignment - Balance]
         This spell lightens the complete weight of everything on the
     ship or boat.  Everything animate and inanimate objects will be
     less in weight.  It is cast only on one ship.  
     
     History: The history of this spell is not known but Scholars
     believe it was made by some wizards who got tired of hauling ships
     as large as Triremes over land.  It is suspected that one Mage
     a Telekinetic Master used this and telekinesis to move ships
     from place to place with his mind rather than body but there is
     no direct evidence of this.  

     Note: Scholar's are half right.  It allows crews to haul ships
     from the water and over land with better ease.  It only affect
     those things on the ship.  If a person leaves the ship the
     weight is removed and the spell readjusts for it.  This allows
     armies to move ships like Triremes overland with fewer men thus
     can haul more ships.  The other reason is up to the Referee and
     Players to decide.  There are many good reasons. The size of
     a ship that can be affected can be restricted as for Tarfar's
     Reef spell's Size chart.  This spell is not lost but is actually
     found deep inland (away from water for some reason) in some
     libraries in a few cities. The chance to find a book or scroll
     that may hint of more information is 25% in a library.  The chance
     of finding information (Tome or scroll) with the spell formula
     is only 5% in a library.  For some reason to water going wizards
     its not known to them but the spell exists in the Middle World.
     This spell should only be used for ships.  To reflect this any
     object on land or out of water will have the spell fail.  So
     the ship will need to be in water.  
         BMC: 10                            Range: Immediate Ship
         Duration: 2 hours (EL as power)    Weight Decrease (EL+1)x10%

     61. Teleport Ship                          [Alignment - Law]
         This spell creates one large teleport for a ship.  The
     energy surrounds the ship and it will then teleport to the
     new destination.  The caster will need to know the location
     of the teleported spot (obviously water and not land).  If
     the spot IS land for some reason the ship will teleport there
     but will be likely destroyed in the process.   The same chance
     of failure also applies as for the Teleport spell.  It will
     take 5-EL phases for the energy of the spell to surround the ship
     for it to be used.  This only affects the ship the caster is on
     at the time.  If he is not on a ship or some craft that is free
     floating in the water it will fail automatically.  If on solid
     land the spell will fail abysmally.

     History: In exchange for his faith a wizard was given this spell
     by a Avatar of a god.  The spell was created and used for a
     ship that sent out to crush pirates in the area.  When they
     were destroyed the wizard and his crew went to the Eastern Lands
     to live out their lives so no one would learn of the spell.  

     Note: The location of the spell formula was given to a Alfar who
     took it to the Lower World when he helped the wizard.  But the
     Alfar was slain in a battle.  The information was then taken to
     the Middle World where it finally ended up 75 years later in the
     city of Fomoria on the island of Fomoria in the great Temple of
     Enki in a hidden library only a few on the island know of.  They
     plan to use the spell for major fleets of their own but those
     who know of the spell fear its reverse use so will use it only
     if things get desperate.  
         BMC: 20                            Range: Immediate Ship
         Distance Teleported: 2 Miles (EL as power) 

     62. Water Sled                             [Alignment - Law]
         The exact name of the spell is up for debate.  But it creates
     a method like water skiing.  A caster first must call and then
     control animals to use it on.  But this is typically only 2 creatures
     this can be used with.  These are dolphins and orca.  Once the
     caster gets control of the creatures or they are willing he can then
     tie wooden like skis or a sled to the animals.  The spell will
     affect the mind of the creatures to understand the verbal commands
     of the caster in where to move.  The speed is that of the animals
     that pull the caster.  If the animals are damaged in any way the
     spell will not affect that animal.  Typically 2 animals should be
     used but more can be used if needed.  The duration is how long
     the spell affects the animal minds.  The caster can leave the
     animals and go inland while the animals stay near the shore.
     They will remain there till spell ends or dispelled.  The MR
     is the movement rate of the animals with the spells boost to it.

     History: A wizard had befriended two dolphins in the small bay
     he lived alone.  They would allow him to swim with him or ride
     along side them.  But as he got more and more confident he
     communicated with them to get their permission for this spell
     to be made.  He then made a sled and a set of skis.  He would
     use this spell to ride with the dolphins to a nearby village
     for supplies at the amazement of the folks that lived there.
     During his travels to the village he would drink in the tavern
     and the spell would get out.  Only a few dozen people in
     Djanesborg where he lived know of it.  The wizard was eventually
     killed by pirates who feared him though the wizard was actually
     harmless to anyone but casks of ale.  

     Note: The sled or skis don't need to be specially made with
     magic or such.  To learn of this spell players will need to
     stumble on it while in Djanesborg.  
         BMC:  4                            Range: Touch (of animals)
         Duration: 2 hours (EL as power)       MR: (EL+1)x10

     63. Hurricane                              [Alignment - Chaos 
         This is probably the most deadly spell that can be used on land
     or water in terms of its potential.  This spell like most works
     in increasing levels of power.  The caster must be in the water
     with at least 10 miles of water around him.  Any other results will
     cause the spell to fail.  The caster must invoke a hour long
     ritual to invoke the power of the sea and wind.  After this hour
     usually after sunrise (best cast during the day otherwise chance
     of success is halved) the spell can be cast.  This spell harnesses
     the power of the sea and wind to form intense storms.  It uses
     all of the local conditions (water temperature, currents, wind
     direction, wind currents, local air pressure, etc.) to form these
     storms.  In order to actually create a full blown Hurricane the
     caster must be at least EL4.  Before then only tropical storms
     and depressions are created but they can still cause havoc.  Once
     the storm is created the caster can't control it.  It will either
     live on its own or die.  this includes movement of the storm.  The
     only thing the storm can determine is the max size of the storm
     as below.  This is edge from edge.  Once created local conditions
     can change and affect the storm by decreasing or increasing the
     strength of the storm.  The season best for these spells is the
     summer since the water temperature is just right.

     History: The Rogizini Wizard Ta'fara found the Tome of Storms
     in a great underground cavern guarded by a set of demons and
     a dragon.  After losing 37 men the guardians were defeated and
     he obtained the book.  it seems the book was from the Upper World
     where gods battled each other in ancient times.  The book contained
     spells on all forms of storm powers and the great hurricane spell.
     For five years he studied and cast the spells.  He got up to EL2
     when he helped in the defeat of a Gom Fleet when he obtained EL3
     in the Hurricane spell. The category 1 hurricane however quickly
     turned into a category 3 and backfired.  It chased the Rogizini
     fleet and destroyed them.  In the process the Tome was lost to
     the Sea of Tears along the western edge of teh Rogizini Empire.
     The Wizard was killed before he cold get any higher in the spells.

     Note: Referees should only allow this spell if its within their
     limits to do so.  Only powerful (say MEL20+) mages might be
     able to use thes epslls.  To balance things storms can always
     backfire as above.  These storms create winds, lightning and
     thunder along with the normal intense rain.  Other factors like
     eyewall size and height of the storm are up to the Refere. 
         BMC:  20                           Range: Immediate area
         Duration: 2 hours (EL as power) of how long storm lasts
         Time to form: EL Hours (if 0 then 30 minutes) to form the storm
         Wind Speed: 20x(EL+1) mph [How fast winds are]
         Size: (EL+1)x20 miles [from edge to edge]

     Note: These storms can create the following category of storms
          Storm      Wind              Storm
        Category    Speeds    Knots    Surge     Common damage done to
       Tropical      1-73     1-63     1-4 ft.  Trees 
       Hurricane 1  74-95    64-82     4-5 ft.  Trees, small shacks
       Hurricane 2  96-110   83-95     6-8 ft.  Trees, minor house damage
       Hurricane 3 111-130   96-113    9-12 Ft. Minor home structural damage
       Hurricane 4 131-155   114-134  13-18 ft. Can blow houses down
       Hurricane 5   155+    135-149   18+ ft.  Massive damage area wide

     Example: A lucky wizard gets to EL5 with the spell.  Out to sea at
     25 miles out he casts the spell at EL5 and hopes a hurricane will
     form and head toward the port city of Sivas.  At EL5  the storm
     will last 32 hours, take 5 hours to form, Winds of up to 120 and
     be about 120 miles wide from edge to edge.  This is a category 3
     Hurricane if it forms successfully.  but it could backfire and
     head for the wizard's home (Clima).

     ------------------------------------------------------------------
                                Spell Summary

       Spell            Al.BMC           Notes
  Water Endurance       El  2  Boosts Endurance EL+1 Hours, ST+ (EL+1)x3
  Rower Endurance       El  2  Boosts rower endurance as for Water Endurance
  Moving Ropes          La  1  Control EL+1 ropes for EL+1 turns
  Lighten Anchor        Ba  3  Decrease weight of anchor by (EL+1)x10% 
  Break Anchor          Ch  3  Damages anchors and rope/chains of anchors
  Water Wall            La  4  Makes solid water wall EL+1" by (EL+1)x2"
  Fins                  El  2  Caster gets Fins or Webbed hands (faster PMR)
  Fish Detection        La  1  Detects water creatures within range of caster
  Foul Rigging          Ba  4  Causes chaos to ship rigging structures
  Destroy Rigging       Ch  5  Damages rigging by (EL+1)x5 points
  Reinforce Rigging     La  3  Reinforces rigging by (EL+1)x5 points
  Collapse Rigging      Ch  4  Makes rigging fall if they collapse normally
  Land Locator          La  2  Locates land within 100 meters (EL as power)
  Ship Insight          Ba  3  Learn detailed information on a ship
  Map Knowledge         Ba  8  Maps underwater and surface locations by magic
  Reef Detection        Ba  1  Detects reefs and sandbars in (EL+1)x2" range
  True Compass          Ba  1  Gives accurate heading for a caster
  Tarfar's Shoal        Ba  7  Creates underwater barrier to stop a ship
  Abjuration            La  5  Gives ship or area fire protection points
  Preserver Energy      La  3  Makes bouyant rings (EL+1) for those in water
  Morning Glory         Ch  8  Causes structural 1-5 damage to ships by fire
  Buoyancy              Ba  4  Makes EL+1 float on the surface by magic
  Tarfar's Reef         Ba  9  Makes magical reef to damage ships
  Battened Hatches      El  3  Shuts all hatches and doors of a ship
  Magical Rowers        Ch  6  Creates (EL+1)x2 magical oars for a ship
  Ironside              La  6  Adds EL+1 points of strength to ship
  Water Bubble          El  7  Creates protective bubble around ship
  Repair Breech         La  6  Repairs (EL+1)+EL points to damaged structures
  Raise Ship            Ba 10  Raise a sunken ship or sink a ship
  Energy Sails          El  4  Creates EL/3 (RU) magical sails for a ship
  Anti-glare            La  1  Allows no glare to vision for EL+1 hours
  Grasping Plants       Ch  5  Plant life grabs people/boats with strength
  Suicide Fish          Ch  3  Makes EL Size fish go berserk and attack
  Ship Tracker          La  6  Track a ship by a visible water marker
  Water Stream          El  6  Creates fire hose like effects to douse fire
  Water Steam           Ch  5  Creates hot steam that does 1D3+EL per phase
  Flares                La  3  Creates EL/3 flares for a caster
  Hull Patch            La  6  Energy field over hull holes to be patched
  Navigator's Sense     El  5  Gives Wind, Current and Land Information
  Weather Forecasting   El  8  Predicts the weather EL+1 hours ahead
  Ghost Ship            Ch  7  Creates Ghost Ship like effects on a ship
  Splash                Si  2  Creates waves to splash a person or thing
  Whirlpool             Ch  8  Creates a water vortex whirlpool
  Water Spout           Ch  6  Creates a water tornado to attack targets
  Depth Finder          Ba  3  Gives accurate water depth under caster
  Flag Signals          Ba  3  Creates flags that vary with each person
  Gull Attack           Ch  3  Makes sea birds attack people
  Call Sea Creatures    La  4  Calls sea creatures toward the caster
  Weights               La  2  Creates EL+1 magical weights
  Floater               Ba  4  Item sinks then comes back up after duration
  Life Boat             La  7  Creates a magical row boat from energy
  Water Creature        El  7  Creates water Creatures [OCV EL+4/DCV EL+2]
  Sonar                 El  3  Spell to detect underwater objects
  Water Transport       El  4  Can move over water at (EL+3)x2 speed
  Lighten Cargo         Ba  4  Decrease cargo by (EL+1)x10% per item
  Ship Shift            El 20  Moves ship to another plane or dimension
  Dune Sailing          Ch 15  Moves a flying ship over desert dunes
  Submerge Ship         La 20  Submerges a specially built ship under water
  Lighten Ship          Ba 10  Decrease ship's weight by (EL+1)x10%
  Teleport Ship         La 20  Teleports a ship up to 2 Miles (EL as power)
  Water Sled            La  4  Allows caster to travel with orca/dolphins
  Hurricane             Ch 20  Creates intense storms or hurricanes 

  Al  = Alignemtn
  BMC = Base Mana Cost
     
       Elder   [El] - 13
       Sidh    [Si] -  1
       Law     [La] - 19
       Balance [Ba] - 15
       Chaos   [Ch] - 14
              Total - 62







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