[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
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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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