Spells Introduction

A few more spells to make the lives of spellcasting sailors a bit more interesting are outlined here. All of these spells are adapted directly from the Stormwrack rules expansion for D&D, so no need to worry about fairness (unless you doubt the D&D playtesters that is!)

Ranger Spells:
  • 1st Level Ranger Spells
    • Grace of the Birds: Subject gains +8 on escape artist checks and cannot be snared by webs.

  • 2nd Level Ranger Spells
    • Magical Sight: Subject gains 360 degree sight.

  • 3nd Level Ranger Spells
    • Wind Trailing: You can track a ship through the sky.
Sorcerer/Wizard Spells:
  • 2nd Level Sorcerer/Wizard Spells
    • Stormrunner's Ward (Abjur): Add +4 (+1/4 levels) to ship's checks to weather storms.
    • Beak of the Roc (Trans): Subject gains a bite attack.
    • Grace of the Birds (Trans): Subject gains +8 on escape artist checks and cannot be snared by webs.

  • 3rd Level Sorcerer/Wizard Spells
    • Detect Ships (Div): Detect and identify ships.
    • Favourable Wind (Evoc): Produces a strong wind that lasts 10 minutes per level.

  • 4th Level Sorcerer/Wizard Spells
    • Disguise Ship (Illus): Disguise a ship.
    • Aboleth Curse (Necro): Target's skin undergoes a horrible transformation.

  • 5th Level Sorcerer/Wizard Spells
    • Black Air Tentacle (Conj): Create a black air tentacle that attacks your foe.
    • Thalasemia (Necro): Turn blood to air doing 1D6/level damage.

  • 7th Level Sorcerer/Wizard Spells
    • Air Gust (Conj): In deep air only, air rises into a whirlwind that deals 3D8 damage and sucks people towards it..

  • 8th Level Sorcerer/Wizard Spells
    • Mordenkainen's Capable Caravel (Conj): Creates a magical ship with extra-dimensional storage rooms.
    • Stormwalk (Conj): Teleport yourself and one creater per level from a storm.

  • 8th Level Sorcerer/Wizard Spells
    • Planar Navigation: Send a whole ship to another plane.