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.
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