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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
These recently discovered spells are additions to the College of
Nautical Magic. Some of these spells are novel or known only by a few
adepts. Spells that do not require END to maintain have their endurance
cost in parentheses.
Bellina's Oil Skin Covering
Upon casting this cantrip, the wizard is instantly wrapped in a heavy
oil skin coat and hat that provide good protection against drenching
rain and sea spray. The garb also provides some defense during combat,
but is not very effective against fire-based attacks. Misuse of this
spell will leave the wizard feeling nauseous for the next few hours.
Power: 2 rPD / 0 rED Damage Resistance
Modifiers: Gestures (-1/4), Incantations (-1/4), Extra Time: Full
Phase (-1/2), Must have at least 20 points from College of Nautical
Magic (-1/2), Side Effects (2d6 STUN Drain, Recover 1 per hour) (-1/2),
Requires (Magic) Skill Roll (-1/2), OIF: Vial of Seawater (-1/2), (+1
rPD versus Water, -1 rPD versus Fire) (+0). Active Cost = 5
points.
END Cost: 0; Magic Roll: -0; Casting Time: 1
Phase.
Real Cost: 1.
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Boarding Ramp
When two ships close for combat, boarding ramps are used to allow the
crew to easily cross to the other vessel. This spell will create a
hardwood bridge that is longer and more durable than a typical wooden
ramp. This spell can also be used to form a ramp to a dock or nearby dry
land. If the Wizard fails his skill roll, he temporarily loses his sea
legs and has difficulty walking.
Power: 4 PD / 0 ED Force Wall (4" long), Opaque to Light
Modifiers: Transparent to Energy Attacks (+1/2); Only to create
hardwood bridge (-1/2), Gestures (-1/4), Incantations (-1/4), Extra
Time: Full Phase (-1/2), Requires (Magic) Skill Roll (-1/2), Must have
at least 20 points from College of Nautical Magic (-1/2), Side Effects
(3d6 Running Drain) (-1/2), OIF: Vial of Seawater (-1/2). Active
Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1
Phase.
Real Cost: 7.
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Capsize Vessel
The Wizard calls a mountainous wave down upon the ship, capsizing the
vessel and dragging it underwater. Only vessels with a completely
enclosed hull, or carefully sealed bulkheads, will survive this
devastating spell. This spell loses 5 points of Strength for every
doubling of the range beyond 4", so only small ships can be sunk at
extreme range. Failure to properly cast this spell will cause the Wizard
and his companions to be struck by a powerful rush of water.
Power: 80 STR Telekinesis
Modifiers: Only to capsize a ship (-2), Reduced by Range (-1/4),
Gestures (-1/4), Incantations (-1/4), Extra Time: 5 Minutes (-2), Must
have at least 40 points from College of Nautical Magic (-1), Requires
(Magic) Skill Roll (-1/2), Side Effects (6d6 EB versus PD, Area Effect -
3" Radius) (-1/2), OIF: Vial of Seawater (-1/2). Active Cost =
120 points.
END Cost: 12; Magic Roll: -12; Casting Time: 5
Minutes.
Real Cost: 15.
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Captain's Courage
This spell can greatly strengthen the nerve of the individual upon
whom it is cast. It is especially useful for officers that show a lack
of backbone. However, misuse of this spell will result in a loss of
nerve on the part of the caster.
Power: 3d6 Aid to EGO
Modifiers: Recover 1 per Minute (+1/2); Gestures (-1/4),
Incantations (-1/4), Extra Time: Full Phase (-1/2), Must have at least
20 points from College of Nautical Magic (-1/2), Side Effects (2d6 Ego
Drain, Recover 1 per minute) (-1/2), Requires (Magic) Skill Roll (-1/2),
OIF: Vial of Seawater (-1/2). Active Cost = 22 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1
Phase.
Real Cost: 5.
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Create Wooden Dock
When a ship needs to board or unload along a natural sea coast, this
spell can greatly aid the effort by creating a long, box-shaped wooden
pier leading up to the shore. When cast in sufficiently shallow water,
the dock will be anchored to the bottom. Otherwise, the wooden structure
will drift with the current. Miscasting this spell will cause the caster
to be severely stung by a dense hail of wooden splinters.
Power: 2d6 Entangle
Modifiers: Area Effect (64" Line) (+2); Only on water surface (-
1), Entangle is Brittle (-1), Gestures (-1/4), Incantations (-1/4),
Extra Time: Full Phase (-1/2), Must have at least 20 points from College
of Nautical Magic (-1/2), Side Effects (8d6 Energy Blast vs PD, Reduced
Penetration) (-1/2), Requires (Magic) Skill Roll (-1/2), OIF: Vial of
Seawater (-1/2). Active Cost = 60 points.
END Cost: (6); Magic Roll: -6; Casting Time: 1
Phase.
Real Cost: 10.
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Fleeting Image
The nautical wizard can manipulate the shape of sea water vapors to
create the crude appearance of one or more sailing ships. This illusion
is only likely to hold when viewed from a distance. Should the wizard
fail his magic skill roll, he will become very dehydrated and will need
to drink several liters of fresh water.
Power: Images to Sight
Modifiers: 256" Radius (+2); Only to form any shaded grey images
with +5 bonus to other's sight PER (-1/2), Not in arid conditions (-
1/4), Gestures (-1/4), Incantations (-1/4), Extra Time: Full Phase (-
1/2), Must have at least 20 points from College of Nautical Magic (-
1/2), Side Effects (3d6 STUN Drain, Recover 1 per hour, Each liter of
drinking water heals 1d6 STUN) (-1/2), Requires (Magic) Skill Roll (-
1/2), OIF: Vial of Seawater (-1/2). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1
Phase.
Real Cost: 6.
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Forecast Weather
Weather forecasting is essential knowledge for boating across any
large body of water. A sudden storm can be disastrous for a small ship,
while a long period of still air is the bane of any sailing vessel. This
spell will allow the wizard to peer into the near future and gain a
sense of how the weather will behave. As the caster peers further into
the future, however, his forecast will grow more inaccurate. If the
spell is improperly cast, the wizard gains a completely random
forecast.
Power: Precognition
Modifiers: Only to sense the weather (-1/2), -1 PER per step down
the time chart beyond 1 hour (-1/2), Gestures (-1/4), Incantations (-
1/4), Extra Time: Full Phase (-1/2), Must have at least 20 points from
College of Nautical Magic (-1/2), Side Effects - Improper Forecast (-4
PER, Images to Sight Group) (-1/2), Requires (Magic) Skill Roll (-1/2),
OIF: Vial of Seawater (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1
Phase.
Real Cost: 8.
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Ready Raft
Bits of floating wood assemble themselves to form a passable raft.
This raft will support up to eight individuals without sinking, and can
be maneuvered at a slow rate by the wizard. If the magic skill roll is
failed, the caster loses all buoyancy and is unable to swim for a
time.
Power: 2" Flying
Modifiers: Area Effect (Radius) (+1), Useable Against Others (x8
Mass) (+1+3/4); Only to fly targets and possessions above water surface
(-1), Gestures (-1/4), Incantations (-1/4), Extra Time: Full Phase (-
1/2), Must have at least 20 points from College of Nautical Magic (-
1/2), Side Effects (3d6 Swimming Drain) (-1/2), Requires (Magic) Skill
Roll (-1/2), OIF: Vial of Seawater (-1/2). Active Cost = 37
points.
END Cost: 4; Magic Roll: -4; Casting Time: 1
Phase.
Real Cost: 9.
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Repel Boarders
This spell will summon a pair of belaying pins that will repeatedly
batter a foe. The pins can be used to club any target, but they are
especially effective against foes in an unbalanced position. Should the
wizard improperly employ this spell, he is whacked across the back of
the head by a heavy wooden club.
Power: 4d6 Energy Blast versus PD
Modifiers: Autofire (+1/2), Double Knockback (+3/4); Gestures (-
1/4), Incantations (-1/4), Extra Time: Full Phase (-1/2), Must have at
least 20 points from College of Nautical Magic (-1/2), Side Effects (6d6
Energy Blast) (-1/2), Requires (Magic) Skill Roll (-1/2), OIF: Vial of
Seawater (-1/2). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1
Phase.
Real Cost: 11.
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Salt Spray
A spray of salt strikes the target, temporarily blinding the victim
and causing any wounds to suffer a stinging pain. If the target has his
eyes close, or protected with a visor, this spell will have no effect on
his sight. Likewise, waterproof garb will protect old wounds. If the
magic skill roll is failed, the caster suffers from a painful stinging
sensation.
Power: 2d6 Energy Blast
Modifiers: NND (Waterproof garb or Force Field) (+1); STUN damage
limited to existing BODY damage (-1). Active Cost = 20
points.
Power: 1d6 Flash to Sight
Modifiers: Not if eyes shut or wearing closed visor (-1/2),
Linked to EB (-1/2). Active Cost = 10 points.
Combined: Gestures (-1/4), Incantations (-1/4), Extra Time: Full
Phase (-1/2), Must have at least 20 points from College of Nautical
Magic (-1/2), Side Effects (3d6 Ego Attack) (-1/2), Requires (Magic)
Skill Roll (-1/2), OIF: Vial of Seawater (-1/2).
END Cost: 3; Magic Roll: -3; Casting Time: 1
Phase.
Real Cost: 6.
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Scale Mast
This simple spell will allow the Wizard to quickly run up or down a
mast, rather than having to laboriously climb up and down the ropes. The
Scale Mast spell can also be used to rapidly board a vessel from the sea
surface, or to scale a cliff face over the ocean. In a strong wind,
however, the Wizard must be especially cautious or he runs the risk of
being blown away from the surface and suffering a fatal fall. Should the
spell be improperly cast, the Wizard is struck by a wave of vertigo and
is unable to maintain his balance.
Power: 5" Flight (20" Non-Combat)
Modifiers: Only to run up or down a vertical surface (-1),
Gestures (-1/4), Incantations (-1/4), Extra Time: Full Phase (-1/2),
Must have at least 20 points from College of Nautical Magic (-1/2), Side
Effects (3d6 DEX Drain) (-1/2), Requires (Magic) Skill Roll (-1/2), OIF:
Vial of Seawater (-1/2). Active Cost = 15 points.
END Cost: 1 per 5"; Magic Roll: -1; Casting Time: 1
Phase.
Real Cost: 3.
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Sea Scout
Any birds in the vicinity of the vessel can be used by the Wizard to
scout the surrounding waters for dangers. However, the Wizard has no
control over where the bird will fly, so he must cast this spell and
hope for the best. If the spell casting roll is failed, his eyes fill
with salt water and he is momentarily unable to see clearly.
Power: Clairsentience (Normal Sight), x4 Maximum Range
Modifiers: Point of view is controlled by target bird's actions
(-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time: Full Phase (-
1/2), Must have at least 20 points from College of Nautical Magic (-
1/2), Requires (Magic) Skill Roll (-1/2), Side Effects (2d6 Flash to
Sight Group) (-1/2), OIF: Vial of Seawater (-1/2). Active Cost =
30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1
Phase.
Real Cost: 7.
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Sense Land
By carefully observing the patterns of wave movement and flow of the
winds for a full minute, the Wizard can determine the direction and
approximate distance of nearby land masses. Misuse of this spell will
inflict temporary sea sickness upon the unfortunate Wizard.
Power: Detect Land, Range, +16 to offset range penalties, 360
Degrees
Modifiers: Costs END (-1/2), Gestures (-1/4), Incantations (-
1/4), Extra Time: Full Phase (-1/2), Must have at least 20 points from
College of Nautical Magic (-1/2), Requires (Magic) Skill Roll (-1/2),
Side Effects (1d6 DEX and STR Drain, recover 1 per Minute) (-1/2), OIF:
Vial of Seawater (-1/2). Active Cost = 42 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1
Minute.
Real Cost: 9.
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Tantamar's Sailing Banner
The Nautical Wizard can place a large banner upon any sail or cloth
surface. This banner can be used to advertise the presence of an
important personage aboard a vessel (such as the Wizard) or as a
deception for any enemy vessels in the vicinity. If miscast, this spell
will cause the fabric to deteriorate and require patching.
Power: Images to Sight
Modifiers: 0 END Persistent (+1), x2 Radius (+1/4); Only static
banner on fabric surface (-1), Gestures (-1/4), Incantations (-1/4),
Extra Time: Full Phase (-1/2), Must have at least 20 points from College
of Nautical Magic (-1/2), Requires (Magic) Skill Roll (-1/2), Side
Effects - Deteriorate Fabric (3d6 Minor Transform) (-1/2), OIF: Vial of
Seawater (-1/2). Active Cost = 22 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1
Phase.
Real Cost: 4.
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Ward Officers
Useful during boarding operations, this spell will ward a handful of
key officers and the caster from missiles by means of a whirling spray
of sea water. Blows delivered through the spray barrier will scatter the
droplets and quickly reduce the effectiveness of this defence. If the
spell is miscast, sea spray will temporarily blind the Wizard.
Power: +4 PD / +4 ED Force Field
Modifiers: Useable by Four Others at Range including Caster
(+1+1/4); Ablative (-1), Gestures (-1/4), Incantations (-1/4), Extra
Time: Full Phase (-1/2), Must have at least 20 points from College of
Nautical Magic (-1/2), Requires (Magic) Skill Roll (-1/2), Side Effects
(2d6 Flash to Sight Group) (-1/2), OIF: Vial of Seawater (-1/2).
Active Cost = 18 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1
Phase.
Real Cost: 4.
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Wave Mountain
The Sea Priest slowly gathers a great mound of waves underneath his
vessel, raising the ship high into the air. This ship will have more
visibility at this height, and can fire missile weapons greater
distances. In addition, it is very difficult to board the ship, except
with the greatest exertion. The raised ship will easily sail over all
shallow water obstacles, such as reefs and sand bars. With steady
concentration, the Wizard can maintain this spell for long periods. If
the spell is miscast, however, a powerful wave will sweep across the
deck.
Power: 5" Flight
Modifiers: Useable Against Others (1.6 kton maximum) (+8); Only
to move ship up or down with mound of water (-2). Active Cost =
90 points.
Power: Change Environment - Raise 16" mound of water, 32"
Radius
Modifiers: 0 END (+1/2); No Range (-1/2). Active Cost = 45
points.
Combined: Gestures (-1/4), Incantations (-1/4), Extra Time - 5
Minutes (-2), Must have at least 30 points from College of Nautical
Magic (-3/4), Requires (Magic) Skill Roll (-1/2), Side Effects (5d6 EB
versus PD, Area Effect - 4" Radius, Double Knockback) (-1/2), OIF: Vial
of Seawater (-1/2).
END Cost: 1 per 5"; Magic Roll: -13; Casting Time:
5 Minutes.
Real Cost: 19.
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Wave Wall
This spell will create a barrier of churning, foaming water that will
block swimmers and small vessels. Those caught within the wave will be
tossed about by a vortex of currents. The bubbling noise of the crashing
water will block the hearing of any victims. However, strong swimmers
will easily escape the turmoil and have their hearing restored. If the
magic skill roll is failed, the Wizard will be caught in a churning,
blinding cloud of sea spray for a full turn.
Power: 1d6 Entangle, Impervious to Sound Group
Modifiers: Area Effect (Line) (+1); Limited to surface of water
(-2), Entangle has no defense (-1-1/2), Can escape with 4" Swimming or
better (-1/2), Costs END (-1/2), Gestures (-1/4), Incantations (-1/4),
Extra Time - Full Phase (-1/2), Must have at least 20 points from
College of Nautical Magic (-1/2), Requires (Magic) Skill Roll (-1/2),
Side Effects (2" Radius Darkness to Sight Group) (-1/2), OIF: Vial of
Seawater (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2
Phase.
Real Cost: 2.
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Spell Determination
To randomly determine the spells known to a typical adept of the
College of Nautical Magic, use the tables of scholarly disciplines
below. A Nautical Magi will commonly have several spells from a primary
school, plus a spell each from the other disciplines.
| 2d6 | School of Winds |
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| 2-4 | Banish Storm |
| 5-6 | Calm |
| 7-8 | Sea Wind |
| 9-10 | Forecast Weather |
| 11-12 | Fog Bank |
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| 2d6 | School of Waves |
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| 2-4 | Devil Current |
| 5 | Capsize Vessel |
| 6-8 | Wave Walk |
| 9 | Wave Wall |
| 10-11 | Fleeting Image |
| 12 | Wave Mountain |
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| 2d6 | School of Battle |
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| 2-4 | Repel Boarders |
| 5 | Salt Spray |
| 6-7 | Safeseas |
| 8 | Ward Officers |
| 9-10 | Captain's Courage |
| 11-12 | Sun Hammer |
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| 2d6 | School of Sailing |
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| 2 | Sense Land |
| 3-4 | Wind Grip |
| 5-6 | Crow's Eye |
| 7-8 | Bearings |
| 9-10 | Safe Shallows |
| 11 | Scale Mast |
| 12 | Sea Scout |
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| 2d6 | School of Ships |
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| 2-5 | Dispel |
| 6 | Tantamar's Sailing
Banner |
| 7 | Bellina's Oil Skin
Covering |
| 8-9 | Ironskin |
| 10 | Ready Raft |
| 11-12 | Ironhull |
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| 2d6 | School of Handling |
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| 2-4 | Create Wooden Dock |
| 5-6 | Net |
| 7-8 | Magic Tar |
| 9 | Boarding Ramp |
| 10 | Wake Chest |
| 11-12 | Land Haven |
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