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Monday, August 5, 2019

Water Spell Descriptions

Water Spell Descriptions

First Level Spells


Water’s Blessing


Range: Touch

Duration: 24 hours

For the duration of the spell the target does not suffer the effects of heat exhaustion, sunstroke, or dehydration. This will allow a person to wear armor without the negative effects of the heat. 


Watertight 


Range: Touch

Duration: 24 hours

For the duration of the spell the target, person or object, is prevented from getting wet in any way. 

Will not prevent a person from drowning in water, only not getting wet.
Will not protect the target from acids and poisons.
Objects become completely waterproof for the duration. Often used to keep food dry on ship voyages.

Wall of Fog (From OSE Druid and Illusionist Spells)


Range: 60’

Duration: 1 turn

A wall of roiling vapor is conjured at a location of the caster’s choosing within range.

The fog bank fills a 10’ cube area per level of the caster.
The wall of fog blocks normal vision and infravision
A strong wind can clear the fog before the spell’s duration has expired.

Second Level Spells


True Direction


Range: Special

Duration: 1 turn

The spell allows the caster to pinpoint the direction to a landmark or familiar site. This gives the caster a mental compass to the desired city, town, significant land feature, or the like.

The caster must have visited the location before the casting of the spell.
The location must be on the same plane as the caster.
Distance is not a factor, but the spell gives direction, not distance.
If the location is concealed by magic or no longer exists, the spell fails.
The spell will not work on a living person, or a movable object.

Depth Gauge


Range: Special

Duration: 12 hours

The Water Elementalist casts the spell aboard a ship to alert them to sudden changes in depth. The information can change as a result of a reef, shoal, or large, underwater monster coming towards the ship.

The caster can monitor up to 10’ of depth per level of the caster.
The caster can center the spell on the middle of the boat, or up to 40’ in front of the boat.
If the spell probes and find something, it will “tell” the caster, even waking them from a nature sleep.

Fog Cloud


Range: 30’

Duration: 1 turn

A wall of roiling vapor is conjured at a location of the caster’s choosing within range. The spell can be cast 2 ways.

The fog bank fills a 20’ cube area per level of the caster as a larger version of wall of fog.
The wall of fog blocks normal vision and infravision
The spell can be cast and mimics the look of the Cloudkill spell with yellow-greenish vapors, without the poisonous effects. Anyone who knows about the Cloudkill spell will react appropriately.
If used as a mimic of Cloudkill it will be a cloud 40’x20’x20’ that moves away from the caster at 10’ per round.
A strong wind can clear the fog before the spell’s duration has expired.

Third Level Spells


Water Breathing


See OSE Magic Section


Speak with Sea Creatures


Range: 30’

Duration: 6 Turns

The caster can communicate with sea creatures within range when the spell is cast.

Any sea creature that has “animal” intelligence or higher.
The caster can ask questions of and receive answers from sea creatures, although the spell does not make the sea creatures any more friendly or cooperative than normal (a reaction roll may be required).
Sea creatures that are favorable to the caster may perform some favors or tasks.

Stone Ship


Range: 120’

Duration: 6 turns

The Water Elementalist strengthens a ship’s hull to be the consistency of stone, but still remains buoyant.

The ship’s hull points are increased by 20% (round up).
The ship’s AC is improved by 2 points.
The ship’s speed is reduced by half.
The ship’s hull radiates an aura of magic which is noticeable.

Fourth Level Spells


Wall of Ice


See OSE Magic Section


Solid Fog (See OSE Druid and Illusionist Spells)


Duration: 1 turn

Range: 60’

A wall of roiling vapor appears at a location of the caster’s choosing within range.

The fog bank fills a 10’ cube area per level of the caster.
The Solid Fog blocks normal vision and infravision.
Creatures moving through the fog move at one quarter of their normal movement rate.
Only very strong winds can clear the fog before the spell’s duration has expired.
A large area of magical fire can dissipate the fog in one round.

Strengthen Water Creature 


Range: 120’

Duration: 1 Turn

This spell enhances creatures of a watery nature making them look and act in a tougher manner.

The spell can only target creatures that live in water or can breathe water, or are native to the Elemental Plane of Water. Examples include: Water Weirds, sea monoliths, fish, ocean going mammals and Water Elementals. This does not include creatures that can cast magic to breathe underwater or use water-based magic.
Targets of the spell get a +1 bonus to attack rolls and damage. If the target does multiple dice of damage, it gets a +1 to damage per die rolled.
Creatures that are native to the Elemental Plane of Water gain a +1 to Hit Points per Hit Die of the creature.
This spell is reversible and is called Weaken Water Creature.

Fifth Level Spells


Conjure Elemental – Water Elemental Only


See OSE Magic Section


Transmute Rock to Mud


See OSE Magic Section


Marid Blast


Range: 120’

Duration: Instant

The Water Elementalist uncorks a container of water and sends it hurling towards an opponent’s face where they must make a saving throw versus spell or be blinded.

The spell is hits unerringly (no roll to hit or saving throw needed).
The blast hits for 2d6 hit points of damage.
If the saving throw is failed, the opponent is blinded for 1d6 rounds.
The water in the container decides what kind of water is used in the attack; water, salt, muddy, or holy.
Holy water does double damage (4d6) to undead, in addition to causing a saving throw to blinding them.
You cannot use acids, poisons, or other liquids with this spells.

Sixth Level Spells


Part Water


See OSE Magic Section


Lower Water


See OSE Magic Section


Call the Water Currents


Range: 240’

Duration: 12 turns

The Water Elementalist influences currents in the sea and other bodies of water, this enables the caster to move objects over the water and under the surface.

The caster can move a ship its base movement in calm or adverse conditions. It can also cut a ship’s movement in half, until the caster moves out of range.
Objects or creatures floating on the surface can be moved 60’ per round. Objects underwater weighing up to 20 pounds per level, can be moved 30’ per round.
Creatures can be pulled underwater by a strong undertow. Swimmers must make a STR check at a -2 modifier each round, or continue to be pulled underwater.

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