Advanced Dungeons and Dragons 2nd edition: Wizard class: Specialist Wizard: Sea magic spells, Level 5
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Level 5 Sea Magic

Call Wind (Alteration, Conjuration) Reversible
Level: 5
Range: 0
Components: V,S
Duration: 1 day + one hour per level
Casting Time: 10
Area of effect: Special
Save: Neg.
This spell has two effects. The first increases the force of the prevailing wind by one factor for every four levels of the caster. Thus, a calm can become a light breeze or a brisk wind. The caster can choose how much of an increase he desires. It is important to note that this affects only the vessel in question; other ships in the area are not affected. Alternatively, the caster can change the direction of the wind for one vessel. He can affect the wind’s vector by 5° per level. The navigator of a ship who would not desire to be affected by this wind must save vs. spell to avoid the effect. The reverse of this spell, calm wind, reduces the ferocity of the wind in respect to a vessel.

Ironside (Alteration)
Level: 5
Range: Touch
Components: V,S,M
Duration: 1 turn +1 round per level
Casting Time: 6
Area of effect: One vessel
Saving throw: None
This more powerful version of the third-level spell ironwood increases the strength of the recipient vessel’s entire hull. Saving throws vs. crushing blow are made against iron. Attacks against the ship are made against AC 0. Note that this spell in no way affects the flammability of the vessel, it only modifies durability. In all other respects, it still has the same properties of its constituent material.
The material component for this spell is a bit of ironwood.

Otiluke's Nautical Screen (Abjuration)
Level: 5
Range: 10 yds.
Components: V,S
Duration: 1 turn + 1 round per level
Casting Time: 6
Area of effect: One vessel (or a sphere of 10 yds.+ 1 yd. per level radius)
Save: None
This spell creates an invisible screen of energy that surrounds a ship, even below the waterline. Solid objects — water, projectiles, fish, etc. — can pass freely through the screen, while any magical energy that strikes the screen (firebaIl, lightning bolt, etc.) is absorbed and dissipated. The screen is able to absorb 1d8 hp damage per level of the caster before being disrupted. (Divide this number by 10 and round up to determine the number of hull points the screen can absorb.) If cast somewhere other then on a ship, e.g., on land, the screen is immobile but has virtually the same effects.
Note, this spell was originally named, simply, Otiluke’s screen.

Repair Breech (Alteration, Conjuration)
Level: 5
Range: 20’
Components: V,S,M
Duration: instantaneous
Casting Time: 6
Area of effect: One vessel
Save: None
This spell causes hull and other damage to regenerate. The caster can repair 1d6+1 points of hull damage per level. The effect is nearly instantaneous and is permanent; it cannot be dispelled.
The material components for this spell are a tiny set of shipwright’s tools worth at least 500 gp.

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