Advanced Dungeons and Dragons 2nd edition: Wizard class: Specialist Wizard: Sea Magic spells, Level 1
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Level 1 Sea Magic

Compass (Evocation)
Level: 1
Range: Touch
Components: V, S, M
Duration: 7 days + 1 day per level
Casting time: 4
Area of Effect: Special
Save: None
This spell enchants a special device so that it always points in a direction defined by the caster. This is often a map direction, but it can be more abstract: the compass may always point to their home port, or their destination, for example. The caster can choose only a familiar direction, such as a place he has seen or a direction he is certain of.
The spell’s material component is a brass bowl filled with water, with a circle of cork set afloat in it. Atop the cork is affixed a long iron pin or needle, painted red on the pointing end. When the spell is cast, the cork stays centered in the bowl and rotates until the pointer aims in the direction defined by the caster. In calm weather the compass is easy to read, but in rough waters the float bobs about enough that reading the compass properly requires a successful Intelligence ability check; if the check fails, the read is off by 20° to 180° (2d10-2, with 20° the minimum result). If all the water is drained from the bowl or the cork is removed, the spell is broken. For this reason, the compass often is covered with glass to keep water and float in place.

Foul Rigging
(Alteration) Reversible
Level: 1
Range: 100 yds. + 10 yds. per level
Components: V,S,M
Duration: Instantaneous
Casting time: 3
Area of effect: Special
Save: Negates
When this spell is cast, the rigging of the affected ship becomes tangled, jumbled, and otherwise unmanageable. In game terms, the ship is slowed by one mile per hour per level of the caster, to a maximum penalty of one-half its movement. The rigging takes two hours per level of the caster to untangle. The reversal of this spell, untangle rigging, has no save and counters this effect.
The material components are a bit of canvas and twine wrapped in a tightly knotted ball.

Know Heading (Divination)
Level: 1
Range: 0
Components: V,S,M
Duration: 1 round
Casting time: 1 round
Area of effect: One ship or the caster
Save: None
With this spell, the caster gains an instant and exact knowledge of his heading (e.g., north, south, south by southwest, etc.). The spell gives no other information. It may also be used on land.
The material component of this spell is a small piece of lodestone and a needle.
(Note, this spell was originally name true compass.)
Land call (Divination)
Level: 1
Range: Special
Components: V,S,M
Duration: Instantaneous
Casting Time: 10
Area of effect: Caster’s ship
Save: None
By means of this spell, the caster knows the location of the vessel’s port of call (or any other port from which he has soil), no matter where the ship is or what the weather and light conditions are. This spell is especially useful in foul weather or when sailing with no instruments.
The material component for the spell is a pinch of soil from the chosen port.

Map (Alteration)
Level: 1
Range: 1’
Components: V,S,M
Duration: 1 day per level
Casting time: 1 round
Area of effect: Special
Save: None
This spell animates mapping tools so that they map any area within sight of the caster. Islands, reefs, shoals, and coastline are all diligently recorded by these animated instruments. On the open ocean, the tools chart a ship’s route. This spell is extremely useful on voyages of exploration.
The material components are a set of inks, charts, blank paper, pens, compasses, rulers, and other mapping instruments of at least 750 gp total value. These may be reused.

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