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Sailor of Shaal

Special Priest spell list

Copyright 2000 Matthew Hanson

Edited by R.C. Kirkland for The Guild Companion

This List is for special Priests of Shaal. Priests of Shaal are often times very skilled sailors, as they spend most of their time at sea or close to the sea. This lists strengthen the skill of the priest, enabling him at higher levels to sail a fairly large boat by himself. It also aids in protecting the boat from unwanted visitors. It requires that the sailor intimately know every piece of the ship. This requirement utilizes the second level spell on this list which is similar to the Familiar spell. The boat itself is NOT like a familiar however. There is no mental communication, the boat is inanimate! It does however enable the priest to use his magic to manipulate his ‘familiar’ ship. Likewise, there is no penalty associated with the loss of a ship, though anyone having this list is probably a fanatic seaman who almost surely would feel some depression from such a loss. Unless noted otherwise, all references to ‘caster’s ship’ on this list mean that a ship that currently is a ‘Ship of Shaal’ from the second level spell. Also note that while the Batten, Sails, Ropes, and other spells that control the ship, have a duration it does require the caster’s concentration to actually perform any of the tasks (though it does perform the tasks faster than normal, approximately half the required time). The duration just allows the caster to have several spells in effect and use them at different times.

Artwork Copyright by WP Fantasy Productions

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Identify Vessel

1 vessel

-

20’/lvl

I

2)

Ship of Shaal

1 vessel

P

Self

U

3)

Batten

Ship

10 min/lvl

self

U

4)

Location Marker

Caster

1 month

Self

U

5)

Navigator

Caster

C

Self

I

           

6)

Scrape Keel

Ship

-

Touch

U

7)

Sails

Ship

10 min/lvl

Self

U

8)

Steer

Ship

10 min/lvl

self

U

9)

Ropes

Ship

10 min/lvl

self

U

10)

Curse Ward I

Ship

1 day/lvl

Ship

F

           

11)

Watch

Ship

1 min/lvl

Self

U

12)

Purify Seawater

5 gal/lvl

P

T

U

13)

Repair

Ship

P

T

U

14)

Anchor

Ship

30 min/lvl

Self

U

15)

Captain

Ship

10 min/lvl

50’/lvl

U

           

16)

Ballast

Ship

10 min/lvl

Self

U

17)

Fill Sails

Ship

3 hours

ship

 

18)

         

19)

Calm Sea

1 mile R

C

Self

U

20)

Curse Ward II

Ship

1 day/lvl

ship

 
           

25)

         

30)

Windless Sail

Ship

10 min/lvl

Ship

U

50)

Captain of Shaal

Ship

10 min/lvl

100’lvl

U

1-Identify Vessel – Caster learns the dimensions, carrying capacity, average crew size, average running speed, top running speed, and maneuverability of target vessel.

2-Ship of Shaal – This spell allows a caster to have one ship to use with later spells on this list. This spell must be cast every day for two weeks. During this time the caster must also spend all of this time on the ship, studying it, sailing it. At the end of this period, the ship becomes a ‘Ship of Shaal’ (for use with later spells) that also confers +20 to sailing maneuvers while on it.

3-Batten – For the duration of the spell, the caster is able to open or close any opening on his ship, that he can see.

4-Location Marker – Caster magically marks a location upon the ocean and will know approximate direction and distance to that location for one month. Caster can have 1 location marker for every 5 levels (round up).

5-Navigator – While concentrating the caster can learn the following about his location: north direction, location on world (if the stars are out), depth of water, the height of the tide and current state, maximum height of tide and time to reach apogee, local air currents and speeds.

6-Scrape Keel – Cleans the bottom of caster’s ship, removing barnacles, mud, etc. If used on a regularly basis the ship gains +10% speed.

7-Sails – For the duration of the spell, the caster is able to raise, lower, and move any of the sails on his ship that he can see.

8-Steer – For the duration the caster is able to steer his ship from anywhere on it. He must be able to see the helm however.

9-Ropes – For the duration of the spell, the caster is able to tie, untie, pull, coil, or uncoil any of the ropes on his ship that he can see.

10-Curse Ward I – Caster protects his ship from uninvited visitors. Anyone coming aboard his ship uninvited is affected by a Curse from the Curses of Shaal spell list 10th level or lower. This still requires a RR as if the caster were casting the spell. This spell can only be used if the caster knows the Curses of Shaal Spell List.

11-Watch – From anywhere on his ship, the caster may see as if he were at any other point on the ship. Note that he sees from the ship itself, not a vantage point of a person on the ship. This allows him to see from the crows nest or the bottom of the ship. He may adjust magnification up 10x. He may also see through fog and can use sonar underwater to a depth of 50’/lvl. This may be used in conjunction with the other spells to see ropes in order to tie them, etc.

12-Purify Seawater – Purifies water making it suitable for drinking and cooking.

13-Repair – Allows caster to repair one tear in cloth or canvas (up to 1’/lvl in length), one break in wood (up to 1"/lvl) or one broken rope.

14-Anchor- This spell creates an anchor of force with a chain that will allow the caster’s ship to hold it’s position (not in storms).

15-Captain – As Batten, Sails, Steer, and Ropes for the duration of the spell. Additionally they can be used from within 50’lvl of the caster’s ship.

17-Fill Sails – Caster summons a steady strong wind that will blow in any direction desired for his ship only. This wind should be sufficient to propel his vessel at full speed. If the summoned wind is set against existing wind patterns, then that should be subtracted from the movement.

19-Calm Sea – Caster causes the ocean around his ship to become an area of calmness. This results in 1.2’ waves inside the radius of the spell. Heavy waves get an RR with a bonus based upon their severity (+50 for extremely severe storms). This spell will not change the rain or wind in the radius.

20-Curse Ward II – As Curse Ward I except caster may use any curse up to 20th level.

30-Windless Sail – Caster’s ship will immediately begin moving at full speed in any desired direction regardless of the wind. Caster may change direction at any time during this spell (as often as desired).

50-Captain of Shaal – As all lower levels on this list, with a duration of 10 min/lvl and a range of 100’/lvl (may be off of the ship, but within 100’/lvl).

Editor's Note

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