College of Nautical Magic

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

College of Nautical Magic

Lands of Tamriel, an Epic Fantasy Moritz Moritz