Spells for emergencies at sea

Here are a few random spells to use on rivers and oceans, particularly for creating places to recover at sea, to help save lost crew, or to create a temporary hold-fast for repairs.

Savior of Lost Sailors

Muto Aquam 30, R: Voice, D: Sun, T: Part

This spell makes the targeted water so dense that it anything within it is exceptionally buoyant. While it is possible to swim through the altered water deliberately, an object will gradually rise to the surface unless it is propelled downward by another significant force.

The area affected is 50 paces wide and 20 paces at it’s deepest, which is sufficient to easily target a lost sailor or even surround a large ship under duress or with severe damage.

(Base 4 for very unnatural water, +2 Voice, +2 Sun, +1 Part, +1 size)

Conjure the Floating Island

Creo Terram / Muto 25, R: Voice, D: Moon, T: Individual

This spell creates 100 cubic paces of an unnaturally buoyant and water resistant clay which acts as a floating island. The caster can choose a basic shape when the spell is cast, with a Finesse check required for accurate targeting.

Due to its unusual nature the clay will not dissolve naturally, but is otherwise normal and may have a variety of uses outside the ocean.

(Creo Terram 1, +2 for an unnatural effect, +2 Voice, +3 Moon, +1 Size)

Conjure the Frozen Island

Creo Aquam 35, R: Voice, D: Sun, T: Individual

This spell creates a massive iceberg, up to 200 paces across and 500 paces at its deepest. The shape and position of the ice is chosen by the caster. A Finesse targeting roll is required to place the ice around a ship or at a specific point within range, subject to the size of the object to be affected.

The spell will likely have unintended uses beyond saving ships or crew lost overboard, or crushing enemy ships.

(Base 3 to create ice, +2 Voice, +2 Sun, +3 Size, +1 flexibility in size and shape)

Compel the Frozen Island

Rego Aquam 35, R: Voice, D: Sun, T: Individual

This spell turns an existing water source into a massive iceberg, up to 200 paces across and 500 paces at its deepest. The shape and position of the ice is chosen by the caster. A Finesse targeting roll is required to place the ice around a ship or at a specific point within range, subject to the size of the object to be affected.

(Base 3 to create ice, +2 Voice, +2 Sun, +3 Size, +1 flexibility in size and shape)

These effects, like all the others I’ve pondered are part of a new spells compendium for Ars Magica.

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