Choke Harbor

Nature Magic
340 XP

MP Cost: 30
Threshold: 2
Components: V, S, F
Casting Time: One hour
Range: 10 miles
Area: One mile per caster's HD radius
Duration: One day
Saving Throw: None
Prerequisites: Knowledge (nature) 7 ranks, summon beast
Magic Attack Roll: None

By invoking the powers of the sea the sorcerer calls up a vast mass of quickly growing kelp. The entire area under effect becomes choked with algae, kelp and strange, twisted plants from the depths of the sea. This effect radiates outward from a point selected by the caster and affects the coast as well as all coastal features including swamps and local rivers. The waters become impassable to ships with medium or large hulls. Even small-hulled ships reduce their speed by half. Furthermore the waters, regardless of their original abundance, become barren of fish or other wildlife. Settlements that rely on the local fishing for a significant portion of their food will begin to starve in 2d4 days. Once cast, the sorcerer may maintain the spell by spending 10 minutes repeating the original incantations. He must do this at the same place, and using the same focus, that he originally cast the spell from. If he fails to do so the magic ends. When the magic ends the choking mass vanishes within 1d4 hours and fish return to the area in 1d6 days.

Focus: A large altar made of fragments of driftwood and weed. The altar is hollow and contains water from the deepest depths of the sea and sea grass.

Options
The sorcerer may increase the MP cost of this spell by 10 to increase the duration of this spell by 1 day. This option may be chosen multiple times.

The sorcerer may increase the MP cost of the spell by 10 and add 1 to the threshold to double the radius of this spell. This option may be taken multiple times. It's effects stack.

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