Jaws Of Atlantis

Sea Witchery
850 XP

MP Cost: 15
Components: V, S, F
Casting Time: One round
Range: Long (400 ft. + 40 ft. per scholar level)
Target: One ship
Duration: One round per level
Saving Throw: Will negates
Prerequisites: Arcana 10 ranks, Grip of the Deep, Sense Currents
Magic Attack Roll: Set the DC of the Will save

By clenching his hand into a claw and invoking the proper mystical phrases the sorcerer causes the water under a target ship to become like a steel trap. The target ship suddenly stops dead in the water, regardless of its original speed. The ship takes 3d10 structural damage per round as the water outside tries to crush it into splinters. It has effectively 0 movement points and the captain cannot make Profession (sailor) skill checks to avoid closing. After the duration elapses the ships begins moving as normal. The captain of the targeted ship may make a Will save to resist the effect. If the ship is moving at more than four knots it takes 2d10 structural damage and everyone on board must make a Reflex save (DC 14) or be thrown to the deck, becoming prone and taking 1d4 non-lethal bludgeoning damage.

Focus: A stone from the bottom of a still sea. The stone may be reused.

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