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Naval sorcery is actually a highly specialised style of Sorcery (magic) much sought after by sailors, ship captains and navies alike. Naval sorcerers are not able to cast standard Sorcery spells, and cannot learn the Magic-Sorcery special skill. However, apart from differences in the spell list, naval sorcery follows the same rules as standard sorcery. Most of the new spells presented here can only be cast on, in or near a large body of water. A bathtub or pond would not count, although a large river, lake or sea would be sufficient.

Naval sorcerers are in huge demand in any coastal settlement and especially in large ports. With experience comes wealth; a master naval sorcerer can name his own price for a sea journey on a large vessel. Highly experienced sailors and travellers, most naval sorcerersare also fluent in several languages. Naval Sorcerers often look exotic, picking up clothes, jewellery, tattoos and otherstyles from many of the ports they have visited. It goes without saying that naval sorcerers are rarely short of apprentice candidates or indeed offers of work!


New Special Skill - Magic-Naval Sorcery
Naval Sorcery should be treated the same as standard Sorcery. This special skill cannot be taken if Magic-Wizardry is known.


New Spells
Naval sorcerers, like standard Sorcerers, have full access to a defined set of spells and also use STAMINA to cast these spells. Any required components are listed with each spell description. Otherwise, all normal Sorcery rules apply.


WET (3)
Component: None
This spell conjured a bolt of water that is fired at a single target, inflicting damage to the target, although armour provides normal protection. This spell has a 100m range, and is often used to target the captain of an enemy ship. The caster had to be near a significant source of water (large pond etc) to cast this spell.


OUT (1)
Component: None
This spell would extinguish one large fire equivalent to a bonfire or a burning sail. The caster must be within 3m of the fire and there must be a large source of water within 10m. The area extinguished will then be soaking wet and cannot be reignited until dried.


HUL (2)
Component: The horn of a narwhal
This spell has a long range, may be cast over water only, and would turn one square meter of wood into splinters. The wood must be visible to the caster and so this spell is often used to punch a hole in the hull of a ship at the waterline. Unless the weather is completely calm, and without remedial action by the crew, the ship will sink in 20 combat rounds.


AIR (2)
Component: None
This spell will allow the caster and anyone touching them to breathe under water. The spell lasts 15 minutes, and other characters may let go and then touch the caster again at any time during the spell duration.


EYE (1)
Component: A monocle
This spell, when cast, grants the caster exceptional vision for one hour, able to identify a ship or landmass on a far horizon. However, this improved sight will only work across water, and assumes the caster is not looking across any significant landmass. Standing on a beach or a ship are acceptable for this spell to work.


FUG (2)
Component: None
This spell creates a heavy sea-mist 2 kilometres in diameter, centred on the caster. The mist will only form over water, but will drift somewhat if there is a strong enough wind. The mist is not completely impenetrable, although a ship will have to be within 50-100m to be visible. Even at that range identification will be very difficult. The mist once summoned will last until natural conditions dissipate it. If summoned during a prolonged period of calm cool weather, the mist could last for several days, although it will get considerably thinner during that time.


WAT (1)
Component: None
The casting of this spell involves walking the edges of a ship whilst invoking the spell. If, over the next eight hours, any living creature larger than a rat climbs over the side of the vessel, the caster will be alerted to the number and location of intruders (although not their identities).If asleep, the caster will be jolted into instant wakefulness by the alarm. This spell will not detect intruders who use force or magic to pass through the timbers of the ship, although flying creatures will be detected.


NAV (1)
Component: A bone needle
The caster balances the bone needle (which is not harmedby this spell) on the end of their index finger and casts this spell. The needle immediately swivels to point to the named destination, however far that may be. The needle will continue pointing at the target as long as the needleis still balanced on the fingertip. As soon as the needle is grasped or falls, the spell ends.


RAF (4)
Component: None
This spell will create a raft out of all floating inanimate material within 100m. If used at the site of a shipwreck, a sizeable raft can be created, but if the spell is used in open water, a raft just big enough for one person to sit upon will be created. The raft is securely fastened together and has the same structure and characteristics as a Knarr. If cloth and sufficient materials are available in the floating debris, the raft will even have a sail. The raft will persist intact until it next touches land (of any size) at which point it will dissociate back into floating wreckage again.


PUF (2)
Component: A pair of seagull wings
The caster holds the wings out in front of him, and casts the spell. Immediately, a strong breeze springs up originating from the out thrust wings and capable of propelling a sizeable vessel. This increased movement rate can be kept up for a whole day, although the Naval Sorcerer can not move far or take any other significant actions during this time. A ship powered by this spell will use a Wind Speed of 5 to calculate daily movement, and will have no effect if the natural wind is stronger than grade 5.


VOR (4)
Component: A golden spinning top
This spell, when cast, starts to create a vortex in the water directly below his current position. The vortex increases in size and speed over the following 5 minutes, after which time it is capable of swallowing a Galleon at 200m across. The vortex persists for 10 minutes, before fading away. If the caster is on a ship when the spell is cast, the crew will need to make a successful CREW SKILL test to clear the area before the vortex forms, and any other nearby ship will also need to make a successful test to avoid being caught. Any crew unaware of the casting of the spell must take a -3 penalty to their test. A ship caught in the vortex will take 2D6 SHIP STAMINA before being ejected again.


TOR (4)
Component: None
This spell is a slightly weaker counterpart to the VOR spelland instead creates a whirlwind in the air above the water. The whirlwind will damage the rigging and sails of a larger vessel and will likely sink a small craft. The size, duration and generation of the whirlwind are identical to the vortex of the VOR spell, although the wind strength will be equivalent to grade 9 and will require an immediate Sailing test to avoid damage.


EXP (4)
Component: None
This spell will cause an explosion at a specific point (which must be wooden) up to 100m away, that will cause damage to both the ship and crew of the target vessel.


TIE (2)
Component: A length of silk rope
This spell must be cast upon a length of rope up to 50m long. When cast, the rope would securely lash inanimate objects together. This spell could be used to secure a flapping sail, lash a ship’s boat to the deck, secure a pile of barrels or even secure two different ships together if they are close by. The rope itself, once tied, has no further mechanical properties, and could still be broken, cut or burned.


TEM (4)
Component: None
This potent spell allowed the caster to affect the local weather. The caster may, for 6 hours, adjust both cloud cover and wind speed up or down one step (Heroes Companion pages 71-72). If the Heroes Companion is not available, the weather can be changed from dangerous to merely worrying, calm to breeze etc. The weather will be changed over a radius of several miles centred on the caster, and only works over water.


SER (4)
Component: A silver plated conch shell
By blowing into the conch shell in the manner of a horn, the caster can transmit a single spoken sentence to another vessel within sight. The message will be heard by everyone on the target ship at a normal speaking volume, even if the listener is below decks.


Oops Table
Naval sorcery has its own Oops table for any spellcasting roll that is a double 6. This table should only be used if the caster is on or very near a large body of water. If securely on dry land, the Naval Sorcerer should use the standard Oops table.

Oops Table
2D6roll Effect
2 Caster is turned into a fish for 2D6 minutes. If near the edge of a ship, the caster can flip and fall into the water. This effect can be nasty if the spell is cast with no easy access to water...
3 There is a brief but heavy rain of fish in an area 50m across. All further physical actions in the area are at -2 due to the slipperiness underfoot. There is also sufficient fish for many good meals!
4 The caster is covered in iridescent scales,which gradually drop off over the nextfew hours.
5 The caster will smell strongly of fish for the next 24 hours.
6 The wind immediately drops to nothing (grade 1) in a radius of 100m around the caster. The effect lasts half an hour.
7 A huge wave appears and swamps the caster and all nearby. Torches are extinguished, light items are washed away, and everyone affected must make a SKILL test to avoid being knocked over.
8 All fresh water within 10m of the caster suddenly acquires a significant amount of pondlife..... It is drinkable but may (1 in 6) cause severe stomach cramps.
9 All water within 15m of the caster freezes over. This is non-magical ice and will melt naturally as the temperature allows.
10 The caster can only breathe water for the next 1D6 minutes.
11 All non-magical ferrous metal within 10m rusts instantly, rendering it almost useless (-3 to weapon and armour rolls). Most metal items are unrepairable.
12 The caster is swallowed by a giant fish/whale/sea monster. The caster may (at the discretion of the Director) be found later.


Blacksand (AFF) P.9-11

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