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Spell Book of the Sea Mage

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Forum Champion
Spellbook found by Torvald in a secret compartment of a chest (and quickly handed over to Kryikh ) in the First Mate's cabin aboard The Sea Ghost pirate ship. Kryikh counts and finds there are 20 spells, 1 treasure map, and 1 command word here! The pages swirl as if tides, ships, and monsters of the sea To a mage's eyes, the pages of this book seem to swirl and move with images of ocean tides and pirate ships, and the monsters of the sea, moving as ghostly images standing-out seemingly three-dimensionally amongst the text. Punketah Inscription and a command word Inscribed with the name Sea Mage Punketah in the front, it also has a command word ABRACADABRA written on the last page. Hidden Tube in the spine of the book There is a tube in the spine of the book, where a scroll is stored. The tube once held a wand as well, but the wand is missing. The scroll is: A Treasure Map!?! The scroll is a nautical map with a chain of islands stretching across the mouth of a bay, with rhumb lines on the map, and sailing routes through some dangerous waters (due to density of islands and shallows in the mouth of the bay). One of the islands is labeled "Seal Island". Nearby, another unnamed island is circled in bold ink. On that island, as you look closely, a small dotted line leads a path to an "X" on the map. This is the spot. X marks the spot. So it would appear. Next, the contents of the Spell Book itself. Fogs 1st: Wall Of Fog 2nd: Fog Cloud 4th: Solid Fog Recognizable Spell Names 1st: Mending 1st: Oilskin 1st: Spider Climb 1st: Weathertell 2nd: Levitate 3rd: Gust Of Wind 4th: Ship Invisibility (Illusion W4) Special Sea Mage Spells: strange, new and interesting to you 1st: Glide (Alteration W1, from "Of Ships & The Sea", reduces water resistance allowing land-based creature 5x move rate in water) 1st: Tears Of The Crocodile / Tears Of The Alligator (Alteration W1, from "Of Ships & The Sea", changes 10x10x10 freshwater into saltwater or the reverse to desalinate. Repels creatures that don't like the saltwater or freshwater). 2nd: Withstand Water (Abjuration W2, from "Of Ships & The Sea", makes a creature and all gear waterproof for days, including underwater). 2nd: Whispering Wind (Alteration/Phantasm W2, send a message 25 words on the wind 1-mile per level) 2nd: Calder's Starry Sky (Divination W2, Enables ships to sail on a cloudy day using star projections inside ship cabin) 3rd: Nautical Ironwood (Abjuration W3, strengthens a section of a wooden ship for defense, stability, or battering, lasts several hours) 3rd: Watery Form (Alteration W3, you turn into a puddle of water that can move around for 1 turn per level) 4th: Sargasso (Alteration W4, creates a thick mass of seaweed in water to slow or stop ships) 5th: Sense Of The Predator (Alteration W5, from "Of Ships & The Sea", detects electrical charges from life-forms in a 20' radius for 12 minutes or longer, good for detecting Invisibility and also for sensing others when underwater in murky water, low visibility. The risk is this spell makes you more vulnerable to electric/lightning attacks.) 6th: Enfeeble Water Creature (See: Enhance Water Creature, Alteration W6, from "Of Ships & The Sea", this spell harms and wards-against several water-based creatures including animals like sharks, shark-men, and water elementals.) -------------------- There is a HANDOUT in-game under the Journal tab, duplicating the same text as above. The Handout version is Editable by Kyrikh and Airen , our 2 resident mages so far in the campaign. Gray & Chris C , talk about what you might want to do with these spells.
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Let's make sure that both Mages in the party understand the spell limits, your Intelligence gives you "Max # of Spells Per Level" stat. That number is the Number of Spells you can Learn & Transcribe to fit in your spellbook for 1st level spells, that number again for 2nd level spells, and that number again for 3rd level spells once you become able to cast 3rd level spells, and so on up to 9th Level spells eventually in the end-game. Reviewing that rule again today, we discovered that Airen the Bullywug Mage can learn several more spells & write them into his spellbook. He was owed a few more spell slots than what he was using the last few sessions. Taking your time to review the Sea Mage spell book? There are some under-appreciated gems here, some good rare spells, so take another look. You don't need to Learn all the spells, or even half, but I think Kryikh would find some spells of interest here (Focus on the ones labeled Alteration School), and Airen probably also one or two or three, perhaps some of the watery ones. I don't want to name WHICH spells, that's for you to decide, but take a good look and comb through the spellbook list above. Once both Mage Specialists agree on who gets what (and more may go to Kryikh since several spells are Alteration school) -- Roll your Chance to Learn for adding the best spells to your book, and keep a mental note of having the other spells available in the party's stock, for casting as a one-time scroll spell from the book page later. Your characters recognize that upcoming situations-threats-environments could involve: Swamp-living creatures Water-based monsters Underwater even perhaps Maybe on a ship again someday too but ship travel is not the central point of this. You've just sold your ship in town. Maybe some of the Sea Mage spells can help you navigate those challenges upcoming. It's for you to decide, claim them, and roll for them, when ready. This can even be discussed and resolved between-sessions anytime and report your results here.
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Chris & Gray , take a moment to review this considerable spellbook thread and respond when you can. Can each mage find at least one spell that you would deem worth rolling to learn? After some upcoming game session within 1d4 weeks, continuing nonaction on these spells will indicate Kryikh & Airen's lax-guardianship of this particular spellbook. The book could become vulnerable to NPC thieves who have a stronger interest in the contents than our 2 mage Players-Characters. Oh, look here, ye landlubbers! A sinking spell book! It seems some seafaring magic-users are currently questing for just such a spell book as this, considering it has TWENTY SPELLS UP TO 6TH LEVEL mostly useful for waterborne scenarios. Option for the PC's: The cash value of the book is around 2000 GP if you want to simply sell it at the Magic Shop, and spend the money on something else, like other scrolls, potions, items, or your interest-bearing savings account. Actually learning the spells would be worth whatever value you can make of it. I hope some of the spells stand-out as worthy of rolling-chance-to-learn. Let me know about your selections or any questions, or if you just decide to sell, or to continue letting it ride in your back pocket for later intentions.
Yes boss! Chris, what do you think? I could go for any of the following, and definitely will be interested in some of the higher-level ones when they become available. 1st: Glide (Alteration W1, from "Of Ships & The Sea", reduces water resistance allowing land-based creature 5x move rate in water) 1st: Tears Of The Crocodile / Tears Of The Alligator (Alteration W1, from "Of Ships & The Sea", changes 10x10x10 freshwater into saltwater or the reverse to desalinate. Repels creatures that don't like the saltwater or freshwater). 2nd: Withstand Water (Abjuration W2, from "Of Ships & The Sea", makes a creature and all gear waterproof for days, including underwater).
Actually, just realized I can't learn Withstand Water, as Abjuration spells are closed to Transmuters ... But it might be a useful one to have in the party ...
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Gray F. said: definitely will be interested in some of the higher-level ones when they become available. Good to know! I want change some House Rules and have you Roll Chance To Learn & Record those spells into your "Spellbook" (your character sheet) now. Even though you can't cast it til later. The logical reason for this is: I don't think we will remember this spellbook thread later. I want to unsticky this spellbook thread and let it fade away. I want to resolve things like Magic Items and Treasure Distribution as we come to it, and seek to avoid holding distributions til later. I want to see you record the spell names in your personal character notes and let me cross-it-off from this thread. My head gets filled up with "Things To Remember" and Piles Of Notes and it grows tiresome thinking about this spell book week to week, knowing that it could be many months before you're able to Learn a higher level spell. Therefore I would like to give Mage Players the chance to claim spells you might want & roll for them now (within the next few weeks is OK), even if you technically should have waited to Learn them later under By-The-Book 2E. Is that OK with Gray & Chris C ? Airen should have capacity to learn more 2nd Level Spells right now, unless he's reached the cap already. Would Airen want to roll to learn "Withstand Water" spell today, and possibly choose a few more from this book if they interest you? Gray --- when you have time between sessions feel free to enter the game table & roll some Chance To Learn for the ones you like, including higher level. Chris --- talk to me today in-game and roll some % to learn spells if you want to.
Absolutely. I have been busy interviewing and traveling a few hours a day almost every day so I haven't had a chance to look at the spells much =/ Any of the ones u want to go for Gray go right ahead. Hopefully I will be able to take a closer look this week - next week at the latest.
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Chris said: Hopefully I will be able to take a closer look this week - next week at the latest. Understood. All good. Any unrecognized spell names, feel free to look them up in Wizard's Spell Compendium Volumes 1-4. That takes time, so just let us know when you decide & roll some spells, this week or next.
I've rolled and learned Glide and Tears of Croc/Gator. I'd be happy to try to learn some of the higher level ones too -- and that applies also to the other books we've found. But will wait til Chris has a look. Again, I can't learn the Abjuration ones so Chris you should definitely take those, at least as scrolls.
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Gray F. said: I've rolled and learned Glide and Tears of Croc/Gator. I'd be happy to try to learn some of the higher level ones too -- and that applies also to the other books we've found. But will wait til Chris has a look. Again, I can't learn the Abjuration ones so Chris you should definitely take those, at least as scrolls. Good deal Gray . I could see Glide being used, possibly, in the 3rd Module (deals with Sharkmen & an undersea adventure).  Tears Of The Crocodile could prove useful in the near-term, in the 2nd Module we're in now, that deals with the swamp-marsh area.  The party already slain 3 crocs, but they were regular size, not Giant Crocs.   Some of the lizardmen have been saying "Watch out, there's a Giant Crocodile in the area." One who has eaten a lot of the lizard patrols. I agree with letting Chris take a look on claims including higher-level spells and then proceed to Roll to Learn them, even if they are beyond your current spellcasting level of power. Mainly to ease book-keeping, and also just to pre-fill your personal spell book with some unique bits.