
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.