Endless Blue – Week 36.3 – Magic of the Endless Blue   5 comments

Thaumaturgy

Magic of the Endless Blue

With civilization developing in a state suspended in water, fearful of the Vastness of the air above and freed from the gravitic chains of earth, spells of the fire energy type were never discovered.  The entire metaphysical philosophy on the basic elements was skewed.  As the art of magic grew, stronger beliefs in the foundation of all existence mapped matter into one of the five true elements:  Acid, Electricity, Sonic, Cold, and Heat.

Energy Under the Waves

With the absence of air as a fuel and the presence of water as a smothering medium, fire cannot exist.  Instead, spells that would normally invoke the fire energy type instead use the heat energy type, even if cast above water.  Heat spells deal all the same damage a fire spell would, but lack the combustible effects.  A fireball for instance would create a huge sphere of boiling water undersea or a searing ball of hot air above water.  Consequently, the Fire Domain does not exist in the portfolio of any known deity of Elqua.  Use the following Heat Domain instead:

Heat Domain
Heat Domain Spells
1. Boiling Hands
2. Boiling Sphere
3. Boilball
4. Heat Shield
5. Boiling Strike
6. Delayed Boilball
7. Boiling Storm
8. Wall of Boiling
9. Meteor Swarm

The Air Domain is renamed the Currents Domain.

Electricity based spells and spell effects follow random paths to their target when launched at range.  Roll as if a grenade where thrown to determine what direction an electricity spell follows underwater.  This overrides any spell’s description that allows the caster to dictate what creatures are affected, but is itself overridden if the caster has some form of spell shaping.

Sonic spells are increased due to the superior reverberating effects of water.  Add +50% to damage and range, but divide duration times in half.

Even Magic has Limits

The following spells do not exist in the setting:

1 Jump
2 Pyrotechnics, Rope Trick, Spider Climb
3 Fly, Quench, Water Breathing, Water Walk
4 Air Walk
5 Baleful Polymorph, Overland Flight
6 Wall of Iron
7 Changestaff, Control Weather, Plane Shift
8 Polymorph Any Object
9 Storm of Vengeance

The following spells are altered:

Acid Fog

Now called “Acidic Current“, the spell creates a current of acidic liquid instead of a fog.
Arcane Material Component: Replace animal hoof with animal bone.

Air Walk

Antimagic Field

Arcane Material Component: Replace pinch of powdered iron or iron filings with pinch of powdered abalone.

Arcane Eye

Arcane Material Component: Replace bit of bat fur with tooth from a lamprey.

Arcane Lock

Arcane Material Component: Replace gold dust with gold ore leeching.

Astral Projection

Knowledge of planar travel is extremely rare.  By means of this spell, the caster can only access the elemental plane of water, possibly the plane of shadow/ethereal plane (Kraken only).

Atonement

Material Component: Instead of burning incense, acari essence is used to slowly dissolve incense.

Baleful Polymorph

Barkskin

Called Shellskin, but otherwise identical.

Bear’s Endurance and Mass Bear’s Endurance

Called Whale’s Endurance and Mass Whale’s Endurance, respectively.

Bigby’s Spells

Replace Bigby with Olyhydra.  These spells are exclusively available to believers of the Stern Mistress, regardless if they are divine or arcane spellcasters.  Without belief in Her, neither type of magic will work.  These spells are:

5th level – Olyhydra’s Interposing Hand
6th level – Olyhydra’s Forceful Hand
7th level – Olyhydra’s Grasping Hand
8th level – Olyhydra’s Crushing Hand
9th level – Olyhydra’s Clenched Fist

Arcane Focus: Replace the type of  glove needed in each spell with a glove of eelskin that must be worth 50 gp per level of the spell being cast (at least 250 gp for casting Olyhydra’s Interposing Hand up to 450 gp for casting Olyhydra’s Clenched Fist).

Blade Barrier

Becomes a 4th level spell.  These blades, being made of pure force, are weightless and neutrally buoyant, and stay steady in space where placed without drifting, sinking, or rising.  This allows the spell to form a hemisphere with a diameter of 10 feet around the caster.  The hemisphere remains stationary, and it cannot be moved by adjusting it buoyancy or any other natural effect, nor is it solid enough to climb on.

Bless Water

This spell does not required the target amount of water to be bottled, and can bless an area of free-lowing water equal to 1 cubic foot per caster level that lasts for a single round.

Blight

This spell can affect the polyps that grow coral, and is used heavily against Xanthellates.  When used on xantellae items, it requires the stated saving throw for half damage or die immediately.

Blink

While this spell does exist, its link to the undiscovered ethereal plane/plane of shadow is unknown to any save the now extinct Kraken.  As a result, the subject of a blink spell is not able to pass through solid objects.

Bull’s Strength and Mass Bull’s Strength

Called Shark’s Strength and Mass Shark’s Strength respectively.
Arcane Material Component: Replace “a few hairs, or a pinch of dung, from a bull” with “a few scales, or a pinch of dung, from a shark”.

Burning Hands

Called Boiling Hands, the spell produces a jet of boiling water instead of flame, and consequently flammable items do not catch fire.  Creatures in the area must make a Reflex save DC 15 to avoid breathing in the super-heated liquid.  Failure results in another 1d4 points of heat damage.

Call Lightning

This spell does work underwater, but is inaccurate.  While electricity spells do work in the seas of Elqua, their aiming is difficult and they travel in erratic patterns.  Use thrown item scattering rules for where an electricity spell hits.

Call Lightning Storm

See Call Lightning.

Cat’s Grace and Mass Cat’s Grace

Called Dolphin’s Grace and Mass Dolphin’s Grace respectively.
Arcane Material Component: Replace “pinch of cat fur” with “pinch of shed dolphin skin”.

Chain Lightning

Similar to Call Lightning, but determine a new direction with every subsequent hit.
Focus: Replace “A bit of fur” with “a bit of electic eel skin”.

Changestaff

Chill Metal

Called “Chill Material“, and works on any material from which a nautilus, aegis, or unguis can be comprised.

Clairaudience/Clairvoyance

The invisible sensor created by this spell can be detected by a Spot check at DC 20, but it must be within 10 feet of the creature to allow the check.

Cloudkill

Called Currentkill, it creates a current of water with the same effects as the original spell.

Color Spray

This spell becomes less effective the deeper one travels in Elqua’s oceans.  Along the Shore it works as normal, in the Shoals shift the effects down one category (in the Shoals, creatures with 2 HD or less are blinded and stunned for 1d4 rounds, then blind for 1 round and creatures with 3 HD or more are now just stunned for 1 round), and again in the Shelf (all creatures are stunned for 1 round, regardless of HD).  If some form of strong light is present, such as that from the spell daylight, the spell works as normal as long as it is in the area of illumination.

Comprehend Languages

Arcane Material Component: Replace “A pinch of soot” with “A drop of ink”.

Confusion

Arcane Material Component: Replace “three nut shells” with “three sea shells”.

Consecrate

Material Components: Bless Water can be cast in place of the vial of holy water.

Contact Other Plane

The spell is limited to elemental plane of water, and possibly the ethereal plane/plane of shadow (Kraken only).

Contingency

Material Component: Replace “an eyelash of an ogre mage, rakshasa, or” with “an eyelash of  a Versesinger of at least 6th level (capable of Duet), or”.
Focus: Replace “elephant ivory” with “narwal ivory”.

Continual Flame

Called Continual Light, it works as the spell but just produces light, not the flame-like illusion.

Control Weather

Control Winds

Called Control Current, it affects local currents instead of wind flow.

Create Undead

Material Component: The caster can use Desecration in lieu of the grave dirt and Curse Water in place of the brackish water (which can also be used for the Desecration).

Creeping Doom

As the spell, but creates aquatic vermin.

Darkness

Arcane Material Component: Replace “a bit of bat fur” with “the lure from an angler fish” and replace “drop of pitch” with “drop of octopus ink”.

Daze

Material Component: Replace “a pinch of wool” with “a piece of abalone”.

Delayed Blast Fireball

Called Delayed Boilball, creatures in the area must make a Reflex save DC 15 to avoid breathing in the super-heated liquid.  Failure results in another 1d6 points of heat damage.

Desecrate

Material Component: The caster may use Curse Water in place of the unholy water.

Detect Scrying

Material Component: Replace “brass” with “crystal”.

Detect Undead

Arcane Material Component: Replace “a bit of earth from a grave” with ” a bit of undead sargassum”.

Dimension Door

Called “Dimensional Portal“, anyone appearing via the spell can be detected by creatures with echolocation, as the displaced water causes vibrations that can be picked up in the melon.  The creature with echolocation does not need line of sight to know something has appeared, but must make a Listen check at DC 20 to know the exact location in relation to itself.

Disintegrate

Arcane Material Component: Replace “dust” with “powdered bone”.

Displacement

Material Component: Elqua has an aquatic version of the displacer beast that is related to squid that will fill this requirement.

Eagle’s Splendor and Mass Eagle’s Splendor

Called Koi’s Splendor and Mass Koi’s Splendor respectively.
Material Component: Replace “feathers” with “scales” and “eagle” with “koi”.

Earthquake

The open ground effects are not used in the Endless Blue Campaign Setting.

Elemental Swarm

This spell only creates Water elementals, regardless of its arcane or divine casting.

Enlarge Person

Material Component: Replace “powdered iron” with “preserved blubber”.

Erase

This spell also works on tattoos, but grants the bearer a Fortitude save for each tattoo targeted to resist the effects.

Ethereal Jaunt

A Kraken only spell, the ethereal plane is mixed with the plane of shadow.

Etherealness

See Ethereal Jaunt, it is another Kraken only incantation.

Faerie Fire

Called Luminescence, it acts exactly like the original spell.  In addition, it provides visibility equal to that of candlelight.

False Vision

Material Component: Replace “air” with “water”.

Fear

Material Component: Replace “hen” with “sardine” and “feather” with “scale”.

Feather Fall

Called Buoyancy, and affects any free floating object rising or sinking due to buoyancy in the same manner of the original spell.

Fire Seeds

Called Boiling Seeds, this spell works like the original except it causes heat instead of fire damage by creating spouts of boiling water.

Fire Shield

Called Heat Shield.  Instead of enshrouding the caster in flames, the water directly around the target instantly boils, shimmering like water vapor.  It does not harm the target, but does harm anything that strikes it according to the original spell.
Arcane Material Component: Replace mentions of fireflies and glowworms  with any bio-luminescent animal.

Fire Storm

Called Boiling Storm, creatures in the area must make a Reflex save DC 15 to avoid breathing in the super-heated liquid.  Failure results in another 1d6 points of heat damage.

Fire Trap

Called Boiling Trap, creatures in the area must make a Reflex save DC 15 to avoid breathing in the super-heated liquid.  Failure results in another 1d4 points of heat damage.

Fireball

Called Boilball, creatures in the area must make a Reflex save DC 15 to avoid breathing in the super-heated liquid.  Failure results in another 1d6 points of heat damage.
Material Component: Replace “bat guano” with “jellyfish excrement”.

Flame Arrow

Called Boiling Arrow.  Unlike other boiling spells, the area of boiling water created by this spell is too small and localized to require a saving throw to avoid breathing in the super-heated liquid.  It is a rare spell, only usable on spear gun ammunition.

Flame Blade

Called Boiling Blade, the area of boiling water is too small to require a saving throw to avoid breathing in the super-heated liquid.

Flame Strike

Called Boling Strike, creatures in the area must make a Reflex save DC 15 to avoid breathing in the super-heated liquid.  Failure results in another 1d6 points of heat damage.

Flaming Sphere

Called Boiling Sphere, creatures in the area must make a Reflex save DC 15 to avoid breathing in the super-heated liquid.  Failure results in another 1d4 points of heat damage.
Arcane Material Component: Replace “powdered iron” with “sulfur”.

Flesh to Stone

Called Flesh to Coral, it changes a target living creature into a statue of coral.  The target of this spell immediately begins sinking if not standing on solid ground.
Material Component: Replace “earth” with “coral”.

Fly

Fog Cloud

Called Murky Current, it creates water clouded with silt and other particulate matter, obscuring vision as per the original spell but provoking no detriment to breathing.

Forbiddance

Material Component: Bless Water can be used in place of the holy water requirement.

Forcecage

Material Component: Replace “tossed into the air” with “tossed into the water”.

Foresight

Arcane Material Component: Replace “hummingbird’s feather” with “fish’s eye”.

Fox’s Cunning and Mass Fox’s Cunning

Called Manta’s Cunning and Mass Manta’s Cunning respectively.
Arcane Material Component: Replace “hairs” with “scales” and “fox” with “manta”.

Gaseous Form

Called Liquid Form, but otherwise works similarly.
Arcane Material Component: Replace “wisp of smoke” with “a cloudy quartz”.

Gate

Can only access the elemental plane of water or possibly the ethereal plane/plane of shadow (Kraken only).

Gentle Repose

This spell is the core of all piscean funeral rites, and is a 1st level Clerical spell.

Ghost Sound

Material Component:  Replace “piece of wool” with “miniature seahorse”.

Grease

Called Slime, but otherwise the same.  However, due to the lack of risk in “falling” underwater, it is a 0th level spell.

Guards and Wards

Material Component: Replace “umber hulk blood” with “aboleth blood”.

Gust of Wind

Called Surge of Current, it works in the same manner except it affects water currents instead of air currents.

Heat Metal

Called Heat Material, it only affects materials usable in nautiluses, aegises, and unguises. See Chill Metal above for details.

Hold Person

Arcane Focus: Replace “piece of iron” with “rod of granite”.

Hypnotic Pattern

Material Component: Replace “glowing stick of incense” to “bio-luminescent animal”.

Ice Storm

Creates hail in the form of solid particles of sea snow – water compacted by the weight of the water above it to the point it solidifies into ice.
Arcane Material Component: The requirement for a few drops of water is unnecessary below the waves.

Identify

Arcane Material Component: Replace “owl’s feather” with “manta’s scale”.

Incendiary Cloud

Called Incendiary Tide, this spell turns the water into a churning cloud of boiling water and gas, warping light that passes through it into a chaotic prism of indistinct shapes.  Creatures in the area must make a Reflex save DC 15 to avoid breathing in the super-heated liquid.  Failure results in another 1d6 points of heat damage.

Insect Plague

Called “Red Tide”, this spell summons a bloom of toxic algae that acts like the original spell.

Invisibility

Arcane Material Component: Replace “gum arabic” with “meska sap”.

Iron Body

Called “Coral Body”, grants a damage resistance of 15/dearthsteel.  Otherwise, works exactly like the original spell, including the sinking.
Arcane Material Component: A small piece of material from a hero’s armor or a warmachine.

Ironwood

Called “Coralwood”, this spell operates similarly to the original spell except that it can be made permanent with the Permanency spell.  Since wood warps and rots in saltwater, the spell is almost always used when a wooden item is created.

Jump

Levitate

Called “Parity”, it forces an object’s buoyancy to change to neutral and magically “locks” it to a specific depth in the ocean.  A Concentration check vs. spell level is needed to alter the altitude of the paritied object to a new level.

Light

Arcane Material Component: Replace “firefly” with “bio-luminescent animal”.

Lightning Bolt

While ranged electricity spells do work in the seas of Elqua, their aiming is difficult and they travel in erratic patterns.  Use thrown item scattering rules for where an electricity

Liveoak

Called “Livecoral”, this spell animates an area of coral into a guardian according to the original spell.

Locate Creature

Arcane Material Component: Replace “bit of fur from a bloodhoud” with “a bit of skin from a creature with tracescent”.

Longstrider

Called “Seasprinter”, this spell modifies a creature’s swim speed.
Material Component: Replace “pinch of dirt” with “fin from a fish”.

Magic Circle spells

These spells must be cast on a solid surface, and do not work floating in mid-sea.

Major Creation

This spell cannot be used to create dearthsteel or lumulated metal, nor will it work to create living things like xanthellae items.

Melf’s Acid Arrow

The acid produced by this spell is in a sticky, gelatinous form similar to napalm.  It does not dissolve or disperse in water, thus has become a 3rd level Sor/Wiz spell.  It can be neutralized by immersion in an amount of kelaguen equal to the caster’s level.

Meteor Swarm

Another of the boiling spells, creatures in the area must make a Reflex save DC 15 to avoid breathing in the super-heated liquid.  Failure results in another 1d6 points of heat damage.

Mind Fog

Called “Mind Stream”, it creates an area of water that acts just like the original spell.

Minor Creation

See Major Creation.  Cannot be used to make dearthsteel, lumulated metal, or xanthellae items.

Mordenkainen’s Faithful Hound

Called “Faithful Porpoise”, summons a spectral porpoise but otherwise is identical to the original spell.

Mount

Summons a small dolphin or delphiz, but otherwise identical to the original spell.

Obscure Object

Arcane Material Component: Replace “chameleon” with “octopus”.  It is not unheard of for spellcasters to use actual Ceph flesh for the casting of this spell.

Obscuring Mist

Called “Obscuring Silt“, it works exactly like the original spell.

Open/Close

Focus: Replace “brass” with “copper”.

Otiluke’s Resilient Sphere

Called “Resilient Sphere“.
Material Component: Replace “gum arabic” with “meska sap”.

Otiluke’s Telekinetic Sphere

Called “Telekinetic Sphere“.
Material Component: Replace “gum arabic” with “meska sap”.

Overland Flight

Owl’s Wisdom and Mass Owl’s Wisdom

Called “Salmon’s Wisdom” and “Mass Salmon’s Wisdom” respectively.
Arcane Material Component: Replace “feathers” with “scales” and “owl” with “salmon”.

Permanent Image

Material Component: Replace “bit of fleece” with “bit of mangrove”.

Phantom Steed

The steed produced by this spell does not gain any of the caster level based effects.

Phase Door

This is a Kraken only magic that phases through walls by accessing the ethereal plane/plane of shadow.

Planar Ally, Greater Planar Ally, and Lesser Planar Ally

Can only call outsiders from elemental plane of water, and possibly the ethereal plane/plane of shadows (Kraken only).

Planar Binding, Greater Planar Binding, and Lesser Planar Binding

Can only call outsiders from elemental plane of water, and possibly the ethereal plane/plane of shadow (Kraken only).

Plane Shift

Polymorph Any Object

Arcane Material Component: Replace “gum arabic, and smoke quartz” with “meska sap, and a cloudy quartz”.

Prismatic Sphere

See Prismatic Wall below.  The colored layers of a prismatic sphere disappear at lower levels in the ocean, with all layers appearing in the Shore, Red through yellow spheres disappearing in the Shoals, and only the Blue and Indigo spheres operating at the Shelf.

Prismatic Spray

At deeper levels, colors become absorbed by the water.  At the Shore, all ray colors function; in the Shoals results of red, orange, and yellow beams are absorbed by the darkness and have no effect; and at the Shelf are only affected by Blue and Indigo rays.

The Red ray causes heat damage instead of fire.  Creatures affected by this ray must make a Reflex save DC 15 to avoid breathing in the super-heated liquid.  Failure results in another 1d4 points of heat damage.

The Yellow ray is not affected by the path of least resistance rule for electricity spells, and affects victims that enter it exactly as described.

The Violet ray sends its targets to the ethereal plane/plane of shadow, though it is assumed by piscean spellcasters to simply be elsewhere in the world.

Prismatic Wall

At deeper level, colors become absorbed by the water.  The colored layers of a prismatic wall disappear at lower levels in the ocean, with all layers appearing in the Shore, Red through yellow spheres disappearing in the Shoals, and only the Blue and Indigo spheres operating at the Shelf.

The Red layer deals heat damage instead of fire damage.  Creatures in the area must make a Reflex save DC 15 to avoid breathing in the super-heated liquid.  Failure results in another 1d6 points of heat damage.

The Yellow layer is not affected by the path of least resistance rule for electricity spells, and affects victims that enter it exactly as described.

The Violet wall sends creatures to the ethereal plane/plane of shadow, though it is assumed by piscean spellcasters to simply be elsewhere in the world.

Produce Flame

Called “Produce Heat”, it creates a billowing aura of boiling water around the caster’s hands, but otherwise works like the original spell save that it does not cast light.

Programmed Image

Material Component: Replace “bit of fleece” with “bit of mangrove”.

Project Image

A recent spell in arcane circles, it was one of the few magics that has been translated from Kraken artifacts and reproduced by piscean mages.

Protection from Arrows

Called “Protection from Projectiles“, it works against ammunition fired from spear guns.  The spell was originally developed by the Chelon to help defend themselves against Lumulus gunners in the Shellback Wars.
Focus: Chelon spellcasters may count their own shell as the requirement for this spell.

Protection from Energy

Replace “fire” with “heat”.

Protection from Alignment spells

Like Magic Circle spells, these spells must be cast on a solid surface to work.

Pyrotechnics

Quench

Rainbow Pattern

At deeper levels, red, orange, and yellow light is absorbed by the darkness of the water.  This reduces the Will save by 3 in the Shoals and by 6 at the Shelf.

Reduce Person and Mass Reduce Person

Material Component: Replace “powdered Iron” with “snail trail”.

Repel Metal or Stone

Another spell used frequently by Chelon mages in the Shellback Wars, to defend against dearthsteel and lumulated metal.

Repulsion

Arcane Focus: Replace “iron bars” with “granite bars”.

Resist Energy

As with Protection from Energy, replace the “fire” energy type with “heat”.

Resurrection

Material Component: Casting Bless Water can stand in for the requirement of holy water.

Reverse Gravity

Called “Reverse Buoyancy”.  This spell inverts the buoyancy of any creature in the area and prevents them from naturally readjusting.  Otherwise it acts the same as the original spell.

Rope Trick

Rusting Grasp

Scintillating Pattern

See Rainbow Pattern.    At deeper levels, red, orange, and yellow color are absorbed by the darkness of the water.  This reduces the save by 3 in the Shoals, and by 6 at the Shelf.

Scrying and Greater Scrying

Arcane Material Components: Replace “eye of a hawk, an eagle, or a roc” with “eye of a piranha, a barracuda, or a shark”  Replace both the Clerical and Druidic foci with those of the Sorcerer/Wizard.

Sequester

Material Component: Replace “gum arabic” with “meska sap”.

Shadow spells

All Shadow spells are Kraken only spells, lost when the civilization collapsed at the end of the Occupation.  Remnants of these cast spells, moldering echoes of their past glory, may still exist dormant in the Maw, waiting for anyone foolish enough to reactivate them.

Shield of Faith and Shield of Law

Material Components: Replace “parchment” with “leather”.

Shield Other

Focus: Replace “platinum” with “gold”.

Silent Image

Focus: Replace “bit of fleece” with “bit of mangrove”.

Sleep

Material Component: Replace “cricket” with “kril”.

Sleet Storm

Works as does the original spell, creating sea snow.  Instead of a falling result, individual becomes disoriented as they are buffeted about like a mote in the currents.
Arcane Material Component: Ignore the need for a few drops of water when under the sea.

Solid Fog

See Fog Cloud.  The effects of this spell mirror that of the original, except it makes the current opaque instead of air.

Spider Climb

Spike Stones

This spell becomes a 3rd level druid spell.

Statue

Material Component: Replace “iron bar” with “coral bar”, and ignore the requirement for water when under the surface.

Stinking Cloud

See Fog Cloud.  Functions as per the original spell, but creating currents instead of air.

Stoneskin

Called “Coralskin”, functions exactly like the original spell.
Material Component: Replace “granite” with “coral”.

Storm of Vengeance

Summon Monster I – IX

A new list will be made reflecting the biodiversity of Elqua’s oceans.

Summon Nature’s Ally I – IX

A new list will be made reflecting the biodiversity of Elqua’s oceans.

Summon Swarm

Called “Summon School”, this spell summons a school of Small or smaller fish.

Sunburst

Arcane Material Component: Replace “naked flame” with “aqua regia”.

Teleport spells

See Dimension Door.  Teleportation spells grant nearby creatures with echolocation the chance to to detect the suddenly appearing targets by passing a Listen check at DC 20.  Passing this check means the creature know exactly where the teleporting target is; failure means it only know to what side of it the target appears.

Tenser’s Transformation

Material Components: Casting Shark’s Strength will satisfy the need for a potion of shark’s strength.

Transmute Mud to Rock and Transmute Rock to Mud

Material Components: Ignore the requirements for water when underwater.

True Resurrection

See Resurrection above.
Material Components: Casting Bless Water can satisfy the need for holy water.

True Strike

Focus: The focus may be made of any long lasting material, and need not be wood.

Unseen Servant

Material Component: Replace “bit of wood” with “bit of live coral”.

Wall of Fire

Called “Wall of Boiling”, creatures in the area must make a Reflex save DC 15 to avoid breathing in the super-heated liquid.  Failure results in another 1d6 points of heat damage.

Wall of Iron

Water Breathing

Water Walk

Whirlwind

Called “Vortex”, it act just as the original spell, but makes a whirl pool of water instead of a whril wind of air.

Whispering Wind

Called “Whispering Current”, operates just as the original spell does save it works through water instead of air.

Wind Walk

Called “Current Meld”, this spell coverts the target into a liquid form just as the  Liquid Form spell, but this spell allows for rising and sinking elevations.  The target’s normal buoyancy is restored when the spell expires.

Wind Wall

Called “Current Wall”, this spell creates a barrier of moving currents that conform to the strictures of the original spell.
Arcane Material Component: A tiny paddle and a scale of exotic origin.

5 responses to “Endless Blue – Week 36.3 – Magic of the Endless Blue

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  1. Hey cuffe a few ideas…

    couldn’t control weather be Control Tide spell
    couldn’t water breathing be Atmosphere Breathing spell

    air walk > enhance aquatics
    wall of iron > wall of oil (crude)

    Why no plane shift, polymorph?

    Also would oil play a roll in the environment and magic. I not just talking crude, but any oil? Like oil be an element like the negative energy or something. Just throwing it out there.

    • Well, if I went with a control tide spell, what would it actually do? There normally is no weather like rain and lightning underwater. Wind is covered by control currents, and sea snow is a product of pressure, not weather. I can’t envision the spell having any other real application other than elongating or diminishing tidal cycles, and that hardly seems worthy of a high-level spell. Unless you can think of an angle I’m not seeing, I don’t see spell as having been developed.

      One of the basic premises of the Endless Blue setting is that the world above the waves, the Vastness, is feared and reviled. Religious propaganda has for millennia cast it as an unthinking realm antithetical to life. There is no intelligent life on the surface, and only 5% of the planet’s surface is actually land so there been very little reason to seek it out and develop an atmosphere breathing spell. Perhaps one day one of the Godless might develop such a spell to aid in their scientific exploration, but it shouldn’t be one of the basic spells available to the populace.

      There is no point to an aquatic version of air walk when the water around your character allows you to move more dynamically and quickly in all direction by just swimming than the spell’s effect can.

      Plane Shift was removed because it makes some physical dilemma too easy to solve — notably there would be nothing preventing those trapped in the Undertow from finding freedom. I want to keep the denizens of Elqua firmly ensconced in the oceans, with only religious dogma to tell them of how the metaphysical planes work.

      The only polymorph spell not in the setting is baleful polymorph. Polymorph self and polymorph any object still exist. But both are still very abusive spells, and may be tweaked or even removed later.

      Crude oil sounds very much like black water, the Indigo, might be…

  2. On Control Tide

    Think about a grove in a cave that is only accessible during high tide. Now someone may want to access it during other times…

    • If you take a look at the topographical map of Elqua, you’ll see a lot of white areas in the water. These are the sandbars and shallow seas that the tides will expose when it pulls the waters back. These areas are also the most dangerous for pisceans, as the shallow, clear waters leaves them vulnerable to predation from the surface world. A control tides spell could solve the problem, but I feel it is an easy answer to solving the only kind of land barrier that impedes underwater travel. If I do end up including it, it will have to have its level adjusted to take the reduction in application into account.

  3. Pingback: Endless Blue – Week 110 – Elqua Calidus: The World Scalders | Endless Blue

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