SALT
AND WAVE
Salt and Wave is an Aradnastan style of
magik study found little outside of the borders of that country. It
grew out of a mishmash of arcane practices among the coastal villages
and was consolidated by Melq Afrtain. Melq was formally trained in
Arad city in the Blood and Stones style of magery but acquired the
seed magic that would become Salt and Wave after spending a few
decades in the coastal villages and the ships that fished and sailed
the coastline.
Prerequisite: 28+ APT, 12+ MA,
Aradnastian and Rendorii languages
School Focus: Salt and Wave
concentrates on practical application and has next to no academic
curriculum. Learning is done by rote and use; labs are minimal and
practicals are nearly exclusively used to judge success in learning.
Concentration Skills: Cast,
Channel
Alarming Impediment – OP 1
Attend Me! – OP 1
Bone Shaker – OP 1
Dive – OP 1
Fast Freeze – OP 1
Fiery Cone – OP 1
Instant Grab – OP 1
Quell Sound – OP 1
Quickflame – OP 1
Salt Wounds –
OP 1
Slow Drop – OP 1
Wizard Dark – OP 1
Wizard Glow – OP 1
Spriggan Wind – OP 1
Farspeaker – OP 2
Fins and Gills –
OP 2 [R]
Flotsam Boat –
OP 2 [R]
Foam Ring – OP
2
High Lifter – OP 2
Salt Tongue –
OP 2
Spatial Deliquesce – OP 2
Wizardly Windows – OP 2
-----Trial of the Storm Crow -----
Flesh Oil Fire –
OP 3
Fog Bolt – OP 3
Hammer of the
Wave – OP 3
Heavy Helper – OP 3
Water Skimming – OP 3
Dee-Hopper – OP 4
Morgault's Disappearance – OP 4
Ghost Wind – OP 4
Clumsy Field – OP 5
Long Reach – OP 5
Trial of the Storm Crow. The
first and only trial in the school. Melq formed a composite of the
village based trials to form this one, where a student must take a
ship out into a raging storm and then lead the same ship (intact)
back into port. The trial is actually one-part rite and the
invocation of the trial requires 50 APT (usually provided by the
master). One began, the student attracts storms daily, for seven
days straight. The student must weather each one and bring the
(same) ship back to port safely. Every day the student will be
tested by the power of the storm, requiring a series of Channel
checks, TD 50, 50 and 75 respectively. If any one is failed, the
intensity of the storm doubles. If the student succeeds in
weathering the full seven days of storms they are considered a
changed being and indoctrinated to the higher powers of the school.
DIVE – OP 1
Preq: 16+ APT, 14+ MA, Prof
Arcanalogy
Mana: see below C:
99 F: 8
Range: 120 M: No Area:
see below
TD:
25Note1
Duration: see below
For a single mana point you can affect
15 BODY of a target, plus 3 BODY of a target for every additional
mana invested in the spell. If enough mana is channeled into the
spell, it will sink the target to the bottom of any body of water at
a rate of 5 ft per CF Count. The spells lasts for 5 CF Counts
minimum, plus 5 more CF Counts per mana invested when the spell is
cast.
SALT WOUNDS – OP 1
Preq: 16+ APT, 14+ MA, Prof
Channel
Mana: 3 C: 100 F:
4
Range: 150 M: No Area:
see below
TD:
25Note1
Duration: see below
Salts any open wounds on a target that
is within 150 ft, causing 1 HP per wound they have taken.
FINS AND GILLS – OP 2
Preq: 24+ APT, Trd Ceremony,
Trd Channel
APT: 25/5 C: 98 F:
7
Range:
50 Time: 10
minutes
TD:
100 Duration: see
below
Learn:
565 GS Influence:
any/all
The target of the ritual
grows fins and gills, an unsettling though painless process. It will
affect any living being up to 50 BODY without fail. Those altered
ignore the penalty of MASS for the purpose of swimming and can breath
salt or fresh water easily. The ritual lasts for your APT in melee
rounds before instantly reversing. The ritual does not provide any
additional resistance to cold, pressure or other environmental
adaptions. If the ritual is performed in the ocean – salt water)
then it can be done in half the normal time requirement.
FLOTSAM
BOAT – OP 2
Preq:
26+ APT, Trd Ceremony, Trd Wilderness
APT:
30/1 C: 95 F: 10
Range:
150 Time: see
below
TD:
100 Duration: see
below
Learn:
765 GS Influence:
any/all
The
ritualist calls upon the ocean to bring to him flotsam and debris,
which is then formed into a crude boat that will carry 5 BODY per
skill rank and last 10 minutes per APT of the ritualist. If
performed away from the ocean or sea – salt or fresh), it doesn't
work. Otherwise it takes d10 times the BODY requirement of the boat
in time for the ocean to bring forth the debris to build the boat.
The boat itself will be 4 times the BODY it can carry in size. It
may leak but will not sink and will stay intact, even if damaged,
reknitting together also long as enough of the boat's BODY remains to
carry what's contained within it.
FOAM RING – OP 2
Preq: APT 20, MA 16, Trd
Arcanalogy
Mana: 6 (see below) C:
100 F: 7
Range:
180 M: No Area:
see below
TD:
50Note1
Duration:
see below
A
simple spell that brings forth rings of foam that surround a
single creature of 10 + skill ranks in BODY, holding them fast
completely. Those captured are held fast, immobile but not
paralyzed, for 1 melee round plus 1 melee for every additional 2
mana invested in the spell when cast. The rings are considered a
single unit for destruction purposes and will resist the amount of
BODY they can capture in HP damage before breaking. However, a BODY
check against a TD of double the capture value will also burst them
asunder.
SALT TONGUE – OP 2
Preq: APT 21, MA 16, Trd
Arcanalogy
Mana: 7 C: 95 F:
9
Range:
40 M: No Area:
see below
TD:
50Note1
Duration:
see below
A
simple spell that targets a single person; when they speak or
utter sound their mouth is filled with salt – literally) and the
taste of the ocean and they must make a TD 100 + skill ranks Shock
Save or gag, spit and retch instead of speak or utter sounds, losing
their action in the process. It lasts only a melee round but can be
extended by +1 melee round for every 4 mana invested when cast. If
the target is in salt water when cast upon the Shock save is TD 150 +
skill ranks until they leave the salt water and the caster gets a +30
bonus to succeed against their MD with the spell.
FLESH OIL FIRE – OP 3
Preq: APT 26+, MA 20+, Exp
Channel, Exp Arcanalogy
Mana: 14 C: 92 F:
12
Range:
60 M: No Area:
see below
TD:
100Note1
Duration: see
below
The spells conjures forth an oily,
tallow-scented fire that burns only beings with ESS and who have
physical flesh. The fire is transferred to a target by touch –
roll versus DEF), burning d6+1 HP and impairing 1 ESS per melee
round. While active, and it lasts for 6 melee rounds + 1 melee round
every 7 mana invested when cast, any other living being that touches
the target also catches fire if a half-strength application of the
spell surpasses their MD. Regardless, no affected creature burns
longer than the total duration of the spell, no matter when affected.
The fire cannot be put out like normal as it is consuming flesh and
life force but neither does it burn normally flammable material.
Spells or rituals that disrupt OP 3 spells and render them inert;
secrets that allow dismissal or dispelling magic, and like powers
will dissipate the fire once lit on a target.
HAMMER OF THE WAVE –
OP 3
Preq: APT 26+, MA 20+, Exp
Channel, Exp Arcanalogy
Mana: 11 C: 99 F:
10
Range:
20 M: No Area:
see below
TD:
125Note1
Duration:
immediate (see below)
The
spell conjures forth the hammering intensity and power of a dropping
wave as it smashes down on the shore. It will hit a everything in a
5 ft wide by 15 ft long length, accompanied with the scent of the
ocean and dampness on the skin. Its force is such that it 2d10+10 HP
damage and bowls over a total BODY of creatures, objects, etc.
equal to the caster's skill check. Those bowled over are moved along
the same path 2d10 ft past the end of the wave with a force equal to
half the BODY total of the wave. If they encounter something solid
then they take the BODY damage for that value as well, otherwise they
end up prone and Staggered for the rest of the melee round.