Spells of the Torquera:
Contribution from :CQuaif@aol.com
The Torquera, a polyglot race created by the unfortunate magical side-effects of the
Torque of the Sea, have, over time, developed a number of magical spells adapted to their
undersea existence. The Clerical members of the species, or at least those who follow the
Immortal Ymornik of the Shallow Waters (actually Kromyn the Accursed, creator of the
Torque, under an alias - the Torquera would be unlikely to worship the being who caused
their current state, after all), can make use of new and variant spells provided by their
Immortal.
Magical Spells:
Ink Cloud
Level: 1
Range: 60'
Duration: 6 rounds + 1 per caster's level
Effect: creates area of darkness
This Darkness variant was devised to give the Torquera a chance to escape from attackers.
It causes a torrent of inky blackness to spurt from the caster's mouth, palms or
fingertips (caster's choice) and coalesce into a cloud of darkness, measuring 30' across,
at any point up to the full range. The spell is not effective against sonar-using
creatures, and works best
against those who require light to see.An Ink Cloud spell can, alternatively, be used to
cancel a Luminous Deeps or Ymornik's Glimmering spell, or to temporarily negate a Beacon
or Light of Truth enchantment.
Luminous Deeps
Level: 1
Range: touch
Duration: 6 Turns + 1 per caster's level
Effect: creates area of light
This spell, a variant of the standard Light spell, calls into being an area of shimmering
light, covering a region of 30' diameter. The spell is normally cast on a living creature,
to permit that being to see in the darkest depths of the ocean - with the exception of the
Elvai, the Torquera can see little better in the ocean than their air-breathing ancestors.
Occasionally, the spell is cast on an object such as a stone or seashell, to be used as a
stationary light source; it is also used to "mark" prey in hunts, allowing the
hunters to track a marked creature from considerable distance.
A Luminous Deeps spell can be cast on an existing Ink Cloud or Mark of the Kraken to
dispel it; a pre-cast spell cannot.
Master of Sharks
Level: 2
Range: 60'
Duration: see below
Effect: Charms 1 shark
During the early decades of the original Torquera colony, their unfamiliarity with their
new environment left them vulnerable to the sharks infesting their watery home. Many
members of the nascent species were slain by the sharks, so the few Wizards among them -
particularly Seloma the Six-Fingered, a powerful mage who had deliberately chosen to
become a Torquera - adapted the basic Charm Person spell to specifically target sharks,
turning a deadly enemy into a willing servant.
When cast, the shark may make a Save vs. Spells to shrug off the spell's effect; if the
save is successful, the target shark will immediately attack the caster to the exclusion
of other prey. If the save fails, however, the shark is Charmed, and will obey the
caster's commands (over the centuries, a number of simple commands have been developed
using the shark "language"). A Charmed shark may make a saving throw once each
week to attempt to break the Charm; if successful, it does not attack, but merely swims
away at high speed (as if affected by a Fear spell).
Beacon
Level: 2
Range: touch
Duration: permanent
Effect: creates a light source
This specialised, intensified version of the standard Continual Light spell is usually
cast on a pearl, which is sewn into a strip of cloth and worn as a headband. The Beacon
casts light in a 40-degree arc, to a range of 120', and is used as a
"searchlight" by Torquera when exploring the deeper waters (Humoi and Hindari
lack the ability to see in the dark without assistance). A second headband, with half of
an oyster-shell sewn into it, is slipped over the pearl to smother the light when
necessary.
This spell is one of the most commonly-cast among the Torquera; most adults have at least
one such Beacon-pearl in their possession.The standard Continual Light spell is also
available to Humoi and Elvai Mages, and is often used to light the homes of the Torquera.
Water of Life
Level: 3
Range: 30'
Duration: see below
Effect: creates globe of water
This peculiar reversed form of the Water Breathing spell was devised to allow the Torquera
to travel out of their element without resorting to a Torque. Cast under water, it causes
a globe of water roughly 14" in diameter to form about the head and neck of the
recipient. The bearer of the globe is therefore able to travel freely in and out of the
water, although the effect is somewhat disconcerting to look at, as the water swirls about
the bearer's head. The globe is permeable, allowing the bearer to eat as normal.
The spell has a normal duration of 1d6 hours + 1 hour per level of the caster; the bearer
has warning when the spell is about to expire, however, as the globe starts to drip 1 Turn
before it fails. Prior to this, no water can be separated from the globe by any means;
even a finger, inserted into the globe, will come out dry. At any time, a second Water of
Life spell can be cast on the same person, extending the duration (to 2d6 hours + 2/level,
etc). The water magically reoxygenates itself, so that the recipient always has
"fresh" water to breathe in.
Apart from its normal function, the Water of Life spell has occasionally been used
offensively, creating a globe of water about the head of an air-breather in order to drown
him. It's a rather gruesome death, usually reserved for those who repeatedly cause harm to
the Torquera - although some of the less moral Wizards have been known to use it in normal
combat.
Depth Charge
Level: 3
Range: 240'
Duration: instantaneous
Effect: generates explosive blast
This variant on the standard Fireball spell was adapted for use in an underwater
environment. The spell causes the water at the chosen point to explode outwards with
tremendous concussive force, causing 1d6 damage per level of the caster to all within 20'
radius (save for half damage). Any living thing within a 40' radius is additionally
stunned by the shockwave for 1d4 rounds (save for no effect).
This spell does not work above water. It can also be used to cause hull damage to ships
passing through the waters above.
Lightning Touch
Level: 3
Range: touch
Duration: 1 - 2 rounds
Effect: charges caster with electrical energy
Since the standard Lightning Bolt spell functions as a limited-area Fireball effect
underwater, the Torquera Mages devised this variant to restore some of its accuracy in
striking individual targets.
The spell, when cast, fills the caster with electrical power, which appears to crawl in
ribbons across the caster's body, and which may be discharged by touch. The spell causes a
total of 1d6 damage per level of the caster; however, the caster may choose to release
this energy in two consecutive rounds, dividing the power as desired. A normal "to
hit" roll must be made to strike the target, who may save for half damage as normal.
Any portion of the charge left unused at the end of the second round dissipates
harmlessly.
Should the caster be struck by a metal melee weapon whilst still charged, the entire
remaining power of the Lightning Touch is automatically conducted down the weapon into the
attacker (no saving throw). The caster takes normal damage from the attack.
Slipstream
Level: 3
Range: touch
Duration: 1d6 + 6 Turns
Effect: allows fast aquatic movement
This spell, an adaptation of the Fly spell, creates a fast stream of water centred on the
recipient which is subject to his will. It allows the recipient to move effortlessly
through the water, in any direction, at up to 360'. The Slipstream itself cannot be used
for offence - the recipient cannot command the stream to blast a foe, for instance - but a
single being may be sucked along in the recipient's wake, if the enchanted being so
desires.
The spell is primarily used for transportation purposes, or to provide greater
manoeuvrability in combat. It does not function above the water.
Dolphin Song
Level: 3
Range: touch
Duration: 1 day
Effect: grants sonar capability to one individual
This spell, adapted from the Infravision enchantment, grants the recipient the sonar-based
echo-location ability possessed by most cetaceans. The enchanted being emits a series of
high-frequency clicks (provided by the spell, not the recipient's voice) which fan out
from the recipient in a 60-degree arc, ( and bounce back, providing a sonar picture in the
recipient's mind. This spell negates the need normal sight.
The spell is most often employed by Humoi and Hindari, who lack the Elvai's natural
Infravision; the latter sometimes make use of it as well, as it is superior to Infravision
in the black depths of the ocean. Dolphin Song is particularly useful for Torquera who
wish to sneak up on a foe, as a light-source negates any chance of surprise.
Speak with Sea-Creatures
Level: 4
Range: caster
Duration: 6 Turns
Effect: permits communication with sea-dwellers
This spell is identical to the 3rd-Level Cleric spell of the same name; it was developed
centuries ago by Mage-worshippers of Ymornik of the Shallow Waters. The Mage specifies a
type of creature (shark, dolphin, jellyfish etc) during casting. For the duration, he may
understand and speak to any of that species within 30'. This spell allows a +2 to the
reaction roll, so long as the caster's party have not previously attacked the creatures
being spoken to.
Speak with Sea-Creatures is very useful when combined with the Mage spell Master of
Sharks, as it permits the spellcaster to give more intricate commands to his Charmed
servants.
Clerical Spells:
Various Immortals are worshipped by the Torquera. The chief Immortal of their
"pantheon" is Ymornik of the Shallow Waters, but Manwara, the Old
Man/Elf/Halfling of the Sea, also has a large following. The worship of Tallivai the
Root-Maker has a sizeable hold amongst those Elvai who have been in contact with their
Aquarendi cousins. A few surface-Immortals, particularly Eiryndul (amongst the
formerly-Shiye Elvai) and Alphatia (amongst the Alphatian Humoi), are still worshipped by
factions amongst the undersea race. The following spells are provided chiefly by Ymornik,
although some other Immortals will also grant them. Worshippers of Tallivai, of course,
also receive the Aquatic Elf spells listed in PC3, the Sea Peoples.
Mark of the Kraken
Level: 1
Range: 60'
Duration: 6 rounds + 1 per caster's level
Effect: creates area of darkness
This spell is identical to the Mage spell, Ink Cloud.
Ymornik's Glimmering
Level: 1
Range: touch
Duration: 6 Turns + 1 per caster's level
Effect: creates area of light
This spell is identical to the Mage spell, Luminous Deeps.
Silent Waters
Level: 2
Range: 20'
Duration: 12 Turns
Effect: creates aura of silence
This spell, a specialised version of the Silence 15' Radius enchantment, provides the
caster and/or a number of others with a personal aura of silence which extends 6"
from the recipient's body. The aura absorbs sound, and renders the recipient invisible to
sonar (such as the ability granted by the spell Dolphin Song); spellcasters are unable to
use their powers under the effects of this spell, although already-cast spell will
function normally. The caster may enchant two individuals of roughly human size at 4th
Level; thereafter, she can affect an additional person every two Levels, up to a maximum
of eight people. The caster (only) can dispel the effect on any and all recipients by an
act of will, allowing them to cast spells when necessary.
A saving throw is permitted for unwilling recipients of this spell. Silent Waters can be
used offensively, silencing enemy spellcasters, if desired.
Mercy
Level: 2
Range: 120'
Duration: 9 Turns
Effect: paralyses fish
This deceptively-named variation of the Hold Person spell was granted during the early
days of the Torquera colony to help the inexperienced hunters to acquire food, and has
become a staple in most Clerical spell lists. The spell paralyses up to 12 HD of normal
fish (enchanted, magical, or giant versions are unaffected), leaving them unable to swim
away and easily harvested by the caster and others. No saving throw is applicable in this
instance, since the fish in question have no measurable intelligence. The spell works best
when cast on a school of fish - Clerics on "gatherer duty" normally wait where
large schools are known to pass, being careful not to over-fish any one area.
In extremis, this spell may also be used to Hold attacking sharks; this is risky, however,
as sharks DO receive a saving throw, and will react violently towards a spellcaster whose
Mercy-spell fails...
Speak with Sea-Creatures
Level: 3
Range: caster
Duration: 6 Turns
Effect: permits communication with sea-dwellers
This spell is a slight improvement on the 2nd-Level Speak with Animals spell. The Cleric
specifies a type of creature (shark, dolphin, jellyfish etc) during casting. For the
duration, she may understand and speak to any of that species within 30'. This spell
allows a +2 to the reaction roll, so long as the caster's party have not previously
attacked the creatures being spoken to.
This version of the spell is rated at one level higher than the normal Speak with Animals
spell, as it permits communication with intelligent species such as dolphins. The
lower-level spell is available to Clerics of Manwara.
Light of Truth
Level: 3
Range: touch
Duration: permanent
Effect: creates a light source
This spell is almost identical to the 2nd-level Mage spell, Beacon. More Torquera have
pearls that are enchanted with Light of Truth than with Beacon, since the former is more
readily available.
The standard Continual Light spell is also available to Torqueran Clerics.
(NB: The Light of Truth spell, when granted by Ymornik, is not dispelled on the Day of
Dread; the pearls lose their power on that day only, regaining the light on the following
day. This effect is unique to the Light of Truth spell granted to Ymornik's Clerics; the
Beacon enchantment is dispelled as normal. If you use WotI-style Clerical Special
Abilities in your Campaign, this spell is also granted to Clerics of Ymornik as a Special
Power, once per week, upon reaching 7th Level.)