Aquatic Magics and Invocations

Wall of Ink
Level: Druid 2, Water 2, Wizard/Sorcerer 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Anchored plane of ink, up to one 10-ft. square/level, or hemisphere of ink with a radius of up to 3 ft. + 1 ft./level
Duration:
Saving Throw: None
Spell Resistance: No
You create a permeable but opaque barrier of black ink like that of an octopus that blocks all vision. This barrier provides concealment to anything on the opposite side from an attacker.
Material Component: A vial of octopus ink.
 

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If the barrier blocks all vision, it should provide total concealment. Normal concealment only makes things somewhat obscure; it imposes a 20% miss chance and allow Stealth, but does not prevent ppl from seeing you.
 

Noted. The ink is a physical substance, not an illusion, shadow or darkness, so heat and ultraviolet light are not going to go through it.
 

Darkvision hasn't had anything to do with the frequency of light since 2E, but it makes sense that this would not allow darkvision to function, but would in most cases allow blindsight.

Also, if this is intended to work only underwater, that should be noted.
 

Keep in mind under water interactions rely more on a 3D environment. Anything with a burst of cone radius suddenly becomes more useful, because you're able to include more targets in the area.
 

Yes, underwater, barrier spells really only work in enclosed areas like tunnels or inside a building where they have a ceiling to meet...
 

Long Breath
Level: Dru 1, Rgr 1, Water 1, Wiz/Sor 1
Components: V, S, M
Casting Time: one standard action
Range: personal
Area: self
Duration: special
Saving Throw: none
Spell Resistance: no
You are able to hold your breath longer. Multiply the normal duration you can hold your breath by level/3 + 1, rounded up. Thus at levels 1-3 you are able to double the duration you can hold your breath, at levels 4-6 you triple this duration, and so forth.

Song of the Deep
Level: Dru 3, Rgr 3, Water 3, Wiz/Sor 3
Components: V, S, M
Casting Time: one standard action
Range: personal
Area: self
Duration: 1 hour/level
Saving Throw: none
Spell Resistance: no
This spell augments your hearing and gives you a natural sonar ability like that of a dolphin or whale. When you cast this spell you can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow you to locate objects and creatures within 120 feet. A silence spell negates this and forces you to rely on your vision. While this spell is in effect you gain a +10 bonus on Listen checks and being under water never penalizes your ability to hear. This spell does not allow you to breath water or understand the languages of sea mammals. It does allow you to imitate the clicks and whistles of dolphins and whales if you understand them.
 

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