Myriad Island Wave Magic

The mages of the Myriad Islands draw their powers from the ocean itself, and Oyashima's many coastlines and port cities give them plent of opportunities to work their magic.

Myriad Island mages start the game with two bonus spells in their spellbooks, not accessible to mages from other parts of the map. They are:

Water Whip

Level: 1

Range: 2" / level

Duration: Special

Area of Effect: 1 target

Casting Time: 2 segments

Saving Throw: Special

Water Whip creates a fast-moving tendril of water that snaps toward the head of a nearby opponent. It does 1d4+1 dm per three levels of the caster (like magic missile) and the opponent must save or be stunned for 1-4 rounds. At least two gallons of water (open in a pail or pot or pool) must be available for the spell to function, and the water scatters after its use.

Wave Chariot

Level: 3

Range: Special

Duration: 1 turn per level of caster

Area of Effect: Special

Casting Time: 3 rounds

Saving Throw: None

This spell creates a fast-moving (18" per round) chariot of water that can hold up to six human-sized occupants. It is pulled by two liquid horses, and moves across the surface of any large body of water. The Wave Chariot can be destroyed by 30 hit points of fire damage, Dispel Magic, or Disintegrate. If the caster is level 12 or higher, the Wave Chariot will last for 12 hours, and becomes suitable for long-distance travel. It can also be made Permanent. At least 500 gallons of water are needed to form the chariot. Running over opponents with the chariot does no damage unless they are vulnerable to water damage (i.e. a Fire Elemental or certain demons.)