Waveservant

Class GroupPriest
Ability RequirementConstitution 15, Intelligence 12, Wisdom 13
Prime RequisiteConstitution, Wisdom
Races AllowedCetandari Human
Alignments AllowedLawful Evil
Weapons AllowedAll bludgeoning weapons plus the trident, harpoon, and Heschian Dueling Blade
Armor AllowedAny
Major SpheresAll, Combat, Creation, Elemental Water, Healing, Law, Necromantic, Summoning, Weather
Minor SpheresAnimal, Charm, Elemental Air, Elemental Earth, Guardian, Protection, Sun
Magic ItemsSame as clerics
Required ProfsNone
Bonus ProfsSwimming, modern languages (pick two from: dragon turtle, sea elvish, koalinth, kuo-toan, locathath, nereid, merman, morkoth, sahuagin, triton), Heschian Dueling Blade

Waveservant Features

    • Waveservants may not turn or command normal undead. They may command undead that were killed at sea or are aquatic in nature, such as lacedons or skeletons of pirates.
    • Waveservants may breathe water automatically.
    • At 3rd level, waveservants are able to cast watery double (as the 3rd-level wizard spell) once a day.
    • At 5th level, waveservants are able to water walk (similar to the 4th-level priest spell) at will. This ability cannot be conveyed to others except by the casting of a water walk spell as normal.
    • At 7th level, waveservants are able to summon up a striking wave (as the 4th-level priest spell) once a day.
    • At 10th level, waveservants can move through water as if they were wearing a ring of free action. Should they acquire such a ring, it provides no additional benefits under water, but otherwise works normally.
    • Also at 10th level, waveservants may control weather (as the 7th level priest spell) once per day. Waveservants may move the conditions to any worse condition under the same prevailing heading (as per the chart in the spell description). Waveservants can never use their abilities to improve the weather conditions. They may only perform these actions when at sea (fresh or salt water), or at the shores of an ocean or large lake. Large ponds and rivers are not sufficient to allow the use of this ability.
  • At 12th level, waveservants can call and control 1d4 sharks once per day in areas where they normally exist. The sharks arrive in 1d6 rounds. They respond to the waveservant's commands whether spoken under water or above water.

 

Heschian Spells

3rd Level

Speak with the Drowned Dead (Necromancy)

Range:
Special
Components
V, S
Duration:
Varies
Casting Time:
6
Area of Effect:
Special
Saving Throw:
Special
Upon casting speak with the drowned dead, the priest or another designated creature within 3 yards of the priest is able to ask two questions of a creature who died by drowning who is called on by name. (Complete names are not necessary, although naming information sufficient to distinguish one individual from another is.) The body of the drowning victim need not be pre-sent. The answers are phrased in normal speech, not merely "yes" and "no" replies. Questioned creatures cannot lie, but they can be as misleading and evasive as possible within that constraint.
  The awareness and memories of the drowned one end at death. Questioned creatures cannot know what events befell after they drowned and will say so if asked, wasting an answer.
  Drowned creatures of different alignment than the caster or of higher level or Hit Dice than the caster's level receive a saving throws vs. spell. A drowned creature that succeeds at this saving throw can refuse to answer questions, ending the spell.
 

4th Level

Striking Wave (Alteration, Evocation)

Sphere:
Range:
5 yards/level
Components
V, S, M
Duration:
Varies
Casting Time:
1 Round
Area of Effect:
Special
Saving Throw:
Special
This spell causes water to rise up into a single directed strike of massive force. A large body of water must be present (in other words, a pond, lake, or the sea) or the spell is wasted. It cannot create water out of nothing, nor can it cause the contents of a tub or small, ornamental pool to do more than rise up in an impressive manner and crash back down again, splashing things nearby.
  A striking wave varies from 10 feet to 100 feet wide as the caster directs, moves in the direction its caster directs and can change direction in response to the caster's silent concentration, but it must travel at least 60 feet in a straight line before it can do harm; otherwise, items in its path simply ride up along its swell and are unharmed. The priest must be in contact with the water to cast the spell, although this contact can be as little as a hand or toe dipped into the wetness. The range of the spell applies to how distant the wave can form from the caster, not how far it can travel. If unhindered by impact or obstacle, the striking wave travels several miles before subsiding. If cast in a confined area, such as a harbor, so that it strikes a sea wall or other immobile obstacle within 100 feet of its forming, it rebounds back to where it was formed, doing double damage to creatures and items between.
  A striking wave smashes into immobile objects for 10dl2 points of dam- age. Floating objects are allowed a saving throw vs. spell; if alive and swimming or free to move in the water, floating creatures are also allowed a second saving throw vs. spell. Each saving throw that succeeds removes three dice of damage, so swimmers who make both saving throws suffer only 4dl2 points of damage. A rebounding wave must be saved for separately both times; one set of saving throws does not govern both strikes.
  Striking waves may attack targets on the shore; however, they lose force as they do so. For every 10 feet up the shore the wave travels, Idl2 of damage is lost from the wave.
  Ships suffer structural damage from a striking wave as follows: A ship automatically loses 10% of its seaworthiness if at anchor or tied up dockside, but only 5% of it if floating freely; small open boats suffer double this dam- age. Open boats and barges may well be capsized by a striking wave. The Dungeon Master must adjudicate such situations. The DM must also deter- mine damage done to wharves and other structures; however, such damage is rarely extensive unless the buildings' construction was not intended for marine or shore use.
  The material component of this spell is a drop of water blessed by Heschius Ban or by a senior Heschian in the name of the god.
 

Oars to Snakes (Alteration) Reversible

Sphere:
Range:
5 0 yards
Components
V, S, M
Duration:
3 rounds/level
Casting Time:
9
Area of Effect:
1 oar/3 levels
Saving Throw:
None
This more powerful variant of the sticks to snakes spell transforms the oars aboard a ship into giant sea snakes. It may be cast in one of two modes: defensive or offensive.
  Using the defensive mode, the caster essentially transforms the oars of his or her own vessel into sea serpent defenders. These serpents remain within the oarlocks of the vessel which bore them, but may attack beings outside of the ship who are nearby, such as boarders. Each serpent can attack one boarder once a round with a THAC0 11, inflicting 3d6 points of damage for each successful strike. The serpents remain until the spell expires or they are slain; they are 10 HD creatures of AC 5.
  This spell may also be cast offensively. In this mode, the oars become serpents of similar Hit Dice and THACO to those above, but rather than attacking outside the ship, their poisonous heads are aimed within a ship within range (including the caster's ship), attacking the oarsmen and destroying the ship's ability to maneuver. The poisonous bite of these serpents does Id6 points of damage, but anyone bitten must make a successful saving throw vs. poison against type C poison. Those who successfully save suffer only 2d4 points of additional damage; those who fail their saving throws suffer an additional 25 points of damage. The poison has an onset time of Id4+1 minutes. Creatures struck repeatedly must make a saving throw every time they are bitten.
  While the spell continues, the ship does not have the use of those oars turned into serpents, and thus its speed may be reduced. The serpents turn back into usable oars when the spell expires, although those which were "killed" are broken and useless.
  The reverse of this spell, snakes to oars, changes giant sea snakes to oars for the same duration or negates the oars to snakes spell according the level of the priest countering the spell (for example, a 12th-level priest casting snakes to oars can turn four sea serpents back into oars).
  The material components of this spell are a small piece of wood and the scales from a sea snake.
 

Stormcloak (Abjuration, Evocation)

Range:
Touch
Components
V, S, M
Duration:
1 Year
Casting Time:
7
Area of Effect:
One living being
Saving Throw:
None
Stormcloak sets up a condition that, when the spell is activated at any time for up to a year after being cast by speaking a secret word aloud, the spell recipient cannot die as a result of a storm at sea that she or he is currently experiencing. Once activated, the spell guarantees that by some assortment of coincidental conditions (as far-fetched or commonplace as need be), the spell recipient will not drown, be struck down by flying debris, die of being hurled ashore against rocks, etc. from that particular storm.
  Heschian priests cannot cast this spell on themselves.
  The material component of this spell is the holy symbol of the Heschian casting it (which is not consumed in the casting).
 

6th Level

Waterspout (Alteration, Evocation)

Sphere:
Range:
10 yards/level
Components
V, S, M
Duration:
1 Turn
Casting Time:
1 Round
Area of Effect:
Special
Saving Throw:
Special
This spell causes water to rise up into a whirling, cylindrical column. A large body of water must be present (in other words, a pond, lake, or the sea) or the spell is wasted; the magic cannot create water. A waterspout created by means of this spell is 10 feet across, rises 80 feet above the water, and requires a depth of water of at least 20 feet beneath it. If sufficient space is not available for the spout to form, the spell is wasted. If it later encounters insufficient depth after it has formed, it collapses, inflicting 4d6 points of falling damage to all beings within it as the only damage it deals in that round and ending the spell.
  A waterspout is a destructive vortex of water which flails and sucks in creatures and objects it contacts and waterborne items within 10 feet of itself (below and on all sides), whirling them up to its top before flinging them free. The caster can direct the waterspout to travel horizontally 10 feet per round. It will claw along the sides of large immobile objects such as castle walls or islands that it is sent against and smash through flimsy barriers. When the spell expires, it sinks slowly down, doing no harm to creatures and items it is carrying that round.
  Items struck by a waterspout must make item saving throws vs. crushing blow once per round or be shattered and destroyed. Structures and larger items may well suffer structural damage as determined by the DM.
  Creatures struck by a waterspout are sucked into it the first round. They are then helplessly whirled about for 6d8 points of damage per round for two rounds; they must also make a successful saving throw vs. death magic each round or drown unless able to breathe in water by natural or magical means or hold their breath (a successful Strength and Constitution ability check each round or a successful swimming proficiency check each round. Finally, they are flung free at the end of the next round, taking only 3d8 points of damage during this round. (They need not make saving throws vs. death magic this round.) Being flung free typically hurls a creature 100 feet or more horizontally (in the midst of a mist of water) and bestows 6d4 points of falling damage on creatures if they land in water or a swamp or as much as 12d4 points of damage if they are hurled into trees, buildings, rocks, or other solid objects. Items still miraculously attached to a flung creature's body must make a successful saving throw vs. crushing blow when their wearer lands or be destroyed; magical items receive a +2 bonus to this saving throw. Only on the round of being flung free is a creature able to use magical means, such as an item or quick spell, to escape the effects of the waterspout.
  The material component of this spell is a drop of water blessed by Heschius Ban or by a senior Heschian in the name of the god.
 

7th Level

Maelstrom (Alteration, Evocation)

Sphere:
Range:
10 yards/level
Components
V, S, M
Duration:
1 Turn
Casting Time:
1 Round
Area of Effect:
Special
Saving Throw:
Special
This spell causes a large body of water (a pond having a 60-foot-deep area that is itself 120 feet across or larger, a lake, or the sea) to sink and whirl into a sucking, drowning cone. The maelstrom created by this spell is a destructive, descending vortex of water that sucks in creatures and objects, whirls them around and down, and thrusts them out of its bottom deep underwater. Waterborne items and creatures within 50 feet of the maelstrom's edge are drawn in to it at a rate of 10 feet per round until they enter the cone—whereupon they are whirled around and around, descending for four rounds before being expelled at the bottom on the fifth. The maelstrom is 60 feet deep and 120 feet in diameter.
  Creatures able to swim and boats being rowed or under sail can fight against the pull of the maelstrom, making Strength ability checks each round that if successful slow their progress into the cone to 5 feet. Vessels receive a Strength check based on a Strength score equal to that of their strongest rower plus 1.
  Once drawn into the maelstrom and descending, creatures take 2d6 points of buffeting damage per round but travel in a fairly stable path. No spells requiring a material component can be cast, and only items already in hand can be used. On each round, descending creatures must make a successful saving throw vs. death magic or drown unless able to breathe water by natural or magical means or hold their breath (a successful Strength and Constitution ability check at a -1 penalty each round or a successful Swimming proficiency check at a -1 penalty each round).
  On the fifth round (that of expulsion), the damage is doubled to 4d6 points, and the saving throw vs. death magic is made at a -2 penalty (-2 to holding one's breath). From the 60-foot depth at the center of the cone, the creature is expelled 40 feet downward and to one side. If a rocky bottom or any solid object is struck during this forcible journey, an additional 2d4 points of damage is taken. Thereafter, the being is free of the maelstrom's effects but is 100 feet below the surface of the water and will drown unless means of breathing in water are available or an immediate ascent is made. An ascending creature must succeed at three swimming checks or three sets of Strength and Constitution checks. If any of these rolls fail, Id4 points of damage are taken per failed roll.
  Items drawn into a maelstrom are buffeted and then expelled just as creatures are and must make successful item saving throws vs. acid for each of the four rounds of descent plus the round of expulsion or be destroyed. If they strike bottom when they are expelled, an additional item saving throw vs. crushing blow is forced upon the item. If it is failed, the item is destroyed.
  Buoyant items that survive all this slowly ascend to the surface. All others settle to the bottom wherever the maelstrom hurls them.
  When the spell expires, the maelstrom slows and becomes more shallow. Its central waters rise to the surface and carry all items and creatures up with them in an ascending, undamaging spiral. From the moment the spell expires, no damage is dealt by a maelstrom; things not yet expelled from its bot- tom are borne back to the surface in the described manner.
  The material component of this spell is a drop of water blessed by Heschius Ban or by a senior Heschian in the name of the goddess.

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