Far Corners of the World
The Lost Coast: Spells of the Tides
By James Jacobs

Island - Rob AlexanderThe coastline of a newly discovered region is often the first place to become civilized. Most large cities are, as a result, the oldest cities in a nation, as well as the largest and most cosmopolitan. Nonetheless, vast reaches of uncivilized coastline stretch for miles, and these shores are often deemed too remote, too dangerous, or just too rugged to civilize. It was a combination of these three qualities that consigned a particular reach of coastline to perpetual wilderness; this far corner of the world has resisted numerous attempts at colonization, all of which have resulted in failure. It has become known as the Lost Coast.

Barlen's Crabwalk
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The story goes that this unusual spell was created by a somewhat unhinged wizard that lived on the Lost Coast. This wizard, a human named Barlen, became obsessed with tidal life, crabs in particular, and during high tide he spent his time researching spells to make a humanoid's body and limbs function more like those of his beloved pets. Most of these spells amounted to nothing, and many believe that his final spell, a variant on polymorph, turned him forever into a crab himself.

Of all his spells, Barlen's crabwalk alone has gained a bit of notoriety. Although Barlen doubtless designed this spell to allow a humanoid creature to approximate the erratic sideways scuttling of a crab, the spell's effects are quite effective in combat.

A creature under the effect of Barlen's crabwalk moves with increased speed, scuttling about to the left or right with disconcerting ease. The target's land speed is increased by 20 feet. (This adjustment is treated as an enhancement bonus.) Additionally, the target's quickness grants a +4 bonus to his Armor Class when he is attacked as a result of provoking an attack of opportunity.

Material Component: A crab's leg.

Healing Surf
Conjuration (Healing)
Level: Clr 4
Components: V, S, M
Casting Time: 10 minutes
Range: Short (25 ft. + 5 ft./caster level)
Target: Caster, plus one additional creature per 3 caster levels
Duration: 1 hour/level
Saving Throw: Will partial
Spell Resistance: Yes

To cast this spell, you must be standing at least up to the knees in ocean surf; all additional creatures to be targeted by the effects of the healing surf must also be standing in the surf and within range of the spell. The surf qualifies as vigorous motion, and to cast in such conditions you must make a successful Concentration check (DC 10).

When the ten-minute casting time of this spell is achieved, you and up to three creatures per caster level selected by you are immediately healed of 5 points of damage per caster level (maximum 50 points). Additionally, the healing surf removes all trace of disease on the targets, as well as the following conditions: ability damage (but not ability drain), exhaustion, fatigue, nauseated, and sickened. For the remainder of the spell's duration, the targets gain a +4 sacred bonus on all saving throws against effects that cause ability damage, exhausted, fatigued, nauseated, and sickened conditions.

Undead targets are damaged by the positive energy unleashed by this spell, and they take 5 points of damage per caster level (or half on a successful Will save). For the remainder of the spell's duration, any undead that survive this damage are treated as 4 Hit Dice lower than their actual total when determining the effects of turn or rebuke undead attempts.

Material Component: 500 gp in pearls.

Kelpstrand
Conjuration (Creation)
Level: Drd 2
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Effect: One strand of animated kelp/3 levels
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell causes a number of long strands of tough kelp to shoot out of your outstretched hands. You make a ranged touch attack when you cast kelpstrand. If you hit a creature with the kelpstrand, you immediately make a special opposed grapple check against this creature as a free action without provoking an attack of opportunity, adding your caster level and Wisdom bonus to the result of your grapple check rather than your Strength bonus and size bonus. If you succeed, the target becomes entangled in the thick strands of kelp and is considered to be grappling. The target moves at half speed and takes a -2 penalty on attack rolls and a -4 penalty to Dexterity. The target doesn't threaten any squares and loses its Dexterity bonus to Armor Class entirely. Each round, the target can attempt to escape the kelpstrand by making a successful grapple check or Escape Artist check against the kelpstrand's special grapple check. You are not considered grappling yourself while using this spell. Once you shoot your strands of kelp, you need not take any action to maintain the effect. If your attack misses, the spell's effect is wasted.

If you can create more than one kelpstrand, you can direct the strands at any different targets in range, or all against a single target. A creature targeted with multiple kelpstrands has to make separate Grapple checks or Escape Artist checks against every kelpstrand currently grappling him to escape.

If you cast this spell while you are within 300 feet of the ocean shore, the kelp is particularly strong and tenacious, and you gain a +4 bonus on any grapple checks made to determine the outcome of a kelpstrand grapple.

Material Component: A piece of dried seaweed.

Red Tide
Evocation
Level: Drd 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Burst in the shape of a circular disk, 10 ft. wide/level, 5 ft. high
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

This visually impressive spell causes a surging, frothing wave of thick, red seawater to wash over everything in the area. All creatures in the area of a red tide are immediately knocked prone and must make a Fortitude saving throw. Flying or swimming creatures in the area aren't knocked prone, but they suffer a -4 penalty on the Fortitude save.

A creature that makes its Fortitude save against a red tide is sickened for 1 minute and takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for that time. A creature that fails this saving throw is horribly ruined by the poisonous effects of the tide. Such creatures are immediately nauseated for 1 minute, and they take 3d6 points of temporary Strength damage. After 1 minute, the nausea ends but the creature must make a second Fortitude saving throw or take an additional 3d6 points of temporary Strength damage. Creatures that are immune to poison are immune to these effects of a red tide.

The tainted water evoked by this spell vanishes after a few seconds of turbulence, and any objects or creatures in the area do not emerge wet. All open flames in the area are nevertheless extinguished if they fail a Reflex save; likewise, all creatures with the Fire subtype take 1d6 points of damage per caster level (maximum 20d6), or half with a successful Reflex save.

Saltray
Evocation
Level: Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell creates an instantaneous thin beam of salt crystals. A creature struck by a saltray takes 1d6 points of slashing damage per 2 caster levels (maximum 5d6) and must make a Fortitude save or be stunned by the excruciating pain of the wound for 1d4 rounds.

If this spell is cast within 300 feet of the shoreline of a large body of salt water, a second saltray is created. You can target this second saltray as you see fit against any target in range of the spell.

Sirine's Grace
Evocation
Level: Brd 4, Drd 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Sirine's grace infuses you with the otherworldly grace and fey magic of the sirines that dwell along the shores of the Lost Coast. As this spell is cast, these energies suffuse your body and enhance your physical characteristics, granting you a +4 enhancement bonus to Charisma and Dexterity.

For the duration of this spell, you gain a deflection bonus equal to your Charisma modifier to your Armor Class and a +8 bonus on Perform checks. You also gain a supernatural touch attack that you can invoke once per round as a free action. Anyone hit by your touch attack takes 1d4 points of temporary Intelligence damage (or 2d4 points on a critical hit). Alternatively, you can use this touch attack to restore 1d6 points of temporary Intelligence damage caused by this spell or by a sirine?s touch.

Material Component: A lock of hair, freely given to you by a living sirine.

Undertow
Transmutation
Level: Drd 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell causes a sudden and violent current to tear through all liquids in the spell's area. Water in open containers splashes outward; open containers carried by creatures do not spill if their carrier makes a Fortitude saving throw.

The currents created by this spell in larger bodies of water (or other liquid) are quite strong. All creatures in contact with the water must make a Fortitude saving throw or be stunned for 1 round.


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