Sargasso (Wizard Spell)

This spell creates a mass of thick seaweed in a body of water, making it difficult to sail through. The approximate depth of the seaweed is 5 feet. The caster can create a 10 x 10-foot mass per level-about 35 feet x 20 feet at 7th level. Ships sailing through the weed have their speed diminished by 2 mph if they are sail-pow­ered, or 3 mph if they are oar-powered. Ships re­duced zero speed or less are entangled (as the spell), and unable to move. At least half the ship's length must be in the area of effect for its movement to be reduced. A large ship might not be affected by a small sargasso region, even if it sails right through.
Swimming creatures have their movement re­duced by 6. Air-breathing creatures reduced to a move of 0 or less must make a successful saving throw vs. death or be trapped below the surface.
The material component of this spell is a small amount of seaweed and a handful of live brine shrimp, which must be tossed into the water.
Notes: Common in the Sea of Fallen Stars area of the Forgotten Realms setting, uncom­mon for Sea mages; otherwise, rare.
If the Ships and the Sea rules are used, a sailing ship loses Vs of its base movement rate during any round in which it moves through a sargasso region able to affect it. Thus, a ship with a base move of 12 loses 4 in the weeds. If the sail-driven movement is only 6, then the actual movement rate is 2.
Oared ships lose % of their base move­ment rate, and may be delayed 1d6 rounds after they leave the area if their blades become fouled with weed. Rower fatigue is doubled in the weed. For example, with a base movement of 9, the effective move­ment of an oared ship is only 3, and the rowers will tire more quickly.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells