Odvishe Spells for ODnD Hârn
I've been slowly chipping away at the Shek-Pvar spells in some way, shape, and form for my ODnD hack of HârnWorld. Below is essentially the Blue Water-Bending Wizards of HârnWorld spell list that I've cobble together from the Hârn Magic Book and some third-party fanon material
Note: Details on the Shek-Pvar and the Hârn Hack
Odivshe (Oh-DIV-shay) Odivshe is the magic of slow, cool darkness, the opposite of fire and action. Odivshe mages study and manipulate water, ice, darkness, and cold to achieve their ends. They also make use of Ethereal Water, the counterpart of Ethereal Fire. Odivshe incorporates water, snow, or ice in their foci and elemental objects.
Azure Hand
- Level: 1
- Range: Touch
- Duration: n/a
An enchantment to gently reduce the temperature of an object. It works best on objects with high water content, such as organic creatures. Azure Hand is a good treatment for sunstroke and can deaden pain.
Healing a living subject: Restores 1d6+1 hit points of damage. This cannot raise the subject’s hit points above their normal maximum.
Power of Valdan
- Level: 1
- Range: Touch
- Duration: 1 Turn
An enchantment to increase the buoyancy of any living entity touched by the caster that works by making its subject partially ethereal. The effect is to double the subject’s movement speed when in water
Bonal's Quenching
- Level: 1
- Range: Caster/Touch
- Duration: 1 day
The caster doesn’t need to consume a ration or drink from a waterskin for 1 day
Yavari's Spoon
- Level: 1
- Range: Touch
- Duration: n/a
Poisoned contaminated water is purified.
- Drink: 6 quarts.
Chalsa’s Sponge
- Level: 2
- Range: Caster/Touch
- Duration: 1 Turn
A self-enchantment to retain moisture. Chalsa’s Sponge inhibits the loss of bodily fluids such as sweat, tears, and urine. Sponge reduces the need for water by half, but does not affect thirst. Thus, it can be used to help traverse a desert.
Shadow of Yanar
- Level: 2
- Range: 240’
- Duration: 12 Turns
Creates a 15’ radius area of magical blackness, preventing normal sight (but not infravision). Like light, it may alternatively be used to blind creatures or to dispel a light spell.
Varia’s Web of Lethargy
- Level: 2
- Range: 10’
- Duration: 48 turns
Conjures a volume of sticky webbing, blocking a 10’ cube area.
- Entanglement: Creatures caught within a web become entangled among the gluey fibres. Entangled creatures can’t move, but can break free depending on their strength (see below).
- Flammable: The web can be destroyed by fire in two rounds. All creatures caught within flaming webs suffer 1d6 damage from the flames.
Breaking free: Depends on STR:
- Normal human range: The creature can break free in 4 turns.
- Magically augmented STR above 18: The creature can break free in 2 rounds.
- Giant strength: The creature can break free in 2 rounds.
Eye of Ultramarine
- Level: 2
- Range: 1d6 miles
- Duration: n/a
Determines the direction (not location) of the nearest body of fresh & potable water. If there is no drinkable water within Range, the spell doesn’t work.
Tarl's Alchema
- Level: 2
- Range: Touch
- Duration: n/a
A spell that separates discrete liquids from a mixture. The caster stirs a mixture and waits. After 1 round, the liquids will be separated into strata within the container and can be siphoned off as desired.
Breath of Dhivu
- Level: 3
- Range: 240’
- Duration: Instant
A blast of icy air is blown from the caster in a 60’ cone
- Damage: Creatures caught in the ice blast suffer 1d6 damage per level of the caster, with a successful save versus spells indicating half damage.
Mouth of Lathal
- Level: 3
- Range: 30’
- Duration: 1 day
Bestows the ability to breathe water upon a single subject.
- Breathing air: The spell does not affect the subject’s ability to breathe air.
- Underwater movement: Is also not enhanced or affected.
Varia’s Ablative Ice Armor
- Level: 3
- Range: Caster
- Duration: 4 Rounds
The caster instantly dons a full suit of plate armor (2AC) composed of enchanted ice.
Varia’s Touch of Rime
- Level: 3
- Range: 30’
- Duration: Instant
Spell functions similarly to Breathe of Dhivu, but in a more controlled fashion, and on a much smaller scale. A small spray of mundane ice projects from the caster’s focus or from a water source that the caster is attuned to. The caster is able to manipulate the ice with concentration. It could be used to do things requiring finesse, such as icing over the mechanism of a lock, sealing a doorway to prevent easy entry, or forming a thin sheet of ice that would cause a slipping hazard, etc.
Varia’s Blade of Inclemency
- Level: 3
- Range: Touch
- Duration: 6 rounds
With a water source readily available, the caster creates an enchanted weapon created from ice. The type of weapon must be decided upon casting, and the name of the type of weapon must be spoken. For all intents and purposes, the enchanted weapons deal +2 damage
Varia’s Elemental Charm
- Level: 3
- Range: 240 yards from caster
- Duration: Concentration
By concentrating (no movement allowed), the caster causes one of the following conditions to manifest in the surrounding area. This spell only functions outdoors.
- Fog: Visibility drops to 20’. Creatures in the fog move at half their normal rate. At the referee’s option, they may also have a chance of getting lost.
- Rain: -2 penalty to missile attacks. Mud forms in 3 turns, halving movement rates.
Glamor of Fanon
- Level: 3
- Range: 60’
- Duration: 3 rounds
An enchantment which causes an inanimate object to grow colder. This makes the object difficult to use and justifies a save vs spells roll to not drop the weapon.
Pall of Veshel
- Level: 4
- Range: 240’
- Duration: Concentration
Causes a dark, icy fog to rise from the caster’s mouth. Within the cloud, visibility is zero, except that the caster is unaffected. The cloud drains energy from those it touches. On termination, the cloud dissipates in two rounds.
Creates a 30’ radius area of magical blackness, preventing normal sight (but not infravision), and creatures caught in the radius suffer 1d6 of CON damage per level of the caster, with a successful save versus breath indicating half damage.
At 0 con, creatures caught in the radius freeze to death.
Curse of Balrin
- Level: 4
- Range: 120’
- Duration: 12 Turns
A spell that engulfs an area in ethereal water.
- Size: The wall can be any length, height, and shape the caster wishes, up to 1,200 sq. ft total. For example, it may be a straight wall 10’ high and 120’ long or a ring 20’ high and 10’ radius.
- Location: The wall must be supported (e.g., by the ground) and cannot be created in an area occupied by objects.
- Monsters with fewer than 4 HD: Cannot pass through the water
- Monsters with 4 or more HD: Can break through the wall, but suffer 1d6 damage. Fire-based creatures (e.g., flame salamanders) suffer double damage.
Evo's Sweat
- Level: 4
- Range: Touch
- Duration: Instant
An enchantment that causes moisture to exude from an object or creature at a high rate.
Inflicts 2d6+2 hit points of damage to a touched creature. In combat, a melee attack roll is required.
Kalsor's Trap
- Level: 4
- Range: 120’
- Duration: 1 turn per level
By concentrating (no movement allowed), the caster causes one of the following conditions to manifest in the surrounding area. This spell only functions outdoors.
- Snow: Visibility drops to 20’. Bodies of water may freeze. After the snow thaws, mud remains and still impedes movement.
- Causes one or more humans, demihumans, or human-like monsters to be paralysed if they fail a saving throw versus spells. It may be cast in two ways:
- Against an individual: The target’s saving throw is penalised by -2.
- Against a group: 1d4 individuals in the group are targeted.
Restrictions: Human-like monsters of greater than 4+1 HD are not affected.
Figure of Aumos
- Level: 5
- Range: Caster
- Duration: Variable (see below)
A self-enchantment that causes the caster to turn to water and flow away. The conversion to water takes the first ten seconds of Duration. While enchanted, the caster is unconscious and acts as normal water except that the entire volume remains contiguous. The caster reassembles after 6d6 days. The caster’s possessions and clothing are left behind.
Varia’s Irrigation
- Level: 5
- Range: 240’
- Duration: Concentration
An enchantment to manipulate bodies of fresh water. The spell can be used to make water flow uphill, move it out of a pond, increase the power of waves, and so on. With great mastery, the caster can create ‘hydro-sculptures’. Water must always adhere to at least one surface. This spell demands considerable GM discretion
Fiend of Alsai-Dom
- Level: 6
- Range: 240’
- Duration: Permanent (until dismissed or slain)
An 8 HD water elemental is summoned from an elemental plane to do the caster’s bidding.
- Materials: The summons requires a large volume of the appropriate element.
- Concentration: Is required to command an elemental.
- Dismissing: While control over the elemental is maintained, the caster may dismiss it at any time, sending it back to its plane of origin.
- Disruption: If the caster moves at more than half speed or their concentration is disturbed, the command over the elemental ends. It is, henceforth, a free-willed entity and will immediately try to kill the caster and anyone who gets in its way.
Toval's Rest
- Level: 5
- Range: Touch
- Duration: Indefinite
An enchantment to place an object touched by the caster in a status. The metabolism of living objects protects them from any harm for a Duration. The subject remains immobile and seems like a stone. A living object is unaware of the passage of time (or anything else while enchanted)
Web of Marias
- Level: 5
- Range: 240’
- Duration: 6 turns
The caster summons ethereal water within range, which is rearranged as the caster wishes.
- Movement rate: The caster can move water in the area at up to 60’ per turn.
Steps of Asarind
- Level: 6
- Range: Caster/Touch
- Duration: 6 turns + 1 per level
A self-enchantment by which the caster can make themselves walk across water.
Varia’s Passage
- Level: 6
- Range: Caster
- Duration: 1d6 hours
A self-enchantment, which allows the caster to travel through major bodies of water by merging with them and moving with natural currents and tides. Up to 5 leagues may be traveled in an hour for up to SI hours.
This spell does, however, leave the caster at the mercy of the natural flow of water. The caster may take along any magical or enchanted items and any mundane items within SI inches of the body. Other items are left at the place where the caster merged with the water.
When the spell duration expires or is terminated, the caster will reform at the surface and as close to the shore as possible. The caster is unaware of his surroundings while merged with the water, but does recover fatigue and make healing rolls as normal
Varia’s Shadow Step
- Level: 7
- Range: Caster
- Duration: 10 Turns
The target discorporates and melds into their shadow. Their shadow, at its basic, retains their normal shape and is two-dimensional, just like a normal shadow would be. The caster will reform near and in the closest Odivshe aspect.
- Gear: The subject’s shadow self retains all its gear, up to its maximum load.
Gaze of Crystal Power
- Level: 7
- Range: Touch
- Duration: n/a
An enchantment that causes the temperature of an area of water of up to 10,000 square feet to drop dramatically, to the point of freezing. It can be used to freeze ponds.
Orb of Aumos
- Level: 7
- Range: 30’
- Duration: 6 turns
An ethereal icy fog streams from the caster’s fingertips, filling a 30’ diameter area.
- Movement: The fog moves at 60’ (20’), driven by the wind or, in still conditions, away from the caster.
- Sinking: Because the fog is denser than air, it sinks to the lowest point, flowing down hills, into holes, and so forth.
- Damage: All creatures in contact with the fog suffer 1 damage per round.
- Creatures with less than 5 Hit Dice: Must also save versus death (once per round of contact) or die.