You are on page 1of 4

19/02/2019 Severn's Seven-Spell Series, Vol.

1, Deep Water | GM Binder

Deep Water

S
evern's travels often required spanning seas to
reach faraway lands. Indeed, often the journey is
as important for learning as the destination. The The crab is friendly to you and your companions for the
following are a collection of maritime spells, duration. Roll initiative for the crab, which has its own turns.
gathered from all sorts of colourful peoples who It obeys any verbal commands that you issue to it (no action
call the high seas their home, from deep sea required by you). If you don't issue any commands to the crab,
Cultists to vicious Pirates, and an occasional Hag. it defends itself from hostile creatures but otherwise takes no
actions. If your concentration is broken, the crab doesn't
Call Leviathan disappear. Instead, you lose control of the crab, it becomes
9th Level Conjuration hostile toward you and your companions, and it might attack.
Casting Time: 1 action An uncontrolled crab can’t be dismissed by you, and it
Range: 90 feet disappears 1 hour after you summoned it. The GM has the
Components: V, S, M (A pearl worth 1000gp; a whale's tear) crab’s statistics.
Duration: Concentration, up to 10 minutes At Higher Levels When you cast this spell using a spell slot of
You attempt to summon a leviathan, (CR 20 Elemental, MToF) 6th level or higher, you can summon one additional crab for
targeting a body of water no smaller than a 50ft cube and every 2 slot levels above 5th.
calling forth the great beast from the elemental plane to yours.
The leviathan's attacks are considered magical for the Classes: Druid, Ranger
purposes of overcoming resistances and immunity to Art Credits: Sea Serpent by Iwao-Ryuuji
nonmagical damage, and they cannot use their Legendary
Actions or Legendary Resistances. Additionally, you have a
psychic link to the leviathan for the duration, through which
you are able to issue commands.
When you summon it and on each of your turns thereafter,
you can issue a mental command to it (requiring no action on
your part), telling it what it must do on its next turn, else it
spends its turn attacking any creature within reach that has
attacked it.
At the end of each of the leviathan’s turns, it can choose to
make a Charisma saving throw (DM's disgression as to
whether it dislikes the orders it's given). On a failed save, it
continues to obey you. On a successful save, your control of
the leviathan ends for the rest of the duration, and the
leviathan spends its turns pursuing and attacking its enemies
to the best of its ability, or returns to the plane of water as an
action.
Classes: Druid, Warlock, Wizard
Conjure Crustacean
5th Level Evocation
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (A piece of shell from the desired
creature with a drop of saltwater)
Duration: Concentration, up to 1 hour
You call forth a creature from the depths. The shell grows and
the drop of saltwater expands until it overflows, the two
coalescing into the large form of a Hulking Crab.
The crab attacks are considered magical for the purposes of
overcoming resistances and immunities, and it can carry up to
3 creatures on its shell.

Volume 1 | Deep Water 1


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

https://www.gmbinder.com/share/-LYv1TI5_DbUSIN6GR80 1/4
19/02/2019 Severn's Seven-Spell Series, Vol.1, Deep Water | GM Binder

Maroon
7th Level Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (A handful of sand from a deserted
island)
Duration: Concentration, up to 1 minute
You attempt to send one creature that you can see within
range to a desert island in a demiplane. The target must
succeed on a Charisma saving throw or be banished. The
target remains there for the duration or until it finds treasure.
Whilst there, the target suffers from the heat. At the start of
each of their turns whilst within the demiplane, they must
make a Constitution saving throw. On a failed save, they take
4d6 fire damage. If they fail 3 saves against the effect over the
course of the spell, they gain 2 levels of exhaustion.
The target can use its action to attempt to look for the
buried treasure. When it does so, it makes a DC 20
Intelligence (Investigation) check. If it succeeds, it finds the
treasure, and the spell ends.
When the spell ends the target reappears in the space it left
or if that space is occupied, the nearest unoccupied space.
Classes: Sorcerer, Warlock, Wizard
Mizzenmast
3rd Level Transmutation (Variant: Ritual)
Casting Time: 1 action Drown
Range: Touch 5th Level Evocation (Variant: Ritual)
Components: V, S, M (A piece of the desired ship; Ritual: A
piece of the rudder, which the spell consumes) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 30 feet
You can target a ship within range. The ship comes alive, the Components: V, S, M (Ritual: A piece of hair from each
rigging whipping in the wind and the ship lurches to life, target)
preparing itself to set sail. You must maintain contact with the Duration: Concentration, up to 1 minute
ship for the duration of the spell, else the spell fails. You attempt to drown a creature that you can see within
At the start of your next turn, the ship is ready to set sail. At range. If the target needs to breathe, they must make a
the start of this turn and each turn thereafter, you can move Constitution saving throw. On a failed save, the target cannot
the ship up to its movement speed in a direction you choose. breath or speak, and must spend their action on their next
Once the ship is sailing, you may as an action make an turn coughing up water. On a successful save the creature isn't
attack with the rigging on the ship. A target creature on the affected.
ship or within 10ft. of the ship must make a Dexterity saving A creature who is drowning must make another
throw or be restrained (Escape DC equal to your save DC). Constitution saving throw at the start of each of its turns. If it
successfully saves against this spell three times, the spell
Ritual: If this spell is cast with the ritual tag, the casting time ends. If it fails three times, the creature falls unconscious and
increases to 1 hour, and the range increases to unlimited, but must begin making death saving throws.
the ship must be on the same plane of existence as you. You
can either call the ship to your location upon casting or send it Ritual: If this spell is cast with the ritual tag, the casting time
to a specific location (you must know how to get there via increases to 1 hour, and the range increases to unlimited, but
boat); the ship then navigates itself to that location safely, the target/s must be on the same plane of existence as you.
provided it is able to. Once used this way, you cannot cast Additionally, once a target has been targeted by this spell, they
Mizzenmast on the same ship again. cannot be targeted again until a lunar cycle has passed.
Classes: Druid, Sorcerer, Wizard At Higher Levels When you cast this spell using a spell slot of
6th level or higher, you can target one additional creature for
each slot level above 5th
Classes: Bard, Sorcerer, Warlock, Wizard
Art Credits: Desert Island by Denise Lauren

Volume 1 | Deep Water 2


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

https://www.gmbinder.com/share/-LYv1TI5_DbUSIN6GR80 2/4
19/02/2019 Severn's Seven-Spell Series, Vol.1, Deep Water | GM Binder

Find Aquatic Steed


3rd Level Conjuration
Casting Time: 10 Minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous
You summon a spirit that assumes the form of a loyal, majestic When a creature starts its turn prone on the ice, they take 2d4
mount. Appearing in an unoccupied space within range, the cold damage. Additionally, at the start of each of your turns,
spirit takes on a form you choose: a giant toad, an ice toad, a the area the ice covers grows by 5ft. into the adjacent tiles,
giant octopus or a giant seahorse (warhorse with a 60ft. swim and the ice creeps up walls and onto ceilings. For each turn
speed). The creature has the statistics provided in the Monster the ice remains, the cold damage increases by 1d4. If the ice
Manual for the chosen form, though it is a celestial, a fey, or a comes into contact with water, it also spreads through it at 5ft.
fiend (your choice) instead of its normal creature type. per round.
Additionally, if it has an Intelligence score of 5 or lower, its
Intelligence becomes 6, and it gains the ability to understand If you maintain concentration on the spell for the full duration,
one language of your choice that you speak. Lastly, the the ice remains for up to 1 hour. Each 5ft. square has AC 10
creature loses all speeds except swim speeds, as it cannot and 10 hit points, and is vulnerable to fire damage. If all the
survive on land. ice is destroyed but you maintain concentration on the spell,
You control the mount in combat. While the mount is within the ice begins growing again from the initial point of impact of
1 mile of you, you can communicate with it telepathically. the spell.
While mounted on it, you can make any spell you cast that At Higher Levels When you cast this spell using a spell slot of
targets only you also target the mount. 5th level or higher, the initial cold damage increases by 2d4
The mount disappears temporarily when it drops to 0 hit for each slot level above 4th, and the initial radius increases
points, when you dismiss it as an action or when it remains by 10ft for every two slot levels above 4th.
out of a body of water for more than 1 minute. Casting this
spell again re-summons the bonded mount, with all its hit Classes: Druid, Sorcerer, Warlock, Wizard
points restored and any conditions removed. The summoned
mount must be of a CR that the spell slot level used can Art Credits: Water Horse by Htg17
normally summon.
You can't have more than one mount bonded by this spell or
find steed at the same time. As an action, you can release a
mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any
objects it was wearing or carrying.
At Higher Levels When you cast this spell using a spell slot of
4th level or higher, the CR of the creature you choose
increases by 1 for every 2 slot levels above 3rd.
Classes: Paladin
Creeping Frost
4th Level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (A shard of black ice someone has
slipped on)
Duration: Concentration, up to 1 minute
You choose a point you can see within range, firing a thin
snow-white bead that ruptures, frost pouring out. The ground
in a 5ft. radius immediately freezes over, and when any
creature enters the area or attempts to move through the area
for the first time on their turn, they must make a Dexterity
saving throw or fall prone, taking 2d6 bludgeoning damage
and 1d4 cold damage. They make the save at disadvantage if
there is a creature prone in an adjacent tile. On a successful
save, the creature can move through the ice, but it is treated
as difficult terrain.

Volume 1 | Deep Water 3


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

https://www.gmbinder.com/share/-LYv1TI5_DbUSIN6GR80 3/4
  19/02/2019 Severn's Seven-Spell Series, Vol.1, DeepThis
Waterdocumentwas lovingly created
| GM Binder
using GM Binder.

If you would like to support the GM Binder developers,


consider joining our Patreon community.
WWW.GMBINDER.COM

https://www.gmbinder.com/share/-LYv1TI5_DbUSIN6GR80 4/4

You might also like