[conjuration/summoning; water]
Caster Level 12
Range See description
Area of Effect See description
Duration See description
Save See description
Aura Strong/Strong
Class Requirement none
Encumbrance 4-lbs.
XP Vale/GP Value 3,000 XP/15,000 g.p.
This large conch shell horn can be used to produce a number of effects pertaining to water.
If the possessor knows the appropriate ways to sound the horn, it can be used to produce the following effects.
The horn can be sounded only once per 24 hours (unless the possessor is a triton, who can use the horn three times per 24 hours).
Calm Water. [innate] (major) When sounded, the horn will calm rough water in a 1-mile radius. The water will become rough again in a time period based on local conditions and the size of the body of water (per the GM). If the horn is directed at a creature when sounded this way, and the creature is one conjured from the Elemental Plane of Water, it will be sent back to it's plane of origin (no save).
Call Sea Creatures. [innate; calling] (major) When sounded in or on a large body of salt water, the horn will call one group of sea creatures (d%): (01-40) 5d4 Hippocampi; (41-80) 5d6 Giant sea horses; (81-00) 1d10 Sea lions. The animals are considered charmed and will attempt to assist the possessor to the best of their understanding based on their Intelligence rating.
Frighten Sea Creatures. [innate; fear] (major) When sounded, all aquatic creatures within 500-ft. that can hear the horn with an Intelligence rating of Animal or lower must make a Wisdom save vs. Wand or become panicked for 3d6 x 10 rounds. Those that save are distressed and suffer a -5 penalty to attack rolls for 3d6 x 10 rounds. Typically, creatures underwater cannot hear the horn unless they are at the surface.
A triton can hear any sounding of this horn from up to 3 nautical miles away whether they are above water or underwater. Tritons can immediately discern one of their horns being sounded by a non-triton.