Ship Spells
Ships outfitted with spell foci may cast spells using the Cast Spell action. Ships may only cast spells from the pool of spells in its spell focus. Each spell focus contains a pool of "prepared" spells that are consumed when cast. These spells are only regenerated after a long rest. Ship spells, unlike spells cast by players, do not have levels. Neither do they require components or have schools. Any spell within an outfitted foci's spell pool can be cast by the outfitted ship, regardless of how powerful it is.
There are three types of spell foci, Arcane, Divine, and Occult. Each spell focus's spell pool can only contain spells from its category.
If an effect that damages the crew of a target ship would target a non-ship entity without a crew, it deals its damage directly to that entity instead a crew.
Some spells require concentration, and just like with player spells, this means that a foci cannot concentrate on multiple spells that require concentration at once. A ship does not need to make concentration checks, as the foci's concentration is far more durable than that of a mortal mind.
A ship's spell save DC is equal to 10 plus the ship's relevant ability modifier plus the ship's grade factor. The relevant ability modifier is intelligence for arcane spell foci, wisdom for divine spell foci, and charisma for occult spell foci.
ABS Cost: 10
Range: Self
Duration: 1 round A dome of hardened magical energy appears around your ship, protecting it from projectiles. Until the start of its next turn, your ship has +4 magical bonus to its AC, including against the triggering attack.
ABS Cost: 16
Range: 10 tiles
Duration: 10 rounds The temperature in an area, plummets to unthinkable levels, causing timber to crack and warp and seawater to spontaneously form icebergs. Choose three contiguous tiles within range. If any such tile contains a ship or other entity, it must make a Constitution saving throw. That entity takes 2d10 cold damage on a failed save, or half as much damage on a successful one. If any such tile contains water and no entity, a stationary iceberg with 10 Hp is conjured on that tile for the duration of the spell or until it is destroyed by an attack or collision.
ABS Cost: 20
Range: 14 tiles
Duration: Instantaneous A concentrated beam of superheated air carves a line through sea and foe alike in a straight line away from your ship with length equal to the spell's range in any direction. Each ship or other entity in the tiles included in this line that is not Submerged must make a Dexterity saving throw. An effected entity takes 2d10 fire damage and becomes Burning 2 on a failed save, or half as much damage on a successful save.
ABS Cost: 16
Range: 2 tiles
Duration: Instantaneous A blast of crackling electricity emits from your ship like a web of lightning. Every ship or other entity in the area must make a Dexterity saving throw. An effected entity takes 3d10 thunder damage and is pushed one tile away from your ship on a failed save, or half as much damage on a successful save. Submerged entities have disadvantage on this saving throw.
ABS Cost: 16
Range: 10
Duration: Instantaneous A gush of acrid green acid is conjured in the air to rain down upon a foe, melting away wood, flesh, and armor alike. Target ship or other entity must make an Intelligence saving throw. The entity takes 2d8 acid damage and has its AC reduced by 2 for seven days on a failed save, or takes half as much damage and has its AC reduced by 1 for seven days on a successful save.
ABS Cost: 20
Range: Self
Duration: Instantaneous A tremendous gout of compressed fire and air erupts from the back of your ship, rocketing it forwards and scorching anything in its wake. Draw a straight line 3 tiles long directly backwards from your ship's aft. Any ships or other entities in this area must make a Dexterity saving throw. On a failed save, they take 2d10 fire damage or half as much damage on a successful save. If such an entity is in the tile directly adjacent to your ship's aft, this damage is doubled. Your ship's current speed is increased by 4 until the end of your next turn.
ABS Cost: 16
Range: Self
Duration: Concentration, up to 10 rounds Your ship stores a massive amount of magical power into the powder and shot of one of its weapons, dramatically increasing its power and accuracy. Choose a mounted weapon. For the duration, attacks made with this weapon have advantage and gain an additional damage die.
ABS Cost: 20
Range: 10 tiles
Duration: Concentration, 1 round A tremendous force builds beneath the waves at the behest of your ship's magic, and after a short delay it erupts in a pillar of seawater that devestates all those caught in its area. Designate a 3 tile wide circle area. The water in this area visibly bulges in preparation of the coming eruption. At the beginning of your next turn, this area erupts in a geyser and all ships or other entities in the area must make an Intelligence saving throw. On a failed save, they take 4d10 explosive damage or half as much damage on a successful save and are Listing until the end of their next turn. All entities adjacent to the area must make a Dexterity saving throw. On a failed save they are Listing until the end of their next turn.
ABS Cost: 20
Range: 6 tiles
Duration: 1d4 rounds The target ship, along with the sea spray surrounding it, is gently pulled into the air as it briefly slips the shackles of physics. Target ship or other entity may choose to make a Constitution saving throw. On a failed save or if they choose not to save, the target becomes Flying for 1d4 turns or 1 turn on a successful save. If the target was Submerged, it loses Submerged and becomes Listing until the end of its next turn.
ABS Cost: 20
Range: Self
Duration: 8 hours Your ship shoots thin beams of light into the sky, probing the stars for information regardless of weather or time of day as it finds its exact location on any plane. Your ship gains advantage on Intelligence checks made to orientate, set course, or avoid getting lost for the duration. These needle-like beams of light will show your ship's position on any map presented to them, and will also correlate landmarks, islands, and names on said map with their corresponding real life equivalents.
ABS Cost: 20
Range: Target ship or other entity
Duration: Concentration, up to 1 day A glowing nimbus of light surrounds the target, redirecting attacks that would ordinarily have been direct hits into near misses. The target has a +2 magical bonus to its AC for the duration.
ABS Cost: 16
Range: Self
Duration: Instantaneous Healing magic siffuses the air around the foci, giving it an alluring scent, and it flows through your ship from its rigging to its lazarette, filling every crewmember with vitality and vigor. 1d10+CHA * your ship's grade factor wounded sailors become Able Bodied Seamen again, and can be used in actions this turn.
ABS Cost: 16
Range: Target ship
Duration: 10 rounds Bands of divine light wrap around the hull of the target ship, holding it together, plugging holes, and protecting it from further damage. Target ship gains 1d10+WIS * your ship's grade factor temporary hull points. for the duration. If these temporary hull points would raise the ship's Hp above its lowest repair threshold, it is no longer Flooding. These temporary hitpoints do not stack.
ABS Cost: 16
Range: Self
Duration: 6 rounds A shimmering bubble of magical energy tightly envelops your ship, acting as a shield until your foes get too close - wherupon it explodes against them. Your ship gains a +1 bonus to its AC while the barrier is active. If an enemy ship or other hostile entity enters a tile adjacent to your ship, the barrier detonates, ending its effect immediately, dealing 2d10 explosive damage to all adjacent entities and reducing their current speed by half.
ABS Cost: 20
Range: Self (3 tile burst)
Duration: Concentration, up to 10 rounds Your ship calls upon angels, spirits, or elemantals to defend it. When your ship casts this spell, it can designate any number of entities to be unaffected by it. When an affected creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the entity takes 2d8 raking damage or half as much damage on a successful save.
ABS Cost: 16
Range: 10
Duration: Instantaneous Your ship summons the raw power of creation down upon your foe in a single blow that explodes with blinding light. Target ship or other entity within range must make an Intelligence saving throw. It takes 2d12 radiant damage on a failed save or half as much damage on a successful save, and becomes blinded until the end of its next turn.
ABS Cost: 10
Range: Self
Duration: Instantaneous Your ship conjures invisible spirits to remove its ailments and set it back on course. Choose one ongoing condition affecting your ship. That condition ends. If your ship takes a Look Alive action before the end of your next turn, roll all Look Alive checks with advantage.
ABS Cost: 20
Range: Self
Duration: Concentration, up to 4 rounds Your ship brings to life one of its weapons, causing it to clean, load, aim, and fire itself without the help of the crew. Choose a mounted weapon. For the duration, your ship may make one attack each turn with this weapon without taking the Fire Weapon action.
ABS Cost: 20
Range: Target ship or other entity
Duration: Instantaneous A warbling pulse of disruptive psychic energy snakes towards the target, seeking to addle and confuse the mind of its target. If the target is a ship, target an officer. If that officer is not present aboard the ship, this spell will randomly target another officer aboard. Target entity must make a Charisma saving throw. If the target is a ship, on a failed save target officer is stunned for 1d4 rounds and cannot command actions or give orders during this time. On a successful save, actions commanded by the target officer have their ABS cost increased by 1.5 times until the end of the target's next turn. If the target is not a ship, on a failed save, the entity is Stunned until the end of your ship's next turn or Dazed until the end of its next turn on a successful save.
ABS Cost: 20
Range: Line of sight
Duration: 8 hours Your ship conjures a gigantic shining lens of reflective material that can display the real-time image of any person, place, or thing you have line of sight to or some other connection with. This spell must target a person, place, or thing within line of sight of your ship, a creature whose blood, hair, or other body part you have in your posession, an object of which you possess a fragment or related object, or a location from which you possess an accurate image, a fragment of some landmark, or memento. For the duration of the spell, the lens shows the target and its surroundings in real time. The lens can see the target and its surroundings clearly and from any angle, but the perspective through which the target is viewed cannot leave the immediate area around the target. While the duration is ongoing, your ship can change to another target without recasting the spell by performing a ritual that takes an hour.
ABS Cost: 16
Range: Self
Duration: Concentration, up to 1 day Your ship is covered in a shroud of illusion magic that mimics its surroundings and makes it easy to hide. Your ship has a +10 bonus to Stealth checks made to hide or remain hidden. For the purposes of hiding, it is not obscured. This spell ends as soon as your ship makes an attack, is involved in a collision, or casts a spell.
ABS Cost: 12
Range: Self
Duration: Instantaneous Your ship is enveloped in a shroud of magical mist that shifts it to an adjacent space and out of danger. Choose an unoccupied tile adjacent to your ship. Your ship is instantly teleported to that tile while maintaining its current orientation, speed, and turning tiers, and the triggering attack or collision automatically misses.
ABS Cost: 16
Range: 10 tiles
Duration: Instantaneous Your ship dips below the waves, falling into a magical demi-plane where it is surrounded by rushing water, and emerging from the water in another tile within range. Choose an unoccupied tile within range. Your ship is instantly teleported to that tile, and in doing so you may change your ship's orientation in any direction.
ABS Cost: 16
Range: Self, 6 tile burst
Duration: Concentration, up to 10 rounds A wave of green, pink, and blue glowing water ripples out from your ship, the bioluminescent plankton lighting up ships and other entities in the area that may be hiding. Entities in the area lose the benefits of being obscured for the duration, if they were previously hidden they are no longer hidden, and must make a Dexterity saving throw. On a failed save, any weapon attacks made against them for the duration have advantage.
ABS Cost: 16
Range: 10 tiles
Duration: Instantaneous Your ship conjures a ferocious wave that slams into your foe, pushing them to the side and knocking them off balance. Target ship or other entity must make a Strength saving throw. On a failed save it is moved four tiles in a straight line in any direction you choose without affecting its orientation and is Listing until the end of its next turn. If this movement would cause a collision, its current speed is considered to be four for the purposes of damage calculation. On a successful save, it is moved two tiles in any direction you choose without affecting its orientation. If this movement would cause a collision, its current speed is considered to be two for the purposes of damage calculation.
ABS Cost: 16
Range: 10 tiles
Duration: Instantaneous A dark, dense cloud of rancid mist descends upon your target, changing their orientation and foiling their plans. Target ship or other ertity must make a Wisdom saving throw. On a failed save, you may change the entity's orientation to face any direction that would not cause its tiles to intersect with any occupied tiles. On a successful save, you may change the entity's orientation by 60 degrees in either direction.
ABS Cost: 16
Range: 10 tiles
Duration: Concentration, up to 8 hours Your ship conjures a cloud of dense fog, either upon itself or an area within range. If your ship chooses to target itself, it creates a 5 wide circular area of fog centered on you ship. If your ship chooses to target an area, your ship creates an area of 20 contiguous tiles of stationary fog. All ships or other entities inside of this area are heavily obscured to other entities outside this area and vice versa. This fog blocks line of sight for all non-flying entities, and such entities are considered heavily obscured by entities on the other side. Submerged entities ignore all effects of this fog.
ABS Cost: 16
Range: Self
Duration: 3 rounds Your ship leaves behind a trail of deadly poison gas as it moves, leaving a devestating trap for crews foolish enough to sail through it. For the duration of your ship's movement, it leaves a Toxic Cloud in each tile that it exits. Whenever a non Submerged ship or other entity without the Waterbreathing attribute enters a tile containing a Toxic Cloud for the first time each turn, it makes a Charisma saving throw. If the entity is a ship, 2d6 of that ship's ABS become wounded sailors on a failed save, or half as many on a successful save. If the entity is not a ship, it takes 2d10 poison damage on a failed save, or half as much on a successful save.
ABS Cost: 16
Range: Self
Duration: Concentration, up to 4 rounds The air about your ship fills with an urgent thrumming rhythm that fills the hearts and hands of your crew with a magical swiftness. For the duration, all ship actions have their ABS cost reduced by half, rounding down.
ABS Cost: 20
Range: 14 tiles
Duration: Concentration, up to 10 rounds The sea opens up to reveal a ferocious, roiling maw that sucks in those who drift too closely. Choose an unoccupied tile within range and a direction: clockwise or counterclockwise. A whirlpool is created as a 7 tile wide circle certered on the chosen tile. When a ship or other entity enters this area or begins its turn there, it moves 2 tiles closer to the center of the whirlpool, then 2 tiles in the whirlpool's chosen direction. If this movement would cause it to enter the center tile of the whirlpool, it takes 2d10 raking damage. The affected entity then must make a Strength saving throw. On a failed save the entity has its speed reduced by half and is Listing until the beginning of its next turn. On a successful save, the entity is not listing and merely has its speed reduced.
ABS Cost: 20
Range: 10 tiles
Duration: Concentration, up to 4 hours Your ship releases trails of silvery mist that beguile and mislead in a variety of ways. Choose an effect, it lasts for the duration of the spell: Bewitch Ship: Your ship bewitches itself with an issulory guise, making it appear however you wish and giving it advantage on all Charisma checks made to conceal its intentions or disguise its identity. Bewitch Mists: Your ship bewitches the sea and sky around it within range to create any contiguous visual illusion it wishes up to the general size of a ship and giving it advantage on all charisma checks made to perform or intimidate. Bewitch Creature: Your ship bewitches a beast, monster, or even an officer on another ship. The target must make a Wisdom saving throw. On a failed save, the creature is charmed by your ship and its crew, your ship can read the surface level thoughts of the creature, and may command it to perform simple actions that do not endanger it or its allies. Any hostile action by your ship towards the affected creature ends this effect immediately. On a successful save, the target is aware that it was bewitched, and your ship can read the surface level thoughts of the creature for the next 4 rounds.
Arcane
Force Shield
Casting Time: 1 reaction, which you take when you are hit by a weapon attackABS Cost: 10
Range: Self
Duration: 1 round A dome of hardened magical energy appears around your ship, protecting it from projectiles. Until the start of its next turn, your ship has +4 magical bonus to its AC, including against the triggering attack.
Cold Snap
Casting Time: 1 actionABS Cost: 16
Range: 10 tiles
Duration: 10 rounds The temperature in an area, plummets to unthinkable levels, causing timber to crack and warp and seawater to spontaneously form icebergs. Choose three contiguous tiles within range. If any such tile contains a ship or other entity, it must make a Constitution saving throw. That entity takes 2d10 cold damage on a failed save, or half as much damage on a successful one. If any such tile contains water and no entity, a stationary iceberg with 10 Hp is conjured on that tile for the duration of the spell or until it is destroyed by an attack or collision.
Searing Line
Casting Time: 1 actionABS Cost: 20
Range: 14 tiles
Duration: Instantaneous A concentrated beam of superheated air carves a line through sea and foe alike in a straight line away from your ship with length equal to the spell's range in any direction. Each ship or other entity in the tiles included in this line that is not Submerged must make a Dexterity saving throw. An effected entity takes 2d10 fire damage and becomes Burning 2 on a failed save, or half as much damage on a successful save.
Static Burst
Casting Time: 1 actionABS Cost: 16
Range: 2 tiles
Duration: Instantaneous A blast of crackling electricity emits from your ship like a web of lightning. Every ship or other entity in the area must make a Dexterity saving throw. An effected entity takes 3d10 thunder damage and is pushed one tile away from your ship on a failed save, or half as much damage on a successful save. Submerged entities have disadvantage on this saving throw.
Corrosive Spout
Casting Time: 1 actionABS Cost: 16
Range: 10
Duration: Instantaneous A gush of acrid green acid is conjured in the air to rain down upon a foe, melting away wood, flesh, and armor alike. Target ship or other entity must make an Intelligence saving throw. The entity takes 2d8 acid damage and has its AC reduced by 2 for seven days on a failed save, or takes half as much damage and has its AC reduced by 1 for seven days on a successful save.
Firey Propulsion
Casting Time: 1 reaction which you take at the beginning of your movement phase.ABS Cost: 20
Range: Self
Duration: Instantaneous A tremendous gout of compressed fire and air erupts from the back of your ship, rocketing it forwards and scorching anything in its wake. Draw a straight line 3 tiles long directly backwards from your ship's aft. Any ships or other entities in this area must make a Dexterity saving throw. On a failed save, they take 2d10 fire damage or half as much damage on a successful save. If such an entity is in the tile directly adjacent to your ship's aft, this damage is doubled. Your ship's current speed is increased by 4 until the end of your next turn.
Enchant Ammunition
Casting Time: 1 actionABS Cost: 16
Range: Self
Duration: Concentration, up to 10 rounds Your ship stores a massive amount of magical power into the powder and shot of one of its weapons, dramatically increasing its power and accuracy. Choose a mounted weapon. For the duration, attacks made with this weapon have advantage and gain an additional damage die.
Underwater Eruption.
Casting Time: 1 actionABS Cost: 20
Range: 10 tiles
Duration: Concentration, 1 round A tremendous force builds beneath the waves at the behest of your ship's magic, and after a short delay it erupts in a pillar of seawater that devestates all those caught in its area. Designate a 3 tile wide circle area. The water in this area visibly bulges in preparation of the coming eruption. At the beginning of your next turn, this area erupts in a geyser and all ships or other entities in the area must make an Intelligence saving throw. On a failed save, they take 4d10 explosive damage or half as much damage on a successful save and are Listing until the end of their next turn. All entities adjacent to the area must make a Dexterity saving throw. On a failed save they are Listing until the end of their next turn.
Gravitational Reversal
Casting Time: 1 actionABS Cost: 20
Range: 6 tiles
Duration: 1d4 rounds The target ship, along with the sea spray surrounding it, is gently pulled into the air as it briefly slips the shackles of physics. Target ship or other entity may choose to make a Constitution saving throw. On a failed save or if they choose not to save, the target becomes Flying for 1d4 turns or 1 turn on a successful save. If the target was Submerged, it loses Submerged and becomes Listing until the end of its next turn.
Astrological Alignment
Casting Time: 1 hourABS Cost: 20
Range: Self
Duration: 8 hours Your ship shoots thin beams of light into the sky, probing the stars for information regardless of weather or time of day as it finds its exact location on any plane. Your ship gains advantage on Intelligence checks made to orientate, set course, or avoid getting lost for the duration. These needle-like beams of light will show your ship's position on any map presented to them, and will also correlate landmarks, islands, and names on said map with their corresponding real life equivalents.
Divine
Aura of Protection
Casting Time: 1 actionABS Cost: 20
Range: Target ship or other entity
Duration: Concentration, up to 1 day A glowing nimbus of light surrounds the target, redirecting attacks that would ordinarily have been direct hits into near misses. The target has a +2 magical bonus to its AC for the duration.
Healing Breeze
Casting Time: 1 actionABS Cost: 16
Range: Self
Duration: Instantaneous Healing magic siffuses the air around the foci, giving it an alluring scent, and it flows through your ship from its rigging to its lazarette, filling every crewmember with vitality and vigor. 1d10+CHA * your ship's grade factor wounded sailors become Able Bodied Seamen again, and can be used in actions this turn.
Reinforce Hull
Casting Time: 1 actionABS Cost: 16
Range: Target ship
Duration: 10 rounds Bands of divine light wrap around the hull of the target ship, holding it together, plugging holes, and protecting it from further damage. Target ship gains 1d10+WIS * your ship's grade factor temporary hull points. for the duration. If these temporary hull points would raise the ship's Hp above its lowest repair threshold, it is no longer Flooding. These temporary hitpoints do not stack.
Forceful Barrier
Casting Time: 1 actionABS Cost: 16
Range: Self
Duration: 6 rounds A shimmering bubble of magical energy tightly envelops your ship, acting as a shield until your foes get too close - wherupon it explodes against them. Your ship gains a +1 bonus to its AC while the barrier is active. If an enemy ship or other hostile entity enters a tile adjacent to your ship, the barrier detonates, ending its effect immediately, dealing 2d10 explosive damage to all adjacent entities and reducing their current speed by half.
Celestial Swarm
Casting Time: 1 actionABS Cost: 20
Range: Self (3 tile burst)
Duration: Concentration, up to 10 rounds Your ship calls upon angels, spirits, or elemantals to defend it. When your ship casts this spell, it can designate any number of entities to be unaffected by it. When an affected creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the entity takes 2d8 raking damage or half as much damage on a successful save.
Blinding Smite
Casting Time: 1 actionABS Cost: 16
Range: 10
Duration: Instantaneous Your ship summons the raw power of creation down upon your foe in a single blow that explodes with blinding light. Target ship or other entity within range must make an Intelligence saving throw. It takes 2d12 radiant damage on a failed save or half as much damage on a successful save, and becomes blinded until the end of its next turn.
Spectral Shipwrights
Casting Time: 1 actionABS Cost: 10
Range: Self
Duration: Instantaneous Your ship conjures invisible spirits to remove its ailments and set it back on course. Choose one ongoing condition affecting your ship. That condition ends. If your ship takes a Look Alive action before the end of your next turn, roll all Look Alive checks with advantage.
Animate Armaments
Casting Time: 1 actionABS Cost: 20
Range: Self
Duration: Concentration, up to 4 rounds Your ship brings to life one of its weapons, causing it to clean, load, aim, and fire itself without the help of the crew. Choose a mounted weapon. For the duration, your ship may make one attack each turn with this weapon without taking the Fire Weapon action.
Stun
Casting Time: 1 actionABS Cost: 20
Range: Target ship or other entity
Duration: Instantaneous A warbling pulse of disruptive psychic energy snakes towards the target, seeking to addle and confuse the mind of its target. If the target is a ship, target an officer. If that officer is not present aboard the ship, this spell will randomly target another officer aboard. Target entity must make a Charisma saving throw. If the target is a ship, on a failed save target officer is stunned for 1d4 rounds and cannot command actions or give orders during this time. On a successful save, actions commanded by the target officer have their ABS cost increased by 1.5 times until the end of the target's next turn. If the target is not a ship, on a failed save, the entity is Stunned until the end of your ship's next turn or Dazed until the end of its next turn on a successful save.
Scrying Lens
Casting Time: 1 hourABS Cost: 20
Range: Line of sight
Duration: 8 hours Your ship conjures a gigantic shining lens of reflective material that can display the real-time image of any person, place, or thing you have line of sight to or some other connection with. This spell must target a person, place, or thing within line of sight of your ship, a creature whose blood, hair, or other body part you have in your posession, an object of which you possess a fragment or related object, or a location from which you possess an accurate image, a fragment of some landmark, or memento. For the duration of the spell, the lens shows the target and its surroundings in real time. The lens can see the target and its surroundings clearly and from any angle, but the perspective through which the target is viewed cannot leave the immediate area around the target. While the duration is ongoing, your ship can change to another target without recasting the spell by performing a ritual that takes an hour.
Occult
Invisible Shroud
Casting Time: 1 actionABS Cost: 16
Range: Self
Duration: Concentration, up to 1 day Your ship is covered in a shroud of illusion magic that mimics its surroundings and makes it easy to hide. Your ship has a +10 bonus to Stealth checks made to hide or remain hidden. For the purposes of hiding, it is not obscured. This spell ends as soon as your ship makes an attack, is involved in a collision, or casts a spell.
Misty Transposition
Casting Time: 1 reaction, which you take when you are hit with a weapon attack or would be involved in a collisionABS Cost: 12
Range: Self
Duration: Instantaneous Your ship is enveloped in a shroud of magical mist that shifts it to an adjacent space and out of danger. Choose an unoccupied tile adjacent to your ship. Your ship is instantly teleported to that tile while maintaining its current orientation, speed, and turning tiers, and the triggering attack or collision automatically misses.
Watery Warp
Casting Time: 1 actionABS Cost: 16
Range: 10 tiles
Duration: Instantaneous Your ship dips below the waves, falling into a magical demi-plane where it is surrounded by rushing water, and emerging from the water in another tile within range. Choose an unoccupied tile within range. Your ship is instantly teleported to that tile, and in doing so you may change your ship's orientation in any direction.
Bioluminescent Burst
Casting Time: 1 actionABS Cost: 16
Range: Self, 6 tile burst
Duration: Concentration, up to 10 rounds A wave of green, pink, and blue glowing water ripples out from your ship, the bioluminescent plankton lighting up ships and other entities in the area that may be hiding. Entities in the area lose the benefits of being obscured for the duration, if they were previously hidden they are no longer hidden, and must make a Dexterity saving throw. On a failed save, any weapon attacks made against them for the duration have advantage.
Forceful Wave
Casting Time: 1 actionABS Cost: 16
Range: 10 tiles
Duration: Instantaneous Your ship conjures a ferocious wave that slams into your foe, pushing them to the side and knocking them off balance. Target ship or other entity must make a Strength saving throw. On a failed save it is moved four tiles in a straight line in any direction you choose without affecting its orientation and is Listing until the end of its next turn. If this movement would cause a collision, its current speed is considered to be four for the purposes of damage calculation. On a successful save, it is moved two tiles in any direction you choose without affecting its orientation. If this movement would cause a collision, its current speed is considered to be two for the purposes of damage calculation.
Misdirecting Mists
Casting Time: 1 actionABS Cost: 16
Range: 10 tiles
Duration: Instantaneous A dark, dense cloud of rancid mist descends upon your target, changing their orientation and foiling their plans. Target ship or other ertity must make a Wisdom saving throw. On a failed save, you may change the entity's orientation to face any direction that would not cause its tiles to intersect with any occupied tiles. On a successful save, you may change the entity's orientation by 60 degrees in either direction.
Conjure Fog
Casting Time: 1 actionABS Cost: 16
Range: 10 tiles
Duration: Concentration, up to 8 hours Your ship conjures a cloud of dense fog, either upon itself or an area within range. If your ship chooses to target itself, it creates a 5 wide circular area of fog centered on you ship. If your ship chooses to target an area, your ship creates an area of 20 contiguous tiles of stationary fog. All ships or other entities inside of this area are heavily obscured to other entities outside this area and vice versa. This fog blocks line of sight for all non-flying entities, and such entities are considered heavily obscured by entities on the other side. Submerged entities ignore all effects of this fog.
Toxic Cloud
Casting Time: 1 reaction, which you take during your next move phaseABS Cost: 16
Range: Self
Duration: 3 rounds Your ship leaves behind a trail of deadly poison gas as it moves, leaving a devestating trap for crews foolish enough to sail through it. For the duration of your ship's movement, it leaves a Toxic Cloud in each tile that it exits. Whenever a non Submerged ship or other entity without the Waterbreathing attribute enters a tile containing a Toxic Cloud for the first time each turn, it makes a Charisma saving throw. If the entity is a ship, 2d6 of that ship's ABS become wounded sailors on a failed save, or half as many on a successful save. If the entity is not a ship, it takes 2d10 poison damage on a failed save, or half as much on a successful save.
Rhythm of Alacrity
Casting Time: 1 actionABS Cost: 16
Range: Self
Duration: Concentration, up to 4 rounds The air about your ship fills with an urgent thrumming rhythm that fills the hearts and hands of your crew with a magical swiftness. For the duration, all ship actions have their ABS cost reduced by half, rounding down.
Conjure Whirlpool
Casting Time: 1 actionABS Cost: 20
Range: 14 tiles
Duration: Concentration, up to 10 rounds The sea opens up to reveal a ferocious, roiling maw that sucks in those who drift too closely. Choose an unoccupied tile within range and a direction: clockwise or counterclockwise. A whirlpool is created as a 7 tile wide circle certered on the chosen tile. When a ship or other entity enters this area or begins its turn there, it moves 2 tiles closer to the center of the whirlpool, then 2 tiles in the whirlpool's chosen direction. If this movement would cause it to enter the center tile of the whirlpool, it takes 2d10 raking damage. The affected entity then must make a Strength saving throw. On a failed save the entity has its speed reduced by half and is Listing until the beginning of its next turn. On a successful save, the entity is not listing and merely has its speed reduced.
Bewitch Entity
Casting Time: 1 actionABS Cost: 20
Range: 10 tiles
Duration: Concentration, up to 4 hours Your ship releases trails of silvery mist that beguile and mislead in a variety of ways. Choose an effect, it lasts for the duration of the spell: Bewitch Ship: Your ship bewitches itself with an issulory guise, making it appear however you wish and giving it advantage on all Charisma checks made to conceal its intentions or disguise its identity. Bewitch Mists: Your ship bewitches the sea and sky around it within range to create any contiguous visual illusion it wishes up to the general size of a ship and giving it advantage on all charisma checks made to perform or intimidate. Bewitch Creature: Your ship bewitches a beast, monster, or even an officer on another ship. The target must make a Wisdom saving throw. On a failed save, the creature is charmed by your ship and its crew, your ship can read the surface level thoughts of the creature, and may command it to perform simple actions that do not endanger it or its allies. Any hostile action by your ship towards the affected creature ends this effect immediately. On a successful save, the target is aware that it was bewitched, and your ship can read the surface level thoughts of the creature for the next 4 rounds.
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