Spelldriving Modes
Accelerate
Casting Time: 1 ActionCost:2 Spelldriving points
Duration:Concentration, up to 1 minute
This mode allows the ship to move at an incredible pace. When you cast this spell, the ship's movement speed doubles for all of its components.
Disguise Ship
Casting time 1 ActionCost 3 Spelldriving points
Duration Concentration, up to 8 hours
This mode allows the spelldriver to disguise their attuned ship, appearing as another ship of the same class or as clouds. For the duration of the mode the ship cannot take any actions or the illusion fades. A successful DC 18 Intelligence (Investigation) check reveals that this is an illusion.
Force Barrier
Casting Time: 1 ActionCost:3 Spelldriving points
Duration:Concentration, up to 10 minutes
You surround the ship with powerful force magic that has the potential to harm anything that comes near it. The force barrier expands 50 feet from the ship in all directions. When you use this mode, you can designate any number of creatures or objects to be unaffected by it. When a creature or object enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature or object takes 3d8 force damage. On a successful save, the creature or object takes half as much damage. When you use this mode, you can spend up to 6 spelldriving points to increase the damage by 1d8 for each spelldriving point you spend beyond the first 3.
Full Power
Casting Time: 1 ActionCost:3 Spelldriving points
Duration:Concentration, up to 10 minutes
This mode allows the ship to give you all that she's got. When you use this mode, the ship's movement triples the base speed of propeller engines and quadruples the base speed of spell thrusters. While running in this mode, the ship has to pass a DC 12 Constitution saving throw every 5 turns (or every 30 seconds outside of combat). On a failed save, each propeller and spell jet thruster engine takes 2d10 + 10 force damage. Note that this mode does not interrupt the Momentum mode, should it be active, but it will end any Accelerate mode currently active on the ship. Once Maximum Speed's effect is ended for any reason, and a Momentum mode is still in effect, it will continue until it too has ended for any reason.
Invisibility
Casting Time: 1 ActionCost:3 Spelldriving points
Duration:Concentration, up to 1 hour
The ship becomes invisible until the mode ends. Anything the ship is carrying is invisible as long as it is in contact with it. The spell ends if the ship moves, attacks or casts a spell.
Jetstream Bubble
Casting Time: 1 ActionCost:1 Spelldriving points
Duration: 1hour
This mode creates a bubble made of crackling lightning and energy around the ship that protects it from the strong winds and magical turbulence of a Jetstream. This mode allows a ship to enter or leave a Jetstream without risk of suffering a Jetstream disaster.
Locate Jetstream
Casting Time: 1 ActionCost:1 Spelldriving points
Duration: 1hour
Target: Self
This mode magically enhances the spelldrivers vision to make it sensitive to the energy emitted by the Jetstreams. The spelldriver can naturally see any Jetstreams within a 5 mile radius as transparent blue tubes, as well as the direction they flow.
Momentum
Casting Time: 1 ActionCost:1 Spelldriving point
Duration:24 hours
This mode grants the spelldriver control over the airship’s helm. The spelldriver can make the ship start and stop as well as move it in any direction the ship could naturally move. This makes the helm magically controlled and unusable by normal means. The crew can use the helm to move and steer the ship without this mode enabled or if the spelldriving controlling the mode allows the helm to be used. It is common for the spelldriver to allow the crew to control the helm so they can focus their attention on other tasks.
Protection
Casting Time: 1 ActionCost:1 Spelldriving points
Duration:1 minute
You ward the ship against attack. For the duration of the mode, any creature that targets the ship with an attack or a harmful spell must first make a Wisdom saving throw against your spell save DC. If the attack or spell comes from a ship, the ship’s captain must make the saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This mode doesn’t protect the warded ship from area effects, such as the explosion of a fireball. If the ship or its crew make an attack or cast a spell that affects an enemy creature, this mode ends.
Shields
Casting Time: 1 Reaction, which you take when the ship is hit by an attackCost:1 Spelldriving point
Duration:1 round
An invisible barrier of magical force appears and protects the ship. Until the end of the ship's next turn, all of its components have a +5 bonus to AC, including against the triggering attack.
Spell Cannon
Casting Time: 1 ActionCost:1 Spelldriving point per spell level (see below)
Duration: Instantaneous
When you cast a spell while at a spell cannon station on a ship, you can choose to spend at least 1 spelldriving point per level of the spell cast (minimum of 1 spelldriving point for cantrips) to cast the spell through the ship's spell cannon. The spell must have a range of at least 30 feet and it must deal damage. This spell does not use up a normal spell slot for the spelldriver casting the spell. When you do, the spell gains the following benefits:
- Damage- For each spelldriving point spent to cast the spell, it adds an extra damage dice to the spell's effect
- Area of Effect- If the spell targets an area, the spell's area of effect increases by a number equal to 10 times your spellcasting modifier
- Range- the range of the spell doubles
Vortex
Casting Time: 1 ActionCost:4 Spelldriving point
Duration:Concentration, up to1 minute
A strong wind builds up around the ship, encasing it in a fast moving torrent shaped like a bubble. The bubble is 1 foot thick and lasts for the duration of the mode. When the torrent of wind surrounds the ship, each creature that attempts to pass through it must make a Strength saving throw versus your spell save DC. A creature takes 3d8 bludgeoning damage on a failed save and is pushed out, or half as much damage on a successful one and is able to pass through the torrent. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the bubble. Loose, lightweight materials that come into contact with the bubble fly upward. Arrows, bolts, and bullets from handheld weapons and ballistae fired at targets behind the wall are deflected upward and automatically miss. Light cannons have disadvantage on all targets within the bubble, heavy cannons suffer no penalty. Creatures in gaseous form can’t pass through the bubble.
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