Homebrew:Submerge Ship: Difference between revisions

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{{ooc note|This is a conversion of the Dictum spell from Pathfinder 1e}}
{{ooc note|This is a conversion of the Submerge Ship spell from Pathfinder 1e}}


{{spell info
{{spell info
|name=Dictum
|name=Submerge Ship
|level=7
|level=7
|cast=a
|cast=1 minute
|range=Self (30 ft. {{sphere}})
|range=Touch
|verbal=true
|verbal=true
|duration=Instantaneous
|somatic=true
|school=Evocation
|material=true
|save=wisdom
|components=a glass marble or piece of soap
|effect={{deafened}}
|duration=2 hours
|additional=true
|concentration=true
|description=Roll 20d8+30; the total is how many hit points of creatures this spell can affect. Creatures within the area are affected in ascending order of their current hit points.
|school=Transmutation
|save=charisma
|effect=Exploration
|description=You touch a sailing vessel, and the ship is surrounded by a protective bubble of constantly replenishing, breathable air and sinks beneath the waves. For the duration of the spell, the ship can travel beneath the water as easily as it did above. While under the effects of this spell, the ship has magical propulsion that gives it a speed of 75 feet. The ship's pilot sails it as normal, but can command it to dive or ascend as part of its movement. Despite the magical propulsion, the ship still requires its crew to perform its normal functions.


Starting with the creature that has the lowest hit points, each creature is affected based on their CR (or their level if they have character or sidekick levels) per the following table. Subtract each creature's current hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
The spell protects the ship and all aboard from the dangers of drowning and pressure, but not from damage from outside obstacles or creatures. The bubble cannot be used offensively and prevents an affected ship from rising into a space that won't accommodate it (like a sea cave too small to contain it or under another vessel). Creatures can enter or leave the bubble at will, but those outside the sphere cannot be forced inside against their will, the sphere proving substantial enough that such creatures may choose whether to enter or to slip away along its sides. At the end of the spell's duration the bubble pops, causing a ship still underwater at that time to begin sinking. This spell has no effect if cast upon a ship in water that cannot cover the vessel entirely.


{{(!}} class="wikitable"
Although largely beneficial, this spell can be cast on a ship whose pilot does not want to submerge her vessel. The currently active pilot can resist the spell with a successful Charisma saving throw.
! CR or Level !! Effect
{{!}}-
{{!}} 3 or lower {{!}}{{!}} The creature dies
{{!}}-
{{!}} 4-8 {{!}}{{!}} The creature is paralyzed, stunned, and deafened for 10 minutes, or stunned and deafened for 1 minute if they succeed on a Wisdom saving throw
{{!}}-
{{!}} 9-12 {{!}}{{!}} The creature is stunned and deafened for 10 minutes, or deafened for 1 minute if they succeed on a Wisdom saving throw
{{!}}-
{{!}} 13 or higher {{!}}{{!}} The creature is deafened for 1 minute unless they succeed on a Wisdom saving throw
{{!)}}
 
A creature that is paralyzed, stunned, or deafened by this spell can repeat the saving throw at the end of each of their turns, ending the effect on success.
 
If you are on your home plane when you cast this spell, any creatures that fail their saving throw and which are from another plane must succeed on a Charisma saving throw or be banished to their home plane.
 
'''At Higher Levels.''' When you cast this spell using a spell slot of 8th level or higher, roll an additional 5d8 for each slot level above 7th.
|cleric=true
|cleric=true
|sorcerer=true
|wizard=true
}}
}}
[[category:converted pathfinder spells]]
[[category:converted pathfinder spells]]

Revision as of 12:58, 13 February 2024

(OOC: This is a conversion of the Submerge Ship spell from Pathfinder 1e)

Submerge Ship Requires concentration
Level Casting time Range/Area Components
7th 1 minute Touch V, S, M *
Duration School Attack/Save Damage/Effect
Requires concentration 2 hours Transmutation CHA Save Exploration

You touch a sailing vessel, and the ship is surrounded by a protective bubble of constantly replenishing, breathable air and sinks beneath the waves. For the duration of the spell, the ship can travel beneath the water as easily as it did above. While under the effects of this spell, the ship has magical propulsion that gives it a speed of 75 feet. The ship's pilot sails it as normal, but can command it to dive or ascend as part of its movement. Despite the magical propulsion, the ship still requires its crew to perform its normal functions.

The spell protects the ship and all aboard from the dangers of drowning and pressure, but not from damage from outside obstacles or creatures. The bubble cannot be used offensively and prevents an affected ship from rising into a space that won't accommodate it (like a sea cave too small to contain it or under another vessel). Creatures can enter or leave the bubble at will, but those outside the sphere cannot be forced inside against their will, the sphere proving substantial enough that such creatures may choose whether to enter or to slip away along its sides. At the end of the spell's duration the bubble pops, causing a ship still underwater at that time to begin sinking. This spell has no effect if cast upon a ship in water that cannot cover the vessel entirely.

Although largely beneficial, this spell can be cast on a ship whose pilot does not want to submerge her vessel. The currently active pilot can resist the spell with a successful Charisma saving throw.

* (a glass marble or piece of soap)

Available for:
  • Cleric
  • Sorcerer
  • Wizard