Are there any boating spells? [Archive] - Wizards Community

Post/Author/DateTimePost
SphericalTime

08-07-04, 12:47 PM
I have a campaign that's about to take a wet turn, aside from Control Weather, does anyone have any good boating spells?

These I had sitting around, but am I missing some spells that could help out?

Aleri’s Magic Ship
Conjuration (Creation)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 level)
Effect: Ship that magically moves
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You create a magical, unmanned ship 2 feet long and 1 foot wide for each of your caster levels. The ship has no sail nor oars but on your command it can move magically through water at a rate of 30 feet.
The boat can hold 1 person for every 2 feet of length safely, and a maximum of 1 person for every 1 foot with a 20% chance of capsizing under adverse conditions (attack, onboard fighting, high wind, etc) per round.
Material Component: A small wooden cup or bowl and a white feather.

Wind Ship
Unless otherwise noted this is the same as Aleri's Magic Ship.
Level: Sor/Wiz 7
Components: V, S, M
Effect: Ship that magically flies
Duration: 1 hour/level
You create an unmanned ship 3 feet long and 1 foot wide for each of your caster levels. The ship has no sail nor oars but on your command it can fly at a rate of 90 feet.
A wind ship can hold 5 people for the first 15 feet of length and 1 person for every foot of length after 15 (maximum of 45). Unless you command the boat to turn upside down or another creature makes an attempt to capsize or destroy the boat, the boat prevents people from falling out. People can choose to jump or leave the boat of their own accord, and some flying creatures can pick someone up and carry them beyond the confines of the boat against their will if they make a successful grapple check.
Material Component: A piece of sail and a chip of wood from a ship that was destroyed in a magical storm and seven white feathers.

Planar Ship
Conjuration (Creation) (Teleportation)
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 level)
Effect: Ship that travel to a different plane
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You create an unmanned ship 5 feet long and 2 foot wide for each of your caster levels. The ship has no sail nor oars but on your command it can fly at a maximum rate of 120 feet (it takes 12 rounds to build up to this rate). Once per casting you may command a planar ship to transport itself and all of it’s cargo and passengers to another plane similar to the spell planar shift, except that the ship usually appears within a hundred miles of the target location (1d%).
A planar ship can hold 5 people for the first 15 feet of length and 2 person for every foot of length after 15. At the caster’s discretion space for two people can be used for 1 ton of cargo instead. Even if command the boat to turn upside down or another creature makes an attempt to capsize or destroy the boat, the boat prevents people and objects from falling out. People can choose to jump or leave the boat of their own accord, and flying creatures can pick someone up and carry them beyond the confines of the boat against their will with a successful grapple check (the person in the ship gets a +10 bonus on the check).
Material Component: A miniature carved ship, and a golden fork (about 10 gold).

Anyone have any comments on these spells?
Seeker95

08-07-04, 01:38 PM
I'd drop the wind ship's speed to 60.

For each ship, the seating / carrying capacity is a bit generous. Consider a max of 10, with a cramped load of 11-15 per person. Forbid loads of more than 15. Or, re-think the capacity from number of persons to number of pounds -- based on caster level.

For each ship I'd just give it a fixed length. As a 7th level spell, the wind ship is already a minimum of 39 feet long and the planar ship starts out a 45 feet. Just make each a 40' ship and leave it at that.

Despite the comments, I really like this series of spells.
SphericalTime

08-07-04, 01:55 PM
Originally posted by Seeker95
I'd drop the wind ship's speed to 60.

Okay.

For each ship, the seating / carrying capacity is a bit generous. Consider a max of 10, with a cramped load of 11-15 per person. Forbid loads of more than 15. Or, re-think the capacity from number of persons to number of pounds -- based on caster level.

You don't think a 90 ft planar yacht (cast at level 18) can hold more than 15 people? I was thinking of specifying that it's a double decker anyway. Can you think of a realistic way to limit the size to pounds?

For each ship I'd just give it a fixed length. As a 7th level spell, the wind ship is already a minimum of 39 feet long and the planar ship starts out a 45 feet. Just make each a 40' ship and leave it at that.

The planar ship starts out at 85' feet by my calculations. As much easier as this would make these spells, I find myself reluctant due to certain purposes of the spell. Could I keep the growth without unbalancing it?

Humourously, the Planar Ship came from a person's curiosity on how Sigil and Union transports goods. 250' transports in the sky would be fairly impressive, no?
Seeker95

08-07-04, 03:43 PM
Originally posted by SphericalTime
Humourously, the Planar Ship came from a person's curiosity on how Sigil and Union transports goods. 250' transports in the sky would be fairly impressive, no? True. But I would think that the Sigil transports are piloted by folks whose wntire life is dedicated to such travel. Perhaps a planar transport prestige class... I would not think such impressive ships are creatable, much less pilotable, by your "run of the mill*" wizard with access to a single spell.

As for weight... perhaps the weight limit could be 200 pounds per caster level. This would allow for lots of mundane travelers, or a pretty small number of heavily equipped travelers. The average weight of the eight characters in my party is 160 pounds. If your count all the gear they travel with (two mules loaded with another 400 pounds each plus the 750 pounds for each mule) brings the party total weight to 3580 lbs. This would be just barely over the weight limit of a 17th level caster. New caster, party of eight and all their gear plus two loaded mules. Need to transport a bigger party? Get a better wizard.

*While a 17th level wizard is not run of the mill, every wizard that attains 17th level is a relative wimp compared to the ones that got there before them.
SphericalTime

08-08-04, 09:05 AM
Aleri’s Magic Compass
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 level)
Effect: Compass that reveals directions
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

Creates a small, nearly weightless spherical compass that always shows directions truly. The Compass has two needles that can point in at any place in three dimentional space. The first needle points northward or toward the center of the plane or the nearest planar touchstone, whichever is more applicable. The second needle points in the direction of whatever place you name during the casting of the spell. The location named must be on the same plane, but it can be at any distance and anywhere in three dimensional space.

The compass, once created, can be picked up and moved, though if it is removed from the plane it ceases to exist. At the end of the duration the compass reverts back to a diamond, which can be used again later for this or another spell.

Material Component: A diamond worth 1,000gp and a pinch of pine needles.
Seeker95

08-08-04, 09:44 AM
The compass material component puts it out of reach of more than a single casting at the time it can be cast. I don't think you need the material component to be more than a magnet or a needle.

Further, know direction is only a cantrip. Consider making this spell require that the caster have been to the desired geographical place, and dropping the component burden.
SphericalTime

08-08-04, 10:12 AM
Aleri’s Magic Compass
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 level)
Effect: Compass that reveals directions
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

Creates a small, nearly weightless spherical compass that always shows directions truly. The Compass has two needles that can point in at any place in three dimentional space. The first needle points northward or toward the center of the plane or the nearest planar touchstone, whichever is more applicable. The second needle points in the direction of a place that you are at least familiar with (such as "Seen casually" as described in Teleport). The location named must be on the same plane, but it can be at any distance and anywhere in three dimensional space.

The compass, once created, can be picked up and moved, though if it is removed from the plane it was created on it ceases to exist.

Material Component: A pinch of pine needles.
Art_Tillary

08-08-04, 01:00 PM
I'd have to do the math, but what is the speed in miles per hour for 30 feet? (this is for the magic ship)

An hour per level? That seems very short. You cant get very many places by normal water in just a day or so. again, this is for the magic ship, not hte air ship

AT
Seeker95

08-08-04, 02:03 PM
Originally posted by Art_Tillary
I'd have to do the math, but what is the speed in miles per hour for 30 feet? (this is for the magic ship)3.4 miles per hour.
VirgilCaine

08-09-04, 06:00 PM
I have a spell that helps with seaborne skills...Domoulatz's Maritime Ease...

Domoulatz's Maritime Ease
Abjuration
Sor/Wiz 1
Comp: V, S
Time: 1 aciton
Range : Touch
Target: One creature
Dur: 1 hr./lvl.
Save; None (hamrless0
SR: No

Subject gains a +2 bonus to Balance and Concentration checks made aboard a ship or boat, as well as a +2 spell bonus to Fort saves made to resist heat or cold at sea.


Edit: An anti-seasickness spell would be good (Clr/Sor/Wiz 1) would be an idea, as well as a spell to improve footing and grip in storms--+8 to Balance and Climb checks on a waterborne craft.
SphericalTime

08-09-04, 06:08 PM
Seeker, do you think I could add avoid planar effects to those on a planar ship?
Seeker95

08-09-04, 07:51 PM
Not sure I understand the question. What planar effects are you trying to avoid?
VirgilCaine

08-11-04, 04:56 PM
Burning, drowning, suffocating, etc. for the ship and it's passengers. Or at least I'd like to avoid those.
Seeker95

08-11-04, 05:13 PM
Originally posted by VirgilCaine
Burning, drowning, suffocating, etc. for the ship and it's passengers. Or at least I'd like to avoid those. Then I suggest ensuring that the captain knows the waters he is traveling to and through. :D
SphericalTime

08-12-04, 04:23 AM
Because knowing that you're shifting to a plane of fire will help you out a lot against the flames, eh?
Seeker95

08-12-04, 11:32 AM
Originally posted by SphericalTime
Because knowing that you're shifting to a plane of fire will help you out a lot against the flames, eh? Yup. You know to have resist energy spells available. Perhaps as a frequent captain to such a plane, you have devised / commissioned / acquired an item that grants resist energy or even some type of immunity in a radius large enough to protect the ship and its inhabitants from the dangers of the heat.

Taxi drivers know the routes they take.
Tour guides know the dangers they face.

Makes for a neat Jurassic Park-like scenario where the energy resistance is countered by a wily denizen of said plane decides it has had one too many visits from the fleshy intruders. :D
Seyluun

08-12-04, 11:41 AM
Considering the level of Teleportation, greater teleportation, Planeshift, Phantom steed and shrink, i found those spells rather underpowered.
primemover003

08-12-04, 07:50 PM
Originally posted by SphericalTime
Humourously, the Planar Ship came from a person's curiosity on how Sigil and Union transports goods. 250' transports in the sky would be fairly impressive, no?
Well in Sigil specifically there is only one open body of water, the Ditch. While there are a few portals on the Ditch that could accomodate vessels, they'd be rare. Skyships too have the problem of requiring a Portal large enough for the vessel to fit through. (Of course your DM can say there are plenty of large gates available.)

For the most part goods coming into and out of Sigil are loaded on wagons or carried in on the backs of porters. There are few draft animals permanantly kept in the City of Doors, mainly due to the thin atmosphere and rampant pollution. Of course with magic almost anything is possible...

But I too like the spells.
SphericalTime

08-14-04, 03:30 PM
Originally posted by primemover003
Well in Sigil specifically there is only one open body of water, the Ditch. While there are a few portals on the Ditch that could accomodate vessels, they'd be rare.

That was why I had to come up with the planar ship: It doesn't require water: Just summon it into the air and then ride it to another plane.
taltamir

12-21-04, 08:25 PM
I know you removed the requirement for the diamond, but that was just because of the cost, I noticed you mislabeled the diamond as material component, material components are destroyed by the magical energies during a casting, if the component remains, but is requires for the spell, then its a FOCUS.