T O P I C R E V I E W |
Darkhund |
Posted - 09 Jul 2006 : 08:03:16 So, my players wanted a ship campaign, at a fairly high level, and the topic of protections came up.
Are there any special rules for creating permanent magical protections on ships, or does it follow the standard Permanancy rules?
And, any suggestions as to what kind of protections a ship that hunts pirates, with two fairly powerful arcane spellcasters on it would have?
Thank you. |
14 L A T E S T R E P L I E S (Newest First) |
Ladern |
Posted - 13 Jul 2006 : 19:48:52 I think you can use any spell that works in objects in a ship creating it as a permanent magical item, you could handle it like a non-epicmithral creating it with the standart rules (in Lost empires of Faerun) and then adding mitigating factors (some obvious are anchored, reducing area, increasing casting time and casters, etc) until it drops to a spellcraft DC of 33 or less (roughtly 13+caster level), then calculating the price and the xp for making it from the Spellcraft DC. and voila a new magical ship.
This serve for any conbination of spells that you whant in the ship, from ironwood to create food for the tripulation. Even a few offensive spells that you can hurl from the ship. Deep sea is the limit my friend. Also restricts the use of spell to a "normal" level to not scalate the ship until you got a "mayor floating artifact" |
The Sage |
Posted - 13 Jul 2006 : 06:45:21 Issues #220 and #235 of DRAGON offered a selection of sea-based magic and spells.
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scererar |
Posted - 13 Jul 2006 : 06:03:50 There was a very early dragon magazine edition that covered exactly what you are looking for. it covered wizard book spells for ship type adventures. Any scribes out there with the dragon magazine software edition that would be able to verify this?? Unfortunatly "ALL" of my dragon as well as my dungeon mags got tossed by dear ol mom when I went into the Army way back when |
Kentinal |
Posted - 10 Jul 2006 : 02:11:47 quote: Originally posted by Wooly Rupert
quote: Originally posted by Kentinal
Well not sure claws would overcome grease game mechcanics do not also make logical sense. Claws do not appear to overcome the spell in and of themselves. A Refles save would need to be made to climb a greased surface if the climb skill is not better.
Of course I would consider Ironwood as part pf the construction, claws can not dig into metal like as easy as normal wood. *wink*
My thinking is that grease affects the surface of the ship, putting a slippery layer atop it. Claws, on the other hand, could sink right into the wood -- so slippery wood wouldn't be a factor.
Err I was thinking about gease the the Hull of the ship, to gease an item makes it hard to hold on to and might default to a climb check.
As for claws digging into wood the claws need to do enough damage to bypass wood's hardness and few creatures that I know of can do that much damage. |
Ergdusch |
Posted - 10 Jul 2006 : 00:53:43 Just thought of a thing that might come in handy: Windbags/bottles, to be prepared for airstill times and give the ship an extra speed boost when needed!!! |
Wooly Rupert |
Posted - 10 Jul 2006 : 00:25:17 quote: Originally posted by Kentinal
Well not sure claws would overcome grease game mechcanics do not also make logical sense. Claws do not appear to overcome the spell in and of themselves. A Refles save would need to be made to climb a greased surface if the climb skill is not better.
Of course I would consider Ironwood as part pf the construction, claws can not dig into metal like as easy as normal wood. *wink*
My thinking is that grease affects the surface of the ship, putting a slippery layer atop it. Claws, on the other hand, could sink right into the wood -- so slippery wood wouldn't be a factor. |
Mazrim_Taim |
Posted - 09 Jul 2006 : 23:07:51 You could target a Hallow spell at the ship. It grants Magic Circle Against Evil, you get a +to turning undead, and you get to choose an effect to add to the hallow that can affect you, your allies, your enemies; whatever you want to designate. You can add things like. Dispel Magic, Invisibility Purge, Dimensional Anchor, etc.
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KnightErrantJR |
Posted - 09 Jul 2006 : 19:12:15 Some people over at Paizo's boards are discussion weather a ship would count as a structure for the purposes of a Santify spell. Could come in handy if you run into any ghost ships. |
Kentinal |
Posted - 09 Jul 2006 : 18:58:47 Well not sure claws would overcome grease game mechcanics do not also make logical sense. Claws do not appear to overcome the spell in and of themselves. A Refles save would need to be made to climb a [greased surface if the climb skill is not better.
Of course I would consider [i]Ironwood as part pf the construction, claws can not dig into metal like as easy as normal wood. *wink* |
Wooly Rupert |
Posted - 09 Jul 2006 : 18:35:40 quote: Originally posted by Mazrim_Taim
Maybe a permanent Grease spell along vital parts of the hull to ensure anyone trying to climb up by normal means will have a heck of a time doing it?
I don't know how well that would work against creatures with claws... And it wouldn't counter those same critters from simply tossing up a couple of grapples. |
Mazrim_Taim |
Posted - 09 Jul 2006 : 17:43:29 Maybe a permanent Grease spell along vital parts of the hull to ensure anyone trying to climb up by normal means will have a heck of a time doing it? |
Wooly Rupert |
Posted - 09 Jul 2006 : 17:28:43 Protection from fire would be very important, since most sailing ships are floating tinderboxes.
Some sort of temporary protection against missiles would be good, too.
Ideally, I'd also add some sort of method of increasing the ship's bouyancy, and having some method of repeling boarders -- especially water-borne ones like sahugin -- would be useful. |
Kuje |
Posted - 09 Jul 2006 : 17:18:49 I'd also look through Of Ships and Sea from 2e, Sea of Fallen Stars, Stormwreck for 3e, and of course the spelljammer material, specifically the main boxed set and then some of the add on sourcebooks. |
Ergdusch |
Posted - 09 Jul 2006 : 14:36:42 Well met, Darkhund! There are a few figureheads detailed in the Encyclopedia Magica that bestow magical properties to ships (like improving the ship's heardness, adding fire protection, speed increasment, ect.) They would be created by the standard rules for magical items.
Hope that helps a bit, Ergdusch |