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 Protections and Spells on Ships
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Darkhund
Acolyte

34 Posts

Posted - 09 Jul 2006 :  08:03:16  Show Profile  Visit Darkhund's Homepage Send Darkhund a Private Message  Reply with Quote  Delete Topic
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.

Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 09 Jul 2006 :  14:36:42  Show Profile Send Ergdusch a Private Message  Reply with Quote
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

"Das Gras weht im Wind, wenn der Wind weht."
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Kuje
Great Reader

USA
7915 Posts

Posted - 09 Jul 2006 :  17:18:49  Show Profile Send Kuje a Private Message  Reply with Quote
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.

For some of us, books are as important as almost anything else on earth. What a miracle it is that out of these small, flat, rigid squares of paper unfolds world after world, worlds that sing to you, comfort and quiet and excite you... Books are full of the things that you don't get in real life - wonderful, lyrical language, for instance, right off the bat. - Anne Lamott, Bird by Bird

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Wooly Rupert
Master of Mischief
Moderator

USA
36804 Posts

Posted - 09 Jul 2006 :  17:28:43  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
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.

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Mazrim_Taim
Learned Scribe

341 Posts

Posted - 09 Jul 2006 :  17:43:29  Show Profile  Visit Mazrim_Taim's Homepage Send Mazrim_Taim a Private Message  Reply with Quote
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?

And if the PCs DO win their ways through all the liches to Larloch, “he” will almost certainly be just another lich (loaded with explosive spells) set up as a decoy, with dozens of hidden liches waiting to pounce on any surviving PCs who ‘celebrate’ after they take Larloch down. As the REAL Larloch watches (magical scrying) from afar. Myself, as DM, I’d be wondering: “Such a glorious game, so many opportunities laid out before your PCs to devote your time to, and THIS fixation is the best you can come up with? Are you SURE you’re adventurers?” -Ed Greenwood
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Wooly Rupert
Master of Mischief
Moderator

USA
36804 Posts

Posted - 09 Jul 2006 :  18:35:40  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
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.

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Kentinal
Great Reader

4689 Posts

Posted - 09 Jul 2006 :  18:58:47  Show Profile Send Kentinal a Private Message  Reply with Quote
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*

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
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KnightErrantJR
Great Reader

USA
5402 Posts

Posted - 09 Jul 2006 :  19:12:15  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
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.
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Mazrim_Taim
Learned Scribe

341 Posts

Posted - 09 Jul 2006 :  23:07:51  Show Profile  Visit Mazrim_Taim's Homepage Send Mazrim_Taim a Private Message  Reply with Quote
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.


And if the PCs DO win their ways through all the liches to Larloch, “he” will almost certainly be just another lich (loaded with explosive spells) set up as a decoy, with dozens of hidden liches waiting to pounce on any surviving PCs who ‘celebrate’ after they take Larloch down. As the REAL Larloch watches (magical scrying) from afar. Myself, as DM, I’d be wondering: “Such a glorious game, so many opportunities laid out before your PCs to devote your time to, and THIS fixation is the best you can come up with? Are you SURE you’re adventurers?” -Ed Greenwood
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Wooly Rupert
Master of Mischief
Moderator

USA
36804 Posts

Posted - 10 Jul 2006 :  00:25:17  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
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.

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Edited by - Wooly Rupert on 10 Jul 2006 00:26:13
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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 10 Jul 2006 :  00:53:43  Show Profile Send Ergdusch a Private Message  Reply with Quote
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!!!

"Das Gras weht im Wind, wenn der Wind weht."
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Kentinal
Great Reader

4689 Posts

Posted - 10 Jul 2006 :  02:11:47  Show Profile Send Kentinal a Private Message  Reply with Quote
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.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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scererar
Master of Realmslore

USA
1618 Posts

Posted - 13 Jul 2006 :  06:03:50  Show Profile Send scererar a Private Message  Reply with Quote
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

Edited by - scererar on 13 Jul 2006 06:04:21
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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 13 Jul 2006 :  06:45:21  Show Profile Send The Sage a Private Message  Reply with Quote
Issues #220 and #235 of DRAGON offered a selection of sea-based magic and spells.

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Ladern
Acolyte

Mexico
14 Posts

Posted - 13 Jul 2006 :  19:48:52  Show Profile  Visit Ladern's Homepage Send Ladern a Private Message  Reply with Quote
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"

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