The Magic Ship (5e Spell)
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2nd-level Transmutation | |
Casting time: | 24 hours |
---|---|
Range: | Touch |
Components: | V, S, M (a prepared vehicle, such as a ship and a gemstone worth 500 GP which the spell doesn’t consume) |
Duration: | Instantaneous |
When you start casting this spell, you must be on the ship and holding the gemstone. You are immersed in a magical trance for the entire time of casting this spell. During this trance, you don't need food, water, or sleep, but when you finish casting this spell, you get a number of depletion levels equal to half the spell level rounded down. After this time, the object collapses and a ring of magical energy appears around the ship. Now the ship becomes flying and you or a creature with the same spell can control it. You can use the action to control the movement of the ship, if you do not give it instructions, it moves in the last specified direction or stands still.
The speed of a flying ship is equal to twice the speed of an ordinary ship of an identical type.
When you cast this spell, you can turn an ordinary ship into a flying one if its volume does not exceed the size of a cube with an edge of 40 feet.
The effect is effective on the ship for a number of days equal to your spell modifier. At the end of this period of time, you can cast this spell again on this ship, prolonging its effect. To prolong the effect, it only takes a number of minutes equal to the required spell level multiplied by five. If the ship is under this spell for a year, the effects become permanent.
At Higher Levels. For each level above the second, the maximum size of the cube edge in which the ship can fit increases by 40 feet.The casting time increases by 24 hours for each spell level.
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