Magic Ship (5e Spell)

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Magic Ship
4th-level Transmutation
Casting time: 8 hours
Range: Touch
Components: V, S, M (a prepared vehicle, such as a ship and a gemstone worth 500 gp)
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 you cast this spell. During this trance, you don't need food, water, or sleep, but when you finish casting this spell, you gain a number of exhaustion equal to half the level of the spell used to cast this spell (rounded up). After this time, a ring of magical energy appears around the ship. The ship then becomes an enchanted flying ship, and you or a creature with the same spell can control it. You gain full control over the ship without the need for others to man it. You may also use any weapons attached to the ship without the need to load the weapons, and you may use a bonus action to aim the weapons. It moves in the last specified direction or stands still.

The speed of this enchanted 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 persists on the ship for 48 hours. 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 takes a spell slot of equivalent level used to cast the spell originally and 1 hour of channeling. Prolonging this effect does not give the caster levels of exhaustion. If the ship is under this spell for a year, the effects become permanent.

At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the maximum size of the cube edge in which the ship can fit increases by 40 feet and increases the speed of the ship by an additional 10 feet.

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