Phantasmal Ship (5e Spell)

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Phantasmal Ship
6th-level Necromancy
Casting time: 10 min
Range: 30 feet
Components: V, S, M (A small statue representing a ship worth at least 10,000 gp)
Duration: 24 hours

You enchant a nonmagical watergoing vessel within range by placing the statue near its front. The statue adheres to it getting stuck until the spell ends. If you cast this spell on the same ship every 24 hours for a year, the spell becomes permanent.

The ship becomes both an undead and a construct, and receives the following benefits unless it had better ones:

Speed 0 ft., swimming 120 ft. and flying 60 ft. (hover). When considering longer, more constant periods, it can move up to 6 miles/hour in the water or 3 miles/hour flying.

Senses blindsight 120 ft.

Languages All the languages its caster knows although it can't talk, telepathy 20 ft. (infinite with its caster, as long as they are in the same plane)

Damage Immunities Poison, necrotic; bludgeoning, piercing, and slashing damage from non-magical attacks.

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned.

Magically Moving The Phantasmal Ship’s movement speed is independent of the ship's normal means of propulsion, and it is unaffected by nonmagical weather conditions or rough waters.

Magic Weapons Any siege weapons mounted on or built into the ship become magic weapons with a +2 bonus to attack rolls which deal an additional 11 (2d10) necrotic damage on a hit.

Turn Inmunity The ship is inmune to spells and effects that turns undead.

The statue becomes the controller of the ship, and can perform simple orders such as “Move 1 mile 45º NE” or “Move to X (a place in the same plane it’s in)”, but it can’t operate any of the siege weapons on it. It will obey any orders given by its caster or those designated by him/her.

You can only enchant one ship at a time using this spell. The magic source for the ship is the statue, which fuels it. Breaking it or dispelling the magic within it turns the statue and the ship back to normal. Spells like Dispel magic or an Antimagic field will only disrupt the benefits in the targeted area, the only way to completely disrupt it is by targeting the statue (for example, casting antimagic field in the back will get rid of the ships resistances in that area while the field is active, but it won’t affect the rest of the ship unless the statue is in the range). The original caster can also cast this spell while touching the statue to turn it back to normal.

Note: If the ship is big enough, the ship may get the following additional feature (ask your DM about this).

  • Undead Sailors The ship magically gets a number of undead sailors to operate it. They use the Skeleton stat block and can’t attack nor leave the ship. They can, however, use any siege weapon on the ship normally. They follow the caster’s orders and attend all who enter. If their HP fall to 0 or the spell is dispelled, they disappear without trace. They respawn at dawn if the spell is active. As for the number of them, ask your DM and consider how many are necessary to keep the thing clean and ready to use.

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