Level
9th
Casting Time
10 Minutes Ritual
Range/Area
120 ft.
Components
V, S, M *
Duration
24 Hours
School
Conjuration
Attack/Save
None
Damage/Effect

You cause a ghastly ship to wash ashore into existence on deep sea you can see within range. The ship must fit within an unoccupied cube of space, up to 120 feet on each side. The ship remains until the spell ends. It is dedicated to a random god of the sea or undeath, or you the caster.
You make all decisions about the ship’s appearance. You can name the ship, or let the Captain name it. The interior is enclosed by a floor, walls, and a roof, with several trap doors granting access to the interior and a number of corroded cannons based on the size of the ship. Only you and any creatures you designate when you cast the spell can open or close the trap doors. There are a certain number of dinghies compared to the size of the ship.
The ship can have a figurehead of your choosing on the forecastle of the ship. You decide whether the ship is illuminated and whether that illumination is bright light or dim light. The smell of sea foam fills the air within, and the temperature is a light breeze.

The ghost ship is manned by a Deadeye Captain, a Frightful First Mate, two Broadside Quartermasters, two Spectral Sailing Masters, 5d8 Cursed Corsairs, and 5d8  Ghoulish Gunners. The Captain and his crew are friendly to you and any companions you have. They regard you as a valued crewmember and follow your orders as if you were a First Mate. The crew will go about independently, but you can order them to do certain things, as long as it isn't harmful to them. They consider pillaging a target area as not harmful. The Captain allows you to have up to two of his crewmates to join you. The DM has the statistics for the crew on the ship.


The ship is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the ship’s interior. Nothing can physically pass through the ship’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the ghost ship instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.

* - (trinkets and weapons dug up or washed up by the shore worth 1 pp. )

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Seth_Lich2

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