So I asked for a vote and everyone wanted the ocean floor campaign. You may have seen some of my other preparational questions on this board (alhoons, planar templates, plurithropes, plane-shifting incantations). Well, this one should be self-evident from the title: An ocean floor campaign really deserves some submarine vessels to and fro-ing between all the little dome cities, dunnit? So I have attempted to come up some magical items to facilitate this and I would them critiqued, if you would be so good as to oblige me.
I went with the keel as the basis for these, mostly because of a Tracy Hickman book i read (Requiem of Stars, I believe). It makes sense to me that a keel is the backbone of a ship. Feel free to correct me if that is a falsehood.
Flight Keel: A ship built with a Flight Keel gains the ability to fly as though affected by a fly spell. If the vessel is fully loaded its speed is reduced to 40 feet. A Flight Keel can be transferred between vessels, but a keel is such an integral part of a vessel that it will cost half the price of building the ship and 1 Day/100gp to do so.
Moderate Transmutation; CL 10th; Craft Wondrous Item, fly; Price 60,000gp; Weight: As Ship
Overland Flight Keel: A ship built with an Overland Flight Keel gains the ability to fly as though affected by an Overland Flight spell (Speed 40 feet, or 30 feet fully loaded). An Overland Flight Keel can be transferred between vessels, but a keel is such an integral part of a vessel that it will cost half the price of building the ship and 1 Day/100gp to do so.
Moderate Transmutation; CL 10th; Craft Wondrous Item, Overland Flight; Price 50,000gp; Weight: As Ship
Lots of other ideas of course: Shadow Walking keels (need Deeper Darkness to make one of those), Gating keels, Astral Caravan, but those can wait until the fundamentals are established. If I have the prices on these right these will be rare heirlooms in the hands of private individuals.
There are a number of other utility issues that need to be addressed. For one thing, it seems entirely reasonable to rule that a fly spell will not allow a ship to move under water. So perhaps a couple of new spells are in order. Would there be anything wrong with the spells Swim and Marathon Swim. Identical in all ways to Fly and Overland Flight, respectively, except that they grant a swim speed and the material focus for Swim is a fish scale?
Further, the issue of air needs solving. Is there any (legally available) converted Spelljammer material that would help with that? I imagine there was some kind of solution. If not, how does this sound:
Purify Air
Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: Close
Target: Up to 1 cu. ft/level of air
Duration: Instantaneous
Saving Throw: None
Spell resistance: No
PLACEHOLDER FLAVOUR TEXT
Pretty sure the srd contains no rules on air quality but I will be checking before I finish that
Hmm, seems to be it for now.
I went with the keel as the basis for these, mostly because of a Tracy Hickman book i read (Requiem of Stars, I believe). It makes sense to me that a keel is the backbone of a ship. Feel free to correct me if that is a falsehood.
Flight Keel: A ship built with a Flight Keel gains the ability to fly as though affected by a fly spell. If the vessel is fully loaded its speed is reduced to 40 feet. A Flight Keel can be transferred between vessels, but a keel is such an integral part of a vessel that it will cost half the price of building the ship and 1 Day/100gp to do so.
Moderate Transmutation; CL 10th; Craft Wondrous Item, fly; Price 60,000gp; Weight: As Ship
Overland Flight Keel: A ship built with an Overland Flight Keel gains the ability to fly as though affected by an Overland Flight spell (Speed 40 feet, or 30 feet fully loaded). An Overland Flight Keel can be transferred between vessels, but a keel is such an integral part of a vessel that it will cost half the price of building the ship and 1 Day/100gp to do so.
Moderate Transmutation; CL 10th; Craft Wondrous Item, Overland Flight; Price 50,000gp; Weight: As Ship
Lots of other ideas of course: Shadow Walking keels (need Deeper Darkness to make one of those), Gating keels, Astral Caravan, but those can wait until the fundamentals are established. If I have the prices on these right these will be rare heirlooms in the hands of private individuals.
There are a number of other utility issues that need to be addressed. For one thing, it seems entirely reasonable to rule that a fly spell will not allow a ship to move under water. So perhaps a couple of new spells are in order. Would there be anything wrong with the spells Swim and Marathon Swim. Identical in all ways to Fly and Overland Flight, respectively, except that they grant a swim speed and the material focus for Swim is a fish scale?
Further, the issue of air needs solving. Is there any (legally available) converted Spelljammer material that would help with that? I imagine there was some kind of solution. If not, how does this sound:
Purify Air
Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: Close
Target: Up to 1 cu. ft/level of air
Duration: Instantaneous
Saving Throw: None
Spell resistance: No
PLACEHOLDER FLAVOUR TEXT
Pretty sure the srd contains no rules on air quality but I will be checking before I finish that
Hmm, seems to be it for now.