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Naval combat rules
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<blockquote data-quote="jaker2003" data-source="post: 3713706" data-attributes="member: 18667"><p>How about a swimming spellcaster using <em>passwall</em> on a submerged section of the hull?</p><p></p><p>There's <em>warp wood</em> as a close range spell to spring leaks.</p><p></p><p>You could have an <em>unseen servant</em> dump buckets of water onboard (granted, lifting 20 pounds at a time means it's a long process).</p><p></p><p>How about <em>spiritual weapon</em>? That's a medium range spell that deals 1d8 + CL/3 (max +5 @ 15th) force damage every round for CL rounds.</p><p></p><p>A <em>searing light</em> spell does (CL/2)d6 untyped damage at medium range to constructs and inanimate objects.</p><p></p><p>There's <em>repel wood</em> to drive away opposing ships.</p><p></p><p>You could use a <em>glyph of warding</em> spell on an arrow and shoot it over to your target, the first sailor to pass it would trigger the effect. You could even one-up this with a <em>greater glyph of warding</em> triggering a <em>circle of death</em> to negate the crew.</p><p></p><p>And how about <em>control water</em> (particularly in shallow water) to immobilize a target?</p><p></p><p>You could use <em>call lightning</em> to assassinate crew members.</p><p></p><p><em>cloudkill</em> lasts for 1 min/level and instantly kills (no save) creatures with 3 or less HD. Creatures with more HD have to deal with 1d4 Con dmg every round.</p><p></p><p>How about <em>spectral hand</em> to bring your touch spells (up to 4th level) to bear at medium range. You could use a <em>darkness</em> category spell to effectively blind the crew of a ship.</p><p></p><p><em>Hallucinatory terrain</em> or other illusions could force them to react to false (or ignore actual) navigational hazards.</p></blockquote><p></p>
[QUOTE="jaker2003, post: 3713706, member: 18667"] How about a swimming spellcaster using [I]passwall[/I] on a submerged section of the hull? There's [I]warp wood[/I] as a close range spell to spring leaks. You could have an [I]unseen servant[/I] dump buckets of water onboard (granted, lifting 20 pounds at a time means it's a long process). How about [i]spiritual weapon[/i]? That's a medium range spell that deals 1d8 + CL/3 (max +5 @ 15th) force damage every round for CL rounds. A [i]searing light[/i] spell does (CL/2)d6 untyped damage at medium range to constructs and inanimate objects. There's [i]repel wood[/i] to drive away opposing ships. You could use a [i]glyph of warding[/i] spell on an arrow and shoot it over to your target, the first sailor to pass it would trigger the effect. You could even one-up this with a [i]greater glyph of warding[/i] triggering a [i]circle of death[/i] to negate the crew. And how about [i]control water[/i] (particularly in shallow water) to immobilize a target? You could use [i]call lightning[/i] to assassinate crew members. [i]cloudkill[/i] lasts for 1 min/level and instantly kills (no save) creatures with 3 or less HD. Creatures with more HD have to deal with 1d4 Con dmg every round. How about [i]spectral hand[/i] to bring your touch spells (up to 4th level) to bear at medium range. You could use a [i]darkness[/i] category spell to effectively blind the crew of a ship. [i]Hallucinatory terrain[/i] or other illusions could force them to react to false (or ignore actual) navigational hazards. [/QUOTE]
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