Ships Mage

BENINHB

First Post
I'm Trying to build a Ships Mage NPC somewhere between levels 6-8

I would like to focus on protection/dispelling/counterspelling as well as utility like teleportation

I am not super familiar with full casters, especially not utility style. Can i get some help putting this guy together in the level 6-8 range. I want him to be able to protect the ship from any enemy spell casters as well as assist the crew by teleporting boarding parties to the other ship and throwing some grease around etc.

Race/Class/Feats and spell list are all wide open
 

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i recommend elf wizard substituition levels for the bonus spells

I want him to be able to protect the ship from any enemy spell casters as well as assist the crew by teleporting boarding parties to the other ship and throwing some grease around etc.

for protection from enemy casters here is a counterspelling guide Wizards' Handbook by Dictum Mortuum (DnD Optimized Character Build)/Tactics - D&D Wiki

and here [3.5e] The Logic Ninja's Guide to Wizards: Being Batman - Giant in the Playground Forums is a list of spells and tips for their usage. look at the battlefield control spells.
 

What book is the Elf Wizard substitution levels in??

Crystal Keep took down all the base classes and that is where i usually look stuff up.
 

First off, I appologise for the length of this post. There are many splatbooks for sea mages. A simple way is to just use some of the sea magic presented which works fine. I will list some at the end of this post. You might also look into the Seas of Blood supplement. If you don't have it, or can't find it I can quote relevant portions. It includes a navigator wizard class which might or might not fit the character.

Hope this helps.

Sea Magic Spells

Control Currents
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Conjuration
Level: Sor/Wiz 5
Components: V,S
Casting Time: 10 minutes
Range: Touch
Targets: One ship touched
Duration: 1 day
Saving Throw: None
Spell Resistance: No
Drawing magical forces around the vessel you touch, you are able to guide sea currents to literally pull the vessel along at far greater speeds than normal. The ship now moves 25% faster for a period of one day.

Curse Ship
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Transmutation
Level: Clr 7
Components: V,S, DF
Casting Time: 1 minute
Range: Touch
Targets: One ship touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Calling upon the power of your god, you curse a vessel, dooming both it and its crew to a lifetime of misery and death. Apply the cursed ship template immediately. Curse Ship cannot be dispelled, but it can be removed with a limited wish, miracle, or wish spell. In addition, a curse may also be lifted through a break enchantment or remove curse spell cast at a higher level than the curse.

Delay Sinking
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Abjuration
Level: Sor/Wiz 7
Components: V,S, M
Casting Time: 1 action
Range: Touch
Targets: One ship touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes
You are able to call up invisible barriers of arcane force that effectively plug holes in the hull of a sinking ship for a short period of time. Crewmen are then able to effect longer-lasting repairs in the hope that their ship might safely reach port. A ship under the effect of this spell stops sinking for the duration of the casting, at which time, if no repairs have been made, it begins to sink again.

Hold Ship
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Abjuration
Level: Sor/Wiz 6
Components: V,S, M
Casting Time: 1 action
Range: Long (400ft +40ft/level)
Targets: One ship
Duration: Concentration
Saving Throw: None
Spell Resistance: Yes

A valuable spell in combat, hold ship allows you to halt another vessel in its tracks, holding it immobile regardless of winds, currents or the efforts of its crew. The ship will automatically remain motionless for one round. You may attempt to hold the ship for longer than one round by succeeding in a Concentration check at a DC based on the shipʼs size, as listed below. This Concentration check is made in addition to any others you may be forced to take, due to sustaining damage or casting in adverse conditions.

Ship Size Concentration DC
Tiny 10
Small 12
Medium 15
Large 18
Huge 20
Gargantuan 25
Colossal 30

Once a Concentration check has been failed, the spell dissipates, and the ship is once again free to move normally.

Pacify Storm
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Conjuration
Level: Drd 3, Clr 4, Sor/Wiz 5
Components: V,S, M
Casting Time: 1 minute
Range: 1 mile centered on ship touched
Targets: One ship touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You are able to harness the magical energies required to calm the most powerful of storms, enabling the ships you sail on to speed safely through raging tempests. Pacify Storm will affect only natural storms, and will alter the conditions for one mile in every direction around the ship, converting any storm to Strong Winds. The spell lasts for a hour per caster level.

Repair Ship
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Transmutation
Level: Clr 2, Drd 2, Sor/Wiz 3
Components: V,S, M
Casting Time: 1 minute
Range: Touch
Targets: One ship touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Through the use of this spell, you are able to knit together smashed timbers and ripped sails, restoring a ship towards its original seaworthiness, “healing” 1d6 Structure Points worth of damage.

Tsunami
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Evocation
Level: Drd 7, Clr 8, Sor/Wiz 8
Components: V,S
Casting Time: 1 minute
Range: Long (400ft +40 ft/level)
Effect: Tsunami 10ft/level high, 50ft/level wide
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Harnessing the power of the ocean, you cause a massive tidal wave to rise up and destroy all in its path. The tsunami is 10ft/level high and 50ft/level wide, and moves away from you at 100 feet per round. It will travel for 1 mile per caster level before it dissipates. Any ship hit by the tsunami must make a Seamanship check at DC 12 to ride the wave out. The DC is modified by +1 for every 10 feet the tsunami is in height. The roll is modified by the size of the ship:
Ship Size Seamanship check modifier
Tiny -8
Small -4
Medium -2
Large -1
Huge 0
Gargantuan +1
Colossal +2
A ship that fails the Seamanship check will sustain 1d6 SP of damage per 10 feet of the Tsunamiʼs height. Particularly vicious GMs may also want to use the Storm Critical Damage table any time a 6 is rolled on the damage dice.
The tsunami will double in height in coastal waters, but will slow down to 50 feet per round and will deal 1d6 SP of damage per 20 feet of height. The GM will decide the effects of the wave should it ever make contact with land, but as a rule of thumb, coastal villages will be utterly destroyed, and port cities will suffer severe damage.
 


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