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Old 09-30-2015, 09:20 AM   #1
Anders
 
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Join Date: Jan 2005
Location: Gothenburg, Sweden
Default [Sorcery] The Ghostship spell

How do I do this?

Quote:
The necromancer can lift a sunken ship from the bottom of the sea and animate it and its crew. When necromancer performs the ritual, the closest wreck within range to rise to the surface. It will look roughly like it did when new, but it is surrounded by a cold, shimmering blue mist. All necessary equipment - oars, sail, and rope are onboard. The ship works exactly as it did before it went down. Its hull is a mixture of magical energies and remnants of the ship and can still be damaged normally. This damage cannot be repaired. After the ghost ship has been summoned, its existence is no longer affected by the distance to the necromancer.

If they went down with the ship, the crew are reanimated as zombies or skeletons. Such a crewman will only serve on his own ship. The crewmen only obey orders from the necromancer and have no initiative of their own. This means that the necromancer needs to know Shiphandling in order to be able to give the right orders. If the ship does not have enough undead crewmen to sail, it needs living crewmen as well.

A ship can only become a ghost ship once. Once the spell's duration runs out, the ship becomes ashes.
The crewmen are easy, that's an Ally. But the ship... I'm not sure how to build this as an Ally. Given that a ship weighs a crap-ton, Control would be prohibitively expensive. Would this build work?

Statistics: Snatcher (Large Item, +50%; Magic, -10%; Nuisance Effect: Ships clearly look fake, -5%; Only at Sea, -20%; Preparation Required, 8 hours, -60%; Ships only, -50%; Trigger, -40%; Weight Limit, 1 000 000 lbs. +160%) [100]
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Last edited by Anders; 09-30-2015 at 09:24 AM.
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