Pirate Spells

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Pirate Spells
Clerics of Besmara may prepare lesser geas as a 3rd-level spell and curse of disgust (Pathfinder RPG Ultimate Magic 215) as a 5th-level spell, but can only use them to cause an aversion to boats, ships, or open bodies of water.

Advanced Scurvy
Level cleric 1, druid 1 (Besmara)
School necromancy [disease, evil]
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude negates
Spell Resistance yes

The subject contracts an advanced form of scurvy. He becomes constantly fatigued, suffers from bone pain (–1 penalty on Strength and Dexterity-based checks), wounds easily (add +1 point of damage to any bleed effects affecting the target), experiences loose teeth, and is slow to heal (natural healing occurs at half the normal rate). Scurvy can be treated magically or can be overcome with proper nutrition; eating the right foods ends the fatigue and bone pain within 1–2 days and provides a full cure 2d6 days after that.

Black Spot
Level cleric 4, sorcerer/wizard 5, witch 4
School necromancy
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration permanent
Saving Throw Will negates
Spell Resistance yes

The black spot is a specific and feared pirate curse. An intangible, illusory black spot manifests above the target’s head and remains until the target dies or the curse is lifted. The black spot cannot be covered or hidden by any means, including other illusions. The black spot radiates a cursed aura in a 10-foot radius around its target. Anyone within the aura gains a +2 bonus on weapon attack and damage rolls against the target. In addition, the target has a –4 penalty on saving throws against death effects.

Every day in which a creature bears a black spot, it must make a Fortitude save. On a failed save, the creature takes 1 point of Constitution damage. The damage cannot be healed until the black spot is removed. If the creature’s Constitution reaches 0, it dies. Pirates killed by this spell often return as ghosts, but that is not a direct effect of this spell. The black spot cannot be dispelled, but it can be removed with break enchantment, limited wish, miracle, remove curse, or wish.

Buoyancy
Level bard 2, sorcerer/wizard 2
School transmutation
Casting Time 1 immediate action
Components V
Range close (25 ft. + 5 ft./2 levels)
Targets one Medium or smaller object or creature/level, no two of which may be more than 20 ft. apart
Duration until on dry land or 1 round/level
Saving Throw Will negates (harmless) or Will negates (object)
Spell Resistance yes (object)

The affected creatures or objects become incredibly buoyant The affected creatures (including gear and carried objects up to each creature’s maximum load) and objects naturally float on any water at least 1 foot deep. An affected creature that deliberately tries to submerge must succeed at a DC 20 Swim check every round to stay underwater. The spell ends if the creature or object spends at least 1 round on dry land.

Cloud of Seasickness
Level cleric 2, druid 2, sorcerer/wizard 2 (Besmara)
School conjuration (creation) [poison]
Casting Time 1 standard action
Components V, S, M (a piece of seaweed)
Range close (25 ft. + 5 ft./2 levels)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 round/level
Saving Throw Fortitude negates; see text;
Spell Resistance no

This spell functions like stinking cloud, except as noted above and that the vapors make creatures sickened instead of nauseated.

Cloud of seasickness can be made permanent with a permanency spell (requiring a 9th-level caster and costing 2,500 gp). A permanent cloud of seasickness dispersed by wind reforms in 10 minutes.

Salvage
Level cleric 9, sorcerer/wizard 9
School transmutation
Casting Time 1 standard action
Components V, S, M
Range long (400 ft. + 40 ft./level)
Targets one shipwreck
Duration see text
Saving Throw Fortitude negates (object)
Spell Resistance yes (object)

An invisible force pulls together the remains of a shipwreck. Bits of hull, tattered sails, broken masts, and smashed figureheads knit themselves back together. Rotten wood turns solid once more, and sails re-weave themselves as the rigging snakes across the masts.

It takes a variable amount of time for the ship to rebuild itself, depending on its size.

At the end of the duration, an air bubble forms around the repaired ship. If submerged, the ship shoots to the surface, erupting with a great splash before settling on the water.

Though the spell requires time to repair the ship, its effects are instantaneous. A salvaged ship cannot be dispelled to return it to a shipwreck. However, before the spell’s duration ends and while the ship is still being repaired, salvage can be dispelled to interrupt the repair process. The ship remains in the condition it was in when the spell was interrupted until a new salvage spell is cast (but continues to age normally and suffers the effects of its environments). A new salvage spell’s duration is modified by any repairs already begun.

Skeleton Crew
Level cleric 3, sorcerer/wizard 4, summoner 4, witch 4
School necromancy
Casting Time 1 standard action
Components V, S, M
Range touch
Targets one or more humanoid corpses touched
Duration 1 day/level
Saving Throw none
Spell Resistance no

This spell turns corpses into skeletons (Pathfinder RPG Bestiary 250) that act as crew and obey your commands to the extent of their abilities.

The undead you create are 1 Hit Die skeletons that possess Profession (sailor) scores equal to half your character level plus your Wisdom modifier (for clerics), Intelligence modifier (for witches and wizards), or Charisma modifier (for sorcerers and summoners). Each skeleton can perform the duties of one crew member but has no other abilities. The created skeletons cannot speak, attack, or even defend themselves. The only orders they obey are ones pertaining to the operation of a ship. Skeletal crew members are not proficient with any weapons or armor.

You can’t create more Hit Dice of skeletal crew members than twice your caster level with a single casting of skeleton crew. The desecrate spell doubles this limit.

The undead you create by casting skeleton crew remain under your control for the duration of the spell, and do not count against your limit of total Hit Dice worth of undead creatures you can control.

A skeletal crew member can only be created from a mostly intact humanoid corpse. The corpse must have bones. When you cast this spell, any flesh left on the corpses melts away into fog.

Track Ship
Level bard 2, cleric 2, sorcerer/wizard 2
School divination (scrying) [travel]
Casting Time 1 standard action
Components V, S, F (piece of ship)
Range see text
Effect magical icon
Duration 1 hour/level
Saving Throw Will negates (object)
Spell Resistance yes (object)

In order to cast this spell, you must have a piece of the ship you wish to track. Merchants often preserve slivers from their trade ships specifically for this purpose. You also need a nautical chart.

When you cast this spell, an icon of the targeted ship appears on the nautical chart. The icon moves as the ship moves for the duration of this spell. If the ship is not within the area delineated by the chart, the spell fails. If the ship is reduced to 0 or fewer hit points, its icon changes from a ship to a skull and crossbones.

Unseen Crew
Level bard 4, sorcerer/wizard 5, summoner 5, witch 5
School conjuration (creation)
Casting Time 1 standard action
Components V, S, M
Range long (400 ft. + 40 ft./level)
Effect one invisible sailor per level
Duration 1 day/level
Saving Throw none
Spell Resistance no

An unseen crew member is an invisible, shapeless force that performs the duties of one crew member. It can tie off ropes, hoist sails, swab decks, and other such duties. An unseen crew member possesses no other skills. It cannot fight, speak, or even defend itself.

An unseen crew member has a Strength score of 10 and a Profession (sailor) score equal to half your character level plus your Intelligence modifier (for witches and wizards) or your Charisma modifier (for bards, sorcerers, and summoners). It cannot fly, but it can climb, swim, or walk with a base speed of 20 feet.

An unseen crew member cannot be killed, but it dissipates if it takes more than 1 point of damage per caster level you possess from area attacks (it gets no saves against attacks). If you attempt to send an unseen crew member beyond the spell’s range (measured from your current position), the crew member ceases to exist.

Pirate Spells

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