Sea Fury from PC3

Post/Author/DateTimePost
#1

Hugin

Aug 17, 2005 15:52:24
Sea Fury

Evocation [Water]
Level: Clr 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft. radius spread (S)
Duration: 1 round
Saving Throw: See text
Spell Resistance: No

This spell is an underwater equivalent to the spell earthquake. When you cast sea fury, an intense but highly localized pressure wave rips through the water. The shock stuns creatures, dislodges structures, and creates surface waves that pound the hulls of vessels, among other secondary effects. The wave effect itself lasts for 1 round but secondary effects many last longer. A spellcaster in the water must make a concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The pressure wave affects all terrain, vegetation, structures, and creatures in the affected area. The specific effects of a sea fury spell depends on the nature of the terrain it affects.

Open Water: Each creature swimming in the area must make a DC 20 Fortitude save or be struck for 8d6 points of damage (if successful, a creature takes only half damage). They must also make a DC 15 Fortitude save or be stunned for 1d6 rounds.

Sea Floor: If the wave from the sea fury reaches the sea floor (or lake floor), it stirs up a tremendous amount of silt and debris to create a thickly clouded layer up to 10 feet from the ground. This blocks any vision and reduces the scent ability to 10 feet. It also provides total concealment for any creature in the cloud. Any creature standing on the sea floor is considered in “open water” and is subject to its effects.

Structure: Any structure standing on the sea floor takes 100 points of damage, enough to collapse a typical structure. Hardness does not reduce this damage nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 6d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).
[INDENT]Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of non-lethal damage per minute while pinned. A strength check may be attempted to free one's self depending on the structure's size and material that has collapsed (DM should set the DC between 15 and 30 depending on circumstances). If a pinned character falls unconscious , he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.[/INDENT]

Surface Water: When the pressure wave reaches the water’s surface, it creates a huge 'hill' of water that explodes into a large destructive wave that radiates out from that spot. This has several effects on a ship in the area:
[INDENT]Hull Damage: 100 points damage divided equally between the vessel's sections

Man-over-board: Any person on the deck of an affected ship must succeed in a DC 20 balance check or be knocked over and washed 2d6 squares in the direction the wave is headed (if this would send them over the side, they get a DC 17 Reflex save to catch themselves). Failing the balance check by ten or more indicates the victim was automatically knocked overboard. Even if successful on this check, characters may still be affected by the rolling decks and green water (see below).

Rolling Deck and Green Water: characters on the deck of a ship dealing with heavy rolls and heavy green water must make a DC 15 balance skill check each round. If sucessful, the character may move at 1/3 his normal movement rate. If failed the character may not move or attack (he is holding on for dear life). If failed by ten or more the character is knocked prone, and moved one square in a random direction. Should this push the character overbroad, he may make a reflex save vs DC15 to catch himself. A knocked over character may stand up again the following round if she succeeds on the DC15 balance skill check (failure indicates she is moved another square in a random direction.)
Characters dealing with heavy rolls with light green water are treated as above with the following exceptions: The Balance check DC is 10; The movement rate is only reduce to 1/2 normal; and the reflex save DC is 10.

Ship Control: Huge-sized ships (and smaller) suffer from heavy rolls and heavy surge of green water (water on the decks) for 2d6 rounds after being hit by the wave. The captain must succeed on a Profession (Sailor) check vs DC 20 or the ship capsizes.

Gargantuan ships suffer from heavy rolls and heavy surge of green water for 2d4 rounds after being hit. A failed DC20 Profession (Sailor) check causes the ship to capsize if hit broadside or founder if hit aft or stern.

A colossal ship suffers from heavy rolls and light surge of green water for 2d4 rounds after being hit. The ship founders if a dc20 Profession (Sailor) check is failed.

A foundering ship is not under control of the crew. Control may be reestablished with a DC15 Profession (Sailor) check. Checks may be reattempted each round with a +1 penalty to DC for each failed attempt. Any attempt that fails by ten or more indicates the ship capsizes. A capsized ship is turned upside down and completely disabled.[/INDENT]

Note: Compiled by Hugin & Traianus Decius Aureus.

Any comments and help is welcome.

(Edit: Still a rough working-draft. I had to leave before I could make it look a little better so formatting may be lacking)
#2

Traianus_Decius_Aureus

Aug 17, 2005 16:25:18
I like this, Hugin. Although I need to look at Stormwrack for capsizing and related effects, I do have a preliminary suggestion for damage:

All ships hit by the wave take 100 points of damage, distributed equally to all hull sections directly hit by the wave. (Therefore, a galley would have the damage spread out, a small cog would take more punishment: a galley hit broadside would take 10 points of damage per section if it had 10 sections, a cog with four sections on the broadside would take 25 points of damage per section. The same galley hit head on might have three forward sections and take 33 points of damage per section) The wave ignores the hardness of all wooden hull sections, however the wave does not ignore the hardness of metal hulls and plating.

In addition, the ship and sailors are affected as follows:

Any person on the deck of an affected ship must succeed in a DC20 balance check or be knocked over and washed 2d6 squares in the direction the wave is headed (if this would send them over the side, they get a dc17 reflex save to catch themselves). Failing the balance check by ten or more indicates the victim was automatically knocked overboard. Even if successful on this check, characters may still be affected by the rolling decks and green water.

Huge-sized ships (and smaller) suffer from heavy rolls and heavy surge of green water (water on the decks) for 2d6 rounds after being hit by the wave. The captain must succeed on a Profession (Sailor) check vs DC 20 or the ship capsizes.

Gargantuan ships suffer from heavy rolls and heavy surge of green water for 2d4 rounds after being hit. A failed DC20 Profession (Sailor) check causes the ship to capsize if hit broadside or founder if hit aft or stern.

A colossal ship suffers from heavy rolls and light surge of green water for 2d4 rounds after being hit. The ship founders if a dc20 Profession (Sailor) check is failed.

A foundering ship is not under control of the crew. Control may be reestablished with a DC15 Profession (Sailor) check. Checks may be reattempted each round with a +1 penalty to DC for each failed attempt. Any attempt that fails by ten or more indicates the ship capsizes. A capsized ship is turned upside down and completely disabled.

*************
I'll think about the damage some more (think if the wave is high enough, it should damage the rigging and sails as well as the hull), but I would have capsizing and ship control be far more hazardous to the characters.
#3

Hugin

Aug 17, 2005 18:11:01
Excellent suggestions, Traianus. I also had the 100 hit point damage in from (from the earthquake spell) but wasn't sure how to apply it. Your idea looks very good; small vessels are much more prone to being destroyed while larger ships should survive but not unscathed.

...but I would have capsizing and ship control be far more hazardous to the characters.

I couldn't agree more! Any ideas for a skill check? I've a few in mind, but...

P.S. I was hoping you'd take a look at this as I knew you had just bought Stormwrack recently ;) .
#4

Traianus_Decius_Aureus

Aug 17, 2005 21:49:46
Just updated my previous post to add in the additional ship and sailor effects.

Some things to keep in mind:
Stormwrack gives every ship-type shiphandling and seaworthiness modifers that help the Profession (Sailor) checks. Seaworthiness modifers would apply above.
Because this is not sustained waves and wind, the foundering dc to regain control is a little bit lower than the initial check. However, failure to regain control can quickly become a problem.

I hope all this helps Hugin!
#5

Hugin

Sep 20, 2005 10:53:12
Thanks for reminding me about this, Traianus. We need to nail down the effects of the wave(s) on surface vessels. I really liked the ideas you put forth so far.

So far the hazards include:
- Hull damage; 100 points divided equally between sections
- Man over-board; Any person on the deck of an affected ship must succeed in a DC 20 balance check or be knocked over and washed 2d6 squares in the direction the wave is headed (if this would send them over the side, they get a DC 17 Reflex save to catch themselves). Failing the balance check by ten or more indicates the victim was automatically knocked overboard. Even if successful on this check, characters may still be affected by the rolling decks and green water.
- Ship Control;
[INDENT]Huge-sized ships (and smaller) suffer from heavy rolls and heavy surge of green water (water on the decks) for 2d6 rounds after being hit by the wave. The captain must succeed on a Profession (Sailor) check vs DC 20 or the ship capsizes.[/INDENT]

[INDENT]Gargantuan ships suffer from heavy rolls and heavy surge of green water for 2d4 rounds after being hit. A failed DC20 Profession (Sailor) check causes the ship to capsize if hit broadside or founder if hit aft or stern.[/INDENT]

[INDENT]A colossal ship suffers from heavy rolls and light surge of green water for 2d4 rounds after being hit. The ship founders if a dc20 Profession (Sailor) check is failed.[/INDENT]

[INDENT]A foundering ship is not under control of the crew. Control may be reestablished with a DC15 Profession (Sailor) check. Checks may be reattempted each round with a +1 penalty to DC for each failed attempt. Any attempt that fails by ten or more indicates the ship capsizes. A capsized ship is turned upside down and completely disabled.[/INDENT]


Any other thoughts or re-thoughts? (I wish I had Stormwrack for this).
#6

goobulon

Sep 20, 2005 13:02:25
I don't have any of the rules that apply to ships, however, I would suggest that damage would be greater for broadside hits than stern or bow hits.

Historically, when struck by a wave from ahead or behind, a sailing ship would ride the wave and come out (relatively) unscathed. A broadside hit, however was much more dangerous, as it ran the danger of putting a ship on "beam ends." In this situation, the ship rolls far to the side, dislodging ballast and allowing water to rush into the hold. Sails and rigging also become heavy with water and prevent the ship from rolling back away. The combination of dislodged ballast quickly causes the ship to founder and sink. In heavy seas, a ship on beam ends was almost always instantly lost.

Hope that helps!
#7

spellweaver

Sep 20, 2005 13:13:48
Any other thoughts or re-thoughts? (I wish I had Stormwrack for this).

I bought Stormwrack this weekend and as soon as I have had a chance to flip through it, I will post a lot on how to convert feats, skills, spells and other good stuff to a Mystara 3E or 3.5 D&D campaign.

(Somehow I thought finishing my thesis would give me more time to post here. I was dead wrong. My workload is so immense right now, this is something like my 4th post since the start of August!! Ah, well. I was thrilled to see how the pace of posting has picked up though, and how we trashed those vamps! :D )

:-) Jesper
#8

Traianus_Decius_Aureus

Sep 20, 2005 13:17:36
I don't have any of the rules that apply to ships, however, I would suggest that damage would be greater for broadside hits than stern or bow hits.

Historically, when struck by a wave from ahead or behind, a sailing ship would ride the wave and come out (relatively) unscathed. A broadside hit, however was much more dangerous, as it ran the danger of putting a ship on "beam ends." In this situation, the ship rolls far to the side, dislodging ballast and allowing water to rush into the hold. Sails and rigging also become heavy with water and prevent the ship from rolling back away. The combination of dislodged ballast quickly causes the ship to founder and sink. In heavy seas, a ship on beam ends was almost always instantly lost.

Hope that helps!

Good points, Goobulon. Unfortunately, as with most D&D, the reality is simplified in Stormwrack, so the difference between locations of hits is largely left to the DM's discretion.

In relation to Sea Fury, due to the size and intensity of the wave, I probably would not change much to account for location of the hit: smaller vessels are in big trouble regardless, the mid-size vessels are worse off from a broadside but can still be affected by stern or bow hit, the largest vessels are less affected. DM's with nautical knowledge or a big mean streak could certainly add supplemental effects as desired to the base damage and effects.
#9

goobulon

Sep 20, 2005 15:36:54
Good points, Goobulon. Unfortunately, as with most D&D, the reality is simplified in Stormwrack, so the difference between locations of hits is largely left to the DM's discretion.

Ah yes, I figured as much.

An additional factor that isn't at all applicable in a Mystaran environment, is the fact that a ship on beam ends usually dismounted a gun or two. Falling the breadth of the ship, the gun usually broke through the hull, causing yet another problem with "leakage."

I guess what I'm saying is you might never want to play a nautical campaign with me as your GM. ;)
#10

Traianus_Decius_Aureus

Sep 21, 2005 12:33:04
Thanks for reminding me about this, Traianus. We need to nail down the effects of the wave(s) on surface vessels. I really liked the ideas you put forth so far.

So far the hazards include:
- Hull damage; 100 points divided equally between sections
- Man over-board; Any person on the deck of an affected ship must succeed in a DC 20 balance check or be knocked over and washed 2d6 squares in the direction the wave is headed (if this would send them over the side, they get a DC 17 Reflex save to catch themselves). Failing the balance check by ten or more indicates the victim was automatically knocked overboard. Even if successful on this check, characters may still be affected by the rolling decks and green water.
- Ship Control;
[INDENT]Huge-sized ships (and smaller) suffer from heavy rolls and heavy surge of green water (water on the decks) for 2d6 rounds after being hit by the wave. The captain must succeed on a Profession (Sailor) check vs DC 20 or the ship capsizes.[/INDENT]

[INDENT]Gargantuan ships suffer from heavy rolls and heavy surge of green water for 2d4 rounds after being hit. A failed DC20 Profession (Sailor) check causes the ship to capsize if hit broadside or founder if hit aft or stern.[/INDENT]

[INDENT]A colossal ship suffers from heavy rolls and light surge of green water for 2d4 rounds after being hit. The ship founders if a dc20 Profession (Sailor) check is failed.[/INDENT]

[INDENT]A foundering ship is not under control of the crew. Control may be reestablished with a DC15 Profession (Sailor) check. Checks may be reattempted each round with a +1 penalty to DC for each failed attempt. Any attempt that fails by ten or more indicates the ship capsizes. A capsized ship is turned upside down and completely disabled.[/INDENT]


Any other thoughts or re-thoughts? (I wish I had Stormwrack for this).

The only thing that jumps out at me right now is the the heavy rolls and green water have effects on the players, which is great if you have Stormwrack, not so great if you don't. So I would add the following:

If you do not have access to Stormwrack, characters on the deck of a ship dealing with heavy rolls and heavy green water must make a DC 15 balance skill check each round. If sucessful, the character may move at 1/3 his normal movement rate. If failed the character may not move or attack (he is holding on for dear life). If failed by ten or more the character is knocked prone, and moved one square in a random direction. Should this push the character overbroad, he may make a reflex save vs DC15 to catch himself. A knocked over character may stand up again the following round if she succeeds on the DC15 balance skill check (failure indicates she is moved another square in a random direction.)

Characters dealing with heavy rolls with light green water are treated as above with the following exceptions: The Balance check DC is 10; The movement rate is only reduce to 1/2 normal; and the reflex save DC is 10.

This spell and Stormwrack in general, makes me long to take down some Minroth privateers...Must be patience until 3E conversion is finished
#11

Hugin

Sep 21, 2005 13:38:51
heavy rolls and heavy green water must make a DC 15 balance skill check each round... If failed by ten or more the character is knocked prone, and moved one square in a random direction.

This is considerably less potent than your previous idea of "DC 20 balance check or be knocked over and washed 2d6 squares in the direction the wave is headed". Did you scale it down on purpose or did it just turn out like that? I really like way this is coming together though!

The only other thing that I might add is something like a +5 to the DC of any checks and +25 hp damage to the ship if the ship is directly above the epicenter of the underwater wave (i.e. the spell's center point). What do you think of this idea?

This spell and Stormwrack in general, makes me long to take down some Minroth privateers...Must be patience until 3E conversion is finished

You have no idea how I'd love to go get Stormwrack now and have some sea adventures! But for some unknown reason ;) , the PCs are convinced that only BAD things happen when they get on a boat. Go-figure! :D
#12

Traianus_Decius_Aureus

Sep 21, 2005 14:40:09
This is considerably less potent than your previous idea of "DC 20 balance check or be knocked over and washed 2d6 squares in the direction the wave is headed". Did you scale it down on purpose or did it just turn out like that? I really like way this is coming together though!

The only other thing that I might add is something like a +5 to the DC of any checks and +25 hp damage to the ship if the ship is directly above the epicenter of the underwater wave (i.e. the spell's center point). What do you think of this idea?

The last post was only for what happens in the rounds following the main hit from the wave (when you are dealing with the heavy rolling and green water). Stormwrack has some rules for dealing with those hazards, but I was attempting to provide a basic hazard for those that didn't have the book. Your Man Overboard section is still valid This kicks in only for the following 2d6/2d4 rounds of heavy rolling and green water. This assumes the wave hit will be the worst part, and in the subsequent rounds the ship is still tossing about, but it isn't quite as bad as the initial hit.

The extra DC for checks and damage to any ship above the epicenter is a good idea! This is coming together very nicely.
#13

Hugin

Sep 21, 2005 15:48:33
This kicks in only for the following 2d6/2d4 rounds of heavy rolling and green water.

Aha! That makes sense. The wave is the hammer that strikes the bell into ringing, but you still hear it after the hammer's put down! ;)

I'm going see if I can't put this together as a final rough draft before we polish it up.
#14

Hugin

Sep 22, 2005 17:05:38
I edited the OP yesterday to include what has developed, so if people could just glance over it to see if it needs any further alterations, that would be great. Thanks!