Death Flies Two Sails

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Cost: 14m (7m committed) Target: One sailing vessel Sailing on the Sea of Shadows, the Underworld equivalent to the Inland Sea, is a dangerous prospect. Spectres sail the black waves on ectoplasmic flotsam, the sea's black waters seep in with their nightmares and poisons, and hekatonkhire rise from the depths for food. As the waters of the Underworld lap at her feet, the caster sings a lullaby to the dead. After seven minutes of song, a sailing ship rises to the waters' surface. Its sail is patched with human skin, and its hull repaired with pale bone. It figurehead is a spectre, bound there to sing for the ship's protection. The craft comfortably fits two passengers, but five can crowd aboard. The ship won't move without the caster aboard. The spectre's dirge and the wake of biletainted blood the ship leaves temporarily quenches any hunger of the water's inhabitants. Characters sailing on this ship have less chance of dangerous encounters on the Sea of Shadows, and they add three dice to all social rolls required to negotiate with its native creatures. The ship exists as long as the caster commits the Essence. Casting this spell in Creation doubles the Essence cost (though not the commitment) and may only be done at night. If true sunlight strikes the ship, the vessel boils away to nothing within one minute. The ship has these traits:
Target: 14m (7m committed) Target: One sailing vessel [[Sail]]ing on the Sea of Shadows, the Underworld equivalent to the Inland Sea, is a dangerous prospect. Spectres sail the black waves on ectoplasmic flotsam, the sea's black waters seep in with their nightmares and poisons, and hekatonkhire rise from the depths for food. As the waters of the Underworld lap at her feet, the caster sings a lullaby to the dead. After seven minutes of song, a sailing ship rises to the waters' surface. Its sail is patched with human skin, and its hull repaired with pale bone. It figurehead is a spectre, bound there to sing for the ship's protection. The craft comfortably fits two passengers, but five can crowd aboard. The ship won't move without the caster aboard. The spectre's dirge and the wake of biletainted blood the ship leaves temporarily quenches any hunger of the water's inhabitants. Characters sailing on this ship have less chance of dangerous encounters on the Sea of Shadows, and they add three dice to all social rolls required to negotiate with its native creatures. The ship exists as long as the caster commits the [[Essence]]. Casting this spell in Creation doubles the [[Essence]] cost (though not the commitment) and may only be done at night. If true sunlight strikes the ship, the vessel boils away to nothing within one minute. The ship has these traits:

Spectral Ship

Speed: 15/30mph

Maneuverability: +2S (Sail 2)

Endurance: Necromancer must maintain a seven-mote commitment and not allow sunlight to touch the vessel.

Crew: 2/2

Cargo: 3 more people or 600 lbs.

Armor: 10L/10B

Health Levels: Ux5/Mx10/Cx3/Ix2/D

Weapons: None