Capsizing Wave
Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.
Arcane 5 Type: blast, elemental (water)
Range: 225’ Duration: instantaneous
This spell can smash a target sea vessel with a capsizing wave capable of sinking even the largest sailing ships. On his initiative number, the captain of the target vessel can use an action in lieu of attacking to attempt to steer through the wave. Steering through the wave requires a Seafaring proficiency throw. The target value of the proficiency throw is based on the combat speed of the vessel, as shown on the accompanying table. Master mariners (characters with Seafaring rank 3) gain a +4 bonus on the throw.
| Vessel Speed | Seafaring Throw |
|---|---|
| 360’ or faster | 9+ |
| 330’ | 11+ |
| 300’ | 13+ |
| 270’ | 15+ |
| 240’ | 17+ |
| 210’ or slower | 19+ |
If the captain’s proficiency throw succeeds, the vessel suffers 25 – 40 (1d4+4 x 5) bludgeoning structural damage. If the captain’s proficiency throw fails, or if the captain does not attempt to steer the vessel through the wave, the vessel is struck on its broadside by the wave. The vessel suffers 250 – 400 (1d4+4 x 50) bludgeoning structural damage and each crewmember or other creature on deck must make a Blast saving throw. If the save fails, the creature suffers 1d6 bludgeoning damage and is swept overboard. If the save succeeds, the creature takes no damage and remains on the deck, and the crewmembers are not affected. The wave vanishes back into the water as soon as its crest passes the target vessel.
A vessel reduced to 0 shp may no longer move under its own power or attack with any vessel-mounted weaponry and will sink in 1d10 rounds. Any crew remaining on board may still attack with personal weapons during this time. When the vessel sinks, or when knocked overboard, crew must begin making swimming throws each round. See Swimming and Drowning (p. XX) for more details.