Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small metal canister or sphere)
You can hurl a canister of hyper-compressed water that explodes in water. Each creature within a 15-foot cube must take a Constitution saving throw, on a failed save they suffer 3d8 points of bludgeoning damage and are pushed 15 ft. away from the source of the explosion, on a successful roll they take half damage and are not pushed. A depth charge deals double damage to the hulls of boats, ships, submersibles, and other water vehicles. A depth charge deals no damage to creatures or objects that are not in the water.
Rather than hurling a depth charge for immediate detonation, you may drop the depth charge into the water and allow it to sink at a rate of 30 feet per round, delaying its explosion by up to 3 rounds. A creature in the water can pick up the depth charge and move it, though there is a 25% chance each round it is handled that it detonates immediately.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d8 for each slot level above 2nd, and you can delay the detonation of a dropped charge by an extra round.
Pirate Campaign Compendium © 2018, Legendary Games; Lead Designer Jason Nelson. Authors: Alex Augunas, Jeff Gomez, Matt Goodall, Jim Groves, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, Michael D. Welham, Linda Zayas-Palmer.