Casting Time: 1 action
Components: V, S, M (a silver nail worth 50 gp)
Duration: 8 hours or until discharged
You infuse a ship’s hull with tremendous power, which discharges if a Large or larger creature attack the ship or attempts to climb the ship’s hull without first uttering a password chosen by the caster at the time of casting. When the hullshock is discharged, the creature triggering it takes 8d6 lightning damage, with a Dexterity saving throw allowed for half damage. In addition, any other creature climbing on the ship’s hull and all creatures in the water within 60 feet of the hull take half damage from the hullshock, or no damage on a successful Dexterity save. The target ship itself is not damaged by the hullshock nor is any creature on board the ship’s deck.
Once triggered, the spell’s magic dissipates. The focus component must be nailed into the target ship’s keel. If the spell expires without being discharged, the focus can be removed and reused.
If the spell triggers, the focus is consumed. Despite the name, hullshock also can be cast on a wooden pier, wharf, or similar structure made of wood, vines, and similar materials.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the lightning damage is increased by 2d6 for each spell level above 4th.
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.