- Okay, firstly, time for more room...
Doubled the ships's size.
- Time to add stuff, looking at Stronghold Builder's Guide...
Making the base ship costs 20,000 gp, leaving Quin with 180,000 gp...
A Basic Armory costs 500 gp, and equips 25 soldiers
A Barracks costs 400 gp, and holds 10 people
A Basic Bedroom is 700 gp.
A Basic Bedroom Suite is 800 gp.
A Basic Chapel is 1000 gp.
A Basic Common Area is 500 gp.
A Basic Dining Hall is 2000 gp, holds 20 people, and requires a kitchen.
A Basic Kitchen costs 2000 gp, and feeds 15 people
A Prison Cell costs 500 gp.
A Basic Smithy costs 500 gp.
A Basic Storage costs 250 gp.
A Basic Study costs 200 gp.
A Basic Tavern costs 900 gp.
Clusters
Army Base takes up 29 spaces, costs 24, 000 gp...
Okay, jumping into purchasing components seems premature...
Let's identify some priorities for this ship in the name of magic...
Prioritized
- Mobility
- Stealth
- Combat
Mobility
Strategic movement would best be accomplished with Teleport Spells.
Tactical movement would best be established by ensuring the airship always has a wind, AND, can move fast.
So,
Haste, some kind of
Gust of Wind spells, and possibly, the ability to
Dimension Door.
There are no rules for this kind of thing, and the idea of a single casting of Haste affecting an entire ship is a big N. O.
For pricing, it must be able to affect the full complement.
120 people.
Covering the entire ship in 120 Teleportation Circles will cost 120,000 gp at a minimum.
Not ideal....
A ninth-level wizard can cast Teleport for
450 gp, and it would carry... 4 people.
It would cost 13,500 gp, to enchant the ship, to be able to make jumps of 900 miles each, once per hour.
Another 450 gp, and the ship could teleport 4 other people as if itself were an ninth-level caster, once per hour.
The cost to make this
Permanent...
Brings the price up to 27, 900 gp.
Not bad.
Okay, what happens if we go to a 12th-level wizard?
He charges...
600 gp per casting, but each one carries five people, so it only needs to be cast 24 times.
Which costs us 14,400 gp...
Mhmmm. That's not good.
We lost money.
Okay, the math checks out, going mimimum caster-level is more cost effective.
Okay, for
Greater Teleport, we need a 13th-level wizard.
It costs 900 gp per casting... Still only carries 5 people.
So, no good.
Teleport it is.
Our wizard casting the Permanency spell is going to be doing a lot of work on us, so he'll drop discounts.
Haste will let our airship fly faster.
Control Winds is too dangerous.
Gust of Winds will do.
Gust of Wind doesn't affect creatures...
I'll say, ten castings should be enough to covering the entire rigging and deck.
Dimension Door could have interesting potential.
Haste is a 3rd-level spell.
It can be cast by a 5th-level wizard.
Each casting will effect 5 people, cost 150 gp.
It will have to be cast... 24 times...
So,
3600 gp.
Permanency will cost 10,800 gp, and with a 20% discount, that'll cost
8640.
Gust of Wind Favorable Wind costs 60 gp when cast by a 3rd-level wizard.
10 castings cost 600 gp.
The Permanency of it costs 4500 gp, with a 10% discount, so 4050...
Total
4650gp.
NOTE: A Gust of Wind produces a 50 mph wind, which is actually Severe, and bad for sailing, with Light to Strong Winds being the best.
the Favorable Wind spell produces a 30 mph wind.
Let's check out speed.
By RAW, the longship moves at 1 to 1 and a half miles in a light wind.
With
Haste, this speed is doubled, no problem, to 2 to 3 miles in a light wind.
With a Strong Wind, provided by a
Favorable Wind, it can move 6 to 9 miles per hour.
In the space of a day, it can travel 144 to 216 miles with the wind alone.
The ability to use the
Dimension Door spell will cement the ships maneuverability.
it costs 280 gp per casting, and each casting can take 3 people up to 680 ft.
That'll cost 11200 gp. With 18000 gp to make it permanent, and a 33% discount to make it 12000 gp.
So, 23200gp for
Dimension Door.
Alright, so Mobility is handled.
The airship can now move about the world with ease.
And can easily, in the course of a single day, travel 21,816 miles.
The Dimension Door enchantment is still 'iffy', and can be dropped to make room for something else.
Next, is Stealth.
Invisibility is obvious.
The naked eye can see up to 3 miles, while true seeing only has a range of 120 ft.
Even an illusion of a cloud is impractical.
Silence might be worth it.
There are three spells that provide protection from sight...
Invisibility,
Invisibility Sphere and
Greater Invisibility.
Invisibility works on 1 person.
So, 120 60 gp castings comes out to 61,200 gp, without the discount.
Not good.
The
Permanency is killing us.
An
Invisibility Sphere will cover 12 people.
So, 10 150 gp castings comes out to 6000 gp, and will have a 10% discount.
Better.
A
Mass Invisibility spell will cover 4000 people.
So, 1 casting for
1360 gp will take the ship. No discount.
Two castings, and everyone on the ship is invisible too.
That's what I call
perfect.
A
Silence or even a
Zone of Silence Enchantment doesn't
really make sense...
Alright...
Some top-notch protective spells for combat.
Firstly,
Haste on everyone onboard the ship...
Magic Circle Against Evil
Holy Aura
Hide from Undead
Consecrate
Guards and Wards
Spell Turning
Globe of Invulnerability
Mage's Private Sanctum
Protection from Energy
Protection from Arrows
Thoughts...
...but first, let's see what I can mount up on this puppy.
Okay, I'm gonna take a break.
=D
A Light Ballista is 500 gp.
A Light Catapult is 550 gp.