Mage shot
"I don't know what hit us then... the only mage they should have had was their helmsman.
"I don't know what hit us then... the only mage they should have had was their helmsman. Our rigging iced over and our decks got slippery fast. If I hadn't been tethered and wearing heavy clothes, I wouldn't be here now. We sheared off at a fearful angle, and left that galleon as fast as we could jam."
- Alcabon Terminnus, Privateer
Description
Mage shot is a generic term used for ceramic shot that is either enchanted or filled with some volatile potion, and can be fired by an accelerator, bombard, catapult or jettison. Only one mage shot can be fired at a time, and if it misses its target, it dissipates harmlessly. Mage shot is made of a light ceramic that is quite strong and will not shatter while in storage or while rolling loose on deck. Only high-speed impact with its target causes the shot to break open, releasing its magical contents. Note that giants, with their missile-throwing abilities, are strong enough to use mage shot effectively.
Types of Mage Shot
Mage shot is either enchanted or can be filled with any potion that has an external effect, such as oil of impact or oil of fiery burning. There are several different types of shot, and a few of the more common missiles are described as follows:
Dust shot
Dust shot causes a cloud of incredibly fine white particles to spread throughout the air envelope of the target ship. The cloud of dust causes all attacks made from the target ship to be penalized by -4. However, due to the fact that the dust cloud conceals the target ship, all attacks made against the target ship are penalized by -2 (excluding helmseeker weapons). The dust is non-flammable, and dissipates within 1d4 rounds.
Value: 1,000 gp each
Ring shot
Ring shot causes any target ship partially or completely constructed of metal to ring for 1d4 rounds. The target ship's crew must make a saving throw or be incapacitated with agony for the duration of the ringing plus one round to recover.
Value: 1,000 gp each
Shatter shot
Shatter shot is filled with a mixture that explodes upon impact. The liquid expands rapidly when it comes into contact with air, and essentially blows the shot apart when it hits. Crew within 30 feet (9 meters) of the impact area take 1d12 hp damage from shrapnel. If a shatter shot hits a ship's hull, it causes 1d2 hull points damage.
Value: 750 gp each
Shrapnel shot
Shrapnel shot is very rare. When fired at an enemy ship, it explodes on contact, sending razor-sharp, red-hot splinters of metal shavings throughout a 50-foot (15 meter) radius. All crew within range suffer 3d4 points of damage, as well as one additional hit point per round for every five of the original damage, until the wounds are bound. Anyone facing the shot when it explodes must make a saving throw or be blinded.
Value: 1,500 gp each
Skunk shot
Skunk shut is filled with a liquid that evaporates quickly in open air. The thick green fluid combines with the air in a ship's atmospheric envelope and generates a greenish, billowing fog. The fog expands, creating a 40 foot (12 meter) diameter cloud centered on the point of impact, duplicating the effects of a stinking cloud spell, and obscuring all normal vision within the cloud. This malodorous fog dissipates in 2d4 rounds, but its stench lingers for an additional 2d6 rounds. The effects of skunk shot negatively affects the fighting spirit of the crew, penalizing morale by -2. In addition, the cloud mingles with the atmospheric envelope of the ship, reducing the fresh air in the atmosphere by one weeks worth and possibly causing premature fouling of the atmosphere. The effects of skunk shot will not worsen the quality of air in an atmospheric envelope that is already fouled.
Value: 450 gp each
Snow shot
Snow shot causes a large snow storm, with clouds forming above and below the target ship's gravity plane. The snow storm is is so fierce and cold that it deals 1d4 points of damage to all crew who remain on the exposed decks (save for half), unless winter clothing is worn. The snow storm lasts for 2d4 rounds, during which the target ship is obscured. The snow dissipates immediately at the end of the last round, leaving behind a water logged and damaged ship (1d2 hull points of damage).
Value: 900 gp each
Termite shot
Termite shot releases a brown, viscous, molasses-like syrup upon impact. The syrup immediately bubbles and spreads out over a 5 to 10 foot (1.5 to 3 meter) diameter area, eating away at the wood of the target ship. The viscous syrupy substance dissolves and weakens the wood, causing 1d4 hull points damage per round for 1d3 rounds. No known substance will prevent this effect, but a dispel magic spell will halt its progress after one round. There are rumors that the creators are working on a variant of termite shot that is equally effective on the rock and ceramic ships of the mindflayers and the neogi. The progress is slow, since the blood of purple worms and umber hulks are not commonly found without great risk.
Value: 630 gp each
Warp shot
Warp shot is filled with a liquid that warps the wood of a target ship, causing one hull point of damage per shot. Any ship hit must make a saving throw or be rendered unsafe for landing on water.
Value: 850 gp each