Casting Time: 1 minute
Range: 1 mile
Components: V, S, M
User Created: This is an unofficial, user-created spell.
Check with your DM about using this spell.
You call to the netherworld and bring forth a dark, ghostly sailing ship with tattered black sails and jagged holes in the hull. Despite the ship’s appearance, it is seaworthy and, if desired, can carry you and your companions safely. Once the vessel has arrived, you do not have to stay within range of it.
Due to the ship’s ghostly nature, it has resistance to all forms of damage except for radiant damage. The ship also travels at an unnatural speed of 6 miles per hour, blown by the cold winds of Hades. It is otherwise functionally identical to a sailing ship. The ship is armed with ballistae or cannons, as appropriate, with enough ammunition to last for the duration.
The cabins are furnished (though the furnishings are a bit ancient and with occasional barnacles), and the galley contains sufficient foodstuffs and preparation equipment to serve three full meals per day to up to 20 people. The food tastes stale and salty and the water brackish, but it is otherwise nourishing.
A crew of the undead serve your telepathic commands. The vessel is captained by a wraith, the quartermaster is a banshee, two wights fill in as boatswains, and the rest of the crew is 16 skeletons. The undead crew are considered proficient with Tools (water vehicles), and the wraith, banshee, and wights are proficient with Tools (navigator's tools). The crew cannot go further than 100 feet from the ship.
The crew can operate and navigate the ship entirely on their own but will not set a new course without your instructions. The undead crew can follow open-ended instructions, such as "Get my companions to the Isle of Doom alive by whatever means necessary."
cursed magic item or an imprisoned soul, plus 1,000 gp worth of black pearls; the spell consumes the components Classes:
Cleric, Sorcerer, Warlock, WizardDomain:
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).