Ghost Ship
Level 9 Necromancy
Magic School
Casting Time
1 minute
V, S, M
1 mile
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.

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 undead crew can follow open-ended instructions but can not go further than 100 feet from the ship.
Verbal Components
Material Component: cursed magic item or an imprisoned soul, plus 1,000 gp worth of black pearls; the spell consumes the components
Cleric, Sorcerer, Warlock, Wizard