Player Characters in Detailed Naval Combat (OSS)

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Player characters, if they possess the correct skills, can lend a hand manning a ship during a battle. Likewise, they can participate in missile attacks (adding one missile factor per character), man artillery weapons, or fight in boarding melees (adding one boarding factor per character). Since most PCs have far better combat prowess than the sailors and marines around them, it is usually more satisfying for players if the DM allows the characters to act as individuals. If the party participates in a boarding action, for example, it would be best if the DM designated several enemy marines to face the PCs alone. The DM could then run the fight with the PCs as a normal combat while the larger boarding melee raged around them.
==Spells==
Spellcasting is one way PCs can have a profound effect on a naval battle. The following list contains spells that require special handling when used with the detailed combat system. Spells not included here usually work in a naval combat, but do not affect large numbers of creatures simultaneously.
The comments on each spell are largely self- explanatory, but a few preliminary notes are in order:
* Italicized spells appear in the Tome of Magic. Those spells listed in SMALL CAPS appear in the PLAYER'S OPTION®: Spells & Magic book.
* Other spells appear in the Player's Handbook.
* When spell makes a "hit" against a crew section, that group of crewmen suffers one die of damage (see the section on missile combat in the Action Phase section earlier in this chapter for details).
* When a spell strikes the "Special" section, the characters in that section (usually including the PCs), suffer the spell's normal effects, just as if they had been subjected to it as part of a normal adventure. If the PCs and important NPCs on a ship have formed several smaller groups, the DM should randomly determine which group is struck.
* The Detailed Naval Combat System is fairly abstract, and the effects of spells used as part of a battle have been modified to fit it. Consequently, many spells don't work the way the players might want them to. The players, for example, might want a fireball to incinerate an enemy ship's helmsman; however, combat at sea is a chaotic affair made even more uncertain by the pitching and rolling of the ships, salt spray, and sudden maneuvers. Spells don't always take effect exactly where the caster might like them to; the spellcaster must roll on Table 18 to see which crew sections are hit. Spells directed against onrushing boarders are the exception. In this case, the first crew section hit always will be the attacking boarders. If the spell affects more than one crew section, the spellcaster rolls on Table 18 to see where the additional casualties occur. If Table 18 indicates a hit against marines, the effect can automatically hit the attacking boarders as well.
* Spells can be cast anytime during the Action phase, but they usually occur after whatever action is currently being resolved. For example, if a wizard decides to cast a spell during missile fire, all missile attacks would be resolved first. Certain defensive spells, however, can take place before missile fire or boarding actions are resolved (see the notes on individual spells below).
===Wizard Spells===
Abi-Dalzim's Horrid Wilting: Roll on Table 18 three times. Each crew section struck suffers one hit per level of the caster, to a maximum of 20 hits per section.
Acid Storm: To determine how many crewmen become coated with acid, roll four times on Table 18; 1d4 crewmen in each section are affected (add +2 if the section struck is rowers or marines). The spell then inflicts damage as noted in the spell description. One- hit-die crewmen die after two rounds of exposure.
Affect Normal Fires: This spell has no effect if used to make a fire brighter, but it can automatically extinguish one fire per use.
Burning Hands: If cast at a ship, roll once on Table 19 to see if a fire starts. The spell's range and area of effect are too small for it to affect general naval combat.
Chain Lightning: Roll once on Table 18; if the result is a hit, 12 creatures in the crew section struck are subjected to the spell (see spell description for details). If the result is a no effect, the effect strikes the ship, inflicting 6d2 points of damage and allowing a roll on Table 22 at a +4 modifier.
Cone of Cold: Roll four times on Table 18. Each crew section struck suffers one hit per two levels of the caster, to a maximum of six hits per section.
Cloudkill: When this spell strikes a ship, roll on Table 18 six times. Each crew section struck suffers five hits if composed of creatures of 5+1 hit dice or less. Crew sections composed of more powerful creatures suffer one hit. After one round, the cloud sinks below the target ship's deck, remaining there for its duration and damaging any inactive crewmen in the hold every round, as noted above. During the round the cloud remains on deck, the vessel suffers a -4 penalty to missile fire, artillery attacks, and maneuverability dice due to obscured vision.
Darkness, 15' Radius: Roll twice on Table 18. Three creatures in each crew section struck become blinded and unable to act until they move out of the area; the affected crewmen must spend one round unassigned before resuming their duties. Rowers ignore this effect. If Table 18 indicates a "special" hit, the spell lands on the quarter-deck, blinding the helmsman and thereby reducing the vessel's maneuverability and pursuit ratings to 1d6 until the spell ends.
Death Spell: Roll once on Table 18 and subtract casualties from the crew section struck, as noted in the spell description. (Reroll no effect results.)
Delayed Blast Fireball: This spell can devastate a ship and its crew. Roll four times on Table 18; each crew section struck suffers one hit per two levels of the caster, to a maximum of eight hits per section. In addition, roll six times on Table 19 to see if any fires start. The spell also allows one roll on Table 22 with a +1 for every five levels of the caster (maximum +3), and inflicts 1d2 points of damage on the ship for every two dice of damage it would normally inflict.
Disintegrate: This spell allows the caster to inflict 2d10 points of hull or crippling damage to any vessel. If directed at a vessel's hull, the spell creates a hole, and the ship must pass a Seaworthiness check or sink (see page 52). If directed at a ship's rigging, the vessel suffers a Mast Cracked critical hit (see Table 26). If directed at a ship's crew, roll once on Table 18; 1d6 creatures in the crew section struck are killed. If Table 18 indicates a no effect result, the ship suffers 2d10 points of hull or crippling damage (equal chance for each), but no other effect.
Emotion: If cast on the crew of the caster's ship, this spell can affect up to 16 man-sized creatures. If cast on an enemy ship, roll twice on Table 18; 1d4 creatures in each crew section struck are affected.
Fear: Roll four times on Table 18; each crew section struck suffers one hit per two levels of the caster, to a maximum of six hits per section. A hit from this spell does not kill a creature, but renders it helpless with fear until the battle ends or the spell is dispelled. Creatures "wounded" by this spell are completely unaffected.
Feather Fall: A single casting of this spell negates 1d8 missile hits or 1d2 artillery hits against the caster's ship, provided that the spell is cast during the same round as the missiles or artillery fire occur.
Fireball: This spell proves devastating to ships and their crews. Roll four times on Table 18; each crew section struck suffers one hit per two levels of the caster, to a maximum of five hits per section. In addition, roll four times on Table 19 to see if any fires start. The spell also allows one roll on Table 22 with a +1 bonus for every five levels of the caster (maximum +2), and inflicts 1d2 points of damage on the ship for every two dice of damage it would normally inflict.
Fireflow: A fire controlled by means of this spell automatically grows in size each round (see page 43). though the target ship's firefighters can still put it out. Each time the fire spreads, roll once on Table 18. The crew section struck suffers two hits.
Fire Burst: If this spell is cast on a fire, any firefighters working to extinguish it suffer 1d4 hits. If no firefighters were assigned to the blaze, roll twice on Table 18; each crew section struck suffers one hit.
Flaming Sphere: Roll once on Table 18 each round the sphere stays in existence. The crew section struck suffers one hit. Also roll once on Table 19 to see if a fire starts aboard the target ship. The sphere itself can be extinguished normally as though it were a d6 fire (see page 43).
Fog Cloud: Either version of this spell remains effective but a single round if used against a moving vessel. Provided the spell is large enough to cloak the target ship, its vapors obscure the crew's vision, imposing a -4 penalty to missile fire and artillery attacks on the round it strikes. The target ship also suffers a -2 penalty on its next maneuverability roll.
Grease: If cast at the start of a boarding action, this spell imposes a -2 penalty to the boarding combat roll.
Glitterdust: Roll twice on Table 18; 1d4 creatures in each crew section struck become blinded and unable to undertake any action until the spell ends. Rowers ignore the effect.
Haste: Any creature affected by this spell counts as two creatures for any naval combat action. An archer, for example, would count as two archers, and a firefighter could roll twice to quench a fire. Affected creatures cannot attempt two different actions.
Hypnotic Pattern: Roll three times on Table 18; 1d4 creatures in each crew section struck become fascinated and unable to act until the spell ends.
Ice Storm: The spell's sleet version imposes a -2 penalty on boarding combat rolls if cast at the start of a boarding action. The hailstone version allows four rolls on Table 18; each crew section struck suffers four hits.
Incendiary Cloud: This spell lasts a maximum of one round if it strikes a moving ship. Roll on Table 18 six times; each crew section struck suffers eight hits. Also roll four times on Table 19 to see if any fires start aboard the target ship. In addition, smoke from the spell obscures vision, imposing a -4 penalty to missile fire and artillery attacks on the round it strikes, plus a -2 penalty on the target ship's next maneuverability roll.
LANCE OF DISRUPTION: If aimed at a ship, the bolt inflicts 2d2 points of damage plus one point per two caster levels (maximum 2d2+7), and allows one roll on Table 22 with a +1 for every three levels of the caster, to a maximum of +5. If aimed at crew, roll three times on Table 18; each crew section struck suffers one hit per two levels of the caster, to a maximum of six hits per section.
Lightning Bolt: If aimed at a ship, the bolt inflicts 1d2 points of damage for every two dice of damage it would normally inflict, and allows one roll on Table 22 with a +1 for every three levels of the caster, to a maximum of +3. If aimed at crew, roll three times on Table 18; each crew section struck suffers one hit per two levels of the caster, to a maximum of five hits per section. No matter how the spell is used, roll twice on Table 19 to see if fires start aboard the target ship.
Major Creation: The material created with the spell can temporarily repair five points of hull or crippling damage. The repair lasts for the spell's duration. If applied to a leaking or holed hull, the material seals the hull until the spell ends, provided that the ship has any hull points remaining.
Minor Creation: Like the major creation spell, this effect can temporarily patch holes in a ship's hull and repair damage. The spell temporarily negates four points of hull or crippling damage.
Meteor Swarm: This spell is every sailor's nightmare. Roll eight times on Table 18; each crew section struck suffers nine hits. In addition, roll eight times on Table 19 to see if fires start aboard the target ship. The spell also allows one roll on Table 22 with a +4 bonus and inflicts 3d8+2 points of damage on the target ship.
MORDENKAINEN'S FORCE MISSILES: Each missile allows one roll on Table 18, inflicting one hit on the crew section struck per four levels of the caster.
Otiluke's Freezing Sphere: The cold globe version allows two rolls on Table 18; each crew section struck suffers six hits.
Ice created by the frigid globe version of the spell can create an ice floe in front of an opposing ship. The target ship must immediately attempt a ramming attack at a -2 penalty, possibly suffering damage from the impact, which breaks up the ice. Regardless of the ramming action's result, the ship cannot attempt any other ramming attacks during the following round, as it must back away from the ice.
Ice from the frigid globe also can serve to seal a leaking or sinking ship. The repair lasts until the ice melts, provided the ship has any hull points remaining,
Passwall: If cast against a ship, this spell allows a roll on Table 22 with a +4 bonus; ignore any crippling effects or crippling critical hits. Most detrimental effects from the spell (including hull damage) disappear when the spell ends, but certain others remain. For example, if the spell destroys an artillery weapon, the weapon remains destroyed, as it either falls overboard or falls below the ship's deck. Likewise, fires and the damage they inflict as well as personnel casualties remain even after the spell ends.
Power Word, Blind: When this spell strikes a ship's crew, roll once on Table 18 to determine which crew section suffers the effect. If Table 18 indicates a no effect result, roll again. The spell takes effect in the crew section struck as noted in the spell description. For purposes of this spell, assume sailors and rowers have five hit points per die and marines have six. Blinded creatures cannot take any action until the effect ends.
Power Word, Kill: In naval combat, this spell functions just like the power word, blind spell, except that affected creatures die.
Prismatic Spray: Roll five times on Table 18; each crew section struck suffers seven hits.
PROOFING VERSUS COMBUSTION: When this spell protects a vessel, subtract two from any die roll made on Table 19.
Scare: Roll three times on Table 18; 1d4 creatures in each crew section struck refrain from taking any actions while the spell lasts.
Shout: Roll four times on Table 18; each crew section struck suffers two hits. In addition, one creature in each section becomes inactive for 2d6 rounds.
Sleep: Roll once on Table 18. The spell takes effect on the crew section struck, as noted in the spell description. Any creature this spell puts to sleep may fall overboard or otherwise become a true casualty rather than simply falling asleep. Roll 1d6 for each sleeping creature; the victim is lost on a roll of 1.
Slow: Roll four times on Table 18; 1d4 creatures in the sections struck fall under the spell's influence, though the spell never affects more creatures than the caster has levels. Creatures affected by the spell can take only one action every two rounds until the spell ends.
Solid Fog: A vessel trapped in this spell's effect cannot move until it maneuvers free, which requires a roll of a 1 on 1d6. For every 10 sailors or rowers assigned to freeing the ship, add one to the dice roll, but a roll of 1 always fails. While trapped, the target vessel's crew cannot see, causing a 4 penalty to missile fire and artillery attacks.
SPHERE OF ULTIMATE DESTRUCTION: If the caster retains control over the sphere, he can attack a moving ship once. Stationary ships, including grappled ones, can be attacked once per round. Each attack inflicts 1d10 points of hull or crippling damage to any vessel. If directed at a vessel's hull, the sphere creates a hole, and the ship must pass a Seaworthiness check or sink (see page 52). If directed at a ship's rigging, the vessel suffers a Mast Cracked critical hit (see Table 26). If directed at a ship's crew, roll once on Table 18; 1d3 creatures in the crew section struck are killed. If Table 18 indicates a no effect result, the ship suffers 1d10 points of hull or crippling damage (equal chance for each), but no other effect.
Stinking Cloud: Roll twice on Table 18; 1d4 creatures in each section suffer the spell's effects.
Summon Swarm: Roll once on Table 18; 1d4 creatures in the crew section struck become overwhelmed by the swarm, as noted in the spell description. The caster can move the swarm each round, allowing a new set of dice rolls to see where the swarm takes effect. Common crewmen covered by the swarm always stop to fight it. Marines armed with flaming weapons can damage the swarm, inflicting one point of damage per hit. The swarm has an Armor Class of 6 for melee purposes.
TENSER'S DESTRUCTIVE RESONANCE: When this spell detonates an object aboard a vessel, it inflicts 1d4 points of damage on the ship for every two caster levels and allows one roll on Table 22 with a +2 bonus for every round the spell's beam is held in place. In addition, roll twice on Table 18; the crew sections struck each suffer two hits, plus two extra hits for each round the beam was held in place, for a maximum of six hits per section.
Wall of Ice: If dropped on a ship, this spell allows two rolls on Table 18; each crew section struck suffers four hits. If cast in front of a ship, the vessel must immediately attempt a ramming attack at a -2 penalty, possibly suffering damage from the impact, which breaks up the ice. Regardless of the ramming action's result, the ship cannot attempt a ramming attack during the following round, as it must back away from the ice.
If used against hostile boarders, the attacking marines suffer damage as noted on page 58 and no borders can cross to the caster's ship during the round when the wall appears. (Thereafter, the boarders find a way around the wall.)
If used to support a boarding action, the wall grants a +3 bonus to boarding action rolls.
Wall of Iron: When cast on a ship at sea, a wall of iron topples over. Roll twice on Table 18; 2d4 creatures in each crew section struck are crushed by the wall. In addition, roll on Table 22 with a +4 bonus.
Wall of Fire: Roll on Table 18 three times; each crew section struck suffers four hits. Also roll twice on Table 19 to see if any fires start aboard the target ship. The spell affects a moving ship once, but a stationary ship suffers the listed effects each round the spell lasts.
Wall of Fog: This spell lasts but a single round if used against a moving vessel. Provided the spell is large enough to cloak the target ship, its vapors obscure the crew's vision, imposing a -4 penalty to missile fire and artillery attacks on the round it strikes. The target ship also suffers a -2 penalty on its next maneuverability roll.
Wall of Force: If cast in front of a ship, the vessel must immediately attempt a ramming attack at a -4 penalty, possibly suffering damage from the impact. Regardless of the ramming action's result, the ship cannot attempt a ramming attack during the following round, as it must back away from the wall.
If used against hostile boarders, no marines can cross to the caster's ship during the round the wall is created. (Thereafter, the boarders find a way around it.)
If used to support a boarding action, the wall grants a +3 bonus to boarding action rolls.
The wall also can defeat missiles, artillery, and spells. A crew section covered by the wall becomes immune to these attacks. If used to protect a ship, the vessel becomes immune to crippling or hull hits, but not both. Generally, the wall's protection lasts only one round, as the protected ship moves away from the immobile wall or opponents find a way to attack around it.
WALL OF GLOOM: Missile and artillery attacks directed against a ship protected by this spell suffer a -2 attack penalty.
If used against hostile boarders, no attackers can cross to the caster's ship during the round when the wall appears. If the boarders have 4+1 hit dice or less, then 1d4 of them plus one per caster level (maximum of 1d4+8) retreat from the wall and take no action for 1d3 rounds.
Wall of Stone: When cast on a ship at sea, a wall of stone topples over. Roll twice on Table 18; 2d4 creatures in each crew section struck are crushed by the wall. In addition, roll on Table 22 with a +4 bonus.
Wind Wall: A crew protected by this spell becomes immune to arrows and quarrels. Sling bullets and stones can penetrate the wall, but suffer a -2 attack penalty. The wall protects moving ships for only one round.
WALL OF WATER: This spell defeats missiles and artillery. A crew section covered by the wall becomes immune to these attacks. If used to protect a ship, the vessel becomes immune to crippling or hull hits, but not both. Generally, the wall's protection lasts only one round, as the protected ship moves away from the immobile wall or opponents find a way to attack around it.
If cast in front of a ship, the vessel must immediately attempt a ramming attack, possibly suffering damage from the impact. Regardless of the ramming action's result, the ship cannot attempt a ramming attack during the following round, as it must back away from the wall. If used against hostile boarders, no attackers can cross to the caster's ship during the round when the wall appears.
Web: Roll four times on Table 18; 1d6 creatures in each section struck become trapped in the webbing. Trapped creatures cannot act and may suffocate, as noted in the spell description. If the web is set alight, trapped creatures suffer damage as noted in the spell description; also roll four times on Table 19 to see if the ship catches fire.
===Priest Spells===
Age Object: This spell allows the caster to inflict 2d8 points of hull or crippling damage to any vessel. If directed at a vessel's hull, the spell cracks it, duplicating the effect of a Hull Smashed critical hit (see Table 23). If directed at a ship's rigging, one of the vessel's masts cracks, creating a Mast Cracked critical hit (see Table 26).
ANIMATE FLAME: A fire controlled by means of this spell automatically grows in size each round (see page 43), though the target ship's firefighters still can put it out. Each time the fire spreads, roll once on Table 18; the crew section struck suffers two hits.
Bless (Curse): Either version of this spell affects an entire crew, provided that crew is not already engaged in any type of combat.
Blade Barrier: Roll five times on Table 18; each crew section struck suffers eight hits. If used against enemy boarders, the attacking marines suffer damage as noted on page 58 and none can cross to the caster's ship on the round the barrier is created.
Call Lightning: If aimed at a ship, the lightning bolt from this spell inflicts 1d3 points of damage for every two dice of damage it would normally inflict, and allows one roll on Table 22 with a +1 for every three levels of the caster. If aimed at a crew, roll three times on Table 18; each crew section struck suffers one hit per two levels of the caster, to a maximum of five hits per section.
No matter how the spell is used, roll twice on Table 19 to see if fires start aboard the target ship.
Continual Light (Continual Darkness): The reverse of the spell can blind a crew. Roll four times on Table 18; three creatures in each crew section struck become blinded and unable to act until they move out of the area. The affected crewmen must spend one round unassigned before resuming their duties. Rowers ignore this effect. If Table 18 indicates a "special" hit, the spell lands on the quarter-deck, blinding the helmsman and thereby reducing the vessel's maneuverability and pursuit ratings to 1d6 until the spell ends.
Control Winds: When the caster uses this spell to adjust wind strength, use the categories from Table 4. Storm and Gale force winds prevent a ship caught in them from launching any attacks, including spells, and require seaworthiness checks as noted on page 24.
Courage: This spell allows a ship's crew to pass one morale check automatically, as noted in the spell description.
Flame Strike: Roll five times on Table 18; each crew section struck suffers five hits. Also roll twice on Table 19 to see if the target ship is set alight.
Illusory Artillery: A crew subjected to this spell must immediately attempt a morale check. Subsequent applications of this spell to the same crew allow bonuses to the check, as noted in the spell description.
Insect Plague: A ship attacked by this spell must attempt to open the range with the caster's ship immediately and can make no attacks on the round following the spell's strike. If the target ship has grappled another vessel, it cuts the grapples, leaving any marines aboard the other ship behind. If the ship cannot flee the enemy, it suffers no ill effects. In most cases, even a grappled ship will drift out from under the immobile spell effect in one round. If the majority of the ship's crew members have 5+1 or more hit dice, they can avoid fleeing with a successful morale check, but remain unable to attack because of obscured vision.
Morale: The caster can adjust the base morale of a crew up or down one or three points, as noted in the spell description.
Rally: A crew receiving this spell automatically passes one morale check. This spell can be cast in the Resolution phase if caster has not already cast a spell during that round.
Shadow Engines: The spell can create any kind of artillery weapon the caster's ship could normally mount, even if that ship already carries its maximum load of artillery. The illusory engines inflict half the damage noted on Table 21. Because they are partially real, they can damage ships.
Tanglefoot: If cast at the beginning of a boarding action, this spell imposes a -3 penalty to the boarding action roll.
Turn Wood: This spell turns back arrows and similar missiles during the round when it is cast. Through the spell can have a considerable duration, a ship in motion generally moves away from the area of effect after one round. A ship caught in the area of effect suffers 2d4 points of crippling damage.
Warp Wood (Straighten Wood): This spell inflicts 1d4 points of crippling or hull damage on the target ship, or destroys one artillery weapon (caster's choice). The reverse form restores damage inflicted by the spell.
Wall of Fire: Roll on Table 18 three times; each crew section struck suffers four hits. Also roll twice on Table 19 to see if any fires start aboard the target ship. The spell affects a moving ship once, but a stationary ship suffers the listed effects each round the spell lasts.
Wall of Thorns: Roll on Table 18 three times; each crew section struck suffers three hits. If cast in front of a ship, the vessel must immediately attempt a ramming attack, possibly suffering damage from the impact. Regardless of the ramming action's result, the ship cannot attempt a ramming attack during the following round, as it must back away from the wall. If used against hostile boarders, no attackers can cross to the caster's ship during the round when the wall appears.
Weather Summoning: Storm and Gale conditions prevent naval combat, including spells, and require seaworthiness checks (as noted on page 24).
WHIRLWIND: When the vortex created by this spell touches or passes over a ship, the vessel must attempt an immediate Seaworthiness check. If the check fails, the ship springs a leak and begins to founder (see page 24). If the check fails on a roll of 20, the ship capsizes and sinks immediately. Even if the vessel does not sink, it suffers 2d6 points of crippling damage. Also, roll on Table 18 three times; each crew section struck suffers six hits.
Ships moving at a rate of 7 or more can avert further attacks from the vortex. Ships not subjected to the initial attack can usually keep clear of the vortex as long as they move at a speed of 7 or more in any direction other than toward it.