Ship of Fools (Enchantment/Charm) (Province: Sea) Level: 6 Range: 100 yds. + 10 yds./level Components: V, S, M Casting Time: 6 Duration: 1 turn/level Area of Effect: 1 vessel Saving Throw: Neg. This is a specialized version of the Sth-level wizard spell [[Feeblemind]]. Instead of reducing a wizard to idiocy, the ship of fools deprives a ship’s crew of all knowledge of the sea. The captain shouts gibberish orders, the crew pulls on the wrong lines, the charts become “unreadable,” and the navigator tipsy. Any rowers present lack coordination, as the drum-beater conducts new experiments in freeform percussion. As a result, the sailors perform like ordinary landlubbers. The seamanship, navigation, and any other proficiencies that might aid in shiphandling are negated. The speed of a rowed vessel is cut in half, and the vessel has a 20% chance of changing direction each round—30 degrees right or left, determined randomly. The speed of a sailing vessel is reduced by a third, while the chance of a sudden change of tack increases to 40% per round. The spell affects one vessel, which may be the vessel upon which the caster is standing. The ship’s captain is allowed a saving throw vs. spell. If he fails, he and his entire crew are under the effect of the ship of fools. If the captain succeeds, the ship is unaffected (good leadership outweighs foolish magics). Passengers, slaves, and other members who are not crew make individual saving throws. Player characters are always allowed individual saving throws. However, if a PC captain fails his saving throw, the entire crew is affected, excluding PCs, who get their own saving throws. If a captain under the effect of this spell is knocked unconscious, tied up, or otherwise “released” from command, his replacement (a new, temporary captain) must make a new saving throw—whether he’s an NPC or a PC. With this second saving throw, a previously unaffected individual may become “foolish.” This spell usually helps a wizard at sea evade pursuers (who become bumbling fools) or to set up an opponent’s ship for assault. The disability of the crew applies only to their seamanship; they can fight, cast spells, and otherwise act normally. The ship of fools spell requires as a focus a ring, taken from the body of someone who lived a good life and died happy (this is reusable). Notes: Common for spellcasters from an arabian setting; otherwise, very rare. SPELLJAMMER® Notes: On a spelljamming ship, the helm operator instead of the captain makes the saving throw for the crew. The general effect of the spell is to make the crew “green” (untrained), with all the appropriate modifiers