An arcane spellcaster upon casting
ship in the bottle magically reduces a sailing or space going ship, with volume equal to or less than 8,000 cubic feet (about 3 spelljammer tonnage) per level of the spell caster, and then have it encapsulated it in a specially prepared bottle. This spell was created for the express purpose of salvage and the ease of transport in which ships can be brought back to port without the added problems of surrendering a ship's strength for a prize crew, towing, piracy, or seaworthiness.
All ships so affected are reduced to 1-inch length for every 10 feet in length it is and appear inside the specially prepared bottle. The bottle is automatically sealed at the end of the spell. The ship can be released by removing the mithral cork or by breaking the bottle; either way the ship requires room enough to expand to its original size.
These bottles must be made secure during transport or they may break. Each bottle is AC 9 (5 Dex, +4 size), 2 hit points and hardness 1. During rough weather or combat these items are especially vulnerable, unless otherwise protected. A ship when released will expand one size category per round. Should a ship be released in a area without enough room to expand to its full size will start causing damage not only to itself but to the structure it is expanding into as if the ship and structure have crashed (ram) into each other. The damage that is applied to both the ship and structure is determined by the expanding ship and is as follows: 0d6 damage if less then large size, 4d6 when it reaches large, 8d6 points when huge, 12d6 when gargantuan, 16d6 when colossal, and finally 20d6 when achieving awesome size. Each round of expanding, the ship and structure (be it a building or ship) applies the hardness against the damage. This will likely require adjudication by the DM if necessary, based on volume of the area and size/mass of the ship to determine what wall or part of ship that is destroyed in the process of expansion. It is possible for both items to be destroyed or for both to be damaged greatly, yet repairable.
Should a creature be caught within an area with an expanding ship, and not able to avoid it as it slowly expands then they to will take the damage as is given above.
The ship shrinks one size category per round upon spell completion, this will give crew a round or two to escape the ever shrinking vessel. Magical items not in possession of living creature shrinks with the ship.
Material Components: A pinch of powdered iron.
Arcane Focus: A specially prepared hand-blown lead crystal bottle that must be at least twice the size of the reduced ship to accommodate it and a mithral cork worth not less than 2,500 gp in workmanship.
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