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From: bee@??????.??.??????.edu Date: Mon, 20 Dec 1993 07:48:44 -0500 Subject: Re: SJ: Re: Arcane
> >In wildspace there are the occassional sargassoes that Spelljamming vehicles avoid like the plague, because in many if not all of these sargassoes Spelljamming Helms do not work. I would hazard a guess that the reason for the Spelljamming Helm failure would be that someone is trying to hide something. Namely the Arcane. It is my idea that inside these sargassoes the Arcane have bases/worlds where they do their work. > If the arcane are trying to hide something, then they have to have a way of making helms not work there. It could be an anti-helm field, but that would be complex and take too much energy, which is not cost-efficient, and all the arcane I know are nothing if not cost-efficient. No, I think they somehow program the helms they sell to go bad in their basargassoes. > I wouldn't assume that all are Arcane-created; in the Realmspace sphere sargassos may have been caused by the Time of Troubles, for example. > Well, of course not. Some could be almost like (weak & wimpy survivable versions of) black holes, that just pull a ship's steering off into the mess. > >How do the Arcane travel within a sargasso, you ask. Being masters of TechnoMagic devices they have items on there person that allow some kind of motive force to propel their ships. > > Or with their superior navigation skills, they're able to > calculate a direct path to their destination, taking into account > planetary rotation,etc. Once they know where they're going and how to enter, they just have the ship fly at full SR into the Sargasso and drift unpowered until they reach their base. > Or, if the cost-efficient method I have described is used (which could be easily used by making the helm disengage in the presence of a certain magical aura-field, like a variation on Nystul's Magick Aura (a 1st level spell that does nothing but make something have a magical charge, so it detects as magical)) they simply DO NOT PROGRAM THEIR OWN HELMS to disengage in the presence of the field. different fields could even lead to varying security levels or something. > >As to the creation of Helms, maybe a process involving the Energy Planes, positive or negative or both, is worked out within these sargassoes where the destruction powers of these planes fails to work (i.e. the finished helm doesn't work here either). > > The Sargasso could be "hollow"; the center of the sargasso is not anti-magical, so the Arcanes' magics still work. The sargassos are just a defensive mechanism, or a result of the Arcane using so much magical energy that the surrounding area becomes magically "dead". > This last would, I admit, tie in well with magick theory as expanded in Dark Sun. Or they could just be capable of casting really powerful spells. Create Major Helm and Permanency can make a permanent helm. So maybe the arcane have a workhorse populace of really powerful mages. Or just make this rule: The arcane can cast one ninth level spell per day, except wish (so they actually have to earn their money) Or maybe they dig them out of the parapseudoquasisemikindasortaelemental plane of spelljamming helms (a subsection of the parapseudoquasisemielemental plane of magical chairs, which is in turn a division of the parapseudoquasielemental plane of chairs, which is a subsection of the parapseudoelemental plane of furniture, which is a division of the paraelemental plane of construction materials, which is a subsection of the elemental plane of earth. (whew!)). > >As to the Air/water for a Dwarven Citadel, they work just like any other Spelljamming vehicle. They must visit planets with good air and water. > They are covered with trees, of course, sillies! Isn't there something in the books about covering a ship with plants and if the entire surface area is covered, they have air. Well, the trees also need rain, so each Citadel has a small ecosystem living over it. prolly bugs to fertilize, too. & Worms. The Dwarves live INSIDE, where the plants don't grow, but are well enough ventilated that the plant's air freshening capabilities get inside. They don't even need bugs. They can just have a few gully dwarves smear the contents of an entire colony of Dwarves chamber pots all over the surface every day. smelly, but functional, and dwarves are used to bad smells anyway, living in those tiny caves with their sweaty brethren who haven't figured out how to forge toilet paper. > The spells Wind Wall and Transmute Dust to Water would also be useful to a citadel (if they could find a mage with those spells). > Aye, as they are on any spelljamming vessel. Now here's a REAL doozy of a question: Can "Lower Water" (or "part water" or whatever the Moses spell is, I forget.) be used to carve a hole through even PART of a water world, if the ship is going fast enough for the spell to be operational all the way through? > <<<<<DODGER>>>>>
Previous Message: More Arcane history
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Month Index: December, 1993
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| SJ: Re: Arcane | The future's not all it's cracked up to be | |||
| Re: SJ: Re: Arcane | Joseph_DuBois.WBST102A@?????.com | |||
| Re: SJ: Re: Arcane | bee@??????.??.??????.edu |