Search SJML Archives! (Powered by Google)

Previous Message: Re: Battlesystem
Next Message: Re: Battlesystem
Month Index: July, 1996


From:     Rob Graham <rob.graham@?????????.com>
Date:     Mon, 8 Jul 1996 17:23:41 +0000
Subject:  Re: a few spells (long)
Greetings. I'm posting a few spells for your consideration. These spells are
untested, and may(probably) prove to be too powerful for most campaigns. As
a reference, most were created for use in the Phaerimm-Quanza wars. The
Quanza are humans who wield Art close to, but not as powerful, as the
Netherese of ancient Toril, and who's homesphere lies 20 years from Realmspace.

Fire Brigade (conj/sum)
Level: 4                      Components: VSM
Range: 50 feet                Casting time: 4
Duration: 1 round/ level      Saving throw: none
Area of effect: 1 ship

     Fire brigade is used to provide fire control during the heat
of battle.  The spell brings into existence a number of quasi-real
beings, each with a bucket of water.  The caster directs these
beings towards a fire on his ship which needs to be controlled.
The beings then fight the fire, controlling one point of damage
each per round.  The mage can summon 1 being per 3 levels of
experience and need not concentrate on them after directing them
towards a fire.  Each being has an AC of 6 and has 10 hitpoints if
attacked by an enemy.  The beings can be individually directed to
fight separate fires.  The material component is a few drops of
water.

Tractor Beam (Evoc)
Level: 4                           Components: VSM
Range: 1 hex/ 3 levels             Casting time: 4
Duration: 1 round/ level           Saving throw: neg
Area of effect: 1 ship

     This spell causes a strong attractive beam to spring from the
caster's hand towards the spelljamming ship chosen as its target.
When the beam strikes the ship, it locks on to it and starts
pulling it toward the caster.  The beam has a range equal to 1 hex
for every 3 levels of the caster.  The caster can only hold and
pull back a ship that is equal to or less than 5 times his level in
tons.  The captured ship is pulled back towards the caster at the
rate of 1 hex per round.  When first captured, the ship's
controller may save vs spells to try to avoid the beam.  If the
save is successful, the beam has missed its target and disappears.
Also, if the caster's ship does not maintain at least the same SR
as the captured ship, the captive ship gets a new save each round
to attempt to break free of the beam.  This save is at +1 for every
SR greater the captive ship is moving that the caster's ship.  The
material component is a magnet which disappears at the end of the
spells duration.

Jammershield (Evoc)
Level: 4                      Components: VS
Range: touch                  Casting time: 3
Duration: 3 rounds/level      Saving throw: none
Area of effect: 1 ship

     This spell creates a globular shield around the spelljamming
ship.  The shield improves the ships AC by 4 against device-hurled
missiles, and by 3 against all other attacks.  This protection
extends to the ships occupants as well.  The caster can create a
shield large enough to protect a ship that has a tonnage of no more
than 5 tons/ level of the caster.  Partial shields cannot be
created, although multiple mages working together can create very
large shields.  Any attempt to shield a ship that is too large
causes the spell to fail.

Ram Shield (abj)
Level: 4                      Components: VSM
Range: 1 hex                  Casting time: 3
Duration: 3 rounds            Saving throw: none
Area of effect: 1 ship

     Ram shield is one of the few abjuration spells designed for
use in the void.  Upon casting, the mage brings into existence a
shimmering field of force capable of absorbing the energy of a
ramming ship.  After casting, the caster can move the shield
instantaneously, thus being able to position it prior to impact.
The ram shield can absorb 1 hullpoint of damage per level of the
caster, with any excess damage over this amount still inflicted on
the protected ship.  A ram shield only lasts for 3 rounds or until
it is overcome, which ever comes first.  The material component is
a miniature shield with a ram engraved on it.

Greekfire (evoc)
Level: 4                      Components: VSM
Range: 2 hexes                Casting time: 5
Duration: 1 rnd/ 2 levels     Saving throw: none
Area of effect: special

     When cast, greekfire produces a stream of magical greekfire.
This greekfire is identical to normal greekfire except that the
magic protects it which allows the stream to cross the void into
another hex to strike an enemy ship.  The caster can produce 1
stream per 2 levels of experience, firing these at a rate of one
per round.  Each beam strikes at the caster's normal chances, and
causes 1d3 hullpoints of damage per hit, plus fire damage.  The
mage must concentrate to maintain the spell.  The material
component of this spell is a small dab of pitch.

Deflector Shielding (Abj)
Level: 5                           Components: VSM
Range: 0                           Casting time: 5
Duration: 1 round/level            Saving throw: none
Area of effect: 1 ship

  When cast, a faint glow appears around the ship.  The glow serves
to deflect physical attacks on the ship without hindering any return
fire from the protected ship. The glow can deflect 1 hullpoint of
damage per level of the caster,provided the ship's tonnage does not
exceed 10 tons/level of the caster.  Above this limit, the protection
 is reduced by 1 hullpoint for every 10 tons, or fraction thereof,
that the ship exceeds the limit.  The protection only extends to damage
from physical objects, such as ballista bolts and catapult shot, and not
from magical attacks, which pass unhindered through the protective
shielding.  The attacks are deflected harmlessly away from the
ship.  The spell lasts for 1 round/level of the caster or until
damage equal to, or in excess of, the caster's maximum allowed, is
reached.  The material component is a miniature shield crafted from
silver and mithril which disappears upon completion of the spell.

Spaceweb (Evoc)
Level: 5                      Components: VSM
Range: 5 hexes                Casting time: 7
Duration: 1 turn/level        Saving throw: none
Area of effect: special

     Another of the spells created specifically for use in space,
a spaceweb can spell destruction for a ship caught in its strands.
When cast, a huge mass of webs comes into existence within 5 hexes
of the caster's ship.  These webs then expand to fill an additional
1 hex for every 3 levels of the caster, and can extend past the
original 5 hex limit.  Every hex of webs must touch another hex of
webs.  The strength of the webs is determined by the caster's
level.  Each hex of webs can hold 5 tons of ship per level of the
caster.  The length of time a ship is held before it escapes is
based on the size of the ship, its speed, and the strength of the
webs.  A held ship must generate a total SR value equal to 5 times
the level of the web's creator.  Each round, a ship accumulates SR
at the rate of 1/SR it is attempting to move plus an additional 1
SR/10 tons it weighs.  Any ship larger than the strength of the
webs automatically breaks through the webs.  For example, while a
hammership (60 tons) would plow through webs created by a 11th
level mage, a shrike ship (30 tons), moving at 5 SR, would break
free after 7 rounds (5 SR/round + 3 SR for weighing 30 tons, for a
total of 8 SR/round and breaking through a 55 strength web.)  The
material component is a glob of webs from a spider found in space.

Thicken Phlogiston (alt)
Level: 5                      Components: VSM
Range: 1 hex                  Casting time: 1 round
Duration: 1 week              Saving throw: none
Area of effect: 1 or more ships

     Many regions of the phlogiston contain no rivers to aid in the
travel between spheres.  This spell serves to thicken the flow
around 1 or more ships allowing full spelljamming speed to be
reached.  The caster can affect the phlogiston around 1 ship per 3
levels of experience.  This thickening lasts for 1 week and is
contained to the region directly around each ship.  The range of 1
hex only limits the original ships which can be affected, and after
casting ships can travel beyond this range.  The material component
is a miniature ship encased within a paste containing at least 500
gp of gold and gem dust.


Helm beam (evoc)
Level: 6                      Components: VSM
Range: 3 hexes                Casting time: 7
Duration: 1 rnd/level         Saving throw: none
Area of effect: special

     This spell converts some of the energy from a minor or major
helm into a damaging beam of energy.  This beam can then be fired
against an opposing ship.  The amount of energy to be converted is
determined each round by the helmsman.  For every SR the helmsman
allocates to the spell each round, the beam does 1 hullpoint of
damage.  The SR used by the spell are not available for movement
that round, but the amount of allocated SR each round can vary.
The beam has a range of 3 hexes.  The spell must be cast directly
on the helmsman, and has the same to hit probability as the
helmsman.  The material component is a minor or major helm, which
is not damaged by the spell.

Displacer (Ill)
Level: 6                      Components: VS
Range: Touch                  Casting time: 5
Duration: 2 rnd/level         Saving throw: none
Area of effect: 1 ship

     The spell causes the ship it is cast upon to appear to be
located up to 100 yards in any direction from where it actually is.
This causes opponents to attack the ship at -2 and the ship and all
those on it to save at +2 versus attacks from beyond the ship.
While displaced, the ship can attack normally.

Nova (evoc)
Level: 6                      Components: VSM
Range: 3 hexes                Casting time: 8
Duration: 1 rnd/ 3 levels     Saving throw: none
Area of effect: special

     When cast, a rapidly expanding sphere of energy is formed.
This nova expands at a rate of 3 hexes per round.  When the nova
encounters a ship or a living creature, damage occurs.  This damage
is equal to 2d10 hullpoints, plus 1 hullpoint per level of the
caster, with the damage being reduced by 1 hullpoint per hex the
sphere has traveled.  The nova expands at a rate of 3 hexes per
round until it has reached a radius equal to the level of the
caster.  Hexes behind the sphere are safe and no damage occurs to
ships within this area.  The material component of this spell is 20
charges of smokepowder, which, after being thrown into the air,
disappears.

Suppress Helm (alt)
Level: 6                      Components: VS
Range: 1 hex                  Casting time: 7
Duration: 4d4 rounds          Saving throw: neg
Area of effect: 1 helm

     If successful, this spell can devastate an opponent's ship.
After the initial casting time of 7, the spell takes an additional
1d3 rounds to achieve its affect.  During this time, the caster
must concentrate on the spell as the spell searches for the other
ship's helm.  Upon reaching the enemy helm, the helmsman of that
helm must save vs spells at -2 or suffer the consequences.  A
failed save causes the helmsman to only function at half his normal
level while in control of the helm.  A successful save negates the
attack.  Suppress helm lasts for 4d4 rounds minus the initial 1d3
rounds of searching.  After the duration expires, the helmsman
regains his former level of control.

Sargasso (Conj/alt)
Level: 8                           Components: VS
Range: 2500 yards (5 hexes)        Casting time: 8
Duration: 1 round/level            Saving throw: special
Area of effect: 1 hex/ 4 levels

     The casting of this spell creates a magic-dead region.  Spells
and magical items cease to function within the area.  When a
spelljamming powersource enters a sargasso, it automatically loses
complete power.  This effectively traps the ship within the area
until the spell ends or a method is found to move the ship out of
the area.  While the occupants on the ship cannot use magic,
neither can forces outside the hex use magic against those trapped
in the sargasso.  The caster can create one hex of sargasso for
every 4 levels of experience he possesses, and these can be placed
within 5 hexes of the hex the caster occupies.

Shellwalk (Alt)
Level: 9                           Components: VS
Range: 500 yards (1 hex)           Casting time: 1 round
Duration: 2 round/level            Saving throw: none
Area of effect: 10 tons/level

     The purpose of shellwalk is to allow instantaneous travel from
one sphere to another sphere.  To accomplish this, the caster must
have either traveled to the desired location or be touching someone
who has.  Travel to unknown locations is not possible.  When cast,
a glowing portal appears within 500 yards of the mage.  The portal
is large enough to allow passage of any ship whose tonnage doesn't
exceed 10 tons/level of the caster.  The portal size can be
increased by subsequent castings, although the increase in size
only occurs at 5 tons/level instead of 10 tons/level of the caster.
One ship may pass through the portal each round.  Ships will not be
transported into a solid object; instead, they appear a point near
the desired location.  The spell lasts for 2 rounds/level of the
caster.

Supernova (evoc)
Level: 9                      Components: VSM
Range: 3 hexes                Casting time: 8
Duration: 1 rnd/3 levels      Saving throw: none
Area of effect: Special

     Supernova is a much stronger version of the 6th level spell
nova.  When cast, a supernova is identical to a nova in all aspects
except damage.  The damage inflicted upon contact is 3d20
hullpoints plus 1 hullpoint per level of the caster.  The damage is
reduced by one point per hex the supernova has travelled.  The
material component is 50 charges of smokepowder which disappear
upon casting.

Phlogiston Fire (Evc/Alt)
Level: 9                      Components: VSM
Range: 1500 yards (3 hexes)   Casting time: 8
Duration: Instantaneous       Saving throw: none
Area of effect: 1 ship or creature

     This spell only functions while in the phlogiston, and is
wasted if cast elsewhere.  The magic involved allows a mage to
create a fireball and throw it up to 3 hexes before it explodes.
When it explodes, it ignites the phlogiston and creates a mighty
flash of energy.  This explosion causes 1 hull point of damage per
level of the caster to any ship within the target hex, and 6d6
points of damage to exposed creatures.  In addition, an extra 1d8
points of damage are inflicted as flammable objects burst into
flame and explode.  This spell is very rare, and only a few
archmages possess the ability to cast this devastating spell.  The
components requires are a wad of sulphur and bat guano enclosed
within a crystal sphere worth at least 1000 gp.


Constructive criticism accepted, flames repelled by stringers of bass

Rob Graham
rob.graham@?????????.com
http://greatbend.com/~rob.graham/home.htm

p.s. This is a repost, as I'm not sure the first went through.




Previous Message: Re: Battlesystem
Next Message: Re: Battlesystem
Month Index: July, 1996

SubjectFromDate (UTC)
a few spells (long)    Rob Graham    08 Jul 1996 02:13:33
a few spells (long)    Rob Graham    08 Jul 1996 17:23:41

[ SPJ-L@Cornell.edu ] [ Spelljammer@Leicester.ac.uk ] [ Spelljammer@MPGN.com ] [ Spelljammer-L@Oracle.Wizards.com ]