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Month Index: August, 1997


From:     Brett Lang <warlock@?????????.???.???.au>
Date:     Sun, 3 Aug 1997 15:32:34 +0800
Subject:  Re: Ship's Spell Descriptions
Bellow are some of my more favorite and useful spells from Dragon 235 and
their descriptions for those of you who don't have this issue, coutesy of a
request from the Cloud-Bard.


Mentap's Mine  ( Evocation )
Level:		3
Range:		30 yrds + 10 yrds per level
Duration:	Instantaneous
AoE:		Special
Components:	V,S,M
Casting Time:	3
Save:		Half
	This spell creates a small ovoid sphere to appear on the hull of the
vessel in question.  The sphere camoflagues  itself by taking on the color
of the ship's hull and blending in.  It is about 6" in diameter.  It cannot
be removed from the ship's hull by normal means.  After a time specified by
the caster, the sphere detonates with a large explosive force.  Any
creature within 30' of the blast suffers 1d6 points of damage per level of
the caster ( max 10d6 ); save vs. spell for half.  The ship sustains 1 hull
point of structural  damage per level of the caster ( save vs. spell for
half ) and may be set on fire.  The caster can have the charge detonate up
to half an hour plus one minute poer level after the charge is placed. 
Thieves have half their normal Remove Traps check to successfully disarm
the sphere.
	The material component for this spell is a small wad of sulfur and pitch
placed inside a sealed steel tube.


Blinkship  ( Alteration )
Level:		5
Range:		Touch
Duration:	1 rnd / level
AoE:		1 vessel
Components:	V,S,M
Casting Time:	5
Save:		None
	Blinkship is much like blink, except that the whole ship blinks, not just
the caster.  Use the rules given under the blink spell description to
determine when the blink occurs, which direction, and to determine the
success of enemy attacks.  When the ship blinks,, it reapears 50' from its
previous position.  The ship cannot blink onto land or into a solid object.
 If the ship blinks into another ship that is smaller than itself, the
smaller ship displaces.  If the ship blinks into another ship the same size
or larger, re-roll the direction.
	The mage must make special preparations to use this spell.  The mage must
distribute a number of small jeweled tokens throughout the ship.  Each
token must be wizard marked by the caster.  The total value of the tookens
must be at least 1,000gp.  The tokens are not consumed by the blinkship
spell.  If the value of the tokens falls below 1,000gp, through theft,
deterioration, or battle damage, the blinkship spell will not work.


Otiluke's Screen  ( Abjuration )
Level:		5
Range:		10 yrds
Duration:	1 turn + 1 rnd per level
AoE:		One vessel ( or a sphere of 10 yrds + 1 yrd per level radius )
Components:	V,S
Casting Time:	5
Save:		None
	This spell creates an invisible screen of energy that englobes the ship. 
Solid objects - water, projectiles, creatures, etc.. - can pass freely
through the screen, while any magical energy that strikes the screen (
fireball, lightning bolt, etc.. ) is absorbed and dissipated.  The screen
is able to absorb 1d8 hp damage per level of the caster before being
disrupted.  ( Divide this number by 10 and round up to determine the number
of hull points the screen can absorb. )  If cast somewhere other than on a
ship, eg., on land, the screen is immobile but has virtually the same
effects.


Repair Breach  ( Alteration, Conjuration )
Level:		5
Range:		30'
Duration:	Instantaneous
AoE:		One vessel
Components:	V,S,M
Casting Time:	5
Save:		None
	This spell causes hull and other damage to regenerate.  The caster can
repair 1d6+1 points of hull damage per level.  The effect is nearly
instantaneous and is permanent; it cannot be dispelled.
	The material components for this spell are a tiny set of shipwright's
tools worth at least 500gp.


I hope these spells are of both interest and aid to you during your jouney
amoung the stars !


----------
> From: Cloud-Bard@?????????.com
> To: spelljammer@????.com
> Subject: Re: [SPELLJAMMER] - Re: cloaking ships
> Date: Saturday, August 02, 1997 1:03 AM
> 
> 
> >Not in the boxed set, but in the Complete Spacefarer's Handbook, where
> >there is a section on how a lot of spells function in Wildspace.
> >
> I looked thru that too but there is nothing on either invis spells or
Hall
> terrain spells in there, check fer yerself :)
> 
>                                 Cloud-Bard 
>                 (Head Trader of Flying Mage Trading Co. INC. -Bral-) 
> http://www.intercom.net/user/trose
> Cloud and Star---Things of the Heavens
> 
>
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Previous Message: Re: Unhuman War "The Scro"
Next Message: beholders
Month Index: August, 1997

SubjectFromDate (UTC)
Re: Ship's Spell Descriptions    Brett Lang    03 Aug 1997 07:32:34
Re: Ship's Spell Descriptions    S. Wilson    16 Aug 1997 03:16:25
Re: Ship's Spell Descriptions    Cloud-Bard@?????????.com    16 Aug 1997 04:55:00
Re: Ship's Spell Descriptions    S. Wilson    26 Aug 1997 19:05:24

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