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Month Index: July, 2001
From: Tilaurin <tilaurin@?????????.???.au> Date: Wed, 4 Jul 2001 19:01:09 +0930 Subject: Re: Preserving, Cosmic Energy (Sphere Ratings), Nebulae, and Manasails Addons pt1
Preserving & Cosmic Energy was something I began writing up a while ago. Sorry if it doesn't make much sense to a lot of people, but I thought it would be interesting to post :) PT1 Along with the mana crystal system, this document is intended for use as a much different way of running spelljammer. It offers a different helm system (based upon Scott McCarrol's mana sails and gravwood system), along with enhancing and explaining the use of preserving magics within space. Preserving Preserving magi within space are very rare. Elves, Giants, and only a few other select races (the Gerese, and several other rarely seen races) use this system of magic. It is unkown why other races do not use this way of casting spells, but it is theorised that certain organs are needed within the body that simply do not exist for humans, dwarves, and the goblinkin, or are in a different order making it impossible. Suffice to say, no human has even been able to preserve in space. Energies in space are not taken from the life around one, but instead draw upon the cosmic power of stars, and planets, which is given off continuously. In our terms today we may call this radiation, of a sort, but it is nothing so crude or easily explained. It is part of the energy of a sun, binding the fire to its surface, or part of the energy of a planet, which keeps it spinning through space, and clings its dirt, creatures, and plants to its body. It is the breath of the elements and the gods themselves, some sages theorise. For the purposes of this document, however, it is known as Cosmic Energy, and is recorded, for each sphere, as a Sphere Rating. This energy is given off by stars, planets, moons, and other similar sized bodies. It is also theorised to be given off by the crystal spheres, but due to their mystical nature, naught is surely said. A mage using this system takes energy slowly from the area around him, similar to preservers and defilers from the Spells & Magic book. There is, however, only preserving available, and there is no requirement of plant or other life needed, merely requiring one to be within a crystal sphere with a sun and planets. Crystal spheres with less such bodies (ie a sphere without a sun, such as the darkened star in the Crystal Spheres adventure) modify the amount of mana preservable, while spheres with an abundance increase it. It is the star itself within a crystal sphere that gives of Cosmic Energy. The planets, moons, and other heavenly bodies (including mega-fauna etc) simply bounce it around a tad more, but not enough to make a signifigant change, or in the case of some spheres, absorb a deal of it. Each sphere is given a rating, as listed below, based upon the bodies within it. The more stars, and the larger they are, the more energy is given off, but given enough planets, that energy is counter-acted. To find the rating of a sphere, look up the sizes of the heavenly bodies it possesses below. Add up all their modifiers, and include the basic crystal sphere modifier, on the second table, to find the spheres rating. Below this table, another exists stating the modifications to preserving based upon the sphere rating. Heavenly Body Modifiers Size Live Fire Earth1 Water Air SB Nebulae* Dark Nebulae*, 2 A >10mi 0 +4 0 0 0 +1 +1 -1 B 10 to 100mi +2 +4 -1 0 0 +1 +1 -1 C 100 mi to 1k mi +2 +4 -1 -1 0 +1 +2 -2 D 1k to 4k mi +2 +6 -2 -1 -1 +1 +2 -2 E 4k to 10k mi +4 +6 -2 -1 -1 +2 +3 -3 F 10k to 40k mi +4 +6 -4 -2 -1 +2 +3 -3 G 40k to 100k mi +4 +8 -4 -2 -2 +2 +4 -4 H 100k to 1M mi +6 +8 -6 -2 -2 +2 +4 -4 I 1M to 10M mi +6 +8 -6 -4 -2 +3 +5 -5 J 10M miles plus +6 +10 -8 -4 -4 +3 +5 -5 *Nebulae & Dark Nebulae must be 1000 times the size of a standard body, and preserving within them is based solely upon their own modifier, and effects all spelljaming. 1 Deadworlds are treated as earth worlds of the same size, but with their penalty doubled. 2 Black holes are treated as dead worlds, and effect an area equal to a dark nebulae of the same row (ie a size A black hole effects an area as a size a dark nebulae) Sphere Modifiers Sphere Diameter Modifier > 1000 mi +4 1000 to 2000 mi +3 2000 to 4000 mi +2 4000 to 6000 mi +1 6000 to 8000 mi 0 8000 to 12000 mi -1 12000 to 16000 mi -2 16000 to 20000 mi -3 20000 miles or more -4 Preserving Ratings Sphere Rating Effects -9 or worse SJ speed reduced to 10%, half mana/round drawn*, -4 levels -8 to -7 SJ speed reduced to 25%, -6 mana/round drawn, -2 levels -6 to -5 SJ speed reduced to 50%, -4 mana/round drawn, -2 levels -4 to -2 SJ speed reduced to 75%, -2 mana/round drawn, -1 level -1 to +4 No effect, magic functions as normal, as do manasails, +5 to +6 SJ speed increased 25%, +2 mana/round drawn, +1 levels +7 to +8 SJ speed increased 50%, +4 mana/round drawn, +2 levels +9 or greater SJ speed increased 100%, double mana /round drawn, +4 levels * note that, if the -6 mana/round is more than halving mana, take this penalty instead The Sphere Rating affects both the speed at which a magi can draw mana to cast spells, and the speed at which mana sails will propel a craft. Note that while a preserver cannot have his or her mana/round drawn increased or decreased in any other conventional means, there exist ways of making up for the lower speeds of mana sail craft in badly rated spheres. In the case of elves, every elven wizard of level 10 or greater increases the effects to the ships sails by one factor (ie an elven ship with a 12th level mage in a -9 rated sphere travels as though it is in a -8 or -7 sphere), sa they attract more cosmic energy with their mere prescence. This bonus given by elven wizards, however, does not make the speed go above normal, it merely makes up for penalties given. Note that the elven sails are usually crystalline in nature, and this is discussed later. Giants using these sails (titans that fly through the stars in huge galleons with wings made of magical sails) make up for the lower speeds by singing, or having more powerful members of their race aboad their ships. For every such giant of 12 hit dice or more, cancel the penalty in the same way as for elven mages, and for those giant ships that have no such creatures, a constant song raises the penalty by two (if the majority - more than 65% - of the crew sing). The gerese helms naturally use this energy to propel their ships, but have the unique ability of storing it up when it is not needed. A Gerese ship can enter a sphere with a bad rating and remain at normal speed (for a gerese helm, of course), for one and a half months per Gerese Lord aboard the ship. Preservers themselves are affected regardless, as listed above. Their mana accumulation rate is modified, as is their casting level. Note only to modify the accumulation rate once, the enhanced (or decreased) casting level has no affect upon their true level, only the effects of the spells once cast. Furthermore, it does not allow them to cast higher level spells, nor does it stop them casting spells, nor affect the amount they may memorise. Several spells exist to temporarily increase the absorbtion rate of manasails using this system, but they can be dangerous. They are listed in the spells section. The basic mana sail system used was presented to the Spelljammer Mailing List, by Scott McCarroll, and assumes one sail gives 1 SR to 20 tons of ship (this a 60 ton ship with 3 sails has 1 SR, while one with 9 sails has 3 SR). For my own Star of Enerithan campaign setting I have specified the weight of these sails, also, at half a ton, and specified they must count towards a ships systems. Tilaurin www.planetbaldursgate.com/atreus/index.html tilaurin@?????????????????.com "Dying Swans/Twisted Wings, Bring This Savage Back Home" Brave New World - Iron Maiden
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Month Index: July, 2001
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Preserving, Cosmic Energy (Sphere Ratings), Nebulae, and Manasails Addons pt1 | Tilaurin | |||
| Re: Preserving, Cosmic Energy (Sphere Ratings), Nebulae, and Manasails Addons pt1 | GROG THE ALMIGHTY |