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Previous Message: Preserving, Cosmic Energy (Sphere Ratings), Nebulae, and Manasails Addons pt1
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Month Index: July, 2001


From:     Tilaurin <tilaurin@?????????.???.au>
Date:     Wed, 4 Jul 2001 19:03:24 +0930
Subject:  Re: Preserving, Cosmic Energy (Sphere Ratings), Nebulae, and Manasails Addons pt2
Nebulae

 Nebulae, weather dark or otherwise, are both hazards and banes to spatial
shipping.  Standard nebulae, named only by colour (which is often
irrelevant) increase the speed of spelljamming travel within them
(regardless of helm type), as per the chart above.  They also effect
preserving energy within them, but not normal spellcasting.  Dark nebulae on
the other hand perform the reverse, slowing down all ships alike, and
causing preservers and defilers both to find themselves short of power.

 Black holes, theorised to be almost solid portions of dark nebulae, are
also hazards to shipping.  While each acts as a dead world for purposes of
Sphere's Rating, it also effects a spherical area around it equal to a dark
nebulae of the same classification.  For instance, a size C Black Hole
drains 2 preserving points from it's sphere, and creates a dark nebulae
effect around it of class C, some 100,000 to possibly 1,000,000 miles.  This
also drains the sphere of a further 2 preserving points, and causes ships
within it to perform at 75% speed, preservers's draw 2 less mana per round,
and act as 1 level lower for purposes of casting level.

 Lastly, black holes have a slight destructive effect upon steller bodies.
When within the halfway mark of the nebulae, ie 500 miles from it's center
for a 1000 mile radius nebulae, ships, and other bodies, are slowly drawn
in.  DM descretion is heavily advised for bodies, and non-powered
spelljammers, but ships face, more appropriately, navigational problems.
Any navigation check within such an area of gravitational pull is made with
a -4 penalty.  This penalty is waved if the character has spent a
proficiency slow specifically on Navigation, Black Hole Fields.  Further,
the check is rolled in secret, and a failure indicates getting closer to the
black hole.  When the ship reaches a distance equal to one quarter the
radius, from the black hole itself, another check can be made, as the
intense gravity makes it obvious that the ship is off course.  This check is
made with a -8 penalty, and is not checked in secret.  A pass proves escape
from this "area", back to the <half area, while a fail results in being
stuck.  A check can be made every hour, and each subsequent check is made
with a cumulative -2 penalty, as the ship gets further and further towards
the black hole.

 A ship reaches 1/8th radius distance from the black hole, after a number of
failed checks equal to the navigator's level.  Once here, escape is all but
impossible, requiring a natural 1 be rolled on one single navigation check.
This, if passed, means the navigator has managed to use the gravity to his
advantage, and flung himself out, although he has no decision on the
direction he escapes to.  Failure, of any sort, results in annihilation in
the center on the black hole.

 Within the >half radius area, gravity planes of ships are effected.  A
spelljammer making an intelligence check can right his ship to the new
gravity plane - where down is towards the black hole.  Failure results in
obvious repercussions across the ship.  Interestingly, and luckily, anyone
wearing a pair of Boots of Starstriding and Springing, can walk upon any
surface while the ship is under this "altered gravity", regardless of
facing.

 Any navigation check resulting in escape from a black hole allows the ship
to make it past the point of danger, back into the black hole, don dangerous
area.  Also, the preserving rating penalty of the black hole is added to any
appropriate checks, as the strength of the black hole effects not only the
size, but the pull.


Coloured Nebulae

 As a Nebulae has a shade, or more-over a general magical feel (ie light or
dark), they can also have colours.  A broad range of colours is listed
below, with generic effects used in my own Star of Enerithan campaign.  This
is not to say all nebulae of X colour have X effect, but is moreso a
generalisation.  It is up to individual DM's on whom has this information
within the campaign, but I for one restrict most things such as this to
specific individuals, or at least to captains in general, not all their
crew.  Note a dark black nebulae should not be confused with a black hole
nebulae.  A dark black nebulae is merely a black cloud, while the black hole
nebulae is actually invisible.

Colour Light Nebulae Dark Nebulae
Red Ships temperature raised by 100 C Ships temperature raised by 200 C
Blue All individuals effected by a cure light wounds at the end of each
round.  No sleep, however, is possible within the nebula (this is one of the
few normal Nebulae with a negative side) 10% chance (cumulative) per turn of
ship being hit by Lightning Bolt, equal to Xd6 where X = diameter of Nebula
in miles divided by 1000
Violet 20% chance (cumulative) each turn of ship (and all contents) being
effected by Invisibility, broken by any attack within air envelope 20%
chance per hour of course change without crew's knowledge, by 6d6 x 10
degrees
Yellow No Effect Light changes from round to round, worsening any light
sensitivity penalties by 1, and incurring standard sensitivity penalties
upon those who see normally.
Black No Such Nebulae Exist No healing, magical, psionic, or natural works.
Any death results in undeath, as per separate table below.  Intelligence
kept by spellcasters receives a +6 modifier.10% chance (cumulative) per hour
of Xd3 shadow's forming from the Nebulae (unable to leave), where X is the
HD of the crewmen
White Any undead take 1d6 unhealable damage per day, regenerating only when
they leave. No Such Nebulae Exist
Rainbow Each hour, ships speed either increases or decreases.  Roll 1d4-2 x
100% of standard SJ speed in the Nebulae 25% chance per spell cast of caster
being effected by a wild surge.
Green Any plants grow at exceeding rates, as if a plant growth spell is cast
upon them every two days.  Living creatures regenerate hit points twice as
fast, and cannot bleed to death as wounds close quickly (as per Periapt of
Wound Closure) 10% chance per day (non-cumulative) of air corruption.  75%
likely to loose 2d6 days of air, 25% likely to shift one catergory towards
fouled.
Pink Mana Crystals regen 10% of maximum every week, and spells are cast as
if caster is 2 levels higher. Living creatures effected by a continuous
bestow curse spell, of a random effect (one type of effect per crew), until
they leave.

Death in Dark Black Nebulae
Lv/HD  Undead Created Spellcaster Intelligence
>2  Skeleton  -  None
3 to 4 HD Shadow  -  None
5 to 7 HD Wraith   -  3 to 7
8 to 10 HD Undead, Stellar Spiritjam 4 to 6, some memories (25%)
11 to 14 HD Spectre   Wizshade 8 to 10, half memories (50%)
16 to 20 HD Skeleton Warrior Fire Lich 12 to 14, most memories (75%)
21HD and up Lich, Arch  Lich  15 to 16, all memories


Textured Nebulae

 Yet another optional addition to Nebulae, the texture of a cloud alters the
maneuverability of ships within it.

Texture  Effect
Coarse   -2 MC*
Rough   -1 MC
Smooth  None
Slick   +1 MC
Tidal   +2 MC**
*there is a 50% chance each round that any ship in the tactical field with
less than or equal to half the average SR is stuck in the quagmire of the
cloud.
**there is a 50% chance each round that any ship in the tactical field with
more than or equal to half the average SR is caught in a tidal rip effect,
50% likely to spin it to face a different hex each initiative, 50% likely to
be thrown an extra amount of hexes equal to it's max SR forward, after the
helmsman has decided his movement (this effect is to be kept secret by the
DM until it happens).


Spells

Enhance Manasail
(alteration)
Level:  3, priest or wizard
Sphere: Spelljamming, Plant, All
Range:  Touch    Components:  V,S,M
Duration: 1r/lv tactical, 1h/lv SJ  Casting Time:  1r
Area of Effect: 1 Manasail/5 lvs  Saving Throw:  0
Subtlety: +6    Knockdown:  None
Sensory: Moderate Visual  Critical:  None

 When cast upon a mana sail, this spell causes it to absorb more energy than
normal.  At spelljamming speed, this instead bestows a bonus of +1 to the
effective preserving rating effecting the ship, per manasail effected.  At
tactical speed, it means that each mana sail effected acts as one and a half
mana sails, for the SR of the ship it produces.  Obviously, half a mana sail
is rarely useful, so the actual modifier for all mana sails (wherein each
sail bestows 1 SR for 20 tons of ship) should be re-calculated (based upon 1
SR for 30 tons of ship of each enhanced sail, and 1 SR for 20 tons of ship
for each non-enhanced sail).  Only one mage can effect a ship with this
spell at a time, although he may cast it more than once.

 When cast upon mana sails, this spell can backfire somewhat, and cause them
to be damaged.  The wizard or priest casting the spell must make an
intelligence check with a +2 bonus, failure indicating he has applied the
energy wrongly.  This is made after all castings of the spell are complete,
and the failure penalises the ship such that each sail bestows 1 ton of SR
per 15 tons of ship at tactical speed, and at spelljamming speed causes a -1
penalty to the effective preserving rating per damaged sail.  Obviously,
damaged sails cause much worse penalties to spelljamming speeds than
tactical.

 Repair of sails is listed elsewhere.  The material component is a piece of
hair from a quickling, and a drop of kindori oil (made similarly to whale
oil).


Ethereal Sails
(conjuration/summoning)
Level:  5, priest or wizard
Sphere: Spelljamming, All, Creation
Range:  Touch    Components:  V,S,M
Duration: 12h/lv SJ   Casting Time:  5r
Area of Effect: 1 Manasail/3 lvs  Saving Throw:  0
Subtlety: +10    Knockdown:  None
Sensory: Major Visual   Critical:  None

 This spell conjures groups of magical, astrally formed manasails, to propel
a ship through space.  They appear as large, whispy, gossamer wings, not
unlike those of a man-o-war, or those of a stellar dragon (chooseable by
caster).  Spelljamming speed is as per standard for the preserving rating of
the sphere, and tactical speed is worked out as per normal mana sails.
Ethereal sails cannot be enhanced in any way, except by the actual
preserving rating of the sphere.

 The material component of this spell is a leather wing, one foot square.


Mana Sail Repair

 Mana sail repair is a proficiency upon itself, and requires use of the
first level wizard spell mending, or the third level priest spell/fourth
level wizard spell, plant growth.  It cannot be performed while the sails
are in use, and as such they must be pulled out of active use.  Further, it
obviously cannot be performed in a magic dead zone, but also cannot be
performed within a Nebulae of any kind (including a Black Hole Nebulae), or
while in the phlogiston.  It can, however, be performed perfectly
planetside, in wildspace, in the underdark, or other miscellaneous areas.
It costs 500gp per mana sail in repair materials, in addition to the
appropriate spell component costs.  There is also a spelljammer ethos priest
spell, of level 4, rumoured to require no materials what-so-ever, but if it
exists, it is a closely guarded secret.

 Repair takes 24 hours per sail, and can be performed by only one person at
a time.  Further, there is a penalty of -4 to the repair if there is anyone
else around, and as such it is best done in the cargo hold, with the rest of
the crew kept at bay by the captain.  Failure while repairing a sail causes
another 12 hours worth of repair to be needed, and this may or may not be
done by the same person, with a check bonus of +2 for existing effort.


Existing Ship types with Mana Sails

 Several existing types of ships from the canon list use manasails in the
Star of Enerithan universe.  They are listed here, as is their number of
sails, and effective SR.

Hull Sails SR
Flitter, Elven 1 1
Man-o-War, Elven 6 2
Radiant Ship, Elven 4 2
Armada, Elven 10 2
WarArmada, Elven 15 3
Monarch Armada, Elven 10 2
Bloatfly, Lizardman 4 2
Damselfly, Human 2 2
Dragonfly, Human 2 2
Galleon, Spacesea Giant 3 1
Mosquito, Human 2 2
Scalpel, Xichil 2 2
Turtleship, Lizardman 2 1
Wasp, Lizardman 4 4

 The WarArmada is merely an elven Armada that serves as a warship, not just
a home or station of the IEN (not different stats from normal, just more
sails to make it more maneuverable in combat).  The IEN also uses some
single manasails as parachutes for special forces infiltrators (see the
Complete Elves Handbook), modified to only be usable by elves (thus, they
can take off with them also)..

Thanx, and appropriate credits goto Scrott McCarrol for his manasails post a
while back - at least I'm pretty sure that's who posted it.  Manasails
aren't huge IMC, but they're there, so I thought going a lil more indepth
upon them would be interesting.

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

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