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Month Index: September, 2001


From:     Silmacar Halfelven <silmacar@???????.com>
Date:     Wed, 5 Sep 2001 15:23:24 +0000
Subject:  Re: Phase Spider/Wood.
Silmacar Halfelven
Captain of the Guards of Cardolan

"Since this Galaxy began, vast civilizations have risen and fallen, risen
and fallen, risen and fallen so often that it's quite tempting to think that
life in the Galaxy must be
a) something akin to seasick - space-sick, time sick, history sick or some
such thing, and
b) stupid."



>From: Tilaurin <tilaurin@?????????????????.com>
>
>Here's my ideas on the Phase Spider stuff.

>             Another interesting ship-board magic used by the drow is the
>dweomer that earned the Mylyl 35ton "Phase Spider" variant of the Ruby
>Spider ship its name.  The wood on these ships has been grown specifically
>in concealed areas of space, using starfly plants somehow bonded with
>various ethereal magics.

Yo, cool.

>
>             While ethereal, much like the 3rd level priest spell
>Etherealness, the ship and it's crew cannot be detected short of true
>seeing, or detect phase.  They perceive all surrounding objects, including
>the stars themselves, as very blurred and misty, almost as if they are
>flying in a thick fog - but are unaffected by debris, weapons, magical, or
>psionic attacks.  This includes nebulae, but not dead magic zones or black
>holes.

They should also be able to go through planets. So, a wonderful drow base
could be an hollow asteroid... wow!

It also does not effect other spelljamming helms or devices, unless
>brought within 10 hexes of it's opponents - making a phase spider ship with
>a damn fast helm a deadly, and surprise-bearing opponent.  This actually
>causes a surprise roll on behalf of the opposing ship (with a bonus equal
>to
>the lookout and helmsmans average level), with failure granting the normal
>free surprise round of action for the phase spider.
>

>             Secondly, once the ship comes out of etherealness, it has a -2
>to its AR for 1d4 rounds while it reasserts itself in the prime material
>plane.  Unfortunately, it also still suffers from the partial-mist effect
>of
>the border ethereal, and has a -1 penalty to all shots fire and ramming
>attempts for the same duration.  It was once theorized that making the ship
>act like the actual phase spider and able to teleport itself short
>distances
>would be interesting, but due to the nature of tactical combat this is
>likely a bad idea.

I daresay. Once you're there, go for it or flee for good! Ramming should not
be a solution, it is very little drow-like.

>
>             Ethereal wood such as this costs 20 times the standard price,
>and is only available to the drow house Mylyl currently.  Activating the
>wood is merely a matter of a magical nudge, either one charge from an item,
>a level 1 (or higher) spell, or even the insertion of a mana crystal (see
>Mana Crystal Magic system by Tilaurin) into a select point of the wood, for
>every day of use (typically spells are used).  Note that this is magically
>enchanted wood, and like all ethereal objects cannot enter the flow (while
>ethereal), nor become ethereal once in the flow.  Further, it is not a helm
>type unto itself, and still requires ship propulsion.
>

Yo. Keeping the ship small will limit it in food, air and cargo capacity,
else we'll see powerplayers of all multiverse unite and try to lay their
filthy hands on our spiders!

>
>Tilaurin


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Month Index: September, 2001

SubjectFromDate (UTC)
Phase Spider/Wood.    Tilaurin    05 Sep 2001 14:45:39
Re: Phase Spider/Wood.    Silmacar Halfelven    05 Sep 2001 15:23:24
Re: Phase Spider/Wood.    Daniel Hájek Zucconi    22 Sep 2001 19:18:59
Phase Spider/Wood.    Tilaurin    24 Sep 2001 13:13:07
Re: Phase Spider/Wood.    Adam Miller    24 Sep 2001 22:45:47
Re: Phase Spider/Wood.    Silmacar Halfelven    25 Sep 2001 09:28:08

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