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From: Thatotherguy <spellj@??????????.com> Date: Tue, 24 Sep 2002 11:07:13 -0700 Subject: Re: Create Helm spells
These seemed like an obvious oversite in the develpment and deployment
of helm spells. Comments?
Create Furnace Helm (Pr 3, Alteration, Enchantment, Invocation)
Sphere: Travelers, SJ
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 round
Area of Effect: see below
Saving Throw: None
This ancient spell predates the modern create minor helm spell and
still sees use across space. It is preferred by many priests as it
does not age them and can be cast at a lower level than the create
minor helm spell. Another consideration is that it can power a much
larger vessel than its more powerful counterpart.
When create furnace helm is cast on an appropriate material
component the component is powered to act as a furnace helm. Magical
items placed in the attached container are consumed to provide motive
power just as with a true furnace helm. The spell can provide power
for a ship of 50 SJ tons + 2 tons/caster level in size. If the spell's
duration ends before a magical item is completely consumed the item is
destroyed anyway. Note that this spell cannot consume two items at
once to provide additional SR as with a normal furnace helm. If
another create furnace helm spell granted by the same deity is cast on
an existing furnace helm created by this spell, it will extend the
duration of the currently active spell by the duration of the new spell
(thus allowing created furnace helms to operate effectively forever as
long as additional spells are cast on them by members of the same
faith). This spell is subject to dispel magic, anti-magic shell, and
similar spells, powers, and effects as usual.
When an item is placed in the furnace's container it disappears as
soon as it is first used to provide power for the ship. Some have
suggested that this is because the item is actually transported to the
deity's home and the deity's own power is what powers the ship.
Certainly there is some logic to this as a number of greedy deities are
known to provide this spell to their clergy but not the create minor
helm spell.
The material component for this spell is a sturdy chair with an
attached container such as a cabinet, chest, safe, or similar item that
can be closed. The chair and container need not be of the same
material but must be one piece (no attaching a cabinet to an existing
chair with some nails) and inseparable without destroying one or both
parts. Hardwoods, metal, stone, and ceramics are the usual materials
used to create material components. The component must be purified
(usually involving (un)holy water) and have a bless spell cast upon it
by one of the deity's faithful before it can be used for the first time
by one of the deity's faithful for this spell. In addition, the caster
must have their holy symbol when casting the create furnace helm spell.
Neither material component is consumed when the spell is cast or ends.
Create Furnace Helm (Wiz 9, Alteration, Enchantment)
Range: Touch
Components: V, S, M
Duration: 5 days/level
Casting Time: 4 rounds
Area of Effect: see below
Saving Throw: None
This ancient spell predates the modern create minor helm and create
major helm spells and still sees use across space. It is preferred by
many wizards as it does not age them but it requires a much more
powerful caster. Another consideration is that it can power a much
larger vessel than its more powerful counterpart.
When create furnace helm is cast on an appropriate material
component the component is powered to act as a furnace helm. Magical
items placed in the attached container are consumed to provide motive
power just as with a true furnace helm. The spell can provide power
for a ship of 100 SJ tons in size. If the spell's duration ends before
a magical item is completely consumed the item is destroyed anyway.
Note that this spell cannot consume two items at once to provide
additional SR as with a normal furnace helm. If another create furnace
helm spell is cast on an existing furnace helm created by this spell,
it will extend the duration of the currently active spell by the
duration of the new spell (thus allowing created furnace helms to
operate effectively forever as long as additional spells are cast on
them). This spell is subject to dispel magic, anti-magic shell, and
similar spells, powers, and effects as usual.
When an item is placed in the furnace's container it disappears as
soon as it is first used to provide power for the ship. No one knows
where the items go but they are irretrievably lost.
The material component for this spell is a sturdy chair with an
attached container such as a cabinet, chest, safe, or similar item that
can be closed. The chair and container need not be of the same
material but must be one piece (no attaching a cabinet to an existing
chair with some nails) and inseparable without destroying one or both
parts. Hardwoods, metal, stone, and ceramics are the usual materials
used to create material components. The material component is consumed
when the spell is cast or ends.
A rarer version of this spell is the 5th level create minor
furnace helm spell. It lasts 1 day/level, provides power for a ship of
10 SJ tons + 1 SJ ton/level in size, and can only consume items with
non-permanent charges (wands, scrolls, potions, etc., items that have
uses or charges per day or items that can be recharged even after their
last charge is expended are considered permanently charged).
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