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Month Index: October, 2002


From:     Thatotherguy <spellj@??????????.com>
Date:     Wed, 2 Oct 2002 07:00:56 -0700
Subject:  Re: Create Helm spells - SJ Spells
> Okay, but if we assume that in the SJ sphere a 3rd lvl spell can fly
> ships
> and the like, what would a 1st or 2nd one do? By this standards a SJ
> version
> of Cure Light Wounds  could became a Cure Light CREW Wounds,
> restoring 1d8
> hp to all aboard (1hd in mass combat or 1 Hit for BATTLESYSTEM), and
> just to
> put a limit: affects an area of a ship 10 ton/level. Is this the
> spell power
> level we want in SJ? Maybe... but sounds somewhat Monty Haul like.

You're being deliberately obtuse or you are incapable of reading.
Either the deity powers the thing or the magical item does.  Or a
combination.  I see no reason a deity couldn't move a ship if they
wanted to.  This spell is a good and reasonable draw-down from the 5th
level create minor helm.  It doesn't last as long and requires a
magical item to be sacrificed.  It also requires a real material
component, not just any chair you can find.  And back to the deity part...

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Previous Message: Wake Angels
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Month Index: October, 2002

SubjectFromDate (UTC)
Create Helm spells - SJ Spells    JJJ    01 Oct 2002 21:02:25
Re: Create Helm spells - SJ Spells    Thatotherguy    02 Oct 2002 14:00:56

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