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Month Index: October, 2002
From: Alfred O'Meagher <nineunknown@???????.com> Date: Fri, 4 Oct 2002 12:17:01 +1000 Subject: Re: Create Helm spells - God
SPELL LEVELS DEBATE 3e: a single spell for all powers of Helm is sensible, as it fits the computer game feel of 3e. It would presumably be a Domain spell as it is a preety specific sort of flavour - maybe available to Transport, Numbers, maybe Strength, Geometry? Some sort of more restricted list would fit the high level / restricted access school of thought. One crazy thing for 3e: 3e spells can be cancelled by a reversed re-casting of the spell... so what does that imply for Helms??? 2e: laws of spell design would indicate that the spell to make a minor helm would be level 3-4: +2 levels for area of effect (effect covers an object that itself lifts whole other big object - a multi-ton ship). Making it higher wouldn't hurt anything (because of rituals and sacrificing a powerful reagent or item to lower the effective spell cost) but it would restrict Helms a lot in a "typical" campaign ie one where higher levels are much less common than low level spells. Also I think 'thatotherguy' may have strayed here in asserting the common nature of spaceships as I can't see where in the "canon" Spelljammer setting writeups it says spelljammers are common. In fact the "Wildspace" adventure implies otherwise, as does the Rock of Bral description regarding the numbers of ships in and around the port. Likewise the unavailability of Helms to own as opposed to rent (urgh) would have to greatly limit ship numbers. Some Dragon magazine stuff and throwaway lines imply there are huge numbers of ships, but simple mathematical extrapolation is not "canon", it is retroactive continuity and open to all sorts of debate. Such as this. ;-) 1e: no real guide here as 1e ranges from the very sensible and very old things from the very first Dave Arneson campaign to IMO the contrived excesses of Unearthed Arcana. The Arneson approach would seem to be "what the hell, put it in, so what" along the lines of the several actual starships in his setting, the Gygax approach is of course more like "whatever you give to players, take back off of them as soon as possible. Plus, put cool stuff out of reach or in the hands of god-like NPCs". The thing never addressed in my knowledge to date is, if the Barrier Peaks starship works in D&D (and all its other technology did), then why wouldn't "spelljammers" be more like that ship? And if it is a function of levels of knowledge, then somewhere out there in the flow, there would have to be another culture building Barrier Peaks type ships. One of which would destroy pretty much all the spelljammers in creation IMO.
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Month Index: October, 2002
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Create Helm spells - God | JJJ | |||
| Re: Create Helm spells - God | Thatotherguy | |||
| Re: Create Helm spells - God | Lucas Lopes | |||
| Re: Create Helm spells - God | Alfred O'Meagher |