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Month Index: December, 2005
From: David Shepheard <david_shepheard@???????.com> Date: Wed, 7 Dec 2005 17:35:00 +0000 Subject: Re: Alternative helm creation (major and minor helms)
>From: Dreamer <dreamer@??????.?????.??.uk> >Reply-To: Discussion list for the Spelljammer campaign setting ><SPELLJAMMER-L@??????.???????.com> >To: SPELLJAMMER-L@??????.???????.com >Subject: [SPELLJAMMER] Alternative helm creation >Date: Thu, 10 Nov 2005 10:15:01 +0000 Assuming I haven't put you off of the idea with my other posts, here are some thoughts on how to actually implement this. >We are pretty clear, at least in AD&D terms, of how to get a >working Minor Helm and Major Helm, of the standard varieties, as >spells exist in the basic SJ rules. And, you just roll these into >your favourite enchantment system. This is not as simple as you make it out to be. First lets have a look at the item creation rules. I'll use the 3e rules. Lets use the Create Wonderous Item Feat as this seems to match the description of a spelljamming helm best. Have a look at this URL: http://www.systemreferencedocuments.org/35/sovelior_sage/featsItc.html Firstly I refer you to the scarey text: "Some wondrous items incur extra costs in material components or XP, as noted in their descriptions." This is the line that has been keeping the arcane in business. There is a secret ingredient that needs to be added in order to create a permanant version of the minor or major helm. I'll come back to this but first lets look at the "easy" stuff: 1) "Enchanting a wondrous item takes one day for each 1,000 gp in its price." >From memory the helm prices are 100,000 gp and 250,000 gp for minor and major helms, so your wizard/cleric needs to spend 100 or 250 days to make this. That is a really long time to be doing something without going off to do other work or otherwise being interupted. 2) "To enchant a wondrous item, you must spend 1/25 of the items price in XP and use up raw materials costing half of this price." So your wizard/cleric looses 4,000 or 10,000 XP and needs 50,000 or 125,000 gp of stuff before he starts. Forgetting the XP for a moment, as your wizard/cleric can obviously afford to loose the points, that is a lot of stuff to buy. Don't forget this isn't just a matter of paying half the cost of a helm. Whatever this stuff is, it takes up room, it needs to be transported to the place where you are going to make your helm. Some of it could have a shelf life. There are logistics to think about. 3) "These costs are in addition to those derived from the items base price." Don't forget that you *also* have to buy a chair that the magic is going to be put into (because it is listed as a spell component). I would probably rule that this chair needs to be of mastercrafted quality in order to permanantly accept the magic. Anyone got an idea on the price of a nice sturdy handmade chair? But the real killer is that scarey sentence I mentioned before: "Some wondrous items incur extra costs in material components or XP, as noted in their descriptions." From memory the Spelljammer Campaign Setting *specifically* states that these special components are unknown except to the arcane. So what do you think we can put in there to fill in the blanks? How about this: *********** The missing secret component needed to create a major or minor helm as a magic item is... ...phlogiston! *********** If the would be helm must be continously bathed in phlogiston in order for it to become a magic item, then the helm would need to stay in the flow for 100 or 250 days. Because the flow can not be captured and brought inside a sphere, the entire creation process would need to be done outside a crystal sphere! *That* would explain why the arcane have managed to keep the secret *and* also make it possible but very difficult for anyone to make their own helms. A wizard/cleric would need to be on a ship in the flow for 100 or 250 days while creating a helm. Because he would be unable to spelljam without interupting the process he would need an assistant to fly the ship for him. He might also need a crew to defend him from any passing ships or creatures. Most ships only have 28 days of air, so he is going to have to find a way to get over that obsticle. Food and water would also be a problem. I would think that he would need a supply ship to ferry air, food and water from a nearby sphere. Maybe the arcane have found some way to exist without needing to breath. Perhaps there is an arcane archlich making helms for them and gaining enough wealth to buy immortality from the gods. David "Big Mac" Shepheard easyInternet internet cafe London UK
Previous Message: Should PCs be able to build helms. Was: Alternative helm creation
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Month Index: December, 2005
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Re: Alternative helm creation (major and minor helms) | David Shepheard | |||
| Re: Alternative helm creation (major and minor helms) | jamesriley | |||
| Re: Alternative helm creation (major and minor helms) | Dreamer |