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Month Index: December, 2005
From: jamesriley <jamesriley@???.net> Date: Wed, 7 Dec 2005 20:26:15 -0500 Subject: Re: Alternative helm creation (major and minor helms)
I just got in from work and read your posts, it is amazing that you have hit on the exact methodology that I used in my campaign ten years ago with plogiston being the secret ingredient and the time constraints of building one in the flow. I thought the cost of helms was too cheap so I bumped the price up triple. The Arcane have a monopoly on the making of helms that keeps them in power. My players (like the elves), did not like this fact and took steps to remedy this imbalance of power. First a note about how I ran my system. I took the star trek route, no primitive worlds were allowed to be influenced by the space faring peoples (prime directive) enforced by the IEN. A world had to be united and have a functioning world government before any kind of contact could be made. My guys actually accomplished this on behalf of their emperor (much to my surprise). Next I took the Rock of Bral and changed it from a seedy port town into a major industrial and military colony. I mean after all, these people had made the jump to space! That implies a lot of organization and high technological (magicological) advancement. I set up shipyards and shipboard equipment factories. The Arcane were dead set to have this haven of competition destroyed by any one of the "evil" races (vodoni, flayers, beholders, etc...). besides those races didn't buy Arcane (that's why they're evil of course) and strife between them and everyone else was good for business. War equals money influence and power. My guys never learned the secret of helm creation the Arcane way, but they did come up with about two dozen workable alternatives that were just cheap enough to build to allow Homeworld and Bral to build a navy with their combined planetary budgets. Overcoming problems: furnaces can't go in the flow; Wall of Force can be made permanent and shaped into just about any form. Only about 30 days of air on a ship; Priest spell purify air can be made permanent or placed into magic device "air purifiers" that can run off of batteries or ship power tied into helm. Not enough food; bags of holding will hold 1000cu ft of volume with no time lapse of items stored within (the fruit you put in last week is just as fresh today as it was when you put it in). no water; decanter of endless water run through a piping system provides limitless showers, drinking water, and fire fighting system. (those can be made by priests using create water spell as primary action component). Furnace drive moves too slow insystem; go for a gravity drive (this gets expensive and complicated, but is worth it) triple cast of augmentation, reverse gravity on drive plate made permanent, contingency spell ties battery power to controls and drive plate for acceleration control, tie drive plate to yoke for direction control and voila you have a gravity drive that moves the ship at 8 planetary gravities (for ease of math I figured this at about SR 8 MAX but multiple drives increase speed by half Max per unit). Pesky gravity plane messing up your cargo stowage; reverse the reverse gravity spell on ship decks/overheads and you have matching internal gravity planes and an inertial compensator when tied to ships power. Constantly have to refuel the furnace; then use a plasma drive power supply for energy to feed the furnace. Simply enclose a staff of power or other retributive strike staff in a temporal fugit spell contained within a cylindrical wall of force capped by another wall of force and break it, the R strike will leak out over the course of several rounds funneled by the walls of force into your battery charging devices, or directly into your homemade drive helm. I just hit the bare bones of what my guys and I did, these items worked for us in my campaign against the Arcane and the evil hordes that they sent to wipe us out. If you want to know about FTL comms or IFF beacons etc... then let me know. V/R FC2 Riley, James R. cel: 228-249-2967 e-mail: jamesriley@???.net -----Original Message----- From: Spelljammer Setting Discussion [mailto:SPELLJAMMER-L@??????.???????.com] On Behalf Of David Shepheard Sent: Wednesday, December 07, 2005 12:35 PM To: SPELLJAMMER-L@??????.???????.com Subject: Re: [SPELLJAMMER] 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 item's 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 item's 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 ******************************************************************** The D&D Homepage: http://www.wizards.com/dnd The Spelljammer Homepage: http://www.spelljammer.org To unsubscribe, send email to LISTSERV@??????.???????.com with UNSUB SPELLJAMMER-L in the body of the message.
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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 |