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From: Dreamer <dreamer@??????.?????.??.uk> Date: Thu, 23 Mar 2006 08:34:25 +0000 Subject: Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?
In <URL:news:local.spelljam> on Thu 23 Mar, Peter Aronson wrote:
> Hi,
>
> I was reading through the SPELLJAMMER-L archives and came across Richard
> Gant's conversion of Spelljammer spells from April, 2004. It looked like
> good stuff, but there was a fairly active discussion of casting times that
> never seemed to be resolved. Did the matter ever go further? And none of
> the spells from LOST SHIPS seemed to be covered. Did/do people use these?
> I kind of liked the look of Spark Burst, and Disable Helm looked like a real
> aid to piracy (although, if you have a spellcaster who can cast 6th level
> sorcerer/wizard spells, how much help do you *need* for piracy?). On the
> other hand, Flyfield seemed perhaps to be overly elaborate, and I wasn't
> sure about how necessary Destroy Minor Helm, Collapse Portal and Destroy
> Major Helm were.
Always interested in new SJ magic!
Here's some I got permission to post:
Create Sprinter Helm
(Enchantment/Charm)
Level: 7
Components: V,S,M
Range: 10 yards
Casting Time: 7 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 1 item
This spell is a variation on Create Major Helm, which trades
capacity and duration for speed and a quick casting time. It will
power ships of up to one ton per level of the caster: its rating
is equal to the level of the spelljamming wizard or priest. A
ship propelled by a sprinter helm may move at any speed less the
or equal to its rating, like one using a major helm. The spell
was created for use by adventuring parties in small ships, which
may need to escape from an enemy force suddenly.
Create Cargo Helm
(Enchantment/Charm)
Level: 7
Components: V,S,M
Range: 10 yards
Casting Time: 1 turn/level
Duration: 1 week/level
Saving Throw: None
Area of Effect: 1 item
This is another variation on Create Major Helm, intended for use
on temporary cargo barges and the like. It will power ships of up
to ten tons per level of caster, but is very slow: its rating is
given on the table below. A ship driven by a cargo helm has the
same limitations on acceleration and deceleration as one using a
minor helm.
Level Greater Cargo Level Greater Cargo
Helm Helm Helm Helm
1 1 1 11 8 2
2 2 - 12 8 2
3 2 - 13 9 2
4 3 - 14 10 2
5 4 - 15 10 2
6 4 1 16 11 3
7 5 1 17 12 3
8 6 1 18 12 3
9 6 1 19 13 3
10 7 1 20 14 3
Dispell Helm
(Abjuration)
Level: 6
Components: V,S,M
Range: 3/level
Casting Time: 6 segments
Duration: 1 round/level
Saving Throw: See below
Area of Effect: One spelljamming ship
This spell is not, in fact, a variation on Dispell Magic, but a
spell intended to actively suppress the operation of spelljammer
helms. If it succeeds in this, and is itself successfully
dispelled during its duration, the suppressed helm will return to
normal operation at the start of the next round.
The spell has a basic 75% chance of suppressing a helm operating
at the same level of effect as the spell. Add 5% per level
advantage the caster has over the helm; subtract 2% per level
advantage the helm has. Note that standard helms purchased from
the Arcane are constructed at very high levels: 25th level for a
Minor Helm, or 33rd level for a Major Helm.
Only one helm device or spell is affected by this spell: the
caster can target the helm that is currently driving a ship, even
if s/he cant see the helm, but if the target ship has a backup
helm, that will still operate if a new operator starts to use it.
Note that Create ~ Helm spells are not dispelled by this spell
just suppressed.
Different versions of this spell are required for unusual
spelljammer effects: the standard version of the spell operates
on major and minor helms and helms created by any of the Create ~
Helm spells. Different versions would be required for Mind Flayer
helms, Furnaces and Lifejammers. Beholder Orbus drives, Dwarven
Forges and non-magical engines cant be suppressed through this
technique. Crowns of the Stars and Artifurnaces could be
suppressed, in theory (DMs ruling as to level), with proper
variants of this spell. Gnomish helms are anybodys guess,
depending on their principles of operation.
A Wand of Negation is another good way of suppressing a helm
briefly, and has a better chance of success. However, it has
shorter range and requires visual targeting. Techniques for
making spells more resistant to dispelling (e.g., modified
Extension spells, or Reinforce Spell) will work against a Dispell
Helm.
I don't _think_ that I've posted them before, but I could be
wrong!
They were written by John Dallman, among others, and dated 8th
Aug 1994. I know they aren't 3rdEd, but I thought they might be
of interest.
Create Major Helm spec at:
http://www.romsys.demon.co.uk/frpg/alchemy/helm.htm
Cheers!
> Best Regards,
>
> Peter
--
Dreamer
dreamer@??????.?????.??.uk
http://www.romsys.demon.co.uk/
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