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Previous Message: Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?
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Month Index: March, 2006


From:     Peter Aronson <pbaronson@???.net>
Date:     Sat, 25 Mar 2006 10:35:54 -0700
Subject:  Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?
> I don't know what happened before but I've checked the Players Guide to
> Spelljammer on the BtM 3e conversion page and nothing seems to have got
> there yet:
> http://www.spelljammer.org/sj3e/#PlayersGuidetoSpelljammer

Hey David,

     I wasn't expecting such a great (and extensive) response!  I noticed
after I sent that e-mail that Mark Doolan's site, the Shattered Fractine
(http://www.shatteredfractine.com/) has a very nice start on spell
conversions.  I've looked them over, and in general I agree with what he has
done; however, some of the decision's he made are worth discussing.

     One of the things he's done that I like a great deal is to add a pair
of cleric domains: Stellar and Wildspace.  (He calls them "Prestige
Domains" -- is that different from a regular cleric domain?)  The arguable
thing about this is that many spells are available to clerics *only* via
these domains.  This doesn't bother me, but I could see it as a point on
which reasonable people could easily differ.

     There are no Contact Home Power or Detect Power spells.  Personally, I
find the whole issue of whether particular gods are available in particular
spheres more of an unnecessary complication myself.  But.  It *is* a major
element of the original setting.

     Create Minor Helm is lowered to 5th level for Sorcerers/Wizards, but
not for Clerics (Wildspace Domain clerics get it as a 6th level spell, other
clerics don't get it all).  This is interesting, and I while I don't find it
objectionable at all, I would wonder why this change was made.

      Create Air/Foul Air are replaced by Freshen Air, which is simpler and
not reversable.

      The additional "big" air spells from THE BOOK OF LOST SHIPS are not
converted: Airsphere and Create Atmosphere (see below).

       The destroy helm spells are missing.  (Fine with me!)

       He's added some spells of his own: Aurora, Summon Comet Steed, Mantle
of the Heavens, Starmantle, Star Striding and Summon Cosmic Storm.  These
all seem like reasonable spells to me, and hey, the more, the merrier.

       There are no assignment of spells for Bards, Druids, Paladins,
Rangers or Warmages (I use Warmages, so it matters to me).  For my quick,
throw together spell list (I run tonight!), I've made the following
assignments:

NEW BARD SPELLS

6TH LEVEL BARD SPELLS
Debris Barrier: Turns small pieces of space debris into a zone full of
whirling, crushing rocks.

NEW DRUID SPELLS
1ST LEVEL DRUID SPELLS
Freshen Air: Generate additional fresh, breathable air.

3RD LEVEL DRUID SPELLS
Softwood: This spell causes one creature to be surrounded by a soft, spongy
wood, similar to that of a rotting stump.  While the spell is in effect, the
recipient is in suspended animation and does not need air, food, or water.

7TH LEVEL DRUID SPELLS
Create Atmosphere: Creates large amounts of long-lasting atmosphere.

NEW PALADIN SPELLS
1ST LEVEL PALADIN SPELLS
Freshen Air: Generate additional fresh, breathable air.

NEW RANGER SPELLS
3RD LEVEL RANGER SPELLS
Softwood: This spell causes one creature to be surrounded by a soft, spongy
wood, similar to that of a rotting stump.  While the spell is in effect, the
recipient is in suspended animation and does not need air, food, or water.

NEW WARMAGE SPELLS
4TH LEVEL WARMAGE SPELLS
Spark Burst: Cause a burst of electricity at a distance.

6TH LEVEL WARMAGE SPELLS
Disable Helm: Temporarily disables a ship's helm.

And I've done some quick additional conversions from THE BOOK OF LOST SHIPS,
although, given that my player's characters are all 1st or 2nd level ...
(Ah, well, the 8th level Sorcerer with a drinking problem that the Great
Lunar University assigned them as a captain can cast airsphere if need be
and he's sober.)

AIRSPHERE
Conjuration (Creation) [Air]
Level: Sorcerer/Wizard 3
Components:  V, S, M
Casting Time:  1 standard action
Range:  30 feet/level
Area: 20 foot radius
Duration:  Instantaneous
Saving Throw:  Reflex negates (harmless)
Spell Resistance:  Yes (harmless)

     This spell creates a mobile sphere of breathable air, identical to the
atmosphere of caster's home world or land.  The air can become fouled with
use as other atmospheres, but drives out and displaces any fouled air it
contacts within the first 12 minutes of its existence.

     The air comes into being around the caster, but does not mix with the
surrounding atmosphere.  During the first three minutes, the caster may
mentally move the atmosphere in any direction at the speed of 10 feet a
round to the maximum of the caster's range.  Thereafter it is no longer
under the caster's control, and obeys the gravity of nearby objects.

     This spell is often used to aid a stranded being in space by hurling
air to them.

     If an airsphere contacts a fiery explosion in the phlogiston, the fiery
area expands to the limits of the airsphere and fouls it.  Beings within
this expanded area of effect suffer double normal fire damage.

     Material component:  A small crystal or glass sphere holding air
(consumed during casting).

CREATE ATMOSPHERE
Transmutation [Air] {Reversible}
Level: Sorcerer/Wizard 8, Cleric 7, Druid 7
Components: V,S,M,XP
Casting Time: 1 hour
Range: 30 feet/level
Area: 1 cubic mile of volume/level
Duration: Special
Saving Throw: None
Spell Resistance: None

     This difficult, unreliable spell creates not merely air, but a
magically self-renewing atmosphere which survives for one standard 28-day
month per level of the caster, unless altered by contact with other
atmospheres.  It will last until exhausted or until the reverse of this
spell is cast - dispel magic has no effect.

     The atmosphere can be cast on any size object, and will remain with it
regardless of the object's gravity or state (e.g., if a ship is destroyed,
it remains centered on the largest remaining chunk).  This created
atmosphere will replenish the atmosphere of other ships in encounters.  This
spell can not be cast on living things.

     The Clerical/Druid version of this spell differs slightly from the
Sorcerer/Wizard version in that the reversed version of the spell does not
destroy the atmosphere, but alters it from clean to foul (or from foul to
deadly).  This alteration can quench flames or lessen fiery damage in some
cases by removing oxygen.

     This spell requires a small, stoppered flask and a drop of water.

     XP Cost: 500 XP.

Best Regards,

      Peter


Previous Message: Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?
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Month Index: March, 2006

SubjectFromDate (UTC)
Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Peter Aronson    23 Mar 2006 04:33:00
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Dreamer    23 Mar 2006 08:34:25
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    David Shepheard    25 Mar 2006 10:46:37
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    David Shepheard    25 Mar 2006 10:46:53
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Peter Aronson    25 Mar 2006 17:35:54
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Alexander James    28 Mar 2006 00:11:48
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Peter Aronson    28 Mar 2006 01:41:37
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Dreamer    28 Mar 2006 07:50:06
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Loki    28 Mar 2006 18:45:45
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Alexander James    29 Mar 2006 00:27:52
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Peter Aronson    29 Mar 2006 01:37:54
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Dreamer    29 Mar 2006 10:20:23
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    David Shepheard    29 Mar 2006 14:35:18
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Dreamer    29 Mar 2006 20:59:22
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Dreamer    29 Mar 2006 20:57:19
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Loki    29 Mar 2006 22:35:22
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Adam Miller    29 Mar 2006 23:17:29
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Peter Aronson    30 Mar 2006 00:39:04
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    Adam Miller    30 Mar 2006 00:51:42
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    David Shepheard    30 Mar 2006 06:41:00
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    David Shepheard    30 Mar 2006 16:12:39
Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?    David Shepheard    02 Apr 2006 15:14:57

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