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From: Alexander James <acjames148@????.ca> Date: Mon, 27 Mar 2006 17:11:48 -0700 Subject: Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?
It's personal opinion of course, but I have placed all the SJ spells into
the 3e spell lists as soon as the new system was released
IMC Mordenkainan's disjunction has a variable XP cost of equal to the cost
of creating what it destroys, and is a rare spell often replaced with
Dispel9 that just suppresses the magic items, thus I agree that Disable helm
is a much better way of handling that aspect.
this list covers CoAS, Lost ships, Astromundi cluster box, and some of the
adventure modules (except the unhuman wars), astrics (*) denote variation on
canon
Sorcerer/Wizard
2nd
Divination: Locate Portal
3rd
Conjuration: (Creation) Airsphere (LS) [air] Dur: Instant & 2 hours Cast:
VSM, 3 rounds; creates a 20' radius of breathable air, for the first three
minutes can be telekinetically moved by the caster up to Medium range, for
the first 2 hours it will displace (not mix with) all other air around it.
It doubles phlogiston explosions in the area.
Transmutation: Chill Fire
Enhance Rating
Reduce Rating
Eagle Vision (SJA4) as if wearing Eyes of the Eagle for 10min a
level (spot +5, half again range increment on projectile weapons)
Improved Whispering Wind (SJA1) As whispering wind, but can
carry a two-way conversation for 1 round/ caster level
4th
Evocation: Spark Burst (LS) [electricity] VSM, medium, Reflex half; deals 1
dmg/caster level to all in 20' spread, in the phlogiston that is changed to
1d4/level fire damage at the target location, not the caster.
5th
Transmutation: Create Portal
Enhance Manuverability
Reduce Manuverability
Flyfield (LS) VSM/Df, the drifting vessel (or the debirs of a
vessel) the activator is in of up to 5 SJtons / caster level is
telekinetically hurled up to medium range in any direction in a single
round, this occurs only when the desiganted activator wills it (as a
move-equivalent action) within the next 1 days/ caster level.
6th
Abjuration : Disable Helm (LS) cast: VSXp, 3 rounds (* one turn), Will
partial; target ship in medium range has its helm suppressed for 1 round/
caster level, the helmsperson takes 1d3 damage and is stunned for a round on
a succesful save, on a failure he takes 1dmg/caster level and is knocked
unconcious for 1d6 rounds.
this spell costs 100XP to cast. (*1d4 damage, similar to restoration)
Transmutation: Create Minor Helm
7th
Transmutation: Create Major Helm
8th
Conjuration: (Creation) Create Atmosphere (LS) cast: VSM/DfXp, 1 hour;
create 1 cubic mile of air / level that is continuously self-renewing for 1
standard (28-day)month per level. Casting this spell costs 250XP (*one
permanent hp)
Evocation: Sunflare (AC)
Sunstrike (AC)
Necromancy: Destroy Atmosphere(LS) VSM Corrupt, 1 hour: instantly destory
cubic miles of atmosphere. Casting this spell costs 1 point of constitution
Drain. (*one permanent hp)
Foul Atmosphere (LS)(* less lethal variant-the divine version)
Transmutation: Collapse Portal (LS) VSM, 2 rounds, medium range; closes a
portal in the crystal sphere if you make an Intellegence check DC 10 (15 if
the portal is result of a spell), however, ships may still try to pass
through during the round after casting, if they do roll d10: 1-2: closes
early, pilot check DC 15 or crash (*simply avoid) taking 10 HP damage and
Ship Shaken, 3-5: closes in front of ship, pilot check DC 15+caster level or
crash (*always crash), 6-9: ship is sliced by closing portal, pilot check DC
25+caster level gets through (*), destroys the ship and causes Spelljammer
Shock, some section of crew makes Reflex saves or die, 10: ship safely
passes through. Materials: a smooth diamond and obsidian worth at least
550gp (*no price listed)
Destroy / Dispell Minor Helm(LS) (* I don't like permanent item
destruction) VSM, 3 rounds (*1 turn), line-of-sight medium range to the
helm; instantly destroys (*/ disables for a minute per level) a minor,
lifejammer, pool, or series helm. There is an explosion equal to the effect
of a Spark Burst spell, and the helmsperson must make a Will save or be
knocked unconcious for 1d4 minutes, and unable to regain spells for 1d3
days. A death or major helm is disabled for 1d2 rounds, and suffers a -1
TSR for 1d12 minutes, the helmsperson also must make a Will save or take 1d4
damage and be stunned for 1 round. Dwarven forges and furnace helms are
disabled for 1d4+1 rounds.
9th
Abjuration : Sunshield (AC)
Conjuration: (Teleport) Sungate (AC)
Evocation: Sunscream (AC)
Transmutation: Destroy / Dispell Major Helm(LS) (*) VSM, 3rounds (*1 turn),
line-of-sight medium range to helm; as Destroy Minor Helm, but works on any
helm. A dwarven forge can be reparied 85% of the time in 1d100 hours.
Cleric
1st: Create Air
2nd: Contact Home Power
5th: Create Minor Helm
Debris Barrier(LS) VSF, close, 1 round / caster level; debris in the
area is formed into a swirling disk, much like the Blade Barrier spell, that
deals 4d4 bludgening damage per round to those in it or passing through it,
Refelx negates (*unlisted save). The focus is a number of medium or smaller
objects in the area.
Flyfield(LS)
7th: Create Major Helm(* added due to extended spell levels)
8th: Create Atmosphere(LS)
Foul Atmosphere(LS) VSDfXp, cast 1 minute (*4 turns); cubic miles of
atmosphere are fouled by one grade. Casting this spell costs 250XP.
Driud
1st: Create Air
2nd: Contact/Attune to Force of Nature (* possible single casting variant as
in David Shepard's recent post)
4th: Softwood
7th: Create Atmosphere(LS) (* druids usually get elemental spells earlier
than clerics)
8th: Foul Atmosphere(LS)
Paladin
2nd: Contact Home Power / Attune to Justice (*)
3rd: Mental Prowess (Realmspace) for 2 rounds / level grants a +6 divine
bonus to will saves versus Mind-Affecting spells, spell-likes, and psionic
abilities
Ranger
1st: Create Air
2nd: Contact/Attune to Force of Nature (*)
3rd: Softwood
In the Phlogiston: Conjuration (Summoning), (Calling), (Teleportation), and
Illusion(shadow) spells always fail, Divinations cannot cross planar
boundries (except through portals), and all Evocation [Fire] and
[Electricity] spells detonate in the caster's hands, unless specifically
noted otherwise.
In void / wildspace outside of atmosphere envelopes: no [sonic] or [fire]
effect can extend out of, or pass between, air envelopes, excpet those also
exempt from the phlogiston rules (i.e. thoose that create at target, rather
than travel to the target)
----- Original Message -----
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.
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