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Month Index: March, 2006


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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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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