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From: Alexander James <acjames148@????.ca> Date: Tue, 28 Mar 2006 17:27:52 -0700 Subject: Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?
----- Original Message -----
From: "Peter Aronson" <pbaronson@???.net>
To: <SPELLJAMMER-L@??????.???????.com>
Sent: Monday, March 27, 2006 6:41 PM
Subject: Re: [SPELLJAMMER] Whatever happened to the 3.5e conversions to the
Spelljammer Spells?
> Thanks for the reply. Some comments and questions:
it's a disscussion list after all
>
>> Conjuration: (Creation) Airsphere (LS) [air] Dur: Instant & 2 hours Cast:
<***>
> If the purpose of this spell is to save the "man overboard", which the
> original text sort of implies, it seems odd that it takes so long to cast.
> I would think one standard action would make more sense. Mind you, it
> seems
> to me that a lot of the Spelljammer spells take an awfully long time to
> cast.
agreed, even taking into account that the standard round was a minute long
in some rule systems, the casting times of non-attack spells are exceedingly
long.
And that the air comes into being at the caster, who must then move it to
the man overboard shows that to be perhaps a secondary function, the primary
being to protect the caster from suffocation and foul air.
>> 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)
>
> Wouldn't this be a XP cost at 3.5e?
It can be (like I converted for Create and Foul Atmosphere) but the total
destruction of an atmosphere is an evil act imo, so I think the varaint
rules in Book of Vile Darkness suit it better, the casting of Corrupt spells
costing temporary or permanent ability damage and not allowed by good
arcanists or on consecrated ground
Astromundi Cluster
8th
Evocation: Sunflare VS, medium, Reflex half (ship); target vessel is
engulfed in an instantaneous flare from Firefall dealing 1d4 HP of damage,
and has a 1 in 3 chance of setting wooden ships on fire, damage to rigging
also reduces MC and TSR by 1 until repaired. A succesful save negates both
side effects, and halves the damage. External weapons have a 1 in 6 chance
of being destroyed. Deck crew take 5d6 sunfire damage and are stunned for
1d4 rounds from oxygen deprivation and heat stress, a succesful save halves
damge but the flame is so intense no resistance short of natural
(non-magical) immunity to fire can reduce the damage.
Sunstrike VS, close, Reflex half; a thread of magical fire winds
to the target, dealing 8d8 sunfire damage and setting combustables on fire
when it strikes. this flame is just as intense as that of Sunflare above.
>9th
>> Abjuration : Sunshield VSM, cast 1 day, Permanent until discharged,
>> Reflex half; While the shadowstone is in your possesion you have a +3
>> luck bonus to AC (specifically stacks with normal magic protections), on
>> command the spell can be discharged into a fiery blast extending 30' out
>> from your person that deals 10d6 sunfire damage. once again, no
>> resistance short of total immunity to fire can reduce this damage.
>> Materials: a shadowstone gem worth at least 1,000gp.
>> Conjuration: (Teleport) Sungate VSF. You instantly and without fail
>> arraive at another Crystal Portal you know of anywhere in the sphere,
>> providing that both the destination and embarkation (focus) portals are
>> illuminated by Firefall.
(* temporary magic item) Crystal Portal: a lump of crystal, often
door-shaped, used as a focus for the Sungate spell, it remains operational
for one year per caster level. Creation: 1 month, 5000gp worth crystal,
ability to cast Sungate.
>> Evocation: Sunscream VSMXp, Fort negates; [sonic] you emit a shreiking
>> call for help audible to everyone (* at least all Sunmages) in the entire
>> sphere, all sumages who hear it are imparted with knowledge of your
>> identity and location. As side effect, a visual of your masked face
>> expands visibly to everyone in a five mile radius, and all thoose within
>> one mile of you (even across void, but not in void or magical silence)
>> are deafened for 2d6 rounds unless they pass a Fortitude save. Casting
>> this spell costs the sunmage 5,000XP (*10 permanent hp), so this spell is
>> generally used only in the most dire circumstances.
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