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Month Index: April, 2006


From:     Loki <george.williams.iv@?????.com>
Date:     Sun, 2 Apr 2006 10:36:58 -0500
Subject:  Re: Helm conversion for 3rdEd - proposal
One thought, in 3.5 there is a feat called Create Portal (planar
portal that is) which allows the caster to create a permanent portal
between planes. This sets a precedent for needing a seperate feat for
really makor magic items to be created. I would like to propose a
Craft Helm feat. This would also lend itself to continuing the Arcane
near monopoly while putting helm creation in the hands of PCs/NPCs if
they are able to meet (stiff) requirements and are able to learn the
feat from someone. This preserves the "painful yet possible," take on
things which I wholeheartedly agree with. (In my game the Arcane, The
Elves, and salvage are the only ways to aquire helms most of the
time).

Original Text from the Stronghold Builder's Guide:
Create Portal Feat
Prerequisite:Craft Wondrous Item
Benefit:You can create any portal whose prerequisites you meet.
Crafting a portal takes one day for each 1,000gp in its base price. To
craft a portal you must spend 1/25 of its base price in XP and use up
raw materials costing half this base price. Some portals incur extra
costs in material components or XP as noted in their descriptions.
These costs are in addition to those derived from the portal's base
price.

There is also a statement in the overall text that "Any character of
at least 17th Level can build a portal if she knows the Create Portal
Feat (see sidebar).

Loki's Comments: I think that helms and portals are both magic items
verging on the minor artifact level so a caster level minimum (in the
case of helms I would suggest 12th to 15th since they are not quite as
powerful as portals) to be able to use the feat makes a lot of sense.

Another point I would like to make on the subject of helms is that
just because we are doing a straight conversion does not preclude the
addition of new variant helms (sidebars if nothing else.) and variant
systems to go with them.

-Loki

In the descriptions I would substitute the phrase "spellcaster
levels," for "levels of experience," in order to clarify.

> 2ndEd: Spelljammer Helms
>
> Cost:
> 100,000 gp (minor helm)
> 250,000 gp (major helm)
>
> Each minor and major spelljamming helm allows the individual
> seated upon it to move a large mass through space by means of
> channeling spell energy directly into a motive force.  This
> energy is somewhat useful for maneuvering the ship, but primarily
> it provides the push that makes the ship move forward (or
> backward).  Maneuvering comes primarily from the ship's sails or
> oars.
>
> The power of the force is known as the ship's rating.  A minor
> helm converts such energy at a rate of 1 point of SR for each
> three levels of experience. A major helm converts at a rate of 1
> SR for every two levels of experience.
>
> At low levels, the difference between using a minor and a major
> helm is small.  A third-level mage will give his ship an SR of 1,
> regardless of whether a minor or major helm is used.  The higher
> level the mage, however, the more important the difference
> between using major and minor helms.  A tenth-level wizard, for
> example, can give his ship an SR of 5 with a major helm, but only
> an SR of 3 with a minor helm.  A quick summary of levels is
> included below.
>
> Ship's Ratings using Major and Minor Helms
>
>               SR/Helm
> Level of Wizard   Minor  Major
>    or Priest      Helm   Helm
>        1            1      1
>        2            1      1
>        3            1      1
>        4            1      2
>        5            1      2
>        6            2      3
>        7            2      3
>        8            2      4
>        9            3      4
>       10            3      5
>       11            3      5
>       12            4      6
>       13            4      6
>       14            4      7
>       15            5      7
>       16            5      8
>       17            5      8
>       18            6      9
>       19            6      9
>       20            6     10
>
> Using a helm prohibits any spell use by that character within
> that 24-hour period.  As soon as a wizard or priest sits on the
> helm and becomes aware of the ship, he can cast no spells of any
> sort until after he has had a chance to rest and regain spells.
> In effect the helm "drains" the helmsman of all his spells the
> moment it is activated.
>
> (In fact, this is not precisely what happens.  The helm attunes
> iteself to the brain patterns of the character who activated it.
> Once in sync, the helm siphons away any magical energy the moment
> it begins taking shape, not all at once.  But until the character
> can rest, thereby breaking the link, the energy invested in any
> spell he tries to cast is immediately drawn away by the
> spelljamming helm.  This effect occurs regardless of range.
> Oddly, the helm can utilize the energy only if the character is
> seated in the helm.  Why the helm can draw power from any range,
> yet gains benefit only from a helmsman actually in contact with
> it, is one of the foremost unsolved puzzles of spelljamming
> magic.)
>
> An individual can use either type of helm for 12 hours without
> tiring.  For each hour afterwards, the SR drops by 1, to a
> minimum of 1.  After 24 hours, the individual using the helm will
> pass out and not be able to use the helm again until fully
> rested.
>
> An individual seated upon a helm can talk and act normally.  The
> sensation of using the helm is akin to being immersed in warm
> water.  As a result of the magical nature of the helm, the
> spelljamming mage or cleric using the helm can see things around
> the ship as if he were standing on the deck.  The ship becomes an
> extension of his body, and responds to his demands in movement and
> maneuverability.  The maneuverability of a craft is a reflection
> of both the spelljamming mage's ability and the maneuverability
> class of the ship.
>
> A minor helm can move a ship of up to 50 tons. A major helm can
> move one of upto 100 tons.  In reality, most ship designers keep
> their craft under the 50-ton range, though there are larger
> men-o-war and juggernauts that are larger than 50 tons.
>
> Only one helm may be in service at a time, though often a minor
> helm is kept as a back-up, should something happen to the major
> helm.
>
> Helms draw their magical energies directly from the user, and the
> speeds they can attain are determined by the level (or HD) of the
> individual.  All helm-equipped ships travel at the same rate of
> speed over long distances, but their differences are apparent at
> the tactical level.  In general, given two similar helms, a ship
> with the more powerful spelljamming mage or priest is the faster
> ship.
>
> Helms can be easily installed in any ship, primarily by lugging
> them aboard and bolting them to the deck.  The minimum hull size
> required for a helm is 1 ton.
>
> If an individual is slain while using the helm, the ship looses
> all power until a new spelljamming mage or priest takes command.
> The ship will drift (at tactical speed - see Chapter 4) in a
> straight line until someone else takes the helm ot the ship hits
> something.
>
> Major and minor helms are nearly (but not completely)
> indestructable.  Their saving throws against all attacks are 2.
> Unfortunately, this protection does not extend to the individual
> seated in the helm.  Diligent and crafty characters may find ways
> to destroy helms, but the process is not easy or quick.
>
> The effect of a helm on tactical and long-range movement can be
> found in Chapter 4.
> -----------------------------------------------------------------
>
>
> I would propose that the text above remain mostly unchanged,
> except that the references to 'mage', 'wizard', or 'mage or
> priest' be replaced by 'spellcaster'.
>
> If the references to Chapter 4 are to remain then we need to
> ensure that the 3rdEd rules are laid out in the same way.
>
> The text above raises a number of interesting questions which I
> will not go into here.
>
>
> 3rdEd:
> -----------------------------------------------------------------
> Spelljammer Helms
>
> A Minor Helm is the same as the standard version sold by the
> Arcane, but without access to their secret techniques is
> considerably more expensive.  Creating one costs 100,000 gp,
> takes 200 days, and costs 8,000 XP.  The listed weight is for a
> heavy hardwood chair; some helms are heavier or lighter than
> this, and note that they are normally bolted down.
>
> Note that unlike most magic items Helms are very, very, tough.
> This is probably due to the immense amounts of magical energy
> needed both to make them, and that flows through them just to
> operate them.  They do not normally have a rated AC, hardness,
> hit points or break DC, but you could use AC 6, and +18 save
> bonus.
>
> Caster Level: 15th; Prerequisites: Craft Wonderous Item, Create
> Minor Helm; Market Price: 200,000 gp; Weight: 50 lb.
>
>
> A Major Helm is the same as the standard version sold by the
> Arcane, but without access to their secret techniques is
> considerably more expensive.  Creating one costs 250,000 gp,
> takes 500 days, and costs 20,000 XP (note that this can cause the
> loss of a level).  The listed weight is for a heavy hardwood
> chair; some helms are heavier or lighter than this, and note that
> they are normally bolted down.
>
> Note that unlike most magic items Helms are very, very, tough.
> This is probably due to the immense amounts of magical energy
> needed both to make them, and that flows through them just to
> operate them.  They do not normally have a rated AC, hardness,
> hit points or break DC, but you could use AC 6, and +20 save
> bonus.
>
> Caster Level: 17th; Prerequisites: Craft Wonderous Item, Create
> Major Helm; Market Price: 500,000 gp; Weight: 50 lb.
>
> [[insert most of 2ndEd text]]
>
> -----------------------------------------------------------------
>
> --
> Dreamer
> dreamer@??????.?????.??.uk
> http://www.romsys.demon.co.uk/
>
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--
George "Loki" Williams, writing and other abberrations
PEACH- Please Examine and Critique Honestly

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Previous Message: Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?
Next Message: Re: Chill Fire spell 3rdEd conversion - 1st hack
Month Index: April, 2006

SubjectFromDate (UTC)
Helm conversion for 3rdEd - proposal    Dreamer    02 Apr 2006 14:50:19
Re: Helm conversion for 3rdEd - proposal    Loki    02 Apr 2006 15:36:58
Re: Helm conversion for 3rdEd - proposal    Dreamer    02 Apr 2006 21:10:48

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