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From:     David Shepheard <david_shepheard@???????.com>
Date:     Mon, 3 Apr 2006 05:14:03 +0100
Subject:  Re: Enhance Raiting/Decrease Raiting spell (partial summary)
This isn't quite up to Dreamer's standard as I don't have the original
version. I've made a proposed conversion, but it needs checking by someone
with the original and the conversion guidelines [alternative text is
provided in brackets for all the things I think might need to change].

Useful URLs:
-----------------------------------------------------------------
Enhance Tactical Speed (TS) Rating:
http://www.shatteredfractine.com/spells/book/enhancets.html
Accelerate Ship and Accelerate Ship, Greater:
http://www.spelljammer.org/chars/spells3e-jk.html
Most similar spells in the SRD - Haste and Slow:
http://www.d20srd.org/srd/spells/haste.htm
http://www.d20srd.org/srd/spells/slow.htm
-----------------------------------------------------------------

Original CoAS version
-----------------------------------------------------------------
I don't have my copy of CoAS.

If someone could type the original CoAS Enhance Raiting spell, and repost
this that would be very helpful.
-----------------------------------------------------------------

Mark Doolan - Enhance Tactical Speed (TS) Raiting - Decrease Tactical Speed
(TS) Raiting
-----------------------------------------------------------------
Enhance Tactical Speed (TS) Rating
Transmutation

Level: Sor/Wiz 3, Wildspace 3
Components: V, S and M
Casting Time 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One spelljamming helmsman
Duration: 1d4 rounds + 1 round/level
Saving Throw: Yes (Harmless)
Spell Resistance: Yes

This spell can be cast only upon an individual using a major or minor
spelljamming helm. This spell will raise the ship tactical speed rating (TS,
a measure of speed) of the spell jamming ship by 1-2 points for the duration
of the spell. Only one enhance tactical speed (TS) rating spell can be used
at a time. A helmsman cannot cast it on himself. The spellcaster must be
able to see the helmsman upon whom the spell is cast. The spell will not
work if the helmsman is hidden, and the helmsman is allowed a Will saving
throw to avoid the effect.

Material Component: A small ivory arrow, which is pointed upward as the
spell is cast.
-----------------------------------------------------------------
Decrease Tactical Speed (TS) Rating
Transmutation

Level: Sor/Wiz 3
Components: V, S and M
Casting Time 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One spelljamming helmsman
Duration: 1d4 rounds + 1 round/level
Saving Throw: Yes
Spell Resistance: Yes

This spell can be cast only upon an individual using a major or minor
spelljamming helm. This spell will reduce the tactical speed rating (TS, a
measure of speed) of the spell jamming ship by 1-2 points for the duration
of the spell. Only one decrease tactical speed (TS) rating spell can be used
at a time. A helmsman cannot cast it on himself. The spellcaster must be
able to see the helmsman upon whom the spell is cast. The spell will not
work if the helmsman is hidden, and the helmsman is allowed a Will saving
throw to avoid the effect.

Material Component: A small ivory arrow, which is broken as the spell is
cast.
-----------------------------------------------------------------

Jim Kersh - Accelerate Ship - Accelerate Ship, Greater
-----------------------------------------------------------------
Accelerate Ship
Transmutation

Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One person using a spelljammer helm
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Accelerate Ship increases a flying ship's Move speed by 20, for example
making a ship with a Move (fly) speed of 40 accelerate to 50. The spell will
work on a ship at starspeed only in theory; there is no appreciable effect
at such velocity.
Material Component: A small ivory arrow. It is pointed upward during
casting, and is consumed when the spell is finished.
-----------------------------------------------------------------
Accelerate Ship, Greater
Transmutation

Level: Brd 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One person using a spelljammer helm
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Greater Accelerate Ship increases a flying ship's Move Speed by 40, for
example making a ship with a Move (fly) speed of 40 accelerate to 80. This
more powerful version of the Accelerate Ship spell causes a ship at
starspeed to accelerate from four million miles per hour to six million
miles per hour. This is useful only for evading pursuit, however; the
duration of the spell is insufficient to have any great impact on travel
times, especially in the Rainbow Ocean.
Material Component: A large ivory arrow. It is pointed upward during
casting, and is consumed when the spell is finished.
-----------------------------------------------------------------

Comments
-----------------------------------------------------------------
*Sidebar - Tactical Speed vs Spelljammer Speed*

Some people don't seem to realise the following:
* - At tactical speed ships move at different speed depending on their Ships
Raiting (SR),
* - Ships Raiting comes from both the helmsman and the helm type (the hull
type makes no difference) and
* - At "spelljammer speed" all ships move at the same speed regardless of
helm type of helmsman level.

Enhance Raiting - original CoAS version:

The original version of this speed only works at tactical speed. The spell
name by itself doesn't really make this clear. A change in name might help.

Is this spell improving the power of the helm, the ability of the helmsman
or the raw speed (SR) of the ship?

1) If the spell is improving the helm power then it will not provide a
benefit for a backup helm,
2) If it is improving the helmsman's ability then it will not benefit a
backup helmsman,
3) If the spell affects the ship itself then things like spelljammer shock
will not cancel out this spell.

If the original version has a target we should stay with that. (Both Mark
and Jim have the helmsman as the target - I'll stick with that unless told
otherwise).

Mark Doolan's versions:

On the plus side, the altered name indicates that this spell only works at
"tactical speed". On the downside an abbreviation within the name looks bad
and the name is quite long.

Mark puts this in the "Wildspace" clerical domain. (If we are going to
keep/modify this domain then we need to put our Enhance Raiting conversion
into it.)

Mark's duration does not match any of the durations in the Conversion
Manual, so is likely to be incorrect. "1 round/caster level", "1
minute/caster level" or "10 minutes/caster level" are the low
post-conversion durations, so it probably should be one of them instead.

Mark has a Will save for a helmsman to avoid this harmless spell. That save
applies to mind altering effects. I think that the connection between a
helmsman and the helm is a mental one, but I'm not sure if the effect of
Marks spell is a mental one or an alteration one.

Mark has abandoned the term "ships raiting" (SR) in favour of "tactical 
speed
raiting" (TS). His conversion is therefore problematic unless you also use
his conversion of the ship movement rules. He also says a "spell jamming"
ship instead of "spelljamming" ship. Unless there is a good reason to change
terms, I would prefer to keep the original SJ ones.

Note that because this spell adds 1-2 SR, it qualifies as variable and the
Empower Spell or Maximise Spell metamagic feats can be used on it.

Jim Kersh - Accelerate Ship

On the plus side, the altered name indicates that this spell makes a ship go
faster and is very short. On the downside it isn't as clear as Mark's name.

If we use/modify Mark's Wildspace domain we should consider swapping Jim's
Greater spell (or an adaptation based on it) for another less SJ specific
spell.

Jim has a Fortitude for a helmsman to avoid this harmless spell. That save
applies to alteration effects. Someone being able to "push a ship faster"
could be seen as alteration. Haste has a Fortitude save, so I think that Jim
might be right on this one.

Jim has abandoned the system of "ship's raiting" instead talking about it's
Move speed. He also talks about "starspeed" (instead of "spelljammer
speed"). Again this means that you have to incorporate his changes into the
ship movement rules.

Note that because this spell does not add variables, it does not qualify
for the Empower Spell or Maximise Spell metamagic feats. If the original
Enhance Raiting spell adds a variable then the conversion should too.

Both Mark and Jim failed to mention that this spell will counter and dispel
the conversion of its reverse. Jim didn't even convert the reverse (or it
wasn't put on the page).
----------------------------------------------------------------- 

Semi-finished conversion (TBC = To Be Checked before publication) [details
in square brackets are alternative text which may be used if the previous
text does not match the conversion of the original spell]
----------------------------------------------------------------- 
Enhance Tactical Speed
Transmutation

Level: Brd 3, Sor/Wiz 3, Wildspace 3 (TBC)
Components: V, S, M
Casting Time: 1 standard action (TBC)
Range: Close (25 ft. + 5 ft./2 levels) (TBC)
Target: One helmsman
Duration: 1 round/level [or 1 minute/level] (TBC)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The transmuted helmsman benifits from additional ability to produce Ships
Raiting (SR) at tactical speed. Their SR increases by d2 (TBC) points [1
point] for the duration of this spell. This extra SR has the same effect as
the SR a helmsman normally produces. The helmsman may spend it moving or
turning his ship.

This spell only works on a helmsman spelljamming on a Major Helm or Minor
Helm helm. You therefore can not cast it on yourself, before taking the
helm. You must be able to see the helmsman in order to cast this spell on
him.

Multiple Enhance Tactical Speed spells don't stack. Enhance Tactical Speed
counters and dispels Decrease Tactical Speed.

Material Component

A small ivory arrow, pointed upward as the spell is cast.
----------------------------------------------------------------- 
Decrease Tactical Speed
Transmutation

Level: Brd 3, Sor/Wiz 3 (TBC)
Components: V, S, M
Casting Time: 1 standard action (TBC)
Range: Close (25 ft. + 5 ft./2 levels) (TBC)
Target: One helmsman
Duration: 1 round/level [or 1 minute/level] (TBC)
Saving Throw: Fortitude negates
Spell Resistance: Yes

The transmuted helmsman suffers a partial loss in ability to produce Ships
Raiting (SR) at tactical speed. Their SR decreases by d2 (TBC) points [1
point] for the duration of this spell (but does not fall below an SR of 1).
The loss of SR has no other effects. The helmsman may spend his remaining SR
moving or turning his ship, as normal.

This spell only works on a helmsman spelljamming on a Major Helm or Minor
Helm. You therefore can not cast it on yourself, before taking the helm. You
must be able to see the helmsman in order to cast this spell on them.

Multiple Decrease Tactical Speed spells don't stack. Decrease Tactical Speed
counters and dispels Enhance Tactical Speed.

Material Component

A small ivory arrow, broken as the spell is cast.
-----------------------------------------------------------------
Enhance Tactical Speed, Greater
Transmutation

Level: Brd 6, Sor/Wiz 6, [Wildspace 6] (TBC)
Components: V, S, M
Casting Time: 1 standard action (TBC)
Range: Close (25 ft. + 5 ft./2 levels) (TBC)
Target: One helmsman
Duration: 1 minute/level [or 10 minutes/level] (TBC)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions like Enhance Tactical Speed, except that the transmuted
helmsman gains an SR increase of d3 points and the duration is longer.

Multiple Greater Enhance Tactical Speed spells don't stack. If a helmsman
has Enhance Tactical Speed and this spell cast on him at the same time and
this spell expires first the other spell will still function. Greater
Enhance Tactical Speed counters and dispels both Decrease Tactical Speed
and Greater Decrease Tactical Speed.

Material Component

A large ivory arrow, pointed upward as the spell is cast.
----------------------------------------------------------------- 
Decrease Tactical Speed, Greater
Transmutation

Level: Brd 6, Sor/Wiz 6 (TBC)
Components: V, S, M
Casting Time: 1 standard action (TBC)
Range: Close (25 ft. + 5 ft./2 levels) (TBC)
Target: One helmsman
Duration: 1 minute/level [or 10 minutes/level] (TBC)
Saving Throw: Fortitude negates
Spell Resistance: Yes


This spell functions like Decrease Tactical Speed, except that the
transmuted helmsman suffers a SR loss of d3 points and the duration is
longer.

Multiple Greater Decrease Tactical Speed spells don't stack. If a helmsman
has Decrease Tactical Speed and this spell cast on him at the same time and
this spell expires first the other spell will still function. Greater
Decrease Tactical Speed counters and dispels both Enhance Tactical Speed
and Greater Enhance Tactical Speed.

Material Component

A large ivory arrow, broken as the spell is cast.
----------------------------------------------------------------- 
David Shepheard 


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Month Index: April, 2006

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