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Previous Message: Re: 3rdEd 'Helmsman' character class
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Month Index: April, 2006


From:     Dreamer <dreamer@??????.?????.??.uk>
Date:     Mon, 3 Apr 2006 08:37:17 +0100
Subject:  Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version
I've taken the original posting, and hacked it to add the CoAS
spec, and delete all the non-CoAS equivalent spells.

I note that the spell name has been changed - understandable, but
this risks confusion. The text has been changed from the
original, which I don't think is a good idea except to add the
note about the SR not going below 1, and that the two spells
counter each other.

I do agree with almost all David's comments.

Please also note that the spells below are _not_ David
Shepheard's originals, as I have removed all the TBC bits,
re-ordered the 'Level' so Sor/Wiz comes first, and put 'Wildspace
3' on both spells.

For even more confusion [grin] I have included at the end a
version of the spell with minimal changes to the original text,
which retains the original spell names.


As for what the spell actually does, I would say that the spell
only being usable on a helmsman is significant - arguably what it
does is effect the combined spellcaster and helm, maybe the
relationship between the two of them. So, if the spellcaster
disconnects from the helm, then either reconnects or moves to say
a second helm, all effects of this spell (or its reverse) cease.

Exactly how quickly someone can disconnect and reconnect to a
helm is an interesting question, as the ship is unpowered while
this is going on. I would say it takes a full-round action.


At the risk of mudding the waters, a helmsman moving from a helm
to a back-up helm is not something made clear in the rules. It
implies that this is possible, but the detailed explanation of
how standard helms work says that the first helm is still
connected, and gets all the helmsman's magic! So, what is
powering the back-up helm?

One explanation is that sitting down in a different helm switches
the magical connection from the first helm to this one. However,
this might imply that there are ways of disconnecting from a helm
without resting and regaining magic (Mindblank?), which opens a
whole can of worms about how much magic you have left after
operating a helm for a while, then using some sort of
disconnection method.

If we do discuss this, may I suggest it is done in a different
thread.

---------- Forwarded article ----------
Date: Mon, 3 Apr 2006 05:14:03 +0100
From: David Shepheard <david_shepheard@???????.com>
Newsgroups: local.spelljam
To: SPELLJAMMER-L@??????.???????.com
Subject: [SPELLJAMMER] Enhance Rating/Decrease Rating 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
-----------------------------------------------------------------
Third-Level Spells

Enhance Rating
(Alteration)
Reversible

Range: 10 yards
Components: V, S, M
Duration: 1-4 rounds plus caster's level
Casting Time: 3
Area of Effect: 1 individual using a spelljamming helm
Saving Throw: None or Neg

This spell can only be cast upon an individual using a major or
minor spelljamming helm, whether existing or created by the
wizard or priest spell.  This spell will raise the SR of the ship
using the helm by 1-2 points for the duration of the spell.  Only
one Enhance Rating spell may be used at a time, and the caster
may not use it on himself.

The reverse of this spell, Decrease Rating, reduces the SR of the
spelljamming helm and its user by 1-2 points for the duration of
the spell.  The occupant of the helm has an opportunity to save
versus magic against the spell, with the effects negated if the
save is made.

The spellcaster must be able to see the person he is throwing
either Enhance Rating or Decrease Rating on.  Neither spell will
work if the intended target is hidden.

The material component of this spell is a small ivory arrow. It
is pointed upward for the Enhance Rating spell or broken for the
Decrease Rating spell.
-----------------------------------------------------------------


Mark Doolan - Enhance Tactical Speed (TS) Rating - Decrease Tactical Speed
(TS) Rating
-----------------------------------------------------------------
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
Rating (SR),
* - Ships Rating 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 Rating - 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 Rating 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 rating" (SR) in favour of
"tactical speed rating" (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 rating" 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 Rating 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 (then hacked by Dreamer):
----------------------------------------------------------------- 
Enhance Tactical Speed
Transmutation
Level: Sor/Wiz 3, Brd 3, Wildspace 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One helmsman
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The transmuted helmsman benifits from additional ability to
produce Ships Rating (SR) at tactical speed. Their SR increases
by d2 points 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: Sor/Wiz 3, Brd 3, Wildspace 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One helmsman
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The transmuted helmsman suffers a partial loss in ability to
produce Ships Rating (SR) at tactical speed. Their SR decreases
by d2 points 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.
-----------------------------------------------------------------


Dreamer's even more hacked version:
----------------------------------------------------------------- 
Enhance Rating
Transmutation
Level: Sor/Wiz 3, Brd 3, Wildspace 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One helmsman
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell can only be cast upon an individual using a major or
minor spelljamming helm, whether existing or created by a spell. 
This spell will raise the SR of the ship using the helm by 1d2
points for the duration of the spell.  Only one Enhance Rating
spell may be used at a time, and the caster may not use it on
himself.  Enhance Rating counters and dispels Decrease Rating.

The spellcaster must be able to see the person he is throwing
Enhance Rating on.  The spell will not work if the intended
target is hidden.

Material Component: A small ivory arrow, pointed upward as the
spell is cast.
----------------------------------------------------------------- 
Decrease Rating
Transmutation
Level: Sor/Wiz 3, Brd 3, Wildspace 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One helmsman
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell can only be cast upon an individual using a major or
minor spelljamming helm, whether existing or created by a spell. 
This spell will decrease the SR of the ship using the helm by 1d2
points (to a minimum of SR 1) for the duration of the spell. 
Only one Decrease Rating spell may be used at a time, and the
caster may not use it on himself.  Decrease Rating counters and
dispels Enhance Rating.

The spellcaster must be able to see the person he is throwing
Decrease Rating on.  The spell will not work if the intended
target is hidden.

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


David Shepheard (with hacks by Dreamer)


Previous Message: Re: 3rdEd 'Helmsman' character class
Next Message: Rangers in Spelljammer - Was: Locate Portal spell - Dreamer's hacked version has errors
Month Index: April, 2006

SubjectFromDate (UTC)
Enhance Rating/Decrease Rating spell - Dreamer further hacked version    Dreamer    03 Apr 2006 07:37:17
Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version    Peter Aronson    03 Apr 2006 13:15:02
Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version    Dreamer    03 Apr 2006 20:04:57
Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version    Peter Aronson    04 Apr 2006 02:13:15
Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version    Dreamer    04 Apr 2006 07:44:08
Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version    Peter Aronson    04 Apr 2006 13:33:53
Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version    Dreamer    04 Apr 2006 16:45:14
Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version    David Shepheard    15 Apr 2006 22:36:47
Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version    David Shepheard    30 Apr 2006 02:38:33

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