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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)
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Month Index: April, 2006
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Enhance Rating/Decrease Rating spell - Dreamer further hacked version | Dreamer | |||
| Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version | Peter Aronson | |||
| Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version | Dreamer | |||
| Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version | Peter Aronson | |||
| Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version | Dreamer | |||
| Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version | Peter Aronson | |||
| Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version | Dreamer | |||
| Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version | David Shepheard | |||
| Re: Enhance Rating/Decrease Rating spell - Dreamer further hacked version | David Shepheard |