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Month Index: April, 2006


From:     Dreamer <dreamer@??????.?????.??.uk>
Date:     Wed, 5 Apr 2006 00:06:54 +0100
Subject:  Re: Some proposed SJ magic items
These are some suggested items for use in a SJ setting, inspired
by doing the conversion work on the SJ spells.  They are game
system neutral, but adding 2ndEd and 3rdEd mechanics would not be
too difficult.

Would they be worth including in the 3rdED SJ rules? Maybe in side
bars?

Thoughts?


Portal Compass

This is a fist-sized metal and crystal compass which continously
indicates the direction and distance of the nearest portal.  The
distance to the portal in days of flight at spelljamming speed is
indicated if the portal is more than about 70,000 miles away
(about one minute's flight at spelljamming speed), and the
compass can be set to emit a clear tone when the range to the
portal drops to less than 70,000 miles, another clearly
distinguishable tone when it drops to less than 7,000 miles, and
a third tone when it drops to less than 700 miles.  If the
helmsman has fast enough reflexes the third tone is when to drop
to tactical speed, after which a ship with SR 1 will take about
40 hours to reach the portal, about 8 hours at SR 5.

Wildspace Lantern

This appears to be a common bulls-eye lantern, and works as one,
needing oil, etc., but when its light is shone on a crystal shell
it produces a portal, as a Create Portal spell.  As the ship
carrying the lantern passes through the portal the light goes
out, and the portal closes as soon as the ship carrying the
lantern has passed through; there is no risk to the ship from the
portal closing on it unless the ship stops part way through, the
lantern is extinguished rather than being allowed to put itself
out as the ship passes through the portal, or the portal is
dispelled.  The lantern is useless and will not light in the
phlogiston (a standard small explosion occurs instead, which does
not damage it) unless it is within the area of a Chill Fire
effect, when it can be used as if it was in wildspace.

Phologiston Lantern

This is as the Wildspace Lantern but also generates a continual
Chill Fire effect around it, while it is lit (which can be done
without risk even in the Flow), allowing it to be used freely
both in wildspace and the Flow.  The Chill Fire effect also means
that other lanterns and things like cooking fires and stoves can
be safely used thoughout the ship in the Flow; Fireball and other
fire magic is as dangerous and ineffective as a Chill Fire spell
would allow.

Portal Keys

This is a single key or a set of keys on a ring each of which
will act once as a single-use Create Portal spell on a crystal
shell.  A key is made to function by holding it pointed at a
crystal shell in range for the spell, and making a turning
gesture, as if turning the key in a lock.  The portal created
functions in all ways as one made by a Create Portal spell,
except that the caster level counts as being 50% higher for the
purpose of dispells.

-- 
Dreamer
dreamer@??????.?????.??.uk
http://www.romsys.demon.co.uk/


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