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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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