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Month Index: May, 2006


From:     Alexander James <acjames148@????.ca>
Date:     Wed, 3 May 2006 00:00:09 -0600
Subject:  Re: 3rdEd Bard/Druid/Paladin/Ranger etc spells - 1st draft
----- Original Message ----- 
From: "Dreamer" <dreamer@??????.?????.??.uk>
> This is a first draft hack at what the CoAS spells could be for
> the various PHB classes.
>
> All the divine spellcasters have Contact Home Power and Detect
> Powers.  Bards have the lesser arcane spells, and spells that the
> music might help with.  Druids have the elemental magic, the
> portal magic, and can create minor helms at +1 levels on clerics.
> Paladins have the spells to let them do their holy work in
> wildspace, including as a special concession create minor helm as
> 4th - abuse of this is likely to have nasty consequences.
> Rangers can survive in and move around in wildspace.
>
> Cleric and Sorcerer/Wizard spells are as previously advertised.
>
> What do people think?
>
A few notes:

> -----------------------------------------------------------------
> Bard Spells
>
> 1st-Level Bard Spells
> Locate Portal - Senses direction and distance of closest portal
> in the adjacent crystal shell.
>
> 3rd-Level Bard Spells
> Decrease Rating - Decreases the SR of a ship.
> Enhance Rating - Increases the SR of a ship.
>
> 4th-Level Bard Spells
> Chill Fire - Makes the phlogiston less flamable.
> Create Portal - Opens a portal in the adjacent crystal shell.
>
> 5th-Level Bard Spells
> Decrease Maneuverability - Decreases the MC of a ship.
> Enhance Maneuverability - Increases the MC of a ship.
>
> 6th-Level Bard Spells
> Create Minor Helm - Makes a temporary minor helm.
>
>
> Cleric Spells
>
> 1st-Level Cleric Spells
> Create Air - Provides air.
> Locate Portal - Senses direction and distance of closest portal
> in the adjacent crystal shell.
>
> 2nd-Level Cleric Spells
> Contact Home Power - Contacts your higher power from any crystal
> sphere.
> Detect Powers - Tells you who you might draw power from in this
> crystal sphere.
>
> 3rd-Level Cleric Spells
> Chill Fire - Makes the phlogiston less flamable.
>
> 4th-Level Cleric Spells
> Create Portal - Opens a portal in the adjacent crystal shell.
clerics in general don't often get travel spells earlier than wizards, just 
bigger ones later.  I'd match 5th Wiz & Clr
> Softwood - Places in suspended animation to protect from
> wildspace.
Never was a cleric spell, the Plant sphere was only given to Druids and 
specialist preists of nature dieties.
As much as it is useful in space, I can't see all clerics using this method 
to prevent somone from suffocation.  A version of Non-breathing combined 
with the hibernation effect (that shouldn't resist re-entry as Softwood 
does) under a name like Trance of the Empty Night could work.  With the 
added immunity to incidental harm (great resistance, perhaps DR 10 or 
15/magic and-or evil) until returning to fresh air for the multiple 
recipients of the spell, I'd say this COMMUNITY variant spell should be 
about 5th or even 6th cleric.

>
>
> 5th-Level Cleric Spells
> Create Minor Helm - Makes a temporary minor helm.
>
> 8th-Level Cleric Spells
> Renew Ship Atmosphere - Completely refreshes most ship's air
> envelope.
> Repair Ship - Repairs major damage to a ship, or builds a
> liferaft.
>
>
> Cleric Domains
>
> Wildspace Domain
>
> Deities: Celestian, Ptah
> Granted Powers: The cleric gains +1 SR when manning a
> spelljamming helm, and can Locate Portal in an adjacent crystal
> shell as a spell-like ability twice per day.
>
> Wildspace Domain Spells
>
> 1  Create Air.  Provides air.
> 2  Contact Home Power.  Contacts your god from any crystal sphere.
> 3  Chill Fire.  Makes the phlogiston less flamable.
> 4  Create Portal.  Opens a portal in the adjacent crystal shell.
> 5  Create Minor Helm.  Makes a temporary minor helm.
> 6  Find The Path.  Shows the most direct way to a location.
> 7  Repair Ship.  Repairs major damage to a ship, or builds a liferaft.
> 8  Renew Ship Atmosphere.  Completely refreshes most ship's air envelope.
> 9  Living Helm.  You become a major spelljamming helm.
>
>
> Druid Spells
>
> 1st-Level Druid Spells
> Create Air - Provides air.
> Locate Portal - Senses direction and distance of closest portal
> in the adjacent crystal shell.
>
> 2nd-Level Druid Spells
> Chill Fire - Makes the phologiston less flamable.
> Contact Home Power - Contacts your higher power from any crystal
> sphere.
> Detect Powers - Tells you who you might draw power from in this
> crystal sphere.
>
> 3rd-Level Druid Spells
> Softwood - Places in suspended animation to protect from
> wildspace.
should stay at 4th druid, just like 2e.  It's terrestial counterparts for 
waiting out harsh conditions are also 4th level (Mongoose MGP4010 - 
Hibernation, Monte Cook's Arcana Unearthed - Woodlands Prison)

>
> 4th-Level Druid Spells
> Create Portal - Opens a portal in the adjacent crystal shell.
the tree stride of space, definate must

> Decrease Maneuverability - Decreases the MC of a ship.
> Enhance Maneuverability - Increases the MC of a ship.
If given to druids at all (likely to compensate for lack of plants), should 
be higher level than wizards - i.e. 6th

>
> 6th-Level Druid Spells
> Create Minor Helm - Makes a temporary minor helm.
>
> 7th-Level Druid Spells
> Renew Ship Atmosphere - Completely refreshes most ship's air envelope.
> Repair Ship - Repairs major damage to a ship, or builds a liferaft.
>
>
> Paladin Spells
>
> 1st-Level Paladin Spells
> Create Air - Provides air.
>
> 2nd-Level Paladin Spells
> Contact Home Power - Contacts your higher power from any crystal
> sphere.
> Detect Powers - Tells you who you might draw power from in this
> crystal sphere.
> Locate Portal - Senses direction and distance of closest portal
> in the adjacent crystal shell.
>
> 3rd-Level Paladin Spells
> Chill Fire - Makes the phlogiston less flamable.
they like destroying things, and healing, and making strong enough to 
survive - this is elemental prevention. Doesn't fit.

>
> 4th-Level Paladin Spells
> Create Minor Helm - Makes a temporary minor helm.
as a Minor Living Helm spell, or something that can only be used on a Quest. 
Unrestricted access to travel is not a Paladin thing

> Create Portal - Opens a portal in the adjacent crystal shell.
also, with quest restrictions (even as simple as chasing the villan)

>
>
> Ranger Spells
>
> 1st-Level Ranger Spells
> Locate Portal - Senses direction and distance of closest portal
> in the adjacent crystal shell.
>
> 2nd-Level Ranger Spells
> Contact Home Power - Contacts your higher power from any crystal
> sphere.
> Detect Powers - Tells you who you might draw power from in this
> crystal sphere.
>
> 3rd-Level Ranger Spells
> Chill Fire - Makes the phologiston less flamable.
> Softwood - Places in suspended animation to protect from wildspace.
Ranger spells being so much about survival and travel we can give them 3rd 
for this

>
> 4th-Level Ranger Spells
> Create Portal - Opens a portal in the adjacent crystal shell.
>
>
> Sorcerer And Wizard Spells
>
> 2nd-Level Sorcerer And Wizard Spells
> Div
> Locate Portal - Senses direction and distance of closest portal
> in the adjacent crystal shell.
>
> 3rd-Level Sorcerer And Wizard Spells
> Trans
> Chill Fire - Makes the phologiston less flamable.
> Decrease Rating - Decreases the SR of a ship.
> Enhance Rating - Increases the SR of a ship.
>
> 5th-Level Sorcerer And Wizard Spells
> Trans
> Create Portal - Opens a portal in the adjacent crystal shell.
> Decrease Maneuverability - Decreases the MC of a ship.
> Enhance Maneuverability - Increases the MC of a ship.
>
> 6th-Level Sorcerer And Wizard Spells
> Trans
>
> Create Minor Helm - Makes a temporary minor helm.
>
> 7th-Level Sorcerer And Wizard Spells
> Trans
> Create Major Helm - Makes a temporary major helm.
> Repair Ship - Repairs major damage to a ship, or builds a liferaft.
>
> 8th-Level Sorcerer And Wizard Spells
> Trans
> Renew Ship Atmosphere - Completely refreshes most ship's air envelope.
>
> -- 
> Dreamer
> dreamer@??????.?????.??.uk
> http://www.romsys.demon.co.uk/
>
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Previous Message: Alternative SJ ship combat - Was: SJ combat for 3rdEd
Next Message: Re: 3rdEd Bard/Druid/Paladin/Ranger etc spells - 1st draft
Month Index: May, 2006

SubjectFromDate (UTC)
3rdEd Bard/Druid/Paladin/Ranger etc spells - 1st draft    Dreamer    02 May 2006 17:08:11
Re: 3rdEd Bard/Druid/Paladin/Ranger etc spells - 1st draft    Alexander James    03 May 2006 06:00:09
Re: 3rdEd Bard/Druid/Paladin/Ranger etc spells - 1st draft    Peter Aronson    03 May 2006 06:40:02
Re: 3rdEd Bard/Druid/Paladin/Ranger etc spells - 1st draft    Dreamer    03 May 2006 08:25:16
Re: 3rdEd Bard/Druid/Paladin/Ranger etc spells - 1st draft    Dreamer    03 May 2006 08:20:31
Re: 3rdEd Bard/Druid/Paladin/Ranger etc spells - 1st draft    Alexander James    04 May 2006 21:57:18
Re: 3rdEd Bard/Druid/Paladin/Ranger etc spells - 1st draft    Dreamer    05 May 2006 07:51:06
Re: 3rdEd Bard/Druid/Paladin/Ranger etc spells - 1st draft    Alexander James    05 May 2006 23:09:19
Re: 3rdEd Bard/Druid/Paladin/Ranger etc spells - 1st draft    Dreamer    06 May 2006 07:30:26

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