Search SJML Archives! (Powered by Google)

Previous Message: More Helms 5
Next Message: 3rdEd Minor & Major Helm
Month Index: May, 2006


From:     Dreamer <dreamer@??????.?????.??.uk>
Date:     Thu, 4 May 2006 22:01:26 +0100
Subject:  Re: 3rdEd Create ~ Helm spells
So as to be able to spec up the 3rdEd helms as enchantments I
needed some new Helm spells - I didn't think that just using
Create Minor Helm and Create Major Helm was sufficient.

I propose to add these new spells:

Create Forge Helm
Create Furnace Helm
Create Lifejammer Helm
Create Pool Helm
Create Series Helm

Create Minor Helm and Create Major Helm are included for
comparison.

Most of these are Sor/Wiz spells, so DMs can restrict who gets
them quite easily; maybe only the Arcane have them.

I thought that adding Furnace and Lifejammer spells to the
standard divine and arcane tables didn't look too bad.

Can't you imagine a paladin leading a group of fighters through
wildspace, asking which one is going to contribute a magic-item
next to power the Furnace that his god's blessing has enabled him
to create? [grin]

Lifejammers look ideal for nasty clerics and those druids who
think blood sacrifice is the way to go.

Comments?


3rdEd:
-----------------------------------------------------------------
Create Forge Helm
Transmutation
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat in a forge
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal
chair or seat which is in a forge, into a forge helm suitable for
powering a ship through space, by converting the energy of
(dwarven) creativity into movement.  This spell does not replace
the need for a permanent forge onboard, and is used primarily as
a back-up system or in emergency situations.

The forge may power a ship of no more than five times the
spellcaster's level in tonnage.  A 20th-level level Wizard may
therefore create a forge capable of powering a 100-ton ship.  In
operation, a forge created in such a fashion is identical to a
regular, permanent, forge, with one exception.  If dispelled, the
forge created by this spell will disappear for a single round,
then reappear.

Focus: A chair, stool, or other seat suitable for use as a helm,
in a forge.


Create Furnace Helm
Transmutation
Level: Sor/Wiz 6, Clr 5, Brd 6, Drd 6, Pal 4
Components: V, S, F
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat plus furnace [see below]
Duration: 1 week/level (1 day/level)
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal
chair or seat which has an attached furnace, into a furnace helm
suitable for powering a ship through space, by burning enchanted
magical items to convert the energy stored in them into movement. 
This spell does not replace the need for a permanent helm of some
sort onboard, and is used primarily as a back-up system or in
emergency situations.

The furnace may power a ship of no more than three times the
spellcaster's level in tonnage.  A 20th-level level Wizard may
therefore create a furnace capable of powering a 60-ton ship.  In
operation, a furnace created in such a fashion is identical to a
regular, permanent, furnace, with one exception.  If a furnace
created by this spell is successfully dispelled, it will
disappear and must be created anew.

The paladin version of this spell is a special blessing conferred
on them by their power or god, and the use this is put to is
carefully observed by (a servant of) that power or god, for
violations of the paladin's code of conduct.

Focus: A chair, stool, or other seat suitable for use as a helm,
plus an attached furnace.  Divine spellcasters may omit the seat
focus, but if so the duration is only in days rather than weeks;
they will still need something to burn things in.


Create Lifejammer Helm
Transmutation
Level: Sor/Wiz 6, Clr 5, Brd 6, Drd 6
Components: V, S, F
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat plus victim restraint [see below]
Duration: 1 week/level
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal
chair or seat which has an associated victim restraint, into a
lifejammer helm suitable for powering a ship through space, by
consumming the victim's life energy and converting it into
movement.  This spell does not replace the need for a permanent
helm of some sort onboard, and is used primarily as a back-up
system or in emergency situations.

The lifejammer may power a ship of no more than two times the
spellcaster's level in tonnage.  A 20th-level level Wizard may
therefore create a lifejammer capable of powering a 40-ton ship. 
However, two lifejammer helms may be used in parallel to move a
greater tonnage.  In operation, a lifejammer created in such a
fashion is identical to a regular, permanent, lifejammer, with
one exception.  If a lifejammer created by this spell is
successfully dispelled, it will disappear and must be created
anew.

Focus: A chair, stool, or other seat suitable for use as a helm,
plus a victim restraint.  Divine spellcasters may omit the seat
focus, but if so the duration is only in days rather than weeks;
they will still need some sort of victim restraint.


Create Pool Helm
Transmutation
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat next to a life-pool
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal
chair or seat which is next to a life-pool, into a pool helm
suitable for powering a ship through space, by converting the
energies of an illithid life-pool into movement.  This spell does
not replace the need for a permanent helm of some sort onboard,
and is used primarily as a back-up system or in emergency
situations.

The pool helm may power a ship of no more than six times the
spellcaster's level in tonnage.  A 20th-level level Wizard may
therefore create a forge capable of powering a 120-ton ship.  In
operation, a pool helm created in such a fashion is identical to
a regular, permanent, pool helm, with one exception.  If
dispelled, the pool helm created by this spell will disappear for
a single round, then reappear.

Focus: A chair, stool, or other seat suitable for use as a helm, 
next to an illithid life-pool.


Create Series Helm
Transmutation
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat plus a suitable person
Duration: 1 week/level
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal
chair or seat into one of a variety of series helms suitable for
powering a ship through space, using the energies from the
spell-like abilities of a race with no spellcaster levels, and
converting these into movement.  This spell does not replace the
need for a permanent series helm onboard, and is used primarily
as a back-up system or in emergency situations, such as when
extra speed is needed.

The spellcaster requires a member of the race that the series
helm is to be used by to be seated in/on the object to become the
helm when this spell is cast.  This being must be directing their
spell-like ability towards their seat as the Create Series Helm
spell is cast.  No matter what the ability is this will only
serve to create the right sort of series helm, and does not drain
their spell-like abilities, until they actually use the series
helm as a helmsman.

The series helm may power a ship of from five tons to no more
than two times the spellcaster's level in tonnage.  A 20th-level
level Wizard may therefore create a series helm capable of
powering a 5-ton to a 40-ton ship.  Several series helms may be
used in parallel to gain more tactical speed; this does not
increase the maximum tonnage.  Note that a spelljamming helm and
a series helm will not function on a ship which has the other
onboard.  In operation, a series helm created in such a fashion
is identical to a regular, permanent, series helm, with one
exception.  If a series helm created by this spell is
successfully dispelled, it will disappear and must be created
anew.

Focus: A chair, stool, or other seat suitable for use as a helm,
plus a suitable person.


Create Major Helm
Transmutation
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal
chair or seat into a major spelljammer helm suitable for powering
a ship through space.  This spell does not replace the need for a
permanent magical helm onboard, and is used primarily as a
back-up system or in emergency situations.

The major helm may power a ship of no more than three times the
spellcaster's level in tonnage.  A 20th-level level Wizard may
therefore create a major helm capable of powering a 60-ton ship. 
In operation, a major helm created in such a fashion is identical
to a regular, permanent, spelljamming helm, with one exception. 
If dispelled, the helm created by this spell will disappear for a
single round, then reappear.

Focus: A chair, stool, or other seat suitable for use as a helm.


Create Minor Helm
Transmutation
Level: Sor/Wiz 6, Clr 5, Brd 6, Drd 6, Pal 4, Wildspace 5
Components: V, S, (F)
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat [see below]
Duration: 1 week/level (1 day/level)
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal
chair or seat into a minor spelljammer helm suitable for powering
a ship through space.  This spell does not replace the need for a
permanent magical helm onboard, and is used primarily as a
back-up system or in emergency situations.

The minor helm may power a ship of no more than two times the
spellcaster's level in tonnage.  A 20th-level level Wizard may
therefore create a helm capable of powering a 40-ton ship.  In
operation, a minor helm created in such a fashion is identical to
a regular, permanent, spelljamming helm, with one exception.  If
a helm created by this spell is successfully dispelled, it will
disappear and must be created anew.

The paladin version of this spell is a special blessing conferred
on them by their power or god, and the use this is put to is
carefully observed by (a servant of) that power or god, for
violations of the paladin's code of conduct.

Focus: A chair, stool, or other seat suitable for use as a helm. 
Divine spellcasters may omit the focus, but if so the duration is
only in days rather than weeks.

-----------------------------------------------------------------

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


Previous Message: More Helms 5
Next Message: 3rdEd Minor & Major Helm
Month Index: May, 2006

SubjectFromDate (UTC)
3rdEd Create ~ Helm spells    Dreamer    04 May 2006 21:01:26
Re: 3rdEd Create ~ Helm spells    Dreamer    05 May 2006 11:13:43

[ SPJ-L@Cornell.edu ] [ Spelljammer@Leicester.ac.uk ] [ Spelljammer@MPGN.com ] [ Spelljammer-L@Oracle.Wizards.com ]