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Month Index: May, 2006
From: Dreamer <dreamer@??????.?????.??.uk> Date: Thu, 4 May 2006 18:52:57 +0100 Subject: Re: 3rdEd Minor & Major Helm
This is the latest version of the 3rdEd Minor and Major Helm,
with the 2ndEd text for comparison. The main change is that
there is a spec for both helms as magic items. Minimal changes
have been made to the text, mainly 'spellcaster' has been
substituted for 'cleric', 'priest', 'mage' and 'wizard'.
Comments?
2ndEd:
-----------------------------------------------------------------
Spelljammer Helms - 04/Apr/06
Cost:
100,000 gp (minor helm)
250,000 gp (major helm)
Each minor and major spelljamming helm allows the individual
seated upon it to move a large mass through space by means of
channeling spell energy directly into a motive force. This
energy is somewhat useful for maneuvering the ship, but primarily
it provides the push that makes the ship move forward (or
backward). Maneuvering comes primarily from the ship's sails or
oars.
The power of the force is known as the ship's rating. A minor
helm converts such energy at a rate of 1 point of SR for each
three spellcaster levels. A major helm converts at a rate of 1
SR for every two spellcaster levels.
At low levels, the difference between using a minor and a major
helm is small. A third-level mage will give his ship an SR of 1,
regardless of whether a minor or major helm is used. The higher
level the mage, however, the more important the difference
between using major and minor helms. A tenth-level wizard, for
example, can give his ship an SR of 5 with a major helm, but only
an SR of 3 with a minor helm. A quick summary of levels is
included below.
Ship's Ratings using Major and Minor Helms
Level of Wizard Minor Major
or Priest Helm Helm
1 1 1
2 1 1
3 1 1
4 1 2
5 1 2
6 2 3
7 2 3
8 2 4
9 3 4
10 3 5
11 3 5
12 4 6
13 4 6
14 4 7
15 5 7
16 5 8
17 5 8
18 6 9
19 6 9
20 6 10
Using a helm prohibits any spell use by that character within
that 24-hour period. As soon as a wizard or priest sits on the
helm and becomes aware of the ship, he can cast no spells of any
sort until after he has had a chance to rest and regain spells.
In effect the helm "drains" the helmsman of all his spells the
moment it is activated.
(In fact, this is not precisely what happens. The helm attunes
iteself to the brain patterns of the character who activated it.
Once in sync, the helm siphons away any magical energy the moment
it begins taking shape, not all at once. But until the character
can rest, thereby breaking the link, the energy invested in any
spell he tries to cast is immediately drawn away by the
spelljamming helm. This effect occurs regardless of range.
Oddly, the helm can utilize the energy only if the character is
seated in the helm. Why the helm can draw power from any range,
yet gains benefit only from a helmsman actually in contact with
it, is one of the foremost unsolved puzzles of spelljamming
magic.)
An individual can use either type of helm for 12 hours without
tiring. For each hour afterwards, the SR drops by 1, to a
minimum of 1. After 24 hours, the individual using the helm will
pass out and not be able to use the helm again until fully
rested.
An individual seated upon a helm can talk and act normally. The
sensation of using the helm is akin to being immersed in warm
water. As a result of the magical nature of the helm, the
spelljamming mage or cleric using the helm can see things around
the ship as if he were standing on the deck. The ship becomes an
extension of his body, and responds to his demands in movement
and maneuverability. The maneuverability of a craft is a
reflection of both the spelljamming mage's ability and the
maneuverability class of the ship.
A minor helm can move a ship of up to 50 tons. A major helm can
move one of upto 100 tons. In reality, most ship designers keep
their craft under the 50-ton range, though there are larger
men-o-war and juggernauts that are larger than 50 tons.
Only one helm may be in service at a time, though often a minor
helm is kept as a back-up, should something happen to the major
helm.
Helms draw their magical energies directly from the user, and the
speeds they can attain are determined by the level (or HD) of the
individual. All helm-equipped ships travel at the same rate of
speed over long distances, but their differences are apparent at
the tactical level. In general, given two similar helms, a ship
with the more powerful spelljamming mage or priest is the faster
ship.
Helms can be easily installed in any ship, primarily by lugging
them aboard and bolting them to the deck. The minimum hull size
required for a helm is 1 ton.
If an individual is slain while using the helm, the ship looses
all power until a new spelljamming mage or priest takes command.
The ship will drift (at tactical speed - see Chapter 4) in a
straight line until someone else takes the helm ot the ship hits
something.
Major and minor helms are nearly (but not completely)
indestructable. Their saving throws against all attacks are 2.
Unfortunately, this protection does not extend to the individual
seated in the helm. Diligent and crafty characters may find ways
to destroy helms, but the process is not easy or quick.
The effect of a helm on tactical and long-range movement can be
found in Chapter 4.
-----------------------------------------------------------------
3rdEd:
-----------------------------------------------------------------
Minor Helm: This is the same as the standard version sold by the
Arcane, but without access to their secret techniques is
considerably more expensive. Creating one costs 100,000 gp,
takes 200 days, and costs 8,000 XP. The listed weight is for a
heavy hardwood chair; some helms are heavier or lighter than
this, and note that they are normally bolted down.
Note that unlike most magic items Helms are very, very, tough.
This is probably due to the immense amounts of magical energy
needed both to make them, and that flows through them just to
operate them. They do not normally have a rated AC, hardness,
hit points or break DC, but you could use AC 6, and +18 save
bonus.
Caster Level: 15th; Prerequisites: Craft Wonderous Item, Create
Minor Helm; Market Price: 200,000 gp; Weight: 50 lb.
Major Helm: This is the same as the standard version sold by the
Arcane, but without access to their secret techniques is
considerably more expensive. Creating one costs 250,000 gp,
takes 500 days, and costs 20,000 XP (note that this can cause the
loss of a level). The listed weight is for a heavy hardwood
chair; some helms are heavier or lighter than this, and note that
they are normally bolted down.
Note that unlike most magic items Helms are very, very, tough.
This is probably due to the immense amounts of magical energy
needed both to make them, and that flows through them just to
operate them. They do not normally have a rated AC, hardness,
hit points or break DC, but you could use AC 6, and +20 save
bonus.
Caster Level: 17th; Prerequisites: Craft Wonderous Item, Create
Major Helm; Market Price: 500,000 gp; Weight: 50 lb.
Cost:
100,000 gp (minor helm)
250,000 gp (major helm)
Each minor and major spelljamming helm allows the individual
seated upon it to move a large mass through space by means of
channeling spell energy directly into a motive force. This
energy is somewhat useful for maneuvering the ship, but primarily
it provides the push that makes the ship move forward (or
backward). Maneuvering comes primarily from the ship's sails or
oars.
The power of the force is known as the ship's rating. A minor
helm converts such energy at a rate of 1 point of SR for each
three spellcaster levels. A major helm converts at a rate of 1
SR for every two spellcaster levels.
At low levels, the difference between using a minor and a major
helm is small. A third-level spellcaster will give his ship an
SR of 1, regardless of whether a minor or major helm is used.
The higher level the spellcaster, however, the more important the
difference between using major and minor helms. A tenth-level
Wizard, for example, can give his ship an SR of 5 with a major
helm, but only an SR of 3 with a minor helm. A quick summary of
levels is included below.
Ship's Ratings using Major and Minor Helms
Level of Minor Major
Spellcaster Helm Helm
1 1 1
2 1 1
3 1 1
4 1 2
5 1 2
6 2 3
7 2 3
8 2 4
9 3 4
10 3 5
11 3 5
12 4 6
13 4 6
14 4 7
15 5 7
16 5 8
17 5 8
18 6 9
19 6 9
20 6 10
Using a helm prohibits any spell use by that character within
that 24-hour period. As soon as a spellcaster sits on the helm
and becomes aware of the ship, he can cast no spells of any sort
until after he has had a chance to rest and regain spells. In
effect the helm "drains" the helmsman of all his spells the
moment it is activated.
(In fact, this is not precisely what happens. The helm attunes
iteself to the brain patterns of the character who activated it.
Once in sync, the helm siphons away any magical energy the moment
it begins taking shape, not all at once. But until the character
can rest, thereby breaking the link, the energy invested in any
spell he tries to cast is immediately drawn away by the
spelljamming helm. This effect occurs regardless of range.
Oddly, the helm can utilize the energy only if the character is
seated in the helm. Why the helm can draw power from any range,
yet gains benefit only from a helmsman actually in contact with
it, is one of the foremost unsolved puzzles of spelljamming
magic.)
An individual can use either type of helm for 12 hours without
tiring. For each hour afterwards, the SR drops by 1, to a
minimum of 1. After 24 hours, the individual using the helm will
pass out and not be able to use the helm again until fully
rested.
An individual seated upon a helm can talk and act normally. The
sensation of using the helm is akin to being immersed in warm
water. As a result of the magical nature of the helm, the
spelljamming spellcaster using the helm can see things around the
ship as if he were standing on the deck. The ship becomes an
extension of his body, and responds to his demands in movement
and maneuverability. The maneuverability of a craft is a
reflection of both the spelljamming spellcaster's ability and the
maneuverability class of the ship.
A minor helm can move a ship of up to 50 tons. A major helm can
move one of upto 100 tons. In reality, most ship designers keep
their craft under the 50-ton range, though there are larger
men-o-war and juggernauts that are larger than 50 tons.
Only one helm may be in service at a time, though often a minor
helm is kept as a back-up, should something happen to the major
helm.
Helms draw their magical energies directly from the user, and the
speeds they can attain are determined by the level (or HD) of the
individual. All helm-equipped ships travel at the same rate of
speed over long distances, but their differences are apparent at
the tactical level. In general, given two similar helms, a ship
with the more powerful spelljamming spellcaster is the faster
ship.
Helms can be easily installed in any ship, primarily by lugging
them aboard and bolting them to the deck. The minimum hull size
required for a helm is 1 ton.
If an individual is slain while using the helm, the ship looses
all power until a new spelljamming spellcaster takes command.
The ship will drift (at tactical speed - see Chapter 4) in a
straight line until someone else takes the helm ot the ship hits
something.
Major and minor helms are nearly (but not completely)
indestructable. Unfortunately, this protection does not extend
to the individual seated in the helm. Diligent and crafty
characters may find ways to destroy helms, but the process is not
easy or quick.
The effect of a helm on tactical and long-range movement can be
found in Chapter 4.
-----------------------------------------------------------------
--
Dreamer
dreamer@??????.?????.??.uk
http://www.romsys.demon.co.uk/
Previous Message: 3rdEd Create ~ Helm spells
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Month Index: May, 2006
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| 3rdEd Minor & Major Helm | Dreamer | |||
| Re: 3rdEd Minor & Major Helm | Leroy Van Camp III | |||
| Re: 3rdEd Minor & Major Helm | Dreamer |