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From:     Dreamer <dreamer@??????.?????.??.uk>
Date:     Fri, 5 May 2006 12:13:43 +0100
Subject:  Re: 3rdEd Create ~ Helm spells
In <URL:news:local.spelljam> on Thu 04 May, Dreamer wrote:
> 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.

Sorry, I didn't think this through properly.

It is not necessary to add these spells, just refer to them in
the item specs, and put them in as 'sidebar spells'.

This would allow DMs to use them if they wish to, and still
ensures that the spec is there for the items.  And makes the
basic spell list as close to being just a conversion of CoAS as
possible.

Is this a better idea?


> 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/


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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

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