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From: Dreamer <dreamer@??????.?????.??.uk> Date: Thu, 11 May 2006 17:11:25 +0100 Subject: Re: 3rdEd Orbus & Forge Helms
This is the Orbus and Forge Helms, which I'm grouping together to keep the number of postings down. The Orbus has been assigned a Caster Level, as has the Forge, and the Forge has been written up as a (major) magic item. I'm assuming that the second amount associated with the Forge is the running costs, not more money that needs to be given to the Arcane. Also, I've translated the term 'year' into thirteen 28-day months, as years aren't defined as a unit of time under SJ. Comments? Spelljammer Helms - 11/May/06 Orbus: This cannot be made by conventional enchantment. Caster Level: 14th; Weight: as a beholder. Arcane Price: 300,000 gp (beholders only) The orbus is a living being that functions much like a series helm on the beholder tyrant ships. For each living orbus (maximum of five for the typical tyrant ship), the ship has an SR of 1. The orbii are usually found near the center of a beholder ship, surrounding the Great Mother or Hiveleader of the ship. If an orbus is slain, the SR is diminished by 1, and if all orbii are lost, then the ship loses all power. Orbii appear as blind beholders, with milky skin over all their eyes. They are pale and practically helpless on their own. They have been bred by the spacefaring beholder factions to serve and serve well - they have almost no will of their own. A single orbus can create spelljamming energy for 20 tons of ship, two to a limit of 40 tons, and three or more to a limit of 60 tons. If insufficient orbii exist, then the SR of the ship is 1. Given the simplicity of beholder ships, it seems possible that humanoid races could make use of the orbus as well, either as a primary or back-up system. The beholders guard their orbii carefully, and would rather disintegrate them than see them turned over to other races. The above price is what an Arcane or beholder of another faction would pay for an orbus. Forge: 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 500,000 gp, takes 1,000 days, and costs 40,000 XP (note that this can cause the loss of at least one 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 Forge Helm; Market Price: 1,000,000 gp; Weight: 50 lb. Arcane Price: 500,000 gp (initially) 100,000 gp (running cost per 13 months) Dwarves are, by nature, non-magical, yet they have large asteroid ships greater than those used by humans, elves or gnomes, powered by magical engines they call forges. These forges are huge foundry rooms at the base of the ship where dwarves work around the clock, building, carving, creating, and forging. The basic idea of the forge is the same as the spelljamming helm: the conversion of energy into movement. In the dwarves' case, the energy is not magical as much as it is creative. By building items with the forges, the dwarves generate the energy to literally move mountains across the sky. A forge requires at least 200 cubic yards (2 tons) for every 50 dwarves involved. For every 100 dwarves at work the ship has an SR of 1. The fastest dwarven ships, therefore, are the ones that give up the most space to their forges. The minimum size of a dwarven ship is 100 tons, with a maximum size of 700 tons (though these are rare). Attempts to transplant forge-based technology to human ships has failed miserably. The best that can be accomplished is that humans can command a dwarven mountain-ship with a full crew of dwarves. Both mountain and hill dwarves can be found in space. Apparently, no other race produces this type of energy. A side effect of this industry is a large amount of tradable goods, as the dwarves mine their home to produce new energy and items. These range from small metal handcrafts and jewelry to swords, armour, and other weapons. A dwarven ship almost always has an incredibly well-stocked armory and is very well defended. For every month spent in space, the dwarves produce enough goods, metal, coins and swords to bring in 10,000 gp at the next landfall. A negative side effect is that dwarven ships often become "finished", with no new things to mine, chip, form or shape. At this point the colony abandons the mountain-ship and sets up home in a new asteroid, stripping the forge in the process. Such abandoned mountain-ships become the lairs of monsters. -- Dreamer dreamer@??????.?????.??.uk http://www.romsys.demon.co.uk/
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