Epic Spells For Spelljammers

Post/Author/DateTimePost
#1

lavekkia

Mar 06, 2006 13:39:09
I doubt that this would fit into any spelljammer campaign other than mine but i developed 2 epic spells that are closely related to Spelljammer.
If anyone is interested (or would like to contribute) they're here : http://boards1.wizards.com/showthread.php?p=8629244#post8629244
on page 5

Be warned that they are designed for a custom campaign (ask if you want details about rules)
#2

lavekkia

Mar 23, 2006 19:08:00

no one intarested ? a pity
#3

bigmac

Mar 24, 2006 13:56:48
(ask if you want details about rules)

I don't do Epic Level gaming (not at the moment anyway), but that looks very interesting.

They are going to eventually have to make an Epic Spelljammer conversion for the SJ3e page. Have you considered submitting your spells to BtM?

I'm asking details (if you are still around)!

What were the non-standard things that you have incorproated into these spells. They might need to come out in order to make it work better for SJ players who don't have your handbooks. Would you be willing to modify them to make them totally SJ compliant?
#4

lavekkia

Mar 24, 2006 15:07:22
i m always here :P i don't post often tough because i have not much material for SJ; i am doing a pencil sketch of the spelljamming enclave BTW; then i would like to create a 3D model of it.

The custom changes are basically the use of the pilot skill to maneuver the enclave (taken from polyhedron spelljamming manual) and the extension of size category to colossal 6 (4096 ft) i have also expanded the maneuverability table for flying objects (using Dragonstar manuals)

Another trhing is obviously that the enclave doesn't require a spelljamming helm: it replicates the function via Valdick spheresail. As explained in the spells descriptions the enclave is piloted by the sentient golem and magically powered by the mythallar engine

I would be glad to submit these spells to Beyond The Moons by i don't know how much reworking must be done to fit standard SJ rules
#5

bigmac

Mar 24, 2006 15:57:38
i m always here :P i don't post often tough because i have not much material for SJ; i am doing a pencil sketch of the spelljamming enclave BTW; then i would like to create a 3D model of it.

So an "enclave" is the name of a ship hull type? I'd be interested in seeing what the picture looks like when it is finished.

As both of these spells are currently targeted specifically at the enclave, I think you would need to finalise a design for it and submit deck plans. If the spells can be made to work on other ships then they would be more useful to players.

The custom changes are basically the use of the pilot skill to maneuver the enclave (taken from polyhedron spelljamming manual) and the extension of size category to colossal 6 (4096 ft) i have also expanded the maneuverability table for flying objects (using Dragonstar manuals)

Shame that the rules from Shadows of the Spider Moon are not OGC. I'm sure there are going to be some sort of piloting rules on the BtM 3e conversion.

I think Dragonstar is published under the OGL so some of the rules you have built upon could be Open Game Content. If they are BtM could use them. (Although I think Dragonstar is a science fantasy setting rather than a pure fantasy space setting - I don't know what Dragonstar stuff can be used by BtM).

Another thing is obviously that the enclave doesn't require a spelljamming helm: it replicates the function via Valdick spheresail. As explained in the spells descriptions the enclave is piloted by the sentient golem and magically powered by the mythallar engine

I thought that the golem was somehow powering the helm with something like spellcasting energy. I'll have to re-read the spells more carefully.

Why did you decide to melt your golems legs? Is there a special reason for this or did you just want to glue the golem to the ship?

I would be glad to submit these spells to Beyond The Moons by i don't know how much reworking must be done to fit standard SJ rules

Neither do I at the moment, as I'm not up on Epic level stuff. They might even be ok as they are now. Hopefully Mr Druid will pop-past and see this thread.

What I would say is that at the moment the two spells both seem to be interdependent (ie you have to use both spells - and Valdickā€™s Spheresail (another spell?) is also mentioned). I think that if you could reword them slightly, so that either spell could do something on its own (even if they were much more effective together), they would be much more versatile.

What is Valdick's Spheresail? What is a "Mythallar"? I've never heard of one (is it one of those anchient magical things the elves on Toril have?)

Perhaps we can break all of this down into small steps, that can be offered to BtM as we finish each one. I like the idea of a golem helmsman, who can use any spelljamming helm that spellcasters use, but who blindly follows orders and doesn't apply any tactics of his own in a fight.

Perhaps we could start off with a lesser version of your Spelljamming golem and build up to an epic version. A golem that can spelljam sounds more like a magical item than a spell.

How does the golem generate spelljamming energy? If the spheresail is generating the engergy I'm not sure why a normal spellcaster would go mad. You imply that the golem is able to spelljam in a way so powerful that an ordinary helmsman would become mad from the strain (excuse me paraphrasing the words). I assume that your golem somehow has a super intelligence score.

I wonder if we could fill your golem up with brains of spellcasters (or perhaps mind flayers). If you hollowed out the chest of an iron golem and filled it up with brains, I wonder how many would fit inside it. I believe that mind flayer's normally use series helms, so if one golem had a dozen brains inside it, they could perhaps work together to produce the same SR as 12 illithids on series helms!

I don't know. I'm not sure if I'm improving things or making them more troublesome.
#6

lavekkia

Mar 24, 2006 21:46:34
An enclave is a flying city (a 1 mile diameter mountaintop risen in the air with a city upon it) deck plans are a bit difficult to realize (the sheer size makes things difficult)

I used dragonstar because they have tables for ships of 4000 ft (no other reason);
the awkened golem DRIVES the ship , the magical power is given from the mythallar (the mythallar is like the antimatter reactor of the Enterprise and the helmsman is the central computer)

The golem legs melt awy and create a clockwork device that perform maths calculations necessary to set ther course between two spheres (pure flavour but i didn't like the idea of awakened golem roaming the enclave and driving the ship); the golem absorb spellcasting energy from the mythallar. The golem is used to bypass the 100 tons limit to spelljamming ships (the enclave weight exceeds one hundred thousand tons i believe)
A mythallar is a powerful magic engine (see Netheril Empire of Magic (free download) of Lost Empires Of Faerun).
Valdick Spheresail is another epic spell originally detailed in Netheril Empire Of Magic that creates a spelljamming ship that doesn't depend on spelljamming helms.
The two spells create a chain of epic spells required to create the spelljamming enclave: Iolaum Imbue Mythallar (an epic spell to create a mythallar), Proctiv Move Mountain (to create a fliyng enclave), valdick spheresail(to create a spelljamming ship), and the two Oberon spells to link all together. This chain is required because the caster is creating a 1 mile long spelljamming ship (which is 3 times longer than the original Spelljammer)
If you have doubts ask again; but first i suggest you to download NEoM form wizards website and look at the details of Mythallars, Valdick Spheresail and Proctiv Move Mountain: it should make things easier

EDIT: i wrote this when i was STONED DRUNK and hey.... it makes sense!!! (more or less :P )
#7

nightdruid

Mar 25, 2006 20:29:36
Mr. Druid? LOL...

Anyways, I talked to Static, and basically, we think the spells themselves are ok if you want to submit them. What would really be nice is an accompanying article to explain how it all links together. Basically, take your last post and clean it up. It doesn't need to be elaborate, just a nice, neat explaination.
#8

lavekkia

Mar 26, 2006 11:28:49
It shall be done
#9

lavekkia

Apr 04, 2006 6:17:06
Finished the Netherese Enclave "article" and included the 2 epic spells; a Word XP doc file it's ok or i need to convert it ? I m also creating an epic spell that alters the orbit of an asteroid(the mentioned Starfall) when done i'll post it; i'm also creating another one that conjures a black hole
#10

nightdruid

Apr 04, 2006 17:16:02
Finished the Netherese Enclave "article" and included the 2 epic spells; a Word XP doc file it's ok or i need to convert it ? I m also creating an epic spell that alters the orbit of an asteroid(the mentioned Starfall) when done i'll post it; i'm also creating another one that conjures a black hole

LOL...would you believe I just finished the rules for "black holes" about a week ago?
#11

lavekkia

Apr 04, 2006 18:31:02
LOL...would you believe I just finished the rules for "black holes" about a week ago?

Your rules allow the creation of artificial ones ? if not then it should be no problem; if you allow that i will stop the development until i see your rules and update the spell as necessary. The spell it's in its initial stages so it would be no problem.
Regarding the format i will post the article in rtf; there are no maps at the moment because i'm not very skilled in this... i will post them ASAP.
#12

nightdruid

Apr 04, 2006 19:15:21
Actually, the rules were written explicitly to allow a spell to be written to summon one. I'll PM you the details