Here are the descriptions of many new spells available in Spelljammer:


Chill Fire

Transmutation
Level: Sor/Wiz 3, Clr 3, Brd 4, Drd 2, Pal 3, Rgr 3, Wildspace 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 120-ft.-radius sphere around the target creature or object
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 The Chill Fire spell functions only in the phlogiston, and casting it in other surroundings is useless. In the phlogiston, however, the spell reduces the flammable nature of the phlogiston. The area will be big enough to effect many whole ships.

When this spell is in effect, the flammable nature of phlogiston is reduced. Though a Fireball spell will still center on the spellcaster who created it, the damage caused by the fire will be normal. This applies to both magical and nonmagical fire.

Material Component: A sliver of glass or ice.


Create Air

Transmutation [Air; see text]
Level: Clr 3, Drd 3, Pal 4, Rgr 4
Components: V, S, F
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: 1 + 1 person per two levels advanced
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

By means of this spell a bubble of fresh, breathable air may be generated around a person. This air will drive out the stale air around a person and restore it to a 'fresh' state. In cases of individuals adrift in space, this permits another rolling of the die to determine duration of the fresh air.

Within a larger envelope of air (such as the deck of a ship or the atmosphere of a planet), the freshened air will drift off, combining with the existing air. This can be considered to add the equivalent of two man-hours of fresh air, for each person-equivalent.

The spell can replace air that may be stale or befouled, including air that is poisoned or tainted by a Cloudkill or Stinking Cloud spell.

Creating additional air around a single individual does not create a larger envelope; the excess air will simply drift off.

If the Create Air spell is used within a gravity field, inside otherwise hostile circumstances (such as inside a Cloudkill or Stinking Cloud), it will allow the recipient a single clean breath before the created air bubbles to the surface.

This spell does not precisely counter Destroy Air, as it affects more targets, and just transforms the air in a different way. Even though this is primarily an air transmutation spell, you can alternatively use it as a conjuration/creation spell, as long as you are not in the Flow, to create air.

Focus: A small, stoppered flask.


Create Portal

Transmutation
Level: Sor/Wiz 5, Clr 4, Brd 4, Drd 4, Pal 4, Rgr 4, Wildspace 4
Components: V, S, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: Crystal sphere
Area of Effect: Area of crystal shell 100' in radius
Duration: 2d6 times 10 minutes
Saving Throw: None
Spell Resistance: No

This spell causes a large area of the shell to become temporarily insubstantial and ethereal, allowing a ship (or anything else) of the correct size to pass through. While the effect lasts any other ships or items may pass through.

The opening does not weaken the crystal shell, and any objects resting physically on the shell are unaffected by the portal. It takes but a fraction of a round for a ship to pass through a portal in this fashion (SR 1 is 150 ft./round). However, if the portal is dispelled or otherwise prematurely closes, roll 1d10 to determine the fate of the object passing through the opening as it closes:
1-5 Portal closes before ship reaches shell.
Ship must turn or ram the shell.
6 Portal closes on the ship. Ship is cut in half.
7-10 Portal closes after ship passes through.

Portals created by this spell are magical and temporary, so they can be dispelled. Portals that occur naturally in the crystal shell may not be dispelled.

Focus: A piece of wire wrapped around a bit of amber.




Glassteel

Transmutation

Level: Sor/Wiz 7

Components: V, S, M

Casting Time: 1 full-round action

Range: Touch

Area of Effect: 5 square feet of glass/level, up to one foot thick

Effect: Transmute glass into glassteel

Duration: Permanent

Saving Throw: None

Spell Resistance: No



Glassteel transforms a quantity of existing glass into glassteel, a transparent substance with the material strength of high-grade steel. The effect of the spell is permanent, and after twenty-four hours, the magic fades and the material cannot be dispelled. The casting is difficult and the caster must make a DC 20 Spellcraft check to make it work.

Other than the fact that it is transparent, this substance is essentially identical to steel.

Material Component: Aside from the glass itself, this spell requires a powder made from flecks of steel and diamond dust. The cost of creating this powder is 100 gp per foot of glass to be transformed.


Locate Portal

Divination
Level: Sor/Wiz 2, Clr 1, Brd 1, Drd 1, Pal 2, Rgr 1
Components: V, S, F
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Target: Crystal sphere
Duration: 1 round
Saving Throw: None
Spell Resistance: No

The caster of a Locate Portal spell can find the nearest portal through a crystal shell either into or out of the Flow. The spell indicates direction and distance (either in miles if it is close, or in days of travel time at Spelljamming speed).

In general, from any point on a crystal shell, the portals for a normal-sized ship are from 2-20 days away from any location. At the DM's option, there may be more portals than normal available, less, or none at all.

Focus: A conch shell.


Softwood

Transmutation
Level: Drd 4, Rgr 3
Casting Time: 1 round
Components: V, S, M
Range: Touch
Target: 1 + 1 man-sized person per three levels advanced
Duration: Permanent/30 minutes [see below]
Saving Throw: Will negates
Spell Resistance: Yes

The recipient of a Softwood spell immediately has his body surrounded by soft, spongy wood, similar to that of a rotting stump. The softwood is a living entity that inhabits the air envelope of the individual, sustaining that individual's life at a lower level than normal. The character is placed in suspended animation in a manner similar to that of individuals lost in the Flow.

The softwood surrounding a body is extremely resistant to heat and cold, and while the form within is unconscious, it cannot be harmed. A character in a softwood cocoon could fall to earth and the heat and impact of the fall would be absorbed by the spell.

Softwood dissolves in open air. If a character enters and stays in a new envelope of fresh air for longer than 30 minutes, the softwood will dissolve, letting the individual loose. A Softwood spell cast in the open air will be effective cocooning for 30 minutes, then dissipates in a single round.

The Softwood spell was created as a defensive measure, to preserve those cast adrift in space. Enterprising and aggressive divine spellcasters have turned the spell into both a handy method of containing enemies, as well as a way of sending both foes and mutinious friends into wildpsace (and off their ships) without having to slay them.

Material Component: Any bit of bark. The softwood will become that type of bark covering the body. (If maple is used, then the covering will appear as maple, if pine, it will appear as pine.) If the bark of a sentient or "monster"-type plant is used, the softwood will be of similar physical features, but will lack any special abilities of the original plant.


Stable Gravity

Transmutation

Level: Sor/Wiz 7

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Area of Effect: One spelljamming vessel

Effect: Vessel’s binary gravity unaffected by outside influences

Duration: 1 round per caster level (D); also see text

Saving Throw: None

Spell Resistance: No



Stable Gravity attempts to keep a spelljamming ship’s gravity exactly the same regardless of planetary landings or larger objects entering the ship’s gravity envelope. It is always effective against the gravity of worlds, but if a larger object enters the ship’s gravity envelope, the spell’s effectiveness is not assured.

When the gravity fields overlap, normally the orientation of the smaller object’s gravity would shift to match that of the larger. Stable Gravity fights that effect; the spell itself makes a Will save (with the same modifiers as the being who cast it), against DC 20. The roll is further modified by the difference between the sizes of the vessels in tens of feet (their longest dimensions, round down to the nearest ten).

Thus, a Stable Gravity spell protecting a ship 80 feet long that is suffering a gravity wake attack from a 100 feet long vessel would suffer a –2 size difference penalty on the saving throw, with the caster’s modifiers also in effect.

With success, the smaller vessel’s binary gravity is simply unaffected, held stable and steady. Upon failure, the normal gravity disruption takes place and the spell terminates, defeated.

Somatic component: Touch on the spelljammer helm.

Material component: A flat, rectangular pane of glass with four metal rods (each exactly the same length), attached to each corner. Glassteel with gold rods grants the spell a +4 arcane materials bonus on the saving throw.



Unseen Crewmember

Conjuration (Creation)

Level: Sor/Wiz 4

Components: V, S, F, M

Casting Time: 1 standard action

Range: Close (25 feet + 5 feet/2 levels)

Effect: One invisible, mindless, shapeless servant/level

Duration: 1 hour/level (D)

Saving Throw: None

Spell Resistance: No



An unseen crewmember is an invisible, mindless, shapeless force that performs shipboard duties at your command. Unseen crewmen can respond to commands that you would understand, though they must be relatively simple. They can perform only one type of task at a time, and left unattended they perform it over and over, but they can do so for the spell’s entire duration. Unseen crewmen have Strength scores of 10, so they can perform steering duty or – under close direction – the menial work of damage control operations.

Unseen crewmembers are not nearly as competent as living beings, so a ship whose various stations are manned exclusively by these creations is at a disadvantage in combat. The vessel suffers a –10 circumstance penalty to initiative, its Maneuverability is reduced by one step, and any saving throws that it must make are under a –5 circumstance penalty.

The creations of this spell are unable to attack anything, similar to the first-level unseen servant spell. They can withstand 24 points of damage from area attacks. They cannot make saving throws.

Material Component: A piece of string or a bit of wood.





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