Bruce Heard's Skyship Spells

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Havard
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Bruce Heard's Skyship Spells

Post by Havard » Mon Jul 23, 2018 10:50 pm

Bruce Heard just put out two articles on his blog featuring Skyship Spells for BECMI:
What do you think of these spells? Can you think of more spells that would be useful to a Skyship Captain and Crew?

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Last edited by Havard on Wed Sep 05, 2018 7:46 pm, edited 2 times in total.

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Re: Bruce Heard's Skyship Spells

Post by Yaztromo » Tue Jul 24, 2018 2:51 am

The articles are nice and overall I like the idea of creating an ad hoc list of spells for skyships, but... you forgot to mention THIS:
Note: The schools are part of some design work I'll introduce in CAL2 On Wings of Darkness (Calidar's alter-ego to Mystara's GAZ3 Principalities of Glantri).
That in itself is really HUGE news!!! :cool: :cool: :cool: :cool: :o :ugeek:
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making all my Nowhere plans for Nobody.

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Re: Bruce Heard's Skyship Spells

Post by Havard » Mon Jul 30, 2018 6:10 pm

Part 3 is out! :)

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Re: Bruce Heard's Skyship Spells

Post by Irondrake » Sun Aug 12, 2018 7:15 pm

These are interesting and useful spells. I've been adding them to my spell compendium as they come out. I believe Mr. Heard will be releasing Part 4 tomorrow.

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Re: Bruce Heard's Skyship Spells

Post by Ambreville » Mon Aug 20, 2018 12:51 pm

Glad you like those. I'll post a few more tomorrow, Tuesday 8/21. Cheers!

Let me know if you see some issues with game balance or whether the spell level is too low/high. Thanks!
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Re: Bruce Heard's Skyship Spells

Post by Havard » Wed Sep 05, 2018 7:33 pm


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Re: Bruce Heard's Skyship Spells

Post by Ambreville » Wed Sep 05, 2018 7:35 pm

Havard wrote:
Wed Sep 05, 2018 7:33 pm
Part IV is out!
https://bruce-heard.blogspot.com/2018/0 ... ls-vi.html
-Havard
You mean Part VI, right?

Thanks. ;)
Bruce Heard otherwise known as Ambreville
My Blog: Calidar on Blogspot,
Calidar Publishing on DTRPG
Calidar on Facebook, Calidar Page on G+,
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Re: Bruce Heard's Skyship Spells

Post by Havard » Wed Sep 05, 2018 7:46 pm

Ambreville wrote:
Wed Sep 05, 2018 7:35 pm
Havard wrote:
Wed Sep 05, 2018 7:33 pm
Part IV is out!
https://bruce-heard.blogspot.com/2018/0 ... ls-vi.html
-Havard
You mean Part VI, right?

Thanks. ;)

Yikes Bruce!

You've been busy! :o All 6 parts added to the OP now :)

-Havard

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Re: Bruce Heard's Skyship Spells

Post by Sturm » Thu Sep 06, 2018 3:33 pm

Probably similar spells should be standard in the Alphatian Navy too! Very Interesting!

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Re: Bruce Heard's Skyship Spells

Post by Irondrake » Sat Sep 08, 2018 2:49 pm

Hi Bruce,
First, let me say that I love the new spells you've created. These are great! I do have a few questions about some of them that I hope you can clarify.

Artificer's Unseen Shield (from Skyship Spells Part I)
I'm a little confused on the dimensions that the spell covers. It reads that the shield covers a flat area 100ft +10ft per experience level of the caster. So is that a 100ft long wall? If so, how high is the wall?

Unyielding Cord (from Skyship Spells Part III)
The last sentence reads, "The Unyielding Cord may target an object within range, so as long as the caster holds its other end; in this case, the caster and companions failing their saving throws can use it to climb past obstacles." I take this to mean that a caster can use the cord to climb out of a pit trap by attaching it to some kind of support above, and that his fellow party members could use it likewise as if it were rope to climb out. But does it also mean that if anyone (including the caster) touches the cord they must make a successful saving throw or the end of the cord moves to attach itself to them?

Protection from Rust* (from Skyship Spells Part V)
The reverse of the spell, Cause Rust, when used against enchanted objects (which I assume means magical items) allows a saving throw vs. spells to avoid being destroyed. Should that instead be a magic item saving throw as per Damage to Magic Items (page 145 of the RC) or was that meant to mean the wearer/wielder of the item's Spell saving throw?

Protection from Rot* (from Skyship Spells Part VI)
The same question that applies to Cause Rust above applies to Cause Rot in regards to the enchanted item saving throw (i.e. what if Cause Rot is used against an Elvin Cloak?).

Looking forward to adding all of your Skyship spells into my D&D campaign!

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Re: Bruce Heard's Skyship Spells

Post by Ambreville » Sat Sep 08, 2018 4:28 pm

Irondrake wrote:
Sat Sep 08, 2018 2:49 pm
Hi Bruce,
First, let me say that I love the new spells you've created. These are great! I do have a few questions about some of them that I hope you can clarify.
Thanks, and also, thanks for listing which blog post these came from. =)

Artificer's Unseen Shield (from Skyship Spells Part I)
I'm a little confused on the dimensions that the spell covers. It reads that the shield covers a flat area 100ft +10ft per experience level of the caster. So is that a 100ft long wall? If so, how high is the wall?
I'm not sure I understand your question. The original text spells out this ways: "The shield covers a flat area 100ft2 +10ft2 per experience level." We're dealing with square footage rather than length. The wall can be as long as you want, as long as the sq. footage adds up as above.

Unyielding Cord (from Skyship Spells Part III)
The last sentence reads, "The Unyielding Cord may target an object within range, so as long as the caster holds its other end; in this case, the caster and companions failing their saving throws can use it to climb past obstacles." I take this to mean that a caster can use the cord to climb out of a pit trap by attaching it to some kind of support above, and that his fellow party members could use it likewise as if it were rope to climb out. But does it also mean that if anyone (including the caster) touches the cord they must make a successful saving throw or the end of the cord moves to attach itself to them?
What I meant to say is if everyone else believes this is a real rope (i.e. they failed their saves vs. the illusion) they can climb out (or help the caster pull on it). If you prefer, ignore the saves requirement for the caster's buddies. I did say it was a weird one. :shock:

Protection from Rust* (from Skyship Spells Part V)
The reverse of the spell, Cause Rust, when used against enchanted objects (which I assume means magical items) allows a saving throw vs. spells to avoid being destroyed. Should that instead be a magic item saving throw as per Damage to Magic Items (page 145 of the RC) or was that meant to mean the wearer/wielder of the item's Spell saving throw?
Either way is fine, whichever you prefer as a DM. I would favor the mechanics on damage to magic items.

Protection from Rot* (from Skyship Spells Part VI)
The same question that applies to Cause Rust above applies to Cause Rot in regards to the enchanted item saving throw (i.e. what if Cause Rot is used against an Elvin Cloak?).
Ditto.

Looking forward to adding all of your Skyship spells into my D&D campaign!
Thanks for the feedback on this.
Bruce Heard otherwise known as Ambreville
My Blog: Calidar on Blogspot,
Calidar Publishing on DTRPG
Calidar on Facebook, Calidar Page on G+,
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Re: Bruce Heard's Skyship Spells

Post by Irondrake » Sat Sep 08, 2018 5:23 pm

Wow, thanks for the quick response, Bruce!

Looks like I completely missed the fact that you listed square footage for Artificer's Unseen Shield. Doh! :oops: Sorry about that, but now I understand the size of the spell.

This clears things up for all of these spells. Thanks very much, sir.

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