4th ed conversion, Spells, rituals and psionics

A project to create a Spelljammer conversion to 4th edition rules.
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4th ed conversion, Spells, rituals and psionics

Post by Silverblade-T-E » Tue Jun 08, 2010 5:52 pm

discussions on, stats for, locations of in 4th books etc, of spells, ritual sand psionics go here
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Re: 4th ed conversion, Spells, rituals and psionics

Post by Elvith Jars » Tue Jun 08, 2010 10:28 pm

Question: One of the things I don't like about 2e Spelljammer is "Grubbian physics" where ships have binary gravity planes and air envelopes simply because they can as part of the natural world, when the reality is physics wouldn't allow either one to happen. How can I achieve the effects of "Grubbian physics" in a universe much like our own, but one that also has magic as a fifth force of nature?

Answer: Rituals!

From my ship design guide:

Air Skin

An envelope of air surrounds and embraces the object like a second skin.

Level: 4 Component Cost: 1 gp per ton, 125 gp minimum
Category: Exploration Market Price: 150 gp
Time: 10 minutes per 10 tons Key Skill: Arcana
Duration: 1 hour per caster level for a creature; 28 days for a vehicle

The creature or object gains a sheath of air that extends as little as a few inches for creatures and objects sized Small to Large to as much as 20 feet in all directions for Huge and Gargantuan-sized objects like spelljammers. The air pressure remains at a comfortable level to breathe even in the vacuum conditions of Wildspace. The air surrounding the creature or object freely intermingles with any ambient air; the air quality surrounding the creature or object quickly becomes the same quality as the ambient air.

Table: Air qualities
Air Quality Effects
Fresh Character suffers no ill effects.
Stale Character suffers a -2 penalty to all skill checks, ability checks, and attack rolls; characters who don’t need to breathe are unaffected.
Foul Characters will be rendered unconscious unless they hold their breath (see Endurance skill for details); characters who don’t need to breathe are unaffected.

If cast upon a creature, fresh air will last 1d10 + 1 rounds if the character moves into a vacuum, at which point it becomes foul air. The air supply will become stale in half the time.

If cast upon an object like a spelljammer, the vehicle moves into a vacuum, then the air will remain fresh for its passengers and crew for 14 days before becoming stale, at which point it will last another 14 days before becoming foul. Optionally, for more detailed calculations, assuming that the ship is staffed by Medium-sized creatures, multiply the total passengers and crew by 14 to obtain the number of medium-creature-days (MCD) that the ship’s air will remain fresh. Then, for each creature aboard, determine how many medium-creature-days of air they consume per day; Large creatures use 4 MCDs of air, Huge creatures use 9 MCDs, and Gargantuan creatures use 16 MCDs. By knowing the total MCDs the ship has available and the total MCDs consumed per day by the crew and passengers, you can determine how long the air will last.

When cast upon an object, make an Arcana check with a DC equal to 10 + 1 per 100 tons to determine whether or not you successfully cast the ritual (thus, for a 1,200 ton vessel, the DC for the ritual is 27). For creatures, the DC is 15.
The effects may become permanent by casting the Enchant Magic Item ritual. The component cost to do so is 10 gp per ton (1,250 gp minimum).

Aurora’s Shield

Waves of harmful radiant energy wash around the object and light up the invisible shield like the Northern Lights.

Level: 20 Component Cost: 1 gp per ton, 100 gp minimum
Category: Warding Market Price: 25,000 gp
Time: 1 day per 10 tons Key Skill: Arcana
Duration: 24 hours
The creature or object you touch gains an invisible shield that extends as little as a few inches to as much as 20 feet in all directions. When in Wildspace, this shield protects the contents inside from the harmful effects of radiant energy generated by fire bodies like the sun as well as high orbits around planets.

When cast upon an object, make an Arcana check with a DC equal to 15 + 1 per 100 tons to determine whether or not you successfully cast the ritual (thus, for a 1,200 ton vessel, the DC for the ritual is 27). For creatures, the DC is 15.
The effects may become permanent by casting the Enchant Magic Item ritual. The component cost to do so is 10 gp per ton (minimum 1,000 gp).

Bind Helm

An ordinary vessel becomes a mighty spelljammer.

Level: 1 Component Cost: 50 gp
Category: Binding Market Price: 100 gp
Time: 1 day Key Skill: Arcana (no check)
Duration: Permanent
This simple ritual requires a spelljamming helm that is physically attached to the ship. It binds the helm to the ship, enabling it to fly so long as it meets the helm’s requirements.

Control Climate

Neither extreme cold nor searing heat will keep you from your journey. You and your protected objects remain at a comfortable temperature.

Level: 10 Component Cost: 100 gp
Category: Exploration Market Price: 1,000 gp
Time: 1 hour; 1 min per 10 tons Key Skill: Arcana or Nature (no check)
Duration: 24 hours
A more powerful version of Endure Elements, Climate Control lets you designate up to five ritual participants, including yourself, to ignore penalties associated with extremes of nonmagical heat or cold. You may optionally cast this ritual upon an object such as a spelljammer to protect it and its contents from the ravages of extreme temperature. In this case, the casting time depends upon the mass of the object.

An affected creature or object suffers no ill effects from ambient temperatures between -250 and 250 degrees Fahrenheit (which equals the temperature ranges in Earth orbit and is sufficient to survive in most crystal spheres). In fact, affected creatures and objects remain at a comfortable 72 degrees Fahrenheit. Control Climate does not stack with Endure Elements.
The effects may become permanent by casting the Enchant Magic Item ritual. The component cost to do so is 10 gp per ton (minimum 1,000 gp).

Float on Air

The object becomes light as a feather, floating in the air as if floating in water.

Level: 16 Component Cost: 1 gp per ton
Category: Exploration Market Price: 9,000 gp
Time: 1 day per 10 tons Key Skill: Arcana
Duration: 24 hours.
Casting this ritual on an object renders it neutrally buoyant in air. The object gains the ability to hover, but some form of propulsion is necessary to move it. The ritual is particularly useful for creating heavier than air airships; with sails and rigging, they can sail the skies as easily as sailing the ocean.

The ritual generates an amount of lift equal to the weight of the object. Thus, a 100 ton object affected by the ritual generates 100 tons of lift. Further, for the purposes of determining carrying capacity, the ritual negates 80% of the object’s weight (simply divide the object’s weight by 5 to determine its effective weight). Hence, the 100 ton object effectively weighs 20 tons, so the object has 80 tons of lift capacity available.

When cast upon an object, make an Arcana check with a DC equal to 15 + 1 per 100 tons to determine whether or not you successfully cast the ritual (thus, for a 1,200 ton vessel, the DC for the ritual is 27).

The effects may become permanent by casting the Enchant Magic Item ritual. The component cost to do so is 10 gp per ton.

Fresh Air

The air becomes as fresh as the air at the beach on a clear spring day.

Level: 2 Component Cost: 1 sp per 10 tons
Category: Restoration Market Price: 75 gp
Time: 1 minute per 10 tons Key Skill: Heal (no check)
Duration: Instantaneous
Casting this ritual on a creature or object turns the air quality fresh and gives it the hint of salt air like that found at a typical beach or ocean. When cast in an air envelope such as that created by the Air Skin ritual, then the air envelope’s air quality becomes fresh. Otherwise, the ambient air quality within a 1 square radius per caster level becomes fresh until the end of the character’s next turn. Unless sustained with a minor action, the air quality becomes that of the ambient air.

Flying Keel

You grant a ship the ability to fly.

Level: 25 Component Cost: 1 gp per ton
Category: Exploration Market Price: 125,000 gp
Time: 1 minute per 10 tons Key Skill: Arcana
Duration: 24 hours
Simply by taking the helm and concentrating with a minor action, the pilot may lift the enchanted vessel into the air and fly at a speed of 8 squares, or 16 squares during overland flight. While it maneuvers rather clumsily, it can hover if needed. The vessel may use its sails as a form of motive power if the sails allow the ship to travel faster than 8 squares. The ritual will lift the weight of the ship’s hull and rigging plus an additional 10%. Thus, for a 100 ton ship, the ritual provides an extra 10 tons available to lift the crew, passengers, armaments, and cargo.

The effects may become permanent by casting the Enchant Magic Item ritual. The component cost to do so is 10 gp per ton.
When cast upon a ship, make an Arcana check with a DC equal to 15 + 1 per 100 tons to determine whether or not you successfully cast the ritual (thus, for a 1,200 ton vessel, the DC for the ritual is 27).

Gravity Plane

You can give any object floating in space magically generated gravity or turn a room’s wall or ceiling into the floor.

Level: 25 Component Cost: 1 gp per ton
Category: Exploration Market Price: 125,000 gp
Time: 1 day per 10 tons Key Skill: Arcana
Duration: 1 day per caster level.
This ritual creates a gravity plane that magically simulates the effects of natural gravity. The ritual makes life aboard a spelljammer convenient and healthy; spending extended periods of time in continuous freefall causes deterioration in the bones and muscular atrophy. See Space Hazards for details.

The effects of the gravity plane reaches to the edge of the object’s Space. Thus, a ship that is 47 character squares wide and 35 squares long has a gravity plane that is 47 by 35. You are free to place the gravity plane anywhere from the bottom of the object to the height of the topmost location (i.e. from the bottom of a ship’s keel to its topmost deck), and then decide which side of the plane is “down.”

You may cast this ritual in a room to turn any wall or ceiling into the floor, completely overwriting the natural gravity in the room.

The effects may become permanent by casting the Enchant Magic Item ritual. The component cost is 10 gp per ton.

Levitation

The ship levitates in the air, traveling up or down at your command.

Level: 10 Component Cost: 1,000 gp
Category: Exploration Market Price: 1,000 gp
Time: 1 day Key Skill: Arcana
Duration: 24 hours
This ritual enables a ship to lift vertically into the air, hover, and lower itself back down again. It may move horizontally as well but the vessel requires a form of motive power and directional control or else it will simply drift in the wind. The ritual will lift the weight of the ship’s hull and rigging plus an additional 15%. Thus, for a 100 ton ship, the ritual provides an extra 15 tons available to lift the crew, passengers, armaments, and cargo.
The effects may become permanent by casting the Enchant Magic Item ritual. The component cost to do so is 10,000 gp.
When cast upon a ship, make an Arcana check with a DC equal to 15 + 1 per 100 tons to determine whether or not you successfully cast the ritual (thus, for a 1,200 ton vessel, the DC for the ritual is 27).

Planar Binding

You attempt to lure a creature from another plane and bind it to your service.

Level: 10 Component Cost: 100 gp per creature level
Category: Binding Market Price: 1,000 gp
Time: 1 hour Key Skill: Arcana
Duration: Special
This ritual is used to summon a creature of extraplanar origin and coerce it to perform one service in return for its freedom. A variety of extraplanar creatures may be bound including devils, demons, and elementals. When you perform the ritual, you must know the exact type of creature you wish to bind, and you may bind a specific creature by name if you know its true name.
Prior to casting this ritual, you need to inscribe a Magic Circle (using the Magic Circle ritual, PHB pp 309) that is designed to ward against the type of creature you are summoning. Without a Magic Circle, the creature summoned via Planar Binding will immediately escape and/or attack.

To successfully summon the creature, first find its level on the Difficulty Class and Damage by Level table on page 42 of the DMG. Use the Hard column, and add 5 to the DC. Example: to summon a thunderblast cyclone, a level 26 elemental, the DC is 32 + 5 = 37. Next, make an Arcana check based on the modified DC. A successfully summoned creature will appear within the Magic Circle and remain there as long as the circle is strong enough (based on your Arcana check to create the circle). If you fail the check, you expend your component cost and the creature isn’t summoned.

You may keep a summoned creature trapped within the Magic Circle for up to 24 hours before either releasing it back to its home plane or attempting to bind it to your service. You may trap the creature for another 24 hours if you make another successful summoning attempt.

To bind the summoned creature to your service, make an Arcana check versus the summoned creature’s Will defense. If you succeed, it agrees to perform one act of service (clever creatures may creatively interpret the conditions of completing the service). While bound to your service, the creature may not attack you or your allies and it must focus its energies on completing its assigned task or die trying (it cannot kill itself to escape service). Upon completing the service, or if you fail to bind the summon creature, it may seek revenge.

*****
Elemental Vessel Binding

The gnomes of Zilargo jealously guard their secrets of elemental binding, especially the art of binding elementals to vessels. A Khyber shard (a.k.a. elemental containment unit) is used to bind elementals to the ship but the vessel’s hull and binding struts also become part of the arcane matrix used to bind the elemental. Once bound, the elemental’s energy flows through the core of the ship, through the ship’s binding struts into the vessel’s signature elemental ring shape, and then winds through the hull itself. The hull takes on part of the elemental’s nature; licks of flame dart across the hull in the case of a fire elemental, for instance.

When using Planar Biding to tie an elemental to a vessel, the component cost of the ritual is 100 gp per ton. The ritual takes 30 minutes per level of the elemental to bind it to a vessel.

Contrary to popular belief, the size and level of an elemental does not contribute to a vessel’s performance. Once bound, the vessel moves at the speed of the bound elemental regardless of the elemental’s size. If the ship has multiple elementals used for motive power, then the fastest elemental becomes the primary motive power, while the second fastest becomes the secondary motive power, and so on.

The size and level of the bound elemental affects the component cost of binding; larger elementals are cheaper to bind but they are more difficult to bind as well. You gain a price break based on the creature’s Size category, multiplied by the creature’s level. For instance, binding an elemental to a 1,000 ton airship has a component cost of 100,000 gp. By using a thunderblast cyclone, a Huge level 26 elemental, shipwrights gain a 2 X 26 = 52% price break, and the component cost drops to 100,000 X 0.52 = 52,000 gp.

To bind an elemental to a vessel, first use the Magic Circle ritual to create a Magic Circle. Then use the Planar Binding ritual to summon an elemental. Next, use another Planar Binding ritual to bind the summoned elemental to the ship (use the material cost and time listed above to bind the elemental to the ship). Finally, perform an Enchant Magic Item ritual to seal in all the effects. So long as you’re willing to pay the material costs and spend the time, you may bind any number of elementals to the vessel.

If you’re interested in more flavor text about the art of elemental binding, check out Magic of Eberron by Bruce Cordell. The rules here provide a simplified version of the binding process described in the 3e supplement.

Table: Price Break by Size
Elemental Size Price Break
Large 1%
Huge 2%
Gargantuan 3%
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Re: 4th ed conversion, Spells, rituals and psionics

Post by Azaghal » Tue Jun 08, 2010 10:38 pm

Awesome work. 1200 ton ship?
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Re: 4th ed conversion, Spells, rituals and psionics

Post by Elvith Jars » Tue Jun 08, 2010 10:50 pm

In the design rules I've created, tonnage is a measurement of mass, not volume. 1200 tons is roughly a USS Constitution (a.k.a. Old Ironsides). For my game, tonnage affects how much you can lift into the sky, how easy it is to reach full speed or slow to a stop, and how easily you can turn. Heavier ships require more Drive actions before they can turn. It's a bit different than the old maneuver class... Tonnage also affects the price of your ship, and the price of your ship determines the level of your ship, based on the standard magic item cost by level chart.

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Re: 4th ed conversion, Spells, rituals and psionics

Post by Big Mac » Tue Jun 08, 2010 11:15 pm

Elvith Jars wrote:Question: One of the things I don't like about 2e Spelljammer is "Grubbian physics" where ships have binary gravity planes and air envelopes simply because they can as part of the natural world, when the reality is physics wouldn't allow either one to happen. How can I achieve the effects of "Grubbian physics" in a universe much like our own, but one that also has magic as a fifth force of nature?
I personally think that Grubbian Laws of Nature are an integral part of SJ. If all the 4e fans want the SJCG to be a reboot of Spelljammer (one that assumes that no part of SJ is expendable) then this might be a very good way to go. But I do know that I've always found that sort of reboot unsatisfying, and wouldn't want the 3e SJCS to go that way.

I think that you should discuss if a reboot is needed, rather than do a lot of development that might turn into a dead end. I'm not sure the answer will be easy. I know that I've met a lot of people who want to reboot away some part of SJ (usually an element I love dearly).

Forgotten Realms is very different, but internal logic in the FRCG seems to be altering (rather than rebooting) the world of Toril. I would love to see how Eberron 4e is going. Maybe Eberron Campaign Guide can tell you if Athas is being built from the ground up or tweaked to fit the new rules.

If these two settings are only tweaked, then a tweaking of the SJ universe might be a better direction for a SJCG.

But if those two settings exhibit signs of not really being the same settings as before, then a more "inspired by Spelljammer" reboot may be more appropriate.
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Re: 4th ed conversion, Spells, rituals and psionics

Post by Elvith Jars » Wed Jun 09, 2010 12:02 am

No worries there, I'm just posting what I'm using for my campaign in the hopes that somebody might find it useful for a 4e conversion. It's a starting point, nothing more. For me, I did a total reboot that kept to the spirit of spelljammer while updating it to the 4e concepts and mechanics. If you look at the Plane Above, WoTC did something similar. I have, for instance, kept the idea of a crystal sphere, and it floats in the Astral Sea. So while I've done a reboot, magic is magic, so if I wanted worlds on the back of giant turtles, I could still do that, but I like the idea of using magical rituals and devices to solve the problems of spaceflight that we solve in the real-world with science. That fits right in with Keith Baker's vision of Eberron.

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Re: 4th ed conversion, Spells, rituals and psionics

Post by Big Mac » Wed Jun 09, 2010 12:21 am

Elvith Jars wrote:No worries there, I'm just posting what I'm using for my campaign in the hopes that somebody might find it useful for a 4e conversion.
OK. I'll be interested to see where this goes. Jaid might be able to work out which way to go, from the context of specific 4e quotes.
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