The Helms
The spelljamming helms are objects of great potential. They are exclusively created by the Arcane, a race of blue giants. When created they are intentional meant to only fit with one ship. After the bonding the helm and ship become as of one. Removing a helm from the ship it's bonded with takes an Arcane check DC 20 for a Minor Helm and DC 30 for a Major helm. Failing the check makes the whole thing exploded in a great ball of Fire, Magic and Mayhem.
When a caster sits in the chair and focuses his mind into it. His mind expands and encompasses the entire ship. In the first instance of the caster encountering the helm and attunes with it. At first glance he will know what happens around him in the nearby area, he will sense the individuals with him in the room. As he expands his conscious and focuses on a broader scale, he will sense the rooms near to him, after that he will sense the entire ship. He will feel as people walk around and interacts with the ship, as if someone pokes his skin or otherwise engages his sense of touch. When someone shots siege engines or similar against the ship the helmsman will feel that aswell. This extreme sense causes a small issue coming to critical hits, in cases induces spelljammer shock.
As the helmsman expands his consciousness further he will see the space around him/the ship. He can shift his view to various angles around the ship. Looking in all directions. As he focuses on turning/diving/rising/banking/ascending/descending/bowward/aftward or other the ship follows his motion. When he focuses on a particular point in space and thinks going really fast, the ship springs into a blur of motion towards the point, at which point the ship enters spelljamming speed.
The helms drains the casters as the helms the ship. At lowtimes they can bank their spellpowers as 1 slot per spell level (eg 1 for 1st level, 2 for 2nd level, 3 for 3rd level, etc).
Attuning
When a caster sits in the chair and focuses his mind into it. His mind expands and encompasses the entire ship. In the first instance of the caster encountering the helm and attunes with it. At first glance he will know what happens around him in the nearby area, he will sense the individuals with him in the room. As he expands his conscious and focuses on a broader scale, he will sense the rooms near to him, after that he will sense the entire ship. He will feel as people walk around and interacts with the ship, as if someone pokes his skin or otherwise engages his sense of touch. When someone shots siege engines or similar against the ship the helmsman will feel that aswell. This extreme sense causes a small issue coming to critical hits, in cases induces spelljammer shock.
- A Fighter helm can bond with a ship up to 10 Tons and can't attain spelljamming speeds.
- A Minor helm can bond with a ship up to 50 Tons
- A Major helm can bond with a ship up to 100 Tons
- A Series helm can bond with a ship above 100 Tons
Movement
As the helmsman expands his consciousness further he will see the space around him/the ship. He can shift his view to various angles around the ship. Looking in all directions. As he focuses on turning/diving/rising/banking/ascending/descending/bowward/aftward or other the ship follows his motion. When he focuses on a particular point in space and thinks going really fast, the ship springs into a blur of motion towards the point, at which point the ship enters spelljamming speed.
Banking the power
The helms drains the casters as the helms the ship. At lowtimes they can bank their spellpowers as 1 slot per spell level (eg 1 for 1st level, 2 for 2nd level, 3 for 3rd level, etc).
- Fighter helm can bank 10 slots.
- Minor helms can bank 25 slots
- Major helms can bank 50 slots
- Series helms can bank 25 slots per spot in the series.
- Banking really hard costs 2 slots.
- Speeding forward also known as burning towards or away costs 3 slots.
Manufacturing
The Arcane holds their secret very close to their bodies, perhaps because it's a species thing that only they can do.
Parent Technologies
Access & Availability
As The Spelljammer gains a new captain, it goes through the cycle of changing captains.
Discovery
The Arcane, a long time ago. Perhaps the lore behind the discovery is lost to history.
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