Ok, I seperated spelljammer ideas out into diffrent power soruces for a vehicle:
-------------------------------------
Arcane Jammer (00000gp)
Size: 3+
Power: +6 magic
Fantasy 4
This strange device drains power from a spellcaster to fuel the vehicles systems. Most settings require that this spellcaster also be the pilot, although this isn’t always true.
For every level of spell burned by the caster, the vehicle is provided with 1 hour of power. Spells burned in this manner are removed from the caster’s mind as if they had been cast. This takes place immediately on selecting the spell. Two 0 level spells provide 1 hour also. The spell caster determines which spells are used. The spells’s power is drained over time so the caster must remain seated at the jammer for the entire length of power provided. This means 1 hour for a first level spell, or 9 full hours for a 9th level spell. It is possible to switch spellcasters without losing power as long as the new spellcaster takes control within one round of the old spell caster leaving.
It is possible for a character with the Use Magic Device skill to activate the Jammer by emulating spell casting instead of burning spells. As per the rules for that skill, emulating higher level spells makes the DC harder, and taking 10 or 20 is not possible.
Larger Jammers are more efficient at using drained spells. A jammer 6 slots big gains +12 power from each drain spell, a jammer 9 slot in size provides +18 in power per spell drained, etc.
Psionic Jammer (000000gp)
Size: 3
Power: +6 psionic
Fantasy 4
Similar in nature to an Arcane Jammer, these devices drain psionic power points instead of spells. Each point drained provides one hour of power. The psionic character must remain in the jammer for this full time. In all other ways this jammer works like the arcane jammer, including rules for switching psions, larger jammers being more efficient, and the skill Use Psionic Device.
Blood Jammer (000000gp)
Size: 3
Power: +6 magic/psionic
Fantasy 4
Similar in nature to an Arcane Jammer, these devices drain life force instead of spells. Depending on the vehicle, the life force drained may either be from willing occupants or from restrained victim. Mind flayers, for example, tend to use “willing” occupants due to their abilities to make other “willing.” Unlike Arcane Jammers and Psionic Jammers, Blood Jammers are almost never designed to drain the pilot of a vehicle.
Blood Jammers inflict 1 point of temporary Constitution damage for each hour of power drained. No special skills can be used to power a Blood Jammer without incurring this drain.
Unlike Arcane Jammers and Psionic Jammers, Blood Jammers are not built bigger and more efficient. In order to gain more power, additional jammers with separate occupants must be used.
Blood Jammers can provide magic or psionic power, but the type is selected during construction of the jammer, not during use.
Monstrous Drive (0000gp)
Size: 2
Power: +4 (any)
Fantasy 1
A monstrous drive is a broad term for any power source that runs off some creature or monster. This would include a steam engine running off an elemental, or electrical energy being drained from a tank of electric eels. Gnomes have been known to use a Giant Space Hamster in a wheel to power their vessels. This system “package” includes living space for the “power source” and proper food stuffs, if any, for 100 days. Additional food stores can be purchased for this drive using the Food Stores support system.
-------------------------------------
Now do I need to make a "forge jammer" or "artifact jammer" as they were in the orginal spelljammer (dwarven forges powered asteroids by running off the raw creative power of a room full for dwarves making weapons and armor, and artifact jammers had some powerful minor artifact like weapons etc, with a stranger device built around it to use that power for another purpose instead... powering a vessel.
I think the dwarf one is out dated now that dwarves can cast spells and be wizards etc, and I think the artifact one is harder to write up.
-------------------------------------
Arcane Jammer (00000gp)
Size: 3+
Power: +6 magic
Fantasy 4
This strange device drains power from a spellcaster to fuel the vehicles systems. Most settings require that this spellcaster also be the pilot, although this isn’t always true.
For every level of spell burned by the caster, the vehicle is provided with 1 hour of power. Spells burned in this manner are removed from the caster’s mind as if they had been cast. This takes place immediately on selecting the spell. Two 0 level spells provide 1 hour also. The spell caster determines which spells are used. The spells’s power is drained over time so the caster must remain seated at the jammer for the entire length of power provided. This means 1 hour for a first level spell, or 9 full hours for a 9th level spell. It is possible to switch spellcasters without losing power as long as the new spellcaster takes control within one round of the old spell caster leaving.
It is possible for a character with the Use Magic Device skill to activate the Jammer by emulating spell casting instead of burning spells. As per the rules for that skill, emulating higher level spells makes the DC harder, and taking 10 or 20 is not possible.
Larger Jammers are more efficient at using drained spells. A jammer 6 slots big gains +12 power from each drain spell, a jammer 9 slot in size provides +18 in power per spell drained, etc.
Psionic Jammer (000000gp)
Size: 3
Power: +6 psionic
Fantasy 4
Similar in nature to an Arcane Jammer, these devices drain psionic power points instead of spells. Each point drained provides one hour of power. The psionic character must remain in the jammer for this full time. In all other ways this jammer works like the arcane jammer, including rules for switching psions, larger jammers being more efficient, and the skill Use Psionic Device.
Blood Jammer (000000gp)
Size: 3
Power: +6 magic/psionic
Fantasy 4
Similar in nature to an Arcane Jammer, these devices drain life force instead of spells. Depending on the vehicle, the life force drained may either be from willing occupants or from restrained victim. Mind flayers, for example, tend to use “willing” occupants due to their abilities to make other “willing.” Unlike Arcane Jammers and Psionic Jammers, Blood Jammers are almost never designed to drain the pilot of a vehicle.
Blood Jammers inflict 1 point of temporary Constitution damage for each hour of power drained. No special skills can be used to power a Blood Jammer without incurring this drain.
Unlike Arcane Jammers and Psionic Jammers, Blood Jammers are not built bigger and more efficient. In order to gain more power, additional jammers with separate occupants must be used.
Blood Jammers can provide magic or psionic power, but the type is selected during construction of the jammer, not during use.
Monstrous Drive (0000gp)
Size: 2
Power: +4 (any)
Fantasy 1
A monstrous drive is a broad term for any power source that runs off some creature or monster. This would include a steam engine running off an elemental, or electrical energy being drained from a tank of electric eels. Gnomes have been known to use a Giant Space Hamster in a wheel to power their vessels. This system “package” includes living space for the “power source” and proper food stuffs, if any, for 100 days. Additional food stores can be purchased for this drive using the Food Stores support system.
-------------------------------------
Now do I need to make a "forge jammer" or "artifact jammer" as they were in the orginal spelljammer (dwarven forges powered asteroids by running off the raw creative power of a room full for dwarves making weapons and armor, and artifact jammers had some powerful minor artifact like weapons etc, with a stranger device built around it to use that power for another purpose instead... powering a vessel.
I think the dwarf one is out dated now that dwarves can cast spells and be wizards etc, and I think the artifact one is harder to write up.