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Spelljamming in 3.5 - and - Psionics
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<blockquote data-quote="Bleys Icefalcon" data-source="post: 5522591" data-attributes="member: 6670542"><p>Thanks for the replies... still sorting through the information found inthe links.</p><p> </p><p>Our group has decided to fuse the 2.0 Psionic System with our 3.5 game (filing the 3.0/3.5 Psionic Rules in the Circular File), adjustments are ongoing. Once we have a fluid system, I'll post what we've created. Mental Armor Class is back (with a few adjustments), though the whole MTHACO is now gone - Mental attacks being similar to physical attacks from a mechanics viewpoint.</p><p> </p><p>As for Spelljamming, when you can't find what you want - you make something. A few things have been added to Spelljamming in our game - primarily two "new" forms of magic, and several new skills and a few new feats.</p><p> </p><p>Magics:</p><p> </p><p>1. WoTC came out with a 3.5 expansion called The Magic of Incarnum. Upon reading it, it never seemed to fit with anything else. If anything it felt more like an independant magic - IE: On a given world, that's how magic would work. For our 3.5 Spelljamming campaign, we've found a life for Incarnum, with Incarnum infused Hulls, Rudders, and Sails. Overall Incarnum is used to bolster the toughness (hull points) of a spelljamming vessel, it's regenerative capabilities and it's speed in the flow.</p><p> </p><p>2. Radian Crystal (with a nod to Terry Brooks). Lattices or Patterns of various types of crystal and rare gems are worked into sections of the hull, keel, rudder or masts in "Arrays" - with the purposes of improving a spelljammer's manuverability, augmenting some of the abilities of the installed helm, adding capabilities not existent in 2.0 Spelljamming (sensors, tractoring/towing, various "Spells" being cast from "Weapons Mounts" - etc), and effecting the speed of the vessel in wildspace.</p><p> </p><p>Both would be very expensive to add to the normal crews and equipment of a spelljamming vessel, and would require trained Incarnum Wielders, and Tincmen - persons skilled in the operation, maintenance and repair of the Radian Arrays. The most capable vessels, operated by the wealthiest spacefarers would have substantial investment in both.</p><p> </p><p>New Helms: No longer a short list of Minor, Major, Series and Lifejammer. We now have Minor, Moderate, Major, Master, Scepter, Minor Psionic, Major Psionic, Grandmaster Psionic, Orbus, Fae, Mindforged, Lifejammer Deathjammer and Relic.</p><p> </p><p>Needless to say most of these are unavailable for purchace at the Rock of Bral.</p></blockquote><p></p>
[QUOTE="Bleys Icefalcon, post: 5522591, member: 6670542"] Thanks for the replies... still sorting through the information found inthe links. Our group has decided to fuse the 2.0 Psionic System with our 3.5 game (filing the 3.0/3.5 Psionic Rules in the Circular File), adjustments are ongoing. Once we have a fluid system, I'll post what we've created. Mental Armor Class is back (with a few adjustments), though the whole MTHACO is now gone - Mental attacks being similar to physical attacks from a mechanics viewpoint. As for Spelljamming, when you can't find what you want - you make something. A few things have been added to Spelljamming in our game - primarily two "new" forms of magic, and several new skills and a few new feats. Magics: 1. WoTC came out with a 3.5 expansion called The Magic of Incarnum. Upon reading it, it never seemed to fit with anything else. If anything it felt more like an independant magic - IE: On a given world, that's how magic would work. For our 3.5 Spelljamming campaign, we've found a life for Incarnum, with Incarnum infused Hulls, Rudders, and Sails. Overall Incarnum is used to bolster the toughness (hull points) of a spelljamming vessel, it's regenerative capabilities and it's speed in the flow. 2. Radian Crystal (with a nod to Terry Brooks). Lattices or Patterns of various types of crystal and rare gems are worked into sections of the hull, keel, rudder or masts in "Arrays" - with the purposes of improving a spelljammer's manuverability, augmenting some of the abilities of the installed helm, adding capabilities not existent in 2.0 Spelljamming (sensors, tractoring/towing, various "Spells" being cast from "Weapons Mounts" - etc), and effecting the speed of the vessel in wildspace. Both would be very expensive to add to the normal crews and equipment of a spelljamming vessel, and would require trained Incarnum Wielders, and Tincmen - persons skilled in the operation, maintenance and repair of the Radian Arrays. The most capable vessels, operated by the wealthiest spacefarers would have substantial investment in both. New Helms: No longer a short list of Minor, Major, Series and Lifejammer. We now have Minor, Moderate, Major, Master, Scepter, Minor Psionic, Major Psionic, Grandmaster Psionic, Orbus, Fae, Mindforged, Lifejammer Deathjammer and Relic. Needless to say most of these are unavailable for purchace at the Rock of Bral. [/QUOTE]
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