Benjamin Pass
First Post
That is a positively marvelous idea! 

Ideas for ships on the easy. Rope trick in a rocket. Potable hole. Magnificent mansion fashioned as a ship. Control weather to create a breathable atmosphere. Find the path to navigate precise coordinates. Teleportation circle for FTL travel and communications. Plane shift to another plane, then plane shift back to the location you want to be on this plane. Teleportation in general.
D&D has the problem that they created for the new star trek movies. If they have a personal device that can teleport you anywhere. Why are their still ships. Answer that question for your game. In D&D you have scrying/find the path too. So you can just see the galaxy and then teleport there. Why take a sow ship? What purpose does a ship have? If there are established teleportation circles, there is really none.
Rules additions:
Radiation counts as fire damage but it deals 1d6 per minute. You can have higher levels that deal +1d6. To remove it you need to cast a restoration spell.
Vacuum counts as 1d6 bludgeoning damage per round, and 1d6 cold damage per round. Partial vacuum as in a decompressing ship would be no damage until completely decompressed.
Ideas for ships on the easy. Rope trick in a rocket. Potable hole. Magnificent mansion fashioned as a ship. Control weather to create a breathable atmosphere. Find the path to navigate precise coordinates. Teleportation circle for FTL travel and communications. Plane shift to another plane, then plane shift back to the location you want to be on this plane. Teleportation in general.
D&D has the problem that they created for the new star trek movies. If they have a personal device that can teleport you anywhere. Why are their still ships. Answer that question for your game. In D&D you have scrying/find the path too. So you can just see the galaxy and then teleport there. Why take a sow ship? What purpose does a ship have? If there are established teleportation circles, there is really none.
srd said:Teleport, Greater
Conjuration (Teleportation)
Level: Sor/Wiz 7, Travel 7
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.