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New PC Class: Spelljack. Please check if balanced!
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<blockquote data-quote="Leopold" data-source="post: 135748" data-attributes="member: 758"><p>This is for the daemonforge setting. I want to know if this class is 'balanced' enough to be made into a real PC Class. Please look it over and all comments questions and concerns are welcome. Go to town on this and tear it apart!</p><p></p><p>The Spelljack</p><p></p><p></p><p>Spelljacking is the study of the manipulation of magical energy through </p><p>the </p><p>use of elaborate clockwork machinery. Those individuals who practice </p><p>the </p><p>craft are called spelljackers. A spelljacker is part scientist, part </p><p>sage, </p><p>and part wizard. They are well versed in advanced mathematical </p><p>theories and </p><p>scientific lore and have spent hundreds of hours documenting the unique </p><p>properties of everything from minerals to tidal pressures to the </p><p>effects of </p><p>time. Ultimately, they apply all their knowledge into the construction </p><p>of </p><p>strange mechanical devices called spelljacks, that can be manipulated </p><p>and </p><p>modified to produce arcane spells. Spelljackers do not gain spells, </p><p>instead </p><p>they gain the knowledge of how to create devices capable of producing </p><p>them. </p><p>Through research and study a spelljacker acquires the calculations and </p><p>theories he needs to modify his spelljack.</p><p></p><p>A spelljack is a bizarre mechanical device comprised of various gears, </p><p>switches, levers, pulleys, spinners, and counterweights. Although they </p><p>come </p><p>in various shapes and sizes, the most common resembles a long wooden or </p><p>metal </p><p>staff crossed with the insides of a cuckoo-clock. Each spelljack is </p><p>unique to </p><p>its creator. A typical spelljacker spends a great deal of his time and </p><p>patience carefully constructing and modifying his spelljack. As he </p><p>increases </p><p>in level so does his ability to modify and operate the complex </p><p>machinery and </p><p>so does his ability to produce spells.</p><p></p><p>Adventurers: Many Spelljackers take up adventuring as way to study new </p><p>events, search out strange materials and substances, and otherwise </p><p>acquire </p><p>information about the world that they can apply towards improving their </p><p>spelljacks and their craft.</p><p></p><p>Characteristics: Spelljackers are scholars and manipulators of </p><p>machinery, and </p><p>magic. They develop like sorcerers, but most have a thinking process </p><p>regarding the nature of magic, that is more closely attuned with a </p><p>wizard. </p><p></p><p>Background: Like wizards, spelljackers spend years studying and </p><p>laboring to </p><p>improve both their knowledge and their craft and they are always well </p><p>educated. Because of the uniqueness and extreme individuality involved </p><p>in </p><p>crafting spelljacks, most spelljackers are highly competitive among </p><p>themselves and do not often get along.</p><p></p><p>Races: While anyone can take up the craft of spelljacking, those </p><p>individuals </p><p>with gnomish blood are more readily drawn to it.</p><p></p><p>Other Class: Spelljackers do not have a lot in common with other </p><p>classes, </p><p>with the exceptions of rogues with whom they share an affinity for </p><p>tools and </p><p>tinkering. They get along fairly well with anyone who seeks knowledge </p><p>or is </p><p>otherwise curious, but their patience can wear thin around barbarians </p><p>and </p><p>fighters or other characters whose obvious lack of subtly regarding </p><p>destruction of researchable creatures, they find a little annoying.</p><p></p><p></p><p></p><p>Game Rule Information: </p><p>Spelljackers have the following statistics.</p><p>Abilities: Intelligence is the most important ability to a spelljacker </p><p>because it determines his ability to modify his spelljacks, both by </p><p>giving </p><p>him additional skill points and by allowing him to figure out how to </p><p>create </p><p>spells. To modify a spelljack to cast a spell, the spelljacker must </p><p>have an </p><p>intelligence of 10 + the spell’s level. The DC to resist a </p><p>spelljackers spell </p><p>is equal to 1o+ the spell level + his Intelligence bonus. Constitution </p><p>is </p><p>also important because it helps with the spelljackers low hit points </p><p>and </p><p>Strength is important to lift a spelljack as they get heavier with more </p><p>modifications.</p><p> Alignment: Any</p><p> Hit Die: d4</p><p></p><p>Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), </p><p>Knowledge </p><p>(Any) (Int), Spelljacking(Int, exclusive skill), Profession (Wis), </p><p>Spellcraft </p><p>(Int), Use Magic Device (Cha).</p><p>Skill Points at 1st level: 4+ Int modifier) x 4</p><p>Skill Points at Each Additional Level: 4+ Int modifier.</p><p>New Skill: Spelljacking. This skill is what determines a </p><p>spelljacker’s </p><p>success when he attempts to modify his spelljack. It is a class </p><p>exclusive </p><p>skill that works in conjuction the Craft Spelljack ability.</p><p></p><p>Class features</p><p>All of the following are class features of the Spelljacker.</p><p></p><p>Weapons and Armor: Spelljackers are only proficient with simple </p><p>weapons. </p><p>Since they spend most of their time studying and researching they are </p><p>therefore not proficient with armor or shields. However, unlike most </p><p>spellcasters, heavy armor does not interfere with a spelljackers </p><p>ability to </p><p>operate his spelljack because he only needs his fingers to switch the </p><p>levers </p><p>that release the spells. Wearing gloves interferes with the process </p><p>slightly </p><p>(10% chance per spell of unwinding the spelljack) and gauntlets </p><p>interfere </p><p>with the process a little more (20% chance per spell of unwinding the </p><p>spelljack. </p><p></p><p>Spells:</p><p>The amount of arcane spells a spelljacker can produce with his </p><p>spelljack per </p><p>level is identical to the amount of spells a sorcerer of the equivalent </p><p>level </p><p>knows. However, spelljacks need to be wound once per day and can only </p><p>be </p><p>prepared to hold a certain amount of spells per winding. The maximum </p><p>amount </p><p>of spells a spelljacker can wind at one time is equal to the amount of </p><p>spells </p><p>a sorcerer of equivalent level can cast per day. </p><p>Winding a spell jack takes two full hours of attentive labor. During </p><p>this </p><p>time the spelljack is oiled and small latches and gears are reset and </p><p>realigned as the spelljack is prepared for its next day of </p><p>spellcasting. </p><p>Because a spelljack is a clockwork device, time plays an important role </p><p>in </p><p>the winding process and attempting to prematurely wind a spelljack </p><p>causes it </p><p>to become inoperable until 24 hours have passed. The normal winding </p><p>time for </p><p>a spelljack is once every 24 hours during the same time period as </p><p>designated </p><p>by its creator.</p><p>Winding a spelljack clears it of any remaining spells.</p><p>Releasing a spell from a spelljack is identical to using a </p><p>use-activated </p><p>item. That means that the spelljacker can release a spell without </p><p>provoking </p><p>an attack of opportunity and does not require concentration. It can </p><p>also be </p><p>triggered as a partial action... all three of these features are huge </p><p>advantages.</p><p> Specialization: Like a wizard, A spelljack can opt to specialize in </p><p>a </p><p>single school of magic.</p><p></p><p>Craft Spelljack: Creating a spelljack similar to creating a magic item </p><p>in </p><p>that it takes time and money. However, crafting a spelljack is an </p><p>ongoing </p><p>process and because each one is unique, the crafter’s ability always </p><p>determines the quality of the spelljack. The success of crafting is </p><p>determined by a Knowledge (spelljacking) check. The base value of a </p><p>spelljack </p><p>built from hardwood and metal components is 100 gp. Such a spelljack </p><p>has an </p><p>AC of 15, an hardness of 5, 15 hit points and weighs 5 lbs. </p><p></p><p>The base DC for a spelljacker to properly research and add a new spell </p><p>modification is the 10+ the level of the spell. Each modification adds </p><p>one </p><p>pound per spell level to the overall weight of the spelljack. The </p><p>spelljacker </p><p>is permitted to attempt adding the modifications for new spells upon </p><p>attaining a new level. If he fails, the modification doesn’t work but </p><p>the </p><p>overall weight of the spelljack still increases. Additionally, if the </p><p>modification to be added is a spell that normally requires material </p><p>component, the spelljacker must add it at the time of the modification. </p><p>The </p><p>cost of adding the components as part of the modification is equal to </p><p>the </p><p>spells level x10 x the cost of the components for a single use. Then </p><p>from </p><p>that point on, the spelljacker need not use the components when </p><p>triggering </p><p>that spell from the spelljack.</p><p>Spelljackers can also make a variety of other modifications to their </p><p>spelljacks, Use the following chart to determine the total cost of </p><p>creating </p><p>spelljacks and modifications.</p><p> Knowledge</p><p>Physical Minimum level (Spelljacking) </p><p>Experience Added </p><p>Modification of Spelljacker DC Cost </p><p> Points Weight </p><p>+1 hit point 2+ 15 </p><p> 300gp -25 2lb</p><p>+1 Hardness point 3+ 18 </p><p>400gp -30 1lb</p><p>Shed light ( 4+ 20 </p><p> 250gp -10 1lb</p><p>+1 AC bonus 5+ 20 </p><p>500gp -35 1/2lb</p><p>Weight Reduction </p><p> (per pound) 6+ 28 </p><p>1,000gp -250 -1lb</p><p>Shed light (60ft) 8+ 25 </p><p>500gp -25 -</p><p>Energy Resistance </p><p>(+1 bonus per type) 10+ 35 </p><p>250gp -25 1/10lb</p><p> </p><p></p><p>Special Materials: Sometimes, spelljackers use rare metals and </p><p>expensive </p><p>materials to build their spelljacks. These materials are expensive </p><p>but </p><p>provide certain benefits.</p><p>Adamantium: This metal increases the spelljack’s base hardness by </p><p>+15 and </p><p>its base hit points by +25. The cost of an adamantium spelljack is </p><p>+5,000gp.</p><p>Mithral: This metal increases the spelljacks hardness by +10 , its </p><p>hit </p><p>points by +15, and decreases its weight by 5 lbs (1lb minimum). The </p><p>cost of </p><p>a mithral spelljack is +4,000gp.</p><p>Darkwood: This wood decreases a spelljack’s weight by –10lbs (1lb </p><p>minimum). </p><p>The cost of a darkwood spelljack is +2,000 gp.</p><p>Halas: This metal increases the spelljack’s hardness by +5 , its hit </p><p>points </p><p>by +10 and decreases the spelljack’s weight by 15lbs (1lb minimum). </p><p>The cost </p><p>of a halas spelljack is +7,500.</p><p></p><p>Metamagic Feats: If a spelljacker chooses to take metamagic feats, they </p><p>are </p><p>applied to the construction of spelljack. Each feat increases the </p><p>weight of </p><p>the spelljack by 1 lb..</p><p></p><p>Magically Modifying a Spelljack: Attempts to magically modify </p><p>spelljacks </p><p>interfere with the precise mechanisms of the device and cause it to </p><p>become </p><p>non-functional. Additionally, spells that displace the weight of a </p><p>spelljack </p><p>by alter gravity, such as levitation and featherfall throw them out of </p><p>whack. </p><p>A spelljack that is the target of a spell of this nature must make a </p><p>Fortiude </p><p>save against the spells DC or become prematurely unwound, losing any </p><p>prepared </p><p>spells until the next winding period.</p><p></p><p>Damaged Spelljacks: Damaged spelljacks run the risk of prematurely </p><p>unwinding </p><p>and losing all their prepared spells. The chance for accidentally </p><p>unwinding a </p><p>damaged spelljack is equal to the percent to which it has been damaged. </p><p>For </p><p>example, an average 1st level spelljack (15hp max) that is damaged by </p><p>10 hit </p><p>points has a 66% chance of unwinding each time its owner attempts to </p><p>use it </p><p>to release a spell. A spelljack that has been damaged can be repaired </p><p>by </p><p>making a successful knowledge (Spelljacking ) check with a DC = 15 + % </p><p>of </p><p>total damage X 1/2. For example, the DC to repair a spelljack that has </p><p>been </p><p>damaged by 60% of its total hit points would be 21. A spelljack that </p><p>has </p><p>lost all its hit points or has been otherwise destroyed cannot be </p><p>repaired.</p><p></p><p>Salvaging another character’s spelljack: While spelljackers have no </p><p>need for </p><p>spellbooks, they have a great need for spelljack parts. A spelljacker </p><p>that </p><p>comes into the possession of another character’s spelljacker can </p><p>attempt to </p><p>take it apart and salvage it for parts. The DC to salvage another </p><p>person’s </p><p>spelljack is 20+ the level of its creator. A successful salvage allows </p><p>the </p><p>spelljacker to apply 50% of the spelljack’s total value to any future </p><p>modification costs he will incur when he works on his own spelljack </p><p>until the </p><p>total amount is spent. Damaged spelljacks can be salvaged to provide </p><p>25% </p><p>value towards the reduction of materials costs. A destroyed spelljack </p><p>is </p><p>worthless.</p><p></p><p>Using another character’s spelljack: A spelljacker can attept to </p><p>trigger a </p><p>spell from an opponents spelljack by making a successful </p><p>Knowledge(spelljack) </p><p>check (DC 30+ spell level). If he succeeds the spell works normally, if </p><p>he </p><p>fails, the spelljack prematurely unwinds.</p><p></p><p>Non-spelljacker’s attempting to use a spelljack: To determine the </p><p>effects of </p><p>a non-spelljacker roll %d and consult the chart below. The character </p><p>can </p><p>attempt to make a Reflex save (10+spell level) for half damage from </p><p>potentially dangerous spells.</p><p>d% Result</p><p>01-75 The spelljack unwinds prematurely.</p><p>76-80 The spelljack becomes damaged for 2d4 hp. </p><p>81-90 A random spell discharges in the general area.</p><p>91-99 A random spell discharges and hits whoever is fiddling with the </p><p>device. </p><p> 00 The spelljack explodes doing 1d6 damage per level of the </p><p>highest spell stored to anyone in a 30 ft radius from the spelljack.</p><p></p><p>Multiple Spelljacks: Because of their extremely sensitive mechanics, no </p><p>two </p><p>spelljacks can be placed within a 30 ft. radius of each other without </p><p>becoming damaged. When multiple spelljacks are placed together, they </p><p>must </p><p>each make a Fortitude save (DC 10+ the creator's level of the other </p><p>spelljack). If they fail they take 1d6 damage per the creator's </p><p>level of the </p><p>opposing spelljack. If they succeed the damage is halved.</p></blockquote><p></p>
[QUOTE="Leopold, post: 135748, member: 758"] This is for the daemonforge setting. I want to know if this class is 'balanced' enough to be made into a real PC Class. Please look it over and all comments questions and concerns are welcome. Go to town on this and tear it apart! The Spelljack Spelljacking is the study of the manipulation of magical energy through the use of elaborate clockwork machinery. Those individuals who practice the craft are called spelljackers. A spelljacker is part scientist, part sage, and part wizard. They are well versed in advanced mathematical theories and scientific lore and have spent hundreds of hours documenting the unique properties of everything from minerals to tidal pressures to the effects of time. Ultimately, they apply all their knowledge into the construction of strange mechanical devices called spelljacks, that can be manipulated and modified to produce arcane spells. Spelljackers do not gain spells, instead they gain the knowledge of how to create devices capable of producing them. Through research and study a spelljacker acquires the calculations and theories he needs to modify his spelljack. A spelljack is a bizarre mechanical device comprised of various gears, switches, levers, pulleys, spinners, and counterweights. Although they come in various shapes and sizes, the most common resembles a long wooden or metal staff crossed with the insides of a cuckoo-clock. Each spelljack is unique to its creator. A typical spelljacker spends a great deal of his time and patience carefully constructing and modifying his spelljack. As he increases in level so does his ability to modify and operate the complex machinery and so does his ability to produce spells. Adventurers: Many Spelljackers take up adventuring as way to study new events, search out strange materials and substances, and otherwise acquire information about the world that they can apply towards improving their spelljacks and their craft. Characteristics: Spelljackers are scholars and manipulators of machinery, and magic. They develop like sorcerers, but most have a thinking process regarding the nature of magic, that is more closely attuned with a wizard. Background: Like wizards, spelljackers spend years studying and laboring to improve both their knowledge and their craft and they are always well educated. Because of the uniqueness and extreme individuality involved in crafting spelljacks, most spelljackers are highly competitive among themselves and do not often get along. Races: While anyone can take up the craft of spelljacking, those individuals with gnomish blood are more readily drawn to it. Other Class: Spelljackers do not have a lot in common with other classes, with the exceptions of rogues with whom they share an affinity for tools and tinkering. They get along fairly well with anyone who seeks knowledge or is otherwise curious, but their patience can wear thin around barbarians and fighters or other characters whose obvious lack of subtly regarding destruction of researchable creatures, they find a little annoying. Game Rule Information: Spelljackers have the following statistics. Abilities: Intelligence is the most important ability to a spelljacker because it determines his ability to modify his spelljacks, both by giving him additional skill points and by allowing him to figure out how to create spells. To modify a spelljack to cast a spell, the spelljacker must have an intelligence of 10 + the spell’s level. The DC to resist a spelljackers spell is equal to 1o+ the spell level + his Intelligence bonus. Constitution is also important because it helps with the spelljackers low hit points and Strength is important to lift a spelljack as they get heavier with more modifications. Alignment: Any Hit Die: d4 Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Any) (Int), Spelljacking(Int, exclusive skill), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha). Skill Points at 1st level: 4+ Int modifier) x 4 Skill Points at Each Additional Level: 4+ Int modifier. New Skill: Spelljacking. This skill is what determines a spelljacker’s success when he attempts to modify his spelljack. It is a class exclusive skill that works in conjuction the Craft Spelljack ability. Class features All of the following are class features of the Spelljacker. Weapons and Armor: Spelljackers are only proficient with simple weapons. Since they spend most of their time studying and researching they are therefore not proficient with armor or shields. However, unlike most spellcasters, heavy armor does not interfere with a spelljackers ability to operate his spelljack because he only needs his fingers to switch the levers that release the spells. Wearing gloves interferes with the process slightly (10% chance per spell of unwinding the spelljack) and gauntlets interfere with the process a little more (20% chance per spell of unwinding the spelljack. Spells: The amount of arcane spells a spelljacker can produce with his spelljack per level is identical to the amount of spells a sorcerer of the equivalent level knows. However, spelljacks need to be wound once per day and can only be prepared to hold a certain amount of spells per winding. The maximum amount of spells a spelljacker can wind at one time is equal to the amount of spells a sorcerer of equivalent level can cast per day. Winding a spell jack takes two full hours of attentive labor. During this time the spelljack is oiled and small latches and gears are reset and realigned as the spelljack is prepared for its next day of spellcasting. Because a spelljack is a clockwork device, time plays an important role in the winding process and attempting to prematurely wind a spelljack causes it to become inoperable until 24 hours have passed. The normal winding time for a spelljack is once every 24 hours during the same time period as designated by its creator. Winding a spelljack clears it of any remaining spells. Releasing a spell from a spelljack is identical to using a use-activated item. That means that the spelljacker can release a spell without provoking an attack of opportunity and does not require concentration. It can also be triggered as a partial action... all three of these features are huge advantages. Specialization: Like a wizard, A spelljack can opt to specialize in a single school of magic. Craft Spelljack: Creating a spelljack similar to creating a magic item in that it takes time and money. However, crafting a spelljack is an ongoing process and because each one is unique, the crafter’s ability always determines the quality of the spelljack. The success of crafting is determined by a Knowledge (spelljacking) check. The base value of a spelljack built from hardwood and metal components is 100 gp. Such a spelljack has an AC of 15, an hardness of 5, 15 hit points and weighs 5 lbs. The base DC for a spelljacker to properly research and add a new spell modification is the 10+ the level of the spell. Each modification adds one pound per spell level to the overall weight of the spelljack. The spelljacker is permitted to attempt adding the modifications for new spells upon attaining a new level. If he fails, the modification doesn’t work but the overall weight of the spelljack still increases. Additionally, if the modification to be added is a spell that normally requires material component, the spelljacker must add it at the time of the modification. The cost of adding the components as part of the modification is equal to the spells level x10 x the cost of the components for a single use. Then from that point on, the spelljacker need not use the components when triggering that spell from the spelljack. Spelljackers can also make a variety of other modifications to their spelljacks, Use the following chart to determine the total cost of creating spelljacks and modifications. Knowledge Physical Minimum level (Spelljacking) Experience Added Modification of Spelljacker DC Cost Points Weight +1 hit point 2+ 15 300gp -25 2lb +1 Hardness point 3+ 18 400gp -30 1lb Shed light ( 4+ 20 250gp -10 1lb +1 AC bonus 5+ 20 500gp -35 1/2lb Weight Reduction (per pound) 6+ 28 1,000gp -250 -1lb Shed light (60ft) 8+ 25 500gp -25 - Energy Resistance (+1 bonus per type) 10+ 35 250gp -25 1/10lb Special Materials: Sometimes, spelljackers use rare metals and expensive materials to build their spelljacks. These materials are expensive but provide certain benefits. Adamantium: This metal increases the spelljack’s base hardness by +15 and its base hit points by +25. The cost of an adamantium spelljack is +5,000gp. Mithral: This metal increases the spelljacks hardness by +10 , its hit points by +15, and decreases its weight by 5 lbs (1lb minimum). The cost of a mithral spelljack is +4,000gp. Darkwood: This wood decreases a spelljack’s weight by –10lbs (1lb minimum). The cost of a darkwood spelljack is +2,000 gp. Halas: This metal increases the spelljack’s hardness by +5 , its hit points by +10 and decreases the spelljack’s weight by 15lbs (1lb minimum). The cost of a halas spelljack is +7,500. Metamagic Feats: If a spelljacker chooses to take metamagic feats, they are applied to the construction of spelljack. Each feat increases the weight of the spelljack by 1 lb.. Magically Modifying a Spelljack: Attempts to magically modify spelljacks interfere with the precise mechanisms of the device and cause it to become non-functional. Additionally, spells that displace the weight of a spelljack by alter gravity, such as levitation and featherfall throw them out of whack. A spelljack that is the target of a spell of this nature must make a Fortiude save against the spells DC or become prematurely unwound, losing any prepared spells until the next winding period. Damaged Spelljacks: Damaged spelljacks run the risk of prematurely unwinding and losing all their prepared spells. The chance for accidentally unwinding a damaged spelljack is equal to the percent to which it has been damaged. For example, an average 1st level spelljack (15hp max) that is damaged by 10 hit points has a 66% chance of unwinding each time its owner attempts to use it to release a spell. A spelljack that has been damaged can be repaired by making a successful knowledge (Spelljacking ) check with a DC = 15 + % of total damage X 1/2. For example, the DC to repair a spelljack that has been damaged by 60% of its total hit points would be 21. A spelljack that has lost all its hit points or has been otherwise destroyed cannot be repaired. Salvaging another character’s spelljack: While spelljackers have no need for spellbooks, they have a great need for spelljack parts. A spelljacker that comes into the possession of another character’s spelljacker can attempt to take it apart and salvage it for parts. The DC to salvage another person’s spelljack is 20+ the level of its creator. A successful salvage allows the spelljacker to apply 50% of the spelljack’s total value to any future modification costs he will incur when he works on his own spelljack until the total amount is spent. Damaged spelljacks can be salvaged to provide 25% value towards the reduction of materials costs. A destroyed spelljack is worthless. Using another character’s spelljack: A spelljacker can attept to trigger a spell from an opponents spelljack by making a successful Knowledge(spelljack) check (DC 30+ spell level). If he succeeds the spell works normally, if he fails, the spelljack prematurely unwinds. Non-spelljacker’s attempting to use a spelljack: To determine the effects of a non-spelljacker roll %d and consult the chart below. The character can attempt to make a Reflex save (10+spell level) for half damage from potentially dangerous spells. d% Result 01-75 The spelljack unwinds prematurely. 76-80 The spelljack becomes damaged for 2d4 hp. 81-90 A random spell discharges in the general area. 91-99 A random spell discharges and hits whoever is fiddling with the device. 00 The spelljack explodes doing 1d6 damage per level of the highest spell stored to anyone in a 30 ft radius from the spelljack. Multiple Spelljacks: Because of their extremely sensitive mechanics, no two spelljacks can be placed within a 30 ft. radius of each other without becoming damaged. When multiple spelljacks are placed together, they must each make a Fortitude save (DC 10+ the creator's level of the other spelljack). If they fail they take 1d6 damage per the creator's level of the opposing spelljack. If they succeed the damage is halved. [/QUOTE]
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*Dungeons & Dragons
New PC Class: Spelljack. Please check if balanced!
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