| Post/Author/DateTime | Post |
|---|---|
| Valoy_Muniz09-06-06, 08:52 PM | I have started a space Game for my D&D game. It is a starwars game (no jedi) that meet D&D worlds about 100 years before the start of the game. On the group the game is working well and the players even like the space combat alot except for the soc (group just dinged 3) becouse in space the spell do nothing. For this reason I am makeing some now spells to help this. Below are 3 spells I made and I think they will work but would still like your advise. Also as points of refence most ship wepons do about 5d10x2 but capital do 5d10x5 damage a shot. Also almost all ships have sheilds and hull (think wound point/ Vital point system.) Thanks for any advise. Shield Barrage Evocation Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) (or 4 space squares +4/10 per level round down.) Duration: Instantaneous Saving Throw: None Spell Resistance: Yes This spell fire’s a bolt from you (through your ship) that will serverly damage a targets ships shields. The Bolt is a range attack (+12 from size mod.) that does d20/level (max 10d20). Material Component: Charged power pack. Shield Recovery Evocation Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Your ship Duration: Instantaneous Saving Throw: None Spell Resistance: Yes This spell Strengthens weaken shields of your ship restoring d20/2 level (max 10d20) (not over max str.). Material Component: Charged power pack. Shield Striper Evocation Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) (or 4 space squares +4/10 per level round down.) Duration: Instantaneous Saving Throw: None Spell Resistance: Yes This spell fire’s a bolt from you (through your ship) that will serverly damage a targets ships shields and uses this power to restore some of yours. The Bolt is a range attack (+12 from size mod.) that does d20/2 level (max 10d20). Half of the energy is put to your shield to restore the energy (not over max str.). Material Component: Charged power pack. |
| smrtgmp09-07-06, 07:16 AM | While its hard to make any sort of balance related comments given that I dont know how resilient shields are in your game, I must say that what you have here is proabably too low in level. 1st level spells rairly continue to progress in terms of damage all the way to 20th level. |
| magic200509-07-06, 02:41 PM | Try http://www.shatteredfractine.com, that contains some information on a Spelljammer setting including spells. |
| Valoy_Muniz09-07-06, 11:51 PM | Thanks for the info. As to how good are shield it depends on the size of the ship for the most part Fighters 30 or so. Tansports 50-100 capital 150-300 But they allso can be fist as a move action resoring from your skill roll Fighters (10)1d4-3d4 (30+) (normly only 1 or 2 poeple) transports (10)1d6-5d6(30+) (normly 2-10 on the ship) Capital (10)1d10-10d10(30+) (normly 100-3,000 on the ship) So a level 1 toon on a transport can resort abound 4d6 (12 points) a round while the ship still fight and some ships have backup shiled that double the recharge for you. |
| smrtgmp09-08-06, 01:10 AM | So basically the SW D20 values? In that case, I definately think the spells are over the top. By the time you're 10th level, you're averaging 105 points of damage to the enemy's shields. Seems over the top for a 1st level spell. |
| Valoy_Muniz09-12-06, 08:25 AM | I have decided to go with it leveing up the damage every 2 level and maxing out at 5d20. |