Advise for spells on a space game [Archive] - Wizards Community

Post/Author/DateTimePost
Valoy_Muniz

09-06-06, 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.
smrtgmp

09-07-06, 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.
magic2005

09-07-06, 02:41 PM
Try http://www.shatteredfractine.com, that contains some information
on a Spelljammer setting including spells.
Valoy_Muniz

09-07-06, 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.
smrtgmp

09-08-06, 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_Muniz

09-12-06, 08:25 AM
I have decided to go with it leveing up the damage every 2 level and maxing out at 5d20.