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GURPS Spelljammer

One day I put this message on the rec.games.frp.gurps newsgroup:

"Has anyone ever thought of doing a great deed of rescuing Spelljammer, one of the most original settings in the gaming universe, from the evil claws od AD&D system and converting it to GURPS?

I intended to do it myself, but I don't have much time lately, and I have also realized that in all those years of being a GURPS-worshiper I have lost my (once extensive) AD&D knowledge."

Pretty soon I was answered by Winterchilde, who said:

"Well, pardon the length, but here are the conversions I used years ago when I ran a GURPSJammer campaign. I enjoyed taking my (almost) AD&D-exclusive players into a new system along with a new multiverse.

These do require the SJ rules, though most could be used "on the fly" (no pun intended). I've left some skills and such I created for the game here as well. I also have some misc notes and a ship chart. E-mail me and I'll send them (or post them if I get enough requests). Have Fun!


I asked him for permission to put his text to the Web, and he said OK. So, here it is:

Spelljamming and the GURPS System

Spelljamming is the ability to "bend" the magical flow of power in such a way as to make a vessel "fly". Unlike normal flight, however, Spelljamming is very fast "in atmosphere", and provides capabilities to bridge the vastness between the Stars. The skill Spelljamming reflects the magi's ability to control this magical flow, moving the ship as though an extension of his own body. The skill is exercised upon initial control of an unknown vessel, when maneuvering in atmosphere, for movement in combat, in gravitational "warp" situations, to warm up a vessel prior to take off, and any time a strenuous, delicate or unusual move is called for.

Skill alone is not enough, however, as the Mage must also employ a device called a Spelljamming Helm to correctly channel the flow of magic. The type of Spelljamming Helm can effect use of the Spelljamming skill, as can prior success/failure with a particular Helm.

The amount of control and flexibility a particular individual has with a vessel is the Ship's Rating or SR. High skill ratings in the Spelljamming skill will improve the ship's SR regardless of device used, as shown on the chart following this article.

Upon the initial Spelljamming attempt for a particular vessel -- usually in the "warm-up phase" -- the Spelljammer should make note of the amount of points that he succeeds by (but only if this first attempt is a success). These points raise the SR of the ship by this amount -- at a ratio of 2 "success points" to 1 SR point -- every time the Jammer "Helms" that vessel. A critical success doubles the Jammer's SR with that vessel forever, but a critical failure on the first roll penalizes the Jammer with a -5 to SpellJammer skill every time it's called for, plus a -2 to SR forevermore with that vessel.

In Wildspace, the way in which a vessel changes facing is a function of it's Maneuverability class. See the Charts section for details. A successful Spelljamming roll can improve the maneuverability rating by one class for the following turn only. Further attempts cost 1 Fatigue point and are made at -2 to the Skill roll. This skill penalty is cumulative.

In Atmosphere, use the GURPS rules for movement and maneuvering.


As with all magic in GURPS, both skill and power are necessary to create a functioning Spelljammer. Because the Jammer acts as a conduit for magical flow, Magery is a prerequisite to "take the helm" (in most cases).

The SR rating of a ship is based on the maximum Fatigue of the Jammer, with better Helms and instruments converting greater ratios of Power to Control. The actual fatigue drain for Spelljamming is but 1 point per hour. Fatigue drain from Jamming the ship, while making those points unavailable for spell casting, does not lower the Fatigue rating for SR. Spells cannot be used to supplement fatigue while the Spelljammer is in contact with the Helm.

Spell Casting "in the Helm"

Spells can be thrown by an active Spelljammer if certain conditions are met. The Spelljammer:

  1. must have at least Magery 1.
  2. must know the spell being cast at a minimum skill level of 21.
  3. cannot be engaged in maneuvers requiring concentration (as expressed by skill rolls, see below).
Any spell cast from the Spelljamming Helm is "thrown" at a -6 to the skill roll. Fatigue drained for casting & maintaining a spell drops the maximum Fatigue of the caster when calculating SR. No more then one spell may be maintained while actively Spelljamming, and any time a situation calls for a Spelljamming Skill roll, the maintenance is broken. Power from a Powerstone can be used to fuel & maintain cast spells, circumnavigating most of these restrictions.

Spelljamming Helms

To use a Minor Spelljamming Helm requires Magery 1, and training in the Spelljamming skill. A Minor Helm converts fatigue points at a 3 to 1 ratio, 2:1 on a critical success roll of the Spelljammer skill made during the warming up procedures. Cost is $100,000.

To use a Major Spelljamming Helm requires Magery 2, and training in the Spelljamming skill at least to level 12. A Major Helm converts fatigue points at a 2 to 1 ratio, 1:1 on a critical success roll of the Spelljammer skill made during the warming up procedures. Cost is $250,000

A Crown of Stars, while a rare item, is mentioned here because it allows anyone to Spelljam, as long as they have at least minimum training in any Magical area -- regardless of what area that is. Only with this item is there a Default for the Spelljamming skill, equal to IQ-4 or Ship Piloting -2. The conversion ratio with the Crown is 2:1. A trained Spelljammer with this item has x2 SR, and unlimited fatigue. Cost is Priceless.

A Series Helm is used by Psionic creatures to form a Gestalt (Psi37) capable of Spelljamming. Generally the strongest Psi amongst a given group is designated the Coordinator, and the rest of the group simple Contributors. A Series Helm functions as a Minor Helm for power conversion.

The Series Helm is similar to a Gestalt Web, and grants the ability to communicate as if gifted with Telesend & Telereceive, with no skill roll required. No being linked in a Series Helm may attempt an "extra-effort" to modify their abilities.

There are rumors of a Slaver (Pool) Helm, used by the Illithid, in which the Controller can mentally "access" beings who are forced into the Helm (which often looks like a large cage, or other "holding area") tapping their very life force (Fatigue, then HT) and converting it into power to fuel the ship. Each being "contributes" 3 Fatigue/HT per hour, use Gestalt formula to calculate power gained (3 x number of contributors / hour).

Those "contributing" through a Pool Helm must be sentient, though they may not realize what is happening to them. To actually use Telepathy or other Psionics on these contributors, the Controller must follow normal Psionic procedures. The drain of the Pool is dangerous to those contributing, and is often fatal, as the Helm will not stop draining Fatigue -- then Health -- unless the Controller stops to grant a respite or to replace a deceased contributor.

Anti-Psi which are placed in either of these Helms Drain away power at a ratio of 5 levels of Controller / Contributor's Power per 1 level of Anti-Psi. Thus, a level 5 Anti-Psi could effectively counter 25 levels of Psionic energy directed towards Spelljamming. Needless to say, Anti-Psi are anathema to races dependent on Series Helms.

Movement Values

Each SR point grants a movement speed of 17 mph "in atmosphere". In GURPS movement, a flying object determines it's turn radius using the formula {Speed2/10*G}. In Spelljammer, G (gravitational force) is almost always 1.

Translated into yard/second speed, 17 mph equals 8.31 yd/second -- a GURPS Move Speed of 8.3. Thus, at maximum speed, the turn radius is 7 per SR point (8.32 / 10 = 6.889 rounded to 7).

Wildspace speed is 100 million miles per standard "day" (24 hours) regardless of SR. Tactical speed is attained automatically upon approaching other bodies in Wildspace. Tactical speed is 1 (500yd) hex per SR point. Facing changes are discussed under maneuverability above.

Speed is meaningless in the Flow. Generally, Spheres are 10 to 100 days travel apart although a specific Sphere may be closer or further. Upon approaching other bodies, tactical speed is attained.

An "approach" in either Wildspace or the Flow occurs if objects get within 20 hexes (10,000 yd. or a little over 3/4 of a mile).

Warm up Time

To ready a vessel for Spelljamming, a period of "warming up" time must be spent. To initiate this, a successful Spelljamming skill roll must be made. The time a vessel takes to warm up is 2d seconds for a Major Helm, 3d seconds for a Minor Helm. A failed roll indicates an additional 1d seconds before another attempt can be made. A critical success halves the warm-up time, a critical failure doubles warm-up time (plus 1d for the failure).


Powerstones can be used by a Spelljammer to supplement the fatigue drain caused by active Jamming, but not to fuel the ship directly or to artificially raise the Jammer's fatigue/SR. There are items named Stone Mountings which drain power permanently from a stone and allow it to fuel a vessel. As Power Stones are expensive, these are rare and a "last-ditch" way of getting about.

When supplementing fatigue with a Stone, a Spelljamming skill roll must be made to bring the Stone "online". On a failed roll, any Stone quirks become ship-wide for the duration the Stone is used, on a critical failure, the quirks actually mutate to become permanent ship quirks.


Spelljamming (Mental / Very Hard) -- Defaults to IQ-6

This is the skill required to "bend" a ship's power flow to the will of the Jammer. It is exercised upon initial control of an unknown vessel, when maneuvering in atmosphere, for movement in combat situations, in gravitational "warp" situations, to warm up a vessel prior to take off, and any time a strenuous, delicate or unusual move is called for. The type of Spelljamming Helm can effect use of this skill, as can prior success/failure with a particular Helm.

Specific Area Knowledge: Planet (Mental / Hard)

Unlike a normal campaign, Spelljammer encompasses the entire universe. To have intimate knowledge of a specific planet is a rare thing. Therefore, a character must have Specific Area Knowledge of a Planet to answer question authoritatively. In terms of what is known, this skill is the same as Area Knowledge (B62).

Area Knowledge: Crystal Sphere (Mental / Average)

In the vastness of Space, an "Area" is a much larger chunk of real estate then normal. Therefore, Area Knowledge generally pertains to an entire Crystal Sphere. To gain intimate knowledge of a given area of a planet therein, a character must purchase Specific Area Knowledge (above). In terms of what is known, this skill is the same as Area Knowledge (B62).

Astrology (Mental/Hard) -- Defaults to Astronomy -3 or IQ -6

This is the ability to determine the effects of a Sphere's constellations' positions upon the inhabitants of, and those currently in, that Sphere. These often help determine the nature of those born under a particular "sign", and have an effect upon a day's events (particularly those of an occult nature).

Rappelling (Physical/Hard) -- Defaults to Climbing -6

This is the ability to use a series of ropes to descend vertical surfaces. If possible a second person should be anchoring the rappeller‚s line. If this can be arranged, then upon a failed roll by the rappeler the anchor can roll against ST. A success engages a safety catch. This allows the rappeler to fall only 10' then "catches" him. On a Critical Failure (by either rapeller or anchor) the safety equipment has failed as well, or is tangled, and the rappeler falls the full distance to the ground. If no anchor is used, this feature is useless.

Rope Use (Mental/Average) -- Defaults to Seamanship -2 or IQ-4

Grants the ability to recognize, tie, and untie any of a myriad of useful knots, create and use rigging aboard ships, and other "mundane" skills involving ropes. This skill also grants the ability to throw a line with a Grapple attached, and to get that grapple to hold. (Default for grapple use is DX -3). Rope Use can be used as Defaults for Escape (Rope Use -3); Lasso (Rope Use -4); and Survival (Various areas, for snare building only) (Rope Use -3).

Spelunking (Physical/Hard) -- Defaults to Climbing -6

The ability to go "Caving". Allows the user to determine footholds, where to best lie lines, drives pitons, to locate water, and avoid foul air pockets, in an underground setting. This ability can be used as defaults for Geology (Spelunking -6); Climbing (Spelunking -4); or Survival, Underground (Spelunking -3).


"Flux" Combat -- 5 Points

This advantage grants the character the ability to Fight without penalty in Partial Gravity, Cross-Gravity, or Zero Gravity ("Flux") situations.

Accuracy -- 3 pts/level (Max 4)

Each level adds +1 to the Accuracy of the user if using missile weapons, and has aimed.

3D Spatial Sense Advantage -- 10 points

Improved G-Tolerance Advantage -- 5-25 pts

Handy for Unusual Planets.

Charts for GURPS Spelljamming

SJG1 Effects of High Skill on Ship's Ratings
Spelljammer SkillSR Improvement
21+3, warm up time is halved
The Spelljamming skill suffers a flat -1 modifier for every 10 tons or increment thereof that the vessel weighs. This applies to all but the "warm up" roll.
SJG2 Take Off / Landing Times
Planet Size ClassEscape Time
A10 minutes
B & C20 minutes
D30 minutes
E40 minutes
F1 Hour
G2 Hours
H4 Hours
I8 Hours
J16 Hours
SJG2 Atmospheric Conditions
Atmospheric ConditionsTake Off/Landing TimeTactical Speed
BecalmedNormalx 1
Light BreezeNormalx 1
FavorableNormalx 1
Strong Windsx 2x 1/2
Rain or Snowx 2x 1/2
Storm or Galex 4x 1/4
HurricaneImpossibleSpeed of 1*
SJG3 Maneuverability Classifications in Wildspace
ClassificationManeuvers Available
FChange one hex face per movement. They cannot change facing as first action, must move into hex they are facing before turning.
D & ECannot change facing by more then one hex side in any given hex. They can change facing as a first action.
B & CCan change facing by two hex sides per hex.
ACan change facing at will in any direction, up to 180 degrees. Does not expend SR to change facing.
Note: Facing Changes cost one SR point per hex side changed.


Each of the Churches that travel in Spelljammer space operate in basically the same way. Because of the varying nature of Mana from Sphere to Sphere, each Church has learned not to become wholly dependent upon spell-casting Priests to be their power base. Most Churches have at least three branches of service within their ranks, each with it's own "Priesthood".


These are the spell casters amongst the Church, and most often constitute it's leadership. They almost always possess Magery of some level, are often Blessed or Very Blessed, and have an impressive array of spells at their disposal. Most, but not all, churches insist that Magi-Priests are born and raised to the miracles of their Gods. Few who serve in the other branches, regardless of how powerful they become in that branch or in magic, can "transfer" into the Magi-Priest "caste".

Most Churches have limited access to but a few of the Colleges of Magic (usually those that have a direct bearing upon the nature of their deity, or which mirror that deity's powers). Most Churches can access the newly created "Divine" College, and use spells freely from that school.

Clerics are the "mundane" Priests who often lay the groundwork in a new sphere to bring their Deity there. They often have limited magics, strong weapon skills, and high Charisma. Clerics must be very self-reliant, and are often the "characters" of a given Church. Their enforced independence from the ritual and rigors placed by their Deities upon the other Branches make them "loose cannons" in many respects, often including their personalities. However, in a Sphere where your Deity holds no sway, not being dependent upon that Deity can be an asset. Clerics are often the most faithful of a Church, because it is Faith alone that drives them.

Though a quick glance may reveal Clerics as being the weakest of the three Branches, they enjoy much respect from their Church and Deity in that they are the backbone of expansion of the Church and the primary "gatherers" of new power for their Deity.

Holy Warriors

Are the fighting arm of the Church. Holy Warriors often exhibit magical abilities granted by their deity, rather then using magical spells. This simultaneously makes them amongst the most powerful and least flexible of their God's followers. In areas where their deity holds little or no sway, the Holy Warrior's powers are proportionally weaker.

The real strength of the Holy Warrior is their martial skills, however. Ever vigilant, whether it is to Defend or Conquer in the name of his God, the Holy Warrior hones and seeks to ever increase his ability in battle.

As mentioned above, the three branches outlined above are common to most all Churches. Others do exist, dependent upon the nature of the Deity involved. Other branches, or priesthoods, include:

Sages -- Learned men and keepers of the dogma of the Church. Most respected in Knowledge and Information oriented Churches. Also Churches dealing with Merchants.

Monks -- An unusual branch, often quite small. Monks dedicate themselves almost exclusively to the pursuit of one or two ideals, always in the name of their Deity -- even if what they are pursuing has little or nothing to do with their Deity. Everything from the Martial Arts to Wine making has been pursued by Monks' Orders (called Brotherhoods) in the "real" world.

Inquisitors / Judges / etc. -- Enforcers of the Church's doctrines within the Church, often to lethal limits. Men of this branch usually carry some weight within the hierarchy, and are fanatical in their "devotion". Abuse of such positions are common. Can bring Church Law to bear upon any within the Church from Lay person to the Church Head (if done carefully).

Spellcasting and "Holy Folks"

Note that for Priests, Clerics and the like, the Advantages Blessed and Very Blessed can be substituted for Magery in Colleges common to the Church they serve. Blessed will "cover" spells requiring Magery 1, while Very Blessed will cover Magery 2 and most Magery 3 spells.

If a character wishes to serve as a Holy professional and cast spells from more then just the Church's college list, then they must buy at least Magery to do so. Magery of appropriate level for a desired spell is required regardless of other advantages if outside the proscribed Church colleges.

Ships of Wildspace

VesselRaceWt.MaterialMin. CrewMax. CrewMCClassification
Skeletal ShipsUndeadVarBone112CWarship
LocustHuman>1Lt Wood23AKamakasi Warship
FlitterElves1Ceramic11BPersonal Vehicle
Kobold ArrowKobold2Lt Metal12ALight Warship
SkybourneElf2Crystal12ALight Warship
Thorn ShipTandu3Ceramic16BLight Warship / Scout
Wreck BoatHuman4Hvy Wood14AEscape Craft
MosquitoHuman6Lt Wood16CStealth / Shuttle
CaravelGroundling10Wood810FLight Vehicle
DamselflyHuman10Hvy Wood210DTrader
WaspSaurian18Hvy Wood818DGeneral Utility
Eel Ship?20Lt Wood420CLight Warship / G.U.
Tyrant ShipBeholder23Stone1523CVarious
Cargo BargeVaries25Hvy Wood00SpCargo Shuttles
TradesmanHuman25Hvy Wood1025DTrader
VipershipHuman29Lt Metal129AGeneral Utility
Mind SpiderNeogi30Hvy Metal1245CWarship
Porcupine ShipGoblyn30Lt Wood830DGeneral Utility
ShrikeshipHuman30Wood1430BGeneral Utility / Scout
SidewheelerTinker Gnome30?Varies2030EVarious
Swan ShipHuman32Lt Wood1232CTrader / G.U.
AngelshipKobold33Wood833CGeneral Utility
NautiloidIllithid35Lt Armour1035DGeneral Utility
GalleonGroundling40Hvy Wood2040ETrader / G.U.
Turtle ShipSaurian40Lt Armour1240DTrader / Warship
BatshipHuman45Crystal145SpUnique General Utility
Squid ShipHuman45Wood1245DGeneral Utility
DragonshipHuman45Hvy Wood2045DExploration / Warship
BloatflySaurian48Hvy Metal640EBases / Hatcheries
Barge of PtahPtah Faithful60Lt Wood2460FWarship
HammershipHuman/Saurian60Lt Armour2460DWarship / G.U.
Man-O-WarElves60Ceramic1060CWarship / G.U.
ScorpionOrc60Hvy Metal660CWarship / Trader
DeathGloryTinker Gnome70Lt Armour1870DWarship
Leaf-shipTandu70Ceramic2065DGeneral Utility
Flying PyramidUndead90Masonry690FVarious
Ogre MammothOgre90Lt Armour2790EWarship / Base
ArmadaElves100Ceramic40100DWar Base
TsunamiHuman200Hvy Armour75200CWarship / Carrier
CitadelDwarves300Stone100300EHome / Base
StoneshipXorn300Stone54300EGeneral Utility / Base
Space Leviathan?400Hvy Metal?400FSpecial
MindflayerIllithid500Crystal/Hvy Metal20500FBase / Carrier
Tree StarElf900Crystal / Stone60900FArmada Carrier
Listings under "type" are the primary materials used in construction/armoring a vessel. These materials share common statistics for Hit Points & Damage Resistance. Also listed is the Passive Defense rating for a ship made of that material.
Lt Wood1011
Hvy Wood3043
Lt Metal2044
Hvy Metal4085
Lt Armoured4555
Hvy Armoured80107
Each listing is for a 10' square area of the material in question.

Languages of Inter-Reality Space

The following was inspired by the Language breakdown in GURPS Uplift. Credits then to David Brin and Stefan Jones.
Galactic One (Mental/Very Hard) Mage's Tongue
A language of pure arcane and magical nature, to speak it requires a rating of Magery 2! Beings of purely mystic origin, or which are comprised of magical energy are common users. Often, otherwise "dumb" magical creations (Golems, Homocolunus, et al) can understand if not speak Galactic One.
Galactic Two (Mental/Easy) Celestrial
Amongst all the Human tongues to be heard in Wildspace, this is one of the most common, beyond Common itself. It is favored by the forces of "Good", Light, the Creator, Ptah, etc.
Galactic Three (Mental/Hard) Saurian
Spoken by the intelligent Lizard/Reptile/Dinosaurid races, difficult for non-species to pronounce.
Galactic Four (Mental/Hard) Avian
Used by Avian and Air-Elemental races. Racial tongue of the Dohwer.
Galactic Five (Mental/Hard) Goblinoid
Actually used by a number of races, Goblinoid is the primary tongue of Goblins, Hobgoblins, Kobolds, Syllix, and several others.
Galactic Six (Mental/Average) Machek Aurk
Used by all the Tribes of the Machek Aurk, often by lesser humanoid races.
Galactic Seven (Mental/Average) Infernal
Favored by the scum of the spaceways, tongue of the forces of "Evil", Darkness, the Destroyer, et al. Used by all Beholder Clans.
Galactic Eight (Mental/Very Hard) "Screecher"
Used by beings with high-pitched vocal speech. Favored by Neogi.
Galactic Nine (Mental/Hard) Faerie
The Elvian tongue, favored by all Faerie creatures, as well as the Tymbrimi. Lilting, almost musical to most races, humans have a great difficulty speaking it. A "higher" form is said to exist, being the tongue used by the Reigar.
Galactic Ten (Mental/Very Hard) Illithid
An alternately gurgling / raspy language, favored by the Mind Flayers and their former minions, the Githyanki & Githzeri.
Galactic Eleven (Mental/Average) Dwarven
Used by the Dwarven "family" of Dwarves, Tinkerer Gnomes, and Halflings. True Gnomes use the Faerie Tongue. Though "different", Synthians use GalEleven.
Galactic Twelve (Mental/Very Hard) Thri-Kreen
Insectivore communication, often uses pheromones, clicks, scrapes, et al as much as "spoken" language. Thus difficult for most "outsiders".
Galactic Thirteen (Mental/Average) Giff
At it's base, Giff is the closet thing to a "Beast-Tongue" in the Multi-verse. However, the Giff have incorporated so many other languages' phrases into their own (especially military) that GalThirteen is often refered to as "Warrior Common".
Common (Mental/Easy) Merchants' Tongue
So common, in fact, that it's not assigned a Galactic number. The most often found language in Space. Many races have embraced Common as their "native" tongue. Amazingly, the Common of space is often (95%) the Common of non-spelljamming worlds. (Just a note -- I called this the "Starfleet Phenomena).
Beast (Mental/Hard) Bastian, Were, Centaur
This is the language used by the various clans of "Beast People". Some modifications (accents) exist as each race "personalizes" it's usage.

Spelljammer Spells

The following spells are from two sources -- TSRs Spelljammer and from Different Worlds, a RPG magazine published years ago. (Specifically the articles on Specialty Mages by Mike Gunderloy.) As stated with the original conversion notes -- no TM or copyright infringement is intended, no profit is made by the use of this material.

The Elemental Crystal college is new. [It could be treated as a subcollege of Earth Elemental college, just like there are Elemental Water subcolleges of Acid and Ice -- see GURPS Grimoire. -- Incanus] Spells do not have prerequisites listed, due to the fact that I don't use them.

Bones to Crystal, R-HT -- Regular
Requires the Mage's Touch to determine location. This spell turns the target's bones in that location into a fragile crystal substance which shatters under the stress and weight put upon it by muscles, gravity, and movement. Each second, the target suffers 1 point of damage until the area is crippled completely, or the target dies. Any pressure applied to the area (touching, bandaging, or the like) increases the damage to one full die of damage. Crystallized bones cannot support any weight.

College: Elemental / Crystal
Duration: 10 sec
Time to Cast: 2 seconds
Cost: 3 / 2

Censor Sphere -- Regular
Puts a 1 foot radius transparent sphere about the head of one person. It selectively opaques out all visual hazards including symbols, lasers, gaze weapons, blinding flashes, etc.

College: Elemental / Crystal
Duration: 10 minutes
Time to Cast: 1 second
Cost: 2 / h

Collapse Portal (VH) -- Missile
This spell creates a crystalline, spherical missile which, upon contact with a portal through a crystal sphere, causes that portal to instantly close. Vessels passing through such a portal at this time require the Helmsman to make a Spelljamming skill roll. Upon a critical success, the Helmsman avoids contact with the sphere altogether. Upon a regular success, the ship collides with the sphere taking ramming damage. Upon a normal failure, the ship automatically crashes into the sphere. A critical failure results in the ship being torn asunder as it is halved by the closing portal.

College: Elemental / Crystal
Duration: instant
Time to Cast: 1 minute
Cost: 10

Create Crystal Ball -- Regular
This allows the caster to create a flawless, 2 inch crystal ball for use with the Enchantment college spell Crystal Ball. A 3 inch ball requires 45 points and adds 50% to casting time; a 4 inch ball costs 60 points, and doubles the casting time. Every inch further adds 25 points to the cost, and doubles the casting time.

College: Elemental / Crystal
Duration: Perm.
Time to Cast: 1 hour
Cost: 30

Create Portal (VH) -- Area
Through use of this spell, the caster can create a portal through a given Crystal Sphere, either from the phlogiston or from Wildspace. It cannot be maintained. Even if the vessel in question is smaller then 10 yards in diameter, a minimum of 1 point must be spent on the spell. It cannot be used to enlarge or add on to an existing portal.

College: Elemental / Crystal
Duration: 1 day
Time to Cast: 1 minute
Cost: (1/5)/s 2

Crystal Filaments -- Area
Fills the affected area with web-like crystalline filaments which solidify as they are created. These can be used to blockade passageways, entangle opponents, or to bind them. At the casting of the spell the user must designate it's use, as this determines it's elasticity - solid or flexible. Solid, the filaments have a DR of 3, and 8 hp per cubic foot. The amount created is 3 cubic feet per hex, though this fills the hex to 4 yards high (due to the "fluffiness" of the spun filaments).

Opponents caught within an area filled with these "crystal webs" can breathe, but must either wait out the duration of the spell to be freed or roll versus ST-3 to damage the "web" and break free. Other physical attacks are impossible due to the restrictive interior of the web. Flexible (DR 8, hp 4), the filaments can be used to bind, engulfing opponents in a cocoon of Crystal fibers. The restrictive nature of these cocoons disallow unaided escape from within.

College: Elemental / Crystal
Duration: 1 minute
Time to Cast: 2 seconds
Cost: 3 / 1

Crystal Glaze -- Area
Covers the affected area with highly slippery crystal. Those within the area must roll vs. DX -- (success roll) to move, though standing in place for the duration will not force a roll. The surface is highly reflective, and if maintained under strong light can become exceptionally hot within 2 minutes. Every minute thereafter, temperature can rise by as much as 10 degrees per 30 seconds. This would be only under direct, intense sunlight. Game masters decide this on a case-by-case basis.

College: Elemental / Crystal
Duration: 30 seconds
Time to Cast: 2 seconds
Cost: 1 / (1/2)

Crystal Growth -- Regular
Allows the caster to create up to one pound of crystal. This is of little value, generally being a form of milky quartz. If clear crystal is required, then the amount created is halved.

College: Elemental / Crystal
Duration: perm
Time to Cast: 10 seconds
Cost: 1

Crystal Immunity -- Regular
Target becomes completely immune to all crystal-based, crystallizing, or paralysis attacks.

College: Elemental / Crystal
Duration: 1 minute
Time to Cast: 1 secon
Cost: 2 /h

Crystal Spheres -- Area
Within each hex affected, three glowing, 6 inch diameter balls float. They have the same density as air, but will not leave the hex "assigned" to. Anyone attempting to pass through a protected hex must roll thrice vs. their DX to avoid collision with a Crystal Sphere. If touched, each sphere will shatter causing 1d+2 points of cutting damage within a 2 hex radius. Shards from a sphere will not cause the others to explode, unless Linked to do so.

College: Elemental / Crystal
Duration: 5 minutes
Time to Cast: 5 seconds
Cost: 3 / 1

Crystallize -- Regular
Causes any object of natural origin to turn to eternal crystal, in colors resembling the object as it once was, although translucent. The time to cast & energy requirement listed is per every five pounds of non-living material or portion thereof. If a living creature is targeted, then casting time and point cost is increased by 50% and the affected "increment" becomes 3 pounds or portion thereof. The spell never affects magical/enchanted items or creatures. College: Elemental / Crystal

Duration: perm
Time to Cast: 1 minute
Cost: 3

Crystallize Form -- Regular
When cast upon any object or being, this spell locks the target in it's present form. This prevents all transformation, shapechanging, and the like.

College: Elemental / Crystal
Duration: 1 hour
Time to Cast: 2 seconds
Cost: 3 / 2

Empower Crystal -- Regular
This spell manifests the innate magical properties of crystals and gemstones. When cast upon a stone, it enables the stones possessor to benefit from the mystic properties ascribed to that type of stone. Amethysts stave off drunkenness, Bloodstones aid healing, etc...

Such magical manifestation is reflected by bonuses to resistance rolls, magical awareness, and the like, with no bonus to exceed a +1.

Note that an empowered crystal glows with the power instilled within it.

College: Elemental / Crystal
Duration: 30 Minutes
Time to Cast: 1 Minute
Cost: 25 to cast, same to maintain

Encase -- Regular
This encases the target in a cube of crystal which dissipates at the spell's end leaving the target unharmed. When encased, the target is placed into a state of suspended animation.

College: Elemental / Crystal
Duration: 1 hour
Time to Cast: 3 seconds
Cost: 4 / h

Locate Portal -- Information
This spell indicates to the caster the general direction of the nearest portal into/out of a given crystal. On a critical failure, true portals will be overlooked, and false information should be given the caster.

Item: a 1 foot diameter crystal or glass globe, engraved with longitude and latitude lines. minimum cost $ 2,000

College: Elemental / Crystal
Duration: 1 hour
Time to Cast: 1 minute
Cost: 2 / s

Purify Crystal -- Regular
This spell removes impurities from crystals, be they common or rare. Note that this will often increase the value of some gemstones, but the spell is not very selective as to what an "impurity" is. Many a gem has been ruined by unknowing apprentices.

College: Elemental / Crystal
Duration: perm
Time to Cast: 3 seconds
Cost: 5

Refraction Shield -- Regular
Covers one target only. Causes all light-based attacks to refract into hundreds of harmless "pieces".

College: Elemental / Crystal
Duration: 1 minute
Time to Cast: 1 second
Cost: 2 / 2

Sand to Crystal -- Regular
Sand to crystal converts such substances at a cost equal to the Earth to Stone spell. Precious Crystal cannot be created.

Item: It is said a huge Ruby of great value and renowned exists, and is the only known item with this ability.

College: Elemental / Crystal
Duration: Perm
Time to Cast: 1 sec
Cost: 5 / hex

Shape Crystal -- Regular
This spell allows the caster to shape up to 10 pounds of crystal. The crystal affected can also be made to flow freely (as water) and can be "molded" in such a manner. If such crystal flows into a porous surface, it will hardened upon the spell's end and merge with the substance. The only way to remove such crystal is to recast this spell.

College: Elemental / Crystal
Duration: 1 minute
Time to Cast: 1 second
Cost: 2/ h

Shield Eater -- Missile
Creates a "spark" of crystal essence that crystallizes shields into a fragile crystal shell. Point cost is 2 plus a 1/2 point per DR of the shield. The next blow will shatter an affected shield. This works only on metal shields, wood is immune. For three times the cost, the essence created seeks out blocking/shield spells instead, causing them to materialize in a crystalline form, then shatter. The shards do no damage, dissolving as they fly away. The shield spells can resist this effect, requiring a QC between the shielding spell and the Shield Eater.

College: Elemental / Crystal
Duration: perm
Time to Cast: 2 seconds
Cost: 2

Splinter -- Missile
Creates a bolt of blue crystal, which explodes upon impact with it's target. The Bolt causes 1d-2 of cutting damage per point of energy imbibed. This spell has SS 14, Acc +3, 1/2D 30, Max 70.

College: Elemental / Crystal
Duration: instant
Time to Cast: 1 to 3 seconds
Cost: 1 to 3

Tempered Touch -- Regular
Protects any one crystalline object from sonic, electrical, or impact attack. If absolutely required, use a DR of 12, PD (if applicable) of 4, and increase hp by 10.

College: Elemental / Crystal/Crystal
Duration: 1 hour
Time to Cast: 2 seconds
Cost: 3 / 1

Contact Home Plane -- Area
By means of this spell, the Mage can "bring" an area of their home "plane" (sphere) to their current location, in the form of Mana present, and the orientation of that mana. If, for example, the caster's home sphere has strong Plant mana but low Animal mana, and their current location the opposite, they could create an area which is the same as their home plane for the duration of the spell -- Plant mana would be stronger, Animal mana weakened. If used in a no mana area, then mana cannot be raised beyond normal level, regardless of the Home Plane's level of mana.

College: Meta-Spells
Duration: 1 hour
Time to Cast: 10 seconds
Cost: 1 / (1/2)

Create Major Helm (VH) -- Regular
By casting this spell, the caster may transform a normal chair or seat into a Major Spelljamming Helm. On a critical success, the helm functions normally; on a regular success the Helm functions at a less efficient ratio then a normal helm (3:1 instead of 2:1). In addition, regardless of critical or no, all SpellJammerr skill rolls are made at -5 using this helm. This spell may not be maintained.

College: Enchantment
Duration: 1 week
Time to Cast: 1 minute
Cost: 7 / kWh

Create Minor Helm (VH) -- Regular
By casting this spell, the caster may transform a normal chair or seat into a Minor Spelljamming Helm. On a critical success, the helm functions normally; on a regular success the Helm functions at a less efficient ratio then a normal helm (4:1 instead of 3:1). In addition, regardless of critical or no, all SpellJammer skill rolls are made at -4 using this helm. This spell may not be maintained.

College: Enchantment
Duration: 1 week
Time to Cast: 30 seconds
Cost: 5 / kWh

Destroy Major Helm (VH) -- Regular/R-HT
This spell destroys utterly any major helm, as well as death helms and furnaces. A Helmsman operating a helm at the time of it's destruction suffers 4d points of fatigue damage, plus 1d+2 of physical damage. A successful resistance roll vs. HT halves this damage. Any being within a 3 hex radius takes 1d of electrical damage when the helm is destroyed.

College: Meta-Spell
Duration: Instant
Time to Cast: 30 seconds
Cost: 10

Destroy Minor Helm (VH) -- Regular/R-HT
This spell destroys utterly any minor helm, as well as series helms and life jammers. A Helmsman operating a helm at the time of it's destruction suffers 3d points of fatigue damage, plus 1d of physical damage. A successful resistance roll vs. HT halves this damage. Any being within a 3 hex radius takes 1d-2 of electrical damage when the helm is destroyed.

College: Meta-Spell
Duration: Instant
Time to Cast: 10 seconds
Cost: 5

Disable Helm -- Regular
This spell temporarily scrambles an operating Helm. The affected helm instantly ceases operating, and cannot begin operating for the duration. The helmsmen makes a resistance roll vs. IQ, or takes 1d fatigue damage and 1 point of real damage. Although maintaining the spell costs but 1 point, if a helmsman tries to "restart" the helm when the duration is up, then quick contest of IQs should be rolled. If the Helmsmen wins then the spell must be recast, if the caster wins, the scrambling continues.

College: Meta-Spell
Duration: 1 hour
Time to Cast: 2 seconds
Cost: 3 / 1

Fly Field -- Regular
This allows the caster to cause a powerless, drifting ship to suddenly lunge through space in a desired direction and distance, up to (success roll x 10) hexes. It is commonly used to move ships away from a ram attack or collision, to escape missiles in combat, or dart through a crystal sphere portal. This spell cannot be used if the ship is "under power", but can be used in Wildspace, phlogiston, or atmosphere. It cannot effect a ship of more then 40 tons.

College: Enchantment
Duration: instant
Time to Cast: 1 second
Cost: 7


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