Talk:Spellsyphon (5e Equipment)

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This was a quick idea from tonight, just a mixture of the spelljammer helm and a slightly modified version of the airship from Unearthed Arcana. Since piloting requires attunement, it's a little harder to board and steal, but that same protection is a risk, because life support can fail in space if the pilot is killed. Then you have to find a way to survive aboard the ship while someone else attunes to it. This ship is capable of great bursts of speed with a high level spellcaster on board, but with a warlock it still has a decent average speed. Because the warlock would break this, (they can just take a short every couple of hours to recharge their spell slots) the ship still locks the spell slots of the caster so they can only be spent to fuel the ship components, instead of letting them us them for other things as well. Zibby (talk) 05:55, 29 January 2019 (MST)

It's worth noting that in-atmosphere, this ship works much like any other in that it can be boarded and stolen as any other ship. It's the traveling under water or in space that requires someone to attune to the vessel. Assuming that the attuned player wants to actually take long rests in space or under water, it's worth having another caster (or more) on board. Zibby (talk) 06:03, 29 January 2019 (MST)

Just fine-tuned a bit and added gold cost per part for ease of use in games. I know the cost is ridiculous, but try buying a spelljammer helm on the black market sometime.. I'm sure it's not terribly priced in comparison. Also, this is a modified sailing/air ship, so the 15,000 for the hull is a good median for the ship itself, while the more interesting parts are much more. This is something that a party could upgrade during their adventures or even sell off pieces to, if they can find a buyer. Zibby (talk) 06:24, 4 February 2019 (MST)
Added Shield projector as an option because this is already feeling a bit more magitech than the classic spelljammer. Mostly it just seemed appropriate, and at higher levels this ship is squishy, so it seemed to need a way to keep it alive, especially when the wizard/druid/sorcerer each put a 9th level spell into an engine for a power level of 18.. for 9 hours. That's also up to 900 temporary Hit Points, which at least lets you do some fun ship to ship battles. Zibby (talk) 00:23, 28 April 2019 (MDT)