That's an interesting point. I'm really not sure they're more or less common than wizards in space, really.I never played or read any SJ stuff, but could the downplaying of clerics have been intentional? Clerics in space isn't a common trope, in my experience.
This does mean that it could be ruled that SR is based off the character's inherent strength, not actually casting, per se, as a Paladin who just unlocked 1st level spells would be higher level (and thus higher SR) than a wizard who might have a lot more spell slots.Character classes such as paladins and rangers gain spelljamming abili- ties at the point that they may cast spells, but cannot spelljam until that time.
Actually, if it is 2 tons of ship per caster level and not a typo, then a 9th-level wizard can cover 18 tons, not 90. Which might turn out to be a touch more limiting.Enhance Maneuverability is similar to Enhance Rating but makes the ship more capable at turning. This is cast on a ship, not a helm, though. There's a limit of 2 tons of ship per caster level, which means that a level 9 wizard (the lowest that can cast level 5 spells, right?) can cover 90 tons... Which covers all but the largest ships.
Also, if you would summon animals in space in Spelljammer, they are likely to have 15 HD and INT 17.Conhjuration/Summoning spells don't work in the Phlogiston if they need to reach another plane. Examples stated include contacting powers, elementals, etc. Also, summoning animals works poorly in both Wildspace and the Phlogiston as there's rarely suitable animals nearby!
What about a fire elemental in the Phlogiston? Would that cause a continuous explosion?Fire and the Phlogiston is a different story. Elementalists of fire might want to consider staying home: Fire stuff blows up, ending badly. No real rules here. The idea of a crazy caster with massive fire resistance dropping point-blank fireballs is mentioned, but it's noted that doing so tends to be a bit suicidal as you will probably blow up the ship you're on.
Also, colonial grell use hyperspace submarines because this is Dune.There's a brief paragraph mentioning that 'humanoid' races generally use helms, but other races have other solutions. I beleive we'll revisit this topic, but to summarize:
- MInd Flayers use Serial Helms that are powered by their mind-powers.
- Beholders use a special mutant branch of their species to power their death-star-like ships.
- Dwarves (despite having cleric) use Forges as a form of propulsion.
Does it affect air elementals?Create Air can help keep the crew alive. It's done on a 'per person' scale, with the spell creating an air bubble around 1 person for every two levels. Good spell for keeping a crew alive if adrift in the void. It can also be used to counter spells like cloudkill but only for a single round.
It can be reversed to Destroy Air which makes the air around a target Fouled.
Sorry: I had to re-edit that section a couple times and a couple pieces got combined.Actually, if it is 2 tons of ship per caster level and not a typo, then a 9th-level wizard can cover 18 tons, not 90. Which might turn out to be a touch more limiting.
Actually, a thought was that it might be very scary if it did work and you suddenly realize how many rats and other vermin you're sharing a ship with!Also, if you would summon animals in space in Spelljammer, they are likely to have 15 HD and INT 17.
Nothing stated here, at least: Personally, I'd say it'd blow up, going out in a blaze of glory.What about a fire elemental in the Phlogiston? Would that cause a continuous explosion?
The biggest item not listed is whatever Tinker Gnomes use. I think they canonically used mixes of everything fromAlso, colonial grell use hyperspace submarines because this is Dune.
Again, nothing stated (despite getting over a column of rules). I don't remember if air elementals canonically had any protection from Cloudkill, either.Does it affect air elementals?
I think there was a slight change in stance at one point from Serial Helms being 'psychic helms' to being some sort of 'race-specific non-spelljammer helms' but I think I'd allow it. However I feel it'd be a desperation maneuver, and would ideally leave the psychic at least a little messed up. That's if they're just using one serial helm to limp along: the key feature of serial helms being that they're able to be used together. Using one in a circuit with a Mind Flayer or similar should be really damaging.And how about psionics? I know TCPH came out two years after this, but would you allow psionicists to use a mind flayer helm?
I feel like they were a bit indecisive on this. Some sources seemed to indicate they had some weird tech bits that worked, somehow.IIRC, tinker gnomes use minor or major helms with gribblies added on. Sometimes the gribblies don't make the helm less efficient.
I'm not aware of that. It makes sense, although I feel like a Ki-helm would have been best as a 'fighter' helm instead of a regular helm. Keep the Shou Lung ships as powered by regular (-ish) wizards and clerics, but give them an option for something Elven Flitter sized.There's also a later addition of the ki helm, for OA characters to use.