Difference between revisions of "Spelljamming Helms"
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== Rules == | == Rules == | ||
− | + | * You cannot perform a rest while acting as the Helmsman. | |
+ | * If the Spelljammer leaves the Helm, the ship depowers, and the remainder of any invested spell slots are lost. | ||
=== Spelljamming Speed === | === Spelljamming Speed === | ||
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=== Tactical Speed === | === Tactical Speed === | ||
* Tactical speed happens when the Spelljammer encounters an object large enough to have it's own gravity plane. | * Tactical speed happens when the Spelljammer encounters an object large enough to have it's own gravity plane. | ||
− | * The SR is the number of hexes that a ship | + | * The SR is the number of hexes that a ship can. |
+ | * The SR is equal to the Level of the spell Invested. | ||
== Spelljamming Helms == | == Spelljamming Helms == |
Latest revision as of 19:52, 23 March 2015
Rules
- You cannot perform a rest while acting as the Helmsman.
- If the Spelljammer leaves the Helm, the ship depowers, and the remainder of any invested spell slots are lost.
Spelljamming Speed
- Speljamming speed is aproximateley,
- A ship will drop out of Spelljamming speed if it encounters any thing large enough to have it's own Gravity plane (1 Ton or higher).
- A ship will travel at spelljamming speeds for 1 hour per spell level spent into the Helm.
Tactical Speed
- Tactical speed happens when the Spelljammer encounters an object large enough to have it's own gravity plane.
- The SR is the number of hexes that a ship can.
- The SR is equal to the Level of the spell Invested.