Editing
Spelljammer Helm
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Helm Operation= {{NotFunny}} A spelljammer helm typically takes the form of a great chair with supports or recesses for the head, arms and feet of the person using it. The styles of helms range from simplistic and functional, to ornate and gothic. Whatever the form, the helm is designed to pull magical energy from the user and convert it into fully fledged spelljamming power to propel and maneuver a spaceborne vessel. A helm can be operated by any person or creature capable of casting spells. Helmsmen are typically wizards or priests, but may include high level rangers and paladins, or creatures with a natural spell-casting ability. A spellcaster needs to be well rested to function at their best; if they have cast any spells before activating a spelljamming helm, the ship's rating will be negatively affected. Operating a helm even for a short period negates the operators ability to cast spells until they have rested long enough to recover their spells. The helmsman operating a spelljamming helm finds their consciousness greatly expanded, and finds themselves operating at two levels of perception at once. First, the helmsman remains conscious of the normal sensations of their physical body, and is fully aware of what is occuring around them. Although they cannot move or cast spells without breaking contact with the helm, they are able to converse freely with those around them. On the second level, the helmsman feels the ship as an extension of their own body. The ship, to the limits of its gravity plane, as well as the surrounding air envelope, all feel like a bubble under the helmsman's direct control. Many helmsmen have described the sensation of being merged with a ship, like that of personally flying among the stars. Moving through wildspace or the phlogiston entails nothing more than mentally visualising the distance and direction the ship needs to move (usually determined by the navigator, based on their star charts) and willing the ship to move as needed. The feeling of movement has been compared to moving a limb that has fallen asleep - a pins-and-needles sensation, though much less painful than the term usually suggests. The expanded consciousness of the helmsman makes them aware of the actions of the crew as though they were standing on the aft deck (or the equivalent of the specific ship), but their actions do not register directly unless the helmsman is paying special attention to them. The helmsman can maneuver the ship sluggishly, but any real maneuver - like a turn - decreases the ship speed to tactical speed. In combat, the helmsman is limited by the feel of the hull and its capabilities, and cannot maneuver the ship beyond this capacity without additional magical aid.. On most ships, true maneuverability requires the attentions of a full crew. During combat, the helmsman is aware of damage to the hull as bright flashes of pain, but these are usually not severe enough to cause the helmsman to lose control, except for those critical attacks that cause spelljammer shock and can incapacitate the helmsman.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information