A Spell Jamming Lance is very much like a very large, very powerful Rod/Staff or Wand.

They must be specially fitted to a Spell Jamming ship and tapped into the Weapons Helm, by people trained to do such things.

Range: in hexes
Shield Damage: 1 Hull Point is equal to 10 Hit Points, or 1 Spell Level of charge

There are several types of Lances; lesser, minor, major, grand, and ultimate. It is likely that there are other, more powerful types out there, but they are not dealt with here...YET!

A Hex in combat (in these rules) covers a somewhat larger area than in the original rules for Spell Jammer. Here, a hex is equal to 1/6th of the distance that the average ships are likely to cross during six phases of combat (i.e. it would take them several phases to get to the edge of the map).

Lance Of Cancellation
Range 2
Shield Damage 15
Time To Activate 0
Save Vs. Spell At -1 Per Charge Expended Or Shields
        Disrupted For 1 Round
Maximum Charge Expend 4
Maximum Charges 30

Lance Of Earth Quakes
Range 2
AOE 1
Time To Activate 10
Quintuple Effects In Space (asteroids and such
        which do not have any life force or atmosphere)
Can Only Be Used 1/Hour
Maximum Charge Expend 1
Maximum Charges 100

Lance Of Fog Death Stinking Cloud (minor)
Range 1
AOE 1-4
Clouds/charge Centered Within A 70' Radius
Time To Activate 0
Maximum Charge Expend 2
Maximum Charges 100
Specific Effects Are As The Spell

Cloud Kill (Greater)
Range 3
AOE 1-4
Clouds/charge Centered Within A 70' Radius
Time To Activate 0
Specific Effects Are As The Spell

Lance Of Force (minor)
Range 1
AOE 20' Radius
Crit Hit (crew) 16-20
Crew Damage 4d6 + Save Vs. Spell Or Trapped In A Sphere Of Force
        For One Hour On Crit Hit Save Is At -5 (c.f. Beads of Force
        pg. 160 DMG II, Wall of Force PHB II pg. 172) (major)
Range 1
AOE 40 Tons Radius Crit Hit (ship) 16- 20 Hull Damage 4d6
        (resisting ships only) Navigator Must Save Vs. Spell Or Ship
        Is Trapped In A Sphere Of Force For One Hour On Crit Hit
        Save Is At -5 This Will Negate All Movement Control And
        Prevent Most Weapons And Such From Functioning Through The
        Sphere As Well (c.f. Beads of Force pg. 160 DMG II, Wall of
        Force PHB II pg. 172) The Sphere Can Be Destroyed By 200 Points
        Of Plasma (greater)
Range 5
AOE 160 Ton Radius Crit Hit (ship) 12- 20 Hull Damage 8d10(resisting ships
        only) + Navigator Must Save Vs. Spell (-5) Or Ship Is Trapped
        In A Sphere Of Force For One Hour On Crit Hit No Save Allowed
        This Will Negate All Movement Control And Prevent Most Weapons
        And Such From Functioning Through The Sphere As Well (c.f.
        Beads of Force pg. 160 DMG II, Wall of Force PHB II pg. 172)
        The Sphere Can Be Destroyed By 800 Points Of Plasma The Sphere
        Can Be Controlled From The Outside By The Use Of Telekinesis
        With A 95% Reduction In Weight A Ship Trapped By This Means Can
        Also Be Reduced By A Reduction Lance With No Saving Throw (the
        force sphere will reduce as well)

Lance Of Illusion Penetration
Range 15
AOE 3
SR 15
MC A
Time To Activate 1 Must Target An Impact Area Will Dispel All Forms
        Of Illusion/Phantasm At 30th Level NOTE: in some cases, this
        may only have a temporary effect, and will not affect a shielded
        ship in any event

Lance Of Magic Missiles (minor)
Range 0
Time To Activate 0
1-5 Missiles/charge Hull Damage 1/2 charges (all missiles must target
        the exact same area) Crew Damage 1d4+1ea Each Missile May
        target A Different Person As Long As They Were Targeted Within
        A 30 Degree Cone Of Fire
Maximum Charges Expend 10
Maximum Charges 300

Lance Of Mammal Control
Range 10
AOE 20
Time To Activate 1
Non Magical Creatures Of 4 Intelligence Maximum Up to 30 Hit Dice Total

Lance Of Paralyzation (minor)
Range 15
SR 2
AOE 15 Yds
Time To Activate 1
Save At -4 Or Paralyzed For 30 Minutes -1 Minute Per Level To A Minimum
        Time Of 5 Minutes
(major)
Range 15
SR 8
AOE 150 Yds
Time To Activate 1 Save At -4 Or Paralyzed For 1 Hour -1 Minute Per
        Level To A Minimum Time Of 45 Minutes

Lance Of Polymorphing (minor)
Range 0
AOE 10' Radius
Time To Activate 1
Save Or Be Changed To A Small Harmless Creature (system shock roll +35%)
Maximum Charge Expend 1
Maximum Charges 100
(major)
Range 2
AOE 60' Radius
Time To Activate 2
Save Or Be Changed To A Small Harmless Creature (system shock roll +70%)
Maximum Charge Expend 1
Maximum Charges 100

Lance Of Shooting Stars (replaces the Sphere...) (minor)

Dancing Lights:
Range 10
Time To Activate 0
AOE 1-500 Yds./charge
Speed 10 SR MC 'C'
Maximum Charge Expenditure 5

Continual Light/Darkness:
Range 8
Time To Activate 1
AOE 1-250 Yds.
Radius/charge Duration 300 Yrds.

Ball Lightning:
Range 3
Time To Activate 3
AOE 10 Tons/charge
Speed 7 SR MC 'B'
Crit 19-20 Hull Damage 6/charge Crew Damage 8-64 On Crit, Save Vs.
        Disintegration or Loss Of Appropriate Volume
Maximum Charge Expend 3
Maximum Charges 300
(Greater)
Dancing Lights:
Range 15
Time To Activate 0
AOE 1-1,000 Yds./charge
Speed 15 SR MC 'B'
Maximum Charge Expenditure 5

Continual Light/Darkness:
Range 15
Time To Activate 1
AOE 1-500 Yds. Radius/charge
Duration 600 Yrs.

Plasma Ball:
Range 10
Time To Activate 6
AOE 15 Tons/charge
Speed 9 SR MC 'B' Crit (ships) 16-20 (crew) 12-20
Hull Damage 10/ charge Crew Damage 20-200 On Crit, Save Vs.
        Disintegration or Loss Of Appropriate Volume
Maximum Charge Expend 10
Maximum Charges 300

Lance Of Telekinesis (minor)
Range 3
Max Tonnage 1/3 Ships +4/SR Used
Time To Activate 1 (major)
Range 7
Max Tonnage 1/2 Ships +6/SR
Used Time To Activate 1
(greater)
Range 15
Max Tonnage 3/4 Ships +19/SR
Used Time To Activate 1

Lightning Lance (minor)
Range 3
Crit 19-20
Hull Damage 3/charge
Crew Damage 6-48/charge
Max Charge Expend. 3
Maximum Charges 50
(greater)
Range 7 Crit (ships) 16-20 (crew) 14-20
Hull Damage 4/charge Crew Damage 7-56/charge
Max Charge Expend 5
Maximum Charges 100

Projector Of Annihilation (minor)
Range Unlimited
SR 13
MC B
Target Must Make A Pilot Check At -4 To Avoid The Sphere Each Pass
        The Sphere Will Track A Single Target Avoiding All Others
        (ignoring illusions) If The Pilot Rolls 18+ Then His Ship Has
        Recieved A Crit On A Crit The Area Struck Will Suffer The
        Complete Disintegration Of 3-30 Tons Of Volume (no save) The
        Ship Must Also Check For Standard Structural Damage Crew in
        The Area Hit Are Treated As If Struck By A Standard Sphere Of
        Annihilation If The Spheres Enter A Planets Atmosphere It Will
        Break Up Into 1-6 Smaller Spheres Of Annihilation As Per The DMG
        Sphere Cannot Enter The Air Envelope Of Any Ship Fitted With Any
        Of The Projectors Of Annihilation To Current Knowledge The Sphere
        Will Instantly Destroy Any Shields It Comes Into Contact With
        Regardless Of Their Nature Or Power The Only Effect A Shield
        Has Is Whether Or Not It Disrupts The Sphere (see end note after
        the Greater Projector)
(major)
Range Unlimited
SR 13
MC B
Target Must Make A Pilot Check At -6 To Avoid The Sphere Each Pass The
        Sphere Will Track A Single Target Avoiding All Others (ignoring
        illusions) If The Pilot Rolls 17+ Then His Ship Has Recieved A
        Crit On A Crit The Area Struck Will Suffer The Complete
        Disintegration Of 6-60 Tons Of Volume (no save) The Ship Must
        Also Check For Standard Structural Damage Crew In The Area Hit
        Are Treated As If Struck By A Standard Sphere Of Annihilation If
        The Spheres Enter A Planets Atmosphere It Will Break Up Into 1-10
        Smaller Spheres Of Annihilation As Per The DMG A Sphere Cannot Enter
        The Air Envelope Of Any Ship Fitted With Any Of The Projectors
        Of Annihilation To Current Knowledge The Sphere Will Instantly
        Destroy Any Shields It Comes Into Contact With Regardless Of Their
        Nature Or Power The Only Effect A Shield Has Is Whether Or Not
        It Disrupts The Sphere (see end note after the Greater Projector)
        To Current Knowledge The Sphere Will Instantly Destroy Any Shields
        It Comes Into Contact With Regardless Of Their Nature Or Power
        The Only Effect A Shield Has Is Whether Or Not It Disrupts
        The Sphere (see end note after the Greater Projector)

(greater)
Range Unlimited
SR 15
MC A
Target Must Make A Pilot Check At -8 To Avoid The Sphere Each Pass
        The Sphere Will Track A Single Target Avoiding All Others
        (ignoring illusions) If The Pilot Rolls 12+ Then His Ship
        Has Recieved A Crit On A Crit The Area Struck Will Suffer The
        Complete Disintegration Of 100 Tons Of Volume (no save) The Ship
        Must Also Check For Standard Structural Damage Crew In The Area
        Hit Are Treated As If Struck By A Standard Sphere Of Annihilation
        If The Sphere Enters A Planets Atmosphere It Will Break Up
        Into 1-12 Smaller Spheres Of Annihilation As Per The DMG A
        Sphere Cannot Enter The Air Envelope Of Any Ship Fitted With
        Any Of The Projectors Of Annihilation To Current Knowledge
        The Sphere Will Instantly Destroy Any Shields It Comes Into
        Contact With Regardless Of Their Nature Or Power The Sphere
        Will Grow Slightly Brighter For A Sheer Instant But It Will
        Not Even Slow