Mana Crystal Magic System (mage)

Grasping the chain at his neck, the small blue gem flashed in his hand as he spoke the incantation, and threw his hand outstretched towards his foes. The lightning bolt shot down his arm, and out along the point of his fingers, striking the creature square in the chest and sending it flying backwards. Smoke slowly drifted of the gaping hole in its chest, the only movement in the room apart from the ragged breathing of the magi..

For the purposes of length, the Mana Crystal System has been split into several parts. Each has a seperate page, to make it easier to read ;)

Main
The System, Crystals, Random Generation, and basic spells
Psionics, Priests, Specialists, Coloured Crystals, Dwarves, Rumours, Creation, and Growing
Spelljamming, Helmsmen, The Helmsman Guild, Demihuman Helmsmen, and Dwarven Gartha Crystals
Weaponry (Velocity Cannons), Velocitators, and the Velocitator Guild


Spelljamming

Mana crystals have a large part in the spelljamming universe, but their implementation in the rules of spelljamming dramatically changes many things. In SJ, only certain mages can power helms (normal minor and major helms do not exist with this system), known as (strangely enough), helmsman. These helmsman have had mana crystals implanted into their foreheads, in a similar fasion to psionicists using the crystals, but for a much more different reason. SJ helms are fitted with large arms that overhang from the back of the chair, and up over the helmsmans head. A further arm swings down and attatches itself to the crystal, drawing power to move the ship.

Each ten ton of the ship (round off) drains 6 mana from the crystal, per hour of use. The crystals used are typically the third sized crystals, but helmsman seeking employment for the larger ships typically use the larger gems. Furthermore, mana crystal helms allow mages to pour more energy into the helm. For every extra 3 mana per ten ton of the ship, 25% speed is gained. This may be done up to a total of 75% extra speed (3 mana per ton of the ship each increase, ie 50% is an extra 6 mana per ton etc), however it takes three rounds of 125% speed to be able to reach 150% speed, and four rounds of 150% speed to reach 175% speed. Furthermore, 175% speed increase can only be maintained for two hours maximum. 150% speed increase may maintained for four hours, and 125% speed increase may be maintained for eight hours (a full shift on the helm). Note that these speed increases are available during tactical combat, increasing the SR of the ship appropriately (round up).

Similarly, a helm may be run at lower power for less cost. For 4 mana per ten ton, a helmsman may run the ship at 75% speed. This is not only useful to conserve mana, but as to keep ships with higher powered helms to break up (see below).

Note: This may work out to make it very hard for the larger (80+ ton) vessels to be powered, but instead makes it slightly different, not impossible. A mage would typically power a 100 ton vessel, for instance, for 8 hours (a standard shift) running at 75% speed - a price of speed paid for extra ship size. In times of combat, the helmsman could run the ship at greater speeds if need be, but it is rare that these size ships would gow ithout escorts or heavy weaponry to hold their own in combat anyway.

A helmsman may increase the ship to 200% total normal spelljamming speed, for a cost of 20 mana per ten ton of the ship, per hour (that's 200 mana/hour for a 100 ton ship!). However, each hour this is done, there is a Chance the ship receives structural damage, as noted below for running a higher powered helm on a lower tonnage ship. The chance is 1% chance per ton of the ship, -2% for each experience level of the helmsman, and with a further -5% for a class B gem, while a class A gem bestows a -10% bonus. 200% speed may be done for two hours. Higher speeds may be maintained longer than their designated standards, but after that time(ie hour 5 on 150% speed, hour 3 on 175% or 200%), the strain is to much on the helmsman, and he may continue, but must make a saving throw vs death magic every 15 minutes or die/pass into a coma This saving throw is not applicable to 75%, 100%, or 125% speed (125% speed, while much faster than 100, is not a matter of strain merely mana).

This may all sound rather powerful, but there are a few things not yet mentioned. Firstly, there is no way a mage may cast spells using the mana crystal in his head, and should it be removed, it becomes an inert gem. Also, for every hours sleep, 10% of the mana crystals energies return - thus, unless a mage wishes to sleep ten hours a day, he is not always going to have a full complement of mana. Lastly, a helmsman under 20% of his mana crystals total is treated as though he is heavily fatigued, and one under 10% he is treated as though severely fatigued. Fatigue is described in the Players Option: Spells & Magic book. Heavy and severe fatigue will be repeated here.

Heavily fatigued characters suffer an attack penalty of -2, and an Armor Class penalty of +1. Their movement is reduced to one-quarter normal. Not only does the character feel exhausted, but he also suffers from a splitting headache, aches all over and could suffer from nose bleeds, etc.

Severely fatigued characters suffer a -4 penalty to all attacks and a +3 penalty to their Armor Class. Their movement rate is reduced to 1. It is almost impossible for the character to stand up at this point (make a Dexterity/Balance check if the character moves). Of course, he can still concentrate enough to cast spells, but just barely. Other problems might be the inability to visually focus on anything for more than a second, extreme ringing in the ears, or whatever seems appropriate to the DM.

Mortally fatigued characters are incapable of attacking or effectively defending themselves and collapse into a trembling heap immediately. The character must attempt a saving throw vs. paralyzation; if he fails, the strain proves too much and he perishes. If he passes, he remains unconscious for 1d6 hours before awaking severely fatigued. Obviously, a channeller should be extremely careful when he begins to feel tired-he can cause his own death if he overdoes it.

Recovering from Fatigue: Of course, wizards don't stay exhausted forever. Just as their spell points will eventually replenish themselves, their physical capacities will also return. In order for a wizard to "lose" one step of fatigue, he must make a successful saving throw vs. paralyzation.

Heavily fatigued spellcasters can attempt a saving throw for each turn of resting.

Severely fatigued wizards can attempt a saving throw for each full hour of resting.

Each extra turn, or hour (as appropriate) spent resting gives the character a cumulative +1 bonus on his saving throw, so a heavily fatigued wizard who rests three turns attempts three saving throws-the first with no modifier, the second with a +1 bonus, the third with a +2 bonus, and so on.

Copyright 1999 TSR Inc.

Note that light and moderate fatigue are not repeated, as a character recovering from helmsmen fatigue goes from heavy to basically no fatigue. Of course, to replenish his mana, he must rest.

Regardless of the mana left, a helmsman powering a helm for more than 8 hours is treated as though heavily fatigued, and one having powered a helm for more than 9 ½ hours is treated as though severely fatigued. Helmsman can continue to power a helm as long as they have the mana within their crystal, but past 11 hours causes an additional effect: once the helmsman finally gets of the helm, he must make a roll as though he were mortally fatigued, with a penalty of -2 for every half hour past 11 hours use.

The last penalty of having low amounts of mana left in ones crystal is the inability to power a ship or more than 75 tons when less than 30% of mana remains in the crystal, no ship oer 50 tons when less than 20% remains, and no ship over 25 tons when less than 10% remains. Note that this does not apply if the mage is already powering the helm, but instead refers to getting on a helm in the first place.

The process for infusing a mana crystal into a mage (and a mage only may be a helmsman) is an 8th level spell. It has no effect on those casting it, but drains 1 points of constitution and strength from the magi receiving the gem (note that the gems used are always within 90% of their maximum possible capacity). This is assuming the gem is the third largest (class B), if it is the largest size (Class A), he instead looses one point of strength, and two points of constitution. There is a bonus, however, in addition to having the ability to power a helm. A helmsman receives a +1 bonus to intelligence when receiving the third highest gem (which the helmsmen call a B class gem), and a +1 when receiving the largest size gem (which they call class A).

Note that a helmsman cannot receive a class A gem until he has used a class B for at least three months. However, this is unsafe, and a helmsman with only three months experience has a 25% chance of rejecting the gem, becoming a normal mage once more, and a 25% chance of having the gem slightly damaged, reducing the mana quotient by 15 to 25%, and not receiving the intelligence bonus (ie roll 1d100, 01-25% means a failure and rejection of the gem causing normal magehood, 26-50% results in damaging the gem, and 51-00% results in a normal embedding, as it is called).

Once a helmsman has had 6 months or more experience, he may have a class A gem embedded without chance of failure or damage. However, he must also have gained at least two levels during this time, and be of at least 10th level. Similarly, a magi must be at least 5th level ro receive a class B gem. Note that a helmsman may not go straight to a class A gem.

Another bonus granted by the inclusion of a mana crystal being embedded into one's head is the extension of life. A being can live 25% longer once a class B gem is embedded, while a class A grants an extra 15% on top of that. Furthermore, visual effects of aging are less noticeable - the helmsman does not show middle age effects (physical and visual) until old age, and old age effects do not show until venerable. The mental (intelligence and wisdom) increases, however, come into effects as normal. The physical effects of being venerable set in half-way between the age of venerable and death, usually at which time a helmsman is to unco-ordinated to pilot a ship anyway. Finally, a helmsman looses one point of dexterity per aging factor, though this is not cumulative to other aging effects to dexterity - the helmsman will loose one point of dexterity per age catergory, and only one point. This is due to the constant strain on ones reflexes.

The ships rating is still calculated based on the casters level, but instead of major and minor helms, class B gems are treated as the lower powered. This is not to say all helms are the same, as in fact helms using this system must be of a specific size rating. Typically, a helm is something like a 90 to 100 ton helm, or a 50 to 65 ton helm. A larger helm can be used on a smaller ship, but for every 5 tons the ship is under the minimum tonnage of the helm, there is a 5% chance for it to receive structural damage at full spelljamming speed. This check is made every hour, and once failed does not cause the destruction of the ship, but a loss of 10% of the ships hull points. Once the ship looses 50% of its hull points in this manner, without major repairs (ie done at a space-port), it begins to break up. 20% of this damage may be repaired, with at least 8 hours of (stationary) repairs, but only twice before the ship requires a full retro-fit - each hull can only take so much stress.

A helm can also power a ship of the next tonnage up (or tow additional weight), but only at 75% speed, still at normal cost.

Embedding a class B gem costs around 25,000 gold. A class A gem costs around 45,000 gold, which is assuming the old gem is given in trade. If not, the cost increases to 55,000 gold, but it must be noted the old gem is worthless as a mana crystal, it merely becomes an 8,000gp gem, with possible use only as spell components.

Helms, under this system, cost as listed below (note helms are still sold by the Arcane and other standard groups). Note there are rumours of much larger helms, which sometimes allow several helmsman to power a ship, adding their mana to a pool of sorts. These are only sold when offered, and only to the most respectable of clients, and only through the Helmsman Guild (detailed below).



Weight (Spatial Tons) Cost (GP)
less than 5 tons 2,000
5-20 tons 10,000
20-35 tons 20,000
35-50 tons 40,000
50-65 tons 65,000
65-75 tons 90,000
75-90 tons 125,000
90-100 tons 150,000

Helmsmen may have their gems removed, by use of the same spell as the embedding, at a cost of 10,000gp (assuming the returning of the gem). This is not discounted for those with class A gems (which are worth 16,000 gp), as it is slightly harder. Helmsmen having their gems removed age from then as normal, but do not loose the bonuses (or penalties) they may have already received.



Becoming a Helmsman

Becoming a helmsman is not merely a factor of paying the gold as stated above. A class B gem requires a magi of at least 5th level (although race is irrelevant - unless it impedes usage of a helm), and the restrictions for a class A gem are even greater (and described above). However initial testing for helmsmanship is done by the Helmsman Guild. It involves magical tests of the subjects intelligence, wisdom, and dexterity. To make the process blunt, a subject must ave at least a 12 intelligence and wisdom, and a 14 dexterity (sub-stats, if used, are irrelevant). Sometimes those of slightly lower aptitude are used, but they are hired for less than normal, and automatically cause the ship to run at 75% speed (in combat or normal). Note that these are physical requirements to being a helmsman, and anyone managing to receive a gem in any other way has the same penalties if appropriate.

Also note that loosing points from appropriate ability scores can reduces ones aptitude at being a helmsman. Any loss greater than three below the minimum needed causes a helmsman to become inable to pilot a helm effectively.

Some helmsman have natural aptitude in tactical combat. Any helmsman with a 16 or higher intelligence receives a +1 SR bonus. An helmsman with a 16 or higher dexterity receives a +1 MC bonus. A score of 18 on either of these scores bestows both, though they are only received once (ie an 18 intelligence by itself gives a +1 sr and a +1 mc, but having an 18 dexterity aswell does not increase the bonus to +2). Furthermore, any character with a 16 or higher wisdom grants a permanent 10% bonus to the spelljamming (non-tactical) speed of any ship he pilots. The rarest helmsmen with an 18 in wisdom receive a 20% increase in speed, in any ship they pilot (note that neither of these bonuses incur the increase mana penalty, or fatigue of any sort).



The Helmsman Guild

Within wildspace, the helmsmen are controlled by a guild known, simply, as the Helmsman Guild.. The this guild provides services from helm sale, construction, and installation, to fitting of crystals into possible Helmsman. They also hire these men and women out to those who have none of their own. Typically, those hired out are paid lowly, as they are in servitude under a contact to pay of their crystals.

The Helmsman Guild charges 100 gold per week for a class A helmsman, and 55 gold per week for a class B. The helmsmen themselves only receive a small portion of this (5 gold for a class B, 15 for a class A), and thus take many years to pay of their embedding. It can take up to ten years to pay of a class B crystal, and then another ten years to pay off a class A if it is purchased.

Helmsmen within the guild are instructed on their employment while on contact. Typically they are kept on their preffered type of mission (ie invokers tend to want to serve on battle-ships, while enchanters or diviners prefer peaceful trading, or mercy ships), but sometimes are sent where they must be. Twice in each ten-year employment, a helmsman may refuse employment, but he must openly state his reasons for doing so, before the client.

Helmsmen are expected to act cordially, and politely, for their employers. If it has been decided a helmsman breeched this upon a mission, he may be fined, or denied employment, or in some cases remove from the guild (providing he can pay his debt immediately), or even cut (usually if he can't pay). The circumstances of dismissal or cutting for this offense are rare, easily being listed on one page. Typical offenses are stealing or killing a crew member. This is not to say the helmsman on a ship must obey every order of a captain, just that his superiors may look down upon him if he is acting in an unappropriate manner. Any captain foolish enough to order the helmsman into combat (where he is not needed), or to hand over personal items, however, frequently finds himself barred from the guild's services for a month or two.

The documents signed, if a helmsman is paying off his embedding through servitude, involve employment by the guild for ten years. Upgrading to a class A gem requires another ten years of servitude in this way (assuming the first ten years are finished, if not this time is added). A mage may belong to the Helmsman Guild for longer than his contract states, but must sign yet another contract which is renewed on a yearly or biyearly (the helmsman decides) fashion. Those continuing employment in the guild with no debt receive 50% of the money they earn, and are almost surely guarunteed a job at all times. Many magi stay within the guild, as it also provides support in the form of refuge when needed, aswell as magical tuetelage when paid for, but some go rogue.

A rogue helmsman is not running from the law (unless he has broken his contract and fled the guild, in which case he is a hunted rogue helmsman - described further below), but instead seeks employment in his own fashion. However, any respectable trader or ship owner seeking a helmsman will likely goto the Helmsman Guild, and such employment is hard to find. Typical rogue helmsman are magi seeking their own ships, or adventuring with friends, or those who simply hire themselves out occasionally when they need the money.

Hunted rogue helmsmen are those who have unlawfully broken their contract. They are typically hunted down by members of the guild (usually free members - those higher level magi, who are sent on specific missions for the guild itself, while not seeking their own aims), and brought back to be cut. This is the term given to the process in which a gem (either class A or B) is forcibly remove from the user, scarring him or her for life, and destroying the gem. Furthermore, a cut lowers the recipients level by two permanently, and his charisma by four (unless he manages to hide the large, round, festering scar in his forehead), and his intelligence by two. It is done only in the rarest of cases, and such helmsman usually become bitter, angry opponents for the guild for life.

Some, higher level, magi within the guild are granted the title of Free Member. They are fit to pick and choose their assignments, but are still bound within the restrictions of the guild (although they retain 75% of the money they earn), and are frequently sent on missions (such as aquiring more crystals, or seeking hunted rogue helmsmen). There is also a council of 7 Great Helmsman, who are all higher than 20th level, and have somehow enhanced their Class A gems to hold 50% more mana. They are never hired out to others, but instead are the ruling voice of the Helmsman Guild. They are also the ones who perform the embeddings, and negotiate with the more important clients.

Note that many dignitaries and nobles, especially those controlling trading ports, give the Helmsman Guild much respect. One such leader was known to publicly insult an denounce the Helmsman Guild, calling them fascist controllers of space travel, and subsequently found no ship was permitted to travel to his port, and he soon went out of business. This is not to say the Guild must be given a huge amount of respect (no more than any other power within wildspace), but that it has a great tendency to take to disrespect harshly.



Dwarven Helmsmen

Since dwarves have no magi within their ranks, they have instead found a slightly different way of using the crystals for piloting their ships. Typically, a large dwarven citadel will hold a huge crystal at the very heart of it, around the forges the dwarves use to make items. The crystal (which is usually 5 to 10 feet in width, and sometimes 30 feet tall) is an exceedingly rare form of mana crystal known as a Gartha Crystal. These Gartha Crystals can be found in only a few, secluded places, usually far deep beneath a planets surface. They are, in fact, mined by planetary dwarves, and sold to their spelljamming cousins. There is a 5% chance for any dwarven groundling colony to have a sufficient mine for Gartha Crystals, +10% for every size catergory of the colony. If the mine is sufficient, then 1d6+2 Gartha Crystals can be mined from the rock, although it takes 25 months to mine a single Gartha Crystal without damaging it.

It involves many rituals and careful preparations to not destroy Gartha Crysatls during the mining process (there being a 25% chance of destruction occurring - although this yields 2d100 normal mana crystals).

Once a Gartha Crystal has been extracted, it is given to the space-faring dwarves, as those with Gartha Crystals are usually the ones setting up new mines across space, and carrying goods from groundling mines (ie mana crystals) to be sold.

Gartha crystals power a ship by slowly seeping their power into the stones around them, in the form of crystalline tendrils. These tendrils take a year to properly coax into growing throughout a citadel, but remain totally hidden from view once completed. They can be damaged, however, and are sometimes required to be repaired by the dwarves. This can be a lengthy process, due to tunnelling to get to the appropriate tendril etc, and so some citadels (usually those expecting battle quite regularly) have small access tunnels along the length of the tendrils. These are known as Gortha Tubes. Dwarves can crawl through them with relative ease to reach a broken portion of a crystal. Once reached, there are a few dwarven runes that can be sketched into a Gortha Tendril to repair it (similar to mending etc). Similarly, it is dwarven priests who identify the damaged tendrils, and their locations.

Three dwarven priests are always stationed around a Gortha Crystal, usually kneeling before it in a sembalance of meditation. It is these that control the direction and speed of the ship. Through their link with the ship (in which each envisions himself and the others floating around the ship, nothing like the "oneness" descrbied by normal helmsmen), they also immediately identify damaged tendrils, and their rough location (ie at the end of, halway along etc).

Gartha Crystals do not actually take their power from within, but amplify the power of dwarven forges. Typical use of dwarven forges, within a Gartha Crystal citadel, provide 100% speed. Coal, and other such flammable substances, is used to power to fires, and most of the excess heat is absorbed by the Gartha Crystal (through specific tendrils), and used to power the ship. Gartha Crystals also draw in (through their tendrils) noxious fumes of these substances (ie the smoke of coal etc), and redistribute them in the form of soil nutrients, in special gardens with citadels where dwarves grow their foods. Here, plants are grown for food and oxygen replenishing, which works 25% more effectively dueto the Gartha Crystals prescence.

A Gartha Crystal can also be used to display to the inhabitants of the ship any view from the outside of the ship, up to 10 miles away. This is controlled, again, by the priests controlling the Gortha Crystal (who are collectively known as Gorsmen).

Dwarves also exist who have become helmsmen. These dwarves do not have their gems embedded in their foreheads, but instead loose an eye in the process. This is due to the lack of magical potential in the dwarevn frontal lobe, and thus the crystal requires a different path to the brain. The crystals, however, work just as good for the dwarves as any other race, and the dwarves can be of any class (note however, no other race seems to be capable of this type of embedding, except a few other races who have no magi within their ranks).



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