This spell temporarily scrambles an operating spelljamming helm within range.
The selected target must be within the caster's line of sight. If the target has no helm operating when the spell is cast, the spell is wasted. The affected helm instantly ceases operating and cannot be activated again until the spell expires.
A Will save is allowed for helmsmen. If successful, the helmsman suffers only 1d3 hit-points of damage, accompanied by intense but brief pain in the head. If the Will save does not succeed the helmsman is unconscious for 1d6 rounds and suffers 1d3 hit-points of damage plus 1 hit point per level of the caster.
Disable Helm, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.
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Disable Helm, © 1990 Wizards of the Coast, Inc.
d20 System, Conversion of Disable Helm ©2002,
Mark Doolan
Original Source: Lost Ships