Magic Items Of The Mists
The most important magic items in the World of Mists are the spelljamming helm and the spelljamming backbone, so they are listed first. Other items in the usual categories (Arms, Armour, Rods, Rings, Staffs, Wondrous Items) may follow later, but will always be secondary compared to the Helm and the Backbone.
The Spelljamming Backbone
The backbone of a spelljammer is magical. It keeps the atmosphere and
gravity stable (or makes maintaning either possible, depending on the
physics used). It can be made from the bones of a creature of at least
Huge size, maybe with exceptions for very small vessels, but usually they
are made from beams of strong wood, or metal embedded into the wooden
skeleton of the ship. When the backbone is destroyed, it is allowed one
last fortitude save. When successful, each piece of at least medium size
(4 ft. length) maintains a small atmosphere.
Caster Level: 13th; Prerequisites: Craft Wondrous Items;
gust of wind, reverse gravity; Market Price: up to 30 tons:
80,000 GP; 30 to 60 tons: 90,000 GP; 60 to 90 tons 100,000 GP; 90 tons
or more: 120,000 GP;
The wizard enchanting the backbone does not have to create the large physical item. He is probably better off having it made by master artisans. The price includes the creation of the large structure. The process costs the wizard only 10,000 GP plus 1000 GP per size and 1,000 XP plus 100 XP per size. The enchanting of the backbone takes ten days, but unlike most other such rituals, may be performed in almost any weather conditions, except the most hostile ones, which allow pausing until the averse conditions are gone, but increases the time needed to complete the process by one day for each day paused.
The Spelljamming Helm
Spelljammers are moved by a magical device called the spelljamming helm, which drains magical (or psionic unless the psionics are different rule is used) energy from spellcasters to power the motion of the ship. One mystic (arcane or divine spellcaster oe psionicist) may power a helm for up to eight hours, then their energy is spent and a replacement must be ready. Should this happen in an atmosphere, the spelljammer falls to the ground, it and the crew suffering according falling damage. In space the vessel keeps on floating, but its movement and direction cannot be controlled, until the helm is manned again. There are several types of helm, which can move vessels of different size, or use different types of energy for propulsion.
Artifurnace: This rare and potentially dangerous helm has the
same power as a major helm (100+1d10 tons), but instead of being fueled
by the power of a spellcaster or psionicist, it saps the theoretically
inexhaustible power of a major artifact. Needless to say, the creator of
the artifact, when still around, will generally object to such treatment
of the precious item. In addition any sentient artifact may try to steer
the ship to any destination it desires (and free itself from the
humiliating treatment). In addition the artifurnace has a cumulative 1%
chance per day the same artifact is used to permanently destroy the item,
as though it was affected by Mordenkainen's disjunction. When a
minor artifact is used, it has a cumulative chance of 5% per day of being
used that way of being permanently destroyed. The TM of the ship is half
the artifacts caster level.
Caster Level: 18th; Prerequisites: Craft Wondrous Items,
Mordenkainen's disjunction, teleportation circle); Market
Price: 200,000 GP
Death Helm: This insidious creation is more twisted version of
the lifejammer. In addition to being powered by the life-force of the
unfortunate victim thrust into it, it makes the victim enjoy being on
the helm and it will never leave out of free will. An initial will save
DC 23) can negate the dominate monster effect. The DC of the save
to remove the negative levels received from the death helm is 16, if the
victim is still alive when leaving the death helm. The power of a death
helm is identical with that of a major helm (100+1d20 tons). The TM of
the ship is half of the victims current HD.
Caster Level: 18th; Prerequisites: Craft Wondrous Items,
dominate person, energy drain, teleportation circle, creator must
be evil; Market Price: 200,000 GP
Forge: Exclusively used by dwarves, this helm focuses the
mining and forging dwarves do within their rock ships into magical
motion energy. It can move by far the largest ship of all known helms,
having no known size limit, as long as the ship is mostly made of stone.
Due to the constant forging and work required to power the helm, ships
powered by forges tend to take on a very detailed and finished type of
look. Forge powered ships that cannot be worked on any more, often
become fortified outposts. The forge itself is usually an intricately
created shrine to a dwarven god or the dwarven pantheon. The TM of a
forge powered ship is 1 for every 50 working dwarves (max. 10).
Caster Level: 20th; Prerequisites: Craft Wondrous Items,
break enchantment, gate, holy aura, creator must be dwarf;
Market Price: 300,000 GP
Furnace: This specialised version of the minor helm (60+1d10
tons), burns magical items to provide motive force. The helm consumes
500 GP worth of magic item per hour. When more than half of an items
value has been consumed, the item becomes inert and uses its magical
power. It may still be repaired, as described in Chapter 8 of the
DMG. When an items value has dropped below a quarter of its original
value, it becomes a useless magical bauble without any effect. Once
an item's value has been consumed, it is permanently destroyed, but
may still be a non-magical masterwork item, particularly if it was
an armour or weapon before. Charged items loose a charge for every
proper fraction of the value being consumed. A furnace looks like an
oven made of wood. The TM of the ship is one half of the item's
caster level.
Caster Level: 14th; Prerequisites: Craft Wondrous Items,
greater dispelling, teleport without error; Market Price:
100,000 GP
Lifejammer: This insidious minor helm drains life energy
instead of magical energy. Since being consumed by a lifejammer is
generally unpleasant, the victims have to be kept in the helm by
physical restraints, which are usually included in its make, making
it look quite similar to a modern-day electric chair. The DC to
remove the negative levels is 16. The TM is half of the victims HD.
Caster Level: 14th; Prerequisites: Craft Wondrous Items,
enervation, greater teleport, creator must be evil;
Market Price: 100,000 GP
Major Helm: The basic helm for all larger ships. It can power
a ship of up to 100+1d20 tons to spelljamming speed and drains spell
levels or power points from its user, which are exhausted after eight
hours, no matter what the caster or manifester level. The TM of a
spelljammer with a major helm is always half the caster or manifester
level of the spellcaster or psionic character using the helm.
Caster Level: 17th; Prerequisites: Craft Wondrous Items,
teleportation circle Market Price: 200,000 GP
Medium Helm: The most common helm in space. It can power ships up to
60 + 1d10 tons to spelljamming speed. Like all standard helms, it drains spell
levels or power points from its user, which are exhausted after eight hours. The
TM of a spelljammer with a minor helm is half the caster or manifester level of
the spellcaster or psionic character using the helm.
Caster Level: 14th; Prerequisites: Craft Wondrous Items, greater
teleport; Market Price: 100,000 GP
Minor Helm: This is the weakest available helm, but is also less pricey
than any other variant. It can only propel ships of 20+1d6 tons to spelljamming
speed. Mostly it is used on really small ships. The TM of of a spelljammer with
a mini helm is always half the caster or manifester level of the spellcaster or
psionic character using the helm.
Caster Level: 14th; Prerequisites: Craft Wondrous Items,
teleport; Market Price: 50,000 GP
Series Helm: The series helm draws upon the spell-like abilities of a number of creatures working together. It comes in medium and major variations, with the same ability to accelerate a ship to spelljamming speeds as those helms. The TM of a ship using a series helm is one third of the highest caster level of the creatures involved plus one for every creature using the helm in addition to the lead creature. The magical or psionic power of the creatures involved is drained after eight hours.
Medium Series Helm: Caster Level: 14th or Manifester Level: 15th; Prerequisites: Craft Wondrous Items, Circle Leader, greater teleport or Craft Universal Item; metaconcert, psionic greater teleport; Market Price: 100,000 GP; Major Series Helm: Replace (Psionic) Greater Teleport with (Psionic) Teleportation Circle. Caster or Manifester Level: 17th; Market Price: 200,000 GP.