Rules Of The Mists

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.

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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.