Range: 300 yds
Components: V, S
Duration: up to 1 ships/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This spell is used by ships, spelljammers, and other vessels to determine who the other ship works for. It will identify the other ship's heraldic symbol (if any) and give the information to the caster. If the diviner also has the Heraldry non-weapon proficiency, he can determine the regent(s) of the domain and also general information about the domain (main race, domain language). This spell cannot aid its caster if the ship to be affected by Heraldry has no heraldic symbol or has no allegiance (the symbol need not be visible). The caster may affect one ship per level, and if the max amount of ships is not checked within 24 hours, the spell expires.
Elemental Air, Force
Range: 20 yds
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: 1/2 damage
This spell causes the air around the target creature to implode, the shock of which causing damage to the target creature. The "material" component of this spell is the air that implodes, which on a planet or moon really has no effect on the surrounding environment. But on a spelljammer or in an air-tight room, this spell consumes enough air for one Man-sized person for one day for every two levels.
Vengeance does 1d3/level to S-M creatures, 1d2/level to size L creatures, and no damage to size H-G creatures. Vengeance cannot cause hull damage to ships, but it can damage a ship's heavy weapons (albeit not much).
Range 0
Components V, S
Duration 2 turns per level
Casting Time 4
Area of Effect Creature touched
Saving Throw Negates
This spell creates a small invisible mask of air that is connected to the plane of air around the recipient's face. This mask will allow the user to breathe normally in almost any condition. In a stinking cloud, under water, or (in Spelljammer) in wild space or Pholgeston. Talking is normal through the mask, and allows for spell casting of spells that require verbal components when in such conditions.
Range: 0
Components: V, S
Duration: 2 turns per level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell was created by Darklight when he was captain of a spelljamming vessel crewed by a mix of plasmoids, lizardmen, xixchil, and hurwaeti. It was designed in an attempt to keep local populations from being thrown into chaos at every landing.
The spell creates a subtle field of illusion and enchantment around 2 HD of creatures per caster level, which lasts for two turns per caster level. This field clings to each being touched, whether they remain in a group or not, and radiates an insidious message to all who encounter or view the affected beings. This message reassures onlookers that there is nothing out of the ordinary about these beings. Thus, the most bizarre of beings may enter crowded groundling cities and not be subject to undue attention or attack. A side effect of this is that all reaction modifiers are nullified, negating Charisma and related bonuses.
When an observer is questioned later about a being under the field's protection, they will remember the event precisely, and may become puzzled retroactively at their lack of reaction beforehand. The magic of the field tends to prevent this realization from becoming traumatic, however. Certain very powerful or extraplanar beings may not be affected by this spell: especially dragons, demons, devils, daemons, etc. generally will not sustain such a subtle camouflage, as their natural aura negates the feeble cloaking of this spell.
Elemental Air
Range: Touch
Components: V, S, M
Duration: 3 rounds + 1/level
Casting Time: 4
Area of Effect: Caster or target creature
Saving Throw: Neg.
This spell creates a small barrier of void around the caster or target. Unwilling targets are allowed a save. vs. spells to avoid the effects of the spell. This barrier is 1" off the target's body and 6" thick. It is visible as a black shimmer, and gives the caster a +1 bonus to his AC (+4 indarkness).
Any spell that creates a gas or a gaseous attack from a creature cannot touch the caster. Flame spells are only half effective. Most other attacks function normally. This spell protects the caster from gaseous creatures, for they cannot penetrate the void.
A detrimental side effect is that the air elementalist suffers a -2 to all his attack rolls for the duration because it's difficult to see through the void that surrounds him.
The material component for this spell is a small piece trimmed off of any organic, living spelljamming vessel (such as a clipping from an elven or xixchil ship).
Range: Touch
Components: V, S, M
Duration: 1 round/ level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell surrounds the hull and masts of a single vessel with an invisible field of force which absorbs and cushions damage caused to the vessel by artillery weapons, rams and collisions. The spell will absorb one hull points of damage per caster level before dissipating (unless the duration ends first). Damage caused by fire, acid, or magical forces (like a Magic Missile spell) is not absorbed (note that colliding with a Wall of Force is physical, not magical damage and is thus absorbed). The crew can benefit only indirectly from this benefit, the proctect only extends about an inch from the ship's surfaces. Thus a rain of arrows onto an open deck will still be a danger to the crew. The caster can affect a vessel upto 5 SJ tons per level in size.
A vessel may have only one "ship shield" active at a time.
The material component of this spell is a cut diamond of no less then 1,000 gp value.
Disciplines: Metapsionic Devotion
MAC: 10
PSP: 1+ / 1+ per turn
Range/Area Of Effect: Self
Prerequisites: none
Allows a psi to power a spelljamming helm. PSP cost is 1/turn for a minor helm or 2/turn for a major helm. One PSP per turn *can* be spent while on a major helm, in which case it acts as if it were a minor helm. Power will work even within a Dispel Magic area, thought the PSP cost is doubled.
This power has a few side effects. The psi will glow if Detect Magic is cast on him or he is within the area of effect. It will disrupt magical experiments and spells which call for magical 'purity' in the area, such as the Identify spell or the process of creating a magical item. In wild magic zones, it can cause mild wild surges. As far as the everyday mage is concerned, this power is similar to Nystul's Magical Aura.