This is some thoughts I wrote on Spelljammer a little while back. This is meant as an explanation of the "science" of magic, as much as Spelljamming.
Æther in Greek mythology is one of the Protogenoi, the first-born elemental gods. He is the personification of the upper sky, space, and heaven, and is the elemental god of the "Bright, Glowing, Upper Air." He is the pure upper air that the gods breathe, as opposed to the normal air mortals breathe. According to ancient and medieval science æther is the material that fills the region of the universe above the terrestrial sphere.
I propose this usage of æther be used to define magic. Æther is the medium of magic. As a medium used in this manner, magic is easier explained. Dead magic areas have somehow been purged of æther. Magic is the manipulation of this medium. Wizard use science, sorcerers use personal connection, clerics borrow from the gods, and psions manipulate it with the mind. Æther can be used by GMs, or ignored. Not all cultures need to be aware of the medium to use it.
How does this help Spelljammer? Helms are the device through which the medium of Æther is transformed to interact with the physical world. Using this model, we can change helms from a power source to a control device. Casters would not lose their spells. It would be a device for casters, but still allow those with Use Magic Device to attempt control. Helm use can impose fatigue and other conditions for usage, which in turn may limit spell usage. This can also enhance a spellcaster. Feats can be incorporated for magic use while using a helm, akin to natural spell for druids. One can be made for delivering touch spells to anyone touch the vessel. Not enhancing the spells, but allowing a shocking grasp to be delivered to a foe sneaking behind a friend. Or, casting a cure spell to a badly injured crewman.
Helms are the device through which the medium of æther is transformed to interact with the physical world. In what way, you ask? How is this accomplished? Let me start with how I plan to handle helms in my campaign. Helms are magic items. Some items require that the spells involved in the creation actually be on the spell list of the given class of spellcaster that plans to use the item. This is usually applied only to scrolls, wands, staves, and such. I say this is applied to helms. Why? Because I say it is required for a basic understanding of the principles involved for using the helm to interact with the vessel. This is why the helm is supposed to be used by a spellcaster. I do NOT propose to use the old 2e trope of draining spells from casters.
This is a wondrous item, as such it is constant. I also propose 3 main types of helms, to fall in line with the naming conventions of spells and items in 3.Xe: Minor Helms, Helms, & Greater Helms. I say this also to include an expansion of the size classes, adding 3 classes beyond colossal. Also, since I plan of using a variation of Bastion Press’s Airships rules for construction, I will list tonnages for each size class. Airships uses air tons, which are defined as a 10’ x 10’ x 10’ cube, or 1000 ft3. This is a smaller ton that of SJ. Airships also caps construction at 100 tons, which is fine for their product, but not for Spelljamming. Minor Helms can move ships up to 100 tons, Helms up to 500 tons, and Greater Helms up to 1000 tons. Larger ships will need series Helms, and such, to move them. There are other prime movers, such as the dwarven forge, but these are beyond this post for now.
Since I will be working with the Pathfinder RPG rules, I plan on using the Fly skill to pilot a Helm. This cuts down on any skill point tax, as many casters will likely have some ranks in Fly to begin with.
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