Helms have individual character, something defined in our game by helm traits.
Each helm has cruising speed, which all helms except tactical helms possess. If the helm has more than one trait there is a 75% chance that one of these traits is Dweomer Boost.
Dweomer Boost: This is one of the most common properties found in spelljamming helms. The helmsman when sitting in the helm is able to augment the ship’s speed by casting spells into the helm itself. This is the only instance in which spells can be cast from the helm. For every three spell levels channeled into the helm the ship gains +1 TR for one round (Maximum of +3 TR). (Transmutation)
Chameleon: This helm modification allows a ship and crew to be disguised by an illusion which is identical to a change self spell on a larger scale. The maximum dimensions of the disguised ship is 140 feet length, width and height. All portions of the ship and it crew must be within 70 feet of the helm to be affected by this effect. (Illusion)
Cloaking: Ships with cloaking ability can become completely invisible along with its crew/passengers. The helmsman can invoke this ability five times a day, and each instance lasts for a number of rounds equal to the pilot’s caster level. The helm placement is very important for all of the ship must be within 90 feet of helm; this limits the size of ship that makes use of the cloaking helm. (Illusion)
Cruising Speed: This property is found on 75% of all helms. Helms without it are commonly referred to as tactical helms. This property makes it possible to propel the ship to a cruising speed of 100 million miles per day as long it is not within an empyrean bubble of a planet or another object of huge size or larger. This is commonly refered to as Spelljamming Speed. (Transmutation)
Lifejammer: Lifejammers are helms that enhanced further by feeding off the life energies of its victims. A helm with this modifier is fueled by it’s victim’s life force. The victim has no choice and there is no Save. A lifejammer drains 1d4 constitution drain per day and provides a flat TR of 3. The Neogi and Illithids are known to commonly employ these twisted helms and power them with slaves.(Necromancy)
One with the Ship: This helm does more then just moves the ship; it allows the helmsman to see and hear into all rooms of the ship and onto the deck while just sitting in the spelljamming helm. (Divination).
Epic Spelljamming Helm Special Ability Descriptions
While most standard helms have the cruising speed trait plus some of the more common abilities such as dweomer boost, epic helms have some truly amazing abilities! Some of those abilities include cloaking and the ability to phase thru an asteroid. These abilities are detailed below. A spelljamming helm with a special ability must have at least 40 feet of movement.
Ultra Cruising Speed: Most spelljamming helm are not equipped with this property and those that are become legends very quickly as being known as the fastest ships in the sphere where it does business. The ship can cruise at a speed of 200 million miles per day as long the ship is not within an empyrean bubble of a planet or another object of huge size or larger. (Transmutation)
Major Cloaking: Ship with ability of major cloaking can become completely invisible along with its crew/passengers much like the standard cloaking helm ability except that it can affect a much larger ship. The helmsman can invoke this ability five times a day. The helm placement is very important for all of the ship must be within 135 feet of helm; this limits the size of ship that makes use of the cloaking helm.(Illusion)
Phasing: A spelljamming helm with this ability is able to allow ship and crew to phase through solid objects (such as asteroids). The helm placement is very important for all of the ship must be within 135 feet of helm, least some section of the ship will not be able to phase. Only those crew that are in contact of the ships hull or in room on board the ship that is full encased. (Transmutation)
Adapted from the works of Mark Doolan on The Shattered Fractine