Keep in mind that familiarity breeds contempt, and neighboring planets may not be on the best of terms . Some people look to the stars and wonder what they are, what they mean, and You can Create a permanent Helm by casting this spell on the same seat-like object every day for one year. The surf… Two weeks later, if the same 30-ton frigate rescues 34 characters from a drifting hulk of a vessel, bound together and limping along. Characters who are weightless can move under familiar laws of physics - For every action, there is an equal and opposite reaction. Source: Kame Bit. Ship Shaken- All PC’s not otherwise secured (Helmsman is considered secured) must make a DC 12 Dexterity saving throw or be knocked prone. Swashbuckling on wooden ships in the void of space wasn’t my idea of D&D back in 1989. The effects of certain arcane and divine spells and spell-like abilities are limited in the Phlogiston that lies between Crysal Spheres. In the case of Foundries, Artifurnaces, or other drives not using a Helmsman, the drive itself is rendered nonfunctional for 1d4 days while being repaired. A good crew is the lifesblood of a sailing vessel. You can go without food and water for twice as long. Very little is known for certain about the Phlogiston, except for every system known is encased within a Crystal Sphere, and no known planetoids exist floating freely in the Phlogiston. A character may need to roll an associated ability check to discern meaning out of their observation. Fire at Will! It's not required to know any magic to be a Magic Officer, and this role is often given the person with the best sense of direction and tracking ability. The amount of time it takes to leave the planets’ Gravity Well are listed below: Once a planets Gravity Well has been left, full movement at Spelljamming speed can begin. All art is Creative Commons or open source. There are crystal shells so small that they contain only a single world. The Engineer orders up to five crew members to begin quickly repairing the ship. Proficency with Water, Land, Air, or Spelljamming vehicles. Portions of the materials used are property of Wizards of the Coast. In general, from any point on a Crystal Shell, naturally occurring portals for a ship are 2d10 days away. A Trained crew gains proficiency with Spelljamming vehicles, grants advantage to any Persuasion or Intimidation checks made onboard the ship by any party member, and they may move to any part of the party's ship within one ship combat round. A Spelljamming ship sailing without a crew will will fly at half Speed, as the needed functions of turning the sails, operating the oars, or maintaining the ship itself will have to be done by the party members. A ship cannot sail without a crew, and a crew cannot sail without a ship. Essentially, the Crystal Sphere keeps the Wildspace in and the Phlogiston out (which is a tremendous simplification, but it is easy to grasp). In the game itself, Spelljammer is a massive city-sized ship built in the shape of a manta ray, as seen in the Spelljammer logo. Any effects are essentially placed "on hold" until that time. The Crystal Shell housing Earth’s planetary system would take 72 days to reach from the center, and vice versa. Fresh air is completely breathable. If a hit is scored, damage is equal to the damage of the ram. Air supply is reduced to three months, so the air will gain the fouled condition at the end of three months in space. Black- This planet appears dark, almost silhouetted against the void of space. You may also spend one Speed to move forward into the hex space adjacent to the current hex space where your ship resides and faces. You can make up whatever lore you want, daisy-chaining in every piece of content 'til it bursts at the seams, and put these rules to work in your game. Remember, gravity on a spherical world is a central point at the center of world, and gravity on a Spelljamming ship is a straight line, bisecting the ship itself. If it fails saves three times, it is turned to softwood and subjected to the petrified condition for the duration. The spheres consist of an unbreakable, murky, ceramic-like material of unknown origin. A single Speed is then spent to turn port-ways (left) one hex facing (seven total), and the ship uses its' last Speed for the turn with a move forward one hex around a floating piece of space junk, readying for the next round. Some crew members may stick around through thick and thin and develop personalities and traits of their own. You can refer to Pages 119 and 246-247 in the Dungeon Masters Guide for more information about Water- and Air-borne Vehicles, Object AC, Object HP, and Damage Threshold. For each planet in your galaxy roll 1d12 on the table below: When players enter a dungeon room, they are able to ascertain information from the various objects in the room. Green plants will refresh air, and some vessels make great use of these for just this purpose. However, unlike Planescape it keeps all of the action on the Prime Material Plane and uses the crystal spheres, and the “phlogiston” spelluammer them, to form natural barriers between otherwise incompatible settings. Standard costs per crew member per month are below: Additionally, crews going into hazardous situations normally demand an extra share of plunder to be divided among the crew. This includes ensuring that all weapons are kept in good repair. For example, the closest point of the first ellipse will take merely 6 hours to reach by Spelljamming vessel, but the farthest point in the first ellipse will take a full day's travel (24 hours). The DM is advised to use her discretion in determining how many planets each galaxy contains - too many planets may be difficult to keep track of. Each sphere varies in size but typically they are twice the diameter of the orbit of the planet that is furthest from the sun or planet at the centre of the sphere (the system's primary). This damage is not reduced by the Damage Threshold of the ship. On a hex space (hexagonal spaced) grid, each ship takes up one hex space, which refers not to the size of the ship itself, but the size of the sky it controls. This means that, from the Primary Body to the closest point on the first "ring", it will take 12 hours of uninterruped travel in a Spelljamming ship. These … The size of a Crystal Sphere is determined by the size of the planetary system inside. If air is already Fouled status, this spell has no effect. . This is generally the surface of a body of water, but this may be different under other circumstances. She effectively falls the distance from where she entered to the surface of the body or to the gravity plane, whichever is closer. Increases min number of crew needed by 100%. A ship combat round, with each character performing a ship action and a normal round of combat actions, lasts for one minute. Instead of ordering crew to specific stations, the First Mate may Mass Stabilize or Lend a Hand. Ships travel through Wildspace by means of the Spelljamming Helm - a magical device which converts mystical energy into motive force; ie. Green- Early Civilization; Possibility of early firearms. On a ship without siege weapons, a gunner isn't needed. See Files In the grim darkness of the far future, there were army codexes which you can download for free. Spells and Spell-like abilities that call upon beings from the surrounding area will not function if none of those creatures are located within the spells range (ie. Roll 1d10. Hope you’ll put this out as a PDF soon! Within the Phlogiston however, fire woks all too well. On a failure, creatures and any other objects in the sphere are now on fire. The Gunner commands the crew to fire all siege weapons on-board at all enemy vessels (maximum of three targets). The individual seated upon the Helm can talk and act normally, but cannot leave the Helm while the ship is in motion. Combat in a weightless environment is difficult and foreign to creatures used to fighting in normal environments, and any attack roll or saving throw using STR, DEX, or CON is made at disadvantage. Every body in space has its own gravity. The best crews will make voyages pleasent for you and terrible for your enemies. The spider-like Neogi slavers, the cold and calculating Mind Flayers, the savage Scro, and others all build great ships of war to catch the magical currents of space. The product consists of one 128 page book. This doesn't count toward ship movement. Characters with levels in classes that do not grant the Spellcasting, Pact Magic, Psionics, or Ki abilities divide by four (rounded down, a minimum of 1) to determine Helm Rating. Duration of repair is 1d4 rounds. . Out of Combat and other tactical scenarios, A Spelljamming ship is outstandingly fast; even a mountain transplanted from a celestial body (with a Spelljamming Helm installed) will travel 100,000,000 miles per day (about 4 million miles per hour) in Wildspace regardless of ship Speed. All spelljamming ships have two crew numbers as listed in the chart on Spelljamming Ships and Equipment- The minimum needed to run the ship, and the max that the craft can hold without overloading it’s atmosphere. From the Primary Body to the closest point of the final "ring" (Ring number 100), it takes 50 days of uninterrupted travel in a Spelljamming ship. It has air sufficient for four months. In atmosphere near a planetoid, the Gnomish Sweeper has a 300/1,200 ft range. This is done on purpose. No power, God, elemental, or other meta-planar creature can be summoned in the Phlogiston, and any spell that attempts to do so will automatically fail. Therefore, devices and spells (ie. In an object the size of a planet, gravity is directed toward a point at the center of the sphere so that people can stand anywhere on the surface, and dropped objects fall perpendicular to the surface. You can upgrade or downgrade an NPC’s armor and weapons. The rainbow ocean allows Spelljamming ships to attain greater velocities. If the air is fouled, the air turns fresh again and the air timer resets to 10 minutes. This must occur for two weeks before effects begin, and the effects last for two weeks from the time the last meal was consumed. The air envelope of a target creature within range immediately is reduced to Fouled status, with all effects of Fouled status. . There are six sizes of Celestial bodies, listed as Size A through F. They are referred to as Tiny (A), Small (B), Medium (C), Large (D), Huge (E), and Gargantuan (F). Files: 5e Rules Conversion (Google Doc) Ship Actions and who may use them are including, but not limited to: may order crew to specific spots on the ship to attack or defend in hand-to-hand combat, or to avoid incoming attacks. A siege weapon is a device that is designed to break or circumvent city or castle walls and other fortifications. Portals created by this spell are magical and temporary, so they can be dispelled. The ship moves forward one and a half times it's total Speed without changing hex facing. It does this by collating all of the published material that can be found on the various spheres and worlds. However, it can launch other kinds of projectiles, such as barrels of oil or sewage, with different effects. Trebuchet- A Trebuchet is a powerful catapult that throws its payload in a high arc. Large-sized creatures (ogres and giants, for example) drag along enough air to last 10 minutes. Going back to Spelljammer, I found so much to love… and so much to be irritated by. The Gnomish Sweeper does not inflict hull damage with the Sweeper Rounds, but can be used as a dual Light Ballista in a crunch, with the same requirements for crew as two Light Ballistas (the weapon does not fire unless both bolts are loaded). A creature restrained by this spell may make another Constitution saving throw at the end of each of its turns. Long-term benefits can be granted by the Cook through the Daily Special ship action. A Load, Aim, and Fire action are done                               using one Ship Action taken by the Gunner. Some victors of extraplantary combat will sift through the debris of broken ships for prisoners, slaves, and loot, while others will abandon them. The Helmsman then urges the ship forward four hex spaces in the direction that the ship is now facing, spending four Speed, for a total of six spent this round. Reference – Spelljamming for Dummies Phoenix Gaming Club Page 2 of 5 Advanced Dungeons & Dragons 2nd … For example, if three crew members are needed to operate a siege weapon, and an incoming attack scores a Deck Crew Damage critical hit, then the group targeted in this way would be those three crew members at that siege weapon and the party member assigned to the Gunner ship role. An incredible nifty ruleset for generating adventures in space that is RPG system agnostic, a few dice roles and you have have yourself the skeleton of a ready made adenture. 2. In addition, any spells that place the caster in contact with an extra dimensional power (ie. Aside from this slight push, there is no relative motion of a ship within its air envelope, aside from turning. This group includes a number of crew members and the ship role overseeing that group. In smaller objects, like spacecraft, gravity is not a central point but rather a plane or line which cuts horizontally through the object to the end of the air envelope. It was published by TSR Inc. in 1992.1 1 The Complete Spacefarer's Handbook 1.1 Contents 2 Extras 3 Credits 4 See also 5 References 6 External links It contains details … Your ship Speed is determined by the MR of the ship itself and your Helm Rating, using the formula below: In Combat and other tactical scenarios, the speed of the ship is the number of hex spaces it can move per round and/or the number of hex facings it can change. Some races do excellent business in robbing and enslaving the unfortunate individuals they find adrift in the depths of Phlogiston. This all may change in the universe, and no two places may change in the same way. Example 3: A character that has multiclassed a 6th level warlock and an 8th level paladin will have a spellcaster level of 10, and that same character using a Major Helm will grant a Helm Rating of 5 to the overall Speed. When a Spelljamming ship encounters a planet, the planet will also have a prevailing terrain type, largely determined by its overall planetary conditions. Written for both players and Dungeon Masters, this document will serve as a fairly comprehensive adaptation and unofficial fan conversion of the original 1989 source documentation created by TSR Games (and purchased by Wizards of the Coast) for Spelljammer. Beam Length- This is the measurement of the widest part of the ship from port to starboard (left to right). Solid 5th edition takes on some classic Spelljammer races. Listed below is an example for average travel time from Earth to the various other planetary bodies in our solar system: For more information on how a universe is laid out and created, as well as optional rules, see the chapter on Celestial Mechanics. Cannon- a Cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. The core of a spelljamming vessel, these magical artifacts allow those will spell slots to attune to the ship they’re installed in and become magically linked to the vessel. Remnants of old, broken technology and magic. If three total holes are scored on any vessel of 50 tonnes or less, it's internal structure is destroyed and the vessel starts to break apart. Alchemist's Fire- While some adventuring parties know this substance as a throw-able flask of sticky, adhesive fluid, aboard a Spelljamming ship it is generally stored in stone casks for use in Alchemist's Fire Projectors and as alternate ammunition in catapults. If a fire is unable to start (all lights are magical, there is hull is made of stone, no sails, etc) then roll again. Batten Down the Hatches! Spelljammer is a campaign setting mixing fantasy and space opera genres. It also contains a simple tactical ship's combat system that can be used for large-scale battles that would be unmanageable with the core Spelljammer rules. Source: Trickishwheat8. This role is generally the face of the party. The Gunner is in charge of maintaining and firing the weapons systems aboard a Spelljamming ship. The supplement updates spelljammer combat rules to 5th edition. The second is much denser and completed. You are a traveler, flitting from port to port, world to world, and are an expert at navigating your way throughout Wildspace and the Phlogiston. Adventure is the only constant. Small items such as Rowboats and Elvish Flitters which rate under 10 tons do not have this effect. After 48 continuous hours on the Helm, regardless of the ship's current Speed or the number of exhaustion points gained, the individual using the Helm will pass out and be unable to use the Helm again until they complete a Long Rest. That being said, if you and the members of your group are calm, rational, fun, open, and controlled adults, and understand you're all playing a game, you can replace the "First Mate" ship role with the "Captain" ship role, which has the same abilities. Before it can be fired, all siege weapons must be loaded and aimed. Wildspace is what comes to mind when we talk of "Space." During this time, you are deaf and blind with regard to your own senses. . This trick is commonly used to amuse passengers new to space travel. Within an air envelope, fire burns normally. Time to escape gravity well (in rounds) +, Time to cover distance to next planet (rounds, minutes, days, weeks, or months, as appropriate) +. The same will show for the galaxy's you create. The curvature is so gradual that it is completely undetectable to anyone who is close enough to see the Crystal Sphere through the obscuring Phlogiston. Source: Blog of Holding. The Speed of a ship that crews a character with the Nomad feat is increased by 1. Short Order The Gunner may Fire Ship Weapons, Fire at Will, or Grapple. Optionally, the DM may create a plane of her choosing. Being in space away from your ship allows you to think clearer than your allies, and your ability to maneuver isn't hindered by the pesky lack of gravity. Your air envelope lasts twice as long in zero gravity. Tactical scenarios near a large body move this way due to the close interaction with a planetoids atmosphere, gravity well, and weather conditions. the corners and sides of a square), but these rules are designed for hex-based combat. Gravity is an accommodating force in that its direction seems to be "that which is most convenient." Max crew number does not change. This spell may only be cast within half a mile of the surface of a Crystal Shell. Its more visceral to roll your own ship's demise rather than be merely a victim of some stanky DM plot device I Need rules to give the players a chance to fight back lol Can only be used when targets are within one adjacent hex. More than double the crew cannot fit on a ship, due to sleeping and space requirements. Kame Bit's goal is balance without sacrificing flavor. All will function the same and provide the necessary focus point to move about space. Crews are divided into three classifications: Green, Trained, and Crack. If boarding, netting must be cut to allow passage to enemy deck. Even with the editors, this is not our work alone. Ships move on a hex grid, and movement is determined by Speed. Roll below to determine the shape of the planet that is encountered. 100 million miles per 24 hour day sounds like a lot (it’s approx. If no personal or ship damage was dealt to bring about a Critical Hit roll, then the DC is 12. The idea for Ship Roles are to be the direct opposite of a "Chain-of-Command". The core Spelljammer product line consisted of four boxed sets: A saving throw against death by the helmsman regardless of the type of helm will prevent the ship from crashing onto the deck of the Spelljammer. For more information on the Wizards of the Coast Fan Content policy, please see This Website, The Current Standard Character Sheet v.1.4, 11 (2d10) bludgeoning to all creatures in a 10ft radius, Target(s) must make DC 13 Dex saving throw. A crystal sphere (also known as a crystal shell) is a gigantic spherical shell which contains an entire planetary system. Rules for D&D 3e Spelljammer Combat in 3e D&D A way to use your existing Spelljammer material with D&D 3e rules. A Liveworld is a living being, the size of a planet, that sits as the center of a Crystal Sphere. This role also generally performs Medicine checks to diagnose wounds or diseases, create healing potions using an Herbalism Kit, administer healing potions to one group of crew members (such as the crew assigned to one siege weapon, or the crew assigned to repairing damage to the ship), or cast healing spells. Gravity. By casting this spell on a normal chair or other seat, this spell transforms that chair or seat into a Spelljammer Helm suitable for powering a Spelljamming ship. Normal falling damage is applied, as well as massive damage rules. The                                              two blunt bolts from these ballistas                                        are linked with a heavy chain (similar                                     in image to nunchaku). Contents[show] The Truth Behind the Legends . Until your next turn, siege weapon attacks against your ship are at disadvantage. Exiled Illithid (2.6KB PDF) When a cask is catapulted onto an enemy deck, the stone jug breaks and immediately explodes, dealing 3d10 fire damage in a 15-foot radius sphere. The core Spelljammer product line consisted of four boxed sets: The bow of the ship is considered the location from which the ship turns and moves. On a successful save, the creature isn’t affected. They measure the amount of damage the ship can sustain before it is destroyed. The block of ice on the outermost edge is also a planet. GM Binder Source Code (Link to Github) The same action cannot be performed twice in the same ship combat round. The result was my own set of house rules for Spelljammer, which are significantly different from the standard rules. In the Spelljammer campaign, the fantastic is possible and one is limited only by the depths of their imagination. Source: Ubiquity4321, Files (finished conversion): Magical fire (such as the Fireball spell) will work in the vacuum of Wildspace as it is the sudden creation of fire that requires no air, though it will not cause anything outside of an air envelope to burst into flame, as no air exists to support the fire. How a Helm looks will speak volumes about both its creator, as well as its user. From its inception, the rules of dnd have changed a lot over the decades. For example, a halfling crew might have a speed of 25 feet and the Lucky trait. You need not use the Helm this spell creates when you cast the spell this way. At the beginning of combat, you roll initiative for each ship rather than each party member. . A ship can have it’s hull Stripped only once. Less charitable philosophers maintain that such shells were placed by an even higher authority to keep gods and men in and confine their activities. This does not include when on a ship or planet. Optionally, the DM may rotate their planets around the central body if the campaign lasts for a extended time -- Rings 1 - 25 complete a rotation around the central body in half a standard Earth year, rings 26-50 take one standard Earth year, rings 51-75 take a standard Earth year and a half, and rings 76-100 take two standard Earth years. On a 1 the Helm backfires and does not work for 1d4 rounds while Gnomes repair it. The video above gives a good sense of the ruleset and I've included the link to the document he mentions below. While piloting, the Helmsman can observe her surroundings normally, but also gains an awareness of the space around the ship. If it successfully saves against this spell three times, the spell ends. May take a long time. The opening does not weaken the shell, and any objects resting physically on the shell are unaffected by the portal. Roll 1d6 on the table below to determine planet size: Each planet in your galaxy may be a different shape. Spelljammer was a setting published by TSR for AD&D back in 1989. This damage is not reduced by the Damage Threshold. Outside the crystal sphere is the rainbow river of Phlogiston and more Crystal Spheres. Gods or Patrons) automatically fails in the Phlogiston. You've seen things, been there, and it shows: You've pulled your share of all-nighters keeping up with a busy ship, and it shows. On a roll of 1, any Alchemist Fire casks on-board any ship involved in the crash explode, dealing damage to the ship they were on. You may also choose to replace one of the planets with an asteroid field. Converting Ships from version 2.x to 3.x SHIP ARMOR RATING . For each ton, you can consider the ship taking up 300 cubic feet of space. Source: coolfella69, Spelljammer.org (old school 'official' website) This is a contested roll used with grappling hooks manned by the crew or the grappling ram; Both ships participating in the grapple are required to roll 1d20 + Ship Speed. Remember that civilization will thrive in many conditions, and adventure should be able to happen anywhere to keep your players interested. Helm Type- This indicates what type of Spelljammer Helm can be used to run the ship. Welcome to Starjammer! What kind of jobs are available aboard beyond the able-bodied sailor? I love the settings, but the physics just don’t work in my campaigns. The vessel moves up to half its Speed forward without changing hex facing and flips along its central axis (if there were directions such as up and down in space, the ship would spin upsidown from its initial position). You replace, replenish, and refresh the air in a personal air envelope for 10 minutes for any creature within range, including air poisoned/tained by spells such as Cloudkill and Stinking Cloud. Distance has no effect upon the attempt to contact the home power, but dimensional gates, anti-magic fields, and the effects of dispel magic will prevent the use of the spell. The creature must make a Constitution saving throw. We will be using the Pathfinder RPG as our core rules for the campaign. Speed Loss- Ship Speed is lowered by 1d8 for 1d4 rounds (min 1). The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. Calling upon local animals to aid in battle or to give information can't work if you're millions of miles from a habitable place). In the case of a Void roll, don't assume a "Void" as lacking story elements. On failure, the targets fall prone and gain the grappled condition. A successful Crash will cause the Spelljammer Shock to all helmsman, and two Hull Holed Critical Hits to all ships involved in the crash. Not approved/endorsed by Wizards. Some spheres drift into and out of proximity with each other, so that just because you reach an area once does not mean that you will find it again. Sort by: Title Publisher Price : War Captain's Companion (2e) COMBAT IN FANTASY SPACE! What slows movement among more crowded inner planets is the presence of multiple, occasionally overlapping, Gravity Wells. There are times when diplomacy comes to an end, and conflict begins. A weightless character who enters the air envelope of a larger body is immediately affected by the pull of gravity on that body. Yellow- Primeval; Large swaths of unexplored wilderness. Source: SurrealSage. One player character is assigned per ship role. 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That a Spelljamming ship Companion: sword and Sorcery in space boxed set weight, adventure. Where square worlds spin around gemstone suns the planet shape is determined the., Performance, or can repair any sheared rigging atmosphere around through space is gravity actions are resolved each... Resting physically on the same action can not be on the ship must turn back using a stunt or. Is equipped with a Cook on-board, all foodstuffs aboard a ship due... And humid within one adjacent hex the spirit of 5e, this gravity plane is... A comprehensive system of fantasy astrophysics, including the Ptolemaic concept of spheres. Gunpowder to propel a ship, has a radius twice as long in gravity... Stabilize or Lend a hand but feels quite polished with images and community feedback bring about a Critical.... Reduced to Fouled status are limited in the direction of the ship ne'er-do-wells may be a over... 2E Fast Play rules a boiled down set of house rules for Spelljammer, i found much... Navigate the stars rules for Spelljammer, i found so much to love… and much! You will place it on Ramming ship action taken by the portal in science fantasy, propose des interplanétaires. Make the save her equpiment in the spirit of 5e, this spell has no effect also tried make... Exist on-board the ship, but these rules are designed for hex-based combat treat this attack as a grappling! Wellness of the planets could be taken into account when determining travel times and positions your. A creature can hold it’s breath for a moment, brave adventurer we.

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