Ship roles cannot be changed during combat and NPC's may not fill ship roles. may view any maps or activate other devices that the ship has installed on-board to identify threats or escape routes, target foes, and navigate hazards. Increases MR by +1. This all may change in the universe, and no two places may change in the same way. When two ships come into direct contact, the gravity of the ship with the higher tonnage is dominant and becomes the gravity for both ships. The Crystal Spheres are defiantly solid. While the spell is in effect, the caster will react positively to a Detect Magic spell. 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. This displacement influences the amount of breathable air surrounding a ship in wildspace, and 300 cubic feet of space allows one medium sized creature to comfortably breathe for four months. Tactical scenarios near a large body move this way due to the close interaction with a planetoids atmosphere, gravity well, and weather conditions. It hides it's true technology level. Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â In atmosphere near a planetoid, the Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Light Ballista has a 120/480 ft range, Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â and a Heavy Ballista has a 240/960 ft range. You can go without food and water for twice as long. Roll below to determine the shape of the planet that is encountered. Along the plane an object is weightless, but it is slowly pushed out toward the edge of the gravity field. The only limit is your imagination. Therefore, a creature that falls overboard that couldn't find a hold or isn't tied down, would eventually come to rest at the ship's plane of gravity, and would then begin drifting away from the ship along that plane toward the edge of the air envelope. In the case of a Strange roll, use your imagination and speak to your players to come up with what the sphere contains. 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). When you score a critical hit, instead of doubling the damage dice, you will roll on the following table: Fire!- A fire starts somewhere in or on the ship, determined by the DM. Douse Flames! The reason everything drags its own atmosphere around through space is gravity. I’d ported over AD&D characters over to Gamma World, played Expedition to the … Whole solar systems are surrounded by colossal spheres made of an unbreakable, crystal-like substance to protect them from an ocean of swirling light and color, the flammable Phlogiston, which divides the void between stars. Where terrifying beasts with the power to destroy whole planets roam. Type/Name- This is the name or type of your Spelljammer ship. I would highly recommend purchasing the excellent Monster Manual, Volo's Guide to Monsters, and Mordenkainen's Tome of Foes for societal research on the Gith, Beholders, Neogi, Illithid, and many other races found in the original Spelljammer books. Crystal spheres may contain multiple worlds and are navigable … Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Ballista- A Ballista is a massive crossbow that Â Â Â Â Â Â Â Â Â Â Â Â Â fires heavy bolts. Â© Wizards of the Coast LLC. https://spelljammer.fandom.com/wiki/Spelljammer_Campaign_Setting The individual seated upon the Helm can talk and act normally, but cannot leave the Helm while the ship is in motion. may order crew to repair damage to the vessel or it's weapons, put out fires, perform repairs herself, or cast spells that repair or bolster the defences of the ship. This happens after one mile of uncontorlled descent. Provides half cover to creatures on deck of ship from enemy attacks. For ease of relaying travel information, planetary motion isn't a major factor determining travel times and positions of each planet. 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. 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. If the ship is equipped with a Ram, the Helmsman may Ram another ship. 2 hours ago. Ships without a ram installed, or ships which attempt to Ram vessels more than twice their size in tonnage Crash instead. Train Aim Crash The Engineer takes care of the repair and fitting out of the vessel, and examines whether it is sufficiently provided with ropes, pulleys, sails, and all the other rigging that is necessary for a voyage. Portals created by this spell are magical and temporary, so they can be dispelled. On a hit, deal 5d10 damage to all ships involved in the Crash. As an action, you can see from any point in or on the ship until the start of your next turn. 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. Your DM determines whether these spells are available at character creation, whether they are discovered drifting in the ruins of wrecked vessels, or whether you stumble upon them in an ancient library or other storehouse of magical knowledge. Ship initiative is modified by the initiative of the character at the Helm, and any addition that the crew provides. Example 2: A character that has multiclassed a 5th-level bard and a 3rd-level barbarian will have a spellcaster level of 6, and that same character using a Major Helm will grant a Helm Rating of 3 to the overall Speed. 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. Increases min number of crew needed by 100%. It takes one Ship Action to prepare the meal and one Ship Action to serve the meal to a group of crew members. A group of crew members can only be under the effects of one Short Order at a time. You may have noticed that there is no Captain role aboard a Spelljamming vessel. Chillgreen Leaf: Found at the bottom of the deepest rivers in the 'verse; when this briny, green, perfumed leaf is sun-dried and included with your crews' meals, characters are able to hold their breath for twice as long. 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. The Concordance of Arcane Space introduces the setting and its basic concepts, and is the one you should read first. 100 million miles per 24 hour day sounds like a lot (itâs approx. The ship moves forward one and a half times it's total Speed without changing hex facing. The Engineer orders up to five crew to begin dousing all flames aboard the vessel. Swashbuckling on wooden ships in the void of space wasn’t my idea of D&D back in 1989. A good crew is the lifesblood of a sailing vessel. Use the rules below to help create the Crystal Shells in your game. In short, a match acts as a powerful firework, a firework acts as a fireball, and the devastation that a fireball would cause may take even the largest ships (and the caster) with it. A creature restrained by this spell may make another Constitution saving throw at the end of each of its turns. If a player wishes to cast a spell with a one minute casting time, then no Ship Action can be used that round for that character, as they are busy casting a spell. Conventional (meaning "those that take place on the material plane") interplanetary journeys around a solar system take place within Wildspace. I tried to make this fun, simple to pick up, and convenient to use in an extended campaign. For example, a halfling crew might have a speed of 25 feet and the Lucky trait. With the Memorial Day weekend keeping my players busy we did not gather around the gaming table this week, which means playtesting those rules will have to wait. Battlesystem Miniatures Rules: 9335 : Battlesystem Skirmishes Miniatures Rules : 9293 : The Magic Encyclopedia Volume One: 9421 : The Magic Encyclopedia Volume Two : 8009 : Monster Cards: Set 1: 8010 : Monster Cards: Set 2: 8011 : Monster Cards: Set 3: 8012 : Monster Cards: Set 4 : 9356 (CR1) Wizard Spell Cards: 9362 (CR2) Deck of Priest Spells A Spelljamming ship in Wildspace travels at 100 million miles in a 24 hour period (about 4 million miles per hour). Any sort of control over speed and descent (flight, levitation, feather fall, etc) negates this effect. They have no gravity along either their interior or exterior sides (an exception to the rule that all large objects have gravity). Critical Hit in 1d4 Ship combat rounds. Essentially, the Crystal Sphere keeps the Wildspace in and the Phlogiston out (which is a tremendous simplification, but it is easy to grasp). DM's Guild Spelljammer list (legal and legit) The opening does not weaken the shell, and any objects resting physically on the shell are unaffected by the portal. Entering a larger air envelope like that of a planet or asteroid is one of the most popular and cheapest methods. What slows movement among more crowded inner planets is the presence of multiple, occasionally overlapping, Gravity Wells. Generally, unless the ship they are on is about to be destroyed, no crew member will stray far from the safety of the ship, even when moored at the most hospitable dock. 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. For example, the closest distance from Earth to Mars would take as little as 8.5 hours of travel in a Spelljamming vessel whereas farthest distance would take 2.5 days in a Spelljamming vessel. The envelope still depletes as normal. Shearing Though it can be devastating in combat, the Alchemist's Fire Projectors are not popular with ships that cross between the spheres because of the flammability of the Flow. All effects from creating a flame (from the spark of a match to a 9th-level Fireball) are increased by 3x and explode immediately upon existence. At the beginning of combat, you roll initiative for each ship rather than each party member. This action may only be used the turn after a. No magic has been found that can damage or alter the surface of a shell, with the exception of those spells which cause portals to open. A Spelljammer Ship Sheet that is compatible with the module Ghost of Saltmarsh 5e ship rules. 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. A crystal sphere (also known as a crystal shell) is a gigantic spherical shell which contains an entire planetary system. Entire campaigns have taken place on single planets, continents, and even in single cities. Shortcuts exist through spheres to other spheres. 30 seconds). Several Ship Actions reference and target a group of crew members. You can upgrade or downgrade an NPCâs armor and weapons. Sailing ships, enwrapped in bubbles of air, travel empty Wildspace, moved by the power of their mystic Helms. 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