This new magic item leaves a lot to be desired by way of explanation. I have my own thoughts as a DM and would like to see what others think. Lets break this down:
Wondrous Item, Rare (Requires Attunement by a Spellcaster)
[1] The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.
[2] The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one’s arm or leg falls asleep, but not as painful.
[3] While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):
You can use the spelljamming helm to move the ship through space, air, or water up to the ship’s speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.
You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.
At any time, you can see and hear what’s happening on and around the vessel as though you were standing in a location of your choice aboard it.
Transfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.
The item description starts with some pretty liberal verbiage (in bold) "a ship on which it has been installed". Thankfully it goes on to describe a 'ship' as weighing more than 1 ton (2000 lb) but beyond that ... nothing. The requirement isnt based on shape or as seen by the diverse options in this book so who's to say that a modern car can't be designated as a "ship" (looking at you Arthur Weesley). Can any ship become a Spelljamming Ship so long as there is a Spelljamming Helm (henceforth SJH) installed on board? What if it is made of an incredibly dense material to reach 1 ton? Is there an upper limit on weight/size?
Also, what does it mean to "install" a Spelljamming Helm on a ship? Which brings me to [2].
It is frequently described in the book, situations where SJH are sold or looted, so installation does not mean it is created on the ship. The description of "pins and needles" gives the impression that a magical nervous system exists throughout the ship but this too is unclear. Is the nervous system something inscribed onto vessels intentionally in an effort to create a Spelljamming Ship a process learned from studying Kindori skeletons or is it an effect applied to any qualifying vessel by the SJH itself? Can there be multiple SJH installed on a single ship?
As a DM that favors the concept of magic circles and runes, I definitely lean in favor of the magical nervous system being inscribed into the ship's body. This also means that if my players wanted to create a Deathstar or make a ship out of an ancient god corpse it would take lots of effort and gold (potentially with Kindori bones being a key ingredient). This also supports the reasoning for the Helm(5k - 10k) being 1/5th the cost of a Spelljaming Ship(20k - 50k).
This section is all pretty clear and supports the idea of a magic nervous system.
Interested in other's thoughts on this item and corrections in the event that I missed something. Very interested if there is insight from the original Spelljammer.
…The requirement isnt based on shape or as seen by the diverse options in this book so who's to say that a modern car can't be designated as a "ship"
Given that some of the races have really weird spelljammers (snails, octopi), I think there is in fact no reason a modern car couldn't be a spelljammer.
Instead we can conclude installing multiple SJHs on a single Spelljammer must be possible because of the Esthetic's Jammerscream ability tells us how to resolve it when a Spelljammer has multiple SJH onboard.
I would discard the official rules out of hand - not even a second thought, straight out the window they go.
Then I'd say the spelljamming vessel is the magic item. Months or years of building and enchanting go into the making, with a network exotic materials creating field around the ship as a whole that allows it to operate. The nexus of this network - and field - is the chair. Once attuned and seated on the chair, you feel the ship, and your thoughts instruct it to move, precisely as they do your arms and legs.
Basically, the chair is like a vehicle rig in Shadowrun.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
…The requirement isnt based on shape or as seen by the diverse options in this book so who's to say that a modern car can't be designated as a "ship"
Given that some of the races have really weird spelljammers (snails, octopi), I think there is in fact no reason a modern car couldn't be a spelljammer.
Imagine 4 giff squashed into a Ford Anglia. :-)
This is the way.
There's a building that can apparently function as a spelljamming ship in one of the official adventures. I think it's basically "do whatever sounds fun."
I mean, this setting has space clowns, and space hamsters, and monkey people who anatomically can't possibly fit into the clothes they're shown wearing. You're not gonna break it by allowing a party to fly through space in a cloud giant castle, or the corpse of a leviathan or something. Or the Oscar-Meyer Weinermobile.
All sorts of things took flight in the original Spelljammer setting! Dwarves would turn entire mountains into spelljammers. They didn't use traditional spelljamming helms but instead used spelljamming forges to power their citadels. Elves built the equivalent of entire air force bases on the backs of moth shaped spelljammers and dragons also had spelljamming treasure hoards if memory serves. And of course there was the legendary Spelljammer that was basically a city on the back of a mile wide manta ray shaped spelljamming ship.
I also had a related question, a bit more nitty-gritty, and this seems to be the best place to ask: can you cast spells through walls if you are attuned to the spelljamming helm? The spelljamming helm lets you see anywhere on the ship. If your target is within range of your physical body and you can see it via the power of the spelljamming helm, can you cast, say, magic missile on them? I would understand some spells, like fireball, not working as you do need to lob the bead of fireball towards its point of origin. But many spells have no such flavor attached to them. I am inclined to say that spell works, because 1., we're in space in magic ships fighting things that can magically live in space and 2., it allows the spelljammer to still engage in ship to ship combat. How would you all rule?
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Spells have a default requirement usually referred to as "line of effect." It's not worth going in depth here. If you've got a PHB around, look at the Spellcasting chapter, right before the spell lists. But basically what it means is, if there's anything major between you and your target, it doesn't work unless otherwise specified.
All sorts of things took flight in the original Spelljammer setting! Dwarves would turn entire mountains into spelljammers. They didn't use traditional spelljamming helms but instead used spelljamming forges to power their citadels. Elves built the equivalent of entire air force bases on the backs of moth shaped spelljammers and dragons also had spelljamming treasure hoards if memory serves. And of course there was the legendary Spelljammer that was basically a city on the back of a mile wide manta ray shaped spelljamming ship.
I also had a related question, a bit more nitty-gritty, and this seems to be the best place to ask: can you cast spells through walls if you are attuned to the spelljamming helm?
Attunement to a spelljamming helm will not enable you to cast through total cover.
The spelljamming helm lets you see anywhere on the ship.
Which is useful for spells like Misty Step which target the caster and then only need LOS to deliver their effect.
If your target is within range of your physical body and you can see it via the power of the spelljamming helm, can you cast, say, magic missile on them?
No.
I would understand some spells, like fireball, not working as you do need to lob the bead of fireball towards its point of origin. But many spells have no such flavor attached to them.
It's not flavor, it's a core rule in the PHB covering all of spellcasting. There are weeds here due to WOTC not including all of the rules you need to assume for spellcasting to function, but in essence, all spells have a minimum of 1 targeting step and no maximum number of targeting steps. During the very first targeting step, which is when you target the spell's actual target, the targeting cannot penetrate total cover. During later targeting steps you can target through total cover but separately AOE effects are blocked by total cover unless they have a special rule saying so.
Magic Missile only has 1 targeting step, so it can't go through total cover at all. Fireball initially targets a point in space and then has a second targeting step when it targets creatures in the AOE. Due to a special rule Fireball has in its spell text, this AOE can go around total cover to hit targets, but it can't go through total cover. Usually going around suffices. Misty Step has 2 targeting steps: during the first step it targets the caster, so cover can't apply, and during the second step it targets the point in space you're going to, which is why you can legally Misty Step through a window - the second step isn't blocked by total cover and Misty Step doesn't involve any AOEs.
You can, in general, think of spells as working like this, in order:
Targeting Step 1: Choose the spell's targets, all of which must be in range and must not be behind total cover. When in doubt, remember that by definition, a spell's range is its range in this step.
Targeting Step 2: Many spells, including all AOEs, now require you to measure distance a second time - e.g. Fireball (to determine if something is inside the AOE) and Misty Step (to determine if where you want to go is within 30'). This distance will always be independent of the spell's range. AOEs doing this are blocked by total cover while non-AOEs are not, and a spell may have a special rule modifying this.
Targeting Step 3+: Spells may have arbitrarily complex text requiring additional targeting steps. Follow the rules for Targeting Step 2 unless a special rule tells you otherwise.
I am inclined to say that spell works, because 1., we're in space in magic ships fighting things that can magically live in space and 2., it allows the spelljammer to still engage in ship to ship combat. How would you all rule?
I would rule that the spellcasting rules in the PHB apply.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Quick question.. I can't seem to find the info but does the level of the spellcaster matter to operate a helm at full capacity? Also, based on the above conversations, it seems that you can cast other spells whilst on the helm?
I believe the old Spelljamming rules had that when you were piloting a ship, you could cast spells from any point of that ship, as if the ship was an extension of your body.
Quick question.. I can't seem to find the info but does the level of the spellcaster matter to operate a helm at full capacity?
No. Competence doesn't matter, so the primary thing that does matter is making sure they know mending so they can also be the ship's carpenter.
Also, based on the above conversations, it seems that you can cast other spells whilst on the helm?
Yes, the helm doesn't consume action economy or concentration in any way.
"While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell)"
"While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell)"
…The requirement isnt based on shape or as seen by the diverse options in this book so who's to say that a modern car can't be designated as a "ship"
Given that some of the races have really weird spelljammers (snails, octopi), I think there is in fact no reason a modern car couldn't be a spelljammer.
Imagine 4 giff squashed into a Ford Anglia. :-)
This is the way.
There's a building that can apparently function as a spelljamming ship in one of the official adventures. I think it's basically "do whatever sounds fun."
I mean, this setting has space clowns, and space hamsters, and monkey people who anatomically can't possibly fit into the clothes they're shown wearing. You're not gonna break it by allowing a party to fly through space in a cloud giant castle, or the corpse of a leviathan or something. Or the Oscar-Meyer Weinermobile.
Practically speaking you'll want a vessel or structure weighing 1 ton or more that also has a movement speed.
5e's spelljamming helm doesn't grant a speed to the "ship" outside of the 100 million miles/day speed which is disabled by any object weighing 1 ton or more within 1 mile of the ship.
So for making a spelljamming building you'd probably want to find some way to grant that building a speed. Legs, wheels, oars, sails, etc.
Since the spelljammer caster sitting on the helm can "see" (like a scrying type spell) any part of the ship as if in astral form moving around, the spelljammer could cast any spell that requires only that you see the target (NOT requiring a line-of-sight), as long as it is not concentration. Also, artificers can send out mobile things, familiars etc. That said, that's mostly self spells and targets near you. I personally like the idea of using familiars or constructs to do work for you.
This new magic item leaves a lot to be desired by way of explanation. I have my own thoughts as a DM and would like to see what others think.
Lets break this down:
Also, what does it mean to "install" a Spelljamming Helm on a ship? Which brings me to [2].
Can there be multiple SJH installed on a single ship?
As a DM that favors the concept of magic circles and runes, I definitely lean in favor of the magical nervous system being inscribed into the ship's body. This also means that if my players wanted to create a Deathstar or make a ship out of an ancient god corpse it would take lots of effort and gold (potentially with Kindori bones being a key ingredient). This also supports the reasoning for the Helm(5k - 10k) being 1/5th the cost of a Spelljaming Ship(20k - 50k).
Interested in other's thoughts on this item and corrections in the event that I missed something. Very interested if there is insight from the original Spelljammer.
Given that some of the races have really weird spelljammers (snails, octopi), I think there is in fact no reason a modern car couldn't be a spelljammer.
Imagine 4 giff squashed into a Ford Anglia. :-)
This at least has a clear answer of "yes" however it is not specified anywhere in the Create Spelljamming Helm spell or in the Spelljamming Helm description.
Instead we can conclude installing multiple SJHs on a single Spelljammer must be possible because of the Esthetic's Jammerscream ability tells us how to resolve it when a Spelljammer has multiple SJH onboard.
There's rules about it in the spelljamming section: https://www.dndbeyond.com/sources/sais/aag/astral-adventuring#SpelljammerDuels
Ah, thank you!
I would discard the official rules out of hand - not even a second thought, straight out the window they go.
Then I'd say the spelljamming vessel is the magic item. Months or years of building and enchanting go into the making, with a network exotic materials creating field around the ship as a whole that allows it to operate. The nexus of this network - and field - is the chair. Once attuned and seated on the chair, you feel the ship, and your thoughts instruct it to move, precisely as they do your arms and legs.
Basically, the chair is like a vehicle rig in Shadowrun.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
This is the way.
There's a building that can apparently function as a spelljamming ship in one of the official adventures. I think it's basically "do whatever sounds fun."
I mean, this setting has space clowns, and space hamsters, and monkey people who anatomically can't possibly fit into the clothes they're shown wearing. You're not gonna break it by allowing a party to fly through space in a cloud giant castle, or the corpse of a leviathan or something. Or the Oscar-Meyer Weinermobile.
All sorts of things took flight in the original Spelljammer setting! Dwarves would turn entire mountains into spelljammers. They didn't use traditional spelljamming helms but instead used spelljamming forges to power their citadels. Elves built the equivalent of entire air force bases on the backs of moth shaped spelljammers and dragons also had spelljamming treasure hoards if memory serves. And of course there was the legendary Spelljammer that was basically a city on the back of a mile wide manta ray shaped spelljamming ship.
I also had a related question, a bit more nitty-gritty, and this seems to be the best place to ask: can you cast spells through walls if you are attuned to the spelljamming helm? The spelljamming helm lets you see anywhere on the ship. If your target is within range of your physical body and you can see it via the power of the spelljamming helm, can you cast, say, magic missile on them? I would understand some spells, like fireball, not working as you do need to lob the bead of fireball towards its point of origin. But many spells have no such flavor attached to them. I am inclined to say that spell works, because 1., we're in space in magic ships fighting things that can magically live in space and 2., it allows the spelljammer to still engage in ship to ship combat. How would you all rule?
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Spells have a default requirement usually referred to as "line of effect." It's not worth going in depth here. If you've got a PHB around, look at the Spellcasting chapter, right before the spell lists. But basically what it means is, if there's anything major between you and your target, it doesn't work unless otherwise specified.
Attunement to a spelljamming helm will not enable you to cast through total cover.
Which is useful for spells like Misty Step which target the caster and then only need LOS to deliver their effect.
No.
It's not flavor, it's a core rule in the PHB covering all of spellcasting. There are weeds here due to WOTC not including all of the rules you need to assume for spellcasting to function, but in essence, all spells have a minimum of 1 targeting step and no maximum number of targeting steps. During the very first targeting step, which is when you target the spell's actual target, the targeting cannot penetrate total cover. During later targeting steps you can target through total cover but separately AOE effects are blocked by total cover unless they have a special rule saying so.
Magic Missile only has 1 targeting step, so it can't go through total cover at all. Fireball initially targets a point in space and then has a second targeting step when it targets creatures in the AOE. Due to a special rule Fireball has in its spell text, this AOE can go around total cover to hit targets, but it can't go through total cover. Usually going around suffices. Misty Step has 2 targeting steps: during the first step it targets the caster, so cover can't apply, and during the second step it targets the point in space you're going to, which is why you can legally Misty Step through a window - the second step isn't blocked by total cover and Misty Step doesn't involve any AOEs.
You can, in general, think of spells as working like this, in order:
I would rule that the spellcasting rules in the PHB apply.
Fair enough! I stand corrected.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Your idea still works, just on a very limited number of spells.
Quick question.. I can't seem to find the info but does the level of the spellcaster matter to operate a helm at full capacity? Also, based on the above conversations, it seems that you can cast other spells whilst on the helm?
I believe the old Spelljamming rules had that when you were piloting a ship, you could cast spells from any point of that ship, as if the ship was an extension of your body.
No. Competence doesn't matter, so the primary thing that does matter is making sure they know mending so they can also be the ship's carpenter.
Yes, the helm doesn't consume action economy. You need to concentrate in order to use the helm's abilities to sense remotely or move the ship.
"While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell)"
It's in the spelljamming helm item description.
Good catch, edited accordingly.
Practically speaking you'll want a vessel or structure weighing 1 ton or more that also has a movement speed.
5e's spelljamming helm doesn't grant a speed to the "ship" outside of the 100 million miles/day speed which is disabled by any object weighing 1 ton or more within 1 mile of the ship.
So for making a spelljamming building you'd probably want to find some way to grant that building a speed. Legs, wheels, oars, sails, etc.
This is a great insight! I appreciate this. I hadn't considered it
Since the spelljammer caster sitting on the helm can "see" (like a scrying type spell) any part of the ship as if in astral form moving around, the spelljammer could cast any spell that requires only that you see the target (NOT requiring a line-of-sight), as long as it is not concentration. Also, artificers can send out mobile things, familiars etc. That said, that's mostly self spells and targets near you. I personally like the idea of using familiars or constructs to do work for you.