A ship on the water has a speed of 4mph in a fair wind counting the drag of water upon the hull. What is the speed without the drag? Can a ship have a swim speed and a fly speed? Can cosmic winds propel a ship faster than terrestrial winds? Let's try this, underwater swim speed/ swim speed/ atmospheric fly speed/ cosmic flight speed. ( x.5 / x1 / x5 /x20 ).
Just a shot in the dark here. the time to leave a planets gravity well would take about 2 days, or at 4mph it would take 42 days.
A ship on the water has a speed of 4mph in a fair wind counting the drag of water upon the hull.
Not the case. Ship speed in general depends on the ship; for a spelljamming ship that can float on water, we don't know their speeds in general, but we also can't assume their speeds. Most likely, you're expected to use their fly speed.
What is the speed without the drag?
I don't really understand what you're asking. Spelljamming ships all list a fly speed, so you know how fast they go without any water touching them and in the absence of factors like a strong wind, etc.
Can a ship have a swim speed and a fly speed?
Yes, Turtle Ships do, for example. Turtle Ships are, however, submersible - the precedent set in SAIS is that only submersible spelljamming vessels have swim speeds.
Can cosmic winds propel a ship faster than terrestrial winds?
There aren't any cosmic winds, and we don't have rules for terrestrial winds propelling a spelljamming ship. There are rules available, like the ones for trying to walk into a strong wind, that could be extrapolated into rules for winds both hindering and assisting the speed of a spelljamming ship, but you'd be in houserule territory.
Just a shot in the dark here. the time to leave a planets gravity well would take about 2 days, or at 4mph it would take 42 days.
The time it takes a spelljamming ship to leave a planet's air envelope is incredibly high, as has been explored in other threads. The fastest ships available can fly upwards at 8mph; even with multiple spelljammers taking shifts, that's 192 miles per day, so you need over 41 days to take off from a planet the size of Earth. I have no idea how DMs in general are solving the problem, but the Light of Xaryxis adventure module... spoiler alert, proceed with caution.
Right at the end of Chapter 1 you have to escape a planet's air envelope, and it's abundantly clear from context you're not supposed to expect well over a month of downtime waiting for the ship to reach Wildspace.
That means we know to a certainty this book wasn't playtested and the numbers at hand weren't vetted. Since we know the air envelope rules are essentially nonsense due to Spelljamming vessels having air envelopes with sizes not based on their dimensions (instead, air envelope size is arbitrary on a per-ship basis; you can measure it by looking at the listed crew complement), the first obvious step is kicking them to the curb and assuming all planets have air envelopes in proportion to Earth (so a planet with 1/2 the diameter of Earth is inside an air envelope with 1/2 the diameter of Earth's). That cuts the escape time dramatically, as Earth itself has atmosphere up to 5.6-11 miles depending on longitude; 11 miles at 3 mph (max distance, slowest vessel) is 3 hours, 40 minutes. If that's still too slow for you, I'd suggest houseruling to let Spelljammers spend their action to get the ship to Dash, which will cut takeoff times in half. If you let Spelljammers do it as a bonus action as well, that will cut takeoff times by 2/3 to 1/3. With one Dash a Turtle can clear 11 miles in 1 hour 50 minutes, and with 2 Dashes, 1 hour, 13 minutes, 20 seconds.
Magic ignores gravity wells - or uses Reverse Gravity to get there quicker.
A 7th level spell for 100 feet of movement right now is incredibly inefficient, but homebrew spells so a Spelljammer can help their ship go faster would probably improve the game.
The Spelljammer Academy map of Forgotten Realms' realmspace solar system says Toril the planet where most campaigns take place is "200 million miles (2 days travel) from the sun" and the spelljammer ship space galleon has a "Speed flying speed 35 ft. (4 mph)".
The Spelljammer Academy map of Forgotten Realms' realmspace solar system says Toril the planet where most campaigns take place is "200 million miles (2 days travel) from the sun" and the spelljammer ship space galleon has a "Speed flying speed 35 ft. (4 mph)".
Something is clearly not adding up here.
This is pretty clearly explained in the books. Once away from gravity, spell jammers shift to ludicrous speed.
The Spelljammer Academy map of Forgotten Realms' realmspace solar system says Toril the planet where most campaigns take place is "200 million miles (2 days travel) from the sun" and the spelljammer ship space galleon has a "Speed flying speed 35 ft. (4 mph)".
Something is clearly not adding up here.
This is pretty clearly explained in the books. Once away from gravity, spell jammers shift to ludicrous speed.
The Spelljammer Academy map of Forgotten Realms' realmspace solar system says Toril the planet where most campaigns take place is "200 million miles (2 days travel) from the sun" and the spelljammer ship space galleon has a "Speed flying speed 35 ft. (4 mph)".
Something is clearly not adding up here.
This is pretty clearly explained in the books. Once away from gravity, spell jammers shift to ludicrous speed.
Did they ever say how fast that is?
It's specified in the description for the Spelljamming Helm magic item. 100 million miles per 24 hr period.
The Spelljammer Academy map of Forgotten Realms' realmspace solar system says Toril the planet where most campaigns take place is "200 million miles (2 days travel) from the sun" and the spelljammer ship space galleon has a "Speed flying speed 35 ft. (4 mph)".
Something is clearly not adding up here.
This is pretty clearly explained in the books. Once away from gravity, spell jammers shift to ludicrous speed.
Did they ever say how fast that is?
It's specified in the description for the Spelljamming Helm magic item. 100 million miles per 24 hr period.
Or 4,166,666.67 mph. Or speed of light in a vacuum 0.006213. Not exactly the “Ludicrous Speed” thought of. For comparison in Star Trek full impulse is 0.25 the speed of light in a vacuum.
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A ship on the water has a speed of 4mph in a fair wind counting the drag of water upon the hull. What is the speed without the drag? Can a ship have a swim speed and a fly speed? Can cosmic winds propel a ship faster than terrestrial winds? Let's try this, underwater swim speed/ swim speed/ atmospheric fly speed/ cosmic flight speed. ( x.5 / x1 / x5 /x20 ).
Just a shot in the dark here. the time to leave a planets gravity well would take about 2 days, or at 4mph it would take 42 days.
Magic ignores gravity wells - or uses Reverse Gravity to get there quicker.
Not the case. Ship speed in general depends on the ship; for a spelljamming ship that can float on water, we don't know their speeds in general, but we also can't assume their speeds. Most likely, you're expected to use their fly speed.
I don't really understand what you're asking. Spelljamming ships all list a fly speed, so you know how fast they go without any water touching them and in the absence of factors like a strong wind, etc.
Yes, Turtle Ships do, for example. Turtle Ships are, however, submersible - the precedent set in SAIS is that only submersible spelljamming vessels have swim speeds.
There aren't any cosmic winds, and we don't have rules for terrestrial winds propelling a spelljamming ship. There are rules available, like the ones for trying to walk into a strong wind, that could be extrapolated into rules for winds both hindering and assisting the speed of a spelljamming ship, but you'd be in houserule territory.
The time it takes a spelljamming ship to leave a planet's air envelope is incredibly high, as has been explored in other threads. The fastest ships available can fly upwards at 8mph; even with multiple spelljammers taking shifts, that's 192 miles per day, so you need over 41 days to take off from a planet the size of Earth. I have no idea how DMs in general are solving the problem, but the Light of Xaryxis adventure module... spoiler alert, proceed with caution.
Right at the end of Chapter 1 you have to escape a planet's air envelope, and it's abundantly clear from context you're not supposed to expect well over a month of downtime waiting for the ship to reach Wildspace.
That means we know to a certainty this book wasn't playtested and the numbers at hand weren't vetted. Since we know the air envelope rules are essentially nonsense due to Spelljamming vessels having air envelopes with sizes not based on their dimensions (instead, air envelope size is arbitrary on a per-ship basis; you can measure it by looking at the listed crew complement), the first obvious step is kicking them to the curb and assuming all planets have air envelopes in proportion to Earth (so a planet with 1/2 the diameter of Earth is inside an air envelope with 1/2 the diameter of Earth's). That cuts the escape time dramatically, as Earth itself has atmosphere up to 5.6-11 miles depending on longitude; 11 miles at 3 mph (max distance, slowest vessel) is 3 hours, 40 minutes. If that's still too slow for you, I'd suggest houseruling to let Spelljammers spend their action to get the ship to Dash, which will cut takeoff times in half. If you let Spelljammers do it as a bonus action as well, that will cut takeoff times by 2/3 to 1/3. With one Dash a Turtle can clear 11 miles in 1 hour 50 minutes, and with 2 Dashes, 1 hour, 13 minutes, 20 seconds.
A 7th level spell for 100 feet of movement right now is incredibly inefficient, but homebrew spells so a Spelljammer can help their ship go faster would probably improve the game.
The Spelljammer Academy map of Forgotten Realms' realmspace solar system says Toril the planet where most campaigns take place is "200 million miles (2 days travel) from the sun" and the spelljammer ship space galleon has a "Speed flying speed 35 ft. (4 mph)".
Something is clearly not adding up here.
This is pretty clearly explained in the books. Once away from gravity, spell jammers shift to ludicrous speed.
Did they ever say how fast that is?
It's specified in the description for the Spelljamming Helm magic item. 100 million miles per 24 hr period.
Thank you.
Or 4,166,666.67 mph. Or speed of light in a vacuum 0.006213. Not exactly the “Ludicrous Speed” thought of. For comparison in Star Trek full impulse is 0.25 the speed of light in a vacuum.