Spelljammer is coming to fifth edition Dungeons & Dragons on August 16th, 2022! Spelljammer: Adventures in Space will contain three books and include everything from player options to an adventure designed for characters of levels 5–8.
For those who don't know, Spelljammer is more than a D&D setting that allows players to board magical flying ships, traverse intergalactic causeways, meet all types of weird creatures, and visit destinations beyond their wildest dreams. Well, actually, that's precisely what Spelljammer is. To prep you for your spacefaring adventures, we'll take you through a crash course of what any good spelljamming adventurer needs to know before launching into the expanse of space.
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So, You Want to Go to Space
Space in Spelljammer isn't real space. It's a sort of magic space, commonly known as Wildspace. Once you leave the atmosphere of whatever planet you're on, you'll enter a vast, deadly vacuum, much like when you leave a planet in real life. Before we discuss the differences between our space and Wildspace, let's look at most astral adventurers' vehicle of choice: spelljamming ships!
Spelljamming Ships
The most effective way to travel through Wildspace is to use a ship specifically built for such a purpose. Spelljamming ships come in a wide variety of styles. Some resemble naval vessels, while others resemble giant insects or sea creatures.
These ships are typically captained by a single person who uses their magical powers to make the ship fly through atmosphere and Wildspace. The spellcaster in charge of making the ship move sits in a throne-like device known as a spelljamming helm. The helm allows the spellcaster to take complete control of the ship and fly it with their thoughts, akin to moving a limb.
Air Envelopes
Wildspace can be traversed by anyone or anything that leaves a planet's atmosphere, for a short time at least. Objects that enter Wildspace from a breathable atmosphere take small pockets of air with them, known as air envelopes, that they can use for … well … breathing.
Unfortunately, creatures leaving a planet's atmosphere will exhaust the air in their envelope in 1 minute. Once the air from their air pocket runs out, they will only be able to hold their breath for 1 + their Constitution modifier minutes (minimum 30 seconds) before they begin suffocating. This is why most creatures venture into Wildspace aboard spelljamming ships. These ships are much larger than a single creature and can therefore bring 120 days' worth of fresh air with them, as long as they are not overcrowded. Typically, a ship's air envelope extends as far out in any direction as the ship is long (see image below).
After 120 days—or if other extenuating circumstances occur—and the ship's air envelope hasn't been replenished, it becomes "foul air." Mechanically, this means that creatures who breathe the air receive the poisoned condition until they breathe fresh air. In reality, this means the air smells and feels like the equivalent of a locker room on a hot day. If the air envelope still hasn't been replenished after another 120 days after the air fouls, the air envelope becomes "deadly," and all creatures within the air envelope begin to suffocate.
Merging Air Envelopes
So, you've just left your lovely clean-aired planet, and you think you're safe with your fresh air envelope on a relatively short journey to another world. Think again. If a bigger ship comes along with a not-so-fresh air envelope and merges with your ship's air envelope, you will take on the atmosphere of said ship.
This can cause quite a dire situation when you merge with the depleted atmosphere of a clockwork horror-crewed ship that tries to strip your vessel of parts. But, don't worry, after you're finished fighting off the waves of killer robots, you can refresh your air envelope at any nearby planet (assuming you don't suffocate first).
Gravity
The second key difference between real space and Wildspace is that gravity tends to work "conveniently" rather than being an unerring force of nature that cares not for the petty whims of mortals.
For massive objects like moons and planets, gravity works similarly to how we experience it. Hopefully, gravity is pulling you down to the center of the earth so you can walk on the surface without feeling a change—which is how it works for these large bodies in Wildspace. For objects like spelljamming ships, gravity functions as a plane that cuts through the horizontal axis of the vessel and extends the length of the air envelope (see image above). This allows creatures to walk on the deck of a ship and even flip upside-down to walk on the bottom of the ship, though it can cause some issues when two ships collide.
While air envelopes are affected by getting close to another ship, gravity planes only interact when contact between two or more ships is made. When this happens, you better hope you're buckled up because the ship with fewer hit points immediately comes under the effect of the gravity plane from the vessel with more hit points.
If you were to fall off of a ship—say, as a result of changing gravity planes—and you can't land on a surface affected by a gravity plane, you will begin to drift into Wildspace. In this case, the ship's gravity will keep you around, but not for long. Any untethered creature or object drifts 10 feet per minute toward the back of the ship's air envelope, opposite the direction the ship is moving. This can be dire for creatures that need to breathe, as they will eventually exit the ship's air envelope and have minimal time to find breathable air. (For tips on surviving this debacle, check out our primer on creating characters for Spelljammer adventures.)
Leaving Your Comfort Zone (and Galaxy)
With access to Wildspace, creatures are not confined to one planet—or even one universe! The infinite possibilities of the multiverse await adventurers brave enough to venture into the unknown dangers beyond their world.
Exploring a Wildspace System
Every D&D world is surrounded by an airless void known as Wildspace. This vast place of asteroids, planets, stars, and—strangely enough—alien sea creatures is what you get if you combine the expanse of space with the teeming ecosystem of the ocean. There are infinite Wildspace systems that contain countless D&D worlds, most of which are eponymously named after their defining characteristic. Take, for instance, Realmspace, the Wildspace system in which Toril, the world of the Forgotten Realms setting, is located.
These systems contain any number of exciting places. In Realmspace, the most interesting of which is a hive of lawless debauchery (and intergalactic diplomacy) known as the Rock of Bral. An entrepreneurial pirate originally founded this outpost, and it now serves as a crucial trading post for intergalactic travelers.
If you're looking to travel to locations beyond your Wildspace system, one of the simplest (but certainly not the safest) ways to get there is through the Astral Plane.
The Astral Plane
Surrounding every Wildspace system is an unending plane of silvery light called the Astral Plane. This realm of thought and dream acts as a transitory plane that can connect Wildspace systems and can even be used to access the Outer Planes of the gods. All one needs to do to access the Astral Plane is depart from their world and travel away from the center of their Wildspace system (only a couple hundred million miles or so) until the inky black of Wildspace begins to turn into the shining silver of the Astral Plane.
Once in the Astral Plane, creatures can move using thought, and don't need to eat, drink, or breathe. All creatures that enter the Astral Plane can also determine the direction they need to travel to reach their destination simply by thinking of it. This may make it seem like traversing these silvery, intergalactic causeways will be a breeze, but that's what everyone thinks until they get swallowed by an astral dreadnought.
Even though spelljamming ships are unnecessary to survive in the Astral Plane, most spacefarers using the Astral Sea to pass between Wildspace systems stay with their ship. This is because once they exit the Astral Plane, all necessities (such as air, food, and transportation) will again become a requirement.
So Long, and Thanks for All the Gith
Well, you should be good to blast off for Wildspace now. As I said, Wildspace isn't real space. You don't need decades of schooling and hundreds of hours of simulations to get up there. Wildspace is where any adventurer possessing a magical ship can launch themselves into the cosmos and find wonders beyond imagination or an excruciating death. Or both!
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
I personally drastically prefer the astral sea to the crystal spheres. Of course we don't fully know how it works but with how the astral sea works typically it could be a situation where the astral sea effectively bends space. So what would happen is you travel towards the edge of your chunk of wild space, towards the stars but you can never reach it as astral plane loops you back around unless you have something to get you through the astral sea like a beacon attuned to where you are going. Basically replacing the crystal sphere's with a 4th dimensional barrier that does the same role but without a tangible sphere. I don't think a tangible barrier actually adds much over a planar / metaphysical barrier especially when we are talking about it being applied universally. If only some planes and wild space had barriers that would be interesting as it would be something extra but if its a uniform thing standard to the setting then functionally what happens is every party needs to pack their " bubble popper 2000" and they're little more than a slight logistical hump.
Yes astral means stars, so having the astal plane acessible by going near the stars in the prime makes sense, in my homebrew setting most stars are big portals to the astral plane, but getting rid of the phlogiston and crystal sphere is really weird, it doesnt simplify anything. What happened to THE Spelljammer and his exploded crystal sphere ? Getting from setting to setting : crystal sphere to crystal sphere was supposed to be a hard and long journey. Why changing everything, especially when it impoverishes the lore ?
A lot of old school Spelljammer fans seem upset about getting rid of the Crystal Spheres and Phlog, but what they don't seem to get, is that the Crystal Spheres and Phlog kept a lot of other Players/DM's from incorporating Spelljammer into their cosmologies, because it simply doesn't fit many concepts of the multiverse ... however, it is very easy to add the Spheres back into your own setting, and the Phlog if you really want to.
So now Spelljammer becomes appealing to a greater variety of Players/DM's, and old school Spelljammers can simply reinsert the Spheres, etc.
The Astral is not something you fly to.
This is a nat 1 decision by Wizards Of The Coast.
It should have caused cosmologically apocalyptic interplanar warfare.
Copying the 4th edition aka failure edition cosmology is just plain stupid.
Nah , definitely not. The existence of the phlogiston v.s the astral sea does not effect the position of the outer planes relative to each other only the position of the material planes relative to the outer planes. Even if you restored the spheres and phlogiston the astral domains would still be together in the astral sea and that would be the source of the conflict.
There's also reasons certain planes don't fight as things like the hells are toxic to celestials and mount Olympus toxic to devils. You could argue that the new system makes invading the material plane from the astral easier and visa versa but that was already very easy with randomly occurring portals and many entities innately being able to planeshift.
Outer Planes have always been connected to the Astral Plane, and the Astral Plane has always been connected to the Prime Material Plane. This changes nothing.
All it does, is give an alternative way for those on the Prime, to get to the Astral, albeit through the use of extremely powerful, and expensive, Magic Items ... which is something they could already do using different Magic Items.
A cosmologically interplanar warfare should still happen, the location may not be on their home-planes but would occur elsewhere, namely the Materiel Plane.
Great Wheel cosmology | Forgotten Realms Wiki | Fandom
Physically entering the Astral plane required a spell such as plane shift and brought travelers wholly into the Astral with no silver cord to anchor them to their plane of origin.
The connection between the Outer Planes and the Astral Plane hasn't changed at all though, so how is this going to give rise to a "Cosmological Interplanar War"?
The only people who have an arguably easier time getting to the Astral Plane, are people from the Prime, and all it takes is a Magical Flying Ship, that costs more than most Kings could even afford, and a crew of people crazy enough to rough Wildspace, to reach it.
Demons, Devils, Angels, etc, have no greater access to the Astral or to the Prime, or to each-other's Planes than they did before.
they actually do, here is a little excerpt from the dungeon masters guide "Characters who linger for too long in the Astral might have an encounter with one or more wandering angels, demons, devils, night hags, yugoloths, or other planar travelers." this excerpt clearly states that you CAN find Demons, Devils, Angels, etc, in the astral plane.
Yes, but that's always been the case, and I'm just not seeing how the new Spelljammer cosmology changes that?
if you can get to the astral plane by flying up through the atmosphere and if all kinds kinds of outsiders are just inside of the astral plane vibing than any random demon can find a color pool going to the 7 heavens
that also means demons could take over a ship and sail it right into the material plane forgoing all of the portal shenanigans they usually have to deal with just to kill a couple peasants
The portal shenanigans are what it takes for them to leave their home plane in the first place. Those who have made it to the Astral Sea are no different than those who made it to a dungeon in the Prime, etc. They've already escaped.
This is my point, the relationship between the Astral and the Outer Planes hasn't changed. So having the relationship between the Prime and the Astral change, doesn't mean that all of a sudden Demons can just pour into the Celestial Heavens. They're still as bound to the Abyss, and other lower Planes as they've ever been.
How certain are you that Spelljammers cannot fly to the Outer Planes?
Besides the Planes are supposed to be meta-physically separated.
I think the Spelljammers can fly to other planes, and in doing so they could give a small number of denizens of those planes a means of escape (making it extremely dangerous for those travelling to Lower Planes), however that's not going to start some interplanar war, anymore than a party of Characters using an Amulet of the Planes to travel to the Abyss, only to have it stolen from them. Sure, it gives a small number of demons a new way to escape, but again, it doesn't just unlock the flood gates.
Also, as for the Planes being Meta-physically separated. Spelljammers are not just normal ships, they are extremely rare, extremely powerful magic items with the ability to not only fly, but to traverse Wildspace, and enter the Astral Sea. If you really have a problem with Wildspace simply transitioning into the Astral Sea, then just tweak that aspect, and make the transition be part of the Spelljammer Helm's ability. Effectively turning the Spelljammer into an Amulet of the Planes that can shift the ship, crew, and passengers from Wildspace to the Astral Plane, and vice versa, and from the Astral Plane to the Outer Planes, and back again.
It's a really simple fix, for something that really isn't a problem to begin with. IMO.
Devil Pirates sailing a soul fueled fiendish Spelljammer.