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.
So, here’s a question I’m not seeing asked; In earlier editions, to get to the Astral from, say Greyhawk, what exactly was needed? It was not “easy” as I recall.
Now compare this answer to the current version of; We just fly there.
Yeah, I get it, SJ ships being expensive, more so than “normal” ships (normal ships are also prohibitively expensive, yet there are many, Same as SJ ships), but not unobtainable. As well, compare the cost of the other means formerly required to the much less expensive cost of merely booking passage, yes expensive, but as expensive? Depends I guess.
5E SJ still seems like they put more effort into over-simplification than into the development, but….cant be certain as it’s not fully released. That being said, the current “introductory adventure”. SJ Academy starting off the way it does seems to follow this train of thought. (Oh! New magical item: Train of Thought. A large train-like vessel, heavily armed and armored, cruises the astral from point to point on a route, powered by a hive mind helm crew of mages….gonna go write that down)
Interplaner travel is not supposed to be simple.
I never understood how “it didn’t fit many concepts of the multiverse..” It’s fantasy for one and what other concept? A big tree, everything is on the back of a turtle or an elephant or….real life version of thousands of years of travel at light speed before getting to the edge of another system?
The DM’s we had, who didn’t want to run SJ, didn’t want to do it because it was simply to much work to have 1. 3D battles and 2. An entire new set of books, rules etc to learn. Nothing at all about the spheres really. Maybe it’s true elsewhere, but not for us.
Salutations,
Is this an “official” word regarding Spelljammer or simply the authors opinion?
The reason I’m asking is due to the following statement; “the ship with fewer hit points immediately comes under the effect of the gravity plane from the vessel with more hit points.”
1. This makes no mechanical sense, or any sense in physics, fantasy or otherwise. 2. Hit points has nothing to due with gravity.
In the original version, the ship with the higher mass (tonnage) won the gravity argument. Rather the same way a planet’s gravity captures a comet, not the other way around.
Granted, if you blow off enough pieces to lower the ships mass, ok, then maybe it could be translated as a HP thing.
Thank you for your assistance in clarifying this point.
They might mean maximum hit-points in which case this is just an over-simplification for mass, i.e- a more massive spelljammer will presumably have more maximum hit-points. Going by current hit-points would become a nightmare to DM because in a battle where two ships are trading blows the gravity planes could end up flipping every round.
Greetings, my point exactly. While the chaos of spacebattle is odd in its own way, having gravity based on HP leads to an ever increasingly burdensome task of “which way really is up this round?” The ship with the highest mass wins the gravity fight. Stays this way throughout. The only exception we ever considered making was if the ship took a critical from the great bombard and was actually blown in two parts…. Then, again, tonnage wins.
Also, just because a ship is large, doesnt mean more mass. Could be hollow, or made out of lighter materials and thus less mass. Same reaction as any other planetary body. In the older version, if you greatly outclassed a smaller vessel by mass, simply sailing close enough to graze gravity planes was enough to cause serious damage. Think wake of Very large vessel capsizing a canoe.
The Actual Spelljammer herself uses this as an attack form.
Per the new 5e cosmological change could you fly on your spell jammer vessel into the Nine Hells when finding the right color pool in the Astral Sea?
Spelljammer Academy could also be a bridge for new players from levels 1-4
Salutations, Per any rules in Spelljammer or otherwise, regarding the Astral Plane, now the Astral Sea, it would be a yes…..theoretically. 1. You have to find the correct color pool, and 2. It would have to be of the right size. If memory serves from my 2E days….Pools typically arent quite that large.
In the Manual of the Planes (1E), they range from 10 feet to around 60 feet across. Some are “pool-like”, while others are wisps and amorphous clouds. Colors often indicate destination as well.
So, a flitter, or a very small ship type of less than 60 feet…..possibly. Good luck finding one that large AND it goes to where you want it to go.
Happy hunting.
Colour Pools on the Astral Plane are one way trips though, aren't they? Or do they always lead to a portal on the other plane you're traveling to?
..
No they did away with them. Sadly.
If they are going to have interplaner travel, then they should have kept to conical interplaner travel that typically bypass the Astral.
Physically traveling into the Astral requires a portal or failing a planeshift spell.
No, and yes. Color Pools are somewhat capricious. There are instances of “permanent” color pools in FR and GH. In the Astral, you can see the “pool” as a pool, or pool-like area, a wispy cloud like area and several other types. On the material, they are typically invisible. If you dont know its there, you might walk into it and not even realize, well, until after you cross.
They stay open for undetermined amounts of time. So, “permanent” ones are simply ones that have been open for a very long time and havent closed….yet.
They do always lead to a plane, the color of the pool often indicates destination, and a particular pool doesnt change its destination. Singular point to singular point.
See the old “Manual of the Planes” for a much more detailed description.
Hope this was helpful.
Happy hunting.
Cheers
thank you for this response.
during the pandemic I ran my home game through Planescape and we 'dabbled' into a bit of Spelljammer (a with ship they found on the astral sea they used to get around). Im a huge fan of Spelljammer and Im excited to start my group (Im running them through Curse of Strahd right now) prob next year. That said, Im really intrigued by the idea of adventurers on a Spelljammer ship being able to access the Outer Planes and all the shenanigans that would result in. Perhaps I can home-brew specific Spelljammer helms that can 'widen' astral color pools to allow their ships to enter/leave. Or even spells that can do something similar. Maybe the books address this.
wut?
if you want to go into a spelljammer campaing from curse of strahd. there is a version of strahds castle that is a giant spelljammer. its called lets kill strahd in space.. or sometihng liek that.
Greetings again, To which books are you referring? I have not seen anything referring to the widening of color pools. In the old version, there were spells to open portals in the crystal shells of the Spheres, but, they did away with Spheres so…. As with all things D&D, there is always homebrew. Speaking of that, I have not seen it in 5E, but in 1 and 2 they had research of new spells, in regards to time, cost, materials, etc laid out in tables. Does 5E encourage this and have the same guidance? Half of my old characters spell book in ones Ive crafted, so anything is possible. As long as the DM allows.. Great idea though, time to hit my research lab…..new spells coming up. Thanks!