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.
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The Astral Sea is completely separate from all the planes, because it is between the planes, it is also the graveyard of the divine.
You can only travel to/from the Astral Sea through unstable failing inter-planer portals.
That cannot be a map of the Astral Sea, it looks more like a map of the phlostigon and the crystal spheres.
Each D&D setting is inside a crystal sphere.
They have already confirmed that is not the case in 5e.
As a player and DM I reject non-portal travel to/from the Astral Plane.
If you want to learn about the Astral Plane go here, https://www.youtube.com/watch?v=gyGrsv9uOA0&list=PL-Tj3kmYOOy2OVjoqTO8joausM-6JjcI-&index=119
You can reject it if you like, but your homebrew is not Rules As Written. If you want to know about Spelljammer in 5e there is an official youtube video attached to this very article.
The timing of this book is almost perfectly lining up with my current campaign ending. Which means I will almost immediately be able to use it. :)
You mean that non-informative video?
Bit bummed by the discontinuing of the ideas of crystal spheres and the phlogiston; while I can understand the desire to simplify things a bit they could have done it without axing these cool ideas entirely!
Personally I think I'll keep "crystal sphere" as a term for the boundary between a wildscape and the astral sea, it won't be hard to pass through, just a little treacherous and mark the edge where the rules of the wildspace end and the rules of the astral sea begin. I still like the idea that each wildscape can contain different gods and rules, but it should be on a case-by-case basis whether a particular cleric's connection to their god becomes weaker, or they suddenly find their powers coming from a different god with the same domain. It's a cool feature I like and makes the difference between deities, and multiversal ones, more distinct and interesting.
Likewise I'm going to think of phlogiston as a spelljamming name for the astra sea and the energy it contains; in the sense that there's the astral sea (everything about it and in it) and the phlogiston is the subset that you as a spelljammer crew/captain/navigator need to understand and manipulate to keep your ship moving.
Still excited for some spelljamming adventures though!
Salutations Haravikk!! You are speaking my language!! This new thing completely wrecks Greyspace. In Greyspace, the “stars” are actual HUGE gems, set in to the Crystal Sphere shell. (Very cool description in the Greyspace Module SJR6.). Still working out the details, but so far, this is where I’m at.
There is still a Crystal Shell. The Phlogiston is the space between the outside of the sphere and the beginning of the Astral Sea. At best, several days of travel.
My personal opinion, “one cannot simply” sail to Olympus or the Elysian Fields……
There needs to be a hard boundary, a delineation between the different mediums and planes, as it were.
Getting from one plane to the other has never been easy, and for good reason. In my world, if you are less than level 5, you have no business in space as anything other than a “cabin boy”, and that is simply within your own sphere….crossing the Astral Sea is an even bigger adventure with much larger threats. I’m going along the lines of Stargate series….we were fine until y’all went out there and got the attention of….”big bads”. In DnD this would be Scro or Vodoni, maybe elder Ilithids, or Beholders. And now “look at what you brought home.” Speaking of that….Tale of the Comet, and the corresponding books are a great way to introduce borg-like creatures.
Can't wait to combine this with that Gith asteroid from mad mage.
We got that horror fuel of a face on an asteroid in the art 🌝
Unrelated question: if Tiamat is the strongest thing in our listings, and way more so than Zariel, how was she overthrown on the FIRST layer and didn’t take over the 8th layer or something, she’s described as a GOD in most articles, I don’t see why she couldn’t take the entire 9 hells honestly…
And might I mention that She is only at HALF OF HER TRUE POWER meaning that she’s technically level 60!!!
Sorry, I accidentally double quoted
Because Tiamat doesn't want to be there or control the hell's, she is imprisoned in the first layer after being tricked and Asmodeus as well as a coalition of arch devils would likely be too much for her. Asmodeus is also a god and would by no means be a easy fight for Tiamat.
Tiamat is a Lesser Diety and Asmodeus is a Greater Diety, so Tiamat wouldn't even be able to harm Asmodeus. And Asmodeus is able to instantly kill anyone in Baator if he wishes to do so (which is how Malagarde died, making room for Asmodeus' daughter Glasya to rule the 6th layer.)
Also, there are some rumors about the true nature of Asmodeus (i.e. alternative histories) that would make him orders of magnitude larger than Tiamat.
Before folks get too up in arms about the merging of wildspace with the astral plane, it probably behooves us to wait and see what is actually in the book. Nothing in this article contradicts the DMG's description of color pools and their role in actually entering the outer planes from the astral, or even if the pools are large enough for a spelljamming ship. The map shows "astral dominions", which at first glance look more like how githyanki outposts and the like are described than the infinite expanse of an outer plane. Having another means to reach the astral plane doesn't necessarily make it easier to reach an outer plane, nor does it imply it's any more commonplace. Consider that Descent into Avernus had PCs entering the first layer of the Nine Hells at level 5, and out into the "wilds" of Avernus at level 7, but nothing makes any DM run that adventure or allow low level PCs to enter the outer planes at all.
not really. outside of 4e she is a lesser god. with lesser gods are only about as stronger as a demons lord, and arch devil. As well character level stops mattering when you hit demon lords, arch devils and gods. since they basically run on something called divine ranks to know how strong they are. Tiamat's divine rank caps at 10. so she in on the stronger end of lesser.
Asmodeus is divine rank 17 last i checked. and to put it lightly. a divine rank of 10 in lore can't even beat a rank 11 in a fight. so she might be able to kill a few rulers of the hells. but when she gets to Asmodeus, or even Glasya she gets defeated easily.
So what about Zariel, how did she overthrow her?
She didn't she was appointed by Asmodeus and actually tries to help Tiamat escape Avernus. A coalition of Bel and Asmodeus imprisoned Tiamat and keep her imprisoned.
Edit: Tiamat was offered the position of Arch duke and refused it. She doesn't want to be stuck under Asmodeus