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.
Unlock Spelljammer Academy Today!
If you can't wait until Adventures in Space launches for some Spelljammer action, claim your copy of Spelljammer Academy. This adventure series introduces players to Spelljammer concepts and is available at no cost! All you will need is a D&D Beyond account, so sign up today!
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.
this is why so many are agaisnt this change. and the ditchign of the hlogistan. what you described is the astral plane.. or what it used to be. now apparently the astral plane also jsut exists if you travel far enough on the prime material.. its nto a seperate dimension.. and the entire point of the phlogistan is that it cuts ff and seals crystal spheres from one another. it had rules preventsing teleportation and you couldnt access otehr dimmensiosn because int he phlogistan there WASNT any other dimensions. those onyl exist in crystal spheres. and every crystal sphere had its own rules, higher and lwoer dimensions. gods. etc.. now its jsut.. kinda all a big soup? or something. they jsut got rid of an entire realm of existence and forced another to stretch and take its place and pull double duty..
Phlogisiton was always kind of weird especially how it interacted with the astral, ethereal and mirror planes like the fey wild. It was basically the material plane so it should have had an equivalent of all of these but if it did then the whole Phlogiston became redundant as you could travel by those other planes to different settings virtually instantly as well as with some spells like teleport
I think astral works allot better. Firstly, It's not necessarily true that if you can travel to it by ship that it's not a separate plane, we don't have the details but its not uncommon for things like stars ect... to be considered portals to other dimensions in allot of fiction and the astral is described as a separate plane else where and also in this post. Secondly because its not the material plane it likely blocks things like teleport which easily bypass the entire setting of spelljammer and also has a clear connection to things like the fey wild making the cosmology allot cleaner. I also personally think the astral will be more interesting as it will simply be more populated than the phlogiston was, instead of just a small number of phlogiston specific enemies the astral plane could have anything as well as things like floating islands, dead gods and alike.
I really want to make Wildspace a region of the Border Ethereal that overlaps the Vacuum of the Prime Material's Real-Space. So Spelljammers don't travel through actual space, but they enter into the Ethereal Wildspace, and then from there they have access to all the Inner Planes as well, or they can travel out to the edge of Wildspace where it transitions into the Astral Sea.
It feels more magical to me, whilst also maintaining our Real-World understandings of space, making the suspension of disbelief easier to bear. But more importantly, it opens up the Entire D&D Multiverse (both Inner and Outer Planes) to Spelljammers.
what happens if you go below deck on a spelljamming ship, and end up on the opposite side of the gravitational axis?
or are spellljamming ships designed in such a way as to make all the accessible parts above said axis?
I completely agree.
You do not age in the Astral, movement requires mental effort to move (the smart are fast and the dumb are slow), you do not need to eat inside the Astral, when you leave the Astral time catches up to you aging you and making you very hungry.
Spelljammers travel space and the multi-verse, that is it.
The Material Plane contains all of its setting's space.
Oh boy, i just realized how many tarrasques we have now!!
and Tiamat hoards!
cuz u can like go from one world to another
Also, become a member of theSupreme Court of sauce today!!!
If I didn't want players crossing into the astral sea with a spell jammer they simply wouldn't be able to sphere or not. The way the astral sea works is that travel is mental not spacial and you can really just end up any where regardless of distance and direction. As a result as dm you can just loop them back around like the fog of a domain of dread unless they have something to help them travel like a very clear thought of where they are going or some token from another world.
I think that works better than doing it with a spell because spells are subject leveling as opposed to what the dm actually has prepared which is what really matters when it comes to planar travel.
I think you nailed it there. Descent into Avernus gets into the metaphysics of travel in an infinite plane, and the same applies to the Astral. Once a vessel transitions from wildspace to the Astral Plane, whoever is at the helm had better have a reasonably good idea where they are going, or the ship will just roam aimlessly about the plane until something with a strong desire to find it does so.
With what Wizards Of The Coast is trying to do the cosmology of D&D will result is an unending spelljammer war of the upper and lower planes of the Forgotten Realms.
I'm sorry, but that's an unsupported conclusion.
The astral plane does not automatically equal the outer planes. It's a big place, with astral dominions and entire races that live there without ever entering an outer plane. Yes, the astral plane has color pools that lead to the outer planes. Color pools are 1d6 x 10 feet in diameter, so it's possible to find - at random, after 1d4 x 10 hours of searching each time - a color pool big enough for a spelljamming ship to fly through. Outer planes, however, don't have color pools. They also don't have wildspace. Sailing into an outer plane is a one-way trip. I'm sure it happens now and again. I'm sure places like Avernus have more than a few ruined spelljammers dotting the landscape, which would be the natural result after the big flying target of juicy mortal souls popped into its "airspace" without any ability to escape.
That's even assuming there are wars between the upper and lower planes. There's nothing published that Torm sends legions of celestials to invade Bane's realm, or that Gruumsh invades Arvandor daily with bands of infernal orcs. The only ongoing war that's published is the Blood War between demons and devils, and they use the River Styx as their transport. Some gods do use Acheron as a battle plane, but that's a plane of unending war. The war between gods is fought in the souls of mortals in the Material Plane. Sure, the occasional incursion occurs (see: Zariel) but that often ends badly (see: also Zariel). Any DM is welcome to establish interplanar warfare in their campaign, but that would be their story and their problem to solve, and not the published D&D world. And even then, these powerful beings have their own portal and innate plane shifting abilities. Why would they use rickety mortal vessels in their wars?
As written thus far, spelljamming doesn't suddenly enable a new era of interplanar warfare. Spelljamming is a relatively tiny handful of mortals in huge ships powered by rare magical items using the astral sea as a conduit between wildspaces, presumably for profit and adventure. When not using direct means like plane shift or astral projection, canny planar travelers are going to use places like Sigil or the World Serpent Inn to find reliable portals, not maroon themselves on an outer plane using a spelljammer.
I'm not sure what you're referring to? The Outer Planes have always been connected via the Astral Plane/Sea, so how has this been changed by recent releases?
Astral dominions/Outer Planes were distinct planes connected by the Astral Sea, like Mount Celestia and the Nine Hells.
Meaning Wizards Of The Coast is making it so Fiends can invade other planes by spelljammer ships.
Yeah, of course the astral plane is a transient plane to the outer planes. Not disputing that. It's not just a transient plane, and it's not only about getting to the outer planes. The githyanki and githzerai and no doubt countless others live there without ever bothering with the outer planes. Now with spelljamming, it also links the wildspaces of different worlds.
A lot of the comments on this article have people automatically assuming that giving players a new way to access the astral plane via spelljamming automatically means the skies of every outer plane will be swarming with spelljamming ships, or spelljammers will be transporting armies between planes, or 1st level characters will start walking the halls of the gods.
Well, that last one is possible. Then again, it always has been possible.
What I'm getting at is while spelljamming ships can get someone to the astral plane without plane shift or astral projection, those ships can't get them back. So, all the prognostications of doom and how spelljamming ships in the astral sea are somehow going to ruin the cosmology of D&D are, well, silly.
Hey Dallon, my question was actually directed to FinalKingdomHeart's comment,
"With what Wizards Of The Coast is trying to do the cosmology of D&D will result is an unending spelljammer war of the upper and lower planes of the Forgotten Realms."
I guess hitting "REPLY" on someone's comment doesn't tag them or make it clear who you're addressing. Sorry about the confusion.
Astral dominions/Outer Planes were distinct planes connected by the Astral Sea, like Mount Celestia and the Nine Hells.
Meaning Wizards Of The Coast is making it so Fiends such as Devils can invade other planes by spelljammer ships.
Let me come at this from another perspective. So far, what we've seen is a revival of the 4th edition cosmology, which is where the Astral Sea and Astral Dominions all came from. So, if astral skiffs, planar dromonds, and spelljammers didn't lead to cosmologically apocalyptic interplanar warfare in 4th edition, why would they do so now in 5th edition?
Hello Xamiel,
I am also a 2nd ed Spelljammer like you. I don't like the loss of the the Spheres and Phlogiston either. For ease of compromise, I too will be doing something similar as you have stated.
The Spheres are still there. I too believe that there needs to be a boundary between the Material and Astral. I like your idea of the Phlogiston cloud around the spheres, a buffer that transitions to the Astral Plane to allow the 5e rule set to play nice.
I may also use free floating clouds of Phlogiston, like nebulas, to give a bit of space hazard. Go through or around? Do you have enough food to go around? Do you risk chance that something is waiting inside for a easy target or maybe a snack?
Understand why they made some changes, not so clear on others. This is one that I think should have been kept at least in some part as a hazard of Spelljamming travel. So it will be in mine.
One change I am thinking about is the Astral effects on the crew. I feel that the magic of the Helm should shield the crew in the bubble around the ship, i.e. it's normal on the ship. If you leave the Envelope you come under the effects of the plane.
I think this will keep the "You have to plan your voyage out" more real to how their ground based games go. Not a strict DM, but do set off on a 30 day trip with only 5 days of rations. Make them burn the coin to properly maintain the ship and such.
There is a series of books, Voidhawk by Jason Halstead that is basically Spelljammer and Firefly together. I like he treated the trips between as normal travel and you need food and water or a means to make it.
With a Cleric and Create food & water you are covered, blandly but covered.
So good travels to you and your crew out there and may you find the treasures of the Vast awaiting you.