##### Table Of Contents
- **[1 Cover](#p1)**
- [Contact Information](#table-of-contents-contact-information)
- [Thanks](#table-of-contents-thanks)
- [Art Credits](#table-of-contents-art-credits)
- [Contact Information](#p2)
- [Thanks](#p2)
- [Art Credits](#p2)
- **[2 Introduction](#p3)**
- [Using this document](#p3)
- **[3 Wildspace](#p4)**
- [Crystal Spheres](#p4)
- [The Phlogiston](#p4)
- [Space Travel](#p5)
- [The Helm](#p5)
- [Ship Terminology](#p7)
- [Siege Weaponry](#p7)
- **[4 Vehicles and Equipment](#p9)**
- [Table of Ships](#p10)
- [Siege Weapons](#p10)
- [Other Equipment](#p11)
- [Ship Upgrades](#p11)
- **[5 The Crew](#p12)**
- [Green Crew](#p13)
- [Trained/Crack Crew](#p13)
- **[6 Roles on the Ship](#p14)**
- [Stations](#p14)
- **[7 Movement in Space](#p15)**
- **[8 Ship Combat](#p16)**
- [Ship Actions](#p16)
- [Critical Hits](#p18)
- **[9 Planetary Bodies](#p19)**
- [Takeoff and Landing](#p19)
- [Travel Time](#p19)
- **[10 Gravity](#p20)**
- **[11 Air in Space](#p21)**
- **[12 Magic in the Phlogiston](#p22)**
- [Divine Magic](#p22)
- [Teleportation and the Realms](#p23)
- [Fire](#p23)
- **[13 Spells](#p24)**
- **[14 Feats](#p26)**
- **[15 Spelljammer Vessel Sheet](#p27)**
\columnbreak
##### Helm Rating
**Spellcaster Level**|**Minor Helm**|**Major Helm**
:-----:|:-----:|:-----:
1|1|1
2|1|1
3|1|1
4|1|2
5|1|2
6|2|3
7|2|3
8|2|4
9|3|4
10|3|5
11|3|5
12|4|6
13|4|6
14|4|7
15|5|7
16|5|8
17|5|8
18|6|9
19|6|9
20|6|10
\pagebreakNum
Below are listed various ship types found throughout Wildspace. This is not an exhaustive list of all ship types, but a basic list of various ships and their sizes. You can refer to Pages 119 and 246-247 in the *Dungeon Masters Guide* for more information about Water- and Air-borne Vehicles, Object AC, Object HP, and Damage Threshold. The AC and Damage Threshold values located in this table are adapted from those pages.
#### Spelljamming Ships
|**Type/Name**|**Crew Min/Max**|**MR**|**AC**|**HP**|**Damage Threshold**|**Kell length**|**Beam Length**|**Standard Armament**|**Tonnage**|**HelmType**|
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
Airship|10/30|1|13|300|N/A|150|25|None|1|n/a
Flitter|1/1|5|13|50|N/A|20|5|None|1|Major or Minor
Mosquito|1/6|3|14|75|N/A|100|15|None|5|Major or Minor
Caravel|8/10|1|13|150|10|70|20|1 Medium|10|Major or Minor
Dragonfly|3/10|4|13|100|10|100|20|1 Large|10|Major or Minor
Damselfly|2/10|3|13|100|10|100|20|1 Large|10|Major or Minor
Wasp|8/18|3|14|100|15|80|20|1 Medium|18|Major or Minor
Tyrant Ship|15/23|4|21|200|20|100|100|Special|23|Orbus
Tradesman |10/25|3|15|200|15|120|30|1 Medium & 1 Large|25|Major or Minor
Gnomish Sidewheeler|20/30|2|18|250|15|120|25|Gnomish Sweeper|30|Gnomish
Nautiloid|10/35|3|19|300|15|180|30|5 Large|35|Series Helm or Pool Helm
Mindspider|3/40|4|19|400|15|40|15|3 Large|40|Lifejammer
Galleon|20/40|2|15|400|15|130|30|1 Medium & 2 Large|40|Major or Minor
Squid Ship|12/45|3|16|450|15|250|25|3 Large|45|Major or Minor
Dragonship|20/45|3|16|450|15|150|20|2 Large|45|Major
Hammership|24/60|3|17|550|20|250|25|3 Large|60|Major
Man-o-War|10/60|4|17|550|25|200|20|4 Large|60|Major
Deathspider|30/100|2|19|1000|30|175|50|6 Large|100|Major
Armada|40/100|3|23|1000|30|300|30|14 Large|100|Major
Citadel|100/300|2|23|1500|30|300|200|12 Medium & 8 Large|300|Artiforge
\pagebreakNum
### Siege Weapons
|**Name**|**Size**|**AC**|**HP**|**Attack Modifier**|**Range**|**Damage**|**Crew Size to Operate**|**Notes**|
|:-----|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
Gnomish Sweeper|L|15|60|5|5|11 (2d10) bludgeoning to all creatures in a 10ft radius|3|Target(s) must make DC 13 Dex saving throw. On a failure, the creature falls prone and gains the grappled condition
Light Ballista|L|15|30|5|4|16 (3d10) piercing|2|-
Heavy Ballista|H|16|70|6|6|33 (6d10) piercing|3|-
Light Trebuchet|L|15|90|5|6|44 (8d10) bludgeoning|3|Can't hit targets within one hex of it
Heavy Trebuchet|H|15|150|6|8|66 (12d10) bludgeoning|4|Can't hit targets within two hexes of it
Light Mangonel|L|19|75|5|4|28 (5d10) to all creatures in a 15 foot radius on the deck of the enemy ship. Bludgeoning or Piercing |2|-
Heavy Mangonel|H|15|90|6|6|55 (10d10) to all creatures in a 15 foot radius on the deck of the enemy ship. Bludgeoning or Piercing|3|-
Light Cannon|L|19|75|5|5|44 (8d10) bludgeoning|4|On a successful Critical Hit, do not roll on the Critical Hit table. Instead target suffers *Hull Holed* Critical Hit
Heavy Cannon|H|20|150|5|7|66 (12d10) bludgeoning|5|On a successful Critical Hit, do not roll on the Critical Hit table. Instead target suffers *Hull Holed* Critical Hit
Alchemist's Fire Projector|H|15|200|6|1|27 (5d10) fire|3|On a successful hit, target suffers *Fire!* Critical Hit
Piercing Ram|L|10|50|-|1|3d10 + 1d10 per number of hexes moved in a straight line this round, max of Ship Speed.|-|On hit, roll 1d10. On a 10, target ship suffers *Hull Holed* Critical hit
Blunt Ram|L|10|50|-|1|3d10 + 1d10 per number of hexes moved in a straight line this round, max of Ship Speed.|-|On hit, roll 1d10. On a 10, target ship suffers *Ship Shaken* Critical hit.|
Grappling Ram|L|10|50|-|1|-|-|On hit target ship gains *Grappled* condition
### Siege Weapon Ammunition
|**Item Name**|**Cost**|**Notes**|
:-----|:-----:|:-----:|
Alchemist's Fire (cask)|200 gp per cask|Always flammable
Ballista Bolts|5 sp per shot|Fits any ballista. May be used as a Spear
Cannonball|5 gp per shot|May also be launched out of Trebuchet
Sweeper rounds|4 sp per shot|Doubles as a *Nunchaku* for creatures of Gargantuan size or larger
Catapult Stones|3 sp per shot|Large Stones, carved into rough spheres
Stone Shot|2 sp per shot|A package of round rocks for a jettison. Deals Bludgeoning damage
Jettison Shot|2 sp per shot|A package of sharp glass for a jettison. Deals Piercing damage
\pagebreakNum
### Other Equipment
**ITEM NAME**|**Cost**|**Notes**
:-----|:-----:|:-----:
Passage Device|1,000 gp per tonnage|A device installed in the Helm that functions, when activated, as the *Create Portal* spell
Portal Locator|5,000 gp|A device installed in the ship that, when activated, functions as the Locate Portal spell
Sextent|10,000 gp|A device installed in the ship that gives any character aboard advantage on Survival checks to locate planetary bodies while in wildspace
Plantetary Locator|2,000 gp|When a ship carrying a "Planetary Locator" installed enters a Crystal Shell, the device immediately tracks Size B through F celestial bodies and displays them as a 3d Image. This 3d image functions as the *Silent Image* spell
Star Chart|100-600 gp|A hand-drawn, 2d map. May have notes (by the cartographer) such as hostile forces, mean temperature, and spaceborne powers operating in the region
Scanning Device|5,000 gp|When installed in a ship, the *Scanning Device* gives additional information to the *Magic Officer*, using the *Spyglass* Ship Action - Remaining Ship HP, Cargo, and any other interesting characteristics per DM discretion
Anchor|10 gp per tonnage|Used to moor a ship to a larger body or tie several ships together
Lifeboat | Large- 10,000 gp
Medium- 5,000 gp Small- 1,000 gp. |A Large lifeboat holds 20 medium creatures. A Medium lifeboat holds 5 medium creatures. A small lifeboat holds 2 medium creatures. Falls towards nearest gravity well with limited control (so be wary of a stars’ proximity). Only flies once. A lifeboat takes up as much tonnage in a ship as half the number of people it can carry
### Ship Upgrades
|**Item**|**Cost**|**Notes**|
|:-----|:-----:|:-----:|
**Helms**||
Minor Helm|100,000 gp|The most basic Helm
Major Helm|250,000 gp|The most basic Helm, upgraded
Artiforge|500,000 gp (init) 100,000 gp (per yr)|Crew must be at least 25% Dwarven, and will be busy forging weapons/armor/etc to power the ship. Can be installed on a ship of 75 tonnage or higher.
Gnomish
Helm|75,000 gp|Crew must be at least 25% Gnomish. When used, roll a D10. On a 1 the Helm backfires and does not work for 1d4 rounds while Gnomes repair it. Functions as a Minor Helm
**Hull Armor** | |
Plating|100 gp per ship tonnage|Choose one: Increase Ship HP by that ships Total Tonnage or Increases Ship DT by +5. Reduces MR by -1 (min 1). Can only happen once
Netting|10 gp per ship tonnage|Provides half cover to creatures on deck of ship from enemy attacks. HP 10. If boarding, netting must be cut to allow passage to enemy deck.
Materials|500 gp per ship tonnage|Rebuilds ship hull with stronger materials. Increases AC as materials listed in DMG p.246, 500 gp per ton per step. May take a long time.
**Improved Maneuverability** | |
Rigging|200 gp per ship tonnage|Increases MR by +1. Increases min number of crew needed by 100%. Max crew number does not change. A ship can have Rigging added only once.
Stripping|200 gp per ship tonnage|Increases MR by +1. Decreases AC by -1. Ship is still considered at same base tonnage. A ship can have it’s hull Stripped only once.
\pagebreakNum
### Green Crew
Medium Humanoid (any race), any alignment
**Armor Class** 10
**Hit Points** 4 (1d8)
**Speed** 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---|:---:|:---:|:---:|
|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|
**Senses** passive Perception 10
**Languages** any one language (usually Common)
**Challenge** 0 (10 XP)
#### Actions
***Club*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.
\columnbreak
### Trained/Crack Crew
Medium Humanoid (any race), any alignment
###### Armor Class- 12
###### Hit Points- 11 (2d8 + 2)
###### Speed- 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---|:---:|:---:|:---:|
|11 (+0)|12 (+0)|12 (+0)|10 (+0)|10 (+0)|10 (+0)|
###### Senses- passive Perception 10
###### Languages- any one language (usually Common)
###### Challenge- 1/8 (25 XP)
#### Actions
* **Scimitar.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target.*Hit:* 4 (1d6 + 1) slashing damage.
* **Light Crossbow.** Ranged Weapon Attack:* +3 to hit, range 80 ft./320 ft., one target.*Hit:* 5 (1d8 + 1) piercing damage.
\pagebreakNum
—Johannes Kepler*
# Gravity
The reason everything drags its own atmosphere around through space is gravity. This is also the reason why people can stand on a space sailing ship without falling off its deck and can stand on a spherical planet without falling off the bottom side. Every body in space has its own gravity. Gravity is an accommodating force in that its direction seems to be "that which is most convenient." In an object the size of a planet, gravity is directed toward a point at the center of the sphere so that people can stand anywhere on the surface, and dropped objects fall perpendicular to the surface. In smaller objects, like spacecraft, gravity is not a central point but rather a plane which cuts horizontally through the object to the end of the air envelope. Gravity itself is conveniently an all-or-nothing proposition. Either it is there at full strength or it is not there at all (though there are exceptions to every rule, per DM discretion).
Significantly, this gravity plane is two-directional; it attracts from both top and bottom. A sailor can actually stand on the bottom of the ship's hull and move around as easily as if she was walking on deck. In this case, what was "down" on the deck is actually "up", back toward the plane of gravity that cuts through the ship. One of the stranger side effects of all this is that an object falling off the side of a Spelljammer can oscillate back and forth across the plane of gravity, falling first in one direction until it crosses the plane, then reversing direction and falling back across the plane again, and so on until something causes it to stop. To a person standing on the deck, the object appears to fall down, then up, then down, then up, and so forth.
> This trick is commonly used to amuse passengers new to space travel. More than one groundling has gotten in trouble for standing at the ship's rail and tossing an endless stream of apples overboard just to watch them bob.
Along the plane an object is weightless, but it is slowly pushed slowly out toward the edge of the gravity field. Therefore, a creature that falls overboard that couldn't find a hold or isn't tied down, would eventually come to rest at the ship's plane of gravity, and would then begin drifting away from the ship along that plane toward the edge of the air envelope. On reaching the end of the gravity plane (at the very edge of the air envelope) she is pushed out and left behind as the ship moves away. This movement takes place at a rate of 5 feet per round. Aside from this slight push, there is no relative motion of a ship within its air envelope, aside from turning. A ships air envelop does not turn with the ship when it turns, but objects in the ships air envelope do not drift toward the rear of the ship simply because the ship is moving forward.
When gravity planes intersect (such as when two ships pass each other, or when a ship passes a planetoid), the gravities of both ships remain in effect, regardless of size, up to the point where they physically intersect. An object is under the influence of whichever gravity plane it is closest to. A character could leap between two passing ships, altering her down direction as she crosses the midpoint between the two.
When two ships come into direct contact, the gravity of the ship with the higher tonnage is dominant and becomes the gravity for both ships. A large mind flayer vessel could ram a smaller ship from directly above and spin the smaller ship's gravity plane by 90 degrees, causing everything on the rammed ship to tumble toward the large ship's plane of gravity, probably with disasterous results.
A weightless character who enters the air envelope of a larger body is immediately affected by the pull of gravity on that body. She effectively falls the distance from where she entered to the surface of the body or to the gravity plane, whichever is closer. Normal falling damage is applied, as well as massive damage rules. When the drop is more than one mile, there is also danger of the subject heating up and igniting from friction with the air. This happens after one mile of uncontorlled descent. The falling object catches fire and takes normal damage from fire as well as falling damage. Any sort of control over speed and descent (flight, levitation, feather fall, etc) negates this effect.
Characters who are weightless can move under familiar laws of physics - For every action, there is an equal and opposite reaction. A drifting fighter may move by throwing her equpiment in the opposite direction. Max movement is half-speed when acting this way. Combat in a weightless environment is difficult and foreign to creatures used to fighting in normal environments, and any attack roll or saving throw is done at disadvantage.
\pagebreakNum

# Air in Space
All objects drag oxygen (*air*) with them whenever they leave an air envelope. While important, air is relatively easy to replenish. Entering a larger air envelope like that of a planet or asteroid is one of the most popular and cheapest methods. Green plants will refresh air, and some vessels make great use of these for just this purpose. Many asteroid colonies keep at least half their surface area reserved for plants for this reason as well.
Air around a larger body (one ton or more) remains fresh for four months if the vessel carries max crew or less.
All spelljamming ships in Wildspace or the Phlogiston carry four months of air. For each 25% over the max crew, the air supply is reduced by one month. For each 25% under the max crew, the air supply is extended by one month. These adjustments are made at the beginning of the trip. Air cannot be extended by losing crew members mid-travel, but can be shortened by adding crew members mid-travel.
For example: A 30 ton frigate sets sail with 30 characters aboard, the Maximum crew size for that vessel. It has air sufficient for four months. After six weeks, 10 crew are lost in a battle, making total crew 20. Even though this represents more than 25% of the crew, it has no effect on air supply because air supply can’t be extended mid-travel. Three weeks later (nine weeks total) if the same 30-ton frigate rescues 20 characters from a drifting hulk, this raises current crew to 40, which is at least 25% greater than the max of 30. Air supply is reduced by one month, so it will be fouled at the end of three months in space.
Any lone Medium-sized creatures in Wildspace or the Phlogiston drags along with it enough air to last 5 minutes. If a medium-sized creature is standing on a rock 100 cubic yards in size it may have enough air to survive several months (food and water is another matter entirely). Large-sized creatures (ogres and giants, for example) drag along enough air to last 20 minutes.
*Fresh* air is completely breathable.
\columnbreak
When a body reaches its air limit, the air becomes *fouled*; it smells bad and is stale and humid. All attacks, checks, and saving throws in a fouled atmosphere are at disadvantage. Air remains fouled for the same amount of time it remained fresh (5 minutes) after which it becomes *Deadly*.
Deadly air is completely depleted and filled with carbon dioxide. It cannot support life that breathes oxygen. This happens the turn after the fouled air supply timer has run out. A creature can hold it’s breath for a number of minutes equal to 1 + its Constitution modifier (min. 30 seconds). When a creature runs out of breath, it can survive for a number of rounds equal to it’s Constitution modifier (min. 1 round). After this, the creature falls unconscious and is dying.
A creature falling unconscious in this way in the Phlogiston is put into suspended animation until such time as they are found or their body is destroyed, whichever comes first. Their flesh turns gray and stonelike and remains that way until the individual is rescued. Some races do excellent business in robbing and enslaving the unfortunate individuals they find adrift in the depths of Phlogiston.
When two bodies meet in space, their atmosphere is exchanged. The class of air (Fresh or Fouled) in the body that is smaller becomes that of the larger body. If the smaller body is at least 50% of the tonnage of the larger, both get one half as much air as the larger had remaining. If the smaller is less than 50% the size of the larger, both get the largers full supply of air, minus one week. The same rules apply for individual creatures, except on the smaller scale.
Creatures that have no need for the air pocket around them (undead or magical creatures such as golems, for example) are unaffected by the status of the air envelopes but still carry the envelops and exchange air. The envelope still depletes as normal.
\pagebreakNum
# Magic in the Phlogiston
The effects of certain arcane and divine spells and spell-like abilities are limied in the Phlogiston that lies between Crysal Spheres. Individuals with magical abilities may use their powers to operate a Spelljamming Helm, allowing them to move their ships across the stars. All magic operates normally within any Crystal Shell, but is severely hampered in the Phlogiston.
A Cleric receives her spells through the officies of her diety, and the Druid and Ranger pull the very essence of terrestrial bodies themselves. Warlocks have been gifted the source of their power from their Patron. A Diety’s or Patron’s effectiveness ends at the Crystal Shell, and no known terrestrial-based nature exists in the Flow. Warlocks are unable to contact their Patron (as Planar contact is nonexisten). In addition, the Weave and Shadow Weave are not present in The Phlogiston. It is impenetrable to extra-dimensional magics, and as a result the gods and other powers have no sway there.
### Divine Magic
While any god or power may not be considered “recognized” within a sphere unless it has worshippers in said sphere, the eternal wars of the gods have brought about alliances.
Optionally, DM's may consider limiting Divine spells above 3rd level in a sphere that a characters diety is not worshipped in. It will be necessary to contact a local church with a diety that has an alliance with your God for the necessary steps to regain full spellcasting ability. (In general, Gods with the same or similar Domains have an alliance.) If you diety is worshipped in the Crystal Shell you are touring (or if the DM chooses not to use this optional rule) then Divine magic works the same in all Crystal Shells, regardless of the existence of any Gods there.
You can also begin the process of starting a church by performing the Sacred Rites of your diety, and gaining renown. See Pg. 129 of the *The Dungeon Masters Guide* for downtime activities or Pgs. 123-134 in *Xanthar's Guide to Everything* for a revision of these rules. Generally, several weeks of daily performance of Sacred Rites and proselytizing can generally either start the recoginition of your diety in whatever Crystal Shell you are visiting, or attract the attention of a diety that is able to relay power. The DM is heaviy encouraged to work with the character to set a reasonable amount of time based on the limits or freedoms of time in the campaign.
\pagebreakNum
#### *And all dared to brave unknown terrors, to do mighty deeds, to boldly split infinitives that no man had split before--and thus was the Empire forged.
― Douglas Adams, The Hitchhiker's Guide to the Galaxy*
\columnbreak
### Teleportation and the Realms
Spells and Spell-like abilities that call upon beings from the surrounding area will not function if none of those creatures are located within the spells range (ie. Calling upon local animals to aid in battle or to give information can't work if you're millions of miles from a habitable place). Conjuration/Summoning spells will not work in the Phlogiston if they summon extra dimensional monsters or powers. No power, God, elemental, or other meta-planar creatre can be summoned in the Phlogiston, and any spell that attempts to do so will automatically fail. In addition, any spells that place the caster in contact with an extra dimensional power automatically fails in the Phlogiston.
Travel between the planes of existence functions normally within the various Crystal Shells. A character in Wildspace may go ethereal, enter the *Astral Plane*, or open a gate into one of the outer planes. In the Phlogiston, however, the dimensions cannot be accessed. Therefore, devices and spells (*Bags of Holding*, or *Contact Other Plane*) will not function. A device or spell that holds objects in external dimensions will still hold them, but the items cannot be accessed.
### Fire
Within an air envelope, fire burns normally. Outside of an air envelope, there is a vacuum that will not support fire. Magical fire (such as the *Fireball* spell) will work in the vacuum of space as it is the sudden creation of fire that requires no air, though it will not cause anything outside of an air envelope to burst into flame, as no air exists to support the fire.
Within the Phlogiston, however, fire woks all too well. This affects both non-magical and magical flame. All effects from creating a flame (from the spark of a match to a 9th-level *Fireball*) are increased by 3x and explode immediately upon existence. This is such that igniting a match will cause serious burns (1d6 damage), and casting a 3rd level *Fireball* will cause 24d6 damage centered where it is cast (For example, in the hands of the Wizard casting it). It is advised to extinguish all flame-based light on the ship, and to avoid bringing Greek Fire into the Phlogiston.
\pagebreakNum
# Spells
This chapter offers new spells for many of the classes in the Player's Handbook. The spells provide various way to harness the power of Wildspace and The Phlogiston. Your DM determines whether these spells are available at character creation, whether they are discovered drifting in the ruins of wrecked vessels, or whether you stumble upon them in an ancient library or other storehouse of magical knowledge.
##### 1st Level
###### *Create or Destroy Air*
Cleric, Druid, Paladin, Ranger
##### 2nd Level
###### *Portal Magic*
Bard, Sorcerer, Warlock, Wizard
##### 3rd Level
###### *Contact Home Power*
Cleric, Druid, Paladin, Ranger
##### 4th Level
###### *Softwood*
Bard, Cleric, Druid, Paladin, Ranger
##### 5th Level
###### *Create Helm*
Bard, Sorcerer, Warlock, Wizard
\columnbreak
#### Create or Destroy Air
*1st level Transmutation*
___
- **Casting Time:** 1 action
- **Range:** 100 feet
- **Components:** V, S, M (A small, stoppered flask)
- **Duration:** 10 minutes
You either create or destroy air.
*Create Air*
You replace, replenish, and refresh the air in a personal air envelope for 10 minutes for any creature within range, including air poisoned/tained by spells such as *Cloudkill* and *Stinking Cloud*. This does not create a larger in size envelope, but simply replenishes the air in the envelope that the creature drags with it. If the air is fouled, the air turns fresh again and the air timer resets to 10 minutes. If used within a cloud based spell (such as *Cloudkill* and *Stinking Cloud*) the creature is allowed an immediate save against the effects of the spell.
*Destroy Air*
The air envelope of a target creature within range immediately is reduced to *Fouled* status, with all effects of *Fouled* status. If air is already *Fouled* status, this spell has no effect.
*At higher levels*
When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each slot above 1st.
\pagebreakNum
#### Portal Magic
*2nd level Divination (Ritual)*
___
- **Casting time:** 10 minutes
- **Range:** Half a mile
- **Components:** V, S, M (A conch shell)
- **Duration:** 1 minute
Casting out to the very Crystal Shell itself, you can sense the direction and distance (either in miles or in travel time) of the nearest portal of egress through a Crystal Shell.
In general, from any point on a Crystal Shell, naturally occurring portals for a ship are 2d10 days away. At DM’s discretion, there may be more, less, or no portals.
This spell may only be cast within half a mile of the surface of a Crystal Shell.
*At Higher Levels*
When you cast this spell using a spell slot of 5th level or higher, you may draw a circle in the air towards the Crystal Shell. A shimmering portal opens within the circle you drew and remains open for five minutes. The opening does not weaken the shell, and any objects resting physically on the shell are unaffected by the portal.
Portals created by this spell are magical and temporary, so they can be dispelled. If the portal is dispelled or otherwise prematurely closed, roll 1d10, and determine the result the fate of the object(s) passing through the opening as it closes:
- 1-5 - Portal closes before ship reaches shell. Ship must turn back using a Stunt, or Crash into the shell.
- 6-10 - Portal closes after ship passes through.
#### Contact Home Power
*3rd level Conjuration (Ritual)*
- **Casting time:** 1 Action
- **Range:** Self
- **Components:** V, S, M (A small toy horn, to be blown)
- **Duration:** One week, or until you leave the current Crystal Shell
You mentally establishes a tenuous link through the Astral Plane between your present location and that of the power you receives guidance from. This link permits the Cleric, Druid, Paladin, Ranger, and Warlock to regain spells above 3rd level as if their divine link was revered in the Crystal Sphere they currently reside.
Distance has no effect upon the attempt to contact the home power, but dimensional gates, anti-magic fields, and the effects of dispel magic will prevent the use of the spell. Additionally, the spell will not function in areas that power has been specifically banished from (whether from *Banishment* or some previous action by the power itself).
If power is forbidden, the caster will be informed through the spell that such contact is forbidden, but not the reason why. Passage into another plane, or into the ethereal will break the connection. While the spell is in effect, the caster will react positively to a *Detect Magic* spell.
The spell cannot be cast in the Phlogiston.
\columnbreak
#### Softwood
*4th level Transmutation*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (a handful of tree bark)
- **Duration:** Concentration, up to 1 minute
You attempt to turn one creature that you can see within range into a soft, spongy lump of wood, similar to that of a rotting stump.
The creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to grow mossy and brown. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to softwood and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
A shapechanger automatically succeeds on this saving throw.
The softwood lump is immune to all damage. A character turned to softwood could fall to Earth and the heat and impact of the fall would be absorbed by the spell.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to softwood until the effect is removed., or until the target is brought into contact with open air for 30 minutes.
#### Create Helm
*5th level Enchantment (Ritual)*
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- **Casting time:** 1 minute
- **Range:** Touch
- **Components:** V, S, M (Chair, stool, or other seat-like object)
- **Duration:** Concentration, up to 1 hour
By casting this spell on a normal chair or other seat, this spell transforms that chair or seat into a Spelljammer Helm suitable for powering a Spelljamming ship. The Helm this spell creates provides a Helm rating of 1:3, similar to a Minor Helm. If this Helm is dispelled, the chair or other seat used for the Material component of this spell is destroyed.
*At Higher Levels.*
When you cast this spell using a spell slot of 6th level or higher, you may select that the Helm this spell creates provides a Helm Rating of 1:2, similar to a Major Helm.
When you cast this spell using a spell slot of 7th level or higher, you may select that the Helm this spell creates is permanent.
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# Feats
##### **Spacefarer**
You've learned the in's and out's of moving through a weightless atmosphere, and are adept at travelling the stars and navigating your way through Wilspace and the Phlogiston.
- Attack rolls, ability checks, and saving throws done in zero gravity are done so normally; not at disadvantage.
- You have advantage on Survival checks to navigate and Perception checks that rely on Sight in Wildspace and the Phlogiston.
- The air envelope around a creature with the Spacefarer feat lasts twice as long. This does not include when the individual is on a ship.
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