##### Helm Rating
**Spellcaster Level**|**Minor Helm**|**Major Helm**
1 - 3|1|1
6 - 7|2|3
10 - 11|3|5
12 - 13|4|6
16 - 17|5|8
18 - 19|6|9
### Green Crew
Medium Humanoid (any race), any alignment
**Armor Class** 10
**Hit Points** 4 (1d8)
**Speed** 30 ft.
|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)
***Club*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.
### Trained/Crack Crew
Medium Humanoid (any race), any alignment
**Armor Class** 12
**Hit Points** 11 (2d8 + 2)
**Speed** 30 ft.
|11 (+0)|12 (+1)|12 (+1)|10 (+0)|10 (+0)|10 (+0)|
**Senses** passive Perception 10
**Languages** any one language (usually Common)
**Proficiencies** Spelljamming Vehicles
**Challenge** 1/8 (25 XP)
* **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.
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 or line 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 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 using STR, DEX, or CON is made at disadvantage.
# Air in Space
All objects drag 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.
Air around a ship remains fresh for eight months with 50% of the max crew or less. With 51% - 100% of the max crew, air lasts for four months. 101% - 150% of the max crew, and air lasts for three months. 151% - 200% of the max crew, and air lasts for 2 months. More than double the crew cannot fit on a ship, due to sleeping and space requirements. 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 crew aboard (including the party), the maximum crew size for that vessel. It has air sufficient for four months. After a week in space, 16 crew members are lost in a large space battle, making total crew of 14. Even though this represents less than 50% of the max crew, it has no effect on air supply because air supply can’t be extended mid-travel. Two weeks later, if the same 30-ton frigate rescues 34 characters from a drifting hulk of a vessel, bound together and limping along. This raises current crew to 50. This bring the total crew count greater than the max of 30. Air supply is reduced to three months, so the air will gain the fouled condition 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. Large-sized creatures (ogres and giants, for example) drag along enough air to last 10 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, but food and water is another matter entirely.
*Fresh* air is completely breathable. When a body reaches its air limit, the air gains the *Fouled* condition; it smells bad and is stale and humid. Roll all attacks, checks, and saving throws in a fouled atmosphere at disadvantage. The time for air to with the fouled condition is the same time it stayed fresh, effectively resetting the timer, after which it gains the *Deadly* condition.
Deadly air is completely depleted. It cannot support life that breathes air. 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 do not breathe (undead, golems, etc) are unaffected by the status of the air envelopes but still carry the envelops and exchange air. The envelope still depletes as normal.
# Vehicles and Equipment
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**|
Flitter|1/1|5|13|50|N/A|20|5|None|1|Major or Minor
Mosquito|1/6|3|14|80|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
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
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
Citadel|100/300|1|23|3000|30|300|200|12 Medium & 8 Large|300|Artiforge
Some veterans of Space Travel will note that some of these numbers do not match with the original Spelljammer content. This is done on purpose.
### Siege Weapons
|**Name**|**Size**|**AC**|**HP**|**Attack Modifier**|**Hex Space 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|M|15|30|5|4|16 (3d10) piercing|2|-
Heavy Ballista|L|16|70|6|6|33 (6d10) piercing|3|-
Light Trebuchet|M|15|90|5|6|44 (8d10) bludgeoning|3|Can't hit targets within one hex of it
Heavy Trebuchet|L|15|150|6|8|66 (12d10) bludgeoning|4|Can't hit targets within two hex spaces of it
Light Cannon|M|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|L|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|L|15|200|6|1|27 (5d10) fire|3|On a successful hit, target suffers *Fire!* Critical Hit
Piercing Ram|M|10|50|-|1|3d10 + 1d10 per number of hex spaces 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|M|10|50|-|1|3d10 + 1d10 per number of hex spaces 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|M|10|50|-|1|-|-|On hit target ship gains *Grappled* condition
### Siege Weapon Ammunition
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
### Other Equipment
Passage Device|5,000 gp|A device installed in the Helm that functions, when activated, as the *Portal Magic* spell
Sextent|2,000 gp|A device installed in the ship that gives any character aboard advantage on Survival checks to find their own location in wildspace in any sphere
Plantetary Locator|4,000 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 to display the current crystal shell
Star Chart|100-600 gp|A hand-drawn, 2d map. May have notes (by the cartographer) such as hostile forces, rumored treasure, 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 10 medium creatures. A small lifeboat holds 5 medium creatures. Falls towards nearest gravity well with limited control (so be wary of a fire planets' 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
Minor Helm|100,000 gp|The most basic Helm to get you spacebourne
Major Helm|250,000 gp|The most basic Helm, upgraded
Artiforge|500,000 gp (init) 100,000 gp (per yr)|Can be installed on a ship of 100 tonnage or higher
Helm|75,000 gp|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
Helm|100,000 gp|Functions as a Minor Helm. Draws Psychic energy from the Helmsman to propel a ship forward.
**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.
# Universal Magic
The Wizard and Artificer have learned to bend the very magical essence of the universe through study, and the Sorcerer and Mystic through sheer force of will or personality. Clerics and Paladins receive their spells through the offices of her deity, and the Druid and Ranger pull on the very essence of terrestrial bodies themselves. Lastly, Warlocks have been gifted the source of their power from their respective patrons. This all may change in the universe, and no two places may change in the same way.
The effects of certain arcane and divine spells and spell-like abilities are limited in the Phlogiston that lies between Crysal Spheres. The power of the helm allows individuals to operate a Spelljamming Helm in the flow without consequence, but magic use may be severely hampered or twisted in the Phlogiston due to its turbulent nature, and may operate differently at different times.
### Spell Ranges
In space, any spells with a five mile or less range may only target creatures or objects that are in an adjacent hex space. Any spells with a larger than five mile radius, or that have a range of Sight, may effect creatures or objects on the battlefield if you can clearly see the target. Outside of ship combat, any spells with a larger than five mile radius is up to DM discretion.
### Gods and Patrons
*Optionally*, DM's may consider limiting spells from the Druid, Ranger, Cleric, Paladin, and Warlock classes above 3rd level in a sphere that a deity or patron is not recognized in. It will be necessary to contact a local group that can assist in providing an alliance with a God or Patron to regain full spellcasting ability. In general, Gods with the same or similar Domains have an alliance and will be able to convey magic ability, sometimes for a fee or with the completion of a quest. Similarly, pulling from the very essense of nature may be difficult if the world is too foreign.
If a deity is worshipped in the Crystal Shell the party are touring (or if the DM chooses not to use this optional rule) then magic works the same in all Crystal Shells, regardless of the existence of any Gods or Patrons there.
You can also begin the process of starting a church by performing the Sacred Rites of your deity, 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 either start the recognition of your deity or patron in whatever Crystal Shell you are visiting, or attract the attention of a power that is able to relay magical ability. The DM is encouraged to work with the players to set a reasonable amount of time based on the limits or freedoms of time in the campaign, if you use this optional rule.
#### *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*
### 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 creature 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 (ie. Gods or Patrons) automatically fails in the Phlogiston.
Travel between the planes of existence functions normally within the various Crystal Shells. A character in Wildspace may become ethereal, enter the *Astral Plane*, or open a gate into one of the outer planes. In the Phlogiston, however, other dimensions cannot be accessed. Therefore, devices and spells (ie. *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. The items will become mundane, non-magical equipment. Items that are magically non-functional in this way regain their ability upon re-entering a crystal shell. Any effects are essentially placed "on hold" until that time.
Within an air envelope, fire burns normally. Outside of an air envelope in Wildspace, there is a vacuum that will not support fire. Magical fire (such as the *Fireball* spell) will work in the vacuum of Wildspace 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* spell will cause an intense eruption of flame (24d6 damage) conveniently centered where it is cast (For example, in the hands of the Wizard casting it, before it can be moved away from said Wizard). It is advised to extinguish all flame-based light on the ship, and to avoid bringing Alchemist Fire into the Phlogiston.
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
Bard, Cleric, Druid, Paladin, Ranger
##### 5th Level
###### *Create Helm*
Bard, Sorcerer, Warlock, Wizard
#### 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.
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 spell or effect that causes a cloud (similar to the *Fog Cloud*, *Cloudkill* and *Stinking Cloud* spells) the creature is allowed an immediate save against the effects of the spell.
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.
#### 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 the 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 receive 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.
*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 may 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, such as the air on a planetoid or ship.
#### Create Helm
*5th level Enchantment (Ritual)*
- **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.
You can Create a permanent Helm by casting this spell on the same seat-like object every day for one year. You need not use the Helm this spell creates when you cast the spell this way.
##### **Rocket Rider**
Being in space away from your ship allows you to think clearer than your allies, and your ability to maneuver isn't hindered by the pesky lack of gravity.
- Increase your Constitution score by 1, to a maximum of 20.
- You roll with advantage on ability checks and saving throws when in zero gravity.
- Your air envelope lasts twice as long in zero gravity. This does not include when on a ship or planet.
- You can go without food and water for twice as long.
- When in an environment of extreme heat or extreme cold, you have advantage on constitution saving throws made to avoid exhaustion.
You are a traveler, flitting from port to port, world to world, and are an expert at navigating your way throughout Wildspace and the Phlogiston. You've seen things, been there, and it shows:
- You have advantage on Survival checks to navigate and Perception checks that rely on Sight in Wildspace and the Phlogiston.
- The Speed of a ship that crews a character with the Nomad feat is increased by 1.
- You have advantage on ability checks and saving throws made to avoid gaining the Poisoned, Diseased, Charmed, and Restrained conditions.
- You have advantage on Persuasion checks when attempting to recruit new crew members.
You've pulled your share of all-nighters keeping up with a busy ship, and it shows. You are more prepared for anything the void might throw at you, the crew seems to hang on your every word, and the safety of a million spinning worlds is on your shoulders. You've got this; All you have to do is breathe.
- You gain proficiency with Water and Spelljamming vehicles. Proficiency with Spelljamming vehicles covers a wide range of options, from sea-based ships with helms installed to purpose-built spaceships that were meant to fly. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them. In addition, a character proficient with Spelljamming vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about wildspace, the phlogiston, planets, spheres, tying knots, and assessing safe harbors.
- During each Ship Action combat phase, you can perform two total ship actions from two ship roles rather than one. The same action cannot be performed twice in the same ship combat round. These ship actions may be selected from different Stations.
- You automatically succeed on any Ship Shaken critical hit rolls to avoid being knocked prone.
- You have advantage on all concentration checks against Spelljammer Shock.
- Damage to you from the Deck Crew Damage or Interior Crew Damage critical hits is reduced to 0.
# Celestial Mechanics
Traveling in a straight line, Spelljamming ships can attain extremely high velocity relatively quickly, spanning the great emptiness between planets in a short time. On the other hand, planets and other space-bourne bodies move relatively slow; so slowly that they can be thought of as being a fixed point on a map, similar to a town on any overworld map you may have seen previously. You can think of mapping the star chart of Wildspace itself similarly to a massive Dungeon as well; treating rooms as stars and planets, rubble as asteroid fields, stairs as wormholes, etc. This chapter will help you create the star systems to fill your campaigns.
Whether operating under Newtonian physics, riding on the back of giant turtles, or rolling across a velvet pool table of the gods, most planets behave in a similar fashion. There are systems where the planets operate in a totally chaotic manner, as well as those where the planets are truly unmoving points in the night sky. There are crystal shells so small that they contain only a single world. There are shells which contain one single flat disk that extends to the very edges of the sphere, and spheres which may contain more spheres. Most systems have a central fire world (think *Sol*, the star of our solar system), and all planets will be rotating around that central fire world. Use the rules below to help create the Crystal Shells in your game.
### Creating your Universe
Use the tables below to create a planetary system from scratch; there are seven steps:
1. **Type of System:** Is it a standard system (planets orbiting around a central point), or special system?
2. **Primary Body:** What is the primary body, for which all planets orbit around? (Planet, Black Hole, etc)
3. **Number of planets:** How many main planets orbit the primary body?
4. **Orbits and Placement:** What are the orbital rings of each body? Where are they located relative to each other?
5. For each body:
* What is its **size**?
* What is its **type**?
* What is its **shape**?
* Any other **notes**: such as moons or inhabitants?
6. **Population and Technology Level:** Is there any civilization? Do some or all of the civilizations in this area have Spelljamming capabilities?
7. **Distance:** What is the distance to the Crystal Shell of the system? (twice the orbit of the furthest major body)
The type of system you create guides the rest of this section, and will determine the overall structure of the galaxy contained within a Crystal Shell. After this step, proceed through the rest of the steps to determine the makeup of your randomly generated star system.
### 1. Type of system
| D10 | Type |
| 1-7 | Standard System |
| 8-10 | Special System; Roll another 1d10 and use result below |
| | **Special Systems** |
| 1-2 | Fixed System; Planets don't rotate around central point |
| 3-4 | Chaotic/Random movement |
| 5-6 | Semi-random movement |
| 7-8 | Strange; See note below |
| 9 | Void (Nothing; or debris); Stop rolling |
| 10 | Nested Spheres; After creating the first system, create another to determine second system |
In the case of a *Strange* roll, use your imagination and speak to your players to come up with what the sphere contains.
In the case of a *Void* roll, don't assume a "Void" as lacking story elements. An entire Crystal Sphere of planet debris definitely has a story to tell . . .
This is not an exhaustive list; Your sphere could contain Planets mounted on enormous clockwork gears, spinning indefinitely; Planets eternally tumbling down a hill; Planets on the backs of titans; Planets nestled as berries in an enormous tree; or on the pool table/chess board of the gods and titans themselves.
### 2. Primary Body
|1-6|Fire body (like the Sun)|
|7|Earth body (like Earth)|
|8|Wind body (like a Gas Giant)
|9|Water bodies (like a planet of mostly ocean or ice)|
|10|Special (Roll on table below)|
|1|Portal to Outer Plane|
|2|Portal to Plane of Elemental Fire|
|3|Portal to Plane of Elemental Earth|
|4|Portal to Plane of Elemental Water|
|5|Portal to Plane of Elemental Air|
|6|Portal to Positive Material Plane|
|7|Portal to Negative Material Plane|
|8|1d4 Primary Bodies|
|9|Portal to another shell|
The Primary Body of a Crystal Shell is the central point of a Crystal Sphere. Think of this like a star. Usually, it is a fire body like the Sun of our solar system, but other possibilities may occur that can be interesting points in your campaign.
A Liveworld is a living being, the size of a planet, that sits as the center of a Crystal Sphere.
If a Portal to an Outer Plane is rolled, Roll 1d8 and use the chart below to determine the plane that exists on the other end of the portal. Optionally, the DM may create a plane of her choosing.
|1|Abaddon - Lawful Evil|
|2|Avalon - Lawful Good|
|3|Duma - Neutral Evil|
|4|Malebolge - Chaotic Evil|
|5|Nirvana - Neutral Good|
|6|Purgatory - Lawful Neutral|
|7|Valhalla - Chaotic Good|
|8|Vigrond - Chaotic Neutral|
You can read more about other Planes by referring to the *Dungeon Master's Guide*, Chapter 2.
### 3. Number of Planets
Roll 2d10 to determine the number of planets in the system. You may also choose to replace one of the planets with an asteroid field.
You may want to have more planets or a single planet in the system you create. The DM is advised to use her discretion in determining how many planets each galaxy contains - too many planets may be difficult to keep track of.
### 4. Orbits and Placement
Standard systems orbiting around a Primary body have a perfectly circular orbit (This is to keep with our simple random generation theme). In order to place our planets in this system easily, we have 100 circular "rings", stepping increasingly away from the Primary Body in 50 million mile (A half-days of travel) increments; Planets and other space-bourne bodies can only appear on these rings, and the rings represent their orbital trajectory around the Primary Body.
A Spelljamming ship in Wildspace travels at 100 million miles in a 24 hour period (about 4 million miles per hour). This means that, from the Primary Body to the closest point on the first "ring", it will take 12 hours of uninterruped travel in a Spelljamming ship. From the Primary Body to the closest point of the final "ring" (Ring number 100), it takes 50 days of uninterrupted travel in a Spelljamming ship.
For each of the planets created, roll a D100 to determine what ring you will place it on. If you roll the same number twice, you can choose to either re-roll or move the planet to an adjacent ring. Keep in mind that familiarity breeds contempt, and neighboring planets may not be on the best of terms . . .
Planets rotating around a Primary Body aren't always in perfect alignment and right next to one-another for simple travel. Earth and Mars are sometimes on opposite sides of the Sun, so to travel from the Earth to Mars will take time to reach the Sun, and then more time to reach Mars. You can determine the positions of your planets upon creation of the galaxy by dividing all rings into eight separate sections. Draw 6 separate, equally spaced straight lines extending outwards from the Primary Body, like lines extending from a central point to the points of a hexagon. Numbering them in successive order, roll 1d6 for each planet or other space-bourne body to determine which section the planet starts in on the ring.
Optionally, the DM may rotate their planets around the central body if the campaign lasts for a extended time -- Rings 1 - 25 complete a rotation around the central body in half a standard Earth year, rings 26-50 take one standard Earth year, rings 51-75 take a standard Earth year and a half, and rings 76-100 take two standard Earth years.
It's generally advised to use the average distance when informing players of travel time between two space-bourne bodies, to keep things simple. The average relative travel time between the Earth and Mars would be relayed as 34 hours, or just under a day and a half. Optionally, the furthest or closest distance that the planets could be on their rotation could be taken into account when determining travel distance. For example, the closest distance from Earth to Mars would take as little as 8.5 hours of travel in a Spelljamming vessel whereas farthest distance would take 2.5 days in a Spelljamming vessel. That may be a lot to keep track of, so make a decision and stick with what you are comfortable with.
You may also choose to have these planets orbit on more than or less than circular orbital trajectory, similarly to real life (also giving a scientific evidence to the reason for seasons). For ease of calculating distances with this option, the ellipses you create will still step out from the Primary Body. The distance to the closest point will be half that of a perfect circle, and the distance to the farthest point will be double that of a perfect circle. For example, the closest point of the first ellipse will take merely 6 hours to reach by Spelljamming vessel, but the farthest point in the first ellipse will take a full day's travel (24 hours). Likewise the closest point on ellipse number 100 will take 25 days to reach, but the farthest point will take 100 days to reach.
### 5. Planet statistics
There are six sizes of Celestial bodies, listed as Size A through F. They are referred to as Tiny (A), Small (B), Medium (C), Large (D), Huge (E), and Gargantuan (F).
Earth, and most Earth-like fantasy campaigns, are Size C.
A Celestial body containing a gravity well and/or atmosphere is any body of 10 tons or greater space displacement (300 cubic feet, or a cube slightly less than 14 feet on a side). Small items such as Rowboats and Elvish Flitters which rate under 10 tons do not have this effect. The bright star at the very center is a planet of pure fire. The block of ice on the outermost edge is also a planet. The systems you generate do not have to make sense in a "Goldilocks Zone" fashion.
Roll 1d6 on the table below to determine planet size:
##### Celestial Body Size Categories
|1|Size A|Less than 100 miles across
|2|Size B|101-10,000 miles across
|3|Size C|10,001-100,000 miles across
|4|Size D|100,001-1,000,000 miles across
|5|Size E|1,000,001-10,000,000 miles across
|6|Size F|10,000,001 miles across or greater
Each planet in your galaxy may be a different shape. Roll below to determine the shape of the planet that is encountered. Remember, gravity on a spherical world is a central point at the center of world, and gravity on a Spelljamming ship is a straight line, bisecting the ship itself. Keep this in mind when the planet shape is determined.
##### Planet Shape
|**D10 Roll**|**Planet Shape**|
When a Spelljamming ship encounters a planet, the planet will also have a prevailing terrain type, largely determined by its overall planetary conditions. Roll twice on the table below to determine a generalized, overall planetary condition; Your first roll will be the "Main" condition type, and the second roll will be a "Sub" condition, to give you ideas on how to flavor the worlds that fill your skies. Remember that civilization will thrive in many conditions, and adventure should be able to happen anywhere to keep your players interested.
##### Planet Conditions
1|Air ("Gas Giant" Planet; May not have land-able surface; "Surface" may consist of floating islands)
For example, a Water/Earth planet may generate the Earth we know in our solar system, and an Earth/Fire planet may generate the Mars we know in our solar system. In the case of rolling the same type of conditions for both the Main- and Sub-type, the condition that's rolled would be overwhelmingly abundant on the planet, such as a planet made entirely of water or jungle.
For each planet in your galaxy roll 1d12 on the table below:
9|1d4 barren moons
10|Habitable moon: roll on Planet Color table for technology level, and on Planet Conditions table for conditions
12|Roll 1d8+2 twice on this table
### 6. Population and Technology
When players enter a dungeon room, they are able to ascertain information from the various objects in the room. The same will show for the galaxy's you create. There are several planet types that can be encountered, and their color (shown on a map or display, or seen twinkling from a distance in a spyglass) may show a generalized society and technology level that will be encountered when visiting that star.
##### Planet Color
**Red**- Dead; littered with forgotten dungeons, relics, and ancient evil. Has no life, or almost no life.
**Orange**- Dying; Post-societial barbarism. Civilization has collapsed, for the most part. Remnants of old, broken technology and magic.
**Yellow**- Primeval; Large swaths of unexplored wilderness. Beginnings of civilization.
**Green**- Early Civilization; Possibility of early firearms.
**Blue**- Civilized; Generally advised to be approximately equal to the PC's technology level.
**Violet**- Highly Advanced; Generally advised to contain technology more advanced or different than the current technology the PC's have seen.
**Black**- This planet appears dark, almost silhouetted against the void of space. It hides it's true technology level. Roll 1d6 on Planet Color table to determine the stars actual technology level, keeping the Black color.
**White**- Sentient planet with mystical powers.
Now that you've created the universe, you've got to fill it with adventure and mystery for your players. There are several types of encounters that can take place in the depths of space and on the surface (or below the surface) of a planet.
### Random Encounters
While real life space is filled with empty void, fantasy wildspace is a place of exciting intrigue. Roll on the table below to use as idea seeds to fill your campaign with interesting events.
##### Random Encounter Table
| D20 | Random Encounter |
|1|Planetary/Wildspace Storm |
|2|Space Pirates |
|3|Space and/or Time Anomaly |
|4|Dead Ship, with no distress signal |
|5|NPC in space (clinging to floating debris) |
|6|Random Dragon Encounter |
|7|Large NPC convoy of ships, guarded |
|8|Ship encounter, same size as party's ship |
|9|1d4 vessels, in the midst of combat |
|10|Ancient space probe, similar to the *Voyager*|
|11|Crew-related Event: intruder, stowaway, sickness, etc |
|12|Ship encounter, smaller than party's ship |
|13|Trader encounter |
|14|Harmless School of random beast encounter |
|15|Ship encounter, larger than party's ship |
|16|Boarding Party |
|17|Undead Encounter |
|18|Cargo related event |
|19|Dead Ship, signalling distress |
|20|Space Leviathan |
### Everything Else
Thinking of the galaxy we've created here, we've come up with the overall feel of the inside of this Crystal Shell, the Primary Body, all celestial bodies that surround it, as well as a generalized look and feel of each of those bodies, and seeds to what those bodies contain. The rules listed here show how to survive and thrive in this new place. It is now up to the DM to determine what to fill each of these worlds with.
Entire campaigns have taken place on single planets, continents, and even in single cities. Spelljammer is no different; the worlds you create can be as many and varied as the number of stars in the sky. The only differences are that now, entire campaigns will be able to span millions of potential worlds and touch the lives of the various beings that exist there. The only limit is your imagination.
See you space cowboy.
# LEGAL INFORMATION
Spelljammer Companion: Sword and Sorcery in Space is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
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