Spelljamming

Traveling with a Spelljammer is called Spelljamming. Spelljammer refers both to the ship and the spellcaster empowering it which can be somewhat confusing.

 

A Spelljamming Helm can be used to convert spell slots or magical power into momentum for the ship. The vessel can move in three dimensional space and has it's own Gravity Plane attracting all objects to it's center so nothing can fall off. It imposes its own Up and Down direction unless another Spelljammer enters its influence. Then the Spelljammer with the most hit points defines Up and Down.

 

This also contains the ship's atmosphere of breathable air. Every ship has roughly 120 days worth of air and it refreshes automatically when entering a space with breathable air such as a planet or Wildspace settlement. After 120 days the air become Foul and all creatures in the air bubble get the Poisoned condition. After another 120 days it becomes Deadly and all creatures have 1 minute + CON Modifier (minimum of 1 minute) oxygen left and will die when they run out of air.

 

While in motion it doesn't feel like you're moving at all. The air bubble and Gravity Plane push aside all resistance. Only the Spelljammer on the Helm feels a strange sensation like all their limbs have fallen asleep while operating the ship.

 

Navigation and steering can be done from the Spelljamming Helm itself or from a separate navigation station or steering wheel or some other controls.

 
  Duties aboard the ship:
  • Captain: the person in charge of the ship and the other officers.
  • Spelljammer: the spellcaster responsible for powering the vessel. They need to be on the Spelljamming Helm to grant their power to ship.
  • Navigator: the person responsible for navigating and steering the ship.
  • Bosun: the deck boss in charge of the hands that perform the various tasks to keep the ship operational.
  • Hand: one of the crew members that handles tasks such as cleaning, cooking, loading, repairing, etc.
  • Specialists: hands that perform special tasks like operating ship weapons, healing, communications, additional spellcasters, etc.
 

A person can have several duties aboard the ship. For example, the captain can also be the Spelljammer or the Navigator or even both. Bosuns are often specialists themselves.

 

At minimum you need to have a Spelljammer and Navigator to operate the ship. This can be the same person but they will need to make the navigation checks at a higher DC.

 

Travelling

Overview of speeds, navigation and requirements for travel with a Spelljammer.


EnvironmentSpeedNavigationPowerSpecial
CombatShip fly speedN/a1 spell slot per hourSpellcaster needs to remain on the Throne or speed goes to 0
PlanetShip fly speed*25Survival1 spell slot per hourNeed a map and compass to navigate. When a Sextant is used the roll is with advantage
Wildspace100 million km per dayArcana1 spell slot every 4 hoursThe navigator needs to know the location or have it on his star map
Astral Sea100 million*INT MOD km per dayN/a1 spell slot every 4 hoursThe navigator needs to know the location or have it on his astral map
 

To remain in motion the Spelljammer must remain in it's Gravity Plane or on the Spelljamming Helm during combat. They must maintain Concentration on powering the Spelljammer and spent spell slots according to the table above. When they lose Concentration the ship speed becomes 0. The ship automatically stops when it detects a collision and the Spelljammer is aware that the ship has stopped.


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