She effectively falls the distance from where she entered to the surface of the body or to the gravity plane, whichever is closer. Type/Name- This is the name or type of your Spelljammer ship. Air cannot be extended by losing crew members mid-travel, but can be shortened by adding crew members mid-travel. For example: A ship can only have one type of Ram installed at a time. 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. Passage into another plane, or into the ethereal will break the connection. A full product list is given in the external links. The Primary Body of a Crystal Shell is the central point of a Crystal Sphere. The ship moves up to half its speed in the direction of the aft (rear) edge without changing hex facing. Spelljammer is a campaign setting for the Advanced Dungeons & Dragons (2nd edition) role-playing game, which features a fantastic (as opposed to scientific) outer space environment.. Spelljammer introduced into the AD&D universe a comprehensive system of fantasy astrophysics, including the Ptolemaic concept of crystal spheres. An incredible nifty ruleset for generating adventures in space that is RPG system agnostic, a few dice roles and you have have yourself the skeleton of a ready made adenture. A small lifeboat holds 5 medium creatures. 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. The core Spelljammer product line consisted of four boxed sets: Spelljammer was a setting published by TSR for AD&D back in 1989. The ingredients themselves are found at space ports and harvested far and wide. The spelljammer helm. I would highly recommend purchasing the excellent Monster Manual, Volo's Guide to Monsters, and Mordenkainen's Tome of Foes for societal research on the Gith, Beholders, Neogi, Illithid, and many other races found in the original Spelljammer books. For example, if three crew members are needed to operate a siege weapon, and an incoming attack scores a Deck Crew Damage critical hit, then the group targeted in this way would be those three crew members at that siege weapon and the party member assigned to the Gunner ship role. The sphere reached is random, unless you have either a guide or a device installed in the ship to show you the way. . The rules listed here show how to survive and thrive in this new place. A ship combat round, with each character performing a ship action and a normal round of combat actions, lasts for one minute. Decreases AC by -1. 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. The magic of the helm allows all characters to perform arcane wonders. In short, a match acts as a powerful firework, a firework acts as a fireball, and the devastation that a fireball would cause may take even the largest ships (and the caster) with it. For each ton, you can consider the ship taking up 300 cubic feet of space. . On a 1 the Helm backfires and does not work for 1d4 rounds while Gnomes repair it. This is treated as a ram attack, except no damage is done to the opposing ship. Fresh air is completely breathable. For vessels larger than 50 tonnes, the number of holes needed to break apart a vessel is 1 per 15 tonnes of the ship, rounded down. This all may change in the universe, and no two places may change in the same way. Most ships can be run off either a Major or Minor Helm, but others may require a special type of Helm not listed here. Outside of ship combat, any spells with a larger than five mile radius is up to DM discretion. HP 10. Spellcasters will be limited to the spells available in the core rule book unless given access to supplements by the DM. In the Phlogiston, however, other dimensions cannot be accessed. The Gnomish Sweeper does not inflict hull damage with the Sweeper Rounds, but can be used as a dual Light Ballista in a crunch, with the same requirements for crew as two Light Ballistas (the weapon does not fire unless both bolts are loaded). Players are encouraged to come up with new and unique solutionss. Space travel is hard to grasp by most groundlings. CGR1 The Complete Spacefarers Handbook is a campaign reference handbook for the Spelljammer Campaign Setting. 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. Where planets lie cradled in the roots of an oak tree so vast its leaves twirl around brightly burning suns. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them. Where terrifying beasts with the power to destroy whole planets roam. A truly desperate move, a Helmsman may intentionally crash her ship into the opposing vessel, creature, or planetary body. During your travels, it may be necessary to repair your ship at port or when you've taken to landing at a less-than-safe place. Additional consideration has been given to the words written by Wizards of the Coast on D&D 5th Edition design philosophy and the Three Pillars. More ingredients than listed here may be found throughout wildspace, and their effects may vary. Additionally, the Engineer may perform a Rush Job, Brace for Impact, and Douse Flames. Imagine a universe where square worlds spin around gemstone suns. Your air envelope lasts twice as long in zero gravity. An early researcher (wanting to have a better look at some of the ocean he captured) lit a match with the intent to burn a candle. A Spelljammer Ship Sheet that is compatible with the module Ghost of Saltmarsh 5e ship rules. Source: Mike Hammock of the Tales from the Glass Guarded World Podcast. The systems you generate do not have to make sense in a "Goldilocks Zone" fashion. To clear up an apparent myth here, Spelljammer had ship-to-ship combat, that being one of the major additions the setting made to the game at a time when even plain ol' ship-to-ship naval combat didn't have rules in 2nd Edition yet. Fire may damage the sails, burn passengers and cargo, and cause chaos amongst the crew. Obsidian Salt: An onyx colored, salt-like substance that increases the vibrance of all food. The Magic Officer scans the enemy vessel to obtain one piece of information about one other vessel: Hail! A siege weapon is a device that is designed to break or circumvent city or castle walls and other fortifications. You can determine the positions of your planets upon creation of the galaxy by dividing all rings into eight separate sections. Entire campaigns have taken place on single planets, continents, and even in single cities. Lastly, rather than implementing the lore pertaining to the original Spelljammer setting, this document was simply designed as a rules conversion as far as I could take it. This Ship Action douses all non-magical flame aboard the ship including torches, candles, and flame created by the Fire! Keep this in mind when the planet shape is determined. Cannon- a Cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. The Helmsman piloting The Monarch wishes to move away from an oncoming ramming attack directly from the bow (front) by an enemy Mindspider vessel. Reduces MR by -1 (min 1). A combat round lasts 1 minute (60 seconds) in ship-to-ship tactical combat. 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). Once the Fortunate Cookie die is rolled, it is lost. However compared to ship that travel across water or silt, spelljamming ships are huge. The result was my own set of house rules for Spelljammer, which are significantly different from the standard rules. Travel between the planes of existence functions normally within the various Crystal Shells. After 48 continuous hours on the Helm, regardless of the ship's current Speed or the number of exhaustion points gained, the individual using the Helm will pass out and be unable to use the Helm again until they complete a Long Rest. Converting Ships from version 2.x to 3.x SHIP ARMOR RATING . If combat becomes hand-to-hand, roll for character initiative normally. If air is already Fouled status, this spell has no effect. That being said, if you and the members of your group are calm, rational, fun, open, and controlled adults, and understand you're all playing a game, you can replace the "First Mate" ship role with the "Captain" ship role, which has the same abilities. The intention of                                  the chain is to be used as an antipersonnel weapon against enemy crews. If a ship is already at Speed 1, then roll again. It was published by TSR Inc. in 1992.1 1 The Complete Spacefarer's Handbook 1.1 Contents 2 Extras 3 Credits 4 See also 5 References 6 External links It contains details … A Helm can be made to look like almost anything: A lofty perch made of hard oak, with pillows in the seat and back, and topped with gold filigree; a sleek, futuristic chair made of obsidian and lined with purple silks; a large leaf, elegantly grown into position and automatically shaping to fit it's user; a meditation bench, as simplistic in style as it is in make; or a large uncomfortable iron throne constructed from the swords of a defeated army. A Crystal Shell is as far from the orbit of the furthest planetary body as it is to the primary star. 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. 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