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. Fresh air is completely breathable. 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. The ship moves forward up to half its Speed and rotates 180 degrees to face the aft hex side at the end of the movement. Optionally, the DM may create a plane of her choosing. 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. The Engineer orders up to five crew to begin dousing all flames aboard the vessel. You may also spend one Speed to move forward into the hex space adjacent to the current hex space where your ship resides and faces. Spelljammer introduced into the AD&D universe a comprehensive system of fantasy astrophysics, including the Ptolemaic concept of crystal spheres. 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. I like it! A Load, Aim, and Fire action are done                               using one Ship Action taken by the Gunner. A Spelljamming ship in Wildspace travels at 100 million miles in a 24 hour period (about 4 million miles per hour). Lastly, tonnage is used in determining the dimensions of the ship itself, crew size, and cargo limit. This is similar to determining your spell slots when multiclassing, but all classes are able to provide motive force when using a helm to pilot a ship (Players handbook p.163-164). 123-134 in Xanthar's Guide to Everything for a revision of these rules. 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. Going back to Spelljammer, I found so much to love… and so much to be irritated by. Choose one: Increase Ship HP by that ships Total Tonnage or Increases Ship DT by +5. Even with the editors, this is not our work alone. Spellcasters will be limited to the spells available in the core rule book unless given access to supplements by the DM. Ce décor de campagne, de type Space Fantasy, propose des voyages interplanétaires avec des moyens et une atmosphère médiévaux-fantastiques plutôt que scientifiques. Fortunate Cookies: A wafery snack with an philosophic quip wrapped inside. Ship weapon damaged- One ship weapon (chosen randomly) is damaged and inoperable until repaired. You've seen things, been there, and it shows: You've pulled your share of all-nighters keeping up with a busy ship, and it shows. After this step, proceed through the rest of the steps to determine the makeup of your randomly generated star system. This bring the total crew count greater than the max of 30. 64 Page 5e Rules Conversion (746 KB PDF) A group of crew members can only be under the effects of one Short Order at a time. 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. The items will become mundane, non-magical equipment. Any ship without a Helmsman, a broken vessel, or any errant detritus floating about in the area moves at a constant speed in one direction across the battlefield using it's last known speed. 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. Conjuration/Summoning spells will not work in the Phlogiston if they summon extra dimensional monsters or powers. While important, air is relatively easy to replenish. The Engineer takes care of the repair and fitting out of the vessel, and examines whether it is sufficiently provided with ropes, pulleys, sails, and all the other rigging that is necessary for a voyage. Optional loyalty rules can be applied as listed in the Dungeon Masters Guide page 93. Until the next long rest, any group of crew members that consumes a cup of Hearty Noodles gains an additional 1d10 + Character level temporary hit points. GM Binder Source Code (Link to Github) 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. 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. Hit: 2 (1d4) bludgeoning damage. If you roll the same number twice, you can choose to either re-roll or move the planet to an adjacent ring. Where terrifying beasts with the power to destroy whole planets roam. Increases MR by +1. 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. In the game itself, Spelljammer is a massive city-sized ship built in the shape of a manta ray, as seen in the Spelljammer logo. During each Ship Action combat phase, you can perform two total ship actions from two ship roles rather than one. Attempts to "push through" may cause one point of exhaustion (as per the rules for a forced march in chapter 8 of the Player's Handbook). When fires erupt on-board or a siege weapon is , the Engineer is the one to call. Characters with the Spellcasting, Ki, and Pact Magic class features can use additional abilities of the helm, listed later in this document. Duration of repair is 1d4 rounds. Generally, it's installed onto the Bridge of a ship, away from prying eyes and (more importantly) attacks. Travel between the planes of existence functions normally within the various Crystal Shells. Gravity. A Spelljammer Ship Sheet that is compatible with the module Ghost of Saltmarsh 5e ship rules. You automatically succeed on any Ship Shaken critical hit rolls to avoid being knocked prone. The video above gives a good sense of the ruleset and I've included the link to the document he mentions below. 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). A small lifeboat holds 5 medium creatures. If a fire is unable to start (all lights are magical, there is hull is made of stone, no sails, etc) then roll again. [BETA] 3e Ship Construction and Combat Rules The beta version of a new system written from scratch. 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. Air supply is reduced to three months, so the air will gain the fouled condition at the end of three months in space. Use the tables below to create a planetary system from scratch; there are seven steps: 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. Crew Min/Max- These two numbers indicate the minimum number of crew required to operate the ship and maximum occupancy of the ship before air reduction becomes an issue. For each planet in your galaxy roll 1d12 on the table below: When players enter a dungeon room, they are able to ascertain information from the various objects in the room. There are crystal shells so small that they contain only a single world. Optionally, the furthest or closest distance that the planets could be on their rotation could be taken into account when determining travel distance. The amount of time it takes to leave the planets’ Gravity Well are listed below: Once a planets Gravity Well has been left, full movement at Spelljamming speed can begin. It takes one action to activate, and one action to deactivate the Helm. A creature can have only one Fortunate Cookie die at a time. 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. Out of Combat and other tactical scenarios, A Spelljamming ship is outstandingly fast; even a mountain transplanted from a celestial body (with a Spelljamming Helm installed) will travel 100,000,000 miles per day (about 4 million miles per hour) in Wildspace regardless of ship Speed. 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.                 Ballista- A Ballista is a massive crossbow that              fires heavy bolts. All will function the same and provide the necessary focus point to move about space. There are many easy ways to customize the NPCs: You may add racial traits to a crew member. 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. Generally, unless the ship they are on is about to be destroyed, no crew member will stray far from the safety of the ship, even when moored at the most hospitable dock. This must occur for two weeks before effects begin, and the effects last for two weeks from the time the last meal was consumed. Grapple This ship action is used in conjunction with the helmsman. All spelljamming ships have two crew numbers as listed in the chart on Spelljamming Ships and Equipment- The minimum needed to run the ship, and the max that the craft can hold without overloading it’s atmosphere. Where daring swashbucklers and scoundrels race for fantastic treasures and literally touch the stars. Most groundling-based siege weapons are immobile, constructed in place to attack enemy fortifications from a distance, while others are wheeled to enable advancing up to the enemy fortification. The core Spelljammer product line consisted of four boxed sets: A saving throw against death by the helmsman regardless of the type of helm will prevent the ship from crashing onto the deck of the Spelljammer. Standard systems orbiting around a Primary body have a perfectly circular orbit (This is to keep with our simple random generation theme). I have tried very hard to keep to the original source documentation contained in AD&D Adventures in Space, Concordance of Arcane Space, Lorebook of the Void, Encyclopedia Monstera, The Complete Starfarers Handbook, and all other companion documents made for the Spelljammer setting. Tonnage- This is a measure of the physical displacement that a spelljamming ship takes up. Proficency with Water, Land, Air, or Spelljamming vehicles. Ship must turn back using a Stunt, or Crash into the shell. Beginnings of civilization. Think of this like a star. Shortcuts exist through spheres to other spheres. 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. An entire Crystal Sphere of planet debris definitely has a story to tell . Ships move on a hex grid, and movement is determined by Speed. For more information on the Wizards of the Coast Fan Content policy, please see This Website, The Current Standard Character Sheet v.1.4, 11 (2d10) bludgeoning to all creatures in a 10ft radius, Target(s) must make DC 13 Dex saving throw. On a failure, creatures and any other objects in the sphere are now on fire. Every ship in motion has a Speed, which is the distance that the ship can move in a given period of time. For lack of a better definition, it is a river in which all Crystal Spheres bob, weave, and float. 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. There is plenty to explore and conquer. From its inception, the rules of dnd have changed a lot over the decades. All appear as great, dark, featureless spheres of unidentifiable matter. Even this is believed to be nothing more than an artificial triggering of a natural phenomenon, as naturally occurring portals appear seemingly at random. 30 seconds). There are times when diplomacy comes to an end, and conflict begins. The air envelope of a target creature within range immediately is reduced to Fouled status, with all effects of Fouled status. Fire at Will! You can read more about other Planes by referring to the Dungeon Master's Guide, Chapter 2. Mass Stabilize When this action is performed by the First Mate during the Ship Action phase, you may stabilize any number of creatures on board that have been brought to zero hit points and with the unconscious condition as a result of damage. Each sphere varies in size but typically they are twice the diameter of the orbit of the planet that is furthest from the sun or planet at the centre of the sphere (the system's primary). In space, any spells with a five mile or less range may only target creatures or objects that are in an adjacent hex space. It has air sufficient for four months. For example: A 30 ton frigate sets sail with 30 crew aboard (including the party), the maximum crew size for that vessel. Any crew on the weapon is unharmed. If combat becomes hand-to-hand, roll for character initiative normally. Only flies once. Basic Crew Statistics are listed below. Adding racial traits to any NPC doesn’t alter its challenge rating. What slows movement among more crowded inner planets is the presence of multiple, occasionally overlapping, Gravity Wells. See Grappling on page 195 of the Players Handbook. 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. Roll 1d4. Very little is known for certain about the Phlogiston, except for every system known is encased within a Crystal Sphere, and no known planetoids exist floating freely in the Phlogiston. Until your next turn, siege weapon attacks against your ship are at disadvantage. The Magic Officer may make a Spyglass, Hail!, or Train Aim ship action. The popular space-opera cousin to Pathfinder, navigate the stars yourself with the core rulebook. The proud cook is a position of distinction aboard all Spelljamming vessels due to the long term benefits that healthy, magical meals provide. All Wildspace is bounded by a shell of impenetrable crystal, called a Crystal Sphere or Crystal Shell. On average in the gravity well of a planetoid, this translates into about 10 miles per hour or about 240 miles per day. Crews are divided into three classifications: Green, Trained, and Crack. Many ship actions are listed below for each station on a ship, but this is not an exhaustive list. Source: JorPhdan. You can upgrade or downgrade an NPC’s armor and weapons. Orange- Dying; Post-societial barbarism. After a week in space, 16 crew members are lost in a large space battle, making total crew of 14. The supplement updates spelljammer combat rules to 5th edition. This ship action reduces the number of Hull Holed Critical Hits by one, or can repair any sheared rigging. In addition to ordinary movement, a Helmsman can attempt Stunts with her ship. Deadly air is completely depleted. Files: 5e Rules Conversion (Google Doc) A ship cannot sail without a crew, and a crew cannot sail without a ship. On a ship without siege weapons, a gunner isn't needed. If there aren't enough ship roles, the remaining party members should act as "seconds" to the existing ship roles. Type/Name- This is the name or type of your Spelljammer ship. More than double the crew cannot fit on a ship, due to sleeping and space requirements. This is to provide ease of docking and bureaucracy for the various folk you meet in starfaring kingdoms for RP purposes. Instead of ordering crew to specific stations, the First Mate may Mass Stabilize or Lend a Hand. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them. Giff (1.6KB PDF) All siege weapons are mounted on rotating turrets. Your air envelope lasts twice as long in zero gravity. 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. Passage into another plane, or into the ethereal will break the connection. At the time of cooking, the Cook chooses either an environment of extreme hot or extreme cold, but not both. A Gnomish Sweeper affects all targets in a 10-foot square. Rush Job! If the ship is equipped with a Ram, the Helmsman may Ram another ship. Speed Loss- Ship Speed is lowered by 1d8 for 1d4 rounds (min 1). A weightless character who enters the air envelope of a larger body is immediately affected by the pull of gravity on that body. Standard Armaments- This is the amount and type of weaponry that can be installed on a ship. The spell cannot be cast in the Phlogiston. 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. The rainbow ocean allows Spelljamming ships to attain greater velocities. Gravity is an accommodating force in that its direction seems to be "that which is most convenient." Some of the specifics vary from race-to-race, and ship-to-ship; While the helm provides the push forward, the crew provides the maneuvering, stopping, and docking. Spelljammer est un décor de campagne pour la 2 e édition du jeu de rôle Advanced Dungeons & Dragons. To a person standing on the deck, the object appears to fall down, then up, then down, then up, and so forth. Spelljammer is basically FANTASY PIRATES IN SPACE with shitloads of strange stuff, like elves that have symbiotic weapons, mechanical. 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). . I tried my absolute best to stay as open source as possible. It takes one Ship Action to prepare the meal and one Ship Action to serve the meal to a group of crew members. Dohwar (1.3KB PDF) Roll 1d6 on the table below to determine planet size: Each planet in your galaxy may be a different shape. A ship can only have one type of Ram installed at a time. Phlogiston also cannot exist inside a Shell, and all attempts at doing so causes the somehow-captured Phologiston to have vanished upon inspection, leaving no traces. 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. Entering a larger air envelope like that of a planet or asteroid is one of the most popular and cheapest methods. The class of air (Fresh or Fouled) in the body that is smaller becomes that of the larger body. 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