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What does spelljamming feel like?
For any spellcaster at the helm, they must deal with two simultaneous realities. The first is the awareness of their body and the events around them. Though they can’t move or cast spells without breaking contact with the spelljamming device.
The second reality is a large expansion of consciousness. The spellcaster “feels” the spelljammer vessel as an extension of their body, even the atmospheric envelope, and gravity plane it creates. If this critical link is broken, the vessel becomes inoperable.
Let's discuss the upcoming Spelljammer Adventures in Space release by Wizards of the Coast through the lens of its original material, 2nd Edition.
In Spelljammer, Everything you Know about Space is Wrong!
“Infinite space; stars as flaming spheres of superheated plasma; movement through space as a balance of scientific forces, thrust providing acceleration and maneuverability; scientific fact backing up natural phenomena; life on other planets built along blocks of carbon or silicon elements.
Forget all that. It’s wrong.”
Welcome to the Spelljammer Universe!
What is Spelljammer?
The Spelljammer campaign setting expands the traditional fantasy system across multiple realms of all varieties. It adds a freshness to any and all fantasy worlds by connecting them through the endless space. Originally worlds such as Toril, Krynn, and Oerth were the start. It was designed in a way to allow the characters to venture from one world to another. Not dissimilar to plane shifting.
This allows a GM and characters to experience diversity in creatures, physics, and magic. All within the same campaign. Each world is treated as unique hidden solar systems with secrets ready to be revealed. Each world is self-contained within what is known as a Crystal Sphere. Using the magical vessels known as Spelljammers, the characters can pierce the crystal spheres from one world to the next. Travelers must be wary as each world's deities devised the magical laws that govern that crystal sphere’s reality. Lack of understanding can mean the end of any voyage.
With the aid of spelljamming technology, the vessels and their travelers can move between not only the crystal spheres but planets within the same sphere with little time and effort. While the travel may be simple, it’s not without its dangers. Caution to even the strongest of adventurers, for the multiverse is vast and even the gods perish. These threats are endless. All this and more await the characters to seek to ride a spelljammer. It’s worth noting, that it is recommended to keep the cosmology similar to that of our own solar system. Such as round planets, a revolution around the Sun being one year, etc. But you are not limited to this.
How do I get my Characters to space? Adventure Hooks to Space
The first challenge for the GM is the long-standing barrier to introducing space travel to the fantasy characters in a fun and natural way. This tends to work best when there is little or no knowledge of space travel at the start of the campaign. This doesn’t mean that there can’t be ancient oral lore, paintings, or text that reference rare travelers. But it should be a new discovery to get the most out of your first delve into Spelljammer.
Once it is learned that space away from their world isn’t empty, but a brand new frontier to explore. Well, they are likely to seek ways to reach the stars. Below are a few examples of hooks to snare your characters into space.
The Ancient Artifact. Wars in space aren’t uncommon. Pirate bands, slavers, and worse hunt victims. This means aerial battles between Spelljammer ships such as the Illithid Nautiloid aren’t uncommon. It’s reasonable to assume that deep in an abandoned mine lost centuries ago, there is a space vessel frozen in stone. This ship just waits for a simple repair and perhaps a spellcaster to help the spelljamming throne. What starts out as a simple exploration of a dungeon, turns into a perfect introduction into space.
Abduction. The characters are called to investigate the disappearance of locals in the realm. The characters learn that bright lights, crop circles, and more strange happenings are all precursors to a disappearance. Using their resources to look for patterns and spot the next strange appearances, they set up a sort of ambush for the next victim. Upon its arrival, the lights are a large flying alien Spelljammer vessel. This can lead to the characters slaying its users and learning to use it. Perhaps they come to some sort of arrangement that allows them to go with the alien creatures. In either case, they use the newfound discovery to experience the stars.
First Contact. A trader arrives in the character's world and is seeking to open up trade. The local nobles are frightened and seek the characters to be ambassadors of the meeting. The unique creatures seek to open up relations between their world and the characters. This could go either way. Should the characters be aggressive at first contact and slay the visitor, an alliance comes to return the favor. After which point they abandon their content and mark the world as primitive and do not return for 150 years to try again.
In Spelljammer what kind of Life is on other planets?
Many fantasy worlds function much the same. They tend to have a variety of similar humanoids, beasts, devils, and more. A native to Neverwinter will likely be right at home in Greyhawk or Arthas in most cases. Though, this doesn’t have to be the case. You can really let your imagination run wild if you so choose. I, for one, love the idea of each different monster race having their own planet. A planet full of sentient ooze…just sounds fantastic.
Now, it can be a lot of work to fully flesh out the world with unique monsters. The nature of spelljammer means this is even MORE work for you. We recommend that you start with normal monsters that you already have, and just toss them into a different scenario. For example, we expect to see giant whales swimming in the sea. Why not have them swimming in the clouds on another world? Or perhaps, a world where dinosaurs are the primary sentient creatures? No dragons, just dinosaurs. Not even humanoid. The world would be designed for them. Sure there are humanoids, but perhaps they are primitive, lack complex speech and are just used as general labor? The multiverse is quite literally anything you want to be. Hell, you can even toss your characters into the world of your favorite Disney show ala Kingdom Hearts.
If you’re not sure of what to fill your Multiverse with, consider starting with existing Dungeons and Dragons campaigns mixed with your own homebrew worlds then branch out. We covered six worlds that are well fleshed out in episode 222 Plane Shift. It has plenty of great worlds from the Magic The Gathering settings, seven if you count Ravnica.
What Kinds of Spelljammer Ships are There?
One of the most fun things about Spelljammer is the sheer variety of spelljammer vessels. While most human ships tend to be not dissimilar to sailing vessels. Other worlds and races have almost alien-like ships. The nature of a spelljammer helm often strongly reflects the nature of those who created it. For example, dwarves might have massive flying mountain citadels, while the elves are formed from trees to look like a massive butterfly.
Aside from their unique shapes. Each spelljammer vessel has two core features. The atmospheric envelope and the gravity plane. The atmospheric envelope is what allows the creatures to stand on the deck in space and not suffer the negative effects that it would otherwise have on it. This is particularly of note as not every envelope is designed for every creature type. This means it affects who, and how pirates and trade are conducted. Additionally, the gravity plane, which is often placed at the lowest point on a vessel, generates gravity where there would be none. Not only is this a tool for normal work and function. But many use it as a powerful weapon in battle. In either case, these are necessary for a Spelljammer’s crew to function during travel between worlds.
SET SAIL FOR THE STARS ON AUGUST 16TH IN SPELLJAMMER: ADVENTURES IN SPACE
This thrilling space-based adventure setting presents the Astral Plane as a Dungeons & Dragons campaign setting unlike any other. Home of the stars and gateway to the heavens, the Astral Plane teems with excitement and possibility. With the help of magic, spelljammers can cross the oceans of Wildspace, ply the silvery void known as the Astral Sea, and hop between worlds of the D&D multiverse.
Save time and effort by jumping into the game with already fleshed-out locations, encounters, maps, abilities, and stat blocks. Being a DM is hard. Why not let us do the heavy lifting so you can have a great time at the table.
Monster Variant: Dust Empress
Origin: Solar
Lost Features: Flying Sword, Spell List, Slaying Bow, Angelic weapons (Desert's Wrath), Healing Touch.
New Features:
Spellcasting. The dust empress's spellcasting ability is Charisma (Spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: detect good and evil, Invisibility (self only)
3/day each: blight, scrying, move earth,
1/day each: earthquake, imprisonment
Sand Shroud. A dusty sandstorm constantly whirls around the dust empress in a 15-foot radius. The area is lightly obscured to other creatures other than the dust empress. Wisdom (Survival) checks made to follow tracks left by the dust empress or other creatures that were traveling within its sand shroud are made with disadvantage.
Drought. Melee or Ranged Spell attack: +15 to hit, reach 10 ft. or range 150/600 ft., one target. Hit: 35 (6d8 + 8) slashing damage. If a creature is hit by this attack twice in the same round, the target must make a DC 23 Constitution saving throw or gain one level of exhaustion.
Sandslash (Recharge 5-6). As an action, the dust empress can enhance the size and speed of the sand shroud around it. All creatures within 15-foot radius of the dust empress make a DC 23 Dexterity saving throw taking 67 (15d8) slashing damage on a failed save or half as much on a successful one.
Create accursed defiler. The dust empress targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's body is possessed by an ancestral spirit of those who desecrated a sacred oasis. The accursed defiler (ToB) is under the dust empress's control. The dust empress can have no more than ten accursed defiler's under its control at one time.
Encounter: Coin In The Fountain (Trap)
The characters stumble upon an ornately carved wall fountain of a lion’s head. Its jaws are open and its mouth is filled with fresh, clean water and a tempting gold coin. The water flows like slobber through the lion’s teeth, over its lips, and trickles into a small basin-shaped like a food dish on the floor below.
Simple trap (level 1- 4, dangerous threat)
Trigger. A creature attempts to take the coin.
Effect. When a creature attempts to take the coin, the lion’s jaws animate and clamp shut. The triggering creature must make a DC 17 Dexterity saving throw, taking 11 (2d10) piercing damage on a failed save, or half as much damage on a successful one. In addition, the lion’s bust is magically animated and attacks any adjacent creature with its powerful jaws. Each attack has a +8 attack bonus and deals 11 (2d10) piercing damage on a hit.
The lion has a movement of zero and can attack twice per turn on initiative count 20. It is AC 17 with 18 hit points.
Countermeasures. A successful DC 17 Intelligence (Arcana) check reveals the transmutation dweomer that animates the trap and purifies the water. If the fountain is destroyed, the magic dissipates and the fountain becomes inert. Casting dispel magic and similar spells of 3rd level or higher also renders the trap inert. If the fountain is destroyed or the magic is dispelled, the water is purified. Creatures who have already taken a drink from the fountain are poisoned until they complete a short or long rest. If the gold coin is returned, the fountain becomes dormant again.
Magic Item: Hush
Weapon (any bow), Uncommon
The hush is a unique bow design. It uses string and pulleys for leverage to build higher tension than needed to draw back the bow. In addition, the unique design almost eliminates the typical sound released when an arrow is loosed. When you make a ranged weapon attack against a creature that is unaware of you or that hasn’t taken a turn in initiative, you can add your proficiency bonus to the attack's damage roll. Additionally, if you miss with an attack from hiding, you may make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception). If you win the contest, you remain hidden.
Dungeon Master Tip: 5-Second Rule
One of the reasons players tune out is because they don’t think they have to pay attention when it isn’t their turn. In such cases, when it comes to their turn, they will require a recap of the entire situation and then decide what to do on their turn. This speed bump then increases the amount of time the other players have to wait until it becomes their turn again.
The antidote for this is the harsh but fair 5-second rule: when it comes to a player’s turn, they have 5-seconds to start describing what they are going to do. If the player cannot decide with those 5 seconds, their character takes the Dodge action. The rule makes sense narratively because these fights don’t typically involve long-drawn-out periods of deliberation. Additionally, it can help reinforce the notion that the players need to know the rules; if a player doesn’t know what a spell or class feature does when it comes to their turn, they can’t use it because they’ll run out of time. Furthermore, the 5-second rule isn’t as unforgiving as it might appear on face value. For one, the defensive bonuses of the Dodge action shouldn’t be scoffed at. More importantly, that player has the turns of all the other players to decide what they want to do when it comes time for them to act.
Despite these factors, there is bound to be an adjustment period for the majority of players when the 5-second rule is implemented. Allow for some leniency at first, especially with newer players.
Player Tip: Don’t be a Dick! Finishing Moves!
Everyone knows the catchphrase: “How do you want to do this?”. Finishing off bosses or strong foes can be a rewarding experience. Finally slaying that dragon that almost killed your party should be epic! To make a finishing move stand out you need to take into consideration things that have happened earlier in combat and the physique of the monster. Think about how you would kill the creature, hit it in a weak spot. An extremely large creature like a giant or a dragon needs to be brought down or climbed upon to be killed. Perhaps a cool (or lame) catchphrase or pun is needed to seal the deal!
We can take great inspiration from games like Mortal Kombat or Killer Instinct.
Example:
After a long and difficult fight against a red dragon, the party finally manages to slay it. Geralt the dagger-wielding rogue finally gets the killing blow as his friends lie roasted on the floor.
Geralt: I deal 23 piercing damage as I stab him with my daggers.
DM: How do you want to do this?
Party: Oooow Yeah!
Geralt: Seeing my friends dying on the floor, fire licking at their bodies I look up at the dragon with extreme anger. As the dragon tries to bite me I throw one of my daggers into his eye-blinding it. I sneak behind it and climb up his back, making my way to the top of his head. As I repeatedly thrust my dagger into its head the helpless dragon screams and wails as it slowly dies.
Geralt: I stand victorious on top of the dragon, covered in blood. As I have slain the last of the dragonkind I yell out: “I officially proclaim the dragonkind extinct!”
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