Green: 2 gp per standard month designation gives greater benefits
Average: 4 gp per standard month than a trained crew.
Trained: 6 gp per standard month
Crack: 6 gp per standard month Initial Crew Status
Payment is usually in advance for Initially a crew has the rating of the
the first two months , with any extra majority of its members. A crew of
money accrued payable on landfall. 10 with one trained, six average, and
In addition crews which are going three green recruits is considered av-
into hazardous situations (such as erage while one with two trained and
when hiring privateers or adventur- eight green members will be consid-
ers) may in addition demand a crew 's ered green. This is for determining
cut of plunder-a share equal to that the initia l crew rating only , when a
of the leaders , to be distributed ship is just starting out in play.
among the surviving crew. Such a
crew 's cut will not improve their sail - Increasing Crew Status
ing ability but will affect their morale
in combat situat io ns. A green crew becomes average af-
ter one month of travel. This reflects
Green sailors are those that can be one month of total travel, so that two
picked up anywhere-everyone from days of travel, a week of hanging
ground lin gs eager to get into space around in a dock, and two more days
to ex-mercenaries drowning their of travel add up to only four days of
troubles in the bars. They barely travel. Thirty standard days are
know the difference between a haw- needed to break in a green crew .
ser and a ballista. They are warm
bodies to fill the ranks , but little An average crew becomes trained
more. after two more months of travel , in-
cluding at least one trip into the phlo-
Average sailors are usually found giston. For unindoctrinated crews ,
around space citadels , asteroids , and the Flow is a spook -hou se filled with
other pockets of civilization. They nasty creatures , a belief which is too
have had sailing experience before in easily confirmed by beasts such as
space , and are competent to run a th e ephemerals.
ship fairly well. In any city of respect-
able size (such as the Rock) they can A trained crew becomes crack af-
be found in sufficient numbers to ter three more months, including at
crew a vessel. least one trip into the phlogiston and
one battle with another ship (known
Trained sailors are the veterans of as " blooding the crew " ). If during all
many voyages often on a number of three of these months, the crew
ships. They are numerous , but that served under one captain, on the
does not mean they are easy to find . same ship, they attain crack status.
In any large city area in space , about
3d10 trained sailors can be found for Decreasing Crew Status
hire. Of course, arrivals of new ships,
ship crews mutinying or abandoning Crew members will be lost through
people may change that number. the normal wear and tear of combat
and travel in space. As long as at
Crack sailors are not so much rare least 20% of the original crew is st ill
as very specialized . They are the best on board the ship's crew status stays
at what they do for a pa rti cu la r cap- the same . For example, if a ship with
tain and aboard a particular ship. a trained c rew of 10 men loses eight
Taking a crack crew from a nautiloid to a krajen and then hires eight green
and putting it on a squid ship red uces replacements at the next stop, the
it to trained status. The " crack" crew ship still has a trained crew . The old-
-- - ------------ --- --------~~ <J)__
~---- - --------- -- - -- -
ion (" Hey, we need some- timers teach the ropes to the new- A single specialist will affect the
one to scrape off the bar- come rs. firing of one large weapon onboard
nacles!"). ship . Mu lt iple specialists are needed
The exception to t his is crac k sta- to maintain many weapons. A
tus . If a crack crew loses more than weapon specialist can help in the re·
50% of its mem bers, it sli ps to pair and operation of any of the large
trained stat us unt il the new crew weapon types that he is versed in , but
passes thro ugh th e three-month can only give his bonuses to one
process to regain its status. weapon at a time.
Crews , regard less of their sta tu s, The large weapon assigned the
can m an large weapons. The stat us
of green, average, trai ned , or c rac k weapon specia list has a + 1 bonus to
does not affect combat ability.
hit as long as the weapon specia li st is
The crew Is usually (but Effects of Crew Status ab le to comm unicate with the other
not always) non -player crewmen on the weapon team . Fur-
characters, brought along A crew that works togethe r ther, the weapon team may suffer the
for the ride or hired for a smooth ly can increase the spee d at loss of one member (who is not the
particular voyage. A which a ship reacts to enemy ma neu- specialist) and continue to operate
ship 's crew has a morale vers. This has no effect on the ship's with no ill effect on its rate of fire.
of 11 In most situations. maneuver rating, but does modify its
As an option, the DM may initiative rolls . A weapons specialist is usually
assign higher or lower ini- versed in one typ e of weapon: cata-
tial values depending on If the Crew is: Then Init iative is: pu lt , ballista, bombard (where availa-
the situation, for exam- Green +l ble) , greek fire projector , or jettison .
ple: Average Unmodified Five percent of those encountered
Trained -1 w ill be knowledgeab le in two weap -
Crew is Morale Crack ons, and five percent of those will be
-2 versed in t hree.
Value Morale is also affected by the A character with proficiencies in
crew's status. any of these weapons can hire on as a
Complete novices weapon specia list or use his profi-
ciency to provide a bo nus to hit from
in space 9 If the Crew is: Then Morale is: a single turret. A character doing this
Green -1 cannot be engaged in another posi-
Above, but Average tion on the ship (such as captain, nav-
Trained Unaffected igator , or helmsman) or leave his
military or Crack +2 position or the benefit is lost .
+4
mercenaries 10 -Ii
Have been in space II i I
before 12 I Ill
Above, but Weapon Teams
military or Any crewman or character can op-
erate a large weapon suc h as a cata-
mercenaries 13 pult, ballista, or jettison. There are
specialists who have been trained in
Elite space their use, however, and they tend to
be more va luable in combat. If player
veterans 14 characters wish to invest they may
be able to get special hirelings for
Mainly pirates 11 these shipboard positions .
Crew losses can be re- Any good-sized city will have a few
placed at civilized bases large-weapon special ists available
or on various planets. for hire. One to 10 wi ll be availabe in
any standard month , and t heir hiring
rates are usually 6 go ld per month
per specialist.
Ship movement can be treated under come the for ce of the body 's gravity. round or hov er in place. Bear in
two categori es: long range and tacti - When taking off from a body of class
cal. Long range movement is used A or greater, a certain amount of mind , how ever , that a slow -moving
for traveling over the great distances time is required to allow the energies
of space between the planets, and contained within th e helm to over- ship hanging in the air is. an enor -
along the rainbow ocean called the come the force of normal gravity and
phlogiston that runs between the take off . It takes 1dB rounds from the mous , easy-to-hit target ( + 4 to hit at
crystal shells. Tactical movement time a spelljamming mage sits upon least, up to + 8 if th e ship is hover -
deals with shorter ranges between the helm to when takeoff is ready.
objects in space and is the theatre of Once this random warm -up period is ing). Further, ships with poor maneu-
ship-to -ship combat. over , the magics of the helm auto•
matically corr ect th e force of gravity. verability classes in spac e have
The magic behind the spell - Small er celestial objects (such as
jammer helms allows them to travel other ships) do not have this warm- equally bad MC s in atmo sph ere.
great distances in little time , but also up requirem ent.
causes them to slow down when they A hoverin g ship is considered to
draw near other large objects , includ · A ship 's maneuverability class have no MC , and is tr eated as a levi -
ing other ships. For this reason (MC) in atmosphere (that is, for flying tating body .
movement is divided between long combat) is the sam e as when the ship
range, high speed movement (such is in space. Treat cla ss F vessels (usu - The amount of tim e that it tak es to
as is used when ships travel between ally modified sea vessels) as MC E for get out of a plan et's "gravity well "
planets) and short range , tactical or airborne combat. In general , a spell - and attain full wild spac e movement
maneuver speed. Because tactical jamming ship 's high speed allows it is determined by the plan et 's size:
movement often is triggered by (or to evade all but the fastest and most
followed by) combat , the rules for maneuverable opponents. Size Class A: 10 rounds (1 turn)
fighting from ship to ship are cov-
ered in those same sections. For each point of a spelljammer 's Size Class B & C: 2 turns
ship rating , a ship has a movement
Long-Range Movement factor of 24 for movement in air . A Size Class D: 3 turns
ship can move slower than 24 per
In Atmosphere Size Class E: 4 turns
A flying ship in the SPELLJAM - Size Class F: 6 turns
MER'Muniverse moves 500 yards per
round for every point of its ship 's rat - Size Class G: 12 turns
ing. This translates into about 17
miles per hour or 400 miles per day , Size Clas s H: 24 turns (4 hrs)
per ship 's rating poinl. This is a won-
derful number wh en compared with Size Class I: 48 turn s (8 hr s)
most ground movement , which is
measured in tens of miles. Few char - Size Class J: 96 turns (16 hrs)
acters who spend their lives on the
ground travel 400 miles in their en - The time required to get out of a
tire lives . planet's gravity well from its surface
is the same regardless of the planet 's
Taking Off and Landing
TYPICAL WEATHER CONDITIONS IN ATMOSPHERES
Only ships capable of landing on
water or land can do so and take off 2D6 Roll Spring/Fall Summer Winter
safely. Any ship can crash onto a 2 Becalmed Becalmed Becalmed
planet or its ocean , but then taking 3 Becalmed Becalmed Light Breeze
off again is guaranteed to be a prob - 4 Light Breeze Becalmed Light Breeze
lem (see Crash es). 5 Favorable Light Breez e F avorable
6 Favo rable Light Breez e Strong Winds
When taking off from a celestial 7 Strong Winds Favorable Strong Winds
body , some time is required to over - 8 Storm Favorable Storm
9 Storm Strong Winds Storm
10 Gale Storm Gal e
11 Gale Gale Gal e
12 Hurricane • Hurricane • Hurric ane "'
"' Hurricanes occur only if the previous day 's weather was " Gal e." Otherwise
treat as gale forc e winds.
As a rule of thumb , precipitation (rain and snow) occur s on a 1 in 6 chance in
summer and winter , and 2 in 6 in spring and fall subje ct to local c ondition s.
Storm s and hurrican es always include precipitation (which is already figur ed
into th eir modifi ers on the table below).
In the above situations , movement is reduced by a modifi er and the tim e re-
quired to lift off or land is increased.
composition and/or whether it has an is a function of all spelljamming, re-
atmosphere. gardless of the type of helm or own -
ing race of the ship. Mind flayer
This assumes that the ship is mov - serial helms and pools , major and
ing in a straight line upward. Time minor helms, and even arcane de-
spent jetting about at the same level vices all function under this limita -
or in mundane activities such as dog- tion. A "large body " is any body of 10
fighting is discounted from the total tons or greater space displacement
time. (100 cubic yards, or a cube slightly
less than 14 feet on a side), which in-
Ship Names: In general, landing takes the same cludes most spelljamming ships,
amount of time. planets, stars , and other worthwhile
There are as many celestial bodies . Small items such as
names for the various Atmospheric conditions may cre- boats and elvish flitters which rate
ships as there are races ate difficulties in both in landing and under 10 tons do not have this effect.
and inhabited worlds. taking off.
Each culture brings its A ship can travel 100 million miles
own names into space, Landing/ per day regardless of its SR rat ing.
This is the speed of all spelljamming
and a ship that qualifies Take off ships over long distances, regardless
of the size of the ship or the level of
to one group as a "'free Condition Time Modifier the spellcaster manning the helm. As
frigate" because of its long as a ship has a functioning spell-
size and purpose might Becalmed Normal X1 jamming device of any type, and an
be to another a "system Light Breeze individual who can use it , a ship can
rock " since it lacks a Favo rabl e Normal X1 move 100 million miles in a single
spelljamming helm or Strong Winds standard day (about four m i llion
other Inboard motive Rain o r Snow Normal X1 miles per hour).
power. Storm
Gale Time x2 x½ Four million mph sounds like a lot.
Names by Size: Hurricane and in " real terms " means that a ship
BOAT-less than 10 tons Timex 2 x½ with SR 1 can travel from Earth to the
Sun in a single day. However , space is
and unarmed - a de - Timex 4 x¼ incredibly large, and that same ship
rogatory term ver- would take 36 days to reach Pluto.
sus any actual ship Timex 4 x¼ Given that the crystal shel I is as far
name. from the orbit of the furthest planet
FIGHTER-Less than 10 No takeoff or land - as is the primary star , a trip from the
tons and armed. El- Sun to the crystal shell girding
ven fighters are of - ing possible Earth 's system would take 72 days.
ten called flltters.
GALLEY or COG-10-20 Effects on movement time and Therefore movement between the
tons, tal<en from movement factor are cumulative . For planets is time-consuming when
their earthbound example, a ship trying to lift off from a dealing with the outer bodies, and
analogies but Ignor- class E planet normally takes four relatively rapid among the inner
ing the difference in turns to get out of the planet's gravity spheres. Again , using the Earth/Sol
the ship types. Also wel l. If it is trying to do so in strong system as an example, a ship from
called a SLOOP. winds, this time is doubled to eight Earth with a spelljamming device
SCHOONER-20-30 tons. t urns and the ship 's tactical move - could reach as far as the orbit of Sat-
ment speed is halved. If the strong urn in a single week. (Of course, the
winds are accompanied by rain, this planet may not cooperate by being
time is doub led again to 16 turns and there , but that is another matter. See
the ship 's speed is quartered. Celestial Mechanics for information
on planetary placement.)
Traveling in Wildspace
Traveling in a straight line, spell -
jamming ships can attain high veloc-
ity relatively quickly, spanning the
great emptiness between the planets
in a short time . The operative phrase,
however, is "straight line : · Upon
making a turn, or coming into the
gravity field of another large body,
the spe lljammer helm automatically
decelerates to a more manageable
speed described under Combat. This
What slows movement among the of space may have more encounters As an example , a trip from Earth to
more crowded inner planets is the than a ship moving through an emp- Mars , assuming that they were as
presence of multiple , occasionally tier area (out near the shell, for exam- near as possible (about 50 million
overlapping gravity wells . Once a ple) so the ship has to continua ll y miles), would take:
ship moves within the gravity well of slow down between locations.
a large body ( 10 tons or greater), it 1d8 rounds for warm-up on Earth;
immediately drops to " normal" (500 Calcu lating Travel T imes 4 turns to reach edge of a class E
yards per SR) speed. It can descend in Wildspace
to the planet's surface, or move world;
around in the planet's outer atmos- This is dealt with in more detai l in
phere, or leave the area again , after the chapter on Celestial Mechanics Travel time = 50 million miles/100
1d8 rounds of warming up the spell- which adds the movement of the million miles per day = .5 stan-
jammer helm . spheres themselves. But in general,
the time between two planeta r y dard days or 12 hours (72 turns);
This " sudden stop" when moving bodies can be figured as: 4 turns to reach surface of a class E
at high speeds does not affect any -
one riding on the ships. The effort- Time to take off (in rounds)+ world.
less deceleration is believed to be Time to escape the gravity well
created primarily as a safety factor to So , total travel time is about 80
prevent spelljamming ships from (in turns)+ turns. Not bad for wooden ships.
colliding with other ships, meteors , Time to cover the distance to the
asteroids , and planetary bod ies. In Earth and Mars are rarely close to
reality, this often means that a ship next planet (in rounds , turns, or each other , however . If they were as
enroute from one point to another in days, as appropriate)+ far apart as possible, the travel time
a (relatively) more crowded section Time to land (in turns , reverse of between them would be 2.3 days.
time to reach edge of gravity
field). This number crunching is for play-
ers who are interested. An easier
method is provided in the Celestial
Mechanics chapter.
FRIGATE-30-40 tons. In Very Close Bodies-If the time it slows them down a little, in particu-
trading ships, also would take to travel between two lar when they are moving around the
called a Sl<IPJACI{. bodies is less than the time it would outer planets. Method 3 is the most
take to move out of one gravity well accurate, but takes slightly more
CORVETTE-40-50 tons, and into another, then the length of time. Method 4 is recommended for
also called a BAR- the trip is equal to the sum of both long-term campaigns where the
l<ENTINE. times, with no time between. For ex- movement of the planets becomes
ample , a ship moving at an important factor (such as when an
SHIP OF THE LINE-SO+ spelljammer-class speed would take invasion is planned for the next time
tons. If primarily three turns to travel from Earth to two planets are close to each other).
cargo, it is also re - the Moon. But it takes four turns to
ferred to as a CLIP- move out of Earth's gravity well and Movement in the Flow
PER. If primarily a three more turns to move to the lunar
warship, it is also surface. Thus, the trip from Earth to The rainbow ocean allows spell-
called a MAN-O- the Moon takes seven turns . jamming ships to attain greater ve-
locities. These speeds have defied
WAR. All of this assumes that the celes- measurement since the phlogiston is
tial bodies remain at the same rela- without permanent landmarks or
DREADNOUGHT-rare tive distance during the course of the markers . Time is the only constant.
ships of 100 + tons. trip. In many systems, including the
"real" one, this is not the case. How In general, it takes from 10-100
ROCK-a ship lacking a does the Spelljamming DM figure
spellJamming helm. travel times without going crazy? days to travel from one crysta l
Used generally In sphere to another. The sphere
reference to dwar- Method 1: The Short Way-All reached is random unless a locator
ven ships. planets are considered to be close to device is used to find a particular
each other when figuring travel sphere. These locators , supplied by
Further, a ship may be times: Figure out the distance from the Arcane or duplicated by spells,
referred to by appear- the Primary, subtract the two, and di- target the particular sphere that is
ance, and ownership. vide by 100 million. This gives the sought. Some spheres are unreacha -
Dwarven ships are re- number of days it will take. Round all ble from others due to the Flow itself,
garded as rocks primarily fractions up to the nearest day. and travelers must go through a third
for their appearance, or fourth sphere in order to reach
though any ship adrift is Method 2: The Long Way-All their goal. These anomalies are
considered as a rock. A planets are considered to be at the noted under the individual spheres-
ship used primarily by a furthest distance apart. Add the two which spheres are nearby and can be
single race Is referred to distances from the primary and di- reached regularly, and which ones
by that in general de- vide by 100 million. Fo r each .04 of are not. Some spheres drift into and
scriptions of the ship the remainder add an hour to the fi . out of proximity with each other, so
types fsuch as a mind nal time . that just because you reach an area
flayer nautiloid, or a be- once does not mean that you will find
holder tyrant -ship). Ships Method 3: The Average Way- it again.
that owe allegiance to All planets are assumed to be at the ir
average separation. Determine the A ship's last port of call deter-
distances using method 1 and mines which spheres it can move to.
method 2 and use their average. Port of call is the sighting or la nding
Round fractions up to the nearest within a crysta l sphe re. If a ship head-
day. ing for Krynn from Greyhawk acci -
dentally ends up at the Realms, the
Method 4: The Starcharter's Realms becomes its new port of call.
Way -C heck out the Celestial Me-
chanics section and use the Celestia l Ships in the Flow slow down when
Display for movement of the bodies. they encounter other bodies, such as
ships and rogue planets, but this
Method 1 is the fastest method, does not affect total travel time.
and lets the characters move about
the system very quickly. Method 2
Tactical Movement larly during war, will leave the survi- • Ships of class F cannot change
vors to fend for themselves. facing as their first action. They
Tactical movement occurs when a must move into the hex they are
ship encounters another large body, Each ship is represented by a facing at the start of the turn be-
usually another ship. Such tactical fore any turning is allowed.
encounters can occur either in the stand-up playing piece and a card-
Flow or in wildspace, and both are • Ships of class D and E cannot
handled similarly. stock sheet , listing its capabilities change facing by more than one
hex side within a single hex in a
One of the maps in this product and normal crew. Players who are pi- single turn. They can change fac-
shows a hex grid against a star back- ing as the first action of their
ground , suitable for marking ship lo- loting their own ships should note move and can change facing as
cations in ship-to-ship combat. Each often as desired during the move,
hex is 500 yards across. A round of their ship's abilities and those of sig- but no more than one hex side per
combat in space is the same as a hex moved.
standard round-one minute. nificant passengers-like player
• Ships of class B or C can chang e
Movement and combat are han- characters-on board. A ship with a facing up to two hex sides in a sin -
dled in a two -dimensional format de- gle hex.
spite the fact that space (even fantasy variety of player characters on board
space) is three -dimensional. This is • A ship of class A may change its
purely for the skae of simplicity. has an advantage over one manned facing at will in the direction of
Three -dimensional rules are very choice, even 180 backwards. A
slow and add little or nothing to the merely by NPCs, even if those NPCs ship of class A does not expend
flavor of the game. SR when changing facing .
are mind flayers.
Players and referees will do well to Speed
remember that this product is in - Facing
tended for use as a role-playing aid. The total number of hexes moved
The SPELLJAMMER "' supplement is Each ship has a facing. It is pointed and hex sides changed in a move is a
not a board game of ship-to-ship in a particular direction on the map. ship's speed. A ship controlled by a
combat. It provides a framework for The playing piece should be placed spelljammer helm or similar mysti-
playing the AD&D ® gam~ in spa_ce. with its front crossing one of the six cal engine can move as far as its SR
The game will be far less interesting sides of the hex it is in. For typical permits. However , how fast it can ac-
if played without the personal in- ships, the ship is in the hex where its celerate or decelerate depends on its
volvement of player characters base is. Large objects , such as aste- previous move , its maneuverability
aboard ship. roids, the Rock , and the Spelljammer, and the type of helm used .
are in all the hexes that their pieces
Ship-to-ship combat flows along cover. A ship with a major helm may set
the same lines as standard AD&D its SR each turn, up to its maximum.
combat. Initiative is determined for A ship can change its facing as A major helm onboard means that
the turn, then one side moves and part of its movement. How often it the ship can move one hex one turn ,
fires, then the other. The chief differ- can do this depends on its maneuver- then seve n (if a sufficiently powerful
ence is the sense of scale involved. ability rating. mage is available) the next, and so
Missiles can travel through space on. All facing changes and forward
several miles before finding a target, Movement movement counts against the cur-
while magic spells require a closer rent speed of the craft. Speed can
approach , and ramming and board- A ship 's movement is determined only be changed at the beginning of
in g closer still. by its SR. A ship may move one the move , never during th e move .
space or change its facing direction
Also , ship-to-ship combat poses by one hex side at the cost of 1 SR. All other devices for speLljamming
danger to the characters involved of For example, a ship with an SR of 3 are limited according to the MC of
losing their ship and being stranded can move one hex, turn in a new di- the ship involved: A ship with an MC
in space . Many (but not all) enemy rection , then move another hex in its of F may , in one round , increase or
ships will rescue survivors (as sla_ves turn; or move three hexes in a decrease its speed by one. A ship
if nothing else), but some, part1cu- straight line; or move two hexes, with an MC of E or D can in one
then turn one hexside; etc. round increase or decrease its speed
A ship can always change its fac-
ing by one hex side at the end of its
movement for free , in addition to any
other facing changes.
When a ship changes direction, it
uses one SR for every hex side it
turns. The maneuverability class of
the ship affects how often and when
the ship can change facing:
no particular race or na- by two. A ship with an MC of Corbet- Long range combat can occur at any
tion are referred to as ter can increase or decrease its speed time. Short range combat (including
"Free." A free trader out by three. boarding and ramming) can occur
. of l<rynnspace owes no only when two ships are in the same
allegiance beyond its Full Reverse. A ship can reverse hex.
own ship_ and crew, its direction and move backward ,
while a Krynnish trader subject to the limitations on its No weapons can be fired while a
can be counted on acting speed according to its MC. Maximum ship is moving. As soon as a ship
in the best interest of its reverse speed for most ships is two completes its move , the owning
home sphere, and even- hexes per turn. player announces whether it will fire
tually to return there. If a any weapons. If it fires, those attacks
ship is confined to a par- Stacking are reso lved immediately. After that
ticular crystal shell, ship has had the opportunity to fire
whether by choice or Any number of ships can be in the (regardless of whether it fired or not) ,
not, It Is referred to as a same hex at the same time. Ships in any other ship may fire its weapons
SYSTEM SHIP. the same hex have the option to at the ship which just moved, or any
board, ram, grapple, or engage in other ship.
Finally, a ship that re- missile fire and magic.
sembles little more than a Each weapon can only be fired
terrestrial galley or gal- Combat once per turn . The moving ship al-
leon hopped up with a ways has the opportunity to declare
spelljammer helm and There are two general types of and resolve its attacks first. After it
taken into space is called combat in space: long range and does so, other ships can attack. If
a GROUNDLING craft. close combat. Long range combat there is more than one other ship at-
Groundling is a general occurs when the ships are in different tacking , resolve their attacks in the
term used in space to re- hexes. This is beyond the range of order of their initiative.
fer to the Earth-bound most magical effects and is the prov -
nations and their peo - ince of missiles and heavy arma- Many large weapons take more
ples. It is not derogatory ments. Close combat occurs when than one ro u nd round to reload be-
per se, but is often used two ships are (however briefly) in the tween shots.
by those seeking to em- same hex. Then spe ll attacks occur,
barrass a newcomer to in addition to other missiles. It is also Initiative
the various parts of wild- at such times that boarding and ram-
space. ming can occur between ships. The winner of the initiative die roll
can choose whether he wants to
The Turn Sequence move first or lijst that round. The
and Initiative p layer with the second best initiative
rol l can choose whether to move sec-
The turn sequence for battling in ond or second to last, and so on.
space is similar to that for fighting on
land: Unless optional initiative rules are
used , there are no initiative modi-
1) The DM determines what actions fiers in space for space ships. Individ-
the monsters or NPCs wi ll take, uals fighting on the decks of a ship
inc l uding attempting to ram, may fight with standard initiative
spells, etc. modifie rs.
2) The players ind icate what they Optional Initiative Modifie rs
and their ships are doing.
Playe rs may wish to use the op-
3) Initiative is determined. tiona l m odifiers to initiative for situa-
tions invo lving ships and individuals.
4) Movement and attacks are made
in order of initiative. Ships are considered in the 25-foot +
Movement is pe rfo rmed one ship catego ry of gargantuan figures, and
at a time. One ship takes its fu ll nor-
mal move, then the next, and so on. t herefore suffer the + 12 modifier.
Their weapons are considered an in-
tegra l part of the ship and share the
same initiative roll. All other op- 1) The players and DM roll to deter- 6) The side without initiative fires its
tional modifiers apply, including mine initiative; weapons and resolves all other
those for proficiencies if they are in combat .
use. 2) The side with initiative chooses
whether it wants to move first or Long-Range Combat
Modifiers for crew quality are as last;
follows: The large weapons onboard ship ,
3) All ships on the side that is mov- along with normal missile weapons,
Green +1 ing first perform their move. No fire further in space than within
Average 0 combat of any sort is allowed, in- atmospheres. Therefore it is often a
Trained -1 cluding ramming; tactic for c rews to fire volleys from a
Crack -2 long distance before closing to at-
4) All ships on the side that is mov- tack.
Optional Turn Sequence: Players ing second perform their move.
who want a slightly more realistic No combat of any sort is allowed, ILarge onboard weapons (cata -
flow of events at the expense of a except ramming; pults, bombards, ballistas, projec-
slightly slower game can try this turn tors, and jettisons) all have a typical
sequence. 5) The side with initiative fires its
weapons and resolves all other
combat;
Range Hull Personal ROF #Per THACO CH
Damage Damage
Weapon 6 1/2 1 12
Light Ballista 4 0 2-12 14 20
Medium Ballista 2 1-3 3-18 1/3 2
Heavy Ballista 5 3-6 3-30 1/4 4 17 19+
Light Catapult 4 1-2 1/2 1 14 20
Medium Catapult 3 2-4 2-20 15 19+
Heavy Catapult 2 2 -8 1/2 3 16 18+
Bombard 3 1-6 3-30 1/3 5 17 20
Light Jettison 2 0 3-30 1/3 3 14
Medium Jettison 1 0 15
Heavy Jettison 1 0 2-20 1/2 2 16
Greek Fire Projector 1-3 1-6 1/3 3 16 18+
Missile Weapons 1(I) 1/4 4
Arqu ebus 0 2-12 1/4 3 u
Comp Long Bow 1(I) 3-18
0 0 3-30 1/3
Flight Arrow 0
Sheaf Arrow 0 1-10 2/1 u
Comp Short Bow 0 2/1 u
Flight Arrow 1(I) 1-6
Longbow 0 0 1-8 2/1 1 u
Flight Arrow 0
Sheaf Arrow 0 1-6 2/1 u
Short Bow 1(I) 0 2/1 u
Flight Arrow 0 0 1-6
Heavy Crossbow 0 1-6 2/1 1 u
Light Crossbow 1(I) u
Sling 0 0 1-8 1/2 1 u
Bullet 0
Stone 1-4 + 1 11
1-4
u
1-4 + 1 u
1-4
No other missile weapons are significant enough to rate at this scale, though they are useful in ramming , boarding ,
and melee situations. The hand-held missile weapons marked 1(1)are capable of hitting at a range of one hex, but this is
considered long range. Missiles marked with a range of Ocan be used only if the target sh ip is in the same hex as with the
attacker.
U = User 's level used to figure THACO .
Why are Crystal ra nge and amount of damage they has the init iative that turn (pre-
Shells Round? in fli ct, summarized on the table be- sumably , the helmsman or cap -
low. A large weapon inflicts either tain will maneuver the vessel so
The systems of the hul l damage or personal (hit point) that its bulk provides some pro-
SPELLJAMMER ' uni - damage, but not both. The attacker tect ion against enemy fire);
verse are all held in bub - must specify whether the weapon is
bles which drift in a aimed at the ship o r a character be- • A large weapon (catapult , ballista ,
rainbow ocean called the fore fir ing. etc.) that misses a human target
phlogiston. Whatever can still inflict damage on the
the shape of the system Choosing Targets ship . Roll for a hull hit but dam-
within , whether a collec- age is always 1 hull point max i-
tion of clusters, or a sin- Larger weapons (any weapon that mum;
gle flat plane, or a chaotic is not hand-held) may inflict damage
bundling of planets, the on crew targets (in hit points) or en- • Magical armor , Dexterity, and cir-
sphere that it all fits into em y ships (in hull points). The at- cumstance can affect crew
is round. tacker chooses which type of target THAC0s as in no rmal combat.
he w ishes to attack .
Why? Hard and soft cover rules, if being
A large weapon may always attack used by the campaign , may also ;;if.
No one l<nows, but ships in other hexes. feet damage.
there are several theories
by way of explanation: • Catapults cannot attack ships in Hit Point s
the same hex;
The sphere is the most When a bolt or volley of fire hits a
natural shape for such • Any weapon attacking the crew living target , damage is inflicted as
things, much like bubbles (hit point attacks) may attack any per normal AD&D rules. If the dam -
in amber or champagne. cha racter on deck or partially ex- age is severe enough , then the " in-
posed . A player may not simply stant death " ru le is applied , forcing a
The sphere is the easi- spec if y " I'm attacking the cap - saving throw against the attack.
est shape for the gods (or tain," however. lf he wants to at-
whomever built these tack the captain , he must tell the Hull Point s
thingsJ to construct. OM how he will identify the cap-
tain. If the attacke r has no clear A ship 's hull points are like a cha r-
idea of what t he caption looks acter 's hit points-when they are re-
like, the DM should assign the duced to 0, the ship begins to brea k
shot randomly among the poten- up. Large weapons inflict their listed
tia l ta rgets; damage. Damage can be repaired
given time and money (see Repairs).
• Attac k ing the crew other than
from in the same hex with a mis- Small weapons can inflict hul l
si le weapon means that the attack point damage as well. For every 10
h its a random individual on the cumu lative hit points of damage in-
deck (all t hose on exposed decks flicted on a ship, the ship takes one
are targets-if 10 individuals are hull point of damage . The damage
ava il able to attack , then then any must be to the same exact location (a
of t he 10 may be hit); volley of 20 arrows t hat sticks in the
side of a ship and inflicts a total of 60
• Large weapons modify the i r points of damage causes no damage
T HAC0 by the AC of the target to the ship's hull; each arrow h it a dif-
t hey hit. For crew hits it is the AC ferent spot. A character chopping at
of the crew or creature. All sh ips the hull with an axe, howeve r, could
have an AC equa l to their armor infl ict hu ll damage) .
rating. A crew member gets a
o n e-point bonus to his armor When a ship's hull damage ex-
class for the turn if the ship 's ar- ceeds half of its hull points, the ship
mor rati ng is better than the char- immediately suffers a critical hit.
acte r's and that character 's ship
Critical Hits Choose the target randomly from ex-
posed crew. All characters within 5
Critical hits va ry from ship- feet of that individual must make a
threatening results of combat to less- saving throw against death or suffer
dangerous situat ions which impair the same damage.
the functioning of the ship . Only
large weapons can inflict critical hits Interior Crew Casualty. Same as
outrigh t , but sufficie nt application of Deck Casualty, but everyone aboard
sma ll weapons (t he dwa rf on th e hull is a potential target, including pris-
with a battle axe) co uld weaken a oners, the captain, and spelljamming
ship sufficient ly to push it past th e mages. This reflects not so much the
50% damage point and thereby effect of th e missile itself, but shat-
cause a critica l hit. tered parts of the ship's interior
bouncing around during combat.
When a critical hit is ca ll ed for , roll
on the table below and apply the re- Ship Shaken. Ship rings from the
sult. If the result is inapplicable bl ow of the attack. All characters not
("Hah! You can't destroy the spell- sitt ing or otherwise firmly tied down
jam mer helm! You blew it up last (the spelljamming mage is consid-
turn!") shift up to t he next higher en- ered secure) have a chance to fall to
try on the li st. the deck, disallowing any attacks or
spell use that round . NPCs have a flat
Roll Result 40% chance of falling as a resu lt of
1 Loss of 5 Hull Points thi s critical hit, while PCs (and those
2 Deck Crew Casualty NPCS important enough to rate their
3 Inte rior Crew Casualty own Dexterity) mus t make a Dexter-
4 Ship Shaken ity check to maintain their balance.
5 Large Weapon Damaged
6 Deck Crew Casualty Large Weapon Damaged. On e
7 Hull Holed large weapon (chosen randomly) is
8 Maneuverability Loss ino perable until repa ired (see Re-
9 Loss of 10 Hull Points pairs) . Its crew is unharmed.
10 Ship Shaken Hull Holed . The attack punch es a
11 Fire! hol e in the ship where there was none
12 Loss of SR befor e. The DM chooses which part
13 Deck Crew Casualty of the ship is holed (either by random
14 La rge Weapon Damaged roll, according to the situation be-
15 Ship Sha ken tween the ships, or whatever would
16 Hull Holed mak e thing s most int erest ing at that
17 Maneuverability Loss point).
18 Loss of 10 Hull Points
19 Loss of SR Fire! A fire starts somewhere in
20 Spelljammer Shock! the ship, determined by the DM . The
effects of fire aboard ship are de-
Definition of Effects: scri bed below. In cases where it is
physically impo ssible for a fire to
Loss of 5 or 10 Hull Points. T hi s sta rt (all the lights are magical , there
loss is in addition to th e initial dam- is nothing flammable onboard, and
age. In some cases it may cause the everyone is wearing clothes made of
sh ip to break up or force another crit- rock) , go to the next entry. A fire on-
ical hit check. Multiple ro ll s for the boar d as a result of this critical hit (as
same attack are cumulativ e. opposed to greek fire or magic) in-
fli cts no damage the first round, but
Deck Crew Casualty. One exposed ma y spread.
crew member is struck and suffers
the same damage as th e ship .
The sphere is a perfect Loss of SR. The SR of the ship Effects of Cre w Losses
drops by 1 point for the next 1d10 on Ship Performance
shape, the shape that rounds wh il e the helmsman read•
shrinks its plane of grav- justs his balance and senses to the The less manpower a ship has, the
ity to a single point at its new damage level. Additional losses less capable it is of fighting and sail-
heart, attaining a perfect are cumulative , to a minimum of 1 ing effectively. A ship may still han -
SR. If a ship with an SR of 1 receives dle itself in "reduced" circum-
balance. this result, go to the next entry . stances, but not with the effect of a
full crew .
The simple fact is that Man euverability Loss . The ship
no one knows save per- drops one MC for ldlO turns. An A Large weapons require a mini•
haps the gods, and If class becomes B, a B class becomes mum crew to fire properly. For each
they know, they aren't C, and so on. A class F ship cannot member missing out of a large
telling. There may be sys- lose any more maneuverability so weapon crew, the weapon takes one
tem shells out there that the next entry is taken instead. round longer to reload and fire. A
are cubical, or ellipsoidal, weapon crewed by three men with a
or even irregularly or Sp ellj ammer Shoc k ! The spelljam- reload rate of 1/3 wil I take three
torus-shaped. We just ha- m ing mage must make a saving rounds for three men to reload and
ven't reached them yet. throw versus spells or fall immedi- fire, four rounds for two men to re-
ately into a coma which lasts 1d4 load and fire , and five rounds for one
And when we do, we'll days. In cases of serial helms, all crea- man to reload and fire . Men that are
probably start the sages tures linked up must save. In case of lost during the reloading are consid-
arguing all over again. foundries , artifurnaces , furnaces, and ered as if lost at the start of the
"unknown drives " (such as the reloading-that is, three men start
-From Elminster·s Mus- neogi's), the drive itself is rendered reloading the above weapon, then
ings on Empty Space, a nonfunctiona I 1d4 days (no saving one man is lost as a casualty, then the
scroll from Elminster of throw allowed). If no replacement is remaining men will need four ful l
Shadowdale to Lord available and the mage fails his sav- rounds (including those that have al-
Khelben of Waterdeep. ing throw, the ship immed iately be- ready passed) to reload and fire.
comes SRO and can only move in a
straight line at its present speed. Large weapons can be reloaded
and fired as long as one man remains
Mult iple Crit ical Hits available to do so. A large weapon
without a crew cannot be fired. If a
One attack may cause a critical weapon is partially loaded, then the
hit, wh ich in turn causes enough crew is slain and a new crew arrives,
damage to inflict another critica l hit. the loading must begin again.
All damage must be app lied to the
ship, and it is all cumulative. Loss of crew affects the maneuver-
ability of a ship as well. The mini-
Breaking Up mum number listed for the crew
indicates the number required fo r
If a ship is reduced to 0 hull points, operating the ship at its listed ma-
its internal structure is destroyed and neuverability class and does not, in-
it begins to fall apart. Roll a six sided clude weapon crews. If less than tha t
die for every 10 tons of the ship number are available to operate the
(round fractions up). That is the num- ship, set the sails, man the oars, etc.,
ber of large (atmosphere-retaining) then the ship is downgraded in its
pieces of the ship that are left. maneuverability class. This loss may
be from casualties , or may be bE::-
Some victors will si ft through such cause handling crew has been reas-
debris looking for prisoners. Others signed to weapon crews, preparing
will abandon them. It is possible for for boarding , or fleeing the ship .
sur vi vors to lash up some sort of ves-
sel from the junk to save themselves
w ith a temporary helm or spelljam -
ming mage.
If the crew is less than its Iisted Debris The greatest danger from fire is its
minimum but more than half that potential to poison the air envelope .
number, the MC of the ship is down- Debris is a common consequence Once a fire has damaged 10% of the
graded by one class. of battle , but in addition there are of- tonnage of a ship (total damage , not
ten small asteroids, comets , and in a single round) , the air is degraded
If the available crew is one-half or other space flotsam that can inter- one step (from fresh to fouled, from
less of its listed minimum but more fere with the movement of and com- fouled to deadly). If the damage
than one-fourth that number, the MC bat between ships. Debris of reaches 40% (without the ship other-
of the ship is downgraded by two sufficient mass will cause a ship mov- wise breaking up) the air envelope
classes from its original value (this ing at high velocity to slip into nor- degrades again , with all effects of the
usually means it is downgraded one mal movement. change affecting the crew.
more class since by this time it is
probably operating one class lower Ships moving through debris - A ship reduced to 0 hull points by
than its original class anyway). strewn hexes do so at risk. Those fire breaks up normally to form a
moving one hex per turn can do so field of debris. The surviving debris
If the available crew is one-fourth normally and without danger. Those (if on fire) will continue to burn and
or less of the ship's listed minimum , moving through at speeds of two or break up until the disintegrating
the MC of the ship is downgraded 3 three hexes per turn suffer the attack chunks are completely consumed.
classes from its original value . of a small jettison , while those mov - Ships entering the debris field while
ing at a speed of four or five hexes it is still burning will suffer the effects
A ship will operate at three classes per turn suffer the attack of a me- of the Fire critical hit.
below its original class as long as dium jettison. Anything moving
there is at least one crewman left to faster than five hexes per turn suffers Fields of Fire
handle the rigging and someone at the attack of a large jettison. These (Optional Rule)
the helm. The MC of a ship may not attacks occur once per debris hex en -
be downgraded beyond F maneuver - tered. While the portrayal of combat here
ability class. is two-dimensional , in reality , a ship
Fire could be tilted in any direction with-
When figuring out how many crew out affecting the occupants. As a re-
members are available, PCs and offi- Whether as a result of a critical hit, sult, almost any weapon can be
cers are excluded, though they may a device such as the greek fire pro- brought to bear against an attack
be pressed into service to handle jector, or spells such as fireball, fires from any direction. The limitations
things during a battle emergency . sometimes get started on ships. on this are for weapons that fire to
Normally, however, their activities the bow and stern, including forward-
prevent them from taking an active Fires inflict their initial damage facing catapults and rear -mounted
role in the more mundane aspects of the round they start. On each subse- jettisons.
handling the ship, even in the heat of quent round , the fire inflicts the
battle. same damage as on the round be- Nonmovable weapons designed to
fore, plus one point. fire toward the front and rear of the
When calculating halves and ship may only fire at targets that are
fourths for manpower requirements, Putting out a fire requires one per- within the lines set up by the three
round fractions in the players ' favor. son for every point of damage the fire frontal (or rear) hexes. They in addi-
The breakdowns for a ship with a 10- will cause that turn. For example, if a
man minimum crew, for example , fire will inflict three points of hull tion receive a + 2 to their THAC0 to
would be: damage on this ship this round, then
three people working with proper hit targets directly in front (for front-
10 crew Full MC tools (assumed to be present) can ex- mounted weapons) or directly be -
6-9 crew Down one MC tinguish the blaze. If not enough peo- hind (for rear -mounted weapons).
3-5 crew Down two MC ple are available to put out a blaze, This is due to the "stability" of the
1-2 crew Down three MC they can reduce its severity by their shooting platform (as much anything
actions. If two people fought our whirling through space can be con-
A ship that is breaking up stops three-point fire , then the fire would sidered " stable").
moving. The hex it occupies and all be reduced to a one-point fire at the
hexes surrounding it are filled with end of the round (and then increase Morale (Optional Rule)
debris. Surviving characters are con- to a two-point fire at the beginning of
sidered to be in the last hex occupied next round). No one likes to die, particularly in
by the ship. space with a long walk home. For
this reason, morale can be important • It is apparent the ship cannot es-
in combat. If you can convince a cape.
ship's captain (or more importantly, a
ship's crew) to either call off their at- • The ship's captain is slain.
tack or surrender, you are winning a
victory without risking your own ship Situational modifiers may also af-
and crew. fect the morale check itself:
A crew of typical seamen has a mo- Ship has taken 25% hull damage -2
rale of 11. Monstrous crews can have
higher or lower morale and other fac- Ship has taken 50% hull damage -4
tors (including how well the captain
is liked) also have an effect . Ship has taken 75% hull damage -6
Morale checks are made at the Captain is slain -2
conclusion of a round of battle, after
Common Ship all actions have been resolved. Spelljamming mage or
Commands
A morale check is required for a priest is slain/destroyed -3
(Or, things the captain ship 's crew when:
bellows and expects ev- Opponent firing has taken
eryone else to under- • The ship suffers a critical hit.
stand.) • The ship has only 5 hull points left 50% damage +2
STEADY-Maintain head- (unless the ship started with less Captain is on deck +4
ing and speed. than 10, in which case ignore this
situation). First Officer is on deck
FULL AHEAD (number)- • The crew has been surprised (but
Ma lntal n heading, in - only on the first turn after being w/o captain +2
crease speed to given surprised).
number. • The ship is faced by an obviously Ship is on fire -2
superior force.
BEAR PORT-Turn one • An ally or crewman is slain by Opponent's ship is on fire +1
hex side to the left. magic.
• 25% of the crew have been elimi- Opponent's ship has been holed + 1
HARD PORT- Turn two nated.
hex sides to the left as • 50% of the crew have been elimi- Abandoned by friendly ships -6
soon as possible. nated.
• A companion or crewman is slain Creature has lost 25% of hp -2
BEAR STARBOARD- Turn after 50% of the crew is elimi -
one hex side to the right. nated. Creature has lost 50% of hp -4
• All officers desert , are slain , or
HARD STARBOARD- surrender. Crew losses at 25% -2
Turn two hex sides to the • The crew is fighting a creature
right as soon as possible. they cannot harm due to magical Crew losses at 50% -4
protection.
FULL ASTERN- Back up • The crew is asked to perform he- Crew is receiving a share +2
as fast as possible. roic (and dangerous) tasks. of plunder
• The crew is offered a bribe.
ALL REST-Stop. • The ship 's crew is covering a Creatures are fighting
fighting retreat.
HULL STRll<ES-Flre at • A member of the crew is asked to hated enemy +4
enemy hull. use a personal magical device
with charges. Ship 's crew was surprised -2
• The crew has met the conditions of
another morale check and is given Crew fighting magical creatures -2
the opportunity to surrender.
Creatures have 1'2 HD or less -2
Creatures have 1 HD or less -1
Creatures have 4 to 8 + HD +1
Creatures have 8 to 14 + HD +2
Creatures have 15 + HD +3
Defending home (if ship is lair) +3
Defensive terrain advantage +1
Multiple checks per round -1
Captain is of different
alignment from crew -1
Most powerful ally killed -4
Crew favored by captain +2
Crew poorly treated -4
No enemy have been slain -2
Crew outnumbered 3 to 1 -4
Ship outnumbered 10 to 1
in tonnage -2
Outnumber other crew 3 to 1 + 2
Ship outnumbers opposition
10 to 1 in tonnage +2
Unable to hurt opponent -8
Magic-using creature
on same side +2
The effect of a failed morale check If a ship that has struck its colors can occur. The attacker has the op-
has PCs aboard, it is up to the players tion of firing any hand-held weapons
is largely up to the DM, but the most to decide whether to pursue the fight or larg e weapons (except catapults).
or not. A ship that has struck its col- Following his attacks, the player
common result is to "Strike the ors will not use its NPCS to fire weap- whose hex he entered has the option
ons or board , but the PCs may do so. of making any missile, large weapon,
Colors"-that is, to surrender. In If a player character is at the helm, he or magic attacks. Following this, if
may continue moving the ship. there are any other ships in the area,
some situations, the attacker might they have the option to fire as well.
However , be warned. A ship that
let the defender limp away. In others has struck its colors only to attack After all weapons are discharged,
again is generally accorded no the moving player may ram the op-
the ship will at least be boarded, a mercy by other ships. An NPC crew ponent if he has initiative , grapp le ,
will mutiny immediately against a or board the opponent. If he chooses
ransom will be levied for the ship's captain or officers who pursue the to do none of these, then the oppo-
fight after a surrender, since this only nent has the opportunity to grapple
passage or passengers, the ship will puts their lives at even greater risk (if or board . Ramming attacks are al-
they are ultimately defeated, the en- lowed only to the side that has the
be looted of cargo and/or towed back emy is likely to simply maroon them initiative.
in space, or worse).
to a base. Civilized races tend to treat Mi ssile Fire at Close Range
Short-Range Combat
their defeated foes honorably. How - For the sake of simplicity, all
When a ship enters the same hex hand-held missile fire is considered
ever, there are many creatures who as another ship, short-range combat to be at medium range if both ships
do not.
Because morale is checked at the
end of the round, it is possible for all
ships on both sides of a conflict to
"strike their co lors " at the same time.
In this case all ships break off and will
not resume combat for at least two
hours (this is only an average and can
vary according to the availability of
healing spells, presence of charis-
matic leaders , or other factors).
CREW STRIKES-Fire at are in the same hex (their air enve- hull damage; alternatively , it could
enemy crew. lopes probably, but nol definitely , destroy an enemy ballista.
overlap). When ships come into con-
ALL STRIKES-Fire as all tact with each other, the range shifts Ramming
individuals see fit (also to short .
used to cover specific Ramming is a common tactic in
pre-planned fire pat- Short and medium-range combat space for damaging or breaking up
terns, such as "Every- is resolved the same as long range an enemy ship . Ramming is best per-
body fire at the combat, but now hand-held missile formed against other ships that are
wizard"). weapons (and not large weapons) can of roughly the same tonnage or
hit individual targets on the oppos - smaller.
HOLD FIRE-Stop firing. ing deck. (Typical orders for any
crew , whether at sea or in space , are A ship must announce its intention
PREPARE TO RAM-Ship "Shoot at anyone who looks like a to ram before initiative is deter-
is ramming this turn if it wizard. " Of course, this often means mined. The process of ramming
can. t hat the man who looks like a wizard (stee ring to hit the opponent's ship ,
really isn't.) Large weapons are lim- plus battening down all the loose
PREPARE TO BOARD- ited to aiming at areas of the enemy gear for the impact) requires time,
Ship Is grappling and deck and then take their chances at and is not something that can be
boarding this turn If It hitting whatever might be there. done on the spur of the moment.
can.
Personal weapons cause one point A ship cannot ram another ship
PREPARE TO REPEL of hull damage for every 10 points in- that is in th e same hex at the start of
fli cted to the same , exact location. the turn, unless it leaves that hex and
BOARDERS-Ship Is reenters it later . A ship cannot ram
Magic at Close Range another ship that is grappled with it.
about to be grappled or
A ll spells with a range greater than A ship may only attempt to ram
rammed; be ready for It. 100 yards can be cast on another once in its turn. It cannot attempt to
ship in the same hex. Spells with ram a vessel once , miss it , then ram
HELM DOWNI-We've ranges less than 100 yards can be another vessel in the same or an ad-
lost the spelljammlng cast on enemy (or friendly) ships only joining hex.
mage, either to death or when they are obviously within 100
system failure. Someone yards (such as when they are grap- When ramming , use the helms-
else get down there right pled and being boarded). man's THAC0 (compared to the tar-
away! get ship 's armor rating) to determine
Magic which inflicts damage in if the ramming is successful. In this
FIRE IN THE HOLD- points has the same effect as per- case it is often better to have a priest
sonal weapons . For every 10 points at the helm than a wizard because of
Gener al term for ugli- of damage inflicted by a spell that is their better chance to hit (a priest can
directed against a ship, it inflicts one run a ramming attack even if the ship
ness below decks: in- point of hull damage. A 10-HD fire- is equipped with a piercing ram). If a
cludes fire, being holed, ball which causes 30 points of dam- ship has no one individua l at the
being boarded through a age inflicts 3 points of hull damage helm (such as the dwarven found-
hole, or damage to a (and sta rts a fire, if possible) . ries), then the ship rams with the
nasty section of the ship. THAC0 of its navigator, treated at
Spells which do not inflict points half his level.
of damage can still harm a spelljam-
m ing craft . A disintegrat e spell cast Rams inflict different damage ac-
on a ship"s bow, for example , results cording to their type and size.
in a Hu ll Holed cr itical hit. A dispel
magic cast on the spelljamming Pierc ing Ram s inflict one point of
helm causes it to malfunction for one hul I damage for every 10 tons of the
round, temporarily reducing the ramming ship times the number of
ship's SR to 0. A warp wood may hexes the ship moved in a straight
weaken a few boards but causes no line prior to ramming (up to its maxi-
mum SR). Round fractions up.
In addition , a ship struck by a ship 's tonnage. For example , a 100- creatures take 1d6 points of damage
piercing ram automatically suffers ton ship cannot ram a ship of 10 tons for every hull point inflicted by the
the Hull Holed and Ship Shaken criti - or less. If such a ram is attempted, ram. Therefore if a ram which would
cal hits. the smaller ship must check for a normally inflict 4 hull points was to be
crash (see below). used against a space wyrm , the ship
If a piercing ram is used in combat , would inflict 4d6 dice of damage.
ther e is a chance that the two ships A ship may not ram another ship
will become locked together. This that is more than three times its ton - Crashes
chance equals 5 % times the target 's nage. If it attempts such a move, it
tonnage . No additional damage is in- must check under Crashes . When two ship s occupy th e same
flicted but the ships are considered hex, there are four possibili t ies:
grappled. They cannot separate until The exception to this is when using
the helmsman from either ship suc - a grappling ram , which can be used • They can crash into each other ;
cessfully makes an attack roll to pull against smaller targets of any size
them apart. (but only three times larger targets). • One ship can ram the other ;
Blunt Rams inflict one point of Ramming and • One ship can land on th e other ;
damage for every 10 tons of the ship Ship Positions
making the ramming attack (round • The two ships can align courses or
fractions up) times the ship's maxi- In general, a ship ramming an- simply pass each other .
mum SR. The opposing ship suffers a other ship will maintain its positional
Ship Shaken critical hit and one relationship after the collision. That This section deals with crashe s.
other critical hit , determined ran - is, a ram from the bow will strike the
domly (more if damage demands it). opposing ship on its bow, a ram from Occasionally a ship will make a
the flank will strike the opposing sudden, unplanned landing (called
Grappling Rams inflict no dam - ship in the flank , etc. Let the situa- impact) against a larger object. This
age , regardless of size or speed . If a tion dictate the relative positioning impact usually has disastrous results
ship with a grappling ram strikes an- of the ships . for the ship making the crash and the
other ship , the two ships are consid- ship that is being crashed into.
ered grappled (see below) . Head-On Ramming is a special
case. Head-on ramming is a danger- The helmsman make s a sav e vs.
Movement After Ramming ous situation , as it exposes the ram - death to avoid a crash and if success -
ming ship to the ram of the opposing ful can either fly off (in his part of the
If the ramming ship misses its tar - ship, should one be carried. If the at- turn) or land normally on the other
get or reduces the opposing ship to 0 tacking ship hits its target , the ram is ship or object. A vessel with no one
hull points (so that the opposing ship handled normally . If the ramming controlling its flight save as a 1st
begins to break up), the ramming ship misses its target , the opposing level wizard .
ship may continue its movement up ship has the opportunity to ram its at-
to its regular limits. If the ship hits its tacker immediately . This is the only This saving throw is modified ac-
target without destroying il or is time a ship is allowed to ram without cording to the ship's maneuver rat -
locked or grappled with the target, having the initiative . In this situation, ing, as follows:
its movement stops. the original target ship uses its speed
from the previous turn when deter- Maneuver Modifier
Ship crews may grapple in the mining damage (this is a reactionary
same round as a ram, if so desired. move , so the ship has not had the Rating +8
chance to reach full , ramming A +6
Size and Ramming speed) . B +4
C +2
Ramming works best against ships Ramming Gargantuan D
that are the same size as or smaller Creatures E 0
than the ramming ship. In certain
cases , an opposing ship may be too In general , living things cannot be F -2
large or small to be rammed by a par- effectively rammed (they are too
ticular ship . small) . Creatures of gargantuan size, If there is a crash , the smaller ship
however , are large enough that a ram is always assumed to be crashing
A ship cannot ram another ship would have an effect. Gargantuan into the larger ship, regardles s of the
that is 10 % or less of the ramming overall tactical situation. The hull
points of the crashing ship are re-
duced by half their total original
value. If the hull points of the ship are
reduced to 0 , the ship breaks up (usu -
STRll<E THE COLORS- ally all over the gravity plane of the of damage to the target ship's hull,
Surrender. other ship). All on board the crashing but if a 20 is rolled for the attack, a
ship must make a saving throw vs. critical hit results.
HAIL-No hostile moves; death magic or take 6d10 points of
we're opening communi- damage (save for ha lf). Grapplin g and Boardin g
cations.
A ship that is crashed into takes Often it is desirable to take over an
FULL EVASION-Let's damage equal to the hull points of opponent's ship without inflicting
run away from these the ship that crashed into it at the major damage. In cases like this, a
guys. moment when the crash occurred. side with enough manpower can
When a ship with 15 hull points left overwhelm the other side by grap-
BATTLE EVASION-Spin out of 30 hits a 50-hull-point ship, it pling and boarding. Certain types of
the ship along its long inflicts 15 (not 30) hull points of dam- ramming may also result in a grap-
axis. It has a problem in age. Individuals on the ship being hit pling situation.
that everything is - 1 to suffer the Ship Shaken critical result.
hit, but the ship itself is Either side can grapple, but the
- 1 to be hit, and all spe- Crashing is not a situation that moving ship has the first opportu-
cific strikes are at - 4. many captains look forward to, but in nity. The purpose of grappling is to
combat there is often a need for "fire- bring the two ships together to allow
JETTISON AWAY-Fire ships" and other suicidal tactics either towing or boarding.
the jettison (or all jetti- where sacrificing a ship may help
sons). turn the battle. The crew of such a The most common method for
ship usually abandons it before the grappling is a large hook at the end
CATAPULT AWAY - Fire crash, hoping to survive a "fall" to of a long rope or chain. There are
the catapult (or all cata- the su rface of the other ship rather also ballista bolts which are similarly
pults) . than die in the crash. equipped and can be fired into the
opponent's hull. In either case, once
BALL/STA AWAY - Fire Shea ring Attacks the hooks have caught hold, the two
the ballista (or all ballis - ships can be hauled together.
tasJ. A shearing attack is a close pass
against an opposing ship with the in- A grappling hook requires about 5
& % ..# S!-Standard reac - tention of dragging rigging, steering feet of space from side to side to be
tion to combat results. equipment, and other devices over- thrown at another ship in the same
board to cripple the ship's maneuver- hex. The number of hooks that can
ability. be thrown depends on the length of
the ship making the attack and how
Similar to ramming, the attacking many hooks it can bring to bear.
helmsman's THAC0 is used to deter-
mine whether the shear is successful. Two ships are considered grappled
For ships without a spelljamming when the number of lines between
helm, the navigator performs the at- them is at least equal to one-tenth of
tack at one-half his actual level. the tonnage of the smaller ship. For
example, a 50-ton ship and a 30-ton
A shearing attack reduces an op- ship are grappled if they are con-
ponent's maneuverability class by nected by three or more grappling
one rating-from B to C, for exam- lines. If there are fewer Iines than this
ple. A ship may only have its maneu- connecting the two ships, either ship
verabi Iity class reduced twice by can break them all simply by moving
shearing attacks, though it may suf- out of the hex. (This is a good way to
fer additional losses from critical hits pick up some free grappling hooks.)
and other attacks.
A grappling attack inflicts no dam-
If a shearing attack fails, the op- age but links the two ships together.
posing ship has the option of imme- Both ships are immobilized once
diately launching its own shearing they are connected by sufficient
attack against the original attacker. grappling lines (unless one ship tries
to tow the other; see Towing).
Shearing attacks inflict no points
Cutting Grapples. A crewman Rapid Resolution of
must make a normal attack roll to hit Small-Scale Combat
AC 10, then roll his damage to cut a
grappling line. A line has 5 hit points. There will be situations, such as a
Grappling chains are AC 4 and have crew all stocked by PCs, where the
actions of every character are impor -
20 hit points. Grapples may be cut at tant. Similarly, there are situations
where a long, large-scale combat be-
any time in the defender's turn, but tween conflicting sides of NPCs will
often the ship has been boarded by just waste the players · time. The fol-
then. lowing system can be used to resolve
combat between large numbers of
A ship may be boarded in the essentially featureless NPCS.
round after it is grappled. Any char-
acters standing at the gunwale at the It is strong ly recommended that
beginning of the round can swarm player characters not be factored
aboard the enemy ship (that is, into this procedure, for two reasons.
boarders must be standing by and First, PCs should be directly under
ready to board.) their players' control. They should
not simply be part of a mathematical
Combat when boarding is stand- process . Second , if the PCs are very
ard AD&D ® combat. If players and much superior to their crew mem -
DM agree , the rapid combat resolu- bers, they will tip the scale toward
tion system described below can be the high end and throw off the re-
used to resolve large numbers of sults. This system works best with
NPCs fighting. crew members who are all pretty
simi lar. If the crew contains widely
A crew (either side) will fight until disparate members (minotaurs and
defeated or it fails a morale check; hobgoblins, for instance) , it is best to
then it surrenders. Player characters treat them as two separate groups
and important NPCs (determined by and determine their attacks and ca-
the DM) may fight as long and as sua lti es separately .
hard as they wish, even to the death.
Morale checks are used only for two- Figure out what is the " average "
dimensional NPCs. crew member on both sides. There
are two ways to do this. The quick
In very dangerous situations, a way is to look at the NPC stats and
morale check should be made to see see what number of hit dice , armor
if the crew will board in the first place class, and weapon is most common
(attacking a ship full of mind flayers and then assume that everyone in the
is a risky proposition even under the crew has those same characteristics.
best of conditions). Such a morale The second is to figure out a statisti-
check would be made after the or- cal average: total all the hit dice and
ders are given but before they are then divide by the number of crew
carried out. memb ers, then do the same for ar-
mor class, and again for weapon
In case of a failure of morale, the damage. Round fractions off toward
crew will retreat back to its native the nearest whole number (round ½
ship. If the crew is on its native ship, up).
it will surrender (unless it is checki ng
morale to determine whether it will Compare these two " average "
board, in which case the crew just crew m en and determine their attack
refuses to attack). In certain cases numbers.
(such as dealing with villainous
neogi , who are merciless), they will Then divide the total number of at-
fight to the death. tackers by the average defender's hit
Nonstandard dice. This determines how many Fortunately , the attackers win the
Systems d20s the attacker will roll (in effect initiative on the first round. The DM
how many attacks they get per rules that in the narrow confines of
The system presented, round). Do the same for the defender, the ship, only three attackers can
with planets moving dividing the total number of de - fight each mind flayer. The attackers
around a single central fenders by the average attacker 's hit get to roll three dice (21 attackers di-
point, is common In 90% dice. vided by 8 hit dice per defender) and
of the systems encoun - need to roll 14 or higher to hit. They
tered in the phlogiston. Each round , both the attacker and roll one hit and two misses , cutting
There are other types, in- defender roll their attack dice. Every the defenders down to six. The mind
cluding: hit kills or incapacitates one charac- flayers get to roll 12 dice (6 de-
ter from the enemy ship. fenders divided by 1 hit die per at-
STATIONARY- The plan- tacker , doubled because the mind
ets and other orbiting The attack dice can be halved or flayer's special attack can kill auto-
bodies are literally fixed doubled for special circumstances. matically) and need to roll 9 or
points In the sky, unmov - Double a side's attack dice if its aver- higher to hit. The mind flayers roll
ing in their relationship age maximum damage is greater seven hits and five misses.
with the primary. The than 12 or the average crew member
planets, once placed, do has some sort of special attack that Going into the second round , the
not move. can incapacitate with a single hit, mind flayers win the initiative. They
like paralysis, poison, a gaze roll 12 dice again , this time scoring
CHAOTIC-The planets weapon, etc. Halve its number of at - six hits and six misses. The human/
and other orbiting bodies tack dice if the average maximum dwarf attackers have suffered 13 ca-
do not stay In their or- damage is less than 6. sualties , reducing their numbers to
bits, but rather move 25. This is still enough to put three
like ships, able to cross As casualties are inflicted, the attackers against each of the six re-
orbits and enter new or- number of dice that each side rolls maining mind flayers , so they roll
bits at will. When mov - must be recalculated. Attacks are re- three dice again and score two hits
ing a chaotic planet, solved in the order of initiative and and one miss .
choose from the spaces are not simultaneous.
available and roll ran- At the end of the second round,
domly, starting with the Example: A privateer manned by a the attackers have lost 13 casualties
innermost planet and mixed crew of humans and dwarves and the mind flayers have lost three.
moving outward. A cha- overtakes a mind flayer nautiloid But the attackers knew they were fac-
otic planet will never that has been attacking human out- ing mind flayers and expected heavy
move into a square con- posts in the area. After a pitched losses. If the battle continues on its
taining another planet space battle, the privateer manages present course it will be a close affair,
for else there would be to grapple the nautiloid and a very with the odds slightly in favor of the
brave boarding party swarms onto humans and dwarves.
the enemy ship. Sixteen humans and
twelve dwarves board the marauder. Casualties: Using this system, ca-
They charge below decks and are sualties can be apportioned however
met by a force of seven mind flayers the player sees fit. Losses must be
prepared to defend the ship. taken from crew members who are
actually involved in the fight, how-
Mind flayers: AC 5, HD 8 +4, Max ever.
Dam 8 +death
At the end of the fight, roll 1d6 for
Humans: AC 4, HD 1, Max Dam 6 each side and multiply the result by
Dwarves: AC 4, HD 1, Max Dam 8 5%. This is the percentage of casual-
ties from that side who were not
The average of the human/dwarf killed or mortally wounded , but only
attackers is AC 4, HD 1. Their actual incapacitated. Survivors on the win•
damage per attack does not matter ning side can recover. Survivors on
as long as it's between 6 and 12. The the losing side can be taken prisoner
mind flayer defenders are AC 5, HD or dealt with in some other manner.
8 +4, with an instant death attack.
Other Considerations: The same random direction determined by roll- runs away lives to run another day.
procedure works equally well for ing 1d6: Unfortunately, when one is close to
archery and other light missile fire. another large body (such as a ship or
1 Directly Ahead planet), the spelljammer helm will
If one side can only be hit with 2 Ahead & Right (Starboard) not permit the ships to reach suffi-
magical and/or silver weapons and 3 Behind & Right cient speeds to make high speed
the other side does not have such 4 Directly Behind travel worthwhile.
weapons, then only the latter group 5 Behind & Left (Port)
will suffer casualties. 6 Ahead and Left The times listed under Takeoffs and
Landings reflect the amount of time it
Fights between very different Heading is usually toward the play- takes to clear a planetary surface in
types of creatures probably should er 's ship , though the DM can deter- order to attain high speeds. For
be handled with the normal combat mine this if he desires. smaller bodies (such as errant aste-
rules. Powerful beings are at a disad - roids and pirate ships) , the " capture"
vantage under this simplified set of After the initial placement of the distance is 25 hexes on the map ,
rules. ships , there is no surprise roll. Some counted at the start of the ship 's
ships (such as pirates) which travel movement. That is, if there is nothing
Towing with loaded ballistas may have a tac- within 25 hexes of the ship (including
tical advantage against opponents. debris fields and asteroids) at the start
A ship that has been grappled may However, there usually are several of its movement, the ship can acceler-
also be towed. Both ships are consid- rounds of maneuver before ships ate to interstellar speed and leave the
ered to be part of the same larger come within effective weapon range map. The ship can maneuver before
ship; their tonnage is added together of each other. this acceleration, but once the player
to determine if a spelljamming helm declares his intention to accelerate he
or other device can move the whole Use the Encounter Reactions table cannot turn the ship again. The ship is
mass. on page 103 of the Dungeon Master 's simply picked up and removed from
Guide to determine the reactions of the map.
Only the stronger of the two spell- the individuals , unless those reac-
jamming devices will function when tions are previously determined by A faster ship can usually outdis-
the ships are linked , so that the the DM (for example, a ship filled tance a slower ship so that such es-
weaker item will be inhibited until all with raging xenophobes tends to not cape is possible, but often a slower
the lines are cut. "Strength " is deter- be friendly under any circum- but more maneuverable ship can put
mined by the ship 's current SR. A stances). A good rule of thumb to de- an opponent far enough out of the
large ship with a low SR may sud- termine intentions is to use the way that it can reach the 25-hex ra-
denly find itself being dragged following guidelines: dius and escape. More likely , the flee-
through debris fields by a smaller but ing ship often unloads a few potshots
more SR-powerful ship. If the SRs are Friendly: Large weapons un- or jettison loads before escaping in
equal, then neither ship may move as loaded , crew not carrying personal the hope of either damaging some-
long as both helms remain in work- weapons. thing that wi II prevent pursuit or
ing order. slowing down the pursuer.
Indifferent: One of the large weap-
Encounters, Evasion, ons loaded, but crew unarmed. Pursuit
and Running Away
Threatening: All large weapons A determined pursuer can often
Given the nature of space move- loaded. follow an evading target even at high
ment, an opposing craft may appear speed. Because the SR of a ship mat-
suddenly in the distance , then slow Hostile: All large weapons loaded, ters little when moving at t.he speed
to combat speed almost immedi- crew packed to the gunwales and of 100 million miles per day , a slower
ately. Since it is the nature of the armed to the teeth, shouting for ship can keep pace with a faster one
spelljamming helm to stop when it blood. if the captain is clever enough.
nears the gravity plane of another
body , many encounters wi 11 occur It is possible to make a situation Since both ships are moving at
without the desire of either side. appear less threatening than it is very high speed, when one ship stops
through the use of illusions, con- the other overtakes it almost imme-
The opposing ship(s) will appear cealed weapons or crew, etc. The DM diately and stops as well, if that it
is encouraged to be as devious as passes within 1,200 yards . Aiming
11-20 hexes away (ldl0 + 10) in a necessary .
Sometimes discretion is the better
part of valor, and he who fights and
- --- - - ------------ --- ~ h.CiL
nothing in the sphere but the pursuing ship this precisely is the ter the lead ship stops . Ships trying
debrisJ. department of the ship 's navigator. to evade pursuit will often use such a
lead to stop, turn, and flee in a new
DEBRIS FIELDS-Chaotic Make an Intelligence check for the direction, hoping to be gone on a
planets which have ship's navigator, modified by +2 if new course before their pursuer ar-
rammed into each other, he has the Navigation proficiency. A rives.
leaving an enormous successful check results in the cor-
field of cosmic debris. The rect angle being chosen. A failed Repair
entire sphere is consid- check results in the pursuer heading
ered an asteroid belt. off in a slightly wrong direction, but Spelljamming ships are remark-
over millions of miles of distance, ably easy to repair-their only unre-
SEMI-RANDOM-When even a slight error will cause the pur- placeable parts are the helm (or
moving a planet, checl< to su ing craft to miss its prey. other spelljamming device) and the
see if it moves inward fto- people who crew them.
ward the primary) or out- Time is important in pursuit. For
ward (away from the every round of delay since the depar- In most civilized areas , one hull
primaryJ in this move. On ture of the first ship, add 1 to the nav- point can be replaced or repaired at a
a 1-2, the move ls Inward, igator's Intelligence check die roll. cost of 2,000 gp in one day by a crew
on a 9-10, outward. After two turns of delay, a ship is irre- of five trained workers. For every ad-
trievably lost. ditional five workers (and 2 000 gp) ,
OPPOSING REVOLU- an additional point can be repaired.
When pursuing, the trailing craft
TIONS-ln most cases, does not know if it is on the same If a ship is very badly damaged
track as its quarry unless the crew is (more than 50% of its hull points
the planets move in the aided by magical means. Depending lost), the cost goes up to 5,000 gp per
on the situation, a pursuing ship may hull point repaired. The repairs still
same direction fDM's lose interest in the chase quickly or require five workers but take three
hang on until the lead ship reaches days of work.
choiceJ. In systems with its destination or another encounter
which will slow it down. Poor (or cheap) characters can re-
opposing revolutions, pair ships themselves. A crew of five
Small shot like a jettison load will individuals, with the correct materi -
each planet may move in not stop a pursuer, but does have a als, can repair one hull polnt in a
5% chance of hitting at high speed. If week in space. Materials can be ac-
one direction or the the pursued ship cuts loose a mass of quired by buying them at a ground-
at least 10 tons, the opposing ship ling city (at an approximate cost of
other froll 1d6 when set- will be slowed by its encounter with 50 gp per hull point worth of mate-
the dropped material. A towed ship rial) or just landing on a vacant stand
ting up the system: 1-3, or one of the elv ish moth-ships is of- of timber and taking what is needed.
ten used this way. (Of course, once
clocl<wise, 4-6 counter- that mass is free of the towing ship, Such repairs are just as good as
that ship slows down also. There is a the expensive ones, provided that at
clocl<wiseJ. net gain , however, because the lead least one member of each five-man
ship can accelerate once it is 25 crew has carpentry or some other rel-
SMALL SYSTEMS and hexes away from the mass. The pur- evant proficiency (repairing a dwar-
other special worlds- suing ship will stop 11-20 hexes ven flying mountain, for example,
Some systems are smaller short of the mass and must pass it be- would call more for stonemasonry).
than normal planets, fore accelerating again.) The chan ce of scoring a critical hit
contain one planetary against a poorly maintained ship in -
body, or otherwise are If the fleeing ship slows down for creases by 1 until the hull points are
some reason , then the pursuing ship repaired again by someone with the
will appear (as a normal encounter) appropriate skill.
in the same number of rounds as
when the pursued ship disappeared.
If it took two rounds for the pursuer
to follow , it will appear two rounds af -
The ships of SPELLJAMMER '~ space mental fire body. In the case of Oerth Finally , the planetary display has a
normally move very, very quickly , (the Greyhawk campaign), the planet holding box for additional planetary
covering a hundred million miles per containing Greyhawk is at the center data. This is useful in showing the
day in wildspace and even greater of the system and all other bodies (in- three basic statistics of the various
distances in the phlogiston. In com- cluding the sun) revolve around it. planetary bodies (type, size, and
parison to these great speeds, the shape) in a system. The known
planets move incredibly slowly; so One of the cardstock sheets is an worlds of AD&D space have already
slowly that they can be thought as assortment of counters representing been described. This information
being fixed points on the firmament. planets and for recording planetary may be shown on the map by the DM.
A ready comparison is the conti- data . These can be cut apart and Similarly , new systems discovered
nents and islands in an ocean, rather used to show planetary movement by the players can be deve loped and
than being fixed in place, moving and data on the map . displayed on this portion of the map.
very slowly in comparison with the The DM may keep a separate record
ships that move about them. In some Whether operating under Newto - on the sample system display sheets.
cases, the planets are fixed , but as a nian physics, riding on the back of gi-
general rule most have some mo- ant turtles, or rolling across the Laying Out the Planets
tion. velvet of the gods' pool table, most
planets behave in a similar fashion, When the player characters enter
Map four shows a planetary dis- following the tracks presented in this wildspace , whether from a planet's
play for use with spelljamming ships . layout. There are systems where the surface or from outside a crystal
Due to the scope of wildspace, it is di- planets operate in a totally chaotic shell, the planets can be set out in
vided into two sections: an inner fashion , as well as those where the their orbits . If the player characters
track for planets orbiting close to planets are truly fixed points in the are operating from a planetary sur-
their primary (within 300 million night sky. There are crystal shells so face in wildspace , then they will usu -
miles) and an outer track (for those small that they contain only a single ally have an idea of the general
more than 200 million miles from world within their universe. But for location of the planets. If entering
the primary) . A planet or ship can be most planetary tracking , these from outside the crystal shell, they
represented on both the interior and charts will suffice. must discover the relative locations
exterior tracks at the same time if its of the planets by exploration .
orbital radius is between 200 and Given the great difference be-
300 million miles. tween planetary speeds and spell - The following system is for show-
jammer speeds, planetary motion is ing the positions of the Known
Each space on the inner track rep- not a major factor in determining Worlds.
resents 20 million miles. A standard travel times and positions. For the
spelljamming ship can move five Solar system (ours) , a planet on the Each of the planetary rings is
spaces on the inner track in a single outer track moves an average of one marked with six "starter points " to
day. Each space on the outer track space every four years , while those help determine the location of the
represents 400 million miles. A ship on the inner display move one space worlds that use those paths. In addi-
must travel four days to cross a sin- every 12 days. Planets can certainly tion, by the " 1" starting point there is
gle space . This dual scale allows all move faster or slower than this (this a note indicating the type of die used
the planetary orbits to be shown on is fantasy), but unless the DM wishes to determine the number of spaces
the map. A map of this sort that used to deal in more detail with planetary the planet is from that starting point.
only the inner scale would fill an au- motion, take these figures as stand- "1 d6 " means that a single six-sided
ditorium if it had to show the orbits ard for the planets . die is rolled , "ld 10 " that a single ten-
of Pluto and Neptune in the same sided die is rolled, and " 1d2 " that a
scale as Mercury. The planetary display also shows six-sided die is rolled with 1-3 mean-
the orbits of the planets of the three ing 1 and 4-6 meaning 2. "Od" means
The display shows all orbits being major systems of the AD&D ® game: that no dice are rolled. After rolling
circular around a primary point. Krynn, Tori I, and Oerth. These, along this placement die , count that num -
There are elliptical, oblong, and even with the planetary data provided, ber of spaces from the starting point
square orbits in the SPELLJAMMER show the relative positions of the to show the planet's position.
universe but a circular representa- planets. Characters moving from
tion is the easiest to use . planet to planet may choose to use Exampl e: The planet Griffix , in the
the charts provided in Appendix 2 or third orbit ring of its primary on the
The primary of a system is usually they may use the graphic display, inner planetary track , is to be placed.
but not always a star or other ele- whichever is more convenient.
not represented on the A 3 is rolled on the six-sided die , around the primary , ships can move
standard solar display. placing it at the lower left starting as they see fit along the display, sub-
These are special cases point on the map. For the third ring, ject to the limitations of their spell-
which the DM may create a d3 is used to determine starting po- jamming helms. Ships move from
on his own. Here are a sition. A six-sided die is rolled and space to space on the display as they
few hints: the result halved ; a "5" becomes a perform their movement. Ships are
" 3" for placement. The planet Griffix not required to move in the same or -
• Single flat world, is placed three spaces clockwise bit at all times , but can cut between
filling a small crystal along the third ring from the "3" them as they move. A ship may move
sphere. In this case a starting point. diagonally between spaces that are
traveler may wall< joined at a corner.
to the edge of the In some cases, a planet is so close
universe. to its primary that it falls within the When a ship moves into the 200-
20 million mile center area. One million-mile circle at the center of
• Nested spheres, one such example is the primary moon the outer track , the DM should place
small crystal sphere Kule of Oerth . Such a planet has no the ship on the inner track at the 300
within the next, effective movement and is readily million mile edge. The position of
forming a series of and easily reached by spelljamming the ship should match as closely as
" ringed worlds " vessels. Similarly, close moons of the possible its position on the outer
around a central, various planets are not shown in pos - track (a ship that enters from the
unseen hub. Each tion because they are so close to lower right should be placed some-
ring may have its their own primaries. where along the lower right section
own environments of the inner track). The DM chooses
and physical attrib- The DM can recreate the planetary the space the ship appears in.
utes. positions every time the heroes ven-
ture into space or he may use the A spelljammer is not required to
• " Stepped worlds " Planetary Display Form provided at stop if it enters the same space as a
with rising levels of the end of this book to keep track of planet unless it has an encounter or
sphere, one within the planets ' positions. the ship is landing at that planet.
the next. There is an increased chance of ran-
Moving on the dom encounters in spaces that cur-
• Voids without any Planetary Display rently contain celestial bodies.
set level ground.
When leaving a planet for wild - Encounters and Evasion
• One spherical world, space, the ship"s marker begins its on the Planetary Display
wrapped inside a movement in the same space as the
crystal sphere. The planet it started from. A ship leaving As stated too many times already,
movements of the Tori! , for example, will appear in the space is BIG. The chance meeting of
stars and sun are same square Tori! is occupying on two objects, whether they be ships,
projected on the in- the planetary display. Being placed asteroids, cast-off magical items, or
side of the sphere on the display is considered a one - elder gods in the vastness of wild-
from some interior space move when calculating dis - space are very s lender indeed.
source. tances . Encounters are most likely in areas
with large bodies, such as planets
When entering wildspace from the and asteroids, and more likely in sys-
phlogiston (that is, from outside the tems with a high degree or space
crystal sphere), the ship is placed travel. A ship has a greater chance of
randomly at the edge of the system. encountering other starfari ng ships
(This is always as far from the outer- and creatures in the more crowded
most orbit as that orbit is from the inner planets than in the void be-
system primary.) Place the ship using tween the outer planets and the crys -
the same system that is used for plac- tal she ll.
ing planets.
The DM may have planned encoun-
While the planets are (usually) lim- ters for particular sect ion s of space: a
ited in their movement to their paths
group of pirates lurki ng among the * The level of spelljamming activity • If the ship is within one day 's jour-
asteroids, for example, or an elven ar- is a reflection of the amount of nor- ney of a planet, roll an additional
mada seeking to protect their "no hu- m a I space travel found in the d20.
mans allowed" planet. Such sphere. Extensive spelljamming
encounters are left to the DM and activity means more than one ma- • If the ship is passing through an
override any random encounters. jor spacefaring nation or space- asteroid belt , roll an additional
based community. Tori! has an d20.
The planetary display can be used extensive spelljamming commu-
for determining random encounters nity while Oerth is normal (no • If the area of space is actively pa-
as well. When using the disp lay, modifiers) and Krynn, heavily in- trolled, roll an additional d20.
check o nce for every space (on the fluenced by gods and recovering
outer or inner zones) the ship enters. from catastrophe, has little or no In cases where there are multiple
The base chance of an encounter is 1 spelljamming activity. encounters on a single day , the DM
in 20, modified as follows: should determine the time of the
If the characters are using a time- encounters relative to each other.
On the inner planet track -1 based process (from the charts) to
determine travel time, use the fo l- Regardless of the method used to
In same ring as a planet or star -1 lowing procedure: determine encounters, if an encoun-
ter is called for, the ship slows to tac-
In same space as a planet or star -1 If within 200 million miles of the pri- tical speed to resolve the encounter .
mary, roll once per day; (This slowing is the result o.f passing
In same space as within the gravity plane of another
If beyond 200 million miles of the la rge object). Evasion and escape are
patrolling starjammer -1 primary , roll once per week. covered in Chapter 4.
In same ring as an asteroid be lt -1 Roll ld20, with 1 representing a
possible encounter.
In a system with
extensive space activity -1 *
In a system with no + 1*
space activity
l<nown Space Universe Building 6) Do some or all of the civilizations
in this area have spell jamming ca-
J<RYNNSPACE- As the heroes move out into the pabilities?
The Wildspace of phlogiston, they will discover new
Dragonlance systems and universes to adventure 7) What is the distance to the crystal
in. There are three types of these uni- shell of the system? (Twice the or-
Sun • Fire verses: preplanned (the Known bit of the furthest major body.)
Type H • Fire, Worlds), OM-created , and random.
Randomly Generated
Sirion inert Preplanned Universes Systems
TypeD
• Earth, The Known Worlds of Tori I, Krynn, OK, you're tired of putting brain
Reorx one and Oerth are laid out on the plane- power into figuring out civilizations
TypeD moon tary display, showing their planetary and orbits and all that rot. Or, worse
positions and statistics . The move - yet, your party decides to ignore ad-
l<rynn • Earth, ment of the planets is standard un- venturing in Krynnspace entirely and
Type D three less the DM institutes an optional heads unexpectedly for the phlogis-
moons rule . ton beyond the walls of the crystal
Chislev shell. Now what?
Type E • Earth, When entering the wildspace of a
Llveworld Known World , either from inside that Note: the DM may, at his leisure
Zlvilyn sphere or from beyond the crystal and his option , override any dice roll
Type F • Air, shell , set the planets in their correct and choose the resull that suits his
12 moons orbits in a random placement as de- fancy. If it works out best thal all the
scribed above. planets are flat and made of cream
cheese, then that's what they are. This
OM-Created Universes system is to aid the DM 's creativity,
not supplant it.
The DM may create systems both
for his own campaign and for those Part 1: System Type
new systems that the characters dis-
cover in their travels. He can use the Roll percentile dice:
random method below or place the
various ce lestial bodies in the system 01-95 Standard system (as shown
del iberately. In creating this type of on system display).
system, the following checklist will
be handy: 96-00 Special system (roll again
on following table or
1) Type of System: Is it a standard choose
system (represented by the plane-
tary display) or a special case? 01 -20 Fixed system
21-30 Random movement
2) Assuming a standard system, 31-40 Semi-random movement
what is the primary body (star, 41- 70 Single planet (roll
planet , black hole, etc.).
no further)
3) What is the number of main plan- 71-95 Void
ets orbiting the primary body? 96-00 Nested spheres
4) What are the orbit rings of each Part 2: Primary Type
body?
01-70 Sun (fire body)
5) For each planetary body : 71-95 Planet (roll again)
a) What is its size?
b) What is its type? 01-80 Earth body
c) What is its shape? 81-90 Air body
d) Are there other notes, such as 91-00 Water body
moons or type of inhabitants? 96 -99 No primary; the planets or-
bit an empty spot at
the center
00 Portal to anoth er plan e sails downward can travel indefi-
(roll again) nitely without ever reaching the
bottom;
01 -30 Outer plane • Planets mounted on enormous ,
31 -50 Plane of elemen tal fire clockwork gears ;
51 -60 Plane of element al earth • Planets tumbling eternally down -
61 -70 Plane of eleme nta l water hill. Even after making one com -
61-80 Plane of elemental air plete trip around the primary
81 -90 Positive material plane body , they are still rolling down-
91 -00 Negative material plane hill (who can explain such mys -
teries?);
Not e to DMs: If the system has no • The sphere could be divided into
fire bodies or portals to the positive two distinct and separate hemi-
mate r ial plane , then the sphere is in spheres with completely different
darkness (except for the stars) and systems in each. The systems
the planets in eternal night. Space is could be divided by a flat ocean
colder than normal but the planets which stretches to the limits of
are unaffected , as is life on them (in th e sphere , or by an extension of
scientific terms, of cou rse, this is im- the sphere material itse lf .
possible, but we are dealing with the
land of gods here).
Part 3: Number of Planets Planetary Motion
01-05 One planet 01-10 No movement-fixed
06-10 Two planets 11-15 planets
11- 15 Three planets 16-50
16-20 Four planets 51-90 Random movement within
21 -30 Five planets 91-00 sphere
31-45 Six planets
46-55 Seven planets All planets move clockwise
56 -65 Eight planets in orbit
66-75 Nine planets
76 -85 Ten planets All planets move counter -
86 -90 1d20 planets clockwise in orbit
9 1-00 No major planets; ent ir e
Each planet moves either
sphere has small clockwise (01-50) or
planetoids, debris, etc . counte rclo ckwise (51-90)
(roll no further) or is fixed (91-00)
Planetary Movement Again, this list does not exhaust
the possibilities. Planets could move
01-95 Planets are worlds orbiting up and down instead of around, or
96-00 they co uld move in extreme, come-
around a central point. tary orbits, creating severe seasonal
Planets are carried on the changes and long winters. The DM is
urged to be creative and to not feel
backs of large world- restrained by science.
creatures which carry
the spheres about. • Part 4: Planetary
Characteristics
• Thi s is only one possibility for a
strange system. Others include: Roll on the following tables for
each of the planets involved. At the
• Plan ets carried on boats sailing DM 's option , one roll can be made
on a sea of wildspace , or even wa- for all th e planets, making them all
t er; the same shape, or size, or type , in
order to simplify the DM's life.
• Planets mounted on the tops of
infinit ely tall pillars . Anyone who
Planet Type 21 -25 1-4 moons and roll again
26-35 Cluster of asteroid s
Roll Percentile Dice: 36 -45 Ring (earth)
46-55 Ring (fire)
0 1-40 Earth type 56-65 Ring (water/ice)
41 -60 Fir e type 66-75 Planet hotter than normal
61 -80 Air type 76-85 Planet colder than normal
8 1-99 Water type 86-95 Vacuum
Liveworld (optional) 96 -99 Civilization-world empire
00 Roll twice
00
Planet Size
Fire and Air Types Explanations
01-02 Size A Moon: Moons will be no larger
03-05 Size B than one size sma ll er than the planet
they orbit (moons o rbiting size A
06-10 Si ze C planets are also size A) . Other attrib-
11-20 Size D utes are set by the DM.
21-35 Size E
Cluster: Similar to a moon , but
36-50 Size F consists of a tight bundle of asteroids
51-70 Size G in a close orbit around the planet.
71-85 Size H The Tears of Selune in orbit around
86-9 5 Size I Toril are an example of a cluster .
96 -00 Size J
Eart h and Water Types Ring: Rings can be asteroid belts ,
frozen water , or ribbons of fire (which
01- 05 Size A may provide light for otherwise sun-
0 6 - 10 Size B less systems).
11-20 Size C
21-40 Size D Planet hotter than normal : The
41 -60 Size E greenhouse effect without science .
6 1-80 Size F When laying out the planet , give it
81 -90 Size G lots of baked deserts , steaming jun-
91-00 Size H gles, dripping rain forests, and tropi -
cal swamps.
Shapes
Amorphous Plane t colder than normal:
*01-05 Be lt Locked in either a permanent or tem-
Clu st er porary ice age. Wind-swept moun-
06- 15 t Sph erical tains , drifting snow , and glaciers are
Cubic the norm planet-wide.
e16-20 ♦ Flatwor ld
Ellipti cal
21-65 Regular
Irregu lar
66 -70 0
7 1-90 t
91-95 0
96-99 /j.
00 ◊
Goodies (optional)
Goo dies are moons, rings, strange
atm osp here (or no at mosphere), and
oth er unu sual feat ur es that can flesh
o ut a system's planets. Roll once for
each p lanet.
0 1-10 Si ngle moo n. A lso roll
1 1-20 agai n , igno rin g a
second resul t of 01-10
1-4 moo ns
Vacuum: Most worlds have an Planetary System Neither of the two earthlike plan-
atmosphere of some type, but there Creation Example ets have moons, but their proximity
are exceptions. Only water and to the belt probably means that there
earth-type worlds ca n have this at- Using the tables just presented, we are a number of sma ll (size A) aste-
tribute . In the case of earth worlds , want to create the system of Fungo. roids in near orbit that can be used as
the planet 's surface is exposed to bases.
raw , lifeless space, while on water The DM decides Fungo wi ll be a
worlds, there is usually a shell of ice standard system of planets o rbitin g Since planets 2 and 3 have spell-
covering the water beneath. Any civi- around a centra l primary star. It jamming civilizations , they must be
lization found on the planet is lo- could just as easily have planets car- inhabited. The DM decides to popu-
cated beneath the surface or behind ried on the backs of turtles or float - late both with variations on the
magical protection. ing on an ocean between the planets , standard, medieval fantasy society.
but he decides to keep it simple. The asteroid belt in the first orbit
Civilization-world empire: Most probably has outposts from both
fantasy worlds are mired in the Mid- The primary body is a small, hot sides. Any civilizations on planets 4
dle Ages, with a huge number of star. He marks down on the planetary and 5 are beneath the surface.
small, petty states and warlords. system sheet that the primary is size
Fewer are capable of creating a H, spherica l , fire type. Beyond this , the details of who
continent-wide string of nations and th ese civilizations are and what ships
very , very few are under the contro l The DM then rolls 28 on percentile th ey use is up to the DM, as is the fate
of a single leader or group of leaders. dice and determines the system has of any ship that happens to fall into
Such civilizations usually have both five planets. Two of them will be re la- their picket lines. Both sides may
spelljamming technology and the tively close together, since he al- hir e dwarves to bring asteroids onto
desire to use it. Space contain ing ready knows he wants the civil- collision paths with the other planet,
such civilizations will have large izations on them to be engaged in a or may engage in hit and run attacks
numbers of standard starships and space war. He dec ides those will be and occasional slave ra i ds. Both
be willing to challenge int erlopers in the second and third planets. Outlin- sides may be humanoid, or one may
space. ing the general layout of the system be human and the other centaur, or
gives: both may be nonhuman, with hu -
Part 5: Planetary Placement mans reduced to slave stock at best.
1 Inner orbital track H2 They could be green humans fight-
Start at the center of the system on 2 Inner orbital track #4 ing blue humans , or roundish hu-
the inner orbital track and roll 1d6. 3 Inner orbital track H5 mans fighting squarish humans , or
That is how far out (in rings) the first 4 Outer orbital track #3 the hom e world fighting rebellious
planet is. Repeat the process for each 5 Outer orbital track #5 emigrants , or even fish people fight-
planet beyond the first, counting out ing bird people. These decisions are
from each previous planet. The furthest planet is in outer ring up to the OM as he fleshes out his
HS, meaning that the crystal shell is story.
When the planets being placed at the outer ring H10 position. This is
move out past the 200-million -mile a small system, only a little bigger
mark, go to the outer track. The next than Krynnspace .
planet will be in the 400 million mile
area. Continue the procedure using a As stated above , a big fight is go-
four-sided die until you run out of ing on between spell jamming civili-
planets. zations on planets 2 and 3 and the
OM wants them to be Earthlike (big
The crystal shell of the system will earth spheres with atmosphe re). The
always be as far from the outermost re st of the system probably doesn't
orbit as that orbit is from the primary contain too much choice t erritory.
body of the system. In cases of ran- The DM rolls those planets randomly
domly moving planets, use the outer- and gets:
most plan et's set-up location as its
orbital distance. Planet 1 Size A + Earth
Planet 2 Size E
Planet 3 Size E e Earth
Planet 4 Size F e Earth
Planet 5 Size D e Air (Ri ngs)
e Water (Fro-
zen, Vac)
GREYSPACE-The Spells in Space as such increases both in amount of
Wildspace of Oerth air required and the size of the atmo-
In both wildspace and in the Flow, spheric envelope that will hang
Oerth Earth a number of special situations affect about him. The size of the envelope
Type E Earth various spells (such as, what does a will increase with the enlarged fig-
Earth disintegrate spell do to an enemy ship ure, if possible. If not possible (the
•Kule Fire in terms of hull points damage). The figure was enlarged when floating
Type B following listing is meant to clarify free in space, say), the amount of
Earth those spells used in the game. For time before the air runs out is halved.
•Raenel spells and situations not listed, and When shrinking, the reverse occurs,
Type D new spells (from various worlds or of in some cases allowing a character
the players' own creation), use these cast adrift to hang on a bit longer.
•Liga (sun) rules as a guideline.
TypeG Feather Fall: This spell operates only
Wizard Spells in gravity fields, and is limited to ob-
•The Grinder jects less than 10 cubic feet in size.
Type B First Level Spells While it is possible to land on plane-
tary surfaces via this spell, its small
Edill • Air Affect Normal Fires: This spell is of- area usually makes this impractical
TypeG ten used to fight fires that break out for bodies larger than Size A.
• Air on ships, and can completely extin-
Gnibile guish all flames in a 10-foot radius, Hold Portal: This can be used suc-
TypeG halting any further damage. Increas- cessfully on portals through crystal
ing the effect of a fire increases its il- shells, provided that the portal is
Conatha lumination, but not its damage, completely within the area of effect
neither in hull points nor hit points. of the spell.
Type C 0 Water Affect normal fires will not prevent an
explosion of open flame in phlogis- Magic Missile: A magic missile cannot
Ginsel ton, ur 1ess used before the fire is ex- inflict hull damage.
posed to the ether.
Type C A Earth Mending: This spell can be used to re-
V Audible Glamer: This spell has no ef- place hull damage, broken rigging ,
fect in wildspace beyond the borders and effect other ship repairs. For
Borka of the air envelope of a ship. It is pos- every 10 cubic feet affected , a ship .
sible to cast an audible glamer regains 1 hull point, 1 point of AR, or
Type A •:• Earth through the empty void between air one lost maneuverability class.
envelopes (so that a spellcaster on
Greela one ship can cause an audible glamer Phantasmal Force: This spel l can be
spell to function on another ship sep- cast through the void between ships
Type E •!• Earth arated by the void). in wildspace.
The Spectre Burning Hands: In the phlogiston, Protection from Eull: Creatures from
casting this spell will cause immedi- another crystal sphere are not con-
Type B t Earth ate detonation on the user himself sidered extra-planar in nature.
and all within 5 feet of him , inflicting
ld3 points plus 2 points per level of Wall of Fog: The wall of fog brings air
the caster damage. into being, and as such can be used
to freshen air that has gone stale ,
Cantrips: Cantrips are limited by the within the limitations of the spell's
physical laws of the area in which area. If the area is greater than the
they are cast. Cantrips creating ship or individual's ability to hold it ,
flame will have an explosive nature if the excess is bled off into space. The
cast in the Flow, but damage will be wall of fog has the disadvantage of re-
slight (1 point at most). ducing sight in its area to two feet for
the duration of the spell, but the air
Enlarge: The recipient of an enlarge freshening effect is permanent until
spell increases in size and mass , and the air is again fouled.
Secon d Level Spells with the fireball spell). In the phlog is- Levitate: The levitating wizard is
ton , the {laming sphere spell deto- moving upwa rd from the "down" di-
Deeppockets: In the phlogiston, ac- nates imm ediately at the caster's rection he began in-be it a ship's
cess to extradimensional space is im- location, inflicting 2d4 points of deck or a planetoid. Once beyond
possible. Objects within a garment damage to the caster and 1d4 points the gravity field (the atmospheric en -
subject to a deeppockets cannot be to all within 5 feet of the caster. Sav- velope) of the ship , the spel 1I does not
reached until the individuals pass ing throws apply , and the detonation function .
within a crysta l shell, after which ends the spell immediately.
they can be accessed normally. The Magi c Mouth: If the magi c mouth is in
objects within the deeppockets are Fog Cloud: As for wall of fog, this void, or the void separates t he mouth
not destroyed , but cannot reappear spell can be used to freshen the air and the listener , the listener will hear
until brought into an area where ex- within an atmospheric envelope. As nothing.
tradimensional access works. For with the wall of fog , the obsc u rement
long-term travels , a deeppockets effect lasts for the normal duration Me/f' s Acid Arrow: The acid damage
spell duration will not elapse until while the freshening effect is pe rma - of th e arrow can affect ship hulls ,
the garment passes back into a crys- nent until the air is fouled . provided that th e hull material is sub-
tal sphere. ject to acid damage (a ceramic or
Improved Phanta smal Force: This glass hull would be immune to the ef-
ESP: This functions across the void spell ca n be cast through the void be- fects of acid). Mel{s acid arrow re-
between atmospheric envelopes. It tween atmospheric envelopes with - duces hull points as follows: for each
cannot penetrate a crystal shell. out difficulty. 10 points of damage (cumulative)
from th e spel l, 1 point of hull dam-
Flaming Spher e: In wildspace , the Knock : The knock spell (and it s oppo- age is inflicted on the ship . If an acid
{laming sphere will be extinguished if site, lock), can be used upon portals arrow that last s thr ee rounds is cast,
it passes out of the atmospheric en- in a crystal shel l. the fir st round inflicting 8 points, the
velope of a ship or planet (compare
GREYS PACE second 4, and third 3, then 1 point of Third Level Spells
hull damage would be inflicted on
-----•-----The Spectre the second round of the spell. Blink : This spell relies upon access to
extra-dimensional space , and as
----G-ree-la ·---- Pyrolechnics: The spell does not such cannot function in the phlogis-
function outside of an air source for ton.
----B•o-rka--- the fire involved. Pyrotechnic fire-
works on a ship can be used to extin- Clairaudience: The effects of this
guish an on -board fire (up to a spell can cross the void between
20-foot cube in size), with the blind- ships and planets within the same
ing effect listed under its spell de- crystal shell. It cannot cross the phlo-
scription. Pyrotechnic smoke fouls giston , so events on Krynn cannot be
the air within its area of effect. This heard in Toril by this spell. In the
spell will not function in the phlogis- phlogiston, the effects of the spell
ton since the required fire source are limited to the atmosphere enve-
would immediately explode. lope surrounding the caster.
Rope Trick: This spell does not fun~- Clairvoyance: As with dairaudience,
tion in the phlogiston, as the extrad1- this spell is limited to the crystal
mensiona I space cannot be sphere in which the caster is located.
accessed. In the phlogiston , the spell is limited
to the caster 's atmosphere envelope.
Shaller: As a sound-based attack,
this spell cannot cross the void be- Explosive Runes: If detonated in the
tween air envelopes. If cast within an phlogiston, these runes inflicts 12d4
atmosphere, it can be used to inflict plus 12 points of damage to _the
hull damage to ships made of crystal , reader (no saving throw) , and either
ceramic, or glass, damaging them as half or none of this damage to those
if they were crystalline creatures within a 20-foot radius. In addition,
(ld6 per level to a maximum of 6d?)- the spell will inflict damage to a ship
For every 10 points of damage in- in standard fashion-10 points of
flicted , one point of hull damage is damage equals one point of hull
taken by the ship. damage , with any remainder
Slinking Cloud: In addition to its nor- dropped.
mal effects, this spell leaves the
•Conatha atmosphere of a ship stale if the ship Fireball: In wildspace , this spell can
is 10 tons or less per level of the cross the void between atmospheric
caster. The stale air lasts the duration envelopes, but the spell itself cannot
of the spell. detonate in the void. In phlogiston ,
the spell immediately detonates at
Summon Swarm: If none of the crea- the caster's location for its normal
ture types is available, then this spell area of effect and damage. If used
does not function. against ships, 10 points of damage
will inflict one point of hull damage
Web: A web spell can be used to link to the ship, and starts flammable ma-
together two ships within range. terials on fire.
Whispering Wind: The effects of this Flame Arrow: The effects of this spel I
spell rely on the presence of air , and
as such cannot cross the void be- cannot pass through the void be-
tween atmospheric envelopes.
tween atmospheric envelopes. In the
Wizard Lock: Portals through crystal
Grinder-.•:•,: •. spheres can be wizard locked. ?O~phlogiston, the first version of the
·•··· • Lig;.;:~•. spell causes the arrow (and t~e it
./· / (sun) \ .. is nocked in) to immolate , inflicting
~f Raenei • Kule) ~•.;- 1d4 fire damage to the user. The sec-
( 1•
ond version of ths spell causes the
\ ~erth!/ } spell to detonate immediately, for
4d6 points of damage to the caster.
------ -- ------ ---- ------ - ~~
Fly: The fly spell does not require air, Wind Wall: This creates air, and in ad-
and will function normally in wild- dition to its other effects , will freshen
space or phlogiston. the stale atmosphere of a ship of up
to 10 tons ti mes the caster 's level.
Gust 0( Wind: This spell cannot cross
the void between atmospheric enve- Wrailhform: The spel l fails if cast in
lopes . It can be used within an atmo- the phlogiston. A caster in wrailh-
spheric envelope to increase th e {orm cannot enter the phlogiston.
maneuverability class of a ship by
one (to a maximum of class C) or re- Fourth Level Spells
duce it by one rank (to a minimum of
class F). Dig: This spell can be used against
ships of earth or similar construction
llem: Yes a small ship can be shrunk (but not stone) t o inflict hull damage
in this fashion if within the li mita- as if the ship were an earth elemental
tions of the spell's area of effect. The (for every 10 hit points inflicted, the
spelljammer helm , however , is a mag- ship takes one point of hull damage.
ical item and cannot be shrunk.
Dimension Door: This spell does not
Leomund 's Tiny Hul: The hut c reated function in the phlogiston , as it re-
by this spell retain s its own breath- quires temporary access to the As-
able atmosphere. tral plane.
Lightning Bolt : Unlike the fire ball, Fire Charm: As the spe ll requires a
this spell can travel through the void fire source, it usually cannot be cast
and detonate in the void as well. It in- successfully in the phlogiston.
flicts one point of hull damage for
every 10 hit points of damage it in- Fire Shield: This spell functions nor-
flicts , if it hits a ship. Stone and thick mally in the phlogiston, causing the
wood (more than 6 inches thick) will , user to burst into flame that is harm-
at the DM's option, cause the bolt to less to him . The flame consumes air
bounce, though it will still inflict lik e a creature twice the caster's size.
listed hull damage .
Fire Trap: This spell functions nor -
Mel{'s Minute Meleors: The fiery mally in the phlogiston. It does not
spheres created by this spell will be ignit e (nor is the spell spent) if some-
extinguished if exposed to the void how opened in the void. The air enve-
between atmospheric envelopes. In lope around a single individual is
the phlogiston, the spheres will ex- eno ugh to allow the {ire trap to ex-
plode in the caster 's hands, inflicting plode.
ld4 points of damage per missile be-
ing cast. If used against ships the Hallucinatory Terrain: In addition to
minute meteors inflict no hull dam- creating illusory asteroids and simi-
age, but they do start fires. lar bodies, this spell can be used to
disguise ships in space, eit her mak -
Non-Detection: This can be cast upon ing them appear as part of the back-
an item as large as a sh ip of 1000 ground stars, or as an asteroid or
tons. small dust cloud , provided the sh ip is
small enough to fit within the area of
Spectral Force: This spell can be used effect of the spe l I.
across the void between atmospheric
envelopes, although it creates no Leomund's Secure Sheller: The she l-
sound within the void itself. ter comes with its own atmosphere
as well , which remains fresh for the
Suggestion: The subject must be able duration of the spell.
to hear the caster in order for the sug-
gestion to take place, and as such Magic Mirror: This spel l (and the crys-
cannot take place across the void. tal ball, which it imitat es) can view
other crystal spheres, as well as the
REALMSPACE- phlogiston. If used in the phlogiston, Demi-Shadow Monsters: These will
The Wildspace of Toril it cannot view other planes . not form , as the Shadow plane can-
not be accessed.
Sun • Fire Minor Creation: In the phlogiston,
Type H Earth this spell fails, as the Shadow plane Distance Distortion: This cannot be
cannot be accessed. cast in the phlogiston , as the earth el-
Anadia • Gas emental cannot be summoned.
Type B • Earth, Shadow Monsters: These cannot
• Moon& form in the phlogiston, as the Fabricate: This spell can be 1used to
Collar Shadow plane cannot be accessed. repair lost hull points or maneuver -
Type G Cluster ability class for a ship. For every 10
Water Shout: The effects of this spell can- cubic yards of material repaired, 1
Toril not cross the void between atmo- hull point, 1 point of AR, or one ma-
Type E • Water spheric envelopes. neuverability class is regained, up to
the original ratings.
Karpri •• Earth Solid Fog: This spell creates air in the
Type D area given, and can be used to Leomund's Secret Chest: The secret
•:• Earth freshen a stale atmospheric enve - chest cannot be accessed in the phlo-
Chandos lope . The negative effects of the giston, as it exists in the Ethereal
Type F t Water spell, however, still apply if used in plane. The chest is not lost or de-
this fashion . stroyed, but just cannot be reached.
Glyth
Type E Wall of Fire: The spell will not burn in Major Creation: In the phlogiston,
the void, so that if the spell extends this spell fails, as the Shadow plane
Garden beyond the boundaries of the atmo- cannot be accessed.
Type A spheric envelope, the additional
length is lost. If cast in the phlogis- Shadow Magic: As the Shadow plane
H'Catha ton , it becomes a tight pillar of flame cannot be accessed from the phlogis-
TypeC centered on the caster, inflicting 2d6 ton, this spell will not function there.
plus 1 point per level damage to the
caster, 2d4 to all within 10 feet , and Stone Shape : This spell can be used
1d4 to all within 20 feet. The spell to repair vessels made of stone, such
only functions one round in this as dwarven mountain ships. For
form . every 10 cubic feet shaped, the ship
regains either 1 hull point, 1 point of
Fifth Level Spells AR, or one lost maneuverability
class, up to the original rating.
Cloudkill: A lethal spell within the en-
closed atmospheric envelopes, in ad- Summon Shadow: As this spell calls
dition to the effects listed , the spell a shadow from the Negative Material
makes the air stale immediately (if it plane, it will not function in the phlo-
has not already) after the duration of giston.
the spell elapses. It dissipates imme-
diately in the void. As it will not move Teleport: A character can teleport
uphill , it will not usually leave the from one planet to another within a
ship upon which it is cast. crystal sphere, but travel from one
crystal sphere to another is impos-
Conjure Elemental: This spell re- sible by means of this spell.
quires contact with the elemental
planes , and as a result cannot be cast Transmute Rock to Mud : This spell
in the phlogiston. Elementals do not can be used to inflict hull damage on
need air , and as a result can be con- ships made of rock or stone. For
jured in the void. An air elemental every 20-foot cube affected , 1-6
can be conjured to freshen a ship's points of hull damage are inflicted on
air envelope. the ship .
Contact Other Plane: This spell does Wall of Force: A ship hitting a wall of
not function in the phlogiston. force is stopped in its tracks, and
might take damage. If the tonnage of
--- ------------- ~~ ~----~~ (1
the ship is less than the level of the Chain Lightning : This spell can cross
caster (i.e. the size of the wall in 10' the void between atmospheric enve-
squares), the ship crashes against the lopes.
wall as if it has struck a foreign body
that was too large (see Crashes). If Control Weather: This spell will not
not, the ship is halted in its tracks function within the confines of a
and must spend 1-4 rounds maneu- ship's air envelope, nor on planets of
vering around the wall. This spell is less than size class B.
often used to slow or stop pursuers.
Death Fog: This spell will affect the
Wall of Iron: A ship hitting a wall of hull points of a ship if that ship is af-
iron faces the same problems as one fected by acid. Damage is cumula-
hitting a wall of force (above) . Fur- tive: for every 10 hit points of acid
ther, the wall is permanent, and will damage inflicted, the ship suffers
pose a navigation hazard in the fu- one point of hull damage. This dam-
ture (occasionally gain ing its own age is taken for every 10 -foot cube in
atmosphere and settlements later ). contact with the ship.
Finally , even if the wall is insuffi-
ciently large enough to cause a Disintegrate: If it hits a ship, this will
crash, it still poses the problem of destroy material in a 10 -foot cube. It
falling on the ship once it enters it s will also destroy either one hull
air envelope/gravity field. A wall of point , lower the armor rating by 1, or
iron can be used to repair hull dam- reduce the maneuverability class by
age to metal ships, but at a cost. For one. Disintegrating a spelljamming
each 15 square feet created by the helm will of course cripple the ship.
spell, 1 hull point is restored, but for
each use of the spell in this fashion , Glassee: This spell, linked with per-
the maneuverability class of the ship manency, is used to provide windows
diminishes by one. in sol id plat in g for the higher -priced
ships.
Wall of Stone: Unlike other walls, a
wall of stone requires existing stone- Invisible Stalker: The invisible sta lker
work to merge with, so as such can - can surv iv e in the void, and thus
not be cast in deep space. It can be cross it under its own power.
used to repair hull damage to stone
ships , but at a cost. For each 20 Veil: This spell can be used to hide or
square feet of quarter-inch thick disguise ships, provided that the area
stone created, the ship regains one of effect in 10-fool squares is larger
hull point. Such repairs will radiate than the tonnage of the ship.
magic, and can be reversed by a dis-
pel magic spell. Seventh Level Spells
Sixth Level Spells Bigby 's Grasping Hand: All ships of 1
Anti-Magic Shell: A spelljamming ton or higher fa] I into the 16,000-
helm does not function within the pounds-plus category. The hand can
bounds of an anti-magic shell. be rammed as a gargantuan crea-
ture.
Bigby's Forceful Hand: The hand can
be used to slow opposing space Delayed Blasl Fireball: The spell will
ships within range. It can be de- not detonate in the void and if in air-
stroyed either by normal combat, or less space is wasted. In the phlogis-
by ramming (treat the hand as a gar- ton , it will detonate immediately,
gantuan creature for purposes of with the effect centered on the caster.
ramming).
Drawmij 's Inst ant Summons: This
spell can summon items from other
crysta l spheres. If the caster is in the
phlogiston , then the spell will fail.
REALMS PACE Limited Wish: This can be used to al· Vision: In the phlogiston, no Power
low access to an extradimensional can be contacted.
-----•----H'Catha space for up to one round when cast
in the phlogiston . Eighth Level Spells
----•G-ard-en----
----•Gl-yth--~ Mordenkainen 's Magnificent Mansion: Bigby's Clenched Fist: The fist can be
This spell cannot be cast in the phlo· used against ships. For each 10 hit
•Chandos giston, as it requires access to extradi· points inflicted by the hand, one hull
mensional space. When otherwise point is inflicted. Damage is not cu-
casting the mansion , it will supply air mulative from round to round.
for those inside it as well. As with
other spells involving extradimen • Glassleel: This spell, used repeatedly
sional spaces, an existing mansion in the construction process , can pro•
cannot be accessed in the phlogiston . duce ships of glass with an armor rat-
ing of 1.
Power Word, Slun: The word is not ef•
fective if the listener is separated by Incendiary Cloud: This spell is lim•
vacuum from the speaker, thus this ited as the pyrotechnics spell.
spell will not cross the airless void
between atmospheric envelopes. Maze: This spell cannot be cast in the
phlogiston.
Reverse Gravily: A deadly spell in
space, it can negate the localized Power Word Blind: As for the power
gravity of the ships and throw the word , slun , victims separated from
subjects into space. The subjects still the caster by the void will not be af·
retain their personal gravities , and fected.
will take a small air envelope with
them when they go into space . Sink: This spell will only function on
Worse, however, the spell creates a solid (earth-based) planets of size A
flume of air escaping from the enve - or greater.
lope, as if the envelope had spurted a
leak. One ton of air is lost for every Ninth Level Spells
round the spell is in effect. In this
fashion, a ship or small asteroid can Astral Spell : This spell cannot be cast
become an airless hulk. in the phlogiston, as it accesses the
Astral plane. A mage using the astral
One interesting use of this spell is spell whose body is taken out into the
as a heavy bombard to loft stones di· phlogiston cannot return to his body
rectly off a platform and into the path until the body is brought back within
(and gravity well) of a passing ship. a crystal sphere.
The damage caused by such an at-
tack is decided by the DM . Bigby 's Crushing Hand: This hand
can inflict damage on ship hulls, but
Shadow Walk: This spell will not unlike Bigby 's clenched fist such
function in the phlogiston, as it re- damage is cumulative: for every 10
quires connection with the Shadow hit points inflicted by the hand, one
plane. hull point is inflicted.
Teleport Without Error: The user of Crystalbrillle: This spell can be used
this spell cannot teleport from one to reduce hull points of metal ships.
crystal sphere to another. Further- For every 10 cubic feet affected by
more, the caster cannot teleport to the spell, the hull value of the ship is
another plane from the phlogiston. reduced by one . Alternately, the ar·
mor rating of a metal ship can be re·
Vanish: This spell will not function in duced in the same fashion.
the phlogiston , as it requires access
to the Ethereal plane. Gale : This spell will not function in
the phlogiston.
Imprison: This spell will only function Priest Spells Second Level Spells
on solid (earth-based) planets of size
A or greater. Note: As stated in the text, priest Augury: This spell works normally in
both wildspace and the phlogiston.
Meteor Swarm: This spell will not det- spells above 2nd level cannot be re-
onate in the airless void beyond the gained in the phlogiston . They can Dust Devil: In wildspace, the dust
limits of the atmospheric envelopes. be cast in the Flow, but until the links devil can move, under the direction
If cast in the phlogiston , all the fire - with the Outer Planes are restored, of its creator and within the range of
balls will detonate immediately, cen- they cannot be regained. The regain- its spell, across the void between at-
tered on the caster. ing of Priest spells might also be lim- mospheric envelopes. The spell can -
ited by which deities operate within a not be used in the phlogiston.
Mordenkainen 's Disjunction: Spell- given crystal sphere.
jammer helms are treated as minor Fire Trap: This spell functions nor-
artifacts for the purpose of this spell. First Level Spells mally in the phlogiston. It does not
ignite (nor is the spell spent) if some-
Power Word, Kill: As for the other Endure Heat/Cold: This spell will how opened in the void. The air enve-
power word spells, this spell fails if protect the user from excesses of lope around a single individual is
the subject is separated from the heat and cold found within certain enough to allow the fire trap to ex-
caster by void . crystal spheres. p l ode.
Succor: Like the word of recall, this Protection From Euil: Creatures from Flame Blade: If used in the phlogis-
does not function in the phlogiston. other crystal spheres or planets are ton, the {lame blade will immediately
not considered extraplanar in nature. explode, inflicting 1d4+4 points of
Wish: This can be used to gain access damage upon the caster.
to an extradimensional space for up
to one turn in the phlogiston. Obscurement: In addition to its nor-
mal effects, this spell creates air and
The Flow can be used to freshen the air, as the regains either 1 hull point, 1 point of
wizard's wall of fog spell. AR, or one lost maneuverability
Realmspace has one class, up to the original rating.
consistent connection Produce Flame: If used in the phlogis-
with Greyhawk, and is ton, the produce flame spell wi II deto- Fourth Level Spells
resistant to Krynn. Any nate in the hands of the caster,
other spheres are varia - inflicting 1d4 + 1 points of damage. Produce Fire: If cast in the phlogis-
ble, and may or may not ton, the spell will immediately im-
be in phase with Realm - Warp Wood: This spell can be used to molate the caster, inflicting 1d4
space, so its listing is: damage or affect wooden spelljam- points of damage + 1 point per level.
ming ships. At 10th level, the caster
REALMSPACE can affect enough wood to reduce Reflecting Pool: The reflecting pool
the hull value of a wooden ship by 1 (and the crystal ball, which it imi•
Travels to : Greyhawk hull point, the AR by 1, or the maneu- tates) can view other crystal spheres,
Cannot Travel to: verability class by one. At 15th level as well as the phlogiston. If used in
l<rynn the effects are doubled, and doubled the phlogiston, it cannot view other
Variable Travel: All oth - again five levels beyond that. planes.
ers (50%) Third Level Spells Fifth Level Spells
Voyagers from l<rynn, Call Lightning: As this spell usually Air Walk: This spell is usable only
on the other hand, can requires some type of storm in the where there is sufficient air. The air
travel to the Realms but area, it cannot be cast in space (un- envelope around a ship is sufficient ,
not Greyhawk Space, so less of course, someone manages to but that enclosing a single body is
its entry is: create a storm in space). not.
KRYNNSPACE Dispel Magic: The effects of this spell Commune: This spell will not func-
Travels to: Realms on spelljamming helms are dis- tion outside the crystal spheres in the
Cannot Travel to: cussed in the section about helms. phlogiston, as it requires contact
with other planes of existence.
Greyhawk Glyph of Warding: Those glyphs that
Variable Travel: All oth - have an explosive fire effect function Commune with Nature: The spell can
normally in the phlogiston. In the only be successfully cast on planets
ers 110%) void, they do not function (but are of size class C or larger.
not negated). The air envelope of but
one individual is sufficient to allow Control Winds: This spell can be used
the fire glyph to operate normally. to reduce the effects of weather on
Other glyphs function normally in planetary surfaces to allow safe land-
both environments . ing. It can also be used to increase or
decrease the maneuverability class
Pyrotechnics: The spell does not of a ship in the phlogiston by one .
function outside of an air source for
the fire involved. Pyrotechnic fire- Flame Strike: In the phlogiston, the
works on a ship can be used to extin- flame strike detonates upon the
guish an on -board fire (up to a caster, inflicting 8 points of damage
20-foot cube in size), with the blind- on him and all within 5 feet of him
ing effect listed under its spell de- (saving throws applicable).
scription. Pyrotechnic smoke fouls
the air within the area of effect. This Magic Font: The magic font (and the
spell will not function in the phlogis- crystal ball, which it imitates) can
ton since the required fire source will view other crystal spheres, as well as
immediately explode. the phlogiston. If used in the phlogis -
ton, it cannot view other planes.
Stone Shape: This spell can be used
to repair vessels made of stone, such Plane Shift: This spell cannot be cast
as dwarven mountain ships. For in the phlogiston, as it requires ac-
every 10 cubic feet shaped, the spell cess to other planes to function.
Raise Dead: This spell operates nor- Sixth Level Spells its hit dice to all within 20 feet and
mally in both wildspace and the phlo- causing possible hull damage to the
giston. Aerial Servant: The aeria l servant can ship as well.
cross the void between air envelopes
Transmute Rock to Mud: This spell under its own power. It cannot be Fire Seeds: Fire seeds can be used in
can be used to inflict hull damage on summoned in the ph logiston, as the the phlogiston with normal effects.
ships made of rock or stone. For spell requires access to other planes.
every 20-foot cube affected , 1-6 Wall of Thorns: When cast in the path
points of hull damage are inflicted on Blade Barrier: A ship that sails into a of a ship, exposed crew will take
the ship. blade barrier suffers 1 point of hull damage as if crashing into the bar-
damage for every 10 hit points the rier . Exposed sails and rigging will
Wall of Fire: The spel I will not burn in barrier inflicts, provided that the ship suffer damage, and the ship 's ma-
the void , so that if the spell extends can be affected by the blades. Wood, neuverability class will be worsened
beyond the boundaries of the atmo- ceramics, cloth, and living material by one. Vessels of less than one ton
spheric envelope, the additional are vulnerable, while rock and steel per level of the caster will be
length is lost. If cast in the phlogis- are immune to its effects. Living sub- stopped .
ton, it becomes a tight pillar of flame jects on deck can be affected by the
centered on the caster, inflicting 4d4 spell. Weather Summoning: This spell can
only be cast on a planetary body of
points + 1 point of damage to the Coryure Fire Elemental: Use of this
spell requires access to the the Eie- size B or greater.
caster, 2d4 points to all within 10 mental Plane of Fire, and as such
feet, and ld4 points to all within 20 cannot be used in the phlogiston. A Word of Recall: This spell will not
feet. The spell only functions one fire elemental brought into the phlo- function in the phlogiston. It can be
round in this form. giston will immediately explode, in- used to recall the cleric from another
flicting its 1dB of damage for each of crystal sphere to his home sphere .
Finally, a voyager from Seventh Level Spe lls Gate: This spe ll does not fun ct ion in
Greyhawk can move the phlogiston , as it creates a portal
both to l<rynnspace and Astral Spell: This spell cannot be cast to another plane. When cast in void,
Realmspace, and has a in the phlogiston, as it accesses the it functions normally.
higher chance of visiting Astral plane. A priest using the astral
a "random world" as spell whose body is taken out into the Holy Word: In the phlogiston, this has
well: phlogiston cannot return to his body all its normal effects, except that it
unti l the body is brought back within will not return creatures to their
GREYSPACE a crystal sphere. home planes.
Travels to: Realms and
Chariot of Suslarre: This spell cannot Resurreclion: This spell functions
Krynn function in the the phlogiston, as it normally in both wildspace and the
Cannot Travel to: Un- requires access to the Elemental phlogiston.
Plane of Fire. The chariot can move
determined through space, and retain air as if a Succor: Like the word of recall, this
Variable Travel: All ship of7 tons, providing sufficient air does not function in the phlogiston.
for its passengers. If taken into the
Others (60%) phlogiston, the chariot explodes, in- Wind Walk: A windwalking individua l
who attempts to cross the void be-
Therefore a voyager on flicting l 0-60 points of damage (save tween atmospheric enve lopes does
l<rynn seeking to make not bring any atmosphere along with
landfall on Greyhawk versus spells for half damage) to all him other than that of his own form,
would best travel first to within 30 feet of it. and if forced to return to normal
the Realms, and then to shape becomes adrift in the void.
Greyhawl< from there. Conjure Earth Elemental: This spell
There are spheres other cannot be cast in the phlogiston, as it Magical Items
than these three, includ- requires access to another plane.
ing probably the DM 's In general, magical items function
own personal campaign, Control Weather: This spell can be under the same Iimitations as related
and these may " come cast only on planets of size class B or spells. In particular:
into phase" with that greater. It can be used to modify ad-
campaign. verse conditions for take-offs and Items that summon creatures from
landings. other planes (including rings of djinn
summoning, horns of ualha lla, and
Earthquake: In space, an earthquake the like) will not function in the phlo-
can affect sh ips made of stone, as giston, as access to th e other planes
well as asteroids and small earth- is not possible.
based planets. Stone ships are
treated as structures for damage , ~ r!J,;JoA
while various parts of asteroids are
treated as normal ground terrain. If i:i{}!) !i>~So~
the area of an earthquake com-
p letely encloses an asteroid or stone t'k>)o *&\a&~<i
ship, make a saving throw versus
crushing blow for the stone to see if
the ship or asteroid breaks up en-
tirely.
Fire Storm: In the phlogiston this
spell will erupt directly upon the
caster, and will extend to the maxi-
mum area of effect possible centered
on the caster, inflicting 2d8 points of
damage plus one point per level of
the caster. If used against wooden
ships, the spell ignites fires within
the entire area of effect, inflicting
hull damage as described in the sec-
tion on fires.
Items that open into or create extra- the DM's option. Maul of the Titans: If used against any
dimensional space (suc h as the port-
able hol e) do not function in the Items that permit flight function nor- ship , this inflicts one point of hull
phlogiston. mally in space, the caster brin ging a damage for every 10 hit points of
limited atmosphere with him. damage rolled (drop fractions).
Items that create fire (such as a wand
of fireballs), if used in the phlogiston Other Notes Spade of Colossal Excavation: If used
will cause the fire to appear suddenly against ships made of earth or soil
around the caster , inflicting the listed Ring of Shooting Stars: This ring will (not stone), the spade inflicts 1-4 hull
damage. Items that cast flame across points of damage each round.
a distance will not do so if it requires always function in space normally.
the flame to leave the atmospheric Final Note on Magical Pluses of
envelope. Rod of Cancellation: The spe lljam - Weapons and Armor (in regards to
ming devices are t reated as relics for planar versus spacial travel): When
Items that rely on sound for their ef- the purpose of determining the ef- traveling between crystal spheres , a
fects (drums of pani c) will not func- fects of the rod. magical weapon, suit of armor, or
tion if the subject is separated by the shield does not lose any of its pluses
void from the item . Chime of Opening: This can be used or benefits. When traveling in a pla -
to open a portal in a crystal shell. nar fashion (such as entering the As-
It ems that inflict damage in hit tral plane and then reappearing in
points inflict damage to ships in hull Lyre of Building: This item ca n be another part of the Prime Material
points: for every 10 hit points so in- used to build or repair ships. plane within a different crysta l
flicted, the ship takes one point of sphere) , normal planar ru les apply
hull damage. Certain ship materials Mattock of the Titans: If used against and the weapon or armor loses one
may be immune or particularly vul - sh ip s made of wood, ceramic, or plus for eve ry plane crossed.
nerable to certain attack forms, at stone, this item infl icts one point of
hull damage for eve ry 10 hit points of
damage.
Earth System
Relative Travel Times Between Planets
Method One-Closest Approach
Mercury Me V E Ma J s u N p
Venus 7h 13h ld 4.4d 27.5d 36.3d
Earth 7h 6h 18h 4. ld 8.5d 17.4d 27.2d 36.0d
Mars 13h 6h 12h 3.9d 8.2d 17. ld 27.0d 35.8d
Jupiter ld 18h 12h 3.4d 8.0d 16.9d 26.5d 35.3d
Saturn 4.4d 4 .ld 3 .9d 3.4d 7.5d 16.4d 23. ld 31.9d
Uranus 8.5d 8.2d 8.0d 7.Sd 4. ld 4.ld 13.0d 19.0d 27 .8d
Neptune 17.4d 17. ld 16.9d 16.4d 13.0d 7.9d 10. ld 18.9d
Pluto 27.5d 27.2d 27.0d 26.5d 23. ld 7.9d 8.8d
36.3d 36d 35.8d 35.3d 31.9d 19.0d 10. ld 8.8d
27.8d 18.9d p
Method Two-Farthest Distance V E Ma J N 37.ld
1.ld 1.3d 1.8d 5.2d s u 28.3d 37.4d
Mercury Me 1.6d 2. ld 5 .5d 28.6d 37.6d
Venus 1.6d 2.3d 5.7d 9.3d 18.2d 28.8d 38.ld
Earth 1.1d 2. ld 2.3d 6.2 9.6d 18.5d 29.3d 41.5d
Mars 1.3d 5.5d 5 .7d 6 .2d 9.8d 18.7d 32 .7d 45.6d
Jupiter 1.8d 9 .6d 9 .8d 10.3d 13.7 10.3d 19.2d 36.Bd 54.5d
Saturn 5 .2d 18.5 18.7 19.2 22.6 13.7d 22.6d 45.7d 64.6d
Uranus 9.3d 28.6 28.8 29.3 32.7 26.7d
Neptune 18.2s 37.4 37 .6 38.1 41.5 26.7d 64.6d
Pluto 28.3d 36.8d 45.7d
37.ld 45.6 54.5d
Earth System Krynn
Distances and Travel Times Distances and Travel Times
from the Primary (Sun) from the Primary (Sun)
Mercury 36 million miles 9 hours Sirion 30 million miles 7 hours
Venus 67 million miles 16 hours Reorx 50 million miles 12 hours
Earth 92 million miles 22 hours Krynn 100 million miles 24 hours (1 day)
Mars 141 millionmlles 1.4 days Chislev 300 million miles 3 days
Jupiter 483 million miles 4.8 days Zivilyn 600 million miles 6 days
Saturn 887 million miles 8.9 days
Uranus 1783 million miles 17.8 days
Neptune 2794 million miles 27.9 days
Pluto 3666 million miles 36 .7 days
Krynn
Relative Travel Times Between Planets
Method One-Closest Approach Method Two-Farthest Approach
s RKC z sR K C z
1.3d 3.3d
Sirion Sh 17h 2.7d 5 .7d Sirion 19h 1.5d 3.5d 6.3d
Reorx Reorx 19h 4d
Krynn Sh 12h 2.5d 5.5d 4d 6.5d
Chislev 7d 9d 7d
Zivilyn 17h 12h 2d 5d Krynn 1.3d 1.5d
3d Chislev 3.3d 3.5d 9d
2.7d 2.Sd 2d Zivilyn 6.3d 6.5d
5.7d 5.Sd Sd 3d
0 'I.Tl~fL, _5IT1!i('i1f~
Greyhawk
Relative Travel Times Between Planets
Method One-Closest Approach
Kule KR L Gri E Gn C Gi B Gre Sp
Raenei l.9d 3.9d 5.9d 9.9d 14.9d 19.9d 29.9d 39 .9d
Llga 5h 22h l.7d 3 .7d 5.7d 9 .7d I4 .7d 19.7d 29.7d 39.7d
The Grinder 17h Id 3d 5d 9d 14d 29d 39d
Edill 5h 4d 8d 13d 19d 38d
Gnibile ld 2d 2d 2d 6d 18d 28d 36d
Conatha 22h 17h 3d 4d 4d 11d 16d 26d 34d
Ginsel Sd 8d 2d 4d 9d 14d 24d 30d
Borka 1.9d 1.7d 9d 13d 6d 9d 5d 5d IOd 20d
Greela 14d 18d 1ld 14d !0d 5d 15d 25d
The Spectre 3.9d 3.7d 19d 28d 16d 24d 20d 5d I0d 20d
29d 38d 26d 34d 30d 15d 10d 10d
5.9d 5.7d 39d 38d 25d 20d 10d
Gri Gn C Sp
9 .9d 9.7d L 2. Id E 6. ld 10.1d Gi B Gre 40. ld
1.ld 2 .3d 4.ld 6 .3d 10.3d 15. ld 20.1d 30. ld 40 .3d
14.9d 14.7d 1.3d 3d 4.3d 7d 11d 15.3d 20.3d 30.3d 41d
5d 8d 12d 16d 2Id 31d 42d
19.9d 19.7d 3d 6d 6d 10d 14d 17d 22d 32d 44d
5d 8d 19d 24d 34d 46d
29 .9d 29 .7d 7d 12d 10d 16d 16d 21d 26d 36d
I Id 17d 14d 21d 25d 30d 40d 50d
39.9d 39 .7d 16d 22d 19d 26d 25d 35d 45d 55d
21d 32d 24d 36d 30d 35d 60d
Method Two-Farthest Approach 31d 42d 34d 46d 40d 45d 50d 50d 70d
41d 44d 50d 55d 60d
Kule KR 70d
Raenei
Liga 9h
The Grinder
Edi II 9h
Gnibile
Conatha 1.ld 1.3d
Ginsel
Borka 2. ld 2.3d
Greela
The Spectre 4. ld 4.3d
6. ld 6.3d
10. ld 10.3d
15. ld 15.3d
20 .ld 20 .3d
30.ld 30.3d
40,1d 40 .3d
Greyhawk Toril
Distances and Travel Times Distances and Travel Times
from the Primary (Oerth) from the Primary (Sun)
Kule 10 million miles 2 hours Anadia 50 million miles 12 hours
Raenei 30 million miles 7 hours Coliar 100 million miles 1 day
Liga 100 million miles Tor i! 2 days
The Grinder 200 million miles 1 day 200 million mile s 3 days
Edill 400 million miles 2 days Kapri 300 million miles 4 days
Gnibile 600 million miles 4 days Chandos 400 million miles 10 days
Conatha 1000 million miles 6 days Glyth 1000 million miles
Ginsel 1500 million miles 10 days Garden 1200 million mil es 12 days
Borka 2000 million miles 15 days H"Catha 1600 million miles 16 days
Greela 3000 million miles 20 days
The Spectre 4000 million miles 30 days
40 days
Toril
Relative Travel Times Between Planets
Method One-Closest Approach Method Two-Farthest Approach
A Co T K Ch GI Ga H A Co T K Ch GI Ga H
4 .5d 10.Sd 12.Sd 16.5d
Anadia .5d 1.5d 2.5d 3.5d 9 .5d 11.Sd 15.5d Anadia 1.5d 2.5d 3.5d 5d 11d 13d 17d
Coliar 6d
.Sd ld 2d 3d 9d 1ld 15d Collar 1.5d 3d 4d 7d 12d 14d 18d
Toril Toril 13d 15d 19d
Kapri 1.5d ld ld 2d 8d 10d 14d Karpri 2.5d 3d Sd 14d 14d 16d 20d
Chandos I6d
2.5d 2d 1d 1d 7d 9d 13d Chandos 3.5d 4d Sd 20d 22d 26d
Glyth Glyth 22d 28d
Garden 3 .5d 3d 2d Id 6d 8d 12d Garden 4.5d 5d 6d 7d 26d 28d
H'Catha H'Catha
9.Sd 9d 8d 7d 6d 2d 6d 10.5d 11d 12d 13d
11.5d 11d 10d 9d 8d 2d 4d 12.5d 13d 14d I5d
15.5d 15d 14d 13d 12d 6d 4d 16.5d 17d 18d 19d
Outer Planetary Display
Inner Planetary Display
PLANET SIZE SHAPE TYPE PLANET SIZE SHAPE TYPE
1 11
2 12
3 13
4 14
5 15
6 16
7 17
8 18
9 19
10 20
The Rock of Bra I, more commonly holder groups , a dwarven colony ance as privateers and commerce
just called "The Rock," is a merchant eradicated by a mysterious force, raiders for the Elven Armada, Cozar
city of humans and humanoids situ- and a recreation station for the Elven officially banned piracy and declared
ated on an asteroid. The Rock is Armada . Its recent history begins that any pirates that were caught
about 1 mile long, half that in width about 150 years ago when the Rock would be subject to the full penalties
and depth. The long axis of the rock apparently abandoned by its pre- of the law.
is a rough oval shape. vious inhabitants, drifted into its
present position . Its first settlers The operative word here is
The Rock is typical of human cities were pirates , and the current prince "caught," since there is much wink-
in wildspace, and as such may be is the grandson of the bandit king ing and looking the other way when a
placed in any of the Known Worlds of Cozar , who established himself as sh ip laden with someone else's trea-
our fantasy universe, or in the cam- the first modern leader of the Rock sures sets down. Simi larly , slavery is
paign setting of the individual and the founder of the "royal house·· illegal, but no one is very interested
dungeon master. The Rock provides of Bra I. Cozar traced his lineage from in catching the slavers if there are
a hometown and base of operations various groundling kings and emper- profits to be made. However, piracy
for the player characters in space. ors, but these tales vary from one and slavery charges are common
telling to the next. when the Crown wishes to turn up the
History: Like most large objects in heat on the accused. The capital of -
space the Rock has passed through Cozar ruled long and well, with an fense, of course, is betrayal of Bral ,
a number of hands before settling iron hand, and brought the Rock un- which includes endangeri ng the aste-
into its present situation. There are der one mast er. The city evolved roid and/or the royal house of Bral.
ruins and caverns beneath the earth from a pirate 's hiding hole to a major Those found guilty are imprisoned in
that indicate the Rock has been used city in its own right, attracting mer- the dungeon before being provided
in the past as a mind flayer outpost , a chants, adventurers, and other more as a gift to the illithid embassy.
battleground between warring be- respectable types . After a brief alli-
Cozar ruled long and well, and his The things that Andru often for - Underside: The "lower" half of the
heir Frun took over the Rock upon gets is that the Rock is not his alone, Roc k is property of the p ri nce and
his death. Frun was no pirate, but and there have been others before used bot h as a station for his naval
rather an overweight sybarite who him and his race arrived. The maz e- unit s and as park land to prov ide food
enjoyed the treasures that others work of tunnels and dungeon levels and air for the Rock. The b ulk of the
brought him. During his reign other beneath the city is extensive and has und erside is fields where convicted
factions began to take command of never been fully explored. Undoubt- c rimin als and "servants of the king "
the daily rulership. There was an in - edly, old artifacts and old enemies (ind entu red slaves) do most of the
crease in the noble houses, who , like still lay within . work . Mos t of t he Pr ince's naval units
Prince Cozar , were not too long ago ar e found in an underside hangar.
pirates and outlaws themselves. The The Rock at a Glance Th e largest bui ld ings on the under-
other nonhuman races opened their side are t he Cit adel, a large, powerful
own districts and embassies on the The City: The city of Bral is di - fortr ess used in ti me of war, and the
Rock as well. Frun became a figure - Van es. The Vanes are huge sails
head , tucked neatly away in his pal - vided into a High City and a Low City . mad e of t he wing-leather of a radiant
ace. The High City runs along the trailing dragon . Tho ugh they provide no pro-
half of the asteroid and is dominated pul sio n, t he Vanes are deployed to
Frun died festing and drinking, by the castle of Prince Andru . A long provi de som e steering control to the
and was in turn succeeded by his son wall with numerous checkpoints sep- ship i n dangero us situat ions (like
Calar. Calar was of the same stamp arates High City from Low City. passin g too close to a p lanet).
as his father, but died under mysteri-
ous circumstances within a week of Gravity Plane: The central plane The Docks: Mos t sh ips approach
taking the throne. His body was Bral fr om the leading edge, where a
found floating in space just outside of gravity runs lengthwise through set of woode n docks extends into
the Rock 's atmospheric envelope. the Rock . The " Upper " half of th e wild space to take i n new arriva ls
Calar 's younger brother Andru Rock is dominated by the City of Bra I (landin g a shi p in th e city w itho ut the
quickly took the throne and rooted ifself. The " Lower " half is property of princ e's per mi ssion is a major of-
out the supposed assassins-a the prince, and used as a base for hi s fense, goo d for a few months on un-
group of moneylenders backed by private fleet. dersid e as a f ield hand). Caverns at
mind flayer forces. These were the gravity pl ane exte nd into the
quickly dispatched , but rumors Lake Bral: Bral has a large chasm Rock it self, where storage areas have
have since floated about that the just forward of Prince Andru 's cita- been established w it h hoists to the
moneylenders and mind flayers del, filled with water , which provides war eho uses "upside."
were people whom Andru owed most of the water needs of the popu-
money or favors to , and that he and lation. The chasm runs below the The Caverns and Dungeons: The
they were all involved in Calar 's gravity plane of the asteroid , so that Rock is lace d wi th caverns as well as
death. By pinning the murder on the Lake Bral has two surfaces : one on carv ed tu nne ls an d passages. Many
moneylenders and their mind flayer the "top" of the asteroid , the other in of th ose near t he sur face a re used by
allies, Andru effectively covered his a cavern deep within the heart of the the c it izenry as hiding ho les in times
tracks. Rock . Active animal cultures and of dan ger . T he passages shown on
"clean-up crew " -type monsters tak e the map refl ect on ly a small portion
Under Frun , various merchants , care of most of the wastes.
nobles , adventurers, and other fac-
tions increased their power and influ- The Edge: The Rock slopes away
ence in the city. Now Prince Andru of
Bral is merely one more player in a sharply from its top and bottom ,
byzantine maze of medieval politics. forming cliffs which serve as a bar -
He has his own agents and forces rier from one side to the other. Inter -
loyal to him , but must move care- nal passages often make transit
fully , as there are those who would easier, but the would-be rock climb er
rather see the Rock ruled by a more runs the risk of falling off the Rock.
ineffectual adventurer or by a coun- Unless he hits a lower out jutting rock
cil that could more easily be domi- (80% chance), the falling individual
nated from outside . will come to rest (eventually) at the
level of the gravity plane and begin
to drift away. Rescue stations are po -
sitioned about the Rock to provid e
lifelines for the unfortunate .
of the known " underdark " of the dition to Polygots and Pantheists, squadron strength at four times that ,
Rock. there are churches of Ptah and the and in addition there are alway s
Oriental Path and the Way. Smaller ships to be hired at the Rock.
Drydock: Drydock is a large, flat nonhuman faiths tend to have sma ll
section of the Rock used by those shrines in their racial districts. Other Defenses
ships which can land on earthlike
surfaces for full repair. The drydock The Graveyard: Most of the dead Walls themselves do not provide
has complete services , and charges of Bral are immolat ed, composted , much defense against space-based
stan dard rates as listed in the section or cast adrift in space, in accordance raiders, so instead the Lower and Up-
on Repair. with the wishes of relatives and per Cities are littered with balli sta
faiths. Those that can afford to be in - towers to be used against enemy
Markets: There are a myriad of terred are laid to rest here. ships. Maintenance and operation of
shops throughout the Rock , but on ly the towers are left to the district that
two major open markets. The Great The Donjon: Not to be confused they operate in, and in the case of the
Market is at the midsection of the with the dungeon, the Donjon is a noble houses, possession of
Rock, and carries not only new goods large ediface built to contain offend - smoothly drilled crew is as much a
and shipments, but items that are too ers and malefactors against the requirement for high society as a
lar ge to store or display. The Lesser Crown. In addition to being used as worlds-renowned chef. The Palace ,
Market , also called the Thieves ' Mar • auxilliary barracks for 200 of the of co ur se, has the highest concentra -
ket, is a smaller , more bustling , and Prince 's men, the Donjon is where tion of defenses and includ es bom-
more suspect operation . The regu• tho se judged too dangerous to work bards and greek fire projectors which
lars at the Thieves ' Market may be the fields of Underside are impris - are illegal elsewhere in the city
dealing in fraudulent or stolen oned until they are executed (in the (though the giff keep trying to bring
goods, so let the buyer beware. open square just in front of the Don- them in).
jon) .
Racial Districts: The Rock 's popu- Finally, Prince Andru has con-
lation is mostly human, but with a Festival Ground: A large green tracted with a group of independent
large percentage of nonhuman races space tipped by a great arena, the wizards known as 'The Fireball Alli -
apparent as well. Though nonhu - Festival Ground shows Prince Frun 's ance" for protective services . The Al-
mans can be found throughout the mind at work. When a dwarven liance numbers about two dozen ,
city , they tend to congregate in cer- mountain citadel was captured by and in exchange for being treated as
tain areas. The various rec ogn ized neogi and used as a ram against Bra I, gentry and put in town houses , act as
racial districts of the Rock are : a chunk of the city was leveled. In- Andru 's magical watch force.
stead of rebuilding, Frun declared
The Burrows (Halflings) the ruin ed area a park and used the
The Dwarven District stone of the crashed vessel to build
The Dracon Enclave the arena. Official holidays (includ-
The Forest (Elves) ing the prince's birthday) are cele-
Giff-Town (The Giff) brated here.
Gnomes are found throughout the Barracks: Abutting the prince 's
Rock. The Shou have an embassy on land s on the trailing edge of the
the Rock and a community near the Rock , the barracks house about 500
warehouses. Beholder tend to be so l- men. In addition, in times of emer-
itary , unloved, and in hidden safe- gency, the prince may recruit the no-
houses. There is a mind flayer ble milit ias (which range from 20 to
embassy near the halfling district , 100 men each) and the lower City
but there are a smattering of the il - militias for further aid.
lithids from the lowtown throughout
the gentry. There are no (official) Naval Strength
neogi representatives on the Rock.
The full numbers of the prince 's
Temple District: There are a num- defenses are a state secret , but there
ber of temples near Lake Bra! , de- are continual patrols of four hammer
voted to the major faiths and ships and four squid ships around the
faith-collections of the area of wild- Rock. Street gossip puts the full
space that the Rock occupies. In ad -
HAMMERS HIP
Bui1t By: Humans, lizard men
Used Primarily By: Humans, lizard men, som
Tonnage:
Hull Points: 60 tons
Crew: 60
Maneuverability 24/60
Landing-Land: Class: D
Landing-Water: No
Armor Rating: Yes
6
Mattia Leoncini (Order #34831023)
me elves
Saves As: Thick wood
Power Type: Major or minor helm
Ship's Rating: As for spelljammer
Standard Armament:
30 tons
2 heavy catapults 250 '
Crew: 5 25 '
1 heavy ballista
Crew: 4
1 blunt ram
Cargo:
Keel Length:
Beam Length: