SpellJammer

For those who don’t know, Spelljammer is a D&D setting that take the adventure into space via magic. This allowed players a new avenue of play and gave them a chance to explore other settings: Dragonlance, Greyhawk, Realms, and others. The ships were magically propelled through space using Helms and there was a multitude of races, monsters, and ships to experience. In truth, converting the rules isn’t really the issue here. Getting the flavor right is important and everything else is easily swapped over.

Here is my flavoring:

  • No Clerics

Each pantheon works with the sphere of influence of that planet. The old rules state that for a god/goddess to have power they need at least 200 followers in a sphere. Considering this, divine magic seems kind of silly. A cleric without magic become a lack-luster fighter. Not saying a Cleric/Paladin can’t hop a ship to another planet. This is directed for crew-members. Healing would be done via potions or other magical means.

  • Personal Bubble

A ship has a bubble of atmosphere to keep the crew and passengers alive. For my version, each person has a one hour residual bubble if they leave the ship. This is recharged once they are returned to a ship/planet/atmosphere.

  • Charging the Helm

Helms are the way ships are able to fly through space. It requires a spell-caster to do so. To keep the ship in the air, and the atmosphere, the Helm needs to be charged by a magic-user once per 30 days. More if the spell-caster is untrained in the technique or lover than level 5. After charging the Helm the caster cannot use any spells beyond cantrips for the next 24 hours.

  • Helms Guild

Due to the fact that a trained Helms Mage can keep a ship flying indefinitely they are part of a guild. There they are given secrets and techniques to make their jobs easier. Also, any member is considered protected and killing one is an offense even the most dreaded pirates would think twice about.

  • Practically All Playable Races

Your party consists of a Kender, Warforged, Drow, Turian, and a Minotaur? Sweet that works. Forgotten Realms, Greyhawk, Ebberon, and just about anything you can think of is open to the players. Within the limits that you have set that is. I tossed in a Mass Effect race in that list, does this mean that they have advanced armor and sniper rifles? No, but you can say that they were encountered during an earlier time than scientific space travel.

That’s all I’ve got for now. Thoughts, comments, and suggestions would be great.

 

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2 Comments

Filed under Fantasy

2 responses to “SpellJammer

  1. I’m working on a Spelljammer and Planescape combo where the characters will be higher level and will be sailing through the Planes.

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