• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Spelljammer Spelljammer: A 5E Fan Conversion

Anakzar

First Post
A big issue with players that are running casters is the draining of spells by helms. I got around this by allowing wizards clerics etc to make scrolls potions and wands, also a good way to spend some of that "extra" gold that's cluttering up the ship's hold ;)
 

log in or register to remove this ad

guildsbounty

First Post
A big issue with players that are running casters is the draining of spells by helms. I got around this by allowing wizards clerics etc to make scrolls potions and wands, also a good way to spend some of that "extra" gold that's cluttering up the ship's hold ;)

Yeah, that is another one of those things I was thinking about bringing up...per AD&D spelljammer, when you sat down in a Spelljamming Helm and 'connected' to it, it ate every single spell slot you had for the entire day, and prevented you from getting any back from anything short of a full night's rest. This made protecting your pilot a big deal...but left the pilot with no ability to help in the case of a boarding action. I'll probably do with this what I did with the 'acceleration' rules and include more than one possible set of rules and basically say 'DM, pick one.'

The three options being: "Spelljamming Helm eats all your spell levels, as per AD&D" and "Spelljamming Helm eats all of your highest two (or so) levels of spell slot." So a caster with third level spells would get to keep their first level spell slots; a caster with 9th level spells would get to keep their 7th level slots and below. and "Spelljamming Helm eats half your slots from each level, round up." to provide a middle ground between the two. And, naturally, it's always DM prerogative to just say 'eh, you keep all your spell slots...it's like driving a car.'
 

jadrax

Adventurer
I would probably have it eat a number of spell slot levels per distance traveled. This would mean that the actual number/level of spell-casters on board would be significant, rather than just having the Eldritch Knight always do all the driving.
 

Kiax

Villager
EDIT: Also, I'd like to see an adaption of a prior setting like this one to 5th edition.

Here are a few I found:

Spelljammer.org has a page on 3e conversion:
http://www.spelljammer.org/sj3e/

Piazza forum has groups for both 3e and 4e.
http://www.thepiazza.org.uk/bb/viewforum.php?f=2&start=50

Issue 151 of Dungeon
https://rpggeek.com/rpgissue/54673/dungeon-issue-92-may-2002-polyhedron-issue-151

Author of Dungeon 151 spelljammer article Andy Collins.
http://www.andycollins.net/Projects/Spelljammer/Spelljammer.htm


There is also a number of articles/videos on 5e spelljammer.

Fjords of Africas Quick and dirty Spelljammer for D&D Next
http://fjordsofafrica.blogspot.com/2012/08/quick-and-dirty-spelljammer-for-d-next.html

A Fist ful of Dice
https://www.youtube.com/watch?v=BXIEyuZjZvs&feature=youtu.be

Nerdarchys response and ideas
http://nerdarchy.com/2014/11/game-master-tips-spelljammer-dungeons-dragons-5th-edition-dd/
https://www.youtube.com/watch?v=u5b4r5dCnSM&feature=youtu.be

I am sure there is more, but this what I have found
 

guildsbounty

First Post
I would probably have it eat a number of spell slot levels per distance traveled. This would mean that the actual number/level of spell-casters on board would be significant, rather than just having the Eldritch Knight always do all the driving.

I actually solved that particular hangup by making it that 'half-casters' (like Eldritch Knights, Arcane Tricksters, Rangers....basically everyone whose spell slot levels stop at 5) gain effectiveness on a spelljamming helm at the same rate they gain new levels of spells...half-speed compared to a 'full' caster. So, in short, if you peak out at level 5 spell slots, at level 20, you are equivalent on a spelljamming helm to a level 10 Wiz/Sorc/Cler/etc. It made sense to me that 'half potency as a spellcaster' would equate with 'half potency as a spelljamming pilot'.

This was an adjustment I made because, in AD&D, there was no such thing as a 'hybrid' class that was half warrior half caster, except for Paladins. Paladins couldn't operate a spelljamming helm, only Priests (Cleric, Druid, Mythos) and Wizards (Mage or Specialist) could. Your effectiveness on a spelljamming helm was based on your number of levels in one of those classes. If you wanted to make a 'hybrid' character, you mixed classes and thus to have a half fighter half wizard, you'd have 10 levels of Fighter and 10 levels of Mage....resulting in, basically, what I described above in terms of effectiveness on a spelljamming helm.
 
Last edited:

JediSoth

Voice Over Artist & Author
Epic
I'm going to be starting up a Spelljammer 5E campaign by the end of the month. I've been pondering many of these very issues, though I'm likely to take a more minimal approach. We moved away from games with massive bookkeeping subsystems, so unless it has an immediate, important effect on the PCs, I'm probably going to just handwave it (things like air, tonnage, etc.).

The one thing I've been really wondering about is the best way to deal with spell loss due to helm use. Of course, without knowing what kind of characters my players are going to create (there's no guarantee they'll have a wizard or sorcerer, and the guy playing the cleric might still decide to start fresh with a new character), having a hard solution isn't high on my priority list. Besides, they'll probably hire an NPC caster or two for the helm anyway; I don't plan on having much ship-to-ship combat at this point.
 


Here's my suggestion for dealing with powering helms: the caster expends a certain spell slot to determine the speed/SR that he can power the ship at for the next 12 hours. That's it. No need to mess around with caster level (which doesn't even exist in 5e), and consistent with the way 5e rolls most of what was previously based on caster level into just what spell slot level you are using.
 

guildsbounty

First Post
Here's my suggestion for dealing with powering helms: the caster expends a certain spell slot to determine the speed/SR that he can power the ship at for the next 12 hours. That's it. No need to mess around with caster level (which doesn't even exist in 5e), and consistent with the way 5e rolls most of what was previously based on caster level into just what spell slot level you are using.

Decent start...but it does seriously reduce the 'risk' inherent in piloting a spelljammer. In AD&D it was a calculated risk as to whether or not you'd put your powerful caster in the chair to squeeze all the performance you could out of your ship...at risk of them being helpless in a fight if the ship was boarded. I was considering adjusting the spelljamming helms to respond to the maximum level of spell slot that you were capable of casting, rather than 'level', but the original rules take the SR from 1 to 10 on a Major Helm, and there are only 9 levels of spell...so I'd have to either skip a number, or have some 'special caveat' that says "If you can cast level 9 spells, AND are level 20, then you can get it up to 10" and that sort of defeats the purpose of using spell slots in the first place. (Assuming, of course, I keep '10' as the max possible Ship Rating).

It's a tricky thing....because a spelljammer is an incredibly powerful tactical tool, and the ability to move one very quickly is ridiculously useful in combat; especially once I roll in the 'you can attack anywhere along your move action' rule that 5E uses. You could be in and out of combat range in a single move, and basically just kite the enemy ship to death...forcing it to 'ready actions' to have any chance of hitting you. Yes, spending a level 8 or 9 spell slot is a big deal, but the ability to outrun practically anything for the next 12 hours is a bit unbalanced when...if the ship IS caught, the caster can then spring up and unload his arsenal of 1-8th level spells. And imagine what happens if you bring a spelljammer to a ground battle..... Although I'm not 100% sure on the 'unbalanced' thing since it's a 'brand new concept' to 5E. Hence why I'm asking for opinions. :)
 

guildsbounty

First Post
Yeah, double post, I know...but from talking with some folk, I came up with an alternative and wanted to see if anyone had feedback on it. This is still rough, and I haven't nailed down some of the numbers yet...but let me know what you think.

When a spellcaster connects to a spelljamming helm, they decide how many levels of spell slots they wish to dedicate to the helm, ranging from zero to nine. Whatever they decide, the spelljamming helm consumes one spell slot of that level or lower, and produces an SR in-line with the amount of power it was given. If the helm attempts to consume a spell slot level for which you have no spells remaining, that level does not count towards the power fed to the helm. A spelljamming helm can operate at minimum performance by simply feeding off the ambient energy a spellcaster produces, effectively operating at 'cantrip' level.

Example: A wizard decides he wants to operate a spelljamming helm at third level. When he connects to the helm, it consumes one first level, second level, and third level spell slot (technically, it also consumes a cantrip, but those are infinite). The helm is now powered at third level.

Example2: A wizard who has done some fighting today wants to operate a spelljamming helm. He decides to use slots up to fifth level to power it, however he has already used all of his second level spells today. The spelljamming helm consumes one first, third, fourth, and fifth level spell slot, but there is no second level spell slot for it to consume. The helm is now powered, but since it was missing one of levels of spell slot it needed, it is only powered to level 4.

While a spellcaster is connected to a spelljamming helm, they are incapable of casting any spells. As an action, the pilot of a spelljamming helm can break their connection with the helm, shutting it down, and freeing them up to use whatever spells they have remaining (you can physically walk away from the helm without disconnecting, but as long as you are connected you cannot cast spells. Naturally, you can't control the ship if you aren't in the helm). However, if you disconnect from the helm, it powers down and must be fed new spell slots to power it up again, and powering up takes some time (TBD).

In order to change the performance level of a spelljamming helm, you must disconnect and restart it.

I think this strikes a much nicer balance...thoughts?
 

Remove ads

Top