Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5E Spelljammer Mechanics Fix/Advanced Rules (+)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stormonu" data-source="post: 8758380" data-attributes="member: 52734"><p>SPEED</p><p>When cruising through Wildspace or in the Astral Sea, spelljamming ships are propelled by magical forces that allow them to move at an unbelievable pace of 100 million miles per day (or about 4.1 million mph or 6,944 miles per round). The ebb and flow of the forces in Wildspace and Astral Sea allow vessels traveling at spelljamming speeds to easily avoid small pockets of "dead" space and objects that would prove fatal if collided with at such speeds.</p><p></p><p>However, this magical force dissipates near large bodies such as planets, moons or other phenomena - including certain creatures or spelljamming vesssels, such as the whale-like kinori. At the least, any substantial object that has its own air envelope can disrupt the ability to spelljam near it.</p><p></p><p>A spelljamming pilot can sense the oncoming approach of a "dead" area as far as an hour away and normally avoid it with ease. However, if for some reason the "dead" area is in motion or a small adjustment will not avoid intecepting the "dead" area, a Dexterity (Spelljamming Vessel proficiency) check is required to avoid it. The DC will be based on the speed and size of the object. If it is another spelljamming vessel that is actively attempting to intercept another, an opposed check is made between the two vessels. Even if interception occurs, the two objects will slow from spelljamming speeds at a distance of at least one air envelope (using the larger vessel) between each other's own air envelope. For example, if two space galleons were to intercept, they would drop out of spelljamming speeds no closer than 390 feet from each other (as each of their air envelope is 130 feet).</p><p></p><p>Near such places of "dead" space, whose area of effect fluctuates just beyond their air envelope, spelljamming movement is greatly disrupted and other means of maneuver and motion are required. The most common method employs harnessing what is known as the celestial winds - an undulating, radiant breeze that emanates from the Astral Sea and permeates almost all of Wildspace. This phantom, starry breeze can fill the sails of a spacefaring ship like an earthbound wind, and many creatures native to Wildspace can glide through it as easily as one might fly or swim. Creatures moving along the celestial winds move at much slower speeds, known as "Tactical Speed".</p><p></p><p>Generally speaking, once an object has moved so there is at least twice the air envelope's distance (always counting the larger object's air envelope) between the objects, a spelljamming ship may return to spelljamming speeds - though this does not preclude enemy ships from pursuing a fleeing vessel.</p><p></p><p>SPACE SICKNESS</p><p>Creatures unfamiliar to the slight undulations of spelljamming vessels might experience mild nausea or other ill effects. Beings that are not native to Wildspace or that do not have a background in space travel should make a DC 10 Constitution save after their first hour of travel. On a failure, the target is Nauseated (treat as Poisoned) for the duration of the trip, and 1d4 hours afterward. If the target succeeds the saving throw on a trip, they do not need to make saves on future trips, having gotten their "spacelegs".</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8758380, member: 52734"] SPEED When cruising through Wildspace or in the Astral Sea, spelljamming ships are propelled by magical forces that allow them to move at an unbelievable pace of 100 million miles per day (or about 4.1 million mph or 6,944 miles per round). The ebb and flow of the forces in Wildspace and Astral Sea allow vessels traveling at spelljamming speeds to easily avoid small pockets of "dead" space and objects that would prove fatal if collided with at such speeds. However, this magical force dissipates near large bodies such as planets, moons or other phenomena - including certain creatures or spelljamming vesssels, such as the whale-like kinori. At the least, any substantial object that has its own air envelope can disrupt the ability to spelljam near it. A spelljamming pilot can sense the oncoming approach of a "dead" area as far as an hour away and normally avoid it with ease. However, if for some reason the "dead" area is in motion or a small adjustment will not avoid intecepting the "dead" area, a Dexterity (Spelljamming Vessel proficiency) check is required to avoid it. The DC will be based on the speed and size of the object. If it is another spelljamming vessel that is actively attempting to intercept another, an opposed check is made between the two vessels. Even if interception occurs, the two objects will slow from spelljamming speeds at a distance of at least one air envelope (using the larger vessel) between each other's own air envelope. For example, if two space galleons were to intercept, they would drop out of spelljamming speeds no closer than 390 feet from each other (as each of their air envelope is 130 feet). Near such places of "dead" space, whose area of effect fluctuates just beyond their air envelope, spelljamming movement is greatly disrupted and other means of maneuver and motion are required. The most common method employs harnessing what is known as the celestial winds - an undulating, radiant breeze that emanates from the Astral Sea and permeates almost all of Wildspace. This phantom, starry breeze can fill the sails of a spacefaring ship like an earthbound wind, and many creatures native to Wildspace can glide through it as easily as one might fly or swim. Creatures moving along the celestial winds move at much slower speeds, known as "Tactical Speed". Generally speaking, once an object has moved so there is at least twice the air envelope's distance (always counting the larger object's air envelope) between the objects, a spelljamming ship may return to spelljamming speeds - though this does not preclude enemy ships from pursuing a fleeing vessel. SPACE SICKNESS Creatures unfamiliar to the slight undulations of spelljamming vessels might experience mild nausea or other ill effects. Beings that are not native to Wildspace or that do not have a background in space travel should make a DC 10 Constitution save after their first hour of travel. On a failure, the target is Nauseated (treat as Poisoned) for the duration of the trip, and 1d4 hours afterward. If the target succeeds the saving throw on a trip, they do not need to make saves on future trips, having gotten their "spacelegs". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5E Spelljammer Mechanics Fix/Advanced Rules (+)
Top