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Playtest 6: Spells
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<blockquote data-quote="Chaosmancer" data-source="post: 9067646" data-attributes="member: 6801228"><p>I also quoted the book.</p><p></p><p></p><p></p><p>Reference needed. Where does it state that the Astral Sea lacks stars?</p><p></p><p></p><p></p><p>This does not match the description given in the Astral Guide.</p><p></p><p></p><p></p><p>None of this is in the book. This is solely your interpretation.</p><p></p><p></p><p></p><p>Except when you leave a galaxy, the Wildspace to be more specific, you enter the Astral Sea. There is no distance between the two Wildspace zones that does not include the Astral Sea. And nothing at all states that distance has little meaning in the Astral Sea.</p><p></p><p>You are again enforcing your view on the text, not relying on the test itself.</p><p></p><p></p><p></p><p></p><p></p><p>Okay, I usually try to be polite because things can be interpreted many different ways. But this is just idiotic.</p><p></p><p>Yes, the things inside the airless pocket exist inside the airless pocket. Which can include things like air. Note: Reality, where we exist in an airless void known as space, which includes things that are not an airless void like the planet Jupiter, the planet mars, The Sun also known as Sol, and the planet Earth. So, while technically you are currently in space, we would generally say that, since you are on the planet Earth, you are not in space.</p><p></p><p>And, yet again, this "virtual reality" terminology and view-point is entirely made-up by you. It doesn't even apply to the Astral Plane, because if you are on the Astral Plane you can't look around and see the Material Plane. You are just twisting the cosmology presented until it snaps and forms the shape you want.</p><p></p><p>Edit: To try and make this less confrontational, let me ask you this. If you are correct, why is it impossible to fly a spelljammer through a planet? To quote the text, when speaking about the speed of a spelljammer, "<em>A spelljamming ship automatically slows to its flying speed (discussed later in this chapter) when it comes within 1 mile of something weighing 1 ton or more, such as another ship, a kindori (see Boo's Astral Menagerie), an asteroid, or a planet.</em>" Additionally, when speaking about the air envelops: "<em>The air envelope around a habitable planet or moon is called an atmosphere. An atmosphere is a special kind of air envelope that replenishes itself constantly. A creature or an object can refresh its air envelope by entering the atmosphere of a planet or moon</em>" and finally when speaking about Gravity: "<em>For an object the size of a planet or moon, gravity pulls everything toward the center of the body, meaning that creatures can stand upright anywhere on the surface, and dropped objects fall perpendicular to the surface they land on.</em>" which is DOES NOT allow for the Gravity Plane that is found on Spelljammers and other smaller objects. In fact, no mention of passing a gravity plane when dealing with a planet exists. </p><p></p><p>If, while in wildspace, you were not material, why would you need to breath? Why could you interact with the atmosphere? Why does the planet's gravity matter, and if you could fall through the planet as an immaterial ghost, why does nothing state that, or mention anything about floating in the core of the planet? </p><p></p><p>This is all because Wildspace if physical. It is just space. Normal space. they just called it something fantasy sounding, and made it less deadly because "you all immediately die of cancer from cosmic radiation" wouldn't make for a fun adventure.</p><p></p><p></p><p></p><p>Wildspace sectors are like bubbles in the ocean. As you approach the edge of the bubble, you see the ocean. This isn't because the ocean permeates the bubble which is a virtual, illusory copy of the space the ocean occupies.</p><p></p><p>You are making things up. I quoted and highlighted the exact text you are using. None of what you are saying is in that text.</p><p></p><p></p><p></p><p>Yes, when you enter the Astral Sea, the rules of the Astral Sea apply to you. That doesn't mean that Wildspace is a virtual representation of something that allows you to be a ghost on the planet. It doesn't mean you didn't physically enter the Astral Sea by flying a spaceship into it.</p><p></p><p></p><p></p><p>No, it does not have planeshifting capabilities. No it cannot shift the mode of its existence. You want to know what a Spelljamming helm does?</p><p></p><p>This. Exactly this and no more.</p><p></p><p><em><strong><u>The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air</u></strong>. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.</em></p><p><em></em></p><p><em>The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as painful.</em></p><p><em></em></p><p><em>While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):</em></p><ul> <li data-xf-list-type="ul"><em><strong><u>You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed</u></strong>. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.</em></li> <li data-xf-list-type="ul"><em>You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.</em></li> <li data-xf-list-type="ul"><em>At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it.</em></li> </ul><p><em><strong>Transfer Attunement</strong>: You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.</em></p><p></p><p></p><p>You can use the Helm to move the ship through Space, through Air, and through Water. You cannot use it to plane shift. You cannot use it to become immaterial. You cannot use it to become a thought-form and glide across the dreams of humanity. You can use it to move a physical ship through water, through air, and through the void of space. It cannot shift the mode of its existence.</p><p></p><p>Stop trying to make this fit into your conception of the planes. It doesn't work that way. You are just wrong.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9067646, member: 6801228"] I also quoted the book. Reference needed. Where does it state that the Astral Sea lacks stars? This does not match the description given in the Astral Guide. None of this is in the book. This is solely your interpretation. Except when you leave a galaxy, the Wildspace to be more specific, you enter the Astral Sea. There is no distance between the two Wildspace zones that does not include the Astral Sea. And nothing at all states that distance has little meaning in the Astral Sea. You are again enforcing your view on the text, not relying on the test itself. Okay, I usually try to be polite because things can be interpreted many different ways. But this is just idiotic. Yes, the things inside the airless pocket exist inside the airless pocket. Which can include things like air. Note: Reality, where we exist in an airless void known as space, which includes things that are not an airless void like the planet Jupiter, the planet mars, The Sun also known as Sol, and the planet Earth. So, while technically you are currently in space, we would generally say that, since you are on the planet Earth, you are not in space. And, yet again, this "virtual reality" terminology and view-point is entirely made-up by you. It doesn't even apply to the Astral Plane, because if you are on the Astral Plane you can't look around and see the Material Plane. You are just twisting the cosmology presented until it snaps and forms the shape you want. Edit: To try and make this less confrontational, let me ask you this. If you are correct, why is it impossible to fly a spelljammer through a planet? To quote the text, when speaking about the speed of a spelljammer, "[I]A spelljamming ship automatically slows to its flying speed (discussed later in this chapter) when it comes within 1 mile of something weighing 1 ton or more, such as another ship, a kindori (see Boo's Astral Menagerie), an asteroid, or a planet.[/I]" Additionally, when speaking about the air envelops: "[I]The air envelope around a habitable planet or moon is called an atmosphere. An atmosphere is a special kind of air envelope that replenishes itself constantly. A creature or an object can refresh its air envelope by entering the atmosphere of a planet or moon[/I]" and finally when speaking about Gravity: "[I]For an object the size of a planet or moon, gravity pulls everything toward the center of the body, meaning that creatures can stand upright anywhere on the surface, and dropped objects fall perpendicular to the surface they land on.[/I]" which is DOES NOT allow for the Gravity Plane that is found on Spelljammers and other smaller objects. In fact, no mention of passing a gravity plane when dealing with a planet exists. If, while in wildspace, you were not material, why would you need to breath? Why could you interact with the atmosphere? Why does the planet's gravity matter, and if you could fall through the planet as an immaterial ghost, why does nothing state that, or mention anything about floating in the core of the planet? This is all because Wildspace if physical. It is just space. Normal space. they just called it something fantasy sounding, and made it less deadly because "you all immediately die of cancer from cosmic radiation" wouldn't make for a fun adventure. Wildspace sectors are like bubbles in the ocean. As you approach the edge of the bubble, you see the ocean. This isn't because the ocean permeates the bubble which is a virtual, illusory copy of the space the ocean occupies. You are making things up. I quoted and highlighted the exact text you are using. None of what you are saying is in that text. Yes, when you enter the Astral Sea, the rules of the Astral Sea apply to you. That doesn't mean that Wildspace is a virtual representation of something that allows you to be a ghost on the planet. It doesn't mean you didn't physically enter the Astral Sea by flying a spaceship into it. No, it does not have planeshifting capabilities. No it cannot shift the mode of its existence. You want to know what a Spelljamming helm does? This. Exactly this and no more. [I][B][U]The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air[/U][/B]. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more. The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as painful. While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):[/I] [LIST] [*][I][B][U]You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed[/U][/B]. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.[/I] [*][I]You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.[/I] [*][I]At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it.[/I] [/LIST] [I][B]Transfer Attunement[/B]: You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.[/I] You can use the Helm to move the ship through Space, through Air, and through Water. You cannot use it to plane shift. You cannot use it to become immaterial. You cannot use it to become a thought-form and glide across the dreams of humanity. You can use it to move a physical ship through water, through air, and through the void of space. It cannot shift the mode of its existence. Stop trying to make this fit into your conception of the planes. It doesn't work that way. You are just wrong. [/QUOTE]
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