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Unearthed Arcana: Travelers of the Multiverse
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8425387" data-attributes="member: 7023887"><p>Do you own the Dungeon of the Mad Mage? Because the Spelljamming Helm in it doesn't require you to expend spell slots to use it, doesn't stop you from using spell slots to cast spells (it only requires that you have at least one spell slot to pilot it, and the higher level the slot is, the faster the vehicle is), and it doesn't have a "24 hour lockout-thing", whatever that means. I fully expect the <a href="https://www.dndbeyond.com/magic-items/helm-of-the-scavenger" target="_blank">Helm of the Scavenger</a> to be the basis for most spelljamming helms in D&D 5e. It is much more simplistic and game-friendly than 2e spelljamming helms were, even if it's partially based off of them.</p><p></p><p>Yes, I do think that a lot of the rules from Dungeon of the Mad Mage for how space and Spelljammers work will make it into whatever book the majority of these races do. The rules for how outer-space works from the Asteroid level of the dungeon, the design of the Squid Ship, the planets of Realmspace and Tears of Selune are all pretty large parts of Spelljammer that could be the basis for Spelljamming in 5e, just like slightly altered versions of the Vehicle rules from Ghosts of Saltmarsh were the basis for Infernal War Machine rules in Descent into Avernus.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8425387, member: 7023887"] Do you own the Dungeon of the Mad Mage? Because the Spelljamming Helm in it doesn't require you to expend spell slots to use it, doesn't stop you from using spell slots to cast spells (it only requires that you have at least one spell slot to pilot it, and the higher level the slot is, the faster the vehicle is), and it doesn't have a "24 hour lockout-thing", whatever that means. I fully expect the [URL='https://www.dndbeyond.com/magic-items/helm-of-the-scavenger']Helm of the Scavenger[/URL] to be the basis for most spelljamming helms in D&D 5e. It is much more simplistic and game-friendly than 2e spelljamming helms were, even if it's partially based off of them. Yes, I do think that a lot of the rules from Dungeon of the Mad Mage for how space and Spelljammers work will make it into whatever book the majority of these races do. The rules for how outer-space works from the Asteroid level of the dungeon, the design of the Squid Ship, the planets of Realmspace and Tears of Selune are all pretty large parts of Spelljammer that could be the basis for Spelljamming in 5e, just like slightly altered versions of the Vehicle rules from Ghosts of Saltmarsh were the basis for Infernal War Machine rules in Descent into Avernus. [/QUOTE]
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