The Universe
Gravity
Air
Spelljamming
Ship Design
Helms
Long Range Movement
Atmospheric Movement
Ship To Ship Combat
Planets And Other Celestial Bodies
Languages
Religion
Magic
Economics
Notes
Worlds in SJ are typically planets which are part of larger systems called
"spheres". Sphere systems are literally surrounded by unimaginably huge
spheres made up of an unknown material which seems indestructible (called
"Crystal Spheres"). These spheres in turn bob about in a substance called
Phlogiston, or the Flow, which is incredibly flammable but seems to be
incapable of existing within a sphere. Otherwise it is undetectable except
for the brilliant, chaotic collors it is composed of. It is odorless and
seems to have no effect on breathing. In the Flow planar contact of any
sort is impossible, even for the gods/powers.
The "Big Three" AD&D settings when Spelljammer was created were the
Forgotten Realms, Greyhawk, and Dragonlance. The original boxed set
attempted to link the three together, and Spelljammer books were produced
for each of the three spheres which contained those worlds: Realmspace,
Greyspace, and Krynnspace. Only the the Forgotten Realms setting made an
attempt to incorporate Spelljamming into the setting itself, however. For
Spelljammer canon purposes all three of these settings have some impact on
wildspace.
The official status of the other D&D settings is more varied. Kara-tur,
Maztica, and Al-Qadim are all officially on the planet Toril and thus part
of the Forgotten Realms. Kara-tur does have more contact with Spelljamming
the the rest of the realms, and two major SJ nations, Shou Lung and Wa.
Ravenloft is a demiplane and interacts with Spelljammer and wildspace in
the same enigmatic way it intersects with the other worlds. There may in
fact be some Island Realms in Ravenloft which are in fact sections of
wildspace that were drawn into the Demiplane of Dread. Dark Sun has no
contact with Spelljammer and crossovers are officially impossible. Mystara
originally had it's own system of fantasy space, but can be easily
converted to the spelljammer system. DMs looking for new Spelljammer
vessels are encouraged to explore the Mystaran products. Birthright came
post-Spelljammer and was never any specific relation to it. Within Canon
Spelljammer, Birthright is in a little known sphere, and the DM should use
it at his discretion. The special 'blood' powers of some Birthright
characters do not operate outside of that sphere, however.
Physics operate differently in the SJ universe. Gravity is a constant
earth-normal powered force. Every object exerts this, but the direction
alters according to shape, and only objects of a certain size (generally
about 25' long) exert enough force for a gravity plane to develop.
Spherical objects attract objects towards their surfaces uniformly, much as
gravity works in our own universe. Objects with a more irregular shape
develop a gravitational "plane" which extends along the most convenient
axis, generally the longest. This plane works in both direction so that it
is possible, for instance, to walk on the bottom of a ship.
Gravity planes exert a slight outward force, so that an object dropped
overboard will osscilate across the plane until it settles there, and will
then drift slowly outwards from the ship to be eventually expel from the
air envelope.
This gravitational plane exerts a "field" which extends to the limit of a
body's air envelope. When two such fields come into conflict the
gravitational field of the larger body dominates. This makes it dangerous
to be out of pitch or alignment with a larger ship if you enter its
gravitational field/air envelope. Specifically, this means that when a
'jammer enters a planetary atmosphere the planet's gravity becomes
dominant. (You can walk on the bottom of your ship in space, but in a
planet's atmosphere you would fall off and land on your head.)
Also, though gravity fields only extend to the edge of the air envelope
anything larger then 10 SJ tons in size produces a gravity "well" which
extends 12,500 yards (at least; some planets have larger wells) out from
that body. For those knowledgeable about these wells (and using a proper
craft) one can "sail" or "ride" these wells much like a sailing craft uses
the wind. This movement is always tactical and thus only practical for
movement in dense astroid fields and similar locations.
The more common manifestation of these wells is the way they pull vessels
out of spelljamming speeds when entered. Within these wells ships shift
instantly to tactical movement. This shift is obvious to the crew as a
lurching sensation but causes no damage.
All objects drag air with them whenever they leave an air envelope [note,
however, that unless an object leaves an air envelope the air tends to stay
stuck to the ship. This tendancy is forceful enough for the air to avoid
slowly drifting out at the gravity plane like a solid object). A typical
human, for example, will drag enough fresh air with him/her to breathe for
2-20 turns. After that time runs out the air will turn foul for a like
period of time and then become deadly and unbreathable.
For each SJ ton of size a ship drags enough air to support one man sized
creature for 4 months. So, a hammership (60 tons) can support 60 crew for
four months without needing to refresh the air. If the ship had 120 crew it
could only last 2 months. When a vessel reaches its air limit the air
becomes fouled; it smells bad and is stale and humid. All attacks and
proficiency checks in a fouled atmosphere are at a -2 penalty. Air remains
fouled for the same amount of time it remained fresh, once that time wears
out it becomes deadly; each turn everyone aboard must save versus poison or
pass out. If unconcious each turn they must save versus poison or die.
While important air is relatively easy to replenish, entering a larger air
envelope, like that of a planet or astroid is one of the most popular and
cheapest methods. Some spells, like Wall of Fog
or Obscurement can also
replenish the atmosphere. There are many magical items which also affect
air use. Green plants will refresh air, some vessels make great use of
these for just this purpose. Many astroid colonies keep at least half their
surface area reserved for plants for this reason as well.
Spelljmming is the province of the helmsman, the individual who sits on the
helm and directs the ship's general motion (sails, rigging, and crew
provide fine maneuvering). In most cases this is a spellcaster of sorts,
but there are a handful of helms which allow nonspellcasters to fill this
role.
When spelljamming the helmsman in a sense merges with the ship, he/she
feels as if the are personally flying through space, and can percieve the
world around the ship as if he were standing on the aft deck. The helmsman
perceives damage to the ship as white flashes of pain, but takes no actual,
personal damage in most cases. Sometimes, however, the pain is intense
enough to cause unconciousness; this is called "spelljammer shock" and is
usually a result of a critical hit.
In many ways, helming a vessel is instinctual, because the helmsman feels
he/she "merges" with the vessel he/she can generally control the vessel as
easily as walking. It's possible, with training and practice of course to
become much better (the Spelljamming non-weapon proficiency) but any
helmsman can handle most functions. It's important to keep in mind,
however, that the only time the helmsman controls maneuver on a vessel is
when the mininmum crew is listed as 1 (there are few such vessels).
Usually, the sailhands control all of the finer aspects of maneuveur, the
more skilled they are the better the craft handles.
While spelljaming the helmsman retains his/her normal senses and can hold a
conversation with those nearby. In general, spelljamming is no more
difficult then walking (except during combat) so that anything a person can
reasonably be expected to concentrate on while walking can be done while
'jamming.
Designing a spelljamming craft is a difficult, demanding process that
requires long training. Many spelljammer engineers are spellcasters, though
not all. The various SJ rules provide at least two systems for designing
new ship designs, Leroy Van Camp has produced another on the web. None of
these are presented here as they are not essential for play. Instead I am
providing the standard ship statistic format with an explanation for each
entry.
Name: Ship's name
Type: Ship's design, ie an eelship
Tonnage: How man SJ tons the ship comprises.
1 SJ ton =100 cubic yds volume
Hull Points: A ship's "hit points"; usually equal to
tonnage (not always)
Crew: Min/Max. Min=helmsman+sailhands, Max=# man-sized
creatures for 4 months air on most ships, on some ships this is how many the
vessel can carry. A good rule is that Tonnage always represents how many
Maneuverability Class: How maneuverable the ship is,
"A" is best
Landing; Land: Can the ship land on the ground w/o
damage
Landing; Water: Can the ship land in the water w/o
sinking
AR: The ship's armor rating, how tough it is to hit
and cause damage
Saves As: Material the ship saves as on the item
saving throw table
Power Type: Method the vessel uses to traval through
space
Ship's Rating: The ship's tactical speed.
1 SR = 1 hex = 500yds in space
Armament: What weapons the ship carries and where
they can fire
Cargo: How many "SJ" tons of cargo the ship can
hold
Keel Length: Longwise length of the ship
Beam Length: Crosswise length of the ship
Helms are the primary method of powering spelljamming vessels. Simply put,
a helm is a magical device which channels magical energy from a some source
into motive force for the ship it's attached to. Some helms operate on
slightly different principles but these are few and rarely seen in the
Known Spheres.
There are several different types of helms of varying types and abilities.
I list the types most common within the Known spheres below, and the
"standard cost" for such a helm in an active spelljammer port like the Rock
of Bral or Refuge. Note that in other places the price quickly becomes what
the market will bear and thus can drop or rise considerably.
Cost: 100,000 gp
These Helms provide SR 2 and can travel at spelljamming speed for ships up
to 100 SJ tons in size. The magical item is placed within the furnace where
it is consumed by fire (furnace helms do not function in the phliogiston).
Anyone can then pilot the furnace helm. An item with an xp value of 150
provides 1 days worth of power (items of greater xp bring greater duration:
duration in days = Item XP/150). If two items are sacrificed at the same
time SR is boosted to 3 but the helm might explode (25%). Some goblinoids
are rumoured to power their furnaces with an incendiary, magical fuel. Some
think this fuel might be related to smokepowder in some way but reliable
reports are rare.
Cost: 100,000 gp
These are the most common helms in space, drawing their power from the
spell energy of their helmsman (a spellcasters loses all memorized spells
when they touch helm). These helms provide an SR of 1 for every 3 levels of
the helmsman, rounding down [But always with a min SR of 1] so that at
levels 1-5 SR is 1, and then so on. Minor helms can move vessels at
spelljamming speeds. They will power vessels up to 50 tons in size.
Cost: 250,000 gp
These function just like minor helms but provide an SR equal to the users
level divided by 2 and rounded down [But always with a min SR of 1]. A 3rd
level helmsman would have SR 1, for instance, and one of 5th level SR 2.
They will power vessels up to 100 tons in size.
Cost: 80,000 gp
Lifejammer helms are evil abominations which power ships by drawing on the
lifeforce of their victim. Any living creature can be used, each day the
victim is drained of 1d8 hit points and must make a save versus death or
die. Lifejammers function otherwise just like minor helms, providing an SR
equal to the victims level divided by 3 and rounded down [But always with a
min SR of 1]. A 3rd level victim would provide SR 1, for instance, and one
of 5th level SR 2. They will power vessels up to 100 tons in size. Aside
from the victim, the lifejammer requires a navigator, who may be of any
class and who does the actual piloting of the ship. Lifejammers are often
used by neogi, mindflayers, and the humanoid races.
Many other types of helms exist, some are very bizarre. This list is just a
starting point for "standard" spelljamming cultures, and as always in SJ
expect the unexpected.
Spelljammers have two main speeds; "Spelljamming Speed" is very fast, 100
million miles per day. Think of it like lightspeed or warpdrive, you can
only attain this speed when you are at least 12,500 yards from any object
of 10 SJ tons or more in size. Conversely, coming within 12,500 yards of
any object 10 SJ tons or more in size will immediately and uncontrolably
slow you to tactical speed. With very rare exceptions all SJ helms move at
this speed when "spelljamming".
"Tactical speed" is much, much slower. 17 mph or 500 yards per round per
ship's rating. Ship's rating is determined by the helm, and the level of
the helmsman. Higher level, higher SR. Some spells, proficiencies and magic
items can increase it as well.
Ships travaling at spelljamming speed are immune to collisions with small
objects. When a ship travelling at SJ speed encounters an object of volume
less than required to drop it to tactical, that item is "picked up" by the
ship's envelope. That object then bounces up and down in the gravity plane
until it stabilizes. Once it's resting on the plane, it starts to drift
outward towards the edge. When it reaches the edge, it is "let go", and is
left behind in the ship's wake.
This protection doesn't work at tactical speed, objects enter the air
envelope with their velocity intact. This permits ship to ship combat at
this speed (otherwise bolts and catapult shot would be useless) and also
makes travel through certain astroid fields and crowded shipping lanes
hazardous.
Within most crystal spheres navigation is not difficult, just a more
complicated version of terrestial navigation by the stars utilizing three
diminsional instruments.
Philogiston Navigation is much more difficult, there are precious few
landmarks or navigation aids in the flow. So how does one get from place to
place? The easiest method is to follow a flow river. There are many major
flow rivers through the philogiston, since most crystal spheres remain in
relatively stable positions within the flow one can navigate by counting
the spheres passed as one follows the river. Travel to sphere's outside a
major flow is much more time consuming and difficult: the navigator must
first determine his/her exact position within the sphere to be departed,
then he/she must determine at what angle from the sphere the destination
sphere lies and plot a direct course to it. Obviously this method is very
risky, though some navigators are so good they hit everytime. It can take
from 10-100 days to travel from sphere to sphere within the Flow.
Travel within planatary atmospheres is a very tricky buisiness,
spelljammers are are not really designed to stand up to the stress caused
by wind and weather and in many ways landing on a planet is the most
dangerous maneuver a spelljammer might routinely attempt.
When a spelljammer is caught in a storm the vessel must make a saving throw
versus crushing blow each turn. This save can be modfied in several ways.
If all sails are taken down and secured (reducing the ship's MC to "F")
then the save is made at +4. Additionally, if the helmsman has the
Spelljammer proficiency, he can add +1 to the roll. Regardless, if the roll
fails the ship suffers a random critical hit. Since some of these can be
disasterous for a vessel within a gravitational field (such as spelljammer
shock) atmospheric traval is often considered quite dangerous. Stronger
storms impose penalties on the save, the DM informs the crew of this as
appropriate.
Even when the wind is calm spelljammers are limited to a move of 24 in the
atmosphere, the rough equivalent of SR 1. If the ship is pushed beyond this
limit the vessel must make a saving throw again for each turn spent beyond
SR 1, further more, the roll is penalized by the amount over. A vessel
flying at SR 4, for instance, would have a -3 on the save. Positive
modifiers can be used here as well when appropriate. Again the ship suffers
a random critical hit when the save is failed.
Crew cannot normally work on deck when a spelljammer is moving faster than
SR 3. The windspeed is simply too great. Anyone on deck of a ship moving
SR 3 or faster must make a save vs paralyzation or be blown clear off the
deck.
Spelljammers are inherently less maneuverable within the atmosphere, all
MCs are reduced by one level. All spelljammers can hover, however, though
they can't turn while hovering.
Note the saving throws for speed and weather are cumulative. If a ship is
traveling through a hurricane at SR 6 that vessel would have to make two
saves each turn, not one.
Finally, nearly all planetary bodies of size D and larger have several
bands of very high winds in the upper atmopshere, similar in most respects
to the Earth's jet streams. Passing through this band, whether on landing
or take off requires a saving throw versus crushing blow as well. Again, if
the save is failed a critical hit occurs.
Ship's suffer damage in this way often enough to keep spelljaming
interference within most world's affairs to a minimum. All the major
campaign worlds, (Oerth, Krynn, Mystara, Toril) possess such a band of high
winds. A few planets smaller then size D have it as well.
Ship to ship combat is one of the primary features of Spelljammer, two
different but very similar systems were developed, the original system in
the first SJ boxed set and and "large battle" style system presented in the
WCC boxed set. This system is a modified version of both of these.
First the combat sequence:
- Initiative (modified by MC)
- Initiative Winner Moves
- Initiative Loser Moves
- Return to 1 and repeat process
Fire from personal missile weapons, spells, and siege weapons can occur
during any of the phases above, but must follow the initiative order within
each phase.
Keep in mind that in space, each hex represents 500 yds across. Most
"personal" weapons can only be fired when vessels are within the same hex,
a few (longbow, heavy crossbow, for example) have a range of one due to the
lack of gravity. Spell ranges should be carefully considered. Generally,
those with a range of at least 100 yards can be cast at targets within the
same hex, those with less then 100 yards range can only be cast at grappled
or rammed targets. Some spells only work when the air envelopes are mixed.
Ships move on a hex grid. Beside each vessel counter, the ship will have a
3-d indicator showing the ship's height above or below that combat's "0"
level. Each vessel's bow will point to a hex side, not the joint between
two hex sides. Speed is determined by SR, and how often the ship can turn
is also determined by SR but how far the ship can turn is determined by MC.
Maneuverability Class: The helmsman controls velocity and has some very crude maneuverability
control, depending on the design of the ship. The crew, working the sails
and control surfaces, determine most of a ship's maneuverability. All ships
have a Maneuverability Class which determines how far they can turn each
round.
MC HFC SC IM RS CSv Notes
A 4 3 -3 3 +8
B 3 3 -2 3 +6
C 2 3 -1 3 +4
D 1 2 0 2 +2
E 1* 2 +1 2 0
F 1** 1 +2 1 -2
G 0*** 1 +3 1 n/a
*Must move forward 1 hex before turning
**Must move forward 2 hexes before turning
***Cannot turn
MC=Maneuverability class; HFC=Hex Face Change per round; SC=Speed change per
round; IM=Initiative modifier; RS=Reverse Speed Max; CSv=Crash save modifier
Note: Vessels must spend an SR to turn the HFC.
Shipweapons: Weapon's have "ranges" which are really the SR of their projectile. The
range of a light catapult is 5, which means its stone moves 2500 yards each
round until it hits something or goes off into infinity. In planetary
atmospheres the range is reduced to normal earthbound ranges.
Ramming: Ship's equipped with rams can inflict massive amounts of damage. When
ramming the Thaco is that of the helmsman. If a hit is scored damage is:
Attackers tonnage/10*SR. SR varies according to situation, for instance, if
ramming a fleeing vessel from the rear the SR will be less then if the two
vessels were colliding head on.
Ships which attempt to ram vessels more then three times their size in
tonnage, or vessels which ram without having a ram 'crash' instead. The
crashing ship usually takes a great deal damage, though it might inflict
significent damage in return.
Shearing: Ship's equipped with piercing rams or shearing blades may attempt to shear
away the rigging of opposing vessels. This is treated as a ram attack,
except no damage is done. Instead, for each successful shear attack the
target's MC is reduced 1 step until repaired (usually after the battle).
Grappling: First, the relative speed difference between vessels cannot be more then 1
SR when attempting to grapple (grappling rams exclude this). If both ship's
crews wish to grapple the attempt is automatic, if not the base chance is
10 or less (d20) modified as follows:
Grappler has 2-1+ advantage in #s -1
Defender has 2-1+ advantage in #s +1
Degrappling is automatic if both vessels desire it, otherwise it's resolved
just as a standard grappling roll except the defender ("degrappler") makes
the rolls and gains the modifiers listed above.
Critical Hits: Crewed weapons often have a chance of inflicting a critical hit, this is
listed in that weapon's statistics. Other events (ramming, some spells,
turbulence, failing a save in high winds) can also cause critical hits.
Finally, a vessel reduced to 50% of its hull points takes a critical hit.
Note, since some critical hits reduce the ship's hull points there can be a
short cascading of critical hits in this manner. When a critical hit occurs
the result is determined by the following chart:
d20 roll
1 Loss of 5 Hull points
2 Deck crew casualty
3 Interior Crew casualty
4 Ship Shaken
5 Large weapon damaged
6 Deck Crew Casualty
7 Hull holed
8 Maneuverability loss
9 Loss of 10 Hull points
10 Ship Shaken
11 Fire!
12 Loss of SR
13 Deck Crew casualty
14 Large weapon damaged
15 Ship Shaken
16 Hull Holed
17 Maneuverability loss
18 Loss of 10 Hull points
19 Helm hit
20 Spelljammer Shock!
Most if the above is self explanatory. #20 causes the helmsman to save
versus spells or go into a coma for 1d4 days.
Planets and other celestial bodies are quite varied within spelljammer.
Planets can be round, flat, disc shaped, cube shaped, or even stranger.
Astroids, stars, nebula and other oddness rounds this out. A quick rating
system for various celestial bodies has become standard through out known
space. It's origins are much debated but unimportant for our purposes.
Celestial bodies in this system are described by size, shape, and type.
These ratings are standard on most charts, planetary almanacs like the
legendary Geonomicon, include a substantial discussion on the planets
ecology, inhabitents, and weather conditions making them valuable
commodities.
There are ten size catagories as follows:
A= less then 10 miles across
B= from 10- 100 miles across
C= from 100- 1000 miles across
D= from 1000- 4000 miles across
E= from 4000- 10000 miles across (Earth, Toril, etc.)
F= from 10000- 40000 miles across
G= from 40000- 100000 miles across
H= from 100000- 1000000 miles across
I= from 1000000- 10000000 miles across
J= from 10000000+ miles across
Shape catagories are easier as they are descriptive: Amorphous, belt,
cluster, spherical, cubic, flatworld, and elliptical are often used though
descriptions like "tetrahedon" are used when appropriate. Finally, a planet
is described by type:Fire, earth, air, water. The planet is named after the
most predominate feature, though this is subjective. Earth is an earth type
planet even though 70% of it is covered with water, for instance. Some
cartographers include a fifth type, "Live" which indicates worlds join by
giant plants.
One of the great mysteries of wildspace is the way so many worlds possess
the same languages. Elvish, for instance, is intelligible to the elves of
most worlds, the same principle applies to dwarven, gnomish, and most other
demihuman and humanoid languages. Dialects, accents, and even a few "odd"
languages appear of course, but the widespread use of these languages on
worlds whose development was seemingly unrelated is remarkable. The "common
tongue" of Toril is almost identical to the common tongue of Oerth and
Krynn, as well.
A variety of explanations for this have been advanced by sages, a current
popular approach is the idea that each crystal sphere is in fact an
alternate prime material plane in which evolution took a different course,
and thus the languages just show that each sphere is simply an alternate
diminsion. Another suggest that each races vocal cords are structured in a
way which makes certain language forming sounds unavoidable. A third says
this all comes from the gods. Many other explanations exists but when it
comes right down to it, most spacers don't care why it is so they are just
glad that it is so. After all, wildspace is a difficult enough place as it
is.
At least, that is the simplest way of handling language in Spelljammer. For
the purposes of canon Common and the racial tongues are identical from
sphere to sphere, unless a new, specific language is created (for example,
The 'common' of Kara-tur is Shou, and thus can't be spoken by those who
just speak common). Individual DMs who wish to add the complexities of
differing languages from sphere to sphere are encouraged to, but for the
purpose of canon, Common is Common, Elvish is Elvish, ect.
Nothing illustrates the limits of the gods better then the philogiston,
where priests are completely unable to recover their spells (their ability
to man a helm is not effected, however). Moreover, all deities cannot be
contacted in all spheres. Unless a diety already has an established band of
worshippers (100 worshippers for at least a year seems to be the minimum
requirement) within that sphere a priest must go to extrordinairy lengths
to stay in touch. For this reason many dieties highly encourage their
priests to establish temples and centers of worship in new spheres, hoping
to expand their influence. In some spheres, notably Realmspace, an
"Overgod" exists who can deny a diety access to that sphere even if the
required number of worshipers is reached.
In most respects Spelljammer is a typical setting in regards to magic. The
only significent, constant difference is the way the phlogiston prevents
any spell which contacts extradiminsional space or the planes in any way
and the way fire spells tend to cause massive conflagrations in the
phlogiston (just like any other source of fire). While magic does work
differently in some spheres, in most of the well known spelljamming spheres
it follows standard patterns. This is a major difference when compared to
Planescape, for instance, where magic tends to change rules from plane to
plane.
Fire cannot cross the void between air envelopes in wildspace, some fire
spells are useless there as a result. Though not all,
Fireball, for
example, works since it summons the fire at the target. Fire is even more
restricted in the Phlogiston which is highly flameable and explodes when
contacting flame.
In ship to ship combat, a good rule of thumb for DMs adjudicating spell
damage is that 10 hps of damage equals 1 Hull Point of damage. A spell can
only harm a ship if it can normally harm objects.
Magic Missile for
example, cannot do any harm to a ship, though
Burning Hands might.
Note this stability includes the existence of wild dead magic zones within
wildspace and the Flow. These are somewhat dangerous as they are difficult
to chart, a dead magic zone in space is often called a sargossa as it
causes helms to cease functioning and leaves vessels adrift, unable to
replenish air. Unless a non-magical means of movement is available these
become slow death traps for ships. The most common method of avoiding them
is to bank as hard to port or starboard as possible the moment one is
encountered, hoping the vessel will drift out with it's incoming velocity.
A final note concerning magic. In wildspace it is somewhat more common then
on many worlds, even worlds as rich in magic as Toril, for instance. This
is especially true of "household" magic used to make living easier.
Artifact level magic is no more common (aside from the helms, if they are
seen that way) then elsewhere, however.
Spelljamming economics tend to revolve around high profit goods, though as
always this is usually a function of supply and demand. The civilizations
of most large worlds are self-sufficient, they tend to supply much of the
raw material and basic goods needed by spacefaring civilizations. In return
they often are good places to sell rare products from other worlds.
Wildspace civilizations require virtually everything, especially staples
like food, water, building materials, even air.
Spelljamming is a very expensive buisiness, the cost of the helm alone
often takes a ship owner ten years or more to pay off. As a buisiness
spelljamming ships require high intial investments and are high risk in
addition, they are attractive only to the more adventurerous investor.
Economic conditions within any given sphere are highly variable, it is
advisable to find a guide or at least purchase a sphere book before
undertaking any trade ventures within or to a unfamiliar sphere.
The above contains TSR trademarked material, as well as paraphrased
copyrighted material. This use should not be construed as a challenge to
that status.
- War Captain's Companion Boxed Set
- AD&D Adventures in Space, Original Spelljammer Boxed set
- SJR1 Lost Ships accessory
- CGR1 Complete Spacefarer's Handbook
This Spelljammer Primer reprinted with permission of the author. For more information on this AD&D game setting, visit the official Spelljammer fansite,
Beyond the Moons.