Using a Spelljamming Helm

When a magic-user (or mage) attunes to a Spelljamming Helm it is common for the spelljammer to experience a kind of "phantom-limb-syndrome" sensation as their senses are expanded to include the entirety of the connected ship. The spelljammer gains the ability to see and hear from any one location on their ship that they choose. Further, while on the astral sea the spelljammer can feel the general form, size, and velocity of every object up to a mile around -- particularly great spelljammers can even make out the finer details, after all, an asteroid feels different from a spelljamming ship. This sense is an important part of traveling through the Astral Sea as the spelljammer's subconscious feels upcoming objects and subtly adjusts the ship's course to avoid objects that could damage the hull. This sensation of all things within a mile around the ship can be briefly extended when the ship is in a wildspace. When in a wildspace, the spelljammer can take an action to focus and intuit the general motion and position of all bodies capable of generating their own radial gravity field within the system. This brief snapshot can give the spelljammer a vague idea of where's what and how to get there, but additional navigators can cut down travel times by using orbital mechanics and divination to calculate the most efficient trajectory for the ship to meet a particular body. This assistance is modeled as the result of the Navigation & Spelljamming Crew Statistic.

In the Astral Sea, a spelljammer need only to imagine their destination and understand which way to drive their ship. However, not all paths are straight lines and not all straight lines stay straight in the Astral Sea. An experienced spelljammer will maintain additional focus on their destination while they're moving and use how the path changes over time to help guide them through the silver space, avoiding obstacles and effectively cutting their travel time down over their greener counterparts.

Moving a spelljamming ship is matter of will for a spelljammer, mind over matter, however, there is one particular way that matter overrides mind: all movement must be parallel to the keel of the ship. Perfectly lateral movement left and right (Sway) and superior and inferior movements up and down (Heave) are mechanically disabled and only possible through the use of tugs to push your ship in those directions.

Spelljamming shifts are often long and thankless, but ending a shift is as easy as 1-2-3! An active spelljammer can willingly transfer attunement to their Spelljamming Helm by touching a willing creature and willing it to them. Alternatively, should an individual attempt to take control of a Spelljamming Helm away from an unwilling user, the two mages engage in a spelljammer duel: a contested Constitution check will decide who gains control of the chair and who gains a level of exhaustion.

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