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Helming the Spelljammer

Custom Rules and Mechanics either homebrewed or not fully explained within the Astral Adventurer's Guide. This article is intended to be expanded and grown as players explore and discover more about how their vessel, and themselves, grow to become Spelljammers.

Controlling the Ship

Utilizing the Spelljamming Helm

Attuning to a Spelljamming Helm

Typical Spelljamming Helms are treated just like any other 'Magical Item' in that they require attunement in order to function as intended. This process typically involves the intended Spelljammer to sit at the helm for a short rest (roughly 1 hour) as part of pre-flight operations. Like most magic items, this attunement must occur whenever a helmsman intending to utilize the helm is not attuned to the particular helm, and any attunement to a helm will automatically dissolve if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, if another creature attunes to the item, if the helmsmen attempts to attune to magical items beyond their limits, or if the helmsmen voluntarily ends the attunement.

Some unique vessels contain helms which have specialized features and pre-requisites to their attached Spelljamming Helms. Further identification or exploration of the helm will often provide the additional information associated to such items.

Navigation while utilizing a Spelljamming Helm

"This one has heard that all navigation by Spelljammers... is a 'state of mind' and that the most important aspect is to have a clear thought as to the desired destination. On the many voyages This One has traveled, the destination is often very clear. The Rock of Bral. Dragon Rock. The hollow world of Mystara. With just that, the helm would know where to go. However, This One has also heard of Spelljammers using far more generic destinations in emergencies, such as 'Nearest source of Clean Air', 'Water and Food' and the like. It supposes that nearly any destination can be determined, but the more specific it is, the more assured the Spelljammer can be of where they end up..."

-Globgor, Rock of Bral Merchant

Navigation by Spelljamming Helm is a cerebral affair. It requires the helmsman to focus on describing a particular feature or aspect of the intended destination. This destination can be specific, such as a particular planet or trading port, or it can be very generic, such as "nearest planet". The underlying process for how this knowledge gets transferred from the mind of the helmsman to the propulsion of the vehicle is not well understood, and is the topic of debate with sages and scholars, though the fact remains that this magical property of Spelljamming Helms is a critical requirement for successful voyages within the Astral Sea and Wildspace systems

Utilizing the Spelljamming Helm

Spelljammers are typically placed into a trance-like state while utilizing the helm. While in this trance, helmsmen are capable of observing any location from the perspective of the hull of the ship. However, this trance does not exclude them from the needs bodily needs of food, water, and rest while traversing within Wildspace.

Utilizing the Control Panel

Manipulate the controls in order have the ship perform various functions. The controls are written with High Magic runes, sigils, and 'words' that seem, and so are not easily understood by anyone. Speaking while manipulating the controls seems to have some effects, but the results are varied. Additional details to be described by adventurers as they explore and discover the capabilities.

"Unknown" Rune 1, to the right

To be Described by Adventurers

"Haste" Rune

Above an engraved track or line. To be Described by Adventurers

"Unknown" Rune 2, to the right

To be Described by Adventurers

"Unknown" Rune 3, Protruding with 6 other unknowns surrounding

To be Described by Adventurers

Utilizing the Astral Orrery

Additional details to be described by adventurers as they explore and discover the capabilities.

Symbology

Pinprick of Light:

To be Described by Adventurers

Dimly Projected, Opaque Sphere:

To be Described by Adventurers

Sphere of Projected Light:

To be Described by Adventurers

Cube of Projected Light:

To be Described by Adventurers

Pyramid of Projected Light, Outside of Opaque Sphere:

A "Guide" for navigating through Wildspace and the Astral Sea. By aligning the front of the ship with pointed end of the pyramid, a set destination can be reached.

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