Friday, June 10, 2016

Spelljamming My Way

I have always liked the concept of airships in fantasy literature, ever since reading the Voyage of the Jeryl Shannara many years back, so I wanted to include that element in my homebrew fantasy world for D&D.  I was never a fan of the Spelljammer setting, simply because “elves in space” really does nothing form me and I like to keep my sci-fi and fantasy separate (mostly).  But I did like the concept of spelljamming, so when I was designing my The Broken World campaign, I knew that I wanted to have a version of Spelljammer included.  Since my world isn’t your typical fantasy world, it felt more “fantasy” to have spelljamming ships hopping from island to island in the aether than it did for them to fly to different planets and encounter the normal stuff you’d find in outer space in the real world or in a sci-fi setting.  However, the rules for Spelljammer had to be updated for use in 5E and for my setting in particular, so I’ve spent the last couple of years or so knocking around some rules for this, but it wasn’t until I rebooted my campaign last month that I had to get serious about it since it was my intention that the PCs would be spelljamming from the very first session.  So what is below is my first working draft of the Spelljammer rules for my 5e campaign.  I do want to acknowledge @TheWorstDM for his work on 5e Spelljammer rules, which I looked through for ideas, though I mostly made up my own stuff. 

Spelljamming
The preferred method of traveling through the Aether to get from one island to the next, spelljammers use a combination of magic and the mysterious qualities of incarnum to provide power and propulsion to ships equipped to travel the void.  In order for a ship to travel through the aether, it must have the following core components: aether, a spelljamming helm, incarnum fuel, and a magic-user that has at least 1 first level or higher available to use.  Spelljamming works by drawing the magical power of incarnum through the spelljamming helm by a magic-user and converting it into a reactive energy that interacts with the aether to provide a ship with propulsion.  Larger ships also use radiant draws and aether sails to improve their speed and maneuverability, but without the core components, a ship cannot ‘jam through the aether and will sit float idly in the aether.

Distance
The void of the Aether is vast and distance is measured in Aether Leagues, or just “leagues”.  A league is a distance that was measured based on the amount of time it took to travel from one island to another in the days when aether travel was in its infancy, but the measurement remains the standard.  1 AL is roughly 1000 miles.

Speed
Spelljammer speeds vary by the size of the ship, the number and integrity of incarnum crystals in its spelljamming helm, the type of helm and the level of the helmsman.  The larger the ship, the more incarnum crystals are needed to power the spelljamming helm.  A ship with a full complement of incarnum crystals flies at its full rate and its speed declines as it loses incarnum crystals.  To determine the distance a spelljammer travels in leagues per day, assuming a full complement of incarnum, consult the chart below:

Movement Rate
Spell Slot Level Used
Major Helm Travel Speed per Day in leagues
Minor Helm Travel Speed per Day in leagues

Major Helm Combat Speed per Round in squares/hexes
Minor Helm Combat Speed per Round in squares/hexes
1
2
1

6
3
2
4
2

7
4
3
6
3

8
5
4
8
4

9
6
5
10
5

10
7
6
12
6

11
8
7
14
7

12
9
8
16
8

13
10
9
18
9

14
11

Maneuverability
Movement in the Aether is not like it is in the ocean.  It is in three dimensions for one thing.  For another, the aether is a much different medium than water.  Maneuvering in the aether requires skill to prevent unwanted movement.  Ships make turns according to their Maneuverability Rating, which indicates the number of squares forward a ship must travel before it can change its course.  A successful Crew Agility Check may reduce that number by one square.

ROLES ON THE SPELLJAMMER

Spelljammer
The spelljamming helm causes the arcane reaction that causes the ship to move and the person who operates the helm is called the “spelljammer”.  The ship’s speed is based on the spelljammer’s level and the type of helm the ship has.  The more powerful the helm, the faster the ship moves.  The spelljammer may attempt to get a boost of speed out of the spelljamming helm by making a Spelljamming Intelligence (Arcana) Check.  A successful check doubles the Travel Speed on per Day travel and may only be made once per day.  A successful check during combat adds 1 square to the normal per round combat speed for the ship’s next move action.
·         
  • Special Action - Burning a Crystal: In some situations, it is critical to get an extra burst of speed.  The spelljammer may choose to draw more power from one of the incarnum crystals in order to do so.  Burning a crystal results in the destruction of one of the incarnum crystals in the spelljamming helm, but it provides an increase in speed equal to the level of the helmsman times the normal travel speed of the vessel.  This immediate acceleration is reckless and dangerous, as it is nearly impossible to control once enacted.  This ship travels in a straight line for one day at this new speed, then decelerates to the ship’s normal cruising speed (unless the loss of the crystal results in a slower cruising speed).  If a ship is in combat when it burns a crystal, the sudden acceleration results in the ship instantly leaving the combat arena as if it disappeared.  If the ship is held or locked to another vessel (such as in a boarding action) or to an aetherbeast (such as in the jaws of a beast), the acceleration results in a forceful removal from the held/locked state, resulting in damage to both the accelerating vessel and the object it was held/locked to equal to the normal combat speed in Hull/Health points.
  • ·         Relieving a Spelljammer Magic User: Spelljammer helms require a constant connection to its incarnum crystals to continue functioning.  Since ships typically travel for days or even weeks at a time without stopping over long distances, it’s important to continue a connection to the spelljammer helm in order to avoid paying the operating cost to the incarnum crystal payload.  Magic users can take turns at the spelljamming helm, but it does require a careful transition in order to continue the spelljamming helm’s operation uninterrupted.  The magic user replacing the one that is currently operating the helm must make a DC 10 check vs their primary spellcasting ability in order to make the transition smoothly.  Failure means that the helm shuts down momentarily and the cost to the incarnum crystals is paid.

Helmsman: The person who steers the ship does so from the helm, which is usually located either on the deck or in the command box.  The helmsman is usually the captain or first mate, though it can be one of the crew during standard travel time.  The helmsman may be called upon to make Helm Agility(Athletics) Checks to steer the ship out of dangerous situations, such as to avoid collision with incoming threats, make tactical maneuvers, etc..  A helmsman must have Vehicle Proficiency with aether ships, otherwise he makes all checks with Disadvantage.

Navigator
Other factors may determine how quickly a ship reaches her destination.  A good navigator can plot a course through the Aether that provides the most direct route, whereas a poor navigator can cause a ship to be delayed due to inefficient charts.  Prior to departing for its destination, the navigator plots a course and the ship’s pilot directs the ship along that course using various instruments designed for Aether travel. 

Making a Navigation Check: A navigator makes a Navigation Wisdom(Perception) Check (must have proficiency with Aether Navigator’s Tools) and this determines how well they plot the course, which is, of course, not known until the voyage is well underway.  The DM sets the difficulty of the course and the chart below identifies how good the navigation check is and the impact to the duration of the voyage from point A to point B.  A navigator may make adjustments to the course each day after the initial launch.
D20 + Wis mod + 1d4 for Aether Navigation specialty skill

Navigation check is:
Up to +/-4 of the DC
Ship is on a good course and neither gains nor loses time.
-5 to -9 of the DC
Ship is on an inefficient course.  Add 25% to travel time.
-10 to -14 of the DC
Ship is on a very inefficient course.  Add 50% to travel time.
-15 or greater of the DC
Ship is lost in the Aether and must make a new navigation check to find its destination.  The new navigation check is at a one-step disadvantage.

Crew
A ship’s crew is vital to the performance of the ship in getting to her destination.  Sails need to be positioned correctly to capture ambient incarnum to prolong the life of the incarnum crystals, repair damage from minor collisions, manage the parse tubes that contain the radian draws, which control acceleration and deceleration, etc.  A crew’s skill in handling these ship’s needs at key moments may make the difference between success and failure.  These checks are called Crew Dexterity (Athletics) Checks.  Since the crew is the First Mate’s responsibility, the crew check is made on the First Mate’s turn.  If the First Mate is not alive or present, the crew goes on the Captain’s turn.  If the Captain is not available, the crew goes last in initiative.  The chart below provides the crew’s modifier to checks based on its experience and if the crew is at its minimum numbers.  If the number of available crew fall below the minimum required to perform normally, the crew’s checks are made at a Disadvantage.  Should the number of available crew fall below 25% of the minimum number, it automatically fails crew checks made during combat situations and is at a Disadvantage out of combat.

Crew Level
Level Modifier
# Attacks
0
-1
1
1
+0
1
2
+0
1
3
+1
1
4
+1
1
5
+1
1
6
+2
2
7
+2
2
8
+2
2
9
+3
3
10
+3
3

Crew Level: This is not like class level for characters; the crew level measures the collective experience and ability to work together under stress of all of the crew.
Level Modifier: This modifier is used for various checks, saves and/or attacks the crew may need to make.
# of Attacks: The crew become better combatants as they gain levels, which reflects in how many attacks they collectively make during combat.
Crew Statistics
HP: Equals the number of (available) crew
AC: Equals 10 + Crew Level +1 for every crew over the ship’s minimum, or -1 for every crew under the ship’s minimum.
Speed: 30 ft.
Ability Scores (all ability scores are the same): 10 + Crew Level +1 for every crew over the ship’s minimum, or -1 for every crew under the ship’s minimum.
Actions:
·         Crew vs Crew Attack: This is a combination of melee and ranged attacks made during the combat round.  They make attacks using their level modifier + their ability modifier.  If a hit is made, the target sustains damage 1 HP of damage.
·         Crew vs Monster Attack: The crew fighting a large creature that is attacking the ship, they make attacks using their level modifier + their ability modifier.  If a hit is made, the target sustains damage equal to 1 +1 per crew level.
Captain / First Mate
The captain and/or first mate may help any of the crew pass crew pass their checks by making a Command Charisma (Persuasion) Check.  A Command Check is a vs the difficulty of the DC that the crew is trying to pass and is done as a Reaction to a failed check by any other member of the crew.  Only one Command Check may be made per round.  A successful Command Check allows the crew to reroll a failed Crew, Helmsman, or Engineering Check or to offset Disadvantage they may have acquired for whatever reason.
Engineer
Sometimes ships take damage which can impair movement and functionality.  The ship’s engineer can help mitigate damage by making repairs and adjustments as needed.  This is done by making an Engineering Check (the ability score depends on the action being taken - must be proficient with Aether Ship Engineer’s Tools) .  Succeeding on this check may repair Hit Point damage and/or Hull damage or fix a broken spelljamming helm.
Chaplain
The chaplain’s duty is to keep the crew healthy.  More powerful chaplains may also renew air and create food and water.  The chaplain has no direct influence on ship’s operations during travel or combat other than keeping the crew alive and healthy.

AETHER SHIPS (SPELLJAMMERS)

There are many different types of spelljamming ships.  The most common are those that are modified vessels that were designed to sail on water.  But there are those ships that were designed only for traveling in the aether, and they tend to have a more exotic appearance.  All Spelljammers have the same characteristics, as follow:

Type: Describes the medium in which the ship was built for.
·         Ship of the Void: May only travel through the aether
·         Hybrid: May travel through water and aether.
Size: The relative size of the ship in comparison to others.
·         Diminuative: Life boat (1 incarnum crystal)
·         Tiny: Skiff (3 incarnum crystals)
·         Small: Exploration Ship (5 incarnum crystals)
·         Medium: Passenger Ship (10 incarnum crystals)
·         Large: Cargo Ship (15 incarnum crystals)
·         Huge: Warship (20 incarnum crystals)
·         Gargantuan: Warship (30 incarnum crystals)
Crew: Describes how many people are required to run the ship.
Passengers: Describes how many people, in addition to the crew, the ship may comfortably carry on a voyage.
Cargo: The amount of weight the ship may carry without impairing speed or function.
Hit Points: This represents the amount of damage that skill and luck deflects from actually harming the ship.
Hull Points: This represents the amount of damage that actually damages the ship. Hull damage actually impairs the ship’s functionality and/or speed.  Hull damage is taken when the ship sustains a critical hit. A critical hit does normal HP damage and 1 point of Hull damage.
Armor Class: This represents the amount of damage the ship may shrug off or absorb due to its protective covering.
Damage Threshold: The ship ignores damage from an attack unless it exceeds this number.
Helm: This describes the type of helm the ship possesses, which is either a Minor or Major helm.  Some ships may have experimental or completely alien helms, such as those used by the illithids.
Maneuverability Rating: This represents how quickly a ship may execute a change of direction.
Power Requirements: This describes the type of power that a ship needs to move, typically Incarnum crystals, and the number of crystals needed for proper functionality and speed.
Incarnum Consumption: Incarnum crystals are essentially the fuel of the spelljammer helm and the lifetime of an incarnum crystal depends largely on how much power it provides to the spelljammer and how often the helm is shut down.  An incarnum crystal deteriorates when it stops feeding magic to a spelljammer helm, so everytime an aethership’s magic user stops feeding a spell slot to the spelljammer helm, the incarnum crystals deteriorate at a rate that is based on the highest level of the spell slot that was used during the spelljammer helm’s operation.  A spelljammer can continue to have an active helm, even if it is not moving, as long as the magic user that is manning the spelljamming helm continues to feed a spell slot to it.  This is referred to as an “active helm.”  Once that connection is broken, the helm is no longer considered to be active and that’s when the usage cost is paid to the incarnum crystals.  It doesn’t matter if the helm changes speed various times during the course of its operation, the cost is always the highest spell slot that was used during that active helm time frame.  The more incarnum crystals that are used, the more the cost is split amongst them and the longer the duration of the total incarnum payload.  However, the higher the spell slot used, the higher the consumption cost of the crystals.

# of Incarnum Crystals under/over the minimum requirement*
Consumption Cost in Uses per Spell Slot Used Per Activation

1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th level
-10
-
-
-
-
-
-
-
-
-
-9
10
20
30
40
50
60
70
80
90
-8
9
18
27
36
45
54
63
72
81
-7
8
16
24
32
40
48
56
64
72
-6
7
14
21
28
35
42
49
56
63
-5
6
12
18
24
30
36
42
48
54
-4
5
10
15
20
25
30
35
40
45
-3
4
8
12
16
20
24
28
32
36
-2
3
6
9
12
15
18
21
24
27
-1
2
4
6
8
10
12
14
16
18
Minimum
1
2
3
4
5
6
7
8
9
+1
1
1
2
3
4
5
6
7
8
+2
1
1
1
2
3
4
5
6
7
+3
1
1
1
1
2
3
4
5
6
+4
1
1
1
1
1
2
3
4
5
+5
1
1
1
1
1
1
2
3
4
+6
1
1
1
1
1
1
1
2
3
+7
1
1
1
1
1
1
1
1
2
+8
1
1
1
1
1
1
1
1
1
*A minor spelljammer helm must have at least 1 incarnum crystal to function and can have as many as 4 crystals over its minimum operating requirement.  A major helm must have at least 2 incarnum crystals for unction and can have as many as 8 over its minimum operating requirement.

Weaponry: This describes the type of weaponry the ship carries.
Example: Kern’s Folly
·         Type: Small (Converted*) Exploration Ship
·         Minimum Crew to Operate:  5
·         Maximum Passenger Capacity: 30
·         Maximum Cargo Capacity: 10 tons
·         Hit Points: 250
·         Hull Points: 10 (4 starboard, 4 port, 1 Fore, 1 Aft)
·         Armor Class: 10
·         Damage Threshold: 20
·         Helm:  Minor
·         Maneuverability Rating: 3
·         Power Requirements: 5 Incarnum Crystals
·         Weaponry: none
*Converted ships are those that were designed to travel waterways and have been converted to aether ships.  They are typically heavier and less maneuverable than ships designed to be aether ships.

Spelljammer Combat
These rules apply to combat involving the spelljammer and another ship or an aether beast or some other creature that attacks the spelljammer in the aether.  This is not the process used for combat involved in boarding actions; standard combat procedures apply for that scenario.  As with normal combat encounters, moves and actions are taken in a specific order.
  • 1Determine Surprise: If one side has surprise over the other, they automatically go first in the first round, then they fall into the initiative order they rolled.
  • Roll Initiative – Moves and Actions proceed in order of highest to lowest.

a.        Ship’s Move: This occurs on the Helmsman’s initiative turn.  The ship always moves, each round, unless the helmsman leaves the spelljamming helm, then the ship moves one more round after and slows to a stop.
b.       Individual Crew Actions: For ship to ship or ship to creature combat, the crew are assumed to be taking evasive action and scurrying about the decks performing various functions unless the ship is in the midst of a boarding action.  If an individual crew member has been commanded to perform a specific task, they do not participate in a Crew Check that round, reducing the number of crew available to make the check, which may hinder them.
                                                               i.      Crew During Boarding Actions: When in combat resulting from boarding actions, the crew attack as a unit against the crew of the opposing ship, or against a creature attacking the ship.  When they do so, they make attacks as a unit, using their Crew
c.        Command Checks: These are actions and/or reactions made by the captain (or first mate) to aid checks made by other members of the crew.  A captain may only make one command check as an action and one as a reaction (as applicable) per round.
d.       Engineering Checks: These are made during the Engineer’s turn in the initiative order.
e.       Helmsman Checks (if applicable): These are made during the helmsman’s turn.
f.         Crew Checks: These are made during the Crew’s turn. 
g.        Spelljammer Check: These are made during the spelljammer’s turn.  Usually, the spelljammer is ordered to remain in the spelljamming helm during combat to a) protect them from harm, b) to make a speedy getaway if necessary by burning a crystal.
                                                               i.      Burning a Crystal: As an action, the spelljammer can draw all of the power from one crystal to produce a burst of speed.  This destroys the crystal.

DOCKING AN AETHER SHIP


Aether ships cannot fly in an air bubble of a living island, but there is a transitory zone that is between the outer edge of the air bubble and the land mass itself.  This zone allows an aether ship to remain aloft on the weaker aether, but it cannot via spelljamming power, which requires that it unfurl its wind sails and sail in to dock, or to be towed in.  Some of the more exotic aether ships use magical means of movement to get it to the docks.  An aether ship will remain aloft provided it has at least one functional Incarnum crystal, otherwise it will drop like a rock as soon as it penetrates an island’s air bubble.