Monday, 26 June 2017

Spelljammer Spells

The Concordance of Arcane Space was one of the tomes included in the original 2nd Edition AD&D Spelljammer boxed set, and amongst many, many other things, contained numerous spells unique to that setting.



I am currently running a 5th edition game through the Discord app with a number of players, and their charcters are about to enter Wildspace. This, obviously, has lead to me having to come up with rules for spelljamming, ship combat and a load of other stuff (I have for example done away with the Crystal Spheres, as they don't fit with my world, the Phlogiston now being a different "level" of the Physical Plane, where distances are warped; an explosive Hyperspace if you will*)

Anyway, I have converted a bunch of spells from this tome, and would like to present them here for you today. Enjoy!



Chill Fire
2nd level Transmutation

Artificer, Sorcerer, Wizard

Casting Time: 1 Action
Range: 30ft
Area of Effect: 120ft radius burst
Components: V, S, M (sliver of glass or ice)
Saving Throw: No
Duration: 30 minutes

This spell only functions in the Phlogiston. When enacted, it reduces the flammable nature of the flow. This enables flames and sparks to be created in that plane without causing an explosion.

At Higher Levels: The duration of the spell increases by 20 minutes for every level higher than 2 the spell slot used to cast this spell is. 


Create Major Helm
8th level Enchantment

Artificer, Wizard

Casting Time: 1 Hour
Range: Touch
Area of Effect: One chair, stool or similar
Components: V, S
Saving Throw: No
Duration: 24 Hours

You temporarily enchant a normal chair, stool or similar, granting it the powers of a Major Spelljamming Helm for the duration.

At Higher Levels: For every level higher than 8th the spell slot used to cast this spell is, it's duration increases by +24 hours.


Create Minor Helm
6th level Enchantment

Artificer, Cleric, Wizard

Casting Time: 1 Hour
Range: Touch
Area of Effect: One chair, stool or seat
Components: V, S
Saving Throw: No
Duration: 240 Hours

You temporarily enchant a normal chair, stool or similar, granting it the powers of a Minor Spelljamming Helm for the duration.

At Higher Levels: For every level higher than 6th the spell slot used to cast this spell is, it's duration increases by +240 hours.


Create Phlogiston Portal
5th level Conjuration

Cleric, Sorcerer, Wizard

Casting Time: 1 action (Ritual)
Range: 300 ft
Area of Effect: 1 portal 200ft diameter
Components: V, S, M (Piece of silver wire wrapped around an Amber)
Saving Throw: No
Duration: 1 Minute (Concentration)

This spell can only be cast at least 1,000,000 miles from a planetary body, and causes a portal to the Phlogiston to be formed, or, from the Phlogiston to the Physical Plane.

A vessel or individual caught in the portal as it collapses suffers 55 (10d10) force damage.



Enhance Maneuverability
5th level Enchantment

Artificer, Wizard

Casting Time: 1 Action
Range: Touch
Area of Effect: 1 spelljamming helm
Components: V, S, M (Vial of wind from either an air world or an elemental air plane)
Saving Throw: No
Duration: 1 Minute (Concentration)

This spell allows the targeted helm to provide enhanced maneuverability to its ship. For the duration, the helmsman currently attuned to the affected helm has advantage on all Helm Checks


 Enhance Rating
3rd level Enchantment

Artificer, Wizard

Casting Time: 1 action
Range: Touch
Area of Effect: 1 Spelljamming Helm
Components: V, S, M (Small ivory arrow)
Saving Throw: No
Duration: 2 (1d4) rounds

You imbue a Spelljamming Helm with energy, allowing it to briefly work more efficiently. For the duration of the spell, it provides +2 SR.

At Higher Levels: the duration of this spell increases by +2 (1d4) rounds for every level higher than 3rd the slot used to cast the spell is.




Locate Phlogiston Portal
2nd level Divination

Sorcerer, Wizard

Casting Time: 1 Action (Ritual)
Range: Personal
Components: V, S, M (Conch Shell)
Saving Throw: No
Duration: 1 Round

On casting this spell you become aware of the location of every Phlogiston Portal within 2d10 days flight. On average 1d4 portals will be located.


* In my games Spelljamming helms that function in space do not necessarily work in other dimensions,the energies of those planes - for example, the Shadow Planes, natural choices for a Hyperspace type realm otherwise - disrupting the flow between the helmsman and the helm. There are however, modified helms that function in planes, so we still get Githyanki scouring the Astral Seas in their spelljammers, and some will work in both the Physical Plane and other dimensions. However, this means we still have a place for the Phlogiston, a realm that is simultaneously a part of the physical plane, and which acts like a shadow plane, reducing vast distances to much smaller ones.


Friday, 16 June 2017

New Player Race - Ghovian (Giff)

Yes - those Giff!
I'm about to launch my Discord "Daily D&D" 5e group into Wildspace, and the captain and first mate of their ship are Ghovians - the race known officially as Giff. 

Now, I know that I have often complained about the over abundance of anthropomorphised animals in D&D (apart from the Fey Corgi, 'cos damn, those things are cute), and as a general rule, I still shudder each time a new "Ratman" race or *shudder* "Cat People" race gets vomited up. However, the Giff had a cool background, and outside of Teenage Mutant Ninja Turtles weren't overused or totally trite.They also fit very well with the madness of Spelljammer, and so, they made the cut and are found in my games. 

Cut to the current game, and I wanted to ensure that I had a based on which to design the NPC's of this race, and, should a player lose their minds and want to play one, stats to cover that. 

And it is those that I want to share with you now. I hope you enjoy!


GHOVIAN (Giff) 

Ability Score Increase: +2 Con, +1 Str

Age: Ghovians age at a slightly faster rate than humans, and tend to live until their mid to late 50’s.
Alignment: Ghovian’s come from very ordered societies generally, and tend to lean towards lawful alignments.

Size: Ghovian’s stand between 7-10ft tall, and have a bulk about four or five times that of a human. As such, they are large creatures. Their reach is 5ft.

Speed: Your speed is 30'. Ghovians also have a Swim Speed of 15’

Magic Resistant: Ghovians may re-roll a saving throw they have failed against a spell or other magical effect. Once they have used this ability, they cannot use it again until they have taken either a short or long rest.

Hold Breath: Ghovians can hold their breath 5x as long as other creatures.

Head Butt: There is no such thing as an unarmed Ghovian, for they may make a melee attack with their heavy heads. They are proficient with this attack, and it inflicts 1d8 bludgeoning damage. If they hit the target by 4+ more than was needed, the target must make a Dexterity or Strength saving throw (their choice; D.C = 8 + Ghovian’s Strength Modifier + Ghovian’s Proficiency Bonus), or be pushed 5ft and knocked prone.

Martial Weapon Proficiency: Firearms: Ghovians are trained from birth to understand how to maintain and fire firearms, and as such are proficient with them

Saturday, 3 June 2017

Malboro - CR 17 (Huge Aberration)

Out of all the Final Fantasy monsters there are, my absolute favourite is the Malboro. I think they scratch the same itch as Beholders and their kind (and indeed, in my game world are a kind of cheldean abomination). Anyway, here is my 5e take on them. It HEAVILY uses the conditions I detailed HERE, so make sure you have a copy of that if you decide to use these things. 


Hope you like. Enjoy!