Spelljammer 3 5

For example, the closest distance from Earth to Mars would take as little as 8.5 hours of travel in a Spelljamming vessel whereas farthest distance would take 2.5 days in a Spelljamming vessel. You may also choose to have these planets orbit on more or less than circular orbital trajectory, similarly to real life. There was a conversion to 3.0 or 3.5 (I forget which) in an edition of Polyhedron, but the differences took away a lot of the magic: wildspace was just like space (no phlogisten, crystal spheres), anyone could pilot a spelljammer, it didn't cost spells, and spelljamming helms were made way too cheap and common. Spelljammer: Beyond the Moons. Beyond the Moons is a fan driven website supporting the Spelljammer Campaign Setting. We accept submissions of new spelljamming material to expand the setting for both the D&D 3rd Edition and AD&D 2nd Edition rules, as well as conversions of older material to the D&D 3rd Edition game rules. Areas of Riftspace slow movement light Riftspace sections count as 3 sectors, medium Riftspace as 5 sectors and heavy Riftspace as 7. This also reduces visibility for Sensors and Scanners by the same amount. Back to Spelljammer Info. Back to Main Page. 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.

From D&D Wiki

Spelljammer pdf download
Jump to: navigation, search

SPELLJAMMER[edit]

Spelljammer was a spaced based version of AD&D using magical Helms(engines) to fly sailing type ships from one planet to another. However compared to ship that travel across water or silt, spelljamming ships are huge.

Converting Ships from version 2.x to 3.x

SHIP ARMOR RATING[edit]

The Armor Rating or AR is the ship equivalent of a character's Armor Class. Like the Original AC ratings, AR was rated from between +10 (the worst rating) to -10 (the best rating).

Table: AR Conversion
2.x Armor Rating3.x Armor Rating
1010
911
812
713
614
515
416
317
218
119
020
-121
-222
-323
-424
-525
-626
-727
-828
-929
-1030
Spelljammer 3 5 pdf

SHIP SAVING THROWS[edit]

Ship Saving Throws work in the same way as those for character. The main material used in construction determines the Base Saving Throws for the ship. Most ships in Wild Space fall into this category.

The optional (and costly) Hull Plating can improve a ship by adding a second material to improve these saves. Working just like armor for a character, Hull Plating is attached over the ship hull. The Plated Ship Now uses the best save for both materials used in construction.

Hull Plating can only be added once to any ship!

Table: Saving Throws Conversion
MaterialResistanceAcidColdElectricityFireSonic
Bone+2
Ceramic+5
Crystal+6
Leather+4
Metal+10
Stone+8
Wood, Thick+4
Wood, Thin+3


HULL POINTS[edit]

Spelljammer 3 5

Hull Points determine how much damage a ship can take before being destroyed. The Hull Points are equal to the the Ship Tonnage times 27.

MANEUVERABILITY CLASS[edit]

Maneuverability Class is how well the ship can turn to avoid objects in space or fight in combat. For each MC rating the ship can turn 1 hex face in either direction. The higher the MC number your ship has the more direction changes you can make each turn.

Each hex face of direction change costs 1 hex of forward movement (refer to Ship Rating below). For example if you have a ship with a MC of 4 you can make up to a maximum hex face changes of 4 for a cost of 4 hexes of movement, and you must have a SR of at least 4 or more to use all of the direction changes.

All Movement for each turn must be declared at the start of the turn before anyone makes their move.

Table: MC Conversion
2.x Maneuverability Class3.x Maneuverability ClassNotes
G0may not make any turns either before or after movement
F1must make all movement before changing directions
E2may only change direction before or after movement
D3may change direction only once any time during movement
C4may change direction any time during movement
B5may change direction any time during movement
A6may change direction any time during movement

3:5 Ratio

SPELLJAMMING HELMS[edit]

The Spelljamming Helm is the engine of the ship and the arcane or divine energy of the Helmsman is the fuel that runs it. Not all Helms are created equal, some Helms are better (and more costly and rare) than others

SHIP'S RATING[edit]

The Ship's Rating determines how many hexes the ship can travel in a straight line in one turn (refer to Maneuverability Class above). There are several factors that determine the Ship's Rating, these are 1) Type of Helm; 2) Level of the Helmsman; 3) Tonnage of ship vs Helms Normal Tonnage

Spelljammer Ships Pdf

Back to Main Page → 3.5e Homebrew → Rules

D&d Spelljammer

Retrieved from 'https://www.dandwiki.com/w/index.php?title=Spelljammer_Ships_(3.5e_Variant_Rule)&oldid=1289243'