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Wy^^^y +s ^vTI Supplement The Concordance of Arcane Space by Jeff Grubb Sample file

The Concordance of Arcane Space - DMs Guildwatermark.dmsguild.com/pdf_previews/17263-sample.pdfout of the Spelljammer, a huge, powerful ship of legend. It is the Flying Dutchman of

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Page 1: The Concordance of Arcane Space - DMs Guildwatermark.dmsguild.com/pdf_previews/17263-sample.pdfout of the Spelljammer, a huge, powerful ship of legend. It is the Flying Dutchman of

Wy^^^y +s ^ v T I

Supplement

The Concordance of Arcane Spaceby Jeff Grubb

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Page 2: The Concordance of Arcane Space - DMs Guildwatermark.dmsguild.com/pdf_previews/17263-sample.pdfout of the Spelljammer, a huge, powerful ship of legend. It is the Flying Dutchman of

Ad astra per aspera('To the stars through hardships')

—Latin proverb

Ah, but a man's reachshould exceed his grasp.Or what's a heaven for?

—Robert Browning

Design: Jeff GrubbEditing and Development: Steve Winter, Jim Lowder, Jon Pickens,

Karen Boomgarden,Eric Severson, Kim Mohan

Spiritual Guidance: Jim WardBox Painting: Jeff Easley

Book Cover Paintings,Illustrations, Ship Concepts: Jim Holloway

Cartography: DieselColor Inking, Counter Silhouettes: Roy Parker

Graphic Design: Stephanie TabatTypography: Angelika Lokotz, Gaye O'Keefe

A product such as this is the result of much cross-fertilization.To those friends and associates who contributed and are not

listed above, we extend our thanks and apologies.

TSR, Inc.POB 756Lake Geneva,Wl 53147 USA TSR, Inc.

t OF VOIM IMAGINATION™

TSR Ltd.120 Church End, Cherry Hinton

Cambridge CB1 3LBUnited Kingdom

SPELLJAMMER, ADVANCED DUNGEONS & DRAGONS, AD&D, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR Inc. AM Rights Reserved.Printed in the U.S.A.

" Copyright 1989 TSR Inc. All Rights Reserved.

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Page 3: The Concordance of Arcane Space - DMs Guildwatermark.dmsguild.com/pdf_previews/17263-sample.pdfout of the Spelljammer, a huge, powerful ship of legend. It is the Flying Dutchman of

Everything you knowabout space is wrong.

Infinite space; stars as flam-ing spheres of super-heatedplasma; movement throughspace as a balance of scientificforces, thrust providing accel-eration and maneuverability;scientific fact backing up natu-ral phenomena; life on otherplanets built along blocks ofcarbon or silicon elements.

Forget all that. It's wrong.You can get out of the

atmosphere on the back of aroc; fly between the planetsthrough a breathable ocean ofair; sail between the crystalspheres that surround the in-habited worlds on a river ofmagical energy; encounterroving mind flayers and be-holders. The stars are livingthings in some areas, greatbowls of fire in others, and pin-points of light painted inside asphere in others.

Welcome to the SPELLJAM-MER™ universe. It is a magicaluniverse.

The SPELLJAMMER sup-plement treats the AD&D®game world, with its magic,myriad races, and dimen-sional gates as the "real"world, and builds outwardfrom there. This is a universepostulated on magical, not sci-entific, laws. There are univer-sal laws and they must beobeyed, but they are the lawsof magic, not physics—thelaws of Mordenkainen, Elmin-

ster, and Fistandantilus ratherthan Galileo, Newton, and Ein-stein. They sometimes appearstrange and random to us, whoare accustomed to the work-ings of science. But to thecharacters who have livedtheir entire lives in this envi-ronment, nothing could bemore familiar and logical.

This SPELLJAMMER sup-plement extends the AD&D®2nd Edition game into space,and does so without violatingexisting campaign material.This includes Greyhawk, theoriginal AD&D game setting;Krynn, land of the Dragon-lances; Toril, home of theForgotten Realms; and everyindividual campaign in exist-ence.

Introducing this material inyour campaign will work somechanges, certainly. It will pro-duce an entertaining and far-ranging version of the AD&Dgame which can exist along-side the standing campaign,mixing with "earthbound" ad-ventures without overshadow-ing them.

The text in this set is dividedinto two books: The Concor-dance of Arcane Space and TheLorebook of the Void. The Con-cordance (this book) should beread first. It lays out the rulesfor conducting AD&D gamesin space as well as the magicalscience behind space travel,the building and handling ofspace craft, new spells anditems of equipment, and the

"discovery" and creation ofnew worlds. The Lorebook ofthe Void discusses the races,monsters, and myriad otherunusual things that can be en-countered "out there."

Full-color heavy sheets givedeck plans and other detailson the most common space-going ships.

Finally, four maps are in-cluded in the SPELLJAMMERbox. These include a full lay-out of the Spelljammer, a huge,powerful ship of legend. It isthe Flying Dutchman of thespace lanes, the ultimate goaland dream of many a space pi-rate and adventurer. Also in-cluded is a map of a typicalspace citadel, the sort used asa port and base by many differ-ent races; a hex grid and stand-up counters for playing tac-tical space battles; and anoverview map of typical solarsystems and planetary orbitsfor diagramming new systemsand tracking the planets in acampaign.

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Table of Contents

Foreword 3

CHAPTER 1 ARCANE SPACE 6Celestial Bodies 6Wildspace 7Gravity 7The Helm 8Crystal Shells 9The Phlogiston 10Breathing in Space 11Air Quality 11Matters of Gravity '3Temperature 15Time '5

CHAPTER 2 AD&D® RULES IN SPACE 16Ability Scores 16Character Races 16

Lizard Men '6Special Races and Classes 17

Magic Use in Space 17Spelljamming 18New Wizard Spells 19New Priest Spells 21

CHAPTER 3 SHIPS OF WILDSPACE 25Spelljammer Architecture 25Outfitting 27Ship Hulls 27

Caravel, Coaster, Cog, Drakkar, Dromond, Galleon, Great Galley,Longship, Nautiloid, Squid Ship, Hammership, Dragonfly, Damselfly,Mosquito, Wasp, Deathspider, Citadel, Tyrant Ship, Dragonship,Man-o-War, Flitter, Tradesman, and Sidewheeler Hulls

Power Sources 33Spelljammer Helms, including Major & Minor Helms, Series Helms, PoolHelms, Orbus, Forges, Gnomish Helms, Crown of the Stars, Furnaces,Artifurnaces, Lifejammers, and Nonmagical Engines

Armaments 39Catapults, Ballistas, Sweepers, Rams, Bombards, Jettisons, and GreekFire Projectors

Turrets 43Hull Armor 43Improved Maneuverability 44Personal Weapons and Ammunition 45Other Speljjamming Equipment 47Crews 48

Initial Crew Status 49Increasing Crew Status 49Decreasing Crew Status 49

CHAPTER 4 MOVEMENT & COMBAT 51Long-Range Movement 51

Traveling in Wildspace 52Calculating Travel Times in Wildspace 53Movement in the Flow 54

Tactical Movement 55Facing 55Movement 55Speed 55Stacking 56

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Table of ContentsCombat 56

The Turn Sequence 56Initiative 56

Long-Range Combat 57Hit Points & Hull Points 58Critical Hits 59Breaking Up 60Effects of Crew Losses 60Debris 61Fire 61Fields of Fire 61Morale 61

Short-Range Combat 63Missile Fire at Close Range 63Magic at Close Range 64

Ramming 64Size and Ramming 65Ramming and Ship Positions 65Ramming Gargantuan Creatures 65

Crashes 65Shearing Attacks 66Grappling and Boarding 66Rapid Resolution of Small-Scale Combat 67Towing 69Encounters, Evasion, and Running Away 69

Pursuit 69Repair 70

CHAPTER 5 CELESTIAL MECHANICS 71Laying Out the Planets 71Moving on the Planetary Display 72Encounters and Evasions on the Display 72Universe Building 74

Preplanned Universes 74DM-Created Universes 74Randomly Generated Systems 74

APPENDIX 1 SPELL EFFECTS 78Spells in Space 78Wizard Spells 78Priest Spells 85Magical Items 88

APPENDIX 2 TRAVEL TIMES 90APPENDIX 3 PLANETARY DISPLAY 92APPENDIX 4 THE ROCK OF BRAL 94A Guide to Sidebar Subjects

Ships and Gravity Planes 6Multi-Sphere Churches ' 4

Castaways in the Flow 28Celestial Body Classification 34Crew Positions 44Ship Names 52Why Are Crystal Shells Round? 58Common Ship Commands 62Nonstandard Systems 68Krynnspace 74Greyspace 78Realmspace 82The Flow 86

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Ships andGravity Planes

Since the gravity planeof a ship runs through itstwo horizontal axes, it ispossible to stand on the"bottom" of the boat,facing the opposite direc-tion of the rest of theship. In fact, it is feasibleto build a ship with twodecks, one topside, theother on the bottom.

The fact that this is notdone is a reflection ofboth human (and othersentient) nature andcommon sense in space.The human nature part isthe tendency to want allthings "right-side up"when working withthem, and while space-born races deny any suchsimilarity with thegroundlings they are asmuch creatures of habitas their ancestors were.

The more practical rea-son is what happenswhen two large bodiesmeet in space. The largergravity plane takes overthe smaller gravity plane,and its direction of "up"

(Continued)

Many of the details about fantasyspace can be different from cam-paign to campaign and from world toworld. All fantasy space, however,shares certain, universal basic prop-erties and capabilities. This allowsships to fly between the planets andto voyage between the crystalspheres. This chapter discusses thenature of wildspace and the manyfacets and intricacies of travel andadventure in this new arena.

Space can be divided into twotypes: wildspace and the phlogiston.

Wildspace is what comes to mindwhen we talk of "space." It is the vastemptiness that lies between the plan-ets and the stars. All space inside acrystal shell is wildspace. It is mostlyvacuum. (More correctly, most re-gions of wildspace are vacuum. Butthe cosmos is a big place and thereare exceptions to almost every rule,as shall be shown later.) Wildspace isnot truly a void, however, eventhough it is often referred to that way.The simple fact that there is "space"rules out its being a true void.

The phlogiston is a turbulent, un-stable, multicolored, fluorescent gas(or gaslike medium) which fills theregions between the crystal spheres.Very little is known for certain aboutthe phlogiston or this region.

Every planetary system known isencased within a crystal sphere. Es-sentially, the crystal sphere keepsthe wildspace in and the phlogistonout (this, of course, is a tremendoussimplification, but it is easy tograsp). Like the phlogiston, crystalspheres are a great mystery; their ori-gins and substance are unknown.

Within wildspace are the celestialbodies: planets, suns, moons, aste-roids, and a host of other items col-lectively lumped together under theheading "planetoids." Most celestialbodies have an atmosphere of somesort although it is dangerous to as-sume that this is an inviolable rule.

Celestial BodiesThe celestial body that is most fa-

miliar to typical player characters istheir home planet, be it Krynn,Oerth, Toril, or any one of hundredsof others that populate the universe.

Celestial bodies extend upward insize to that of the sun, and downwardto the size of asteroids and plane-toids. The tremendous variety that ispossible (and proven) in celestialbodies mandates that the only accu-rate definition for the term is any sig-nificantly large conglomeration ofmatter that is wheeling about in wild-space. In general, however, a celes-tial body is a planetary mass. Mosthave a regenerating atmosphere. Ce-lestial bodies can have any shape,though the most common is spheri-cal. Still, there are flat worlds, ellipti-cal worlds, cubic worlds, amorphousworlds, ring-shaped worlds, hollowworlds. Astronomers from Calim-shan have even theorized the exist-ence of a mobius world.

Celestial bodies usually, but not al-ways, have an atmosphere which isusually, but not always, breathable.The depth, or thickness, of theatmosphere is directly related to thesize of the body. The larger the body,the deeper the atmosphere. Again,these are general rules and excep-tions abound. Voyagers may encoun-ter large worlds withoutatmospheres, small worlds withthick atmospheres, and otherwisehabitable worlds with poisonous at-mospheres.

Some celestial bodies are aflame,fueled either by internal reactions orby significant access to the elemen-tal plane of fire. Such bodies arecalled suns and provide most of theheat and warmth for the celestialbodies within any particular crystalshell.

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