Spelljammer (1989) is a campaign setting for the Advanced Dungeons & Dragons (2nd edition) role-playing game, which features a fantastical (as opposed to scientific) outer space environment.
Spelljammer introduced into the AD&D universe a comprehensive system of fantasy astrophysics, including the Ptolemaic concept of crystal spheres. Crystal spheres may contain multiple worlds and are navigable using ships equipped with "spelljamming helms". Ships powered by spelljamming helms are capable of flying into not only the sky but into space. With their own fields of gravity and atmosphere, the ships have open decks and tend not to resemble the spaceships of science fiction, but instead look more like galleons, animals, birds, fish or even more wildly fantastic shapes.
The Spelljammer setting is designed to allow the usual sword and sorcery adventures of Dungeons & Dragons to take place within the framework of outer space tropes. Flying ships travel through the vast expanses of interplanetary space, visiting moons and planets and other stellar objects.
Like the Planescape setting, Spelljammer unifies most of the other AD&D settings and provides a canonical method for allowing characters from one setting (say, Dragonlance) to travel to another (say, the Forgotten Realms). However, unlike Planescape it keeps all of the action on the Prime Material Plane and uses the crystal spheres, and the "phlogiston" between them, to form natural barriers between otherwise incompatible settings. Though the cosmology is derived largely from the Ptolemaic system of astronomy, many of the ideas owe much to the works of Jules Verne and his contemporaries, and to related games and fiction with a steampunk or planetary romance flavor. A strong Age of Sail flavor is also present.
are the central setting concept which allow interplanetary and interstellar space travel for vessels which would otherwise not be spaceworthy. Within the Dungeons & Dragons
universe, they are a method of converting magical energy into motive power.
One criticism of the setting was the unrealistic cost of even the weakest type of helm at 100,000 gold. This gave players an opportunity to acquire vast amounts of wealth in a very short time which would unbalance a campaign. Additionally this made it difficult to form an in game economy.
This was changed in the 2005 HackMaster supplement "HackJammer", which included an overhaul of the original helms with the weakest helm being valued at 10,000 gold.
Gravity and Air
All bodies of a sufficiently large size have gravity
. This gravity usually (but not always) exerts a force equal to the standard gravitational attraction on the surface of an Earth-sized planetary body. Gravity in the Spelljammer
universe is also an exceptionally convenient force, and almost always works such that "down" orients itself in a manner most humanoids would find sensible.
All bodies of any size carry with them an envelope of air whenever they leave the surface of a planet or other stellar object. Unlike real-world astrophysics, this air envelope is not dispersed by the vacuum of space. These bubbles of air provide breathable atmosphere for varying lengths of time, but 3 months is considered "standard".
A crystal sphere (also known as a crystal shell) is a gigantic spherical shell which contains an entire planetary system
. Each sphere varies in size but typically they are twice the diameter of the orbit of the planet that is furthest from the sun or planet at the centre of the sphere (the system's primary).
The surface of the sphere is called the "sphere wall" and separates the void of "wildspace" (within the sphere) from the "phlogiston" (that surrounds and flows outside the sphere). The sphere wall has no gravity and appears to be impossible to damage by any normal or magical means. Openings in the sphere wall called "portals" allow spelljamming ships or wildspace creatures to pass through and enter or exit from a crystal sphere. Portals can spontaneously open and close anywhere on the sphere wall. Magical spells (or magical items that reproduce their effects) can allow a portal to be located. Other magic can open a new portal or collapse an existing one. Ships or creatures passing through a portal when it closes may be cut in two.
Note that unlike the Ptolemaic system, the crystal spheres are not nested within each other.
(also known as "the Flow") is a bright, extremely combustible gas-like medium that exists between the Crystal Spheres. A signature property of the substance is that it does not exist within the boundaries of a crystal sphere, to the degree that it cannot be brought into a crystal sphere by any known means up to and including the direct will of deities. Every crystal sphere floats in the phlogiston, very slowly bobbing up and down over time. Travel between Crystal Spheres is facilitated by the formation of "Flow rivers" — sections of the phlogiston which have a current
and greatly reduce travel time. Travel through the "slow flow" (i.e. off the Flow rivers) is possible, but very dangerous.
is a legendary ship which looks like a gigantic manta ray
, and houses an entire city on its back. All spacefarers (people who live in wildspace) have heard of the Spelljammer
but very few have ever seen it themselves. It is this ship that gives its name to "spelljamming", "spelljamming helms" and anything else connected with spelljamming. The ship has been reported to have been seen in countless spheres for as long as records go back. Even some groundlings (people who live on planets that have very little or no commerce with spelljamming communities) have legends about it. There are hundreds of conflicting legends about this ship, and a mythology has developed about the ship that is similar to the legends surrounding The Flying Dutchman
As a living thing (although it does not consume any matter, it does absorb heat and light through its dorsal side and uses them to produce air and food for its inhabitants), the Spelljammer has a complex life cycle and means of procreation. Normally the ship has no captain and wanders the cosmos seemingly aimlessly. When the Spelljammer has a captain, obtained through another complex process, it will create Smalljammers (miniature versions of the Spelljammer) that go forth as its spawn. Apparently there can only be one Spelljammer at any one time. One Smalljammer will mature into a full Spelljammer ship if it is ever destroyed.
For more details on the Spelljammer ship, please consult the Legend of the Spelljammer boxed set, which was released by TSR in 1991.
Alien races inhabiting the Spelljammer universe included humans
, xenophobic beholders
, rapacious neogi
, militant giff
), centaurlike dracons, hubristic elf
armadas, spacefaring orcs called "scro", mysterious arcane
, the Thri-kreen
insectoids, and bumbling tinker gnomes
were another major race, but were presented as more mercantile and less overtly evil than in other D&D settings. The Monstrous Compendium
series added many more minor races. The simian Hadozee were also introduced into the setting and, later, incorporated into the 3.5 rules in the supplemental book Stormwrack.
Several of TSR
's other campaign worlds had their own sections in the Spelljammer Boxed Set
for the Forgotten Realms
, and Greyspace
. Along with the new sphere - Clusterspace
- they were known as the "Big Three and Astromundi". For more details, see List of Spelljammer crystal spheres
. Dark Sun
weren't included, as the first two did not fit with the setting and the Mystara only used the D&D rules, not the AD&D rules.
The core Spelljammer product line consisted of four boxed sets: Spelljammer: AD&D Adventures in Space (ISBN 0-88038-762-9) introduced the setting and provided the basic rules for spelljamming travel. Legend of Spelljammer (ISBN 1-56076-083-4) expanded on the setting, in particular the Spelljammer itself. The War Captain's Companion (ISBN 1-56076-343-4) provided more detailed ship-to-ship combat rules, and The Astromundi Cluster (ISBN 1-56076-632-8) provided a roleplaying campaign.
The line was expanded by a number of accessories. Lost Ships (ISBN 0-88038-831-5) expanded the number of ships, while Practical Planetology (ISBN 1-56076-134-2) assisted DMs who wished to create their own spelljamming setting. The Rock of Bral (ISBN 1-56076-345-0) provided a home base for adventuring parties, and Realmspace (ISBN 1-56076-052-4), Krynnspace (ISBN 1-56076-560-7) and Greyspace (ISBN 1-56076-348-5) gave information about the crystal spheres housing TSR's three main campaign worlds. TSR also published a DM's screen (ISBN 1-56076-053-2) and two Monstrous Compendiums (ISBN 0-88038-871-4 and ISBN 1-56076-071-0).
A series of five connected adventures was released in the modules Wildspace (ISBN 0-88038-819-6), Skull & Crossbows (ISBN 0-88038-845-5), Crystal Spheres (ISBN 0-88038-878-1), Under the Dark Fist (ISBN 1-56076-131-8) and Goblins' Return (ISBN 1-56076-149-0). Also published was a longer campaign, Heart of the Enemy (ISBN 1-56076-342-6) and Space Lairs (ISBN 1-56076-609-3) contained short standalone adventures.
When TSR started to produce a line of handbooks in 1992, they added the Complete Spacefarer's Handbook (ISBN 1-56076-347-7) to cover spelljamming travel.
A full product list is given in the external links.
line of products was discontinued by TSR
before they were incorporated into Wizards of the Coast
. Although Wizards of the Coast
has not produced any new Spelljammer
products they have
given permission for a non-profit website, named Beyond the Moons
, to continue support for the setting. Beyond the Moons is the official Spelljammer
website and produces new material for Spelljammer
AD&D (2nd edition), and converts existing AD&D material to work with the 3rd edition game.
Spelljammer: Shadow of the Spider Moon
In 2005, Kenzer & Co. released Hackjammer
(ISBN 1-59456-037-0), a campaign supplement which converted much of the Spelljammer setting to the Hackmaster
As was common practice at TSR at the time, a number of tie-in products were produced for the Spelljammer
Fifteen comics set in the Spelljammer
universe were published by DC Comics
between September 1990 and November 1991 with the creative team of Barbara Kesel, Michael Collins and Dan Panosian. Spelljammer comics also uses Jasmine a winged human character originally introduced from Forgotten Realms comics
as one of the lead characters.
Six novels set in the Spelljammer
universe were published by TSR
, before TSR was incorporated into Wizards of the Coast
. The novels were interconnected and formed "The Cloakmaster Cycle". The novels tell the story of Teldin Moore, a 'groundling' farmer on Krynn who has a powerful and apparently cursed magical item given to him. He then ends up on a quest, which takes him first into wildspace and then away from his home sphere to distant crystal spheres. The novels are now out of print.
- Beyond the Moons by David Cook, (July, 1991) (ISBN 1-56076-153-9)
- Into the Void by Nigel Findley, (October, 1991) (ISBN 1-56076-154-7)
- The Maelstrom's Eye by Roger E. Moore, (May, 1992) (ISBN 1-56076-344-2)
- The Radiant Dragon by Elaine Cunningham, (November, 1992) (ISBN 1-56076-346-9)
- The Broken Sphere by Nigel Findley, (May, 1993) (ISBN 1-56076-596-8)
- The Ultimate Helm by Russ T. Howard, (September, 1993) (ISBN 1-56076-651-4)
Spelljammer computer games
Only one computer game set in the Spelljammer universe was ever produced. It was published by SSI in 1992 and was called Spelljammer: Pirates of Realmspace.
In 2002 a team of freelance game modification developers created "The Arcane Space Tileset" for Neverwinter Nights. This tileset included Spelljamming ships, Space and Atmospheric terrains, along with Monsters and NPC's, all set within the Spelljammer Campaign setting.