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Like the [[Planescape]] setting, ''Spelljammer'' unifies most of the other AD&D settings and provides a canonical method for allowing characters from one setting (such as [[Dragonlance]]) to travel to another (such as the [[Forgotten Realms]]).  However, unlike Planescape it keeps all of the action on the [[Material Plane]] and uses the crystal spheres, and the [[wikipedia:Phlogiston theory|"phlogiston"]] between them, to form natural barriers between otherwise incompatible settings. Though the cosmology is derived largely from the [[wikipedia:Ptolemaic system|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 [[wikipedia:Age of Sail|Age of Sail]] flavor is also present.
Like the [[Planescape]] setting, ''Spelljammer'' unifies most of the other AD&D settings and provides a canonical method for allowing characters from one setting (such as [[Dragonlance]]) to travel to another (such as the [[Forgotten Realms]]).  However, unlike Planescape it keeps all of the action on the [[Material Plane]] and uses the crystal spheres, and the [[wikipedia:Phlogiston theory|"phlogiston"]] between them, to form natural barriers between otherwise incompatible settings. Though the cosmology is derived largely from the [[wikipedia:Ptolemaic system|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 [[wikipedia:Age of Sail|Age of Sail]] flavor is also present.


==Setting==
== Setting ==


=== Spelljamming helms ===
=== Spelljamming helms ===
''Spelljamming helms'' are the central setting concept which allow interplanetary and interstellar space travel for vessels which would otherwise not be spaceworthy, in the form of a Ship's wheel.<ref name="Dragon #154">{{cite journal| last = Rolston| first = Ken| author-link = Ken Rolston| title = Role-playing Reviews| journal = [[Dragon (magazine)|Dragon]]| issue = #154| pages = 59–63| publisher = [[TSR, Inc.|TSR]]| location = Lake Geneva, Wisconsin|date=February 1990}}</ref> Any spellcaster may sit on a spelljammer helm to move the ship.<ref name="Dragon #154"/> The mysterious race known as the Arcane is the sole manufacturer and distributor of spelljamming helms.<ref name="Dragon #154"/> Within the ''Dungeons & Dragons'' universe, they are a method of converting magical energy into motive power.
''Spelljamming helms'' are the central setting concept which allow interplanetary and interstellar space travel for vessels which would otherwise not be spaceworthy, in the form of a Ship's wheel.<ref name="Dragon #154">{{cite journal| last = Rolston| first = Ken| author-link = Ken Rolston| title = Role-playing Reviews| journal = [[Dragon (magazine)|Dragon]]| issue = #154| pages = 59–63| publisher = [[TSR, Inc.|TSR]]| location = Lake Geneva, Wisconsin|date=February 1990}}</ref> Any spellcaster may sit on a spelljammer helm to move the ship.<ref name="Dragon #154"/> The mysterious race known as the Arcane is the sole manufacturer and distributor of spelljamming helms.<ref name="Dragon #154"/> Within the ''Dungeons & Dragons'' universe, they are a method of converting magical energy into motive power.


===Gravity and air===
=== 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 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".
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".


===Crystal spheres===
=== Crystal spheres ===
[[File:Spelljammer ship VEoR.png|thumb|250px|A [[Spelljammer|spelljamming]] vessel and a [[Kindori]] "space whale" illustrated by Kieran Yanner, cropped from the cover of [[Vecna: Eve of Ruin|''Vecna: Eve of Ruin'']] (2024).]]
[[File:Spelljammer ship VEoR.png|thumb|250px|A [[Spelljammer|spelljamming]] vessel and a [[Kindori]] "space whale" illustrated by Kieran Yanner, cropped from the cover of [[Vecna: Eve of Ruin|''Vecna: Eve of Ruin'']] (2024).]]
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 farthest from the sun or planet at the center of the sphere (the system's primary).
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 farthest from the sun or planet at the center of the sphere (the system's primary).
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Note that unlike the Ptolemaic system, the crystal spheres are not nested within each other.
Note that unlike the Ptolemaic system, the crystal spheres are not nested within each other.


===Wildspace===
=== Wildspace ===
Wildspace is similar to the outer space of science fiction, with planets, asteroids and stars, but with different physics.<ref name="Dragon #154"/> Gravity is either none or the same as that of Earth, and is directed towards the center of planet-sized bodies; on large objects in space like spacecraft and enormous creatures gravity is directed towards a flat plane running through the object's long axis, allowing characters to stand on the decks of ships.<ref name="Dragon #154"/>
Wildspace is similar to the outer space of science fiction, with planets, asteroids and stars, but with different physics.<ref name="Dragon #154"/> Gravity is either none or the same as that of Earth, and is directed towards the center of planet-sized bodies; on large objects in space like spacecraft and enormous creatures gravity is directed towards a flat plane running through the object's long axis, allowing characters to stand on the decks of ships.<ref name="Dragon #154"/>


===The Phlogiston===
=== Phlogiston ===
The [[phlogiston]] is essentially a big ocean of a unique element that is neither air, fire, water, or earth.<ref name="Dragon #154"/> The phlogiston (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" &mdash; sections of the phlogiston which have a [[wikt:current|current]] and greatly reduce travel time.  Travel through the "slow flow" (i.e. off the Flow rivers) is possible, but very dangerous.
The [[phlogiston]] is essentially a big ocean of a unique element that is neither air, fire, water, or earth.<ref name="Dragon #154"/> The phlogiston (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" &mdash; sections of the phlogiston which have a [[wikt:current|current]] and greatly reduce travel time.  Travel through the "slow flow" (i.e. off the Flow rivers) is possible, but very dangerous.


===The ''Spelljammer''===
=== The ''Spelljammer'' ===
The ''Spelljammer'' is a legendary ship which looks like a gigantic manta ray,<ref name="Dragon #154"/> 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''.
The ''Spelljammer'' is a legendary ship which looks like a gigantic manta ray,<ref name="Dragon #154"/> 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 ventral (or under) 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 its predecessor is ever destroyed.
As a living thing (although it does not consume any matter, it does absorb heat and light through its ventral (or under) 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 its predecessor is ever destroyed.


===Races===
=== Races ===
Alien races inhabiting the Spelljammer universe included [[Human|humans]], [[Dwarf|dwarves]], xenophobic [[Beholder|beholders]], rapacious [[neogi]], militant [[Giff|giff]] (humanoid hippopotami), centaurlike dracons, hubristic [[elf]] armadas, spacefaring orcs called "scro", mysterious [[mercane|arcane]], the [[Thri-kreen]] insectoids, and bumbling tinker [[Gnome|gnomes]]. [[Illithid]]s 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]]''.
Alien races inhabiting the Spelljammer universe included [[Human|humans]], [[Dwarf|dwarves]], xenophobic [[Beholder|beholders]], rapacious [[neogi]], militant [[Giff|giff]] (humanoid hippopotami), centaurlike dracons, hubristic [[elf]] armadas, spacefaring orcs called "scro", mysterious [[mercane|arcane]], the [[Thri-kreen]] insectoids, and bumbling tinker [[Gnome|gnomes]]. [[Illithid]]s 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]]''.


==Official products==
== Official products ==
Spelljammer has acted as the official campaign setting for multiple ''Dungeons & Dragons'' roleplaying adventures, sourcebooks and accessories.
Spelljammer has acted as the official campaign setting for multiple ''Dungeons & Dragons'' roleplaying adventures, sourcebooks and accessories.
{| class="wikitable sortable" style="margins: auto; width=90%; font-size:90%;"
{| class="wikitable sortable" style="margins: auto; width=90%; font-size:90%;"
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|1992
|1992
|{{ISBN|1-56076-342-6}}
|{{ISBN|1-56076-342-6}}
|A longer campaign module
|A longer campaign adventure
|-
|-
|''Space Lairs''
|''Space Lairs''
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|''Spelljammer: Adventures in Space''
|''Spelljammer: Adventures in Space''
|August 2022
|August 2022
|
|{{ISBN|978-0-7869-6816-9}}
|Boxed set which contains three 64-page hardcover books: ''Astral Adventurer's Guide'' (a Dungeon Master guide), ''Boo's Astral Menagerie'' (a bestiary), and ''Light of Xaryxis'' (an adventure)
|Boxed set which contains three 64-page hardcover books: ''Astral Adventurer's Guide'' (a Dungeon Master guide), ''Boo's Astral Menagerie'' (a bestiary), and ''Light of Xaryxis'' (an adventure)
|-
|-
|}
|}


==Publication history==
== Publication history ==
Shannon Appelcline commented on Spelljammer's 1989 release as the first of TSR's new campaign settings: "The first of these new settings was Jeff Grubb’s innovative science fantasy Spelljammer (1989), which introduced a universe of magical starships traversing the ‘crystal spheres’ that contained all the earthbound AD&D campaign worlds. It suggested a method to connect together all of TSR's settings and at the same time introduced fun new Jules Verne-esque technology that had never before been seen in the game. It was innovative and popular."<ref name="designers">{{Cite book|last=Appelcline|first=Shannon|title=Designers & Dragons|publisher=Mongoose Publishing|year=2011| isbn= 978-1-907702-58-7}}</ref>{{rp|26}}  He added that "Spelljammer (1989), which offered a way to connect every single ''D&D'' fantasy world, was thus one of the first true crossovers" in role-playing games.<ref name="designers"/>{{rp|219}} Appelcline commented on the end of the setting: " TSR’s fifth second-edition campaign world, Planescape (1993), was released to replace Spelljammer, which had just then ended. TSR wanted a new world-spanning setting and Slade Henson came up with the answer by suggesting a new setting built on Jeff Grubb's first-edition ''Manual of the Planes'' (1987). [...] Unlike Spelljammer this new setting had a strong geographical centre, the City of Sigil, resolving a flaw in the Spelljammer setting that denied players a good home base."<ref name="designers"/>{{rp|26}}
Shannon Appelcline commented on Spelljammer's 1989 release as the first of TSR's new campaign settings: "The first of these new settings was Jeff Grubb’s innovative science fantasy Spelljammer (1989), which introduced a universe of magical starships traversing the ‘crystal spheres’ that contained all the earthbound AD&D campaign worlds. It suggested a method to connect together all of TSR's settings and at the same time introduced fun new Jules Verne-esque technology that had never before been seen in the game. It was innovative and popular."<ref name="designers">{{Cite book|last=Appelcline|first=Shannon|title=Designers & Dragons|publisher=Mongoose Publishing|year=2011| isbn= 978-1-907702-58-7}}</ref>{{rp|26}}  He added that "Spelljammer (1989), which offered a way to connect every single ''D&D'' fantasy world, was thus one of the first true crossovers" in role-playing games.<ref name="designers"/>{{rp|219}} Appelcline commented on the end of the setting: " TSR’s fifth second-edition campaign world, Planescape (1993), was released to replace Spelljammer, which had just then ended. TSR wanted a new world-spanning setting and Slade Henson came up with the answer by suggesting a new setting built on Jeff Grubb's first-edition ''Manual of the Planes'' (1987). [...] Unlike Spelljammer this new setting had a strong geographical centre, the City of Sigil, resolving a flaw in the Spelljammer setting that denied players a good home base."<ref name="designers"/>{{rp|26}}


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The ''Spelljammer: AD&D Adventures in Space'' space fantasy boxed set was released in 1989.<ref name="history">{{cite web| url=http://www.wizards.com/dnd/DnDArchives_History.asp| title=The History of TSR| publisher=[[Wizards of the Coast]]| access-date=2005-08-20| archive-url=https://web.archive.org/web/20080924195557/http://www.wizards.com/dnd/DnDArchives_History.asp| url-status=dead| archive-date=2008-09-24}}</ref> Several of [[TSR, Inc.|TSR]]'s other campaign worlds had their own sections in the ''Spelljammer Boxed Set'' - ''Realmspace'' for the [[Forgotten Realms]], ''Krynnspace'' for [[Dragonlance]], and ''Greyspace'' for [[Greyhawk]]. Along with the new sphere - ''Clusterspace'' - they were known as the "Big Three and Astromundi". Dark Sun, [[Ravenloft]] and Mystara 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.{{Citation needed|date=April 2022}}
The ''Spelljammer: AD&D Adventures in Space'' space fantasy boxed set was released in 1989.<ref name="history">{{cite web| url=http://www.wizards.com/dnd/DnDArchives_History.asp| title=The History of TSR| publisher=[[Wizards of the Coast]]| access-date=2005-08-20| archive-url=https://web.archive.org/web/20080924195557/http://www.wizards.com/dnd/DnDArchives_History.asp| url-status=dead| archive-date=2008-09-24}}</ref> Several of [[TSR, Inc.|TSR]]'s other campaign worlds had their own sections in the ''Spelljammer Boxed Set'' - ''Realmspace'' for the [[Forgotten Realms]], ''Krynnspace'' for [[Dragonlance]], and ''Greyspace'' for [[Greyhawk]]. Along with the new sphere - ''Clusterspace'' - they were known as the "Big Three and Astromundi". Dark Sun, [[Ravenloft]] and Mystara 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.{{Citation needed|date=April 2022}}


The product line would be expanded with a number of boxed sets and accessories such as ''[[Lost Ships]]'' (1990),<ref>{{Cite web |last=Appelcline |first=Shannon |title=SJR1 Lost Ships (2e) {{!}} Product History |url=https://www.drivethrurpg.com/product/17252/SJR1-Lost-Ships-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref> ''[[Realmspace]]'' (1991)<ref>{{Cite web |last=Appelcline |first=Shannon |title=SJR2 Realmspace (2e) {{!}} Product History |url=https://www.drivethrurpg.com/product/17259/SJR2-Realmspace-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref> and ''[[The Astromundi Cluster]]'' (1993). Appelcline commented that ''The Astromundi Cluster'' acted as "a soft reboot of the ''Spelljammer'' line" and was more of setting focused sourcebook than previous Spelljammer books which acted more "as a conduit between all of the other AD&D settings".<ref>{{Cite web |last=Appelcline |first=Shannon |title=The Astromundi Cluster (2e) {{!}} Product History |url=https://www.drivethrurpg.com/product/17243/The-Astromundi-Cluster-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref> The first adventure, titled ''Wildspace'', was released in 1990; four connected adventures followed it.<ref>{{Cite web |last=Appelcline |first=Shannon |title=SJA1 Wildspace (2e) {{!}} Product History |url=https://www.drivethrurpg.com/product/17245/SJA1-Wildspace-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref><ref>{{Cite web |last=Appelcline |first=Shannon |title=SJS1 Goblin's Return {{!}} Product History |url=https://www.drivethrurpg.com/product/17249/SJS1-Goblins-Return-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref> A longer campaign module, ''Heart of the Enemy'', was then published in 1992<ref>{{Cite web |last=Appelcline |first=Shannon |title=SJQ1 Heart of the Enemy (2e) {{!}} Product History |url=https://www.drivethrurpg.com/product/17250/SJQ1-Heart-of-the-Enemy-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref> followed by an adventure anthology, ''Space Lairs'', in 1993.<ref name=":0">{{Cite web |last=Appelcline |first=Shannon |title=SJR8 Space Lairs (2e) {{!}} Product History |url=https://www.drivethrurpg.com/product/17256/SJR8-Space-Lairs-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref>
The product line would be expanded with a number of boxed sets and accessories such as ''[[Lost Ships]]'' (1990),<ref>{{Cite web |last=Appelcline |first=Shannon |title=SJR1 Lost Ships (2e) {{!}} Product History |url=https://www.drivethrurpg.com/product/17252/SJR1-Lost-Ships-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref> ''[[Realmspace]]'' (1991)<ref>{{Cite web |last=Appelcline |first=Shannon |title=SJR2 Realmspace (2e) {{!}} Product History |url=https://www.drivethrurpg.com/product/17259/SJR2-Realmspace-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref> and ''[[The Astromundi Cluster]]'' (1993). Appelcline commented that ''The Astromundi Cluster'' acted as "a soft reboot of the ''Spelljammer'' line" and was more of setting focused sourcebook than previous Spelljammer books which acted more "as a conduit between all of the other AD&D settings".<ref>{{Cite web |last=Appelcline |first=Shannon |title=The Astromundi Cluster (2e) {{!}} Product History |url=https://www.drivethrurpg.com/product/17243/The-Astromundi-Cluster-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref> The first adventure, titled ''Wildspace'', was released in 1990; four connected adventures followed it.<ref>{{Cite web |last=Appelcline |first=Shannon |title=SJA1 Wildspace (2e) {{!}} Product History |url=https://www.drivethrurpg.com/product/17245/SJA1-Wildspace-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref><ref>{{Cite web |last=Appelcline |first=Shannon |title=SJS1 Goblin's Return {{!}} Product History |url=https://www.drivethrurpg.com/product/17249/SJS1-Goblins-Return-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref> A longer campaign adventure, ''Heart of the Enemy'', was then published in 1992<ref>{{Cite web |last=Appelcline |first=Shannon |title=SJQ1 Heart of the Enemy (2e) {{!}} Product History |url=https://www.drivethrurpg.com/product/17250/SJQ1-Heart-of-the-Enemy-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref> followed by an adventure anthology, ''Space Lairs'', in 1993.<ref name=":0">{{Cite web |last=Appelcline |first=Shannon |title=SJR8 Space Lairs (2e) {{!}} Product History |url=https://www.drivethrurpg.com/product/17256/SJR8-Space-Lairs-2e |access-date=2022-04-22 |website=DriveThruRPG |language=en}}</ref>


The monsters of ''Spelljammer'' were detailed in two installments of the ''[[Monstrous Compendium]]'' series, ''Spelljammer Appendix'' in 1990 and ''Spelljammer Appendix II'' in 1991.<ref>{{Cite web |last=Appelcline |first=Shannon |title=MC7 Monstrous Compendium Spelljammer Appendix (2e) |url=https://www.drivethrurpg.com/product/17244/MC7-Monstrous-Compendium-Spelljammer-Appendix-2e |access-date=2023-06-16 |website=DriveThruRPG}}</ref><ref>{{Cite web |last=Appelcline |first=Shannon |title=MC9 Monstrous Compendium Spelljammer Appendix II (2e) |url=https://www.drivethrurpg.com/product/17261/MC9-Monstrous-Compendium-Spelljammer-Appendix-II-2e |access-date=2023-06-16 |website=DriveThruRPG}}</ref>
The monsters of ''Spelljammer'' were detailed in two installments of the ''[[Monstrous Compendium]]'' series, ''Spelljammer Appendix'' in 1990 and ''Spelljammer Appendix II'' in 1991.<ref>{{Cite web |last=Appelcline |first=Shannon |title=MC7 Monstrous Compendium Spelljammer Appendix (2e) |url=https://www.drivethrurpg.com/product/17244/MC7-Monstrous-Compendium-Spelljammer-Appendix-2e |access-date=2023-06-16 |website=DriveThruRPG}}</ref><ref>{{Cite web |last=Appelcline |first=Shannon |title=MC9 Monstrous Compendium Spelljammer Appendix II (2e) |url=https://www.drivethrurpg.com/product/17261/MC9-Monstrous-Compendium-Spelljammer-Appendix-II-2e |access-date=2023-06-16 |website=DriveThruRPG}}</ref>
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As was common practice at TSR at the time, a number of tie-in products were produced for the ''Spelljammer'' line.
As was common practice at TSR at the time, a number of tie-in products were produced for the ''Spelljammer'' line.


===Comics===
=== Comics ===
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)|Spelljammer]]'' comics also uses Jasmine, a winged human character originally introduced from [[Forgotten Realms (comic)|Forgotten Realms comics]], as one of the lead characters.
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)|Spelljammer]]'' comics also uses Jasmine, a winged human character originally introduced from [[Forgotten Realms (comic)|Forgotten Realms comics]], as one of the lead characters.


===Novels===
=== Novels ===
Six novels set in the ''Spelljammer'' universe were published by [[TSR, Inc.|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 cloak that was 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 series showcases the wonders and perils of the Spelljammer universe. The novels are now out of print.
Six novels set in the ''Spelljammer'' universe were published by [[TSR, Inc.|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 cloak that was 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 series showcases the wonders and perils of the Spelljammer universe. The novels are now out of print.


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* ''The Ultimate Helm'' by [[Russ T. Howard]], (September, 1993) ({{ISBN|1-56076-651-4}})
* ''The Ultimate Helm'' by [[Russ T. Howard]], (September, 1993) ({{ISBN|1-56076-651-4}})


===Computer games===
=== Computer games ===
Only one computer game set in the ''Spelljammer'' universe was ever produced. It was published by Strategic Simulations, inc. in 1992 and was called ''Spelljammer: Pirates of Realmspace''.
Only one computer game set in the ''Spelljammer'' universe was ever produced. It was published by Strategic Simulations, inc. 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''.<ref>[https://neverwintervault.org/project/nwn1/hakpak/arcane-space-tileset "The Arcane Space Tileset"]</ref> This tileset included Spelljamming ships, space and atmospheric terrains, along with monsters and NPCs, all set within the Spelljammer Campaign setting.
In 2002 a team of freelance game modification developers created "The Arcane Space Tileset" for  ''Neverwinter Nights''.<ref>[https://neverwintervault.org/project/nwn1/hakpak/arcane-space-tileset "The Arcane Space Tileset"]</ref> This tileset included Spelljamming ships, space and atmospheric terrains, along with monsters and NPCs, all set within the Spelljammer Campaign setting.


==Reception==
== Reception ==
In the January 1990 edition of ''[[Games International]]'' (Issue 12), James Wallis was not a fan of the initial release, ''Spelljammer: AD&D Adventures in Space'', finding inconsistencies in the combat rules, saying, "The cumulative effect of these inconsistencies is to make space combat unplayable." He did find the background "imaginative and consistent, but unfortunately there is little of it." Although he admired the production values of the components, he found the book disorganized to the point of "disarray and confusion." He concluded by giving the game a poor rating of only 2 out of 5, saying, "''Spelljammer'' may score well physically but fails mentally [...] Scavenging ''[[AD&D]]'' players who enjoy stripping tasty ideas from the carcasses of dying games may find it of interest, but I cannot recommend it to anyone else."<ref name=gi>Wallis, James.  January 1990. ''Spelljammer''. Games International #12. p43</ref>
In the January 1990 edition of ''[[Games International]]'' (Issue 12), James Wallis was not a fan of the initial release, ''Spelljammer: AD&D Adventures in Space'', finding inconsistencies in the combat rules, saying, "The cumulative effect of these inconsistencies is to make space combat unplayable." He did find the background "imaginative and consistent, but unfortunately there is little of it." Although he admired the production values of the components, he found the book disorganized to the point of "disarray and confusion." He concluded by giving the game a poor rating of only 2 out of 5, saying, "''Spelljammer'' may score well physically but fails mentally [...] Scavenging ''[[AD&D]]'' players who enjoy stripping tasty ideas from the carcasses of dying games may find it of interest, but I cannot recommend it to anyone else."<ref name=gi>Wallis, James.  January 1990. ''Spelljammer''. Games International #12. p43</ref>



Latest revision as of 21:40, 18 July 2025

Greyhawk Source
Spelljammer
The Spelljammer logo
Publisher: TSR, Inc.
Wizards of the Coast

Spelljammer is a campaign setting for second edition D&D. which features a fantastic (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 (such as Dragonlance) to travel to another (such as the Forgotten Realms). However, unlike Planescape it keeps all of the action on the 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.

Setting

Spelljamming helms

Spelljamming helms are the central setting concept which allow interplanetary and interstellar space travel for vessels which would otherwise not be spaceworthy, in the form of a Ship's wheel.[1] Any spellcaster may sit on a spelljammer helm to move the ship.[1] The mysterious race known as the Arcane is the sole manufacturer and distributor of spelljamming helms.[1] Within the Dungeons & Dragons universe, they are a method of converting magical energy into motive power.

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".

Crystal spheres

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A spelljamming vessel and a Kindori "space whale" illustrated by Kieran Yanner, cropped from the cover of Vecna: Eve of Ruin (2024).

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 farthest from the sun or planet at the center 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.

Wildspace

Wildspace is similar to the outer space of science fiction, with planets, asteroids and stars, but with different physics.[1] Gravity is either none or the same as that of Earth, and is directed towards the center of planet-sized bodies; on large objects in space like spacecraft and enormous creatures gravity is directed towards a flat plane running through the object's long axis, allowing characters to stand on the decks of ships.[1]

Phlogiston

The phlogiston is essentially a big ocean of a unique element that is neither air, fire, water, or earth.[1] The phlogiston (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.

The Spelljammer

The Spelljammer is a legendary ship which looks like a gigantic manta ray,[1] 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 ventral (or under) 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 its predecessor is ever destroyed.

Races

Alien races inhabiting the Spelljammer universe included humans, dwarves, xenophobic beholders, rapacious neogi, militant giff (humanoid hippopotami), centaurlike dracons, hubristic elf armadas, spacefaring orcs called "scro", mysterious arcane, the Thri-kreen insectoids, and bumbling tinker gnomes. Illithids 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.

Official products

Spelljammer has acted as the official campaign setting for multiple Dungeons & Dragons roleplaying adventures, sourcebooks and accessories.

Title Year ISBN Notes
AD&D Box sets
Spelljammer: AD&D Adventures in Space 1989 ISBN 0-88038-762-9 Introduced the setting and provided the basic rules for spelljamming travel
The Legend of Spelljammer 1991 ISBN 1-56076-083-4 Expanded on the setting, in particular the Spelljammer itself
The War Captain's Companion 1992 ISBN 1-56076-343-4 Provided more detailed ship-to-ship combat rules
The Astromundi Cluster 1993 ISBN 1-56076-632-8 Provided a roleplaying campaign for the setting
AD&D Accessories
Lost Ships 1990 ISBN 0-88038-831-5 Expanded the number of ships
Practical Planetology 1991 ISBN 1-56076-134-2 Assisted DMs who wished to create their own spelljamming setting
The Rock of Bral 1992 ISBN 1-56076-345-0 Provided a home base for adventuring parties
Realmspace 1991 ISBN 1-56076-052-4 Information about the crystal spheres housing TSR's three main campaign worlds
Greyspace 1992 ISBN 1-56076-348-5
Krynnspace 1993 ISBN 1-56076-560-7
MC7 Monstrous Compendium Spelljammer Appendix 1990 Part of the Monstrous Compendiums series
MC9 Monstrous Compendium Spelljammer Appendix II 1991
Complete Spacefarer's Handbook 1992 ISBN 1-56076-347-7 Focuses on spelljamming travel
AD&D Adventures
Wildspace 1990 ISBN 0-88038-819-6 A series of five connected adventures
Skull & Crossbows 1990 ISBN 0-88038-845-5
Crystal Spheres 1990 ISBN 0-88038-878-1
Under the Dark Fist 1991 ISBN 1-56076-131-8
Goblins' Return 1991 ISBN 1-56076-149-0
Heart of the Enemy 1992 ISBN 1-56076-342-6 A longer campaign adventure
Space Lairs 1993 ISBN 1-56076-609-3 Adventure anthology
D&D fifth edition
Spelljammer Academy July 2022 Adventure adventure released digitally
Spelljammer: Adventures in Space August 2022 ISBN 978-0-7869-6816-9 Boxed set which contains three 64-page hardcover books: Astral Adventurer's Guide (a Dungeon Master guide), Boo's Astral Menagerie (a bestiary), and Light of Xaryxis (an adventure)

Publication history

Shannon Appelcline commented on Spelljammer's 1989 release as the first of TSR's new campaign settings: "The first of these new settings was Jeff Grubb’s innovative science fantasy Spelljammer (1989), which introduced a universe of magical starships traversing the ‘crystal spheres’ that contained all the earthbound AD&D campaign worlds. It suggested a method to connect together all of TSR's settings and at the same time introduced fun new Jules Verne-esque technology that had never before been seen in the game. It was innovative and popular."[2]:26 He added that "Spelljammer (1989), which offered a way to connect every single D&D fantasy world, was thus one of the first true crossovers" in role-playing games.[2]:219 Appelcline commented on the end of the setting: " TSR’s fifth second-edition campaign world, Planescape (1993), was released to replace Spelljammer, which had just then ended. TSR wanted a new world-spanning setting and Slade Henson came up with the answer by suggesting a new setting built on Jeff Grubb's first-edition Manual of the Planes (1987). [...] Unlike Spelljammer this new setting had a strong geographical centre, the City of Sigil, resolving a flaw in the Spelljammer setting that denied players a good home base."[2]:26

Second edition

Original Spelljammer boxed set (TSR, 1989)

The Spelljammer: AD&D Adventures in Space space fantasy boxed set was released in 1989.[3] Several of TSR's other campaign worlds had their own sections in the Spelljammer Boxed Set - Realmspace for the Forgotten Realms, Krynnspace for Dragonlance, and Greyspace for Greyhawk. Along with the new sphere - Clusterspace - they were known as the "Big Three and Astromundi". Dark Sun, Ravenloft and Mystara 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.[citation needed]

The product line would be expanded with a number of boxed sets and accessories such as Lost Ships (1990),[4] Realmspace (1991)[5] and The Astromundi Cluster (1993). Appelcline commented that The Astromundi Cluster acted as "a soft reboot of the Spelljammer line" and was more of setting focused sourcebook than previous Spelljammer books which acted more "as a conduit between all of the other AD&D settings".[6] The first adventure, titled Wildspace, was released in 1990; four connected adventures followed it.[7][8] A longer campaign adventure, Heart of the Enemy, was then published in 1992[9] followed by an adventure anthology, Space Lairs, in 1993.[10]

The monsters of Spelljammer were detailed in two installments of the Monstrous Compendium series, Spelljammer Appendix in 1990 and Spelljammer Appendix II in 1991.[11][12]

In 1993, Space Lairs and The Astromundi Cluster were the final products of the line.[10] Appelcline commented on the end of the setting in the Advanced Dungeons & Dragons era: "TSR’s fifth second-edition campaign world, Planescape (1993), was released to replace Spelljammer, which had just then ended. TSR wanted a new world-spanning setting and Slade Henson came up with the answer by suggesting a new setting built on Jeff Grubb's first-edition Manual of the Planes (1987). [...] Unlike Spelljammer this new setting had a strong geographical centre, the City of Sigil, resolving a flaw in the Spelljammer setting that denied players a good home base."[2]:26

Third edition

The Spelljammer line of products was discontinued by TSR before they were acquired by Wizards of the Coast.

In May 2002, Paizo published an article for Spelljammer in Dungeon #92 titled "Spelljammer: Shadow of the Spider Moon".[13] Using the D20 system, it provided new rules for firearms and spelljamming, as well as skills, feats and prestige classes. Spelljammer monsters such as neogi and giff were not used. Instead, it featured creatures from the Monster Manual such as drow, formians and yuan-ti.

In May 2005, Wizards of the Coast updated the Neogi to third edition rules in hardcover supplement Lords of Madness. The book included a chapter with a sample map of a crashed Spelljamming vessel, cultural habits of the Neogi, and the monster's stat blocks.

Fourth edition

Spelljammer content appears in the fourth edition Manual of the Planes,[14] referencing Spelljammer ships as one method of traveling between planes (and providing information for in-game use for an example Spelljammer vessel).

Fifth edition

In April 2022, Wizards of the Coast announced a new boxed set titled Spelljammer: Adventures in Space which was released on August 16, 2022; this release updates the Spelljammer setting for the fifth edition.[15][16] The box set includes a Dungeon Master's screen, a double-sided poster map and three 64-page hardcover books: Astral Adventurer’s Guide (a Dungeon Master guide), Boo's Astral Menagerie (a bestiary), and Light of Xaryxis (an adventure).[17] A special edition, with cover art by Hydro74, was also released.[16] A prequel adventure, titled Spelljammer Academy, was released for free on the Wizards of the Coast website and on D&D Beyond in July 2022.[18][19]

Monstrous Compendium Vol 1: Spelljammer Creatures introduced ten creatures from the Spelljammer setting to the fifth edition in April 2022.[20][21]

From the product description, it consisted of:

"... everything a Dungeon Master needs to run adventures and campaigns set in the starlit realms of Wildspace and the Astral Sea, as well as new options for players who want to create characters at home in this fantastic setting.
Compnents:

  • Astral Adventurer’s Guide, a 64-page hardcover book for players and Dungeon Masters that presents the Astral Plane as a campaign setting and includes space-based character options, spells and magic items, deck plans and descriptions for spelljamming ships, and more
  • Boo’s Astral Menagerie, a 64-page hardcover book for Dungeon Masters that presents game statistics and descriptions for over 60 creatures found in Wildspace and the Astral Sea, including astral elves, cosmic horrors, lunar and solar dragons, murder comets, and space clowns.
  • Light of Xaryxis, a 64-page hardcover adventure for Dungeon Masters that is set in the Astral Plane and designed for characters of levels 5–8
  • Double-sided poster map of the Rock of Bral, an asteroid-city that can serve as both an adventure location and a campaign hub in the Astral Plane
  • Dungeon Master’s screen, a sturdy, four-panel design for use with the books in this set."

Spelljammer content also appears in the fifth edition adventure Waterdeep: Dungeon of the Mad Mage (2018). In the adventure, a spelljamming ship and its illithid captain appear stranded in level 19 of the titular dungeon.[22][23][24] Then in October 2021, Wizards released the PDF Travelers of the Multiverse which is part of the "Unearthed Arcana" public playtest series. Of the six player races it included, four races (autognome, giff, hadozee, and plasmoid) are closely associated with the Spelljammer setting. Both Polygon and Bleeding Cool highlighted that this playtest could indicate a future Spelljammer reboot.[23][24]

Spinoffs

As was common practice at TSR at the time, a number of tie-in products were produced for the Spelljammer line.

Comics

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.

Novels

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 cloak that was 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 series showcases the wonders and perils of the Spelljammer universe. The novels are now out of print.

Computer games

Only one computer game set in the Spelljammer universe was ever produced. It was published by Strategic Simulations, inc. 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.[25] This tileset included Spelljamming ships, space and atmospheric terrains, along with monsters and NPCs, all set within the Spelljammer Campaign setting.

Reception

In the January 1990 edition of Games International (Issue 12), James Wallis was not a fan of the initial release, Spelljammer: AD&D Adventures in Space, finding inconsistencies in the combat rules, saying, "The cumulative effect of these inconsistencies is to make space combat unplayable." He did find the background "imaginative and consistent, but unfortunately there is little of it." Although he admired the production values of the components, he found the book disorganized to the point of "disarray and confusion." He concluded by giving the game a poor rating of only 2 out of 5, saying, "Spelljammer may score well physically but fails mentally [...] Scavenging AD&D players who enjoy stripping tasty ideas from the carcasses of dying games may find it of interest, but I cannot recommend it to anyone else."[26]

Fifth edition reception

Chris de Hoog, for CGMagazine, rated Spelljammer: Adventures in Space a 9.5/10 and called the development team's choice to split the material over three sourcebooks a "wise move".[27] On Boo's Astral Menagerie, de Hoog wrote that it "has one of the most bizarre rosters of enemies to date, from more mundane threats like solar and lunar dragons or combatant versions of the new playable races; to spacefaring variants of aquatic creatures; straight through to Lovecraftian horrors".[27] The Light of Xaryxis adventure impressed him the most, especially with the adventure's layout and structure. de Hoog commented that "on one hand, there's more material in the setting guide than some recent books, which came as a pleasant surprise; on the other, I was still craving more background from Spelljammer: Adventures in Space. It presents an excellent hub for your space-faring adventures, the Rock of Bral, and enough inspiration for DMs to shape their own version of the astral realms to their campaigns [...]. All told, Spelljammer: Adventures in Space passed the ultimate final test of any D&D product: when I put it down, I immediately reached out to my friends to rave about it and schedule our first foray into Wildspace".[27]

Samantha Nelson, for Polygon, called Light of Xaryxis "a zany space opera" inspired by Flash Gordon and commented on the episodic nature of the adventure where each chapter is "meant to be run as a two- to three-hour session".[28] Nelson highlighted the balanced encounters of the adventure and that "almost every challenge in Light of Xaryxis comes with text on what happens if the players fail — and those setbacks often have extremely entertaining results. [...] These suggestions help change the nature of conflict in the game [...]. Light of Xaryxis normalizes failure as just a key part of the narrative".[28] While she did not consider the adventure "perfect", Nelson wrote that Light of Xaryxis is an "excellent introduction to Spelljammer" and that the Astral Adventurer's Guide can also provide "plenty of ways to extend your Spelljammer adventure beyond Light of Xaryxis".[28]

Christian Hoffer, for ComicBook.com, wrote that "not only does the boxed set reinvent the popular Flash Gordon-esque space setting originally introduced in 1989, but it also brings some very strange new player options that are well beyond what's normally associated with the high fantasy at the heart of most Dungeons & Dragons campaigns. [...] The Autognomes and the hippopotamus-like Giff were long associated with the Spelljammer setting, while the Hadozee, Thri-Kreen, and Plasmoids were all 're-skins' of races from the TSR RPG Star Frontiers that were eventually brought into Spelljammer".[29] Hoffer highlighted a "noticeable departure from past lore" is that the crystal sphere system has "been replaced by the Astral Sea, a key component of D&D's current cosmology".[29] Hoffer commented on the "ocean and seafaring themes" along with the space themes and wrote that the sixteen included ships are a "mix of weird spaceships like nightspiders and nautiloids and traditional ships like galleons, complete with their own sails and masts".[29]

Andrew Stretch, for TechRaptor, commented that splitting the content into three separate books "improves table dynamics" as it creates a clear delineation between content for players and content for Dungeon Masters.[30] Stretch wrote that "while navel ship combat is not new to Dungeons & Dragons 5th Edition there are a few more intricacies with the Spelljammer ships including some very out there mechanics that you'll need to learn. Each ship gets to act as its own point of gravity when up in the Astral Sea and even create its own envelope of breathable air".[30] He highlighted the expansive bestiary and that it encourages Dungeon Masters "to take what might already be a favorite monster [...] and turn it into a Spelljammer-worthy enemy". Stretch stated that "the complete collection of Spelljammer is not just a good Dungeons & Dragons adventure, but for a group of players that high fantasy might not be their jam is a great hopping on point. The adventure is not going to span years and it's a strong story filled with memorable characters and big story moments".[30]

Matthew J. Neagley of Gnome Stew: the Gaming Blog, pointed out most of the elements of the setting's themes were the same from second to fifth editions. He broadly noted some of them and drew attention to the fact that switching the Astral Sea and phlogiston back to the way it was in second edtion would take very little modification—

"Most of the rules and setting material are largely unchanged. Air works much like it used to. Gravity works much like it used to. Wildspace (the area of space around celestial bodies) is still Wildspace. The only major change to piloting a spelljammer is that mages no longer lose all their spells the moment they sit in a helm. Rules have been simplified to suit the new edition which is less crunchy than 2e was, but the concepts behind them remain the same.

Crystal shells (the giant shells that contained a chunk of wildspace) and the Phlogiston (the Aether that flows between crystal shells) however are both gone. In their place is the astral plane. This is one of the few big changes to the system/setting. ... all in all, I’m happy with this change. And if you’re not, returning crystal spheres and the phlogiston to the setting is a simple enough modification to make, especially if you have the original rules handy."[31]

Disclaimer:Any lore presented through the following links does not necessarily adhere to established officially published content, and the views expressed do not necessarily represent the views of the editors of this wiki.

References

Notes

Citations

  1. a b c d e f g Rolston, Ken (February 1990). "Role-playing Reviews". Dragon (#154): 59–63. Lake Geneva, Wisconsin: TSR.
  2. a b c d Appelcline, Shannon (2011) Designers & Dragons, Mongoose Publishing ISBN: 978-1-907702-58-7.
  3. The History of TSR. Wizards of the Coast.
  4. Appelcline, Shannon. SJR1 Lost Ships (2e) | Product History (in en). DriveThruRPG.
  5. Appelcline, Shannon. SJR2 Realmspace (2e) | Product History (in en). DriveThruRPG.
  6. Appelcline, Shannon. The Astromundi Cluster (2e) | Product History (in en). DriveThruRPG.
  7. Appelcline, Shannon. SJA1 Wildspace (2e) | Product History (in en). DriveThruRPG.
  8. Appelcline, Shannon. SJS1 Goblin's Return | Product History (in en). DriveThruRPG.
  9. Appelcline, Shannon. SJQ1 Heart of the Enemy (2e) | Product History (in en). DriveThruRPG.
  10. a b Appelcline, Shannon. SJR8 Space Lairs (2e) | Product History (in en). DriveThruRPG.
  11. Appelcline, Shannon. MC7 Monstrous Compendium Spelljammer Appendix (2e). DriveThruRPG.
  12. Appelcline, Shannon. MC9 Monstrous Compendium Spelljammer Appendix II (2e). DriveThruRPG.
  13. Collins, Andy (May 2002). "Spelljammer: Shadow of the Spider Moon". Dungeon (92): 16–65.
  14. (December 2008) Manual of the Planes, Renton, WA⧼colon⧽ Wizards of the Coast, pp. 20 159 ISBN: 978-0-7869-5002-7.
  15. Spelljammer and Dragonlance Return in Dungeons & Dragons' New Adventures (in en-us). Gizmodo , April 21, 2022.
  16. a b Sheehan, Gavin. Dungeons & Dragons Brings Back Spelljammer With Three Book (in en). Bleeding Cool.
  17. Hall, Charlie. D&D's Spelljammer reboot looks unlike any other fifth edition adventure so far (in en-US). Polygon.
  18. Dungeons & Dragons Announces Spelljammer: Adventures in Space Box Set (in en). ComicBook.com , April 21, 2022.
  19. Get Ready to Blast Off! Spelljammer: Adventures in Space Is Coming August 16 (in en-us). D&D Beyond , April 21, 2022.
  20. Dungeons & Dragons Brings Back Monstrous Compendium Series, Free for All Players (in en). ComicBook.com , April 22, 2022.
  21. D&D: Best New Spelljammer Monsters For 5e (So Far). ScreenRant , May 11, 2022.
  22. (November 2018) Waterdeep: Dungeon of the Mad Mage, Renton, WA⧼colon⧽ Wizards of the Coast, pp. 243 ISBN: 978-0-7869-6626-4.
  23. a b Sheehan, Gavin. Dungeons & Dragons Just Added Old Spelljammer Content To Playtest (in en). Bleeding Cool News And Rumors.
  24. a b Hall, Charlie. D&D playtest could hint at a Spelljammer reboot (in en-US). Polygon.
  25. "The Arcane Space Tileset"
  26. Wallis, James. January 1990. Spelljammer. Games International #12. p43
  27. a b c de Hoog, Chris. Spelljammer: Adventures in Space (D&D) Review - CGMagazine (in en-CA). CGMagazine.
  28. a b c Nelson, Samantha. Spelljammer is for losers (in en-US). Polygon.
  29. a b c Hoffer, Christian. Spelljammer: Adventures in Space Is "Last Frontier" for Dungeons & Dragons Fifth Edition (in en). ComicBook.com.
  30. a b c Stretch, Andrew. Spelljammer: Adventures In Space Review (in en). TechRaptor.
  31. Matthew J. Neagley. Spelljammer: Comparing 5e to 2e (blog). Gnome Stew: The Gaming Blog. Gnome Stew, 19 August 2022. Retrieved on 15 April 2024.

Bibliography

This page uses Creative Commons Licensed content from Wikipedia (view authors).

Encyclopedia Greyhawkania Index

The Encyclopedia Greyhawkania Index (EGI) is based on previous work of Jason Zavoda through '08, continued by numerous other fans. The EGI article has a list of sources, product names, abbreviations, and a link to the full, downloadable index.

Topic Type Description Product Page/Card/Image

Spelljammer Item Artifact, The Adventure Begins 77, 104
Spelljammer Item Artifact, WGR1 Greyhawk Ruins 86
Spelljammer Item Artifact, WGR3 Rary the Traitor 33
Spelljammer Publication Rulebook, DMGR4 - Monster Mythology 61, 70
Spelljammer Publication Rulebook, Oerth Journal #29 18
Spelljammer Publication Rulebook, Oerth Journal #32 40
Spelljammer Publication Rulebook, WGA4 Vecna Lives! 71