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Theatre of the Mind Ship Combat Rules_13-16
Theatre of the Mind Ship Combat Rules_13-16
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SPELLS OPERATE SPELLJAMMER HELM
1st-level evocation
Casting Time: 1 action
The following new spells are available to all spellcasters. Range: Self
They must be prepared as normal spells. Wizards must
Components: V, S, M (the spelljammer helm)
learn these spells by inscribing them in their spell books as
Duration: Concentration, up to 12 hours
usual. Other classes must use the same method of learning
spells as usual. This spell allows you to move a ship using a spelljammer
helm. You form a magical connection with the ship, which
Operate Spelljammer Helm is an important exception. It
feels like an extension of your body. When you cast this
can be cast without preparation, and is available to all
spell using a spell slot of 2nd level or higher, you increase
spellcasters at all times as a first level spell. You should
the Ship’s Rating by 1 for each slot level above 1st. Consult
think of Operate Spelljammer Helm as an injection of
the Ship’s Rating table for the resulting tactical speed. This
magical energy that fuels the spelljammer helm.
also affects your Helmsperson Maneuver bonus.
Spellcasters are powering the ship’s movement by
expending spell slots.
REPAIR SPELLJAMMER
1st-level transmutation
CREATE OR DESTROY AIR
1st-level transmutation Casting Time: 1 action
Range: Touch
Casting Time: 1 bonus action
Components: V, S
Range: 90 feet
Duration: Instantaneous
Components: V, S M (a small stoppered flask)
Duration: Instantaneous A spelljammer you touch regains hit points equal to 1d8
plus your spellcasting ability modifier.
You create or destroy air.
At Higher Levels. When you cast this spell using a spell
Create Air. You create a bubble of fresh air around a
slot of 2nd level or higher, the repair increases by 1d8 for
medium creature that lasts 10 minutes, also removing the
each slot level above 1st.
effects of Stinking Cloud and Cloudkill. This provides only
personal protection; if cast inside the air envelope of a
ship, the fresh air will disperse and slightly improve the air
quality of the entire envelope, but provide no benefits to
the targeted creature.
Destroy Air. You target a creature within range and
immediately cause its air bubble to become foul. The
creature must make a Constitution saving throw or
become poisoned. This save must be repeated as long as
the air stays fouled. If this spell is cast again on a target
with foul air, the air bubble disappears, and the target
begins to suffocate. A creature can hold its breath for a
number of minutes equal to 1 + its constitution modifier
(with a minimum of 30 seconds). See the Drowning rules
for details. If you attempt to destroy air for a creature
within a ship’s air envelope, you have no affect on the
creature, and only slightly foul the ship’s air.
ENHANCE/DECREASE RATING
3rd-level alteration
Casting Time: 1 action
Range: 30 feet
Components: V, S M (a small ivory arrow)
Duration: Concentration, up to 1 minute
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SHIPS
The numbers for these ships come from a combination of
the 5E Spelljammer rules and the original Second Edition
rules, with some adjustments.
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SHIP-TO-SHIP
WEAPONS
Note that all ship-to-ship weapons require multiple
actions to fire due to the difficulty of positioning large
equipment. This is done under the supervision of the
gunner, so the gunner makes the attack roll. Weapon hit
points may be useful if actions are taken specifically
against weapons, perhaps in a boarding action, or as part
of a critical hit. Rams take damage during ramming
actions, rather than the ramming ship suffering the
damage.
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