Spelljammer Spells

There are particular magics that have been developed over the centuries by those who embrace life in Wildpspace. The following are the commonly available spells and domains often found in use amongst the spheres.

Bard Spells

1st-Level Bard Spells

Locate Portal – Senses direction and distance of closest portal in the adjacent crystal shell.

3rd-Level Bard Spells

Decrease Rating – Decreases the SR of a ship.
Enhance Rating – Increases the SR of a ship.

4th-Level Bard Spells

Chill Fire – Makes the phlogiston less flamable.
Create Portal – Opens a portal in the adjacent crystal shell.

5th-Level Bard Spells

Decrease Maneuverability – Decreases the MC of a ship.
Enhance Maneuverability – Increases the MC of a ship.

6th-Level Bard Spells

Create Furnace Helm – Makes a temporary furnace.
Create Lifejammer Helm – Makes a temporary lifejammer.
Create Minor Helm – Makes a temporary minor helm.

Cleric Spells

1st-Level Cleric Spells

Create Air – Provides air.
Destroy Air – Makes one person’s air fouled.
Locate Portal – Senses direction and distance of closest portal in the adjacent crystal shell.

2nd-Level Cleric Spells

Contact Home Power – Contacts your higher power from any crystal sphere.
Detect Powers – Tells you who you might draw power from in this crystal sphere.

3rd-Level Cleric Spells

Chill Fire – Makes the phlogiston less flamable.

4th-Level Cleric Spells

Create Portal – Opens a portal in the adjacent crystal shell.

5th-Level Cleric Spells

Create Furnace Helm – Makes a temporary furnace.
Create Lifejammer Helm – Makes a temporary lifejammer.
Create Minor Helm – Makes a temporary minor helm.

8th-Level Cleric Spells

Renew Ship Atmosphere – Completely refreshes most ship’s air envelope.
Repair Ship – Repairs major damage to a ship, or builds a liferaft.

Druid Spells

0-Level Druid Spells (Orisons)

Create Air – Provides air.
Destroy Air – Makes one person’s air fouled.

1st-Level Druid Spells

Locate Portal – Senses direction and distance of closest portal in the adjacent crystal shell.

2nd-Level Druid Spells

Chill Fire – Makes the phlogiston less flamable.
Contact Home Power – Contacts your higher power from any crystal sphere.
Detect Powers – Tells you who you might draw power from in this crystal sphere.

4th-Level Druid Spells

Create Portal – Opens a portal in the adjacent crystal shell.
Decrease Maneuverability – Decreases the MC of a ship.
Enhance Maneuverability – Increases the MC of a ship.
Softwood – Places in suspended animation to protect from wildspace.

6th-Level Druid Spells

Create Furnace Helm – Makes a temporary furnace.
Create Lifejammer Helm – Makes a temporary lifejammer.
Create Minor Helm – Makes a temporary minor helm.

7th-Level Druid Spells

Renew Ship Atmosphere – Completely refreshes most ship’s air envelope.
Repair Ship – Repairs major damage to a ship, or builds a liferaft.

Paladin Spells

1st-Level Paladin Spells

Create Air – Provides air.

2nd-Level Paladin Spells

Contact Home Power – Contacts your higher power from any crystal sphere.
Detect Powers – Tells you who you might draw power from in this crystal sphere.
Locate Portal – Senses direction and distance of closest portal in the adjacent crystal shell.

3rd-Level Paladin Spells

Chill Fire – Makes the phlogiston less flamable.

4th-Level Paladin Spells

Create Furnace Helm – Makes a temporary furnace.
Create Minor Helm – Makes a temporary minor helm.
Create Portal – Opens a portal in the adjacent crystal shell.

Ranger Spells

1st-Level Ranger Spells

Create Air – Provides air.
Locate Portal – Senses direction and distance of closest portal in the adjacent crystal shell.

2nd-Level Ranger Spells

Contact Home Power – Contacts your higher power from any crystal sphere.
Detect Powers – Tells you who you might draw power from in this crystal sphere.

3rd-Level Ranger Spells

Chill Fire – Makes the phlogiston less flamable.
Softwood – Places in suspended animation to protect from wildspace.

4th-Level Ranger Spells

Create Portal – Opens a portal in the adjacent crystal shell.

Sorcerer And Wizard Spells

2nd-Level Sorcerer And Wizard Spells

Div
Locate Portal – Senses direction and distance of closest portal in the adjacent crystal shell.

3rd-Level Sorcerer And Wizard Spells

Trans
Chill Fire – Makes the phlogiston less flamable.
Decrease Rating – Decreases the SR of a ship.
Enhance Rating – Increases the SR of a ship.

5th-Level Sorcerer And Wizard Spells

Trans
Create Portal – Opens a portal in the adjacent crystal shell.
Decrease Maneuverability – Decreases the MC of a ship.
Enhance Maneuverability – Increases the MC of a ship.

6th-Level Sorcerer And Wizard Spells

Trans
Create Furnace Helm – Makes a temporary furnace.
Create Lifejammer Helm – Makes a temporary lifejammer.
Create Minor Helm – Makes a temporary minor helm.
Create Series Helm – Makes a temporary series helm.

7th-Level Sorcerer And Wizard Spells

Trans
Create Forge Helm – Makes a temporary forge.
Create Major Helm – Makes a temporary major helm.
Create Pool Helm – Makes a temporary pool helm.
Repair Ship – Repairs major damage to a ship, or builds a liferaft.

8th-Level Sorcerer And Wizard Spells

Trans
Renew Ship Atmosphere – Completely refreshes most ship’s air envelope.

Spells

Chill Fire

Transmutation
Level: Sor/Wiz 3, Clr 3, Brd 4, Drd 2, Pal 3, Rgr 3, Wildspace 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 120-ft.-radius sphere around the target creature or object
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The Chill Fire spell functions only in the phlogiston, and casting it in other surroundings is useless. In the phlogiston, however, the spell reduces the flamable nature of the phlogiston. The area will be big enough to effect many whole ships.

When this spell is in effect, the flammable nature of phlogiston is reduced. Though a Fireball spell will still center on the spellcaster who created it, the damage caused by the fire will be normal. This applies to both magical and nonmagical fire.

Material Component: A sliver of glass or ice.

Contact Home Power

Evocation
Level: Clr 2, Drd 2, Pal 2, Rgr 2, Wildspace 2
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 week

The user of this spell establishes a tenuous link through the Astral Plane between his present location and that of the power he venerates. This link enables the divine spellcaster to regain his spells as if the power or god was recognised and venerated within the sphere.

Distance has no effect upon the attempt to contact the home power, but dimensional Gates, anti-magical fields, and the effects of Dispel Magic will prevent use of the spell. Also, the spell will not function in areas that the power or god has been specifically banished from (whether from death of an avatar, banishment, or some voluntary action of the god).

The divine spellcaster attempting to uplink with his power in such locations will be informed through the spell that such contact with his power or god is forbidden. The divine spellcaster will not be given reasons, however, as powers and gods are noticably reticent to explain why they cannot exert their power, preferring instead to look all-powerful to their worshippers.

The duration of the spell is one week, as long as the divine spellcaster remains in the same crystal sphere in which he cast the spell. Passage into another plane (even the ethereal) will break the spell, as will a Dispel Magic (if the correct die roll is made). While the spell is in effect, the divine spellcaster will respond positively to a Detect Magic when he or she is receiving new spells. This spell cannot be cast in the phlogiston.

Focus: A small horn. When winded, the horn calls the attention of the power or deity to its servant. Of course, it also attracts the attention of others within earshot.

Create Air

Transmutation [Air; see text]
Level: Clr 1, Drd 0, Pal 1, Rgr 1, Wildspace 1
Components: V, S, F
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: 1 + 1 person per two levels advanced
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

By means of this spell a bubble of fresh, breathable air may be generated around a person. This air will drive out the stale air around a person and restore it to a ‘fresh’ state. In cases of individuals adrift in space, this permits another rolling of the die to determine duration of the fresh air.

Within a larger envelope of air (such as the deck of a ship or the atmosphere of a planet), the freshened air will drift off, combining with the existing air. This can be considered to add the equivalent of two man-hours of fresh air, for each person-equivalent.

The spell can replace air that may be stale or befouled, including air that is poisoned or tainted by a Cloudkill or Stinking Cloud spell.

Creating additional air around a single individual does not create a larger envelope; the excess air will simply drift off.

If the Create Air spell is used within a gravity field, inside otherwise hostile circumstances (such as inside a Cloudkill or Stinking Cloud), it will allow the recipient a single clean breath before the created air bubbles to the surface.

This spell does not precisely counter Destroy Air, as it affects more targets, and just transforms the air in a different way. Even though this is primarily an air transmutation spell, you can alternatively use it as a conjuration/creation spell, as long as you are not in the Flow, to create air.

Focus: A small, stoppered flask.

Create Forge Helm

Transmutation
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat in a forge
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal chair or seat which is in a forge, into a forge helm suitable for powering a ship through space, by converting the energy of (dwarven) creativity into movement. This spell does not replace the need for a permanent forge onboard, and is used primarily as a back-up system or in emergency situations.

The forge may power a ship of no more than five times the spellcaster’s level in tonnage. A 20th-level level Wizard may therefore create a forge capable of powering a 100-ton ship. In operation, a forge created in such a fashion is identical to a regular, permanent, forge, with one exception. If dispelled, the forge created by this spell will disappear for a single round, then reappear.

Focus: A chair, stool, or other seat suitable for use as a helm, in a forge.

Create Furnace Helm

Transmutation
Level: Sor/Wiz 6, Clr 5, Brd 6, Drd 6, Pal 4
Components: V, S, F
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat plus furnace [see below]
Duration: 1 week/level (1 day/level)
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal chair or seat which has an attached furnace, into a furnace helm suitable for powering a ship through space, by burning enchanted magical items to convert the energy stored in them into movement. This spell does not replace the need for a permanent helm of some sort onboard, and is used primarily as a back-up system or in emergency situations.

The furnace may power a ship of no more than three times the spellcaster’s level in tonnage. A 20th-level level Wizard may therefore create a furnace capable of powering a 60-ton ship. In operation, a furnace created in such a fashion is identical to a regular, permanent, furnace, with one exception. If a furnace created by this spell is successfully dispelled, it will disappear and must be created anew.

The paladin version of this spell is a special blessing conferred on them by their power or god, and the use this is put to is carefully observed by (a servant of) that power or god, for violations of the paladin’s code of conduct.

Focus:A chair, stool, or other seat suitable for use as a helm, plus an attached furnace. Divine spellcasters may omit the seat focus, but if so the duration is only in days rather than weeks; they will still need something to burn things in. For paladins it is always only days, irrelevant of whether they provide a seat focus.

Create Lifejammer Helm

Transmutation
Level: Sor/Wiz 6, Clr 5, Brd 6, Drd 6
Components: V, S, F
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat plus victim restraint [see below]
Duration: 1 week/level (1 day/level)
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal chair or seat which has an associated victim restraint, into a lifejammer helm suitable for powering a ship through space, by consumming the victim’s life energy and converting it into movement. This spell does not replace the need for a permanent helm of some sort onboard, and is used primarily as a back-up system or in emergency situations.

The lifejammer may power a ship of no more than two times the spellcaster’s level in tonnage. A 20th-level level Wizard may therefore create a lifejammer capable of powering a 40-ton ship. However, two lifejammer helms may be used in parallel to move a greater tonnage. In operation, a lifejammer created in such a fashion is identical to a regular, permanent, lifejammer, with one exception. If a lifejammer created by this spell is successfully dispelled, it will disappear and must be created anew.

Focus: A chair, stool, or other seat suitable for use as a helm, plus a victim restraint. Divine spellcasters may omit the seat focus, but if so the duration is only in days rather than weeks; they will still need some sort of victim restraint.

Create Major Helm

Transmutation
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal chair or seat into a major spelljammer helm suitable for powering a ship through space. This spell does not replace the need for a permanent magical helm onboard, and is used primarily as a back-up system or in emergency situations.

The major helm may power a ship of no more than three times the spellcaster’s level in tonnage. A 20th-level level Wizard may therefore create a major helm capable of powering a 60-ton ship. In operation, a major helm created in such a fashion is identical to a regular, permanent, spelljamming helm, with one exception. If dispelled, the helm created by this spell will disappear for a single round, then reappear.

Focus: A chair, stool, or other seat suitable for use as a helm.

Create Minor Helm

Transmutation
Level: Sor/Wiz 6, Clr 5, Brd 6, Drd 6, Pal 4, Wildspace 5
Components: V, S, (F)
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat [see below]
Duration: 1 week/level (1 day/level)
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal chair or seat into a minor spelljammer helm suitable for powering a ship through space. This spell does not replace the need for a permanent magical helm onboard, and is used primarily as a back-up system or in emergency situations.

The minor helm may power a ship of no more than two times the spellcaster’s level in tonnage. A 20th-level level Wizard may therefore create a helm capable of powering a 40-ton ship. In operation, a minor helm created in such a fashion is identical to a regular, permanent, spelljamming helm, with one exception. If a helm created by this spell is successfully dispelled, it will disappear and must be created anew.

The paladin version of this spell is a special blessing conferred on them by their power or god, and the use this is put to is carefully observed by (a servant of) that power or god, for violations of the paladin’s code of conduct.

Focus: A chair, stool, or other seat suitable for use as a helm. Divine spellcasters may omit the focus, but if so the duration is only in days rather than weeks. For paladins it is always only days, irrelevant of whether they provide a seat focus.

Create Portal

Transmutation
Level: Sor/Wiz 5, Clr 4, Brd 4, Drd 4, Pal 4, Rgr 4, Wildspace 4
Components: V, S, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: Crystal sphere
Area of Effect: Area of crystal shell 100’ in radius
Duration: 2d6 times 10 minutes
Saving Throw: None
Spell Resistance: No

This spell causes a large area of the shell to become temporarily insubstantial and ethereal, allowing a ship (or anything else) of the correct size to pass through. While the effect lasts any other ships or items may pass through.

The opening does not weaken the crystal shell, and any objects resting physically on the shell are unaffected by the portal. It takes but a fraction of a round for a ship to pass through a portal in this fashion (SR 1 is 150 ft./round). However, if the portal is dispelled or otherwise prematurely closes, roll 1d10 to determine the fate of the object passing through the opening as it closes:

1-5  Portal closes before ship reaches shell. Ship must turn or ram the shell.
6 Portal closes on the ship. Ship is cut in half.
7-10 Portal closes after ship passes through.

Portals created by this spell are magical and temporary, so they can be dispelled. Portals that occur naturally in the crystal shell may not be dispelled.

Focus: A piece of wire wrapped around a bit of amber.

Create Pool Helm

Transmutation
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat next to a life-pool
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal chair or seat which is next to a life-pool, into a pool helm suitable for powering a ship through space, by converting the energies of an illithid life-pool into movement. This spell does not replace the need for a permanent helm of some sort onboard, and is used primarily as a back-up system or in emergency situations.

The pool helm may power a ship of no more than six times the spellcaster’s level in tonnage. A 20th-level level Wizard may therefore create a pool helm capable of powering a 120-ton ship. In operation, a pool helm created in such a fashion is identical to a regular, permanent, pool helm, with one exception. If dispelled, the pool helm created by this spell will disappear for a single round, then reappear.

Focus: A chair, stool, or other seat suitable for use as a helm, next to an illithid life-pool.

Create Series Helm

Transmutation
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 minute/level of caster
Range: Close (25 ft. + 5 ft./2 levels)
Target: A chair or seat plus a suitable person
Duration: 1 week/level
Saving Throw: None
Spell Resistance: No

By casting this spell, the spellcaster may transform a normal chair or seat into one of a variety of series helms suitable for powering a ship through space, using the energies from the spell-like abilities of a race with no spellcaster levels, and converting these into movement. This spell does not replace the need for a permanent series helm onboard, and is used primarily as a back-up system or in emergency situations, such as when extra speed is needed.

The spellcaster requires a member of the race that the series helm is to be used by to be seated in/on the object to become the helm when this spell is cast. This being must be directing their spell-like ability towards their seat as the Create Series Helm spell is cast. No matter what the ability is this will only serve to create the right sort of series helm, and does not drain their spell-like abilities, until they actually use the series helm as a helmsman.

The series helm may power a ship of from five tons to no more than two times the spellcaster’s level in tonnage. A 20th-level level Wizard may therefore create a series helm capable of powering a 5-ton to a 40-ton ship. Several series helms may be used in parallel to gain more tactical speed; this does not increase the maximum tonnage. Note that a spelljamming helm and a series helm will not function on a ship which has the other onboard. In operation, a series helm created in such a fashion is identical to a regular, permanent, series helm, with one exception. If a series helm created by this spell is successfully dispelled, it will disappear and must be created anew.

Focus: A chair, stool, or other seat suitable for use as a helm, plus a suitable person.

Decrease Maneuverability

Transmutation
Level: Sor/Wiz 5, Brd 5, Drd 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ship of up to 10 times the caster’s level in tonnage
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell may be cast on any ship to decrease its maneuverability class (MC). A ship MC is only decreased one class using this spell (minimum F). No ship can have its MC decreased more than one class below its initial MC, regardless of the number of Decrease Maneuverability spells cast upon it. Decrease Maneuverability counters and dispels Enhance Maneuverability.

Material Component: A vial of wind from an air-based world.

Decrease Rating

Transmutation
Level: Sor/Wiz 3, Brd 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One helmsman
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell can only be cast upon an individual using a major or minor spelljamming helm, whether existing or created by a spell. This spell will decrease the SR of the ship using the helm by 1d2 points (to a minimum of SR 1) for the duration of the spell. Only one Decrease Rating spell may be used at a time, and the caster may not use it on himself. Decrease Rating counters and dispels Enhance Rating.

The spellcaster must be able to see the person he is throwing Decrease Rating on. The spell will not work if the intended target is hidden.

Material Component: A small ivory arrow, broken as the spell is cast.

Destroy Air

Transmutation [Air; see text]
Level: Clr 1, Drd 0
Components: V, S, F
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: 1 person
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

By means of this spell the air around one target is immediately reduced to “fouled”, with all effects of that change. See Chapter 1 for more on this topic. This spell does not exactly counter Create Air, just transforms air in a different way. Even though this is primarily an air transmutation spell, you can alternatively use it as a conjuration/creation spell, as long as you are not in the Flow, to create foul air.

Within a larger envelope of air (such as the deck of a ship or the atmosphere of a planet), the fouled air will drift off, combining with the existing air. This can be considered to foul the equivalent of two man-hours of air.

Focus: A small, stoppered flask.

Detect Powers

Divination
Level: Clr 2, Drd 2, Pal 2, Rgr 2
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: Crystal sphere
Duration: 1 minute
Saving Throw: None
Spell Resistance: None

Casting this spell ouside a crystal shell allows a divine spellcaster to determine if there are friendly gods and/or other powers so that he may recharge his higher-level spells within its borders. The Detect Powers spell will also reveal if the power or gods revered by the divine spellcaster are worshipped within that sphere.

A divine spellcaster will be able to tell the alignment of the power closest to his power or deity through the Detect Powers spell. Accepting spells from a power of similar outlook but opposite alignment is dangerous, and any divine spellcaster that does so must regain favour with his chief power or deity (through quest or atonement) before further advancement in his class is possible.

Material Component: A handful of sand, which is cast onto the crystal shell.

Enhance Maneuverability

Transmutation
Level: Sor/Wiz 5, Brd 5, Drd 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ship of up to 10 times the caster’s level in tonnage
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell may be cast on any ship to increase its maneuverability class (MC). A ship MC is only increased one class using this spell. No ship can have its MC increased more than one class above its initial MC, regardless of the number of Enhance Maneuverability spells cast upon it. Enhance Maneuverability counters and dispels Decrease Maneuverability.

Material Component: A vial of wind from an air-based world.

Enhance Rating

Transmutation
Level: Sor/Wiz 3, Brd 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One helmsman
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell can only be cast upon an individual using a major or minor spelljamming helm, whether existing or created by a spell (this includes a Crown of the Stars). This spell will raise the SR of the ship using the helm by 1d2 points for the duration of the spell. Only one Enhance Rating spell may be used at a time, and the caster may not use it on himself. Enhance Rating counters and dispels Decrease Rating.

The spellcaster must be able to see the person he is throwing Enhance Rating on. The spell will not work if the intended target is hidden.

Material Component: A small ivory arrow, pointed upward as the spell is cast.

Find The Path

Divination
Level: Clr 6, Drd 6, Knowledge 6, Travel 6, Wildspace 6

As the standard spell.

Living Helm

Transmutation
Level: Wildspace 9
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 day/level

You turn yourself into a living major spelljamming helm. This is powered by all your magic above 2nd level, and only you may provide the power and direction for this helm. While you are a living helm you have no need to breathe, eat, drink, or rest or sleep, and you can feel a continuous connection to the power of your god, which is sustaining you, so you do not need to pray to your god each morning, but you still only refresh your magic once per day. When this spell is about to wear off you regain your full magic, in enough time for you to re-cast this spell. Just as with a Create Major Helm spell, if Dispelled this is suppressed for one round then resumes functioning; you may not terminate this spell early by your will. You may spelljam any ship that you are in contact with, unless it already has an active helm; while spelljamming a ship you count as the active helm. Effects like Spelljamming Shock will affect you normally, but they do not terminate the spell, even if you fall into a coma, so you continue to be sustained, and if needed you will automatically wake from the coma just before the spell wears off, in enough time for you to re-cast it. This spell immediately ceases when you loose contact with your god, for example on entering the Flow; this leaves you with none of your magic above 2nd level until you recover it normally.

Locate Portal

Divination
Level: Sor/Wiz 2, Clr 1, Brd 1, Drd 1, Pal 2, Rgr 1
Components: V, S, F
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Target: Crystal sphere
Duration: 1 round
Saving Throw: None
Spell Resistance: No

The caster of a Locate Portal spell can find the nearest portal through a crystal shell either into or out of the Flow. The spell indicates direction and distance (either in miles if it is close, or in days of travel time at Spelljamming speed).

In general, from any point on a crystal shell, the portals for a normal-sized ship are from 2-20 days away from any location. At the DM’s option, there may be more portals than normal available, less, or none at all.

Focus: A conch shell.

Renew Ship Atmosphere

Transmutation [Air; see text]
Level: Sor/Wiz 8, Clr 8, Drd 7, Wildspace 8
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One body of air
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You instantly fully renew the atmosphere of your ship which may be up to five times your level in tons, replacing even poisonous air or gasses. While this is primarily an air transmutation spell, you can alternatively use it as a conjuration/creation spell, as long as you are not in the Flow, to create an atmosphere around your ship if it has none. If your ship is larger than your tonnage limit then only this proportion of your atmosphere is renewed. You will find difficulty using this spell outside wildspace, except where there is a volume of air cut off from its surroundings, such as a cave, or underwater, when you could refresh an equivalent amount of air. This spell is not reversable.

Focus: A small, stoppered flask.

Repair Ship

Transmutation
Level: Sor/Wiz 7, Clr 8, Drd 7, Wildspace 7
Components: V, S, (M/F)
Casting Time: 1 round
Range: Touch
Target: One ship
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Repairs your level in hull points to a familiar or prepared ship that you are on, as long as the ship has not lost more than 50% of its hull points. If you have spent at least five skill points on ‘Craft: Shipwright’ or some similar skill which suits construction or repair work on this type of ship (just ‘Craft: Carpenter’ would be too general) then you can use this spell to repair ships that have lost more than 50% of their hull points. This can be done as long as the ship retains at least one hull point. Familiarity with a ship requires that it be your home ship, and that you have spent a week attuning yourself to it, which generally includes going (almost) everywhere onboard, and preferably inspecting the hull from the outside as well as inside. If you are an arcane rather than a divine spellcaster familiarity is gained by having either an accurate, scale, model of the ship, or by having the ship’s lines, which will typically be carefully rolled and folded paper or parchment about four feet long and a foot in diameter. Preparing the ship requires that you know where there are onboard repair materials suitable to repair the damage, which are used-up as this spell is cast. Even if a ship which you have the skill to fully repair has lost all its hull points then you can create a liferaft from its debris, which has up to your level in hull points. This liferaft will last indefintely, can include a chair suitable to have a Create Minor Helm spell cast on it, and is not being held together by magic; you automatically count as being familiar with it, whether you are a divine or arcane spellcaster. Repair Ship is related to Fabricate, but is both far more specialist and more powerful; it is not reversable. Used by Druids this spell can only repair ships made of suitable materials, such as wood and stone, and elven ships.

Material Component: Materials suitable to do the repair (required if not your home ship).
Focus: A scale model of the ship or the ship’s lines (required as an alternative to the materials by an arcane spellcaster).

Softwood

Transmutation
Level: Drd 4, Rgr 3
Casting Time: 1 round
Components: V, S, M
Range: Touch
Target: 1 + 1 man-sized person per three levels advanced
Duration: Permanent/30 minutes [see below]
Saving Throw: Will negates
Spell Resistance: Yes

The recipient of a Softwood spell immediately has his body surrounded by soft, spongy wood, similar to that of a rotting stump. The softwood is a living entity that inhabits the air envelope of the individual, sustaining that individual’s life at a lower level than normal. The character is placed in suspended animation in a manner similar to that of individuals lost in the Flow.

The softwood surrounding a body is extremely resistant to heat and cold, and while the form within is unconscious, it cannot be harmed. A character in a softwood cocoon could fall to earth and the heat and impact of the fall would be absorbed by the spell.

Softwood dissolves in open air. If a character enters and stays in a new envelope of fresh air for longer than 30 minutes, the softwood will dissolve, letting the individual loose. A Softwood spell cast in the open air will be effective cocooning for 30 minutes, then dissipates in a single round.

The Softwood spell was created as a defensive measure, to preserve those cast adrift in space. Enterprising and aggressive divine spellcasters have turned the spell into both a handy method of containing enemies, as well as a way of sending both foes and mutinious friends into wildpsace (and off their ships) without having to slay them.

Material Component: Any bit of bark. The softwood will become that type of bark covering the body. (If maple is used, then the covering will appear as maple, if pine, it will appear as pine.) If the bark of a sentient or “monster”-type plant is used, the softwood will be of similar physical features, but will lack any special abilities of the original plant.

© Dreamer Publications, 1980 – May 2006 | Used and remixed for Planejammer with permission
No changes were required to these spells in the upgrade from 3.5 to Pathfinder

Spelljammer Spells

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