10 Weirdest Bits Of Lore From D&D’s Spelljammer Tuning

Wizards of the Coast has announced a new version of spell scrambler on April 22, 2022. The first version of Spelljammer: AD&D Adventures in Space was released 33 years earlier in a sleek boxed set, matching D&D’s other famous campaign settings like Dragonlance, Gray Falconand Forgotten Realms.

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The subject of corporate politics behind the scenes, spell scrambler originally only lasted two years under the reins of its original publisher. Long gone, but fondly remembered, spell scrambler has been supported by fans through the years of Dungeons & Dragons 3rd Editionand partly inspired the elemental airships of the Eberron setting. Now in D&D 5th Edition, spell scrambler finally came back. Its rich lore, both in-game and out-of-game, is the stuff of fantasy legends.

ten Three of Spelljammer’s races were copied from Star Frontiers

star borders, released from 1981 to 1987, was the third sci-fi RPG released by TSR. He survived much longer than Alpha Metamorphosis (1976-78) and nearly tied the first set of gamma world (1979-86). It was an acclaimed space opera RPG that rivaled the legendary GDW Traveler.

star borders also had some hard sci-fi touches. Spaceships in the game used accelerating gravity two decades before The extent hit the waves. star borders‘ aliens, Dralasites, Yazarians and Vrusks were transformed into Plasmids, Hadozee and Thri-Kreen for spell scrambler. The third of the three stayed with ADD long after the spell scrambler the campaign setting has been removed and is now part of dark sun.


9 Spelljammer’s High-Fantasy Space Opera Setting Was Rebellious

The use of so many concepts of ADD was a conscious decision by the design team, which included many veterans of star borders. The company’s executive order to create a new space opera game for ADD did not include any detail, and the designers intended to make the most of Dungeons & Dragons possible space opera.

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The universe created by the writers was one in which a knight in armor could stand on the bow of his sailboat in space, without any space suit. It was imaginative and exotic and was ecstatically embraced by fans. The executives, on the other hand, hated him, which led to the premature end of one of Advanced Dungeons and Dragons‘ most popular campaign settings.


8 Spelljammer’s Crystal Spheres were based on an 1800s book cover illustration

The definitive characteristic of the spell scrambler the setting, besides the ships themselves, were the crystal spheres. These shells of hard, crystalline material encompassed all the worlds of TSR’s then voluminous campaign setting catalog and were loosely based on the Christian idea of ​​the Firmament, a wall that held back the waters of Heaven.

In the 1990s, Jeff Grubb postulated that the woodcut portrait “The Discoverers”, which inspired him, was a medieval woodcut of a sage pushing beyond the firmament to other lands. In the 2010s, he wrote that it was actually a 19th century novel. While the portrait and its inspirational power were real, its story was a mistake.


7 Using a Spelljammer Helmet Could Kill You

The Spelljammer Bar created a magical feedback loop between the user, connected through a headset that worked on their brain, and the piloted ship. This design choice created an unfortunate in-game situation where relatively light damage to the actual ship could be fatal to its pilot. This idea started in the game with BattleTechwhich used a “neuro helmet” to explain the damage caused by the pilot in a giant robot.

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Fortunately, this is a rules interaction that was entirely dependent on the Dungeon Masters’ interpretation of the game. With relatively few DMs playing the rules as written for the specific reason that they were relatively unforgiving and could easily kill player characters, it’s a rule that ended up being more honored in violation than in observance.


6 Spelljammer created giant miniature space hamsters

One of the most famous creatures of all Dungeons & Dragons Lore is Boo, the miniature giant space hamster. Boo is famous for being a fierce creature and intensely loyal to his human, the simple-minded Minsc. The giant space hamsters were bred by technological scientist Tinker Gnomes, a version of gnomes hailing from Dragonlance.

Tinker Gnome spaceships are – for the most part – powered by the power of giant hamsters rolling in wheels. Giant space hamsters have many derived breeds, but the most famous of these is the miniature giant space hamster, personified by Boo. In other words, the miniatures are just regular hamsters, because the Giant Space Hamster gnome breeding program has come full circle.


5 Nature abhors a vacuum, but not too much

The feature of spelljamming that allows medieval characters to stand on spaceship decks without any ill effects is an air bubble. Spelljamming ships contain and are surrounded by air relative to their volume, allowing characters on the ships to breathe, even when standing on deck in the middle of space.

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This tune even goes with someone falling overboard. However, the amount of air is much lower and there is a good chance that the person who falls overboard will exhaust their air and exhale long before being rescued. Space, like the sea, is unforgiving. Maybe not as much in-game as in real life, but ruthless nonetheless.


4 The Spelljammer: But You Can Never Leave

The legendary Spelljammer is the ship of legends. the spell scrambler the campaign’s response to Flying Dutchman, this ship flies over the space corridors, a goal often inaccessible for those who browse the decor. It is also a kind of trap.

For the lucky few who find themselves on the Spelljammer, they slowly find themselves only wanting to be on the Spelljammer. Leaving the Spelljammer never really becomes impossible, but it’s harder to do if someone on the large ship doesn’t want to go. You can check whenever you want, indeed.

3 Phlogiston is an alternative to ether

The “hyperspace” dimension called Flow that exists between the crystal spheres that make up the various worlds of Dungeons & Dragons was loosely inspired by a pre-scientific idea of ​​how objects burn. Ether is a precursor to the modern idea of ​​dark matter, which may also be on the way out. Star Wars’ hyperspace, as convenient as it is, is just a way to move between places. The Flow is an adventure in itself.

The Phlogiston makes fire spells very difficult to use in “hyperspace” and makes the idea of ​​gunpowder in the space between worlds go from unnecessarily dangerous to downright suicidal. The physics of spell scrambler the universe seems to make realistic space travel a silly option.


2 The black sun is cut from the flow

The world of the campaign dark sun has as its main theme lone warriors waging a hopeless war against dragon kings with magical powers. the dark sun the world, because of this, is inaccessible from the Phlogiston. His world, Athas, can visit the Demiplane of Dread known as Ravenloftbut not other worlds like the Forgotten Realms, Gray Falconor DragonSpearor newer settings, like Eberron.

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Since the Dungeon Masters are free to follow or change any rules of the game, it is unknown how closely this rule was followed on the table. But as written, the rules of spell scrambler specifically forbids visiting the harsh, dying world of Athas.


1 Neogi are more evil than mind flayers

The most infamous villains of the set spell scrambler frame are his vicious Neogi. A spider-like race driven to enslave aliens wherever they can find them, the Neogi are aggressive and capitalist as they roam the universe in living spaceships resembling gargantuan black widow spiders fused with castles.

The Neogi was born out of Jeff Grubb’s desire to create a more evil counterpart to the Mind Flayers, who he felt were becoming too humanized and civilized with their iconic Nautiloid spaceships. With their spider ships and umber hulk slaves, the Neogi have become the threat spell scrambler players loved to hate.


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