Spelljammer Wiki
Spelljammer Wiki
Advertisement

Wildspace, or simply space, is the vast airless void that fills the interior of most crystal spheres in the Spelljammer campaign setting.[1][2][3]

"The greatest ocean of them all is the void between the planets. All others are mere bagatelles."
- excerpt from Memoirs of a Far-Ranger by Justin Moot[4]

Description[]

"We set sail upon an invisible ocean, often unmindful of the reefs and shoals that may await us."
- excerpt from Memoirs of a Far-Ranger by Justin Moot[5]

Wildspace is a mostly airless void, but contains numerous celestial bodies that are in constant motion. It is also home to many creatures that have adapted to and thrive within the emptiness of space. Spelljamming ships of all kinds sail through the void between worlds, exploring and plying their trade. Beyond the crystal shell lies the rainbow ocean of the phlogiston within which all crystal spheres float like glass buoys on the surface of a sea.

Properties[]

  • Gravity is either non-existent or subjective within wildspace, depending on the size and shape of the object.
  • Wildspace is typically as cool as a mild summer's day, though there are spheres where the void is notably warmer or colder than the norm. Many sages believe that the older a crystal sphere is, the warmer its wildspace becomes.[6] There are no seasons in wildspace, though the closer a ship gets to a sun or a star, the warmer the temperature becomes. Landing on a fire body would conceivably be similar to entering the Elemental Plane of Fire, while certain water bodies are cold enough to be nothing more than a ball of ice.[7]
  • Fire burns normally within the air-envelope surrounding a ship. Outside of that envelope, however, is a vacuum that will not support combustion. Magical fire (such as the fireball spell) functions normally in space, since it involves the sudden creation of fire that does not require oxygen or a source of fuel. However, it can not cause other materials to burst into flame.[8]
  • Divine or priestly magic functions normally in the wildspace of a priests native sphere, but is severely hampered when entering the phlogiston. A priest receives their spells through a connection with their deity, whose efficacy ends at the crystal sphere.[9]
  • Extra-dimensional magic that connects to other planes, whether summoning outerplanar creatures or enabling extra-dimensional travel function normally in wildspace.[10]

Appendix[]

External Links[]

References[]

  1. Dale "Slade" Henson, War Captain's Companion, War Captain's Guide, 1992, (TSR Inc.), Introduction, Concepts of Arcane Space section, pages 4-5
  2. Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Wildspace section, chapter 1: Arcane Space, page 7
  3. Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Crystal Shells section, chapter 1: Arcane Space, page 9
  4. Nigel D. Findley, SJR6 Greyspace, 1992, (TSR Inc.), sidebar, page 45
  5. Nigel D. Findley, SJR6 Greyspace, 1992, (TSR Inc.), sidebar, page 12
  6. Dale "Slade" Henson, SJR2 Realmspace, 1991, (TSR Inc.), The Sun chapter, page 5
  7. Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Temperature section, chapter 1: Arcane Space, page 15
  8. Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Magic in Space section, chapter 2: AD&D Rules in Space, page 18
  9. Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Magic in Space section, chapter 2: AD&D Rules in Space, page 17
  10. Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Magic in Space section, chapter 2: AD&D Rules in Space, pages 17-18
Advertisement