Custom Rules and Mechanics either homebrewed or not fully explained within the Astral Adventurer's Guide.
This article is intended to be expanded and grown as players explore and discover more about how their vessel, and themselves, grow to become Spelljammers.
Controlling the Ship
Utilizing the Spelljamming Helm
Sit upon one of the chairs attached to the bridge of the ship, and concentrate on the controlling the ship. Additional details to be described by adventurers as they explore and discover the capabilities.
Utilizing the Control Panel
Manipulate the controls in order have the ship perform various functions. The controls are written with High Magic runes, sigils, and 'words' that seem, and so are not easily understood by anyone. Speaking while manipulating the controls seems to have some effects, but the results are varied. Additional details to be described by adventurers as they explore and discover the capabilities.
"Unknown" Rune 1, to the right
To be Described by Adventurers
"Haste" Rune
Above an engraved track or line. To be Described by Adventurers
"Unknown" Rune 2, to the right
To be Described by Adventurers
"Unknown" Rune 3, Protruding with 6 other unknowns surrounding
To be Described by Adventurers
Utilizing the Astral Orrery
Additional details to be described by adventurers as they explore and discover the capabilities.
Symbology
Pinprick of Light:
To be Described by Adventurers
Dimly Projected, Opaque Sphere:
To be Described by Adventurers
Sphere of Projected Light:
To be Described by Adventurers
Cube of Projected Light:
To be Described by Adventurers
Pyramid of Projected Light, Outside of Opaque Sphere:
A "Guide" for navigating through Wildspace and the Astral Sea. By aligning the front of the ship with pointed end of the pyramid, a set destination can be reached.
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