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A Spelljammer helm, also known as a spelljamming helm or simply a helm, is a device that converts energy - be it magical, psionic, or the very life force of a living creature - into motive force which propels a ship (known as a spelljammer) at great speed through the void of wildspace or the phlogiston (known as spelljamming). Specifics vary from race to race, but in general, a helm resembles a large ornate chair[1] upon which a mage or priest (known as the helmsman) will sit and act as a living engine, providing the magical power to propel the ship through wildspace, as well as perform some basic maneuvering as well. Various helms convert alternative sources of energy into motive force, but, in general, the more powerful the magic, the faster and further a ship can move.[2]

Spelljamming helms are the easiest way to get a ship moving, but are hardly the only way. The dwarves use their forges to propel their great stone citadels, while the beholders use a mutated version of their own species, called an orbus, to provide the necessary power. The mind flayers, who have spell-like abilities, use specially designed helms in series to power their ships.

Most helms and other related 'magical engines' have a limitation on how large or how small a mass they are capable of moving. This, in turn, sets a limit on the size of most vessels. There are enormous citadels carved out of asteroids, but they are not actually mobile: for the most part they drift through space, with occasional (and expensive) mid-course corrections.

Helms can be acquired through various means, including raiding enemy ships or building them at great expense, but are most commonly purchased from the Arcane, the premiere merchant race in wildspace, who deal in helms, spelljammers, and other necessary magical and non-magical equipment.[3]

Operating a Helm[]

A spelljammer helm typically takes the form of a great chair with supports or recesses for the head, arms and feet of the person using it. The styles of helms range from simplistic and functional, to ornate and gothic. Whatever the form, the helm is designed to pull magical energy from the user and convert it into fully fledged spelljamming power to propel and maneuver a spaceborne vessel.

A helm can be operated by any person or creature capable of casting spells. Helmsmen are typically wizards or priests, but may include high level rangers and paladins, or creatures with a natural spell-casting ability. A spellcaster needs to be well rested to function at their best; if they have cast any spells before activating a spelljamming helm, the ship's rating will be negatively affected. Operating a helm even for a short period negates the operators ability to cast spells until they have rested long enough to recover their spells.[1]

The helmsman operating a spelljamming helm finds their consciousness greatly expanded, and finds themselves operating at two levels of perception at once. First, the helmsman remains conscious of the normal sensations of their physical body, and is fully aware of what is occuring around them. Although they cannot move or cast spells without breaking contact with the helm, they are able to converse freely with those around them.

On the second level, the helmsman feels the ship as an extension of their own body. The ship, to the limits of its gravity plane, as well as the surrounding air envelope, all feel like a bubble under the helmsman's direct control. Many helmsmen have described the sensation of being merged with a ship, like that of personally flying among the stars.

Moving through wildspace or the phlogiston entails nothing more than mentally visualising the distance and direction the ship needs to move (usually determined by the navigator, based on their star charts) and willing the ship to move as needed. The feeling of movement has been compared to moving a limb that has fallen asleep - a pins-and-needles sensation, though much less painful than the term usually suggests. The expanded consciousness of the helmsman makes them aware of the actions of the crew as though they were standing on the aft deck (or the equivalent of the specific ship), but their actions do not register directly unless the helmsman is paying special attention to them.

The helmsman can maneuver the ship sluggishly, but any real maneuver - like a turn - decreases the ship speed to tactical speed. In combat, the helmsman is limited by the feel of the hull and its capabilities, and cannot maneuver the ship beyond this capacity without additional magical aid.. On most ships, true maneuverability requires the attentions of a full crew. During combat, the helmsman is aware of damage to the hull as bright flashes of pain, but these are usually not severe enough to cause the helmsman to lose control, except for those critical attacks that cause spelljammer shock and can incapacitate the helmsman.[4][5]

Types of Helms[]

Major and Minor Helm[]

Both major and minor helms work in the same way - by converting magical energy into movement. It allows the individual seated upon the helm to move large amounts of mass through space, by directly channeling spell energy into the helm. While this provides movement, it is primarily used to push the ship forward; maneuvering is primarily accomplished through use of the ship's sails and oars.

Because the motive power of the ship comes from the conversion of spell energy, only mages and clerics are able to power this type of helm. Additionally, powering the helm prohibits the mage from any spell use within a 24 hour period of powering the helm.

A minor helm will provide 1 point of Ship's Rating per three levels of experience of the mage. A major helm provides 1 point per two levels. An individual mage can power the helm for a period of up to 12 hours, after which the Ship's Rating drops by 1 point per hour of additional use.

The use of this type of helm does not prevent the mage from speaking and acting as normal. Many helmsmen describe a feeling akin to being submerged to the neck in warm water when they are using the helm, and the ability to see things as if he were standing on the deck.

A minor helm can move a ship up to 50 tons, while a major helm can move up to 100 tons. Both helms can move a minimum of 1 ton. Only one helm can be used at a time, but smart captains are advised to keep another helm onboard as backup.[6]

Beacon Helm[]

A beacon helm is a major helm paired with one or more rings, known as alarm beacons or beacon rings. When a beacon helm is in use, the distance and (very roughly) the direction of the helm becomes apparent to the person holding or wearing the ring. Each ring is fashioned at the same time as the helm it is paired with, and cannot be linked to an existing helm. The ring must be fashioned from adamantite, and is fitted with a single large blue carbuncle. If the gem is shattered or removed, the ring immediately ceases to function as an alarm beacon.

When the beacon helm is in operation, the linked alarm beacon remains totally silent; however, the ring's gem begins to flash and pulse visibly and can be felt by the ring's wearer. At such time, the ring's bearer cannot cast any spells, but is free to imbibe a potion, read a spell from a scroll, or activate a magic item.

Wearing multiple alarm beacons allows the user to discern between up to three different helms, but wearing additional rings beyond three merely causes all rings to cease functioning until the extraneous ring is removed. Alarm beacons can be worn next to the skin anywhere on the body, and will continue to function normally.[7]

Series Helm[]

These helms, invented by the Mindflayers, have been adapted for use by many other races with natural spell-like abilities. They resemble major and minor helms, but their primary difference is that they can be linked together, increasing their overall power, and can be used by non-mages, provided they have natural spell-like abilities available to them.

For each helm in the series that is currently being manned, the ship has a Ship's Rating of 1. Generally, series helms contain between three and five active helms at any one time.

Series helms can move a ship between 5 and 50 tons.[8]

Pool Helm[]

The Pool Helm is a type of helm developed by the Arcane for or along with the Illithids, only roughly 10% of Illithid ships are equipped with it.[10][11] It is rumoured that ships larger than Nautiloids can be powered with these helms as well, with claims of maximum of 200 tons.[9]

The Pool Helm allows for the storage and transportation of an Illithid Elder Brain on a ship, with the Illithid Tadpoles in the Elder Brain's brine-pool being used as the power source for the ship.[10][11][9] While treated as two crew members, this helm allows the two to five Illithids that would be occupied operating the Series Helm to do other activities.[10][9] The Pool Helm grants an SR of 5, and the Elder Brain stored within it is able to scan within a 2 mile radius to detect thinking creatures.[11]

Orbus[]

Despite their natural spell-like abilities, the Beholders do not use Series Helms to power their ships. Instead, the Beholders have come up with their own unique solution: the Orbus.

The Orbus is a living being that functions in a fashion similar to the Series Helms. For each Orbus onboard the Beholder ship, the Ship's Rating is 1, to a maximum of 5 Orbi at any one time.

A single Orbus can power a ship of up to 20 tons, two can power up to 40 tons and three or more can power a maximum of 60 tons.

There is some discussion that the Orbus could also be used by ships crewed by races other than the Beholders, but the Beholders would rather destroy their own Orbus than see them in the hands of other races.[12]

Forge[]

Dwarves, long known for being one of the least-magical races in the void, power their ships through magical engines known as Forges. The Forge is found in a large foundry room, generally in the base of the ship, where Dwarves work around the clock, crafting and forging.

Instead of using magical energy to create motive force, the Forge uses the creative energy of the Dwarves working within it.

For every 100 dwarves working in the foundry, the ship has a Ship's Rating of 1, so generally speaking, the faster the ship, the more space it has given up to the Forge.

The Forge can power a ship with a minimum tonnage of 100 tons, and a maximum of 700 tons, although these are exceptionally rare.

Attempts to replicate this technology on ships of other races has failed miserably thus far.

As a side effect of the crafting and forging taking place in the foundry of ships powered by this type of helm, they are home to a huge amount of trade goods, and an even larger armoury.[13]

Gnomish Helm[]

As with so many things created by the Gnomes, by all logic, Gnomish helms should not be able to function, as they defy the very laws of nature. Of course, they work anyway, generally because the design includes a minor helm hidden away somewhere within.

As with most other Gnomish creations, they include an incredibly large number of moving parts, bells and whistles, that create much commotion, but do very little.

They are the object of scorn and ridicule among the larger spacer population, and often at the epicenter of some of the void's most legendary pranks.[13]

Bardic Helm[]

A bardic helm is found primarily on an Iambus, a type of vessel used by travelling bards, and typically incorporates a musical instrument in its design. As long as the bard plays the musical instrument, the bardic helm functions as a major helm. Any bard, or individual with the necessary musical proficiency to play the particular instrument, may provide power to the ship, propelling it through wildspace. Often, an Iambus will incorporate a strange or exotic musical instrument in the design of its helm, negating the possibility of the vessel being stolen.[14]

Grand Helm[]

A grand helm allows up to four mages or priests to collectively power a ship. The caster levels of the four helmsmen are added together and divided by four, rounding all fractions up. The resulting number is the vessel's ship's rating (SR).

When the ship reaches spelljamming speed, the grand helm turns the ship partially ethereal, allowing the vessel to actually achieve double the normal spelljamming speed. At the same time, the ship can only be pulled out of spelljamming speed and into tactical speed by objects that are at least 200 tons or greater. Since other vessels smaller than 200 tons will in turn not be dropped to tactical speed by a ship featuring a grand helm, it is quite possible that the two ships will pass near, or even through, one another without either ship noticing.

Because of the partial phasing effect of the grand helm, a ship mounted with one cannot enter the phlogiston, nor can it travel in the Flow if taken there by some other means. The vessel must be physically transported through the phlogiston by another vessel with a standard helm if the crew wish to journey to another crystal sphere. Because of this limitation, the grand helm is extremely rare outside Realmspace.

The grand helm was created by the wizards of Thay, a nation found on the planet Toril, and is meant to be used with a Quad of Thay, a spelljammer unique to that nation.[14]

Ki-Helm[]

The ki-helm can be manned by up to eight ki-empowered individuals. The helm consists of a large onyx circle featuring a yin-yang symbol, while at the center of the circle is an octagonal crystal which absorbs the ki energy from the various ki-empowered individuals.

Around the central crystal are eight circles which are carved into the onyx which makes up the base of the helm. The ki-empowered individuals each sit within one of the eight circles, where they meditate and focus their inner strength. At the center of the circle, a ninth person will be seated upon the octagonal crystal, and they will focus the accumulated ki energy into motive force and maneuvering the ship. Without the focal helmsman, the accumulated ki energy is wasted and the vessel will remain idle.

For every 20 points of total ki energy accumulated by the helm, the ship's rating increases by 1 point. Anything below a minimum of 10 ki points is insufficient to move the ship (less than 10 ki points fails to move the ship at all; 10 to 19 ki points will produce an SR of 1; 20 to 29 ki ponts will produce an SR of 2; etc.)

A ki-empowered individual can serve at the ki-helm for 12 hours, or a number of hours equal to their ki strength. Anything beyond this limit leaves them exhausted and unable to serve for the rest of the day. Those who serves their full allotted time on a ki-helm must rest one full day before returning to the helm, or their contribution to the total ki is cut in half (rounded down) until they rest.[15][16]

The ki-helm was developed by the nation of Wa from the planet Toril in Realmspace for use on their enormous Tsunami capital ships.[17]

Radiant Helm[]

The radiant helm functions like a major helm and has been created by the drow for use on their unique ships, including the Jade Spider and the Jade Spider Command Ship.[18]

The radiant helm resembles a crown constructed from the legs of a large poisonous spider, and radiates an aura that is visible to those with exceptional infravision (120'). The radiant helm can only be used on specially constructed drow ships because its construction and use is dependant on the unique radiation endemic to the drow homeland, the Underdark. The helm somehow utilizes the drow's natural magical abilities, supplemented by the radiation emitted by certain ores incorporated in the construction of their ships. Only drow or other innately magical creatures can use a radiant helm, and when doing so, the helmsman loses all innate magical abilities until they have rested for a full eight hours.

It is believed that all drow ships incorporate some of the cyst-like ores found in the cavernous regions of the Underdark. The radiation from this ore would allow drow-craft items to retain their special abilities. However, the adamantite drills included in the design of certain drow ships are able to function normally in the light of any fire world, and are thus not dependant on the radiation of the Underdark nor do they require a radiant helm to operate.[19]

Furnace[]

The furnace is an early form of spelljamming helm that still sees occasional use. Instead of taking magical energy directly from living beings, the Furnace takes it from magical items that are fed into it and subsequently destroyed.

Generally, for every 1,000xp an item is worth, the furnace will function for one week at Ship's Rating 2. This, naturally, can very quickly become an expensive way of powering a ship. Adding a second item simultaneously can increase the Ship's Rating to 3, but risks exploding the Furnace (25% chance), causing 10-100 points of damage in a 30 ft. radius.

Most Furnaces are found on ghost ships and crashed hulks. As a result of the fire of the furnace, they can be used only within Crystal Spheres. Used in the Phlogiston, they will explode, catastrophically. There is rumor that they may have been developed by the Arcane.[20]

Lifejammer[]

Favored by the Neogi and other evil races of spacefarers, this type of spelljamming helm feeds off of the life energies of an individual within (who is, more often than not, there against their will).

Every day of operation sucks 1d8 hit points from the creature within, and requires a saving throw versus death. These hit points cannot be regenerated while the creature remains within the helm. A failed saving throw, or the reduction of hit points to zero kills the helmsman.

The Ship's Rating can be calculated by assuming that the creature within was a wizard using a minor helm, at that creature's current level. For example: a 6th level thief will operate as though he were a 6th level mage.[21]

Death Helm[]

A death helm, also known as a deathjammer, is a rare type of spelljamming helm that resembles most other helms in that it takes the form of a seat of some kind. A death helm drains the lifeforce of the being using it in the same fashion as a lifejammer. However, it has one horrible refinement: any intelligent being sitting in the helm has a chance of being charmed as per the charm person spell. The powerful charm makes the user enjoy the feeling of spelljamming intensely and regard the helm as a place of comfort and safety. Charmed helmsmen act normally in all respects, except that they resist all attempts to remove them from the helm. The helm's magic prevents them from feeling any weakness or other ill effects as they waste away.

Spellcasters seated in a death helm have been known to fight comrades trying to remove them — soldiering on at the helm until they suddenly crumple and die as the last of their lifeforce is drained away. Any being who successfully saves against the initial charm of a death helm senses something is wrong or dangerous about the seat, and will remain distrustful of the device from then on.

A death helm's charm does not extend beyond the seat itself, and is not detectable separate from the spelljamming power of the helm itself. In spelljamming performance, it is identical to a lifejammer, except that it can move spacecraft as a major helm.[22]

The death helm is not a creation of the Arcane, and was likely invented by the Neogi as a more powerful analogue to the Lifejammer. The Xorn have discovered a way to operate these helms in series, moving their 300 ton stoneships while doing 4d6 damage to any creatures entering the helm instead of the usual 1d8, necessitating a large supply of captives to sacrifice for propulsion.[23]

Pump Helm[]

The Pump is a spelljamming helm that must be fed material in order to create SR. The type of material placed in The Pump will determine the SR that this spelljamming engine generates (see the following table). Simply stated, one pound of material ( 10 coins or gems) can move a spelljamming ship of up to 100 tons for one hour. After that, absolutely nothing is left of the material placed in the helm. (If the fuel used was flesh, there is nothing left to resurrect.)

The Pump cannot digest magical items at all. Spell books, enchanted swords, and artifacts that are placed in The Pump are never metabolized. They are ejected from the ship after being in the helm for over 24 hours.

Material-to-SR-Ratio Of Pump Helm

This table shows the SR provided by a given material fed to a Pump Helm, one pound of such being consumed per hour of use.

A particularly gruesome contraption, The Pump is a creation of the unhumans; basically for the goblins and goblinkin races. Since the latest Unhuman Wars began, The Pump has increased in potency as well as popularity. Now, every captain in the goblin fleets wants one for his ship.[24]

Non-magical Engine[]

Not every engine uses magic. There are other alternatives available, from chemical propellants to explosive mixtures ignited in a closed space.

Most non-magical engines are used in lifeboats, or as backups for the main helm of a ship to be used if the helm is disabled, or in dead magic areas.

The maximum Ship's Rating for any non-magical engine is never more than 1, and they cannot be used to lift off from celestial bodies larger than Class A.[25]

Appendix[]

See Also[]

References[]

  1. 1.0 1.1 Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Spelljamming section, chapter 2: AD&D Rules in Space, pages 18-19
  2. Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), The Helm section, chapter 1: Arcane Space, pages 8-9
  3. Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Power Sources section, chapter 3: Ships of Wildspace, page 33
  4. Jeff Grubb, AD&D Adventures in Space, Lorebook of the Void, 1989, (TSR Inc.), At the Helm side bar, pages 6-12
  5. Dale "Slade" Henson, War Captain's Companion, War Captain's Guide, 1992, (TSR Inc.), Using a Spelljamming Helm section, Introduction chapter, page 6
  6. Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Power Sources section, chapter 3: Ships of Wildspace, page 34
  7. Ed Greenwood, SJR1 Lost Ships, 1990, (TSR Inc.), Magical Items section, Personal & Ship Equipment chapter, pages 76-77
  8. Jeff Grubb, AD&D Adventures in Space Concordance of Arcane Space, 1989, (TSR Inc.), Power Sources section, chapter 3: Ships of Wildspace, page 36
  9. 9.0 9.1 9.2 9.3 Jeff Grubb. AD&D Adventures in Space; Concordance of Arcane Space, TSR, Inc., 1989 (p.36)
  10. 10.0 10.1 10.2 Jeff Grubb. AD&D Adventures in Space; Lorebook of the Void, TSR, Inc., 1989 (p.30)
  11. 11.0 11.1 11.2 Jeff Grubb. AD&D Adventures in Space; Lorebook of the Void, TSR, Inc., 1989 (p.61)
  12. Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Power Sources section, chapter 3: Ships of Wildspace, pages 36-37
  13. 13.0 13.1 Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Power Sources section, chapter 3: Ships of Wildspace, page 37
  14. 14.0 14.1 Dale "Slade" Henson, War Captain's Companion, War Captain's Guide, 1992, (TSR Inc.), chapter 7: New Magical Items, page 80
  15. Dale "Slade" Henson, War Captain's Companion, War Captain's Guide, 1992, (TSR Inc.), chapter 7: New Magical Items, pages 80-81
  16. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 48
  17. Dale "Slade" Henson, SJR2 Realmspace, 1991, (TSR Inc.), The Tsunami, pages 94-96
  18. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, pages 28 and 29
  19. Dale "Slade" Henson, War Captain's Companion, War Captain's Guide, 1992, (TSR Inc.), chapter 7: New Magical Items, page 81
  20. Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Power Sources section, chapter 3: Ships of Wildspace, page 38
  21. Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Power Sources section, chapter 3: Ships of Wildspace, pages 38-39
  22. Ed Greenwood, SJR1 Lost Ships, 1990, (TSR Inc.), Magical Items section, Personal & Ship Equipment chapter, page 78
  23. Ed Greenwood, SJR1 Lost Ships, 1990, (TSR Inc.), Ship Catalogue chapter, page 63
  24. Dale "Slade" Henson, War Captain's Companion, War Captain's Guide, 1992, (TSR Inc.), chapter 7: New Magical Items, pages 87-88
  25. Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Power Sources section, chapter 3: Ships of Wildspace, page 39
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