D&D: Five Spells Perfect For Spelljamming
Spelljammer is coming. And with it, the cold, empty void of space. If you want to survive, you’ll need these Spelljamming spells.
Going anywhere is a bad idea. And going to space, doubly so. You don’t even have to be a doctor, not a bricklayer, to understand this:
It’ll take a lot more than rolling a 20 to survive in the cold reaches of Wild Space. But these five spells are perfect for spelljamming. And they just might keep you alive.
Dimension Door
Space is dangerous. You might fall off your ship and then you would slip off into the cold reaches of space where you would die like a miserable swine. Unless you have Dimension Door which lets you travel instantaneously in any direction you need to go. Sight unseen. Anywhere within 500 feet. So you can get back on your ship and poof over to an enemy Spelljammer for some boarding action.
This spell is every Spelljammer’s best friend in case of emergency.
Control Flames
Ships being on fire is bad. Ships being on fire in space is even worse. There’s nowhere to go! If your ship gets hit by fire projectiles and starts burning, what will you do?
Well if you have this spell, another perfect one for spelljamming, you’ll be able to control the fire. It’s a cantrip, so it’s very low in terms of resource cost. You just have to actually know it.
But you can extinguish any flames in a five-foot cube. Or you can use it offensively. Once you’ve already got a blaze going on an enemy’s ship, use control flames to spread the fire further, faster!
Locate Object/Animals or Plants
In space, the element of surprise can be massive. You don’t want to be caught off guard in an asteroid field. This is one of the few places the Locate spells can come in even more handy than normal. Because space is also supposed to be empty.
So if you cast locate animal/plant, you might be able to sense any space-borne beasts out there, up to five miles away, long before they have a chance to hone in on you.
Or you can use Locate Object as a spell to detect another Spelljamming ship, just make sure you can put lead between you and the one you’re on.
Sending
Communicating across the inky void of space is difficult. You can’t shout very far, after all. And flags and other visual signals are cool.
But who’s gonna learn semaphore? With Sending, you have an immediate back and forth with someone. Sure you only have 25 words, but it can cover any distance, even between planes.
Control Wind
Spelljamming ships have sails. Canonically. Sails react pretty well to winds. Harness the winds of space to your own ends.
Especially since you can create gusts of wind in any direction. Including updrafts and downdrafts that take on whole new possibilities in the three dimensions of space!
Happy Adventuring