Magic (CSH)

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Limitations on standard spells (those in the Player's Handbook) are discussed in Appendix 1 of the Concordance of Arcane Space, and general limitations on magic use were detailed in Chapter 2 of that volume. However, we must consider one issue that was not covered there.
With the ability to travel from world to world, some mages may attempt to learn spells that are specific to the world they are visiting. Mages visiting Oerth may covet the spells of Bigby and Mordenkainen; mages passing through Realmspace will hear about the enchantments used by Elminster and the Simbul. Players may argue that these spells have been listed in published works and should be available to be learned on the appropriate homeworlds.
This is a compelling argument, and there is some evidence to support it, as certain spells have become so widespread as to be available in all AD&D® game worlds (the various Bigby's hand spells, for example). One potential source of spread for these spells are the spelljamming mages.
Nevertheless, DMs are encouraged to resist this argument. The uncontrolled addition of new spells into a campaign, just because they were published in a supplement for one world, may not be appropriate. DMs should carefully review any spell that a player wishes to learn. If the spell is not appropriate to the campaign, the mage should not be allowed to learn it. Many published spells are the private enchantments of the great mages of specific worlds, and are not in every mage's spell book. Why should SPELLJAMMER campaign characters be allowed to learn these spells when most mages who were born on the worlds have not? The number and type of new spells allowed in a campaign should be carefully weighed by the DM.
The remainder of this section lists SPELLJAMMER campaign modifications of mage and priest spells from Tome of Magic (ToM), DRAGOHLANCE® Adventures (DA), FORGOTTEN REALMS® Adventures (FRA), Oriental Adventures (OA), AL-QADIM™ Arabian Adventures (AQ), GREYHAWK® Adventures (GA), and PHBR4 Complete Wizard's Handbook (CWH). The source of each spell is listed at the end of the spell modification. Spells not listed here work as described in their original sources.
==First-Level Wizard Spells==
Animate wood: This spell inflicts one point of hull damage on wooden ships for every 10 levels of the caster. It has no effect on other types of ships. OA
Catapult: Missiles hurled by this spell cause no hull damage. FRA
Cloud ladder: The ladder formed by this spell dissipates in the Void or the phlogiston. It retains its shape in an air bubble, however. OA
Conjure spell components: This spell cannot be cast in the phlogiston. ToM
Drowsy insects: This spell cannot be cast in the phlogiston. OA
Elemental burst: This spell cannot be cast in the phlogiston. OA
Fire burst: Because no flame can exist for long in the phlogiston without flaring out of existence, this spell is useless in the Flow. If cast on a flame at the moment of ignition, this spell doubles the radius and effect of the resulting fireball. ToM
Fire truth: Because this spell requires a lit candle, it cannot be cast within the phlogiston. AQ
Fist of stone: A caster using a fist of stone can cause one hull point of damage per 10 hit points of damage inflicted. This damage is cumulative. The 10 hit points need not be inflicted in one blow, so long as the caster is able to remain in the same place and pound repeatedly against the hull. If the caster must move to a different part of the hull, all partial hull point damage is lost and the caster must begin again. ToM
Ghost light: This spell cannot be cast in the phlogiston. OA
Hail of stone: This spell cannot be cast in the phlogiston. OA
Hornung's guess: This spell cannot be cast across the boundary of a crystal sphere. ToM
Prestidigitation: This spell can be cast in the phlogiston to heighten manual dexterity, but the teleporting ability will not function there. OA
Snilloc's snowball The missile created by this spell does no hull damage. FRA
Warp wood: This spell causes one point of hull damage to wooden ships per five levels of the caster. OA
Wind compass: This spell does not maintain its direction in the Void or the phlogiston. AQ
==Second-Level Wizard Spells==
Agannazar's scorcher: This spell cannot travel in vacuum. If used against a ship, each 10 hit points of damage done by the spell inflicts one hull point of damage and sets flammable materials alight. In the phlogiston, casting this spell causes immediate detonation on the user himself and all within 10' of him, causing 9d6 points of damage each round for two rounds. FRA
Animate water: This spell cannot be cast in the phlogiston. OA
Drawmij's swift mount: This spell has no effect on spelljamming helms, although there are suspicions that it would work on a ship powered by orbi. The beholders have never allowed any mages to conduct such an experiment. GA
Enchanted blade: If this spell is cast in the phlogiston, it inflicts Id6 points of damage on the recipient (and all within 5') and loses one die of effectiveness each round as it reacts with the phlogiston. OA
Filter: This spell protects those within its area of effect from fouled or deadly air for the duration of the spell. CWH
Fire arrows: Because the fire arrows created by this spell are released from a campfire, this spell cannot be cast in the phlogiston. AQ
Fire shuriken: This spell ignites the phlogiston near the caster, causing 3d8 points of damage per shuriken to the caster and all within 5'. In all other ways the spell is ineffectual. OA
Flying fist: This spell causes no hull damage. FRA Ice knife: This spell causes no damage to ships in
SPELLJAMMER® campaign combat. CWH, OA Maximilian's earthen grasp: Because there is no
turf in space from which the earthen grasp can be constructed, this spell is useless in wildspace and the phlogiston. ToM
Nystul's crystal dagger: This spell cannot be cast in the phlogiston. GA
Otiluke's boiling oil bath: This spell cannot be cast in the phlogiston. GA
Otto's soothing vibrations: This spell has no effect in areas without atmosphere. GA
Ride the wind: This spell does not allow characters drifting in the Void or the phlogiston to control direction of movement. ToM
Smoky form: A character or creature under the effects of this spell takes Id6 points of damage per round of floating in the Void. Characters in air bubbles are affected normally. OA
Snilloc's snowball swarm: The missiles created by this spell do no hull damage. FRA
Wind breath: The wind created by this spell causes any ship to be tossed in the wind. The helmsman of the affected vessel must make a saving throw vs. death magic to avoid damage. If the saving throw fails, the ship must roll on the Critical Hit table (Concordance of Arcane Space, Chapter 4). Note, however, that the effects of this spell will not cross the Void. OA
==Third-Level Wizard Spells==
Alamir's fundamental breakdown: This spell will not reveal how to construct any form of spelljamming helm. ToM
Alternate reality: Because this spell actually involves accessing parallel Prime Material planes, it does not function in the phlogiston. ToM
Augmentation I: The additional damage inflicted by this spell is added to the base damage for the subject spell to determine the number of hull points of damage inflicted. ToM
Bigby's pugnacious pugilist: The hands do no damage to ship hulls. GA
Commune with lesser spirit: This spell cannot be cast in the phlogiston or in the Void. OA
Fireflow: This spell does not allow the caster to control flames in the phlogiston. ToM
Fire rain: When cast within the phlogiston, this spell inflicts 3d8 hit points of damage for every two levels of the caster. OA
Fire wings: In the Flow, this spell inflicts Id6 points of damage each round to every character within 9' of the caster (including the caster). OA
Icelance: The icelance may be fired across the void and causes one hull point of damage per 10 hit points of damage it inflicts if used against a ship. It also causes a critical hit against a ship on a roll of 20. FRA
Maximilian's stony grasp: This spell does not require only natural stone. Thus, it can be cast within a dwarven citadel ship. ToM
Nystul's crystal dirk: This spell cannot be cast in the phlogiston. GA
Nystul's expeditious fire extinguisher: This spell cannot be cast in the phlogiston. GA
Otto's sure-footed shuffle: This spell has no effect in areas without atmosphere. GA
Skull watch: The caster's mental signal that the spell was tripped will not cross the boundary of a crystal sphere, nor will it travel more than a quartermile in the phlogiston. The skull's audible shriek cannot travel through the Void. FRA
Steam breath: This spell's effects will not cross the vacuum of wildspace. OA
Watery double: The spirit that animates the watery double cannot be summoned in the phlogiston. ToM
Wood shape: When cast against a wooden ship, this spell causes one point of hull damage per level of the caster. OA
==Fourth-Level Wizard Spells==
Bigby's battering gauntlet: This spell does no damage to ship hulls. GA
Bigby's construction crew: Each pair of hands acts as one trained worker for the purpose of forming ship repair crews. GA
Callgarde's claw: If set against a ship, this spell's damage accumulates until the spell's expiration. Each 10 hit points of damage inflicted by the spell causes one hull point of damage to a ship. FRA
Conjure sand lion: This spell cannot be cast in the phlogiston. AQ
Divination enhancement: This spell does not permit any other spell's range to be extended beyond the edge of a crystal sphere. ToM
Drawmij's handy timepiece: This spell does not function in the phlogiston. GA
Drawmij's instant exit: This spell does not function in the phlogiston. GA
Drawmij's protection from nonmagical gas: This spell will not refresh a ship's atmosphere. However, it protects those within the area of effect from fouled or deadly air. GA
Drawmij's tool box: This spell does not function in the phlogiston. GA
Fire aura: In the phlogiston, this spell inflicts 6d4 points of damage on anyone who comes within 5' of the caster. The caster is still not affected by the fire. CWH
Fire enchantment: Because of the absence of open flames, this spell cannot be cast in the phlogiston. OA
Fire gate: Because of both its teleporting component and the fire in the portal, this spell cannot be used in the phlogiston. FRA
Ghost rigging: This spell cannot be cast in the phlogiston. In wildspace, however, this spell reverses the effects of a Maneuverability Loss critical hit for the duration of the spell. AQ
Locate creature: This spell cannot penetrate a crystal sphere. Moreover, it cannot cross the Void in wild-space, although it extends its full range in the phlogiston. ToM
Melt metal: This spell inflicts Id6 points of damage per round to the caster when cast in the phlogiston, as it ignites the phlogiston around the caster's hand. OA
Mordenkaineris faithful phantom shield-maidens: This spell does not function in the phlogiston. GA
Nystul's blacklight burst: This spell cannot be cast in the phlogiston. GA
Nystul's grue conjuration: This spell cannot be cast in the phlogiston. GA
Otto's drums of despair: This spell has no effect in areas without atmosphere. GA
Phase trap: This spell has no effect in the phlogiston, as no extra-planar travel is possible while outside a crystal sphere in any case. FRA
Reverse flow: This spell cannot be used to control the Flow. OA
Shatterhull: Since spelljamming vessels do not float in water when traveling, this spell has no effect in either wildspace or the Flow. However, if a spelljamming vessel has landed in water, this spell will cause a Hull Holed critical hit unless the navigator makes a saving throw vs. death magic. If the ship has no navigator (for example, if there is no one aboard), the Hull Holed critical is automatic. AQ
Spectral wings: The wings do not require air to move, and so will function in the Void or in the phlogiston. FRA
Summon lycanthrope: This spell has no effect in the phlogiston, nor can it penetrate a crystal sphere. ToM
Tenser's flaming blade: Using the flame version of this spell in the phlogiston causes the blade to detonate, causing 4d6 points of damage to everyone within 10'. GA
There/not there: This spell involves access to nearby parallel Prime Material planes and thus does not function in the phlogiston. ToM
Thunderlance: If used against a ship, this weapon inflicts one hull point of damage per 10 hit points of damage. FRA
Turn pebble to boulder: If used against a ship, each boulder inflicts one hull point of damage per 10 hit points of damage. "Leftover" hit points cannot be combined with damage from subsequent boulders to determine extra hull point damage. A boulder causes a critical hit on a roll of 20. ToM
Vengeance: This spell cannot be cast in the phlogiston and is not effective if the character is killed in the phlogiston, even if cast within a crystal sphere. OA
Wall of bones: This spell cannot be cast in the phlogiston. OA
Wind blade: This spell cannot be cast or sustained in the Void. AQ
==Fifth-Level Wizard Spells==
Bigby's fantastic fencers: If used against a ship, the fencers inflict one hull point of damage per 10 hit points of damage. GA
Death smoke: The smoke cloud created by this spell will not cross the vacuum of wildspace. AQ
Dismissal: This spell cannot be cast in the phlogiston. OA
Drawmij's flying feat: This spell does not use air to travel and therefore can be used to cross the Void. GA
Fire breath: If cast in the phlogiston, the caster and all within a cone of double width and half length take 2d6 points of damage per level of the caster. OA
Fire track: The fire track created by this spell cannot cross the Void. If it enters the phlogiston, it vanishes in a small, harmless explosion. AQ
Improved skull watch: Communication from the skull cannot enter or leave a crystal sphere, nor will it travel more than a quarter-mile in the phlogiston. The skull's scream cannot be heard in the Void. FRA
Ironwood: This spell improves the armor class of a wooden ship by 1, if cast on the entire hull. OA
Khazid's procurement: This spell cannot be cast in the phlogiston. ToM
Mordenkainen's faithful phantom defenders: This spell does not function in the phlogiston. GA
Presper's moonbow: This spell cannot be cast in the phlogiston. If used against a ship, each 10 hit points of damage inflicts one hull point of damage. FRA
Rary's telepathic bond: The bond will not penetrate a crystal sphere. GA
Servant horde: This spell cannot be cast in the phlogiston. OA
Shipshock: This spell works normally, but only when a spelljamming ship is floating (or submerged) in water. AQ
Shroud of flame: Casting this spell in the phlogiston causes immediate and continuous detonation on the target, inflicting 6d6 points of damage to the target and all within 10'. The flames will also shoot out additional bolts; all those within 10 yards (including the caster, unless he has some magical protection from fire) take 3d4 points of damage each round. FRA
Snilloc's major missile: This spell cannot cause hull damage. FRA
Timeheal: This spell cannot be cast in the phlogiston. DLA
Vortex: This spell cannot be cast in the phlogiston. ToM
Wall of bones: This spell cannot be cast in the phlogiston. CWH
Wind carpet: Unlike other "wind" spells, this spell can cross the Void. AQ
Wood rot: If cast on a wooden-hulled ship, this spell causes one hull point of damage per hour to the ship until it is completely rotted away. OA
==Sixth-Level Wizard Spells==
Augmentation II: The additional damage inflicted by this spell is added to the base damage for the subject spell to determine the number of hull points of damage inflicted. ToM
Bigby's besieging bolt: The "trebuchet" available to mages of 16th level or higher described by this spell should be treated as a large catapult. GA
Bloodstone's spectral steed: This spell cannot be cast in the phlogiston. In wildspace, the spectral steed needs no air to fly, so it can travel through the Void. In spelljamming terms, it moves at SR 1, MC D. ToM
Flameproof: The subject of this spell is immune to heat damage from explosions in the phlogiston. AQ
Flame of justice: Since this spell requires a lit candle, it cannot be cast in the phlogiston. AQ
Forest's fiery constrictor: Because no flame can persist there, this spell cannot be cast in the phlogiston. ToM
Mordenkainen's faithful phantom guardian: This spell does not function in the phlogiston. GA
Teleport dead: This spell cannot penetrate a crystal sphere. FRA
Vessel: The vessel created by this spell is not granted any magical movement. This spell does not generally last long enough to install a helm in the vessel. OA
Wildstrike: This spell cannot be cast in the phlogiston. ToM
==Seventh-Level Wizard Spells==
Acid storm: Within a ship's atmosphere, this spell functions normally and also causes 1-3 hull points of damage. In the Void or in the phlogiston, however, it creates a cloud of acid droplets 40' in diameter for each round of its duration. This cloud persists for three turns, after which it dissipates naturally. If a ship sails through the cloud, all exposed to the cloud suffer damage as per the spell. ToM
Bloodstone's frightful joining: The link between the wizard's spirit and body cannot penetrate a crystal sphere. If the possessed undead is carried through a port in a crystal sphere, the caster is immediately forced from the undead's body and is required to make a system shock roll. Failure indicates that the caster takes 5d6 points of damage. ToM
Body outside body: This spell cannot be cast in the phlogiston. OA
Elemental servant: This spell cannot be cast in the phlogiston. OA
Gemjump: A gemjumping mage cannot enter or leave the phlogiston. FRA
Ice blight: This spell cannot be cast in the phlogiston. OA
Intensify summoning: As conjuration/summoning spells cannot be cast within the phlogiston, this spell is useless there. ToM
Malek-Keth's flame fist: If cast in the phlogiston,
this spell immediately inflicts 3d6 points of damage on the caster from the sudden fireball, and then expires. ToM
Mordenkainen's penultimate cogitation: This spell will not penetrate a crystal sphere to reach the wizard's spell books. GA
Otiluke's fire and ice: When this spell is cast in the phlogiston, the fireball inflicts 12d4 points of fire damage to all within 90' of the target. Also, the combination of the sudden hot and cold causes one hull point of damage per five hit points of damage inflicted by each spell. GA
Otiluke's siege sphere: In the phlogiston, the liquid fire variant of this spell inflicts 6d4 hit points of damage for 2-12 rounds. All variants of this spell may be fired through the Void. GA
Spelltrap: If this spell expires while still containing spell energy, the energy cannot be dissipated into the phlogiston; all of the spells in the trap are released to affect random targets. FRA
Tool: This spell cannot be cast in the phlogiston. OA
==Eighth-Level Wizard Spells==
Airboat: This spell cannot be cast in the Void or the phlogiston, as there are no clouds in either place. ToM
Call: This spell cannot be cast in the phlogiston. OA
Cloud trapeze: The cloud trapeze created by this spell cannot cross the vacuum of wildspace. OA
Gateway: The gateway cannot be created in or into the phlogiston. FRA
Great shout: The effects of this spell cannot penetrate the Void, and so will not leave an air envelope. FRA
Hornung's random dispatcher: This spell cannot be cast in the phlogiston. ToM
Shadow form: The chilling touch of this spell is not effective in the phlogiston. CWH
Summoning wind: The effects of this spell cannot cross the vacuum of wildspace. OA
Unleash monolith: This spell cannot be cast in the phlogiston. Wind and flame monoliths will not leave an air bubble, although sand and sea monoliths will. AQ
Whirlwind: This spell cannot be cast in the phlogiston. The whirlwind created by this spell cannot form in or move through vacuum. OA
Wildzone: If cast in the phlogiston, this spell will not duplicate any spell effects that cannot occur there. ToM
==Ninth-Level Wizard Spells==
Elminster's effulgent epuration: If cast in the phlogiston, the spheres do not fade away upon absorbing a spell. Instead they explode, inflicting 1-8 points of damage on anyone within 5' of the sphere. FRA
Estate transference: This spell cannot be cast in the phlogiston. It can, however, be cast in wildspace, particularly if the boundaries are marked out on an asteroid or other small body. ToM
Elminster's evasion: If the conditions set to trigger this spell occur in the phlogiston, the spell fires with no effect. FRA
Internal fire: In the phlogiston, victims of this spell explode, doing 8d6 points of damage to all within 5'. OA
Maelstrom: This spell cannot be cast in the phlogiston. AQ
Planar call: This spell cannot be cast in the phlogiston. OA
Timereaver: This spell can be cast only in Krynnspace. DLA
Wail of the banshee: This spell will not cross the vacuum of wildspace. ToM
Wildwind: This spell cannot be cast in the phlogiston. ToM
Windtomb: This spell cannot be cast in vacuum. The windtomb must be wholly encompassed in an air bubble. AQ
Worldwalk: This spell cannot be cast in the phlogiston. FRA
==First-Level Priest Spells==
Call upon faith: This spell cannot be cast in the phlogiston. ToM
Log of everburning: This spell causes a fire that ex-plodes in the phlogiston to inflict triple normal damage. ToM
Omen: This spell cannot be cast in the phlogiston. OA
Sacred guardian: The notification of danger to the target of this spell will not cross the boundary of a crystal sphere, nor will it travel more than a quarter mile through the phlogiston. ToM
Speak with astral traveler: Since there is no connection between the Astral Plane and the phlogiston, this spell cannot be cast in the Flow. ToM
Weapon bless: This spell cannot be cast in the phlogiston. OA
==Second-Level Priest Spells==
Commune with lesser spirit: This spell cannot be cast in the phlogiston or in wildspace. It can only be cast on a planet or other natural site. OA
Create holy symbol: This spell cannot be cast in the phlogiston. ToM
Draw upon holy might: This spell cannot be cast in the phlogiston. ToM
Dream sight: This spell cannot be cast in the phlogiston. OA
Music of the spheres: The beautiful tones created by this spell will not cross the vacuum of wildspace. They are effective only within an air envelope. ToM
Sanctify: This spell cannot be cast in the phlogiston. ToM
Stalk: This spell's benefits can be acquired when on the surface of any earthworld (including most asteroids). However, the dweomer will not conceal creatures on other types of worlds, nor on the decks of spelljamming vessels. GA
==Third-Level Priest Spells==
Astral window: This spell cannot be cast in the phlogiston. ToM
Choose future: The foresight provided by this spell requires contact with the powers of the Outer Planes. Therefore, it cannot be cast in the phlogiston. ToM
Create campsite: This spell is useless in the phlogiston. ToM
Dream vision: The dreams sent by this spell cannot enter or leave a crystal sphere. OA
Extradimensional detection: Since no extradimensional space can be maintained in the phlogiston, this spell is useless there. ToM
Flame walk: The target of this spell takes half damage from phlogiston fires. OA
Helping hand: The hand will not cross the boundary of a crystal sphere. ToM
Telepathy: The link provided by this spell will not cross the boundary of a crystal sphere. ToM
Telethaumaturgy: The numerological link provided by this spell does not allow spells to be cast across the boundary of a crystal sphere. ToM
Unearthly choir: The mystical note generated by this spell will not cross a vacuum. The effects extend only within a single air envelope. The choir variant of this spell inflicts 2d2 points of hull damage on any ship within its area of effect. ToM
Zone of sweet air: This spell protects all within the area of effect from the effects of foul or deadly air, if there is fresh air in the area at the time the spell is cast. ToM
==Fourth-Level Priest Spells==
Body clock: This spell can be used to preserve the life of a person on a ship with deadly air. ToM
Dimensional folding: This spell cannot be cast in the phlogiston. ToM
Fire purge: This spell is considered to be very valuable by spelljammers entering the phlogiston. ToM
Focus: This spell cannot be cast in the phlogiston. It is used to establish a foothold for a religion in a new crystal sphere. ToM
Footsore: This spell will not affect a spelljamming vessel. As it is difficult to take a three-mile walk in wildspace or the phlogiston, this spell is not very useful there. GA
Join with astral traveler: This spell cannot be cast in the phlogiston. ToM
Reward: This spell cannot be cast in the phlogiston. OA
Uplift: As this spell bestows new priest spells on the target, it cannot be cast in the phlogiston. ToM
Weather stasis: As there is no weather in the Void or the phlogiston, this spell is possible but meaningless there. ToM
==Fifth-Level Priest Spells==
Cloud of purification: This spell will not cross the Void. It is effective only inside an air envelope. ToM
Easy march: As there is nowhere to march in the phlogiston or wildspace, this spell is not useful in either place. ToM
Ebony tendrils: This spell cannot be cast in the phlogiston. GA
Elemental forbiddance: Since elementals cannot be summoned in the phlogiston, this spell is meaningless there. ToM
Extradimensional manipulation: Since extradimensional spaces cannot be formed or maintained in the phlogiston, this spell cannot be cast there. ToM
Extradimensional pocket: This spell cannot be cast in the phlogiston. ToM
Meld: The link between the caster and the host cannot be maintained across the boundary of a crystal sphere. ToM
Thoughtwave: This spell will not cross the boundary of a crystal sphere, nor can it be cast farther than 100 miles in the phlogiston. ToM
Time pool: This spell cannot be cast in the phlogiston. ToM
==Sixth-Level Priest Spells==
Enmeshment: This spell cannot be cast in the phlogiston. GA
Gravity variation: If cast aboard a spelljamming vessel, this powerful spell reorients the entire gravity plane of the ship. The ship itself does not shift, and it will not fall back onto the newly shifted gravity plane. This is true only of normal-sized ships. This spell does not affect ships larger than 500 tons (such as the Spelljammer). ToM
The great circle: This spell requires contact with the Positive Material plane and thus cannot be cast in the phlogiston. ToM
Land of stability: In general, this spell has no effect in space, because none of the disasters it prevents occur there. ToM
Physical mirror: This spell cannot be cast in the phlogiston. ToM
Reverse time: This spell, unlike the wizard spell time stop, cannot be cast in the phlogiston. ToM
Seclusion: This spell cannot be cast in the phlogiston. ToM
Skip day: This spell cannot be cast in the phlogiston. ToM
Sol's searing orb: The stone enchanted by this spell inflicts 18d6 hit points of damage in a 20' radius when hurled in the phlogiston. Regardless of where it is hurled, it inflicts one hull point of damage per 10 hit points of damage. ToM
Spiritual wrath: If cast against a ship, this spell inflicts 1-2 hull points of damage per priest casting the spell. ToM
==Seventh-Level Priest Spells==
Ancient curse: This spell cannot be cast in the phlogiston. OA
Divine inspiration: This spell requires contact with the priest's deity and therefore cannot be cast in the phlogiston. ToM
Divine wind: This spell cannot be cast in the phlogiston. In wildspace, the navigator of each vessel within the area of effect must make a saving throw vs. death magic each round to avoid a critical hit. OA
Hovering road: This spell can be used to cross from one ship to another in the Void. It does not automatically gain an atmosphere, however. ToM
Mind tracker: This spell cannot be cast in the phlogiston. ToM
Spacewarp: This spell cannot be cast within the phlogiston. If cast on a spelljamming vessel, the vessel suffers a Ship Shaken critical hit in addition to any other effect. ToM
Spirit of power: This spell cannot be cast in the phlogiston. ToM
Uncontrolled weather: The weather effects created by this spell cannot form in the contained atmospheres of ships. ToM
==Priest Quest Spells==
As discussed in the Tome of Magic, quest spells are intended for only the most extraordinary circumstances that threaten the very essence of the Power the priest serves. DMs should be aware of the significance of quest spells and should ration them accordingly.
Abundance: This spell is inappropriate in a SPELLJAMMER® campaign setting, as such settings do not include woodlands and fields in the magnitude affected by this spell.
Animal horde: The animals of space are spread much more thinly than those on planets. Thus, this spell summons only three hit dice of animals per level of the priest in wildspace or the phlogiston. Of course, only creatures native to the appropriate region of space may be summoned.
Elemental swarm: Even this powerful enchantment will not allow a caster to open a portal from the phlogiston to an elemental plane.
Etherwalk: Even this powerful spell will not provide access to the Ethereal plane from the phlogiston.
Highway: When used in space, the highway travels at SR 2.
Imago interrogation: The image conveyed by this spell may not enter or leave the phlogiston. It may not travel between the planes nor through time in the phlogiston.
Planar quest: The beings conveyed by this spell cannot enter or leave the phlogiston.
Shooting stars: The shooting stars inflict Id6 hull points of damage on ships, or 2d6 hull points of damage in the phlogiston. In the phlogiston, the spell inflicts 18dlO points of damage on all within the area of effect.
Stalker: This spell cannot be cast in the phlogiston. Transformation: This spell cannot be cast in the phlogiston.
Ward matrix: Wards for this spell cannot be cast in the phlogiston.
Wolf spirits: This spell cannot be cast in the phlogiston.
==Sha'ir Abilities==
Spelljamming captains visiting the world of Toril have occasionally encountered the sha'ir of the land of Zakhara. These wizards perform their magic through the agency of genies, elemental powers that the sha'ir magically summon and bind. While few sha'ir have left Toril, a handful have traveled among the Known Spheres. This section describes the few facts that have been discovered about the interaction between the mystic sha'ir and the magics of wildspace and the Flow.
The abilities of sha'ir are divided into three basic groups. The first group are the summoning abilities: summoning a gen, calling upon a powerful genie, entering the elemental planes, and receiving an audience with a great ruler of the genies. These abilities require that the sha'ir (or a genie) penetrate the barriers between the Prime Material plane and the elemental plane of the genie. These abilities are thus impossible in the phlogiston but are otherwise unaffected by travel in wildspace.
The second class of abilities are innate to the sha'ir: the ability to recognize the works of geniekind, protection against elemental attack, the ability to bind a true genie, and the ability to create a prison to entrap a genie. These abilities are part of the character and do not depend on any extraplanar connection. They are totally unaffected by travel anywhere in wildspace or the phlogiston.
The sha'ir ability to call upon the jann for aid is based on the unique features of the Land of Fate. Since the jann reside on the Prime Material plane, this call does not require crossing planar boundaries. However, the success of calling a jann depends strongly on the likelihood of a jann being nearby. Obviously, jann, like all other creatures, have a lesser or greater chance of being in a given area depending upon the habitat it provides.
The Arabian Adventures text gives a base 5% chance per level of the sha'ir that a jann is within a 10 mile radius. This chance is halved on otherwise uninhabited worlds or those without deserts or oases. It is extremely unlikely that a jann would be traveling through wildspace or the phlogiston.
For example, Essafah ibn Akbar, a lOth-level sha'ir, calls for a jann in the Land of Fate. There is a 50% chance a jann is nearby. If Essafah travels to Toril's moon Selune, the chance of finding a jann drops to 25%. If he seeks a jann in wildspace or the phlogiston, there would be no chance of success.