To Realmspace! And beyond!
Spelljammer transports players from traditional fantasy landscapes to the uncharted frontiers of wildspace, where magic-powered ships sail through the cosmos, navigating between distant planets, crystal spheres and even the astral plane.
The spelljammer setting stands out as a fusion of science fiction and fantasy, offering plenty of opportunities for exploration and adventure. With its rich lore, unique races, and complex factions, Spelljammer invites players to embark on epic journeys. Prepare to uncover cosmic mysteries and engage in thrilling space battles, the kinds of which Greyhawk, Forgotten Realms and the other settings have never seen. Its distinctive appeal lies in its ability to expand the boundaries of traditional D&D gameplay, retaining the wonder of fantasy while adding new elements from space opera and science fiction.
Spelljammer at a glance

Geography: The colourful astral sea connects each planetary system (containing settings you know and love and more!), with each planetary system being surrounded by a crystal sphere, that separates the system and the wildspace surrounding it, from the astral sea. Spelljammer vessels’ unique blend of technology and magic allows for travel through the astral sea, to these crystal spheres.
People and Races: Common D&D races like humans, elves, and dwarves coexist with unique races such as giff (hippo-like soldiers), neogi (spider-like slavers), dohwar (penguin-like merchants), scro (strategic orcs), hadozee (simian-like sailors), plasmoids (amorphous, shape-shifting oozes), and autognomes (mechanical gnomes).
Environments: Diverse planets range from lush forests to barren deserts. Icy moons hide secrets beneath their surfaces and asteroid fields present both dangers and treasures. Space stations like the Rock of Bral serve as trade hubs while spelljamming ships are essential for travel and homes.
Plots: Explore uncharted planets, battle space pirates, engage in interstellar diplomacy, uncover ancient cosmic mysteries, and defend against galactic threats.
Spelljammer’s evolution through editions

Spelljammer was introduced in D&D 2nd edition in 1989 as a unique Dungeons & Dragons campaign setting blending traditional fantasy with space exploration. Originally published as the “Spelljammer: AD&D Adventures in Space” boxed set, designed by Jeff Grubb.
This setting enabled interstellar adventures, linking D&D settings like the Forgotten Realms, Greyhawk, and Dragonlance. The initial boxed set included two books, fold-out maps, and cardboard ship models, detailing spelljamming mechanics, ship-to-ship combat, and celestial bodies. Expanded content through supplements and adventure modules emphasised the interconnected nature of the D&D multiverse.
Spelljammer took a hiatus, with no content updates in 3rd or 4th edition, but made a return in 5th edition. In 2022, Wizards of the Coast released “Spelljammer: Adventures in Space,” a three-book set reintroducing the setting for 5th Edition.
What is Realmspace?
Spelljammer is not really a location as other D&D settings are, but instead a theme that covers adventures in Realmspace. A Spelljammer is also a vessel capable of interstellar travel allowing characters to travel to new planets to explore all kinds of locations across Realmspace.
Because of the interconnected nature of realmspace, just about any setting can be reached in a Spelljammer. For example, Realmspace is the system of the forgotten realms of which there are several planets, though most adventures and lore known to D&D players occurs on a planet called Torril within the continent of Faerun. Realmspace is also the home of several planets including:
Anadia – The closest planet to the sun and one inhabited primarily by halflings and umber hulks. It’s equator is practically uninhabitable because of its proximity to the sun
Coliar – A gas giant mostly populated by flying creatures. Floating islands of water and earth rotate around the core of the planet
Toril – The third planet from the sun and the most highly populated. It’s similar to Earth in nature as a primarily water based planet covered in landmasses and flora
Karpri – An oceanic world inhabited by beautiful and deadly sea-dwelling creatures such as aquatic-elves
Chandos – Another oceanic planet with island masses inhabited by dwarves, humans and orcs that had crashed here long ago. These factions are often in a state of conflict with one another
Glyth – A world inhabited by the illithid and devoid of plant life due to the harsh atmosphere and the illithids themselves destroying plants to prevent humanoid slaves from hiding.
Garden – Not a planet but rather a group of connected landmasses populated by pirates and non-sentient life-forms
H’Catha – A port planet inhabited by beholders that operate interstellar trading points
Where else can you go in a Spelljammer?

So what about beyond Realmspace? Well the world (or the universe) is your oyster. Want to travel to Dragonlance or Greyhawk? Why not? Just make sure your spelljammer ship is properly fueled up and you have a map to the right system and characters are free to travel there.
Not everywhere is accessible in a Spelljammer though. The setting of Dark Sun is not accessible via Spelljammer (or at least, it’s so far away that no Spelljammer has ever made the journey there). Ravenloft, on the other hand, is a demi-plane and can’t be reached with a Spelljammer. The encompassing mists of the Dark Powers do operate in space however and can even consume Spelljammers that’re mid-flight, dragging their inhabitants into one of the Domains of Dread that make up Ravenloft.
In the Spelljammer setting, it’s vital to understand the difference between planes and crystal spheres, as this provides a distinction on where spelljamming vessels can travel.
Crystal spheres are enormous, transparent orbs that encapsulate entire planetary systems within the Prime Material Plane. These spheres, floating in wildspace, are accessible to spelljamming vessels much like different solar systems might be accessible by a spaceship in the real world (with the right technology). These spheres include familiar settings like Toril in Realmspace, Krynn in Krynnspace, and Oerth in Greyspace. In contrast, planes of existence are entirely separate dimensions that cannot be reached by spelljamming ships. This includes mystical realms like the Feywild, the Shadowfell, and the twisted lands of Ravenloft, as well as the fiendish realms of the Abyss, the Nine Hells, and the other Outer Planes.
Magic: The Gathering (MTG) settings within Dungeons & Dragons, such as Ravnica, Theros, and Zendikar, present an interesting case. These settings are typically viewed as distinct planes of existence in the MTG multiverse. Therefore, like other planes, they remain inaccessible to spelljamming vessels. However, there’s little in the way of official lore here so it would be easy to include the MTG settings within their own crystal spheres, accessible by Spelljammer travel.
Dangers of spelljammer travel
Spelljammer travel has been utilised by advanced races such as beholders, illithid and the Gith. Each of these are deadly adversaries and often have nefarious schemes of their own. There are also space pirates to be wary of, looking to plunder from traders. And of course, there’s an even more varied array of monsters to contend with as you travel to more obscure worlds.
The setting is home to a variety of unique monsters that add to its cosmic appeal. Clockwork Horrors are mechanical constructs designed for destruction and efficiency, often causing havoc in their relentless pursuit of their objectives. Lurking in the shadows of arcane and cosmic energies is the Eldritch Lich, a fearsome undead spellcaster with immense power. You might also run into a Fractine, a bizarre, reflective creature capable of trapping adventurers within its mirrored surface, creating an eerie prison. Offering a more symbiotic relationship, the Gadabout can even act as an organic space suit, providing protection and mobility in wildspace for its wearer. Floating whimsically through space. There’s also the bizarre Goon Balloon that captures and immobilises prey within its inflatable body.
All of these enemies make for wild and perilous adventures across space and a myriad of settings including any of your own that you might choose to create. Spelljammer: Adventures in Space has reintroduced the setting, but most of its wonders are yet to be detailed, so theres many more adventures, and dangers to be found!
Races and Factions
In Spelljammer, players can choose from a variety of unique races, each with its own characteristics and abilities. The following have all been made playable races in 5th edition as part of Spelljammer: Adventures in Space:
Playable races
Giff: Towering, hippopotamus-like humanoids renowned for their disciplined nature and military prowess. Giff are often employed as mercenaries or soldiers aboard spelljamming ships due to their strength and loyalty.
Hadozee: Agile and adaptable simian-like sailors who excel at navigating the rigging of spelljamming ships. Hadozee possess keen senses and remarkable dexterity, making them valuable crew members on any spacefaring vessel.
Plasmoid: Amorphous, oozes capable of altering their form and traits at will. Plasmoids are highly versatile and can serve a multitude of roles aboard spelljamming ships, from reconnaissance to infiltration.
Autognomes: Mechanical gnomes created by Rock Gnomes, possessing advanced intellect and a knack for invention. Autognomes are skilled engineers and technicians, responsible for the maintenance and operation of complex spelljamming technology.
Astral Elves: Ethereal and enigmatic beings native to the Astral Sea, possessing an innate connection to the cosmic energies of the universe. Astral Elves are skilled navigators and mystics, able to harness the power of the Astral Sea to manipulate space and time.
There are also a selection of creatures that have featured in spelljammer across its different publications:
Scro: Militaristic orcs known for strategic mindset and battle prowess, serving as mercenaries or enforcers for powerful factions, making them formidable adversaries.
Dracons: Proud, ancient dragon-like beings with natural magic affinity, possessing intelligence and draconic abilities, making them valuable allies or dangerous foes.
Grommans: Stout, resilient humanoid bears with exceptional strength and endurance, skilled artisans and craftsmen who forge powerful weapons and armour for survival in wildspace.
Hurwaeti: Aquatic beings from watery depths of planets and moons with a deep connection to oceans, adept swimmers and navigators capable of traversing both homeworld oceans and wildspace.
Rastapedes: Insectoid creatures with hive-mind mentality and natural talent for technology, highly organised and efficient, creating complex structures and machinery vital for wildspace survival.
Xixchil: Giant insect-like beings known for agility and cunning, expert hunters and trackers navigating wildspace with ease, hunting prey with deadly precision.
Dohwar: Penguin-like merchants with keen business acumen, excelling at negotiation and deal-making, often acting as intermediaries between various factions and civilizations.
Neogi: Spider-like slavers infamous for cunning and treachery, adept spellcasters and skilled manipulators who use telepathic abilities to control others and expand their slave trade across the cosmos.
Major factions

In Spelljammer, the cosmos is teeming with influential factions and organisations, each vying for power, resources, and influence, here are a few of the biggest factions used across different editions Spelljammer has featured in.
Here are some of the major players shaping the course of events in wildspace:
Imperial Elven Navy: The Imperial Elven Navy is the definition of elven superiority, looking down on every race not descended from elves. While they will use outsiders as mercenaries, they are treated as assets at best.
Green Concern: The Green Concern is an alliance between orcs and goblinoids, formed in defence of what they see as a possible genocide attempt by the astral elves on their races. Led by ruthless warlords, they often conduct raids for resources and power, seeking to strengthen their position in the cosmos.
Arcane Consortium: The Arcane Consortium is a powerful trade alliance of Arcane, blue giants with a strong focus on magic and commerce. They supply ships and seek new trade networks aggressively, leveraging their vast resources to expand their influence across wildspace.
Fleshdealers: The Fleshdealers are a splinter group of Beholders, Illithid, and Neogi who prefer slave trade over taking slaves of their own by force. They maintain diplomatic relations and markets, using their intellect to negotiate deals and expand their influence.
Beholder Sovereignty: The Beholder Sovereignty is a faction of vicious slavers, using their intellect to power advanced ships that capture slaves before fleeing. They are a constant menace in wildspace, striking fear into the hearts of all who cross their path.
Illithid Union: The Illithid Union views others primarily as food or slaves but respects diplomatic alliances and obeys Wildspace law. While not as unreasonable as their planet-bound counterparts, they are still a formidable force to be reckoned with.
Githyanki: The Githyanki hold territories and conduct slaving raids, refusing to negotiate with the Illithid. They are a proud and aggressive faction, fiercely defending their interests in wildspace.
Gith Pirates: The Gith Pirates are outcasts from both factions of Gith, feared for their extreme violence and the rumours they eat the flesh of their own people. They are a lawless and unpredictable force, striking fear into the hearts of even the most seasoned spacefarers.
Gnomish Ventures: Gnomish Ventures is a collection of gnomes interested in Wildspace travel, actively involved in trade and ship design. They are innovative and resourceful, constantly seeking new opportunities for exploration and discovery.
Clan Kragblade: Clan Kragblade is an aggressive dwarven clan interested in space travel, relying on their craftsmanship and resourcefulness to survive in the harsh environment of wildspace. They eschew magic in favour of practicality, focusing on sturdy and reliable ship designs. They are unique in that their spelljammers run without magic.
Ships and Technology in the Spelljammer Setting
Spelljamming Vessels
Spelljamming vessels are the heart and soul of the Spelljammer setting. These magical ships allow adventurers to traverse the vast expanse of wildspace and the astral sea. Here are detailed profiles of some of the most iconic spelljamming ships, highlighting their unique capabilities and designs:
The Hammerhead
- Design: Resembling a massive hammer, this ship is heavily armoured and well-suited for combat.
- Capabilities: Known for its durability, the Hammerhead can withstand significant damage, making it a favourite among mercenaries and traders venturing into dangerous territories.
- Crew: Requires a moderate-sized crew for optimal operation, with facilities for up to 30 crew members.
The Galleon
- Design: Modelled after seafaring galleons, this ship combines traditional nautical aesthetics with magical enhancements.
- Capabilities: The Galleon is versatile, suitable for both exploration and combat, with ample cargo space for long voyages.
- Crew: Can accommodate a large crew, typically around 40 to 50, making it ideal for extended missions.
The Star Moth
- Design: Elegant and sleek, the Star Moth is designed for speed and manoeuvrability, with wings that can unfold for atmospheric flight.
- Capabilities: Its agility makes it perfect for scouting missions and quick escapes from hostile encounters.
- Crew: A small crew of around 10 to 15 is sufficient to handle the Star Moth’s operations.
The Squid Ship
- Design: Featuring a distinctive, elongated body with tentacle-like protrusions, the Squid Ship is both eerie and efficient.
- Capabilities: Excellent for deep space exploration, the Squid Ship is equipped with superior navigation tools and sensory equipment.
- Crew: Typically manned by 15 to 20 crew members, it balances crew requirements with advanced technological features.
Helms and Spelljamming

At the core of every spelljamming vessel is the spelljamming helm, a magical device that enables space travel. Understanding how these helms work and the mechanics of spelljamming is essential for any would-be spacefarer.
- Spelljamming Helms: These are magical chairs or thrones that allow a spellcaster to control and propel the ship through wildspace. The spellcaster, known as the spelljammer, channels their magical energy into the helm, converting it into kinetic energy that moves the vessel.
- Attunement: A spellcaster can attune to a spelljammer’s helm by taking a short rest to do so. One useful trick is to utilise the helm’s Transfer Attunement trait to pass attunement on to another crewmember by simply touching that willing creature.
Locations and Geography
Prominent Planets and Moons in Spelljammer
In the spelljammer setting, instead of confining exploration to a single world, players can traverse the vast expanses of Wildspace, navigating between crystal spheres that contain entire solar systems. Each sphere houses unique planets, moons, and celestial phenomena, offering a diverse array of environments and challenges. Here are some of the most prominent locations:
Toril (Realmspace): A world with a vast range of environments and rich magical history. Important regions include the metropolitan city of Waterdeep and the arcane land of Thay.
Krynn (Krynnspace): A world deeply affected by its gods and draconic heritage. Key regions include the war-torn continent of Ansalon and the enigmatic land of Taladas.
Oerth (Greyspace): Known for its political intrigue and legendary heroes. Significant locations include the Free City of Greyhawk and the haunted Sea of Dust.
Athas (Athaspace): A harsh, sun-baked world where survival is a daily struggle. Major locations are the city-states like Tyr and the hazardous Sea of Silt.
Mystara (Mystaraspace): A planet featuring a rich array of cultures and the hidden Inner World. Notable places include the bustling city of Specularum and the prehistoric Hollow World.
Wildspace
Wildspace is the expansive, airless void that lies between celestial bodies within a crystal sphere. Unlike terrestrial D&D settings, Wildspace offers a realm of boundless darkness, punctuated by stars and unique cosmic phenomena. Spelljamming ships traverse this space using magical helms that convert magical energy into propulsion.
In Wildspace, each ship and celestial body carries its own gravity and atmosphere, creating self-contained bubbles of breathable air. This distinctive environment allows for fantastical spacefaring adventures, where crews might encounter floating asteroids, derelict ships, and ancient space-dwelling creatures. The nature of Wildspace defies conventional physics, providing a truly extraordinary and otherworldly backdrop for adventures in the Spelljammer setting.
Iconic NPCs
Spelljammer is home to a variety of notable NPCs, each with their own stories and roles within the cosmos. Here are a few iconic figures:
Captain Icarus Starblaze: A legendary human spelljammer captain known for his daring exploits and unrivalled navigational skills. Captain Starblaze is a figure of inspiration and sometimes controversy, leading his crew on perilous missions across the spheres. He is known for his charismatic leadership, strategic mind, and a mysterious past that involves rumoured dealings with celestial beings.
Elatha Vordrake: A drow archmage who commands a fleet of dark elven ships. Vordrake is a formidable adversary and a master of arcane knowledge, often seen as a major power player in the underworld. Her goals are shrouded in secrecy, involving ancient prophecies and gathering of magical artefacts.
Commodore Fynnal Brightstar: A noble elven commander of the Imperial Navy, dedicated to maintaining peace and order within her sphere. Brightstar is both a formidable tactician and a compassionate leader. Her fleet is renowned for its discipline and effectiveness, often forming the first line of defence against cosmic threats.
Gorath the Beholder Tyrant: An infamous crime lord and pirate king, Gorath controls a vast network of raiders and smugglers. His ambition and ruthlessness make him one of the most feared figures in Wildspace. Gorath’s lair is a heavily fortified asteroid base, guarded by loyal minions and set with deadly traps.
