Spelljamming Helms
Spelljamming Helm allows the individual seated upon it to move large mass through space by means of channeling the helm's energies, which enchant ship, directly into a motive force. This energy can move a ship of Huge size up to the listed flight movement, for each size category above the huge the ships movement is reduced 40 feet. Thus there is a limit to size that a ship can move with a spelljamming helm. Maneuvering comes primarily from the ship's sails and oars.
Spelljamming Helm movement only takes into account flight movement, but most spelljamming helms have the “Cruising Speed” special ability, which allows it to reach fantastic speeds of 100 million miles per day.
Caster Level for Spelljamming Helms: A spelljamming helm with only movement, the caster level is movement in feet divided by 40 then multiplied by four. For example a helm with a movement of 200 feet requires a 20th level caster to create. The caster level of a spelljamming helm with a special ability, then determine the minimum level for helms movement and minimum level for special ability, the higher of the two caster levels requirements must be met.

Table: Spelljamming Helms
Helm Movement Base Price1
40 feet 10,000 gp
80 feet 40,000 gp
120 feet 90,000 gp
160 feet 160,000 gp
200 feet 250,000 gp
240 feet1 360,000 gp
280 feet1 490,000 gp
320 feet1 640,000 gp
360 feet1 810,000 gp
400 feet1 1,000,000 gp
1 Non-Epic Spelljamming Helms cannot have movement this high. Use these lines to determine price when special abilities are added in. Example: A Spelljamming Helm is enchanted to 200 feet that also has the cruising speed special ability (+1 modifier) is treated as a 240 feet movement helm for pricing purposes and is priced at 360,000 gp.

Spelljamming Helm Special Ability Descriptions
While most helms have movement and cruising speed special ability some helms have addition special abilities. These abilities are detailed below. A spelljamming helm with a special ability must have at least 40 feet of movement.
Dweomer Boost: This property is the just as common to find enchanted into spelljamming helm as the cruising speed ability. The helmsman when sitting in the helm is able to augment the helm by the spell potential that the spellcaster has still available to him. Add up all the casters spell level (treat 0 level spells as ½ level spells for determining total) he can currently cast and cross reference the chart below to find out how much more speed the helmsman gains.

Total Spell Levels Increase in Speed
10-39 +40 feet
40-89 +80 feet
90-159 +120 feet
160-249 +160 feet
250-359 +200 feet
360-489 +240 feet
490+ +280 feet

Example: A fifth level wizard with 16 intelligence score would have 18 spell levels (this includes bonus spells for high intelligence), giving him a +40 feet of movement to the ship. If latter in the day he cast two 3rd level spells, one 1st level spell and all his cantrips, this would drop him down to 9 total spell levels and he gains no increase in speed for the ship.
Moderate transmutation; CL 13th; Craft Spelljamming Helm, Craft Wondrous Items, Limited Wish; Price +1 bonus.
Chameleon: This helm modification allows a ship and crew to be disguised by an illusion much like the change self spell, the maximum dimensions of the disguised ship is 140 feet length, width and height. All portion of the ship and it crew must be within 70 feet of the helm to be affected by this effect.
Moderate illusion; CL 13th; Craft Spelljamming Helm, Craft Wondrous Items, Limited Wish; Price +3 bonus.
Cloaking: Ship with cloaking ability can become completely invisible along with its crew/passengers. The helmsman can invoke this ability five times a day. The helm placement is very important for all of the ship must be within 90 feet of helm; this limits the size of ship that makes use of the cloaking helm.
Strong illusion; CL 13th; Craft Spelljamming Helm, Craft Wondrous Items, Mass Invisibility; Price +4 bonus.
Cruising Speed: A spelljamming helm with this very popular property is able to propel the ship to a cruising speed of 100 million miles per day as long the ship is not within an empyrean bubble of a planet or another object of huge size or larger. Typically an empyrean bubble is 4,000 feet diameter around objects of huge to titanic in size; celestial bodies, such as planets, have thicker empyrean bubbles.
Moderate transmutation; CL 11th; Craft Spelljamming Helm, Craft Wondrous Items, Create Spelljamming Helm; Price +1 bonus.
Lifejammer: Lifejammers are helms that enhanced further by feeding off the life energies of its victims. A helm with this modifier to gain a +80 feet movement boost as long as the victim feeds the helm it life force. The victim has no choice … causing 1d4 constitution drain per minute it is in the helm. Neogi are renowned on using this special quality to help their ships overcome its prey.
Strong necromancy; CL 13th; Craft Spelljamming Helm, Craft Wondrous Items, Limited Wish; Price +1 bonus.
One with the Ship: This helm does more then just moves the ship; it allows the helmsman to see and hear into all rooms of the ship and onto the deck from just sitting in the spelljamming helm.
Moderate divination; CL 6th; Craft Spelljamming Helm, Craft Wondrous Items, Clairvoyance/Clairaudience; Price +1 bonus.
Ultra Cruising Speed: Most spelljamming helm are not equipped with this property and those that are become legends very quickly as being known as the fastest ships in the sphere where it does business. The ship can cruise at a speed of 200 million miles per day as long the ship is not within an empyrean bubble of a planet or another object of huge size or larger. Typically an empyrean bubble is 4,000 feet diameter around objects of huge to titanic in size; celestial bodies, such as planets, have thicker empyrean bubbles.
Strong transmutation; CL 13th; Craft Spelljamming Helm, Craft Wondrous Items, Enchant Helm, Limited Wish; Price +3 bonus

Epic Spelljammer Helms
Epic Spelljammer Helms have either 240 feet of movement or have so many price “+” bonuses to place the helm to 440 feet of movement for purpose of pricing.

Table: Epic Spelljamming Helms
Helm Movement Base Price1
240 feet 3,600,000 gp
280 feet 4,900,000 gp
320 feet 6,400,000 gp
360 feet 8,100,000 gp
400 feet 10,000,000 gp
440 feet 12,100,000 gp
480 feet 14,400,000 gp
520 feet 16,900,000 gp
560 feet 19,600,000 gp
600 feet 22,500,000 gp
640 feet 25,600,000 gp
680 feet 28,900,000 gp
720 feet 32,400,000 gp
760 feet 36,100,000 gp
800 feet 40,000,000 gp

Epic Spelljamming Helm Special Ability Descriptions
While most standard helms have movement and cruising speed special ability plus some of the more common abilities such as one with the ship, epic helms have some really amazing abilities! Some of those abilities include cloaking and the ability to phase thru an asteroid. These abilities are detailed below. A spelljamming helm with a special ability must have at least 40 feet of movement.
Major Cloaking: Ship with ability of major cloaking can become completely invisible along with its crew/passengers much like the standard cloaking helm ability except that it can affect a much larger ship. The helmsman can invoke this ability five times a day. The helm placement is very important for all of the ship must be within 135 feet of helm; this limits the size of ship that makes use of the cloaking helm.
Strong illusion; CL 17th; Craft Spelljamming Helm, Craft Wondrous Items, Wish; Price +6 bonus.
Phasing: A spelljamming helm with this ability is able to allow ship and crew to phase thru solid objects (such as asteroids). The helm placement is very important for all of the ship must be within 135 feet of helm, least some section of the ship will not be able to phase. Only those crew that are in contact of the ships hull or in room on board the ship that is full encased.
Strong transmutation; CL 17th; Craft Spelljamming Helm, Craft Wondrous Items, Wish; Price +6 bonus.


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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Mark Doolan's Alternate Spelljamming Helm Rules Copyright 2003, Mark Doolan

Created by ©2003, Mark Doolan