The following spells are available for spellcasters to learn and cast, as if they were listed in an approved campaign sourcebook.
Note that these rules were designed prior to the release of the 5th edition D&D Spelljammer books. Many of the mechanics below contradict the current “official” mechanics. Rather than revise all of the previous mechanics, they have been preserved below in their original form for the sake of reference. The “official” 5th edition mechanics are described in the Astral Adventurer's Guide. It is up to each DM to decide which version of the mechanics to use—the 5th edition ruleset, the legacy Aethervane mechanics, or something else entirely.
Spell Name | Level | School | Classes |
---|---|---|---|
Chill the Flow | 3rd | Alteration | Artificer, Druid, Ranger, Sorcerer, Wizard |
Create/Destroy Air | 1st | Alteration | Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard |
Create Major Helm | 7th | Enchantment | Cleric, Wizard |
Create Minor Helm | 6th | Enchantment | Cleric, Wizard |
Detect Powers | 2nd | Divination | Cleric, Druid, Paladin, Warlock |
Enhance/Reduce Helm Power | 3rd | Alteration | Artificer, Cleric, Sorcerer, Wizard |
Enhance/Reduce Maneuverability | 5th | Alteration | Artificer, Cleric, Sorcerer, Wizard |
Locate Sphere Portal | 2nd | Divination | Artificer, Bard, Cleric, Druid, Paladin, Ranger, Wizard |
Pass Shell | 5th | Alteration | Artificer, Sorcerer, Wizard |
Softwood | 4th | Alteration | Cleric, Druid, Ranger |