3rd Edition Concordance of Arcane Space - 15/May/06


Chapter 1: Arcane Space

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Wildspace

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A creature will exhaust the air in its personal envelope in 2d10 times ten minutes.

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Crystal Shells

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Much of the decision as to what will not work is left to the individual GM, but this restriction does not apply to divine spells of levels zero, 1 or 2.

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Breathing in Space

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A single human-sized body drags along with it enough air to last 2d10 times ten minutes. If that human-sized body is standing on a rock 100 cubic yards in size (a sphere roughly 17 feet in diameter), it may have enough air to survive for several months.

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Larger-than-man-sized creatures (ogres and giants, for example) drag along enough air to last twice as long (4d10 times ten minutes).

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A 30-ton frigate, therefore, could support 30 crew members for four months under normal circumstances, and double that under reduced circumstances.

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Air Quality

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Fresh air is completely breathable. The air around an individual body remains fresh for 2d10 times ten minutes. Air around a larger body (one ton or more) remains fresh for four months if the vessel carries a normal crew.

Fouled air is stale and partially depleted. It is humid and smells bad. Air becomes fouled after the first 2d10 times ten minutes around a single body and remains fouled until the 300th minute (end of the 5th hour). For example, if the air was fresh for 120 minutes, it would be fouled for 180 minutes, for a total of 300 minutes. ...

Deadly air ... becomes deadly at the beginning of the 301st minute (6th hour) ... Anyone trapped inside a deadly atmosphere is treated under the Suffocation rules as if they are undergoing Slow Suffocation. ...

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Matters of Gravity

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Falling

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Maximum movement in this fashion is 5 feet per round.

Chapter 3: Ships of Wildspace

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Ship Hulls

... where a spacial ton equals 2700 cubic yards of atmosphere.

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Chapter 4: Movement & Combat

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Traveling in Wildspace

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A "large body" is any body of 10 tons or greater space displacement (1000 cubic yards, or a cube 30 feet on a side), which includes most spelljamming ships, planets, stars, and other worthwhile celestial bodies.

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Tactical Movement

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Each hex is 150 feet across. A round of combat in space is the same as a standard round - six seconds.

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Combat

[[this needs a thorough going-over]]


(c) Dreamer Publications, 1980 - May 2006
    Permission granted to use for non-profit making purposes