Arcane Space

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Space is divided into two types: wildspace and phlogiston. Wildspace is the vast emptiness between stars. This is the space within a crystal sphere, and is an empty vacuum. Phlogiston is a turbulent, unstable, multicolored, fluorescent gas which fills the regions between crystal spheres. Planetary systems adrift in the phlogiston are encased in crystal spheres, which essentially separates wildspace from the phlogiston. Within wildspace are celestial bodies, such as planets, moons, suns, or asteroids.

Celestial Bodies

The celestial body your character is most familiar with is Vesta, their homeworld. However, celestial bodies appear in a wide variety of shapes and sizes. One important trait of celestial bodies is that they often possess a self-regenerating atmosphere. While most celestial bodies are spherical in nature, some are flat, amorphous, or cubic in shape. Sizes range from that of small planetoids to as large as Earth’s sun. Earth, Vesta, and the settings of the three core D&D settings (Oerth, Toril, and Krynn) are all Size E celestial bodies.

Size Classes
Size A
Less than 100 miles across
Size B
From 10-100 miles across
Size C
From 100-1K (thousand) miles across
Size D
From 1K-4K miles across
Size E
4K-10K miles across
Size F
From 10K-40Kmiles across
Size G
From 40K-100K miles across
Size H
From 100K-1M (million) miles across
Size I
From 1M-10M miles across
Size J
10M miles across or greater
In addition to classification on size and shape, celestial bodies are organized by composition. There are four types. Fire Class celestial bodies are also known as suns, and provide warmth and light to the system they are a part of. Often the center of a system is a sun, but this is not always the case. Earth Class celestial bodies are known as worlds. Earth, Vesta, Oerth, Toril, and Krynn are all Earth Class celestial bodies. Air Class celestial bodies are known as gas clouds, and tend to be amorphous in nature. Finally, Water Class celestial bodies are usually liquid all the way through, but sometimes have solid cores. Despite the name, Water Class celestial bodies are not necessarily composed of pure water.


All celestial bodies are contained within crystal spheres and float in an airless void called wildspace. Wildspace is mere emptiness, and is usually considered to begin where a celestial body’s atmosphere ends. As a person moves higher, atmospheres become thinner and thinner until they enter the vacuum. When objects exit an atmosphere they carry with them a pocket of air called an air envelop. For a normal person, only enough air is carried to last them about a minute. Larger objects though, carry more air with them. This is why large ships are used as spelljamming vessels. Regardless of how fast an individual or ship moves through space, the air envelop will remain around them. Upon entering an atmosphere the air in the envelop merges with that of the atmosphere, and ships usually refresh their air supplies by stopping by celestial bodies.

Crystal Spheres

All wildspace is contained within shells of crystal, called Crystal Spheres. Within a Crystal Sphere is the vacuum of wildspace, the planets, stars, and other celestial bodies of the system. Outside of it is the rainbow ocean of phlogiston and more crystal spheres.

The size of a crystal shell is determined by the size of the planetary system inside. A sphere’s radius is twice as big as the orbital radius of the outermost celestial body in the system. Because of their great size, a Crystal Sphere appears perfectly flat when approached from the outside. The phlogiston obscures vision, and anyone close enough to see a Crystal Sphere at all will only see it as a wall of cosmic proportions.

Spheres consist of an unbreakable black ceramic material of unknown origin. Some legends say that they were created by the hands of the gods to protect worlds from the ravages of the phlogistion, believed to be the prime matter of the universe. Some speculate that the Crystal Spheres out-date the existence of many of the deities of the universe, and were placed by an even higher authority to keep gods and men in to restrict their activities.

Regardless of the origin, Crystal Spheres are uniform throughout space. They are great, dark, featureless spheres of unidentifiable matter. They are definitely solid, but unlike other objects have no gravity along either their interior or exterior, being the primary exception to the rule that all large objects have gravity. No magic has been found to damage the surface of a shell, though there do exist spells that can cause portals to open along its side. Even this, however, is believed to merely artificially trigger a natural feature of the spheres themselves since portals appear naturally and seemingly at random. Crystal Spheres are so resistant to change and damage that even a wish spell will have no effect upon them.

Despite the seemingly impassible barrier, there are several known methods to get from one side of a sphere to another:

1) The Crystal Sphere can be bypassed entirely with the use of a teleport, dimension door, or similar magic that causes travel without interacting with the sphere itself.

2) A phase door spell allows passage through a Crystal Sphere, though these entrances cannot be made permanent even by the permanency spell. The create portal spell (listed under Magic Use in Space) can also open a hole in a Crystal Sphere large enough for a ship to pass through.

3) There are portals that naturally occur in various locations at random which allow access of an entire ship through the Crystal Sphere. These portals typically only remain open for no more than a week, and finding one on the surface of a sphere can take days or longer.

4) Powerful space-born creatures, such as space dragons, seem to possess the innate ability to open portals to the phlogiston. It would also be reasonable to assume that beings of similar power can command the spheres as well.

Arcane Space

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