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  A Dungeoneer’s Guide to 
  Aeronautics  
   
   
  By Seann McAnally and Randall Munden 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
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  A Dungeoneer’s Guide to Aeronautics  
  A new class, the Aeronaut, and basic airship combat for 1st Edition AD&D 
   
  � 
   
  Written by 
  Seann McAnally and Randall Munden 
   
  Contributing Writer 
  Stuart Highman 
   
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  Stuart Highman 
  Mark O’Reilly 
   
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  Mark O’Reilly  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © 2002 Dragonsfoot UK – http://www.dragonsfoot.org 
  Advanced Dungeons & Dragons are registered trademarks owned by Wizards of the Coast.  
   
   
   
  
  Contents 
  Manual of Professions – The Aeronaut 
  4 
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  Introduction .................................................................................................................................................... 5 
  I. The Aeronaut................................................................................................................................................ 5 
  Airship Operation & Repair. ........................................................................................................................ 5 
  Aerial Tracking. ........................................................................................................................................... 6 
  Damage Bonus vs. Aerial Creatures. ............................................................................................................ 6 
  Followers. ................................................................................................................................................... 6 
  Aeronaut Skills. ........................................................................................................................................... 6 
  II. Airships & Airship Combat .......................................................................................................................... 7 
  Disclaimer & Assumptions........................................................................................................................... 7 
  Types of airships. ........................................................................................................................................ 7 
  Magic and Flying craft ............................................................................................................................... 10 
  New spells for use with Airships ................................................................................................................ 10 
  Propel Airship (Alteration)................................................................................................................. 10 
  Buoyancy (Alteration) ....................................................................................................................... 10 
  Protect balloon (Abjuration) .............................................................................................................. 10 
  Protect hull (Abjuration).................................................................................................................... 11 
  Escape (Alteration)............................................................................................................................ 11 
  Conclusion ................................................................................................................................................ 11 
   
   
  Aeronaut Table 1: Aerial Tracking.................................................................................................................... 6 
  Aeronaut Table 2: Aeronaut Skills .................................................................................................................... 7 
  Aeronaut Table 3: Level Advancement............................................................................................................. 7 
  Airship Table 1: Airship Statistics..................................................................................................................... 9 
  Airship Table 2: Combat Matrix ....................................................................................................................... 9 
  Airship Table 3: Hull Damage .......................................................................................................................... 9 
   
  
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  Introduction 
   
  The Advanced Dungeons and Dragons game 
  provides ample opportunity for flight - be it on a 
  flying carpet, a broom of flight, or the back of a 
  griffin, it's likely that at some point, player 
  characters will take to the skies. 
   
  For those Dungeon Masters who wish to add large 
  flying vessels to their campaign however, there are 
  fewer options - the most noteworthy being 
  "spelljamming." This method of flight, like those 
  mentioned above, relies solely on magic to keep 
  ships aloft. While everything about AD&D requires 
  suspension of disbelief, mage-powered ships may 
  not be necessary; a slightly more "realistic" view - 
  "fantastic technology" as opposed to magic - can 
  prove interesting. This article looks at just one of 
  many ways vessel-based flight can become a part 
  of an AD&D campaign. 
   
  In the real world there were many ingenious ideas 
  for non-magical flight (Leonardo da Vinci's being 
  the most famous) long before there were machines 
  of adequate capacity to power them. By 1783, the 
  Montgolfier brothers, Jacques Charles and others 
  had successfully launched large balloons. Scientists 
  known for their rigid scepticism (Carl Sagan for 
  one) have insisted that da Vinci's designs would 
  have worked, had they a strong enough power 
  source. Balloon technology that stunned onlookers 
  in the late 1700s utilized (for the most part) 
  nothing that was wholly alien to earlier epochs. If 
  we can posit strong magics that keep windjammers 
  aloft (and sailing through a vacuum, no less) it is 
  surely no great extrapolation to posit a technology 
  slightly accelerated from that of the real world, 
  resulting in airships that combine elements of da 
  Vinci's designs with early balloon and derigible 
  technology. Such airship technology, while at least 
  partially dependant upon magic in some scenarios, 
  is an interesting departure from the flying ships of 
  the 1980s TSR mold. 
   
  Granted, we're still talking about fantasy here - but 
  we're talking about fantasy technology, which is 
  something that is by no means alien to AD&D, but 
  it has never been a major part of the game. There 
  are many reasons why airships might be desirable 
  in a campaign - practical considerations such as 
  quick trade and travel are a few. Perhaps the best 
  reason of all, though, is the opportunity for 
  swashbuckling adventure. A boarding action, after 
  all, is far more exciting when conducted a mile and 
  a half off the earth's surface! 
   
  What follows are some home-brewed methods we 
  have used in the Gonen's World campaign to 
  introduce aeronautics to our games. The article is 
  divided into two parts - the first details a new 
  character class, the Aeronaut. Since it is impossible 
  to separate these "sky rangers" from their ships, a 
  second section provides a simple classification and 
  combat system for battles between airships.  
   
  I. The Aeronaut 
  Aeronauts are daredevils who ply the skyways in 
  primitive, lighter-than-air flying machines. Airships 
  are unstable and dangerous, and aeronauts are 
  considered almost as unstable. In a world of 
  fireballs and gargantuan flying monsters, who else 
  but a madman would defy the gods and take to the 
  skies?  
   
  Aeronauts serve as pilots, first mates and captains 
  on ships of war, trade and exploration. They may 
  operate small mail flyers, distributing news and 
  information 
  more 
  quickly 
  than 
  earthbound 
  deliverers can. Aeronauts may smuggle illicit goods 
  into a region, well over the snooping noses of 
  customs officials. In every case, however, the risk 
  an aeronaut takes is extraordinary, so it is not 
  surprising that many take up a life of adventure – it 
  is in their blood.   
   
  The aeronaut must have strength and intelligence 
  of not less than 12, and dexterity and constitution 
  scores of 13 or greater. If the aeronaut has a 
  dexterity of 15 or greater, he receives a 10% 
  bonus on earned experience. 
  Aeronauts attack and save on the appropriate 
  matrices for fighters. They gain proficiencies and 
  attacks per round as fighters as well. Aeronauts use 
  8-sided hit dice. Like rangers, they get two, rather 
  than one, hit dice at first level, and may 
  accumulate 11 rather than 9 total hit dice. 
   
  Aeronauts possess the following special abilities. 
   
  Airship Operation & Repair.  
   
  The primary function of an aeronaut is to pilot 
  various sorts of lighter-than-air craft. However, 
  such contraptions are complex and finicky beasts – 
  it takes years of experience for the aeronaut to 
  become wholly proficient in their use (note: many 
  of the terms found in this section are explained in 
  Airships & Airship Combat, below). 
   
  At the first level of experience, the aeronaut has 
  the ability to pilot sprite-class airships – light fliers, 
  flitters, mail packets, and the like. 
   
  At the third level of experience, the aeronaut gains 
  
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  the ability to repair rigging and hull damage. Time 
  taken is d10 turns minus the level of the aeronaut, 
  for a minimum of 1 turn, or a greater amount of 
  time as determined by the DM. 
   
  At 7
  th level the aeronaut gains the ability to pilot 
  airtroll-class vessels (trade cogs, cruisers, etc.). 
   
  Upon reaching the 9
  th level of experience, the 
  aeronaut gains the ability to diagnose and repair 
  propeller drive systems, be they mechanical, 
  magical or manual.  
   
  At 10
  th level, the aeronaut gains the ability to pilot 
  wardreg-class 
  airships 
  (large 
  trade 
  vessel, 
  battleship, et al). 
   
  Aerial Tracking.  
  Aeronauts possess the uncanny ability to track a 
  flying object or creature’s course based on its last 
  known trajectory, small amounts of debris, 
  disturbances in the air and clouds, knowledge of 
  weather patterns, and an innate “sixth sense” in 
  the sky. In order to track, the aeronaut must have 
  observed the object or creature to be tracked 
  within 3 turns (30 minutes) of the commencement 
  of tracking and must begin tracking in the same 
  general area the creature or object was last 
  observed.  
   
  Aeronaut Table 1: Aerial Tracking 
  Quarry’s Action 
  Chance to 
  Track 
  Similar altitude/speed 
  65% 
  Increases altitude/speed 
  55% 
  Decreases altitude 
  45% 
  Pass through cloud cover 
  35% 
  Hides in Clouds (as aeronaut 
  ability) 
  15% 
  In heavy rain or fog 
  -15% 
  Chance to track increases by 10% at the 7
  th level of 
  experience 
  and a further 10% at 10
  th level. 
   
  Damage Bonus vs. Aerial Creatures.  
  When fighting aerial creatures, aeronauts add 1 hp 
  for each level of experience of the aeronaut when 
  calculating damage. 
   
  Followers.  
  At 10
  th level, the aeronaut attracts 3-30 followers. 
  The followers will include one 7
  th level aeronaut 
  and two fighters of the fifth level with missile 
  weapon specialization. The remaining followers 
  will be zero-level artillerists or pushmen (see 
  Airships and Airship Combat, below). 
   
  Aeronaut Skills.  
  In addition, aeronauts have the following skills: 
  Climb Rigging, Predict Weather, Repair Leak, Hide in 
  Clouds and Avoid Collision. These are analogous to 
  thieving skills in terms of advancement (see Table 
  2). 
   
  Climb Rigging: As the thief ability climb walls. The 
  aeronaut may scamper with relative ease among 
  the rigging and balloon surface of his airship. 
   
  Predict Weather: The aeronaut may predict the 
  weather for the next d20+4 hours. The DM may 
  prefer to keep this roll secret, and give the 
  aeronaut misleading information if the roll is failed.  
   
  Repair Leak. The aeronaut may repair rips and 
  punctures in the airship’s balloon to arrest leakage. 
  Time taken is d10 rounds minus the level of the 
  aeronaut, with a minimum of 1 round or greater 
  amount of time as determined by the DM. 
   
  Hide in Clouds. Similar to the thief’s hide in shadows 
  skill. The aeronaut may quickly manoeuvre his 
  airship into cloud cover to avoid detection or 
  pursuit. Success indicates that the craft is 
  completely hidden – but another aeronaut will 
  have a chance to find him (see Aerial Tracking, 
  below). 
   
  Avoid Collision: The aeronaut’s lightning-quick 
  instincts and intimate knowledge of his craft gives 
  him a chance to quickly manoeuvre an airship out 
  of the way of an impending collision. Unless the 
  aeronaut states otherwise, the airship dives 10” 
  below the colliding obstacle. 
   
   
   
   
   
  
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  Aeronaut Table 2: Aeronaut Skills 
  Level of Aeronaut 
  Climb Rigging Predict Weather
  Repair Leak
  Hide in Clouds Avoid Collision
  1 
  85% 
  15% 
  20% 
  10% 
  30% 
  2 
  86% 
  21% 
  25% 
  15% 
  35% 
  3 
  875 
  27% 
  30% 
  20% 
  40% 
  4 
  88% 
  33% 
  35% 
  25% 
  45% 
  5 
  90% 
  40% 
  40% 
  31% 
  50% 
  6 
  92% 
  47% 
  45% 
  39% 
  55% 
  7 
  94% 
  55% 
  50% 
  43% 
  60% 
  8 
  96% 
  62% 
  55% 
  49% 
  65% 
  9 
  98% 
  70% 
  60% 
  56% 
  70% 
  10 
  99% 
  78% 
  65% 
  63% 
  80% 
  11 
  99.1% 
  86% 
  70% 
  70% 
  90% 
  12 
  99.2% 
  94% 
  75% 
  77% 
  100% 
  13+ 
  99.3% 
  99% 
  80% 
  85% 
  105% 
   
   
  Aeronaut Table 3: Level Advancement 
  Experience Points 
  Level
  d8 for accumulated 
  hit points 
  Level title 
  0-2,500 
  1 
  2 
  Pushman 
  2,251-4,500 
  2 
  3 
  Flyer 
  4,501-10,000 
  3 
  4 
  Mate 
  10,001-20,000 
  4 
  5 
  First Mate 
  20,001-40,000 
  5 
  6 
  Pilot 
  40,001-90,000 
  6 
  7 
  Aeronaut 
  90,001-150,000 
  7 
  8 
  Second Officer 
  150,001-225,000 
  8 
  9 
  First Officer 
  225,001-325,000 
  9 
  10 
  Captain 
  325,001-650,000 
  10 
  11 
  Sky Ranger 
  650,001-975,000 
  11 
  11+2 
  Sky Marshall 
  975,001-1,300,000
  12 
  11+4 
  Sky Admiral 
  325,000 xp per level for each additional level above the 12
  th. 
  Aeronauts gain 2 hit points per level after the 10
  th. 
   
   
  II. Airships & Airship Combat 
   
  Disclaimer & Assumptions.  
   
  The following notes can provide a simple, quick-
  playing system for determining the outcome of 
  aerial battles between airships - it is by no means a 
  serious simulation, and many factors (such as 
  updrafts/downdrafts) have been ignored in favor of 
  playability. This system has been made as generic 
  as possible, suitable for a campaign in which 
  aeronautics exist as a background element, rather 
  than a major focus of play, and individual DMs 
  should be able to modify it or expand it as 
  necessary to make it fit their campaigns. The 
  system also assumes the presence of a propeller-
  driven propulsion system, but this could be of 
  either mechanical (gnomish, magical) design or 
  operated by pushmen, the galley-slaves of the 
  skies. Likewise, the system assumes the existence 
  of “guns” - which could be anything from small-
  bore cannon to ballista or catapult, depending 
  upon the tech level of the campaign. Balloons are 
  assumed to be armored with connected plates of 
  thin metal, designed to deflect missiles; balloons 
  are also made up of many small air pockets to 
  avoid massive, total deflation. DMs may wish to 
  adjust damage and hit points depending on what 
  sort of weapon is desired. It is also no great task to 
  customize airships or create new types. A few 
  tweaks on the tables below, and almost any variant 
  is possible. 
   
  Types of airships.  
   
  Airships can be grouped into three broad classes - 
  wardreg, airtroll, and sprite. The wardreg is the 
  largest and rarest of airships, juggernauts of the 
  skies capable of much destructive power. Airtrolls 
  are about half the size, packing a ligher punch but 
  having greater maneuverability. Finally, sprite-class 
  
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  airships are the smallest, most maneuverable sort, 
  but they have little or no destructive capability. All 
  airships must be as light as possible, therefore they 
  are relatively small compared to ocean-going 
  vessels, with crew, weaponry and cargo crammed 
  into as tiny an area as is practical. Crew quarters 
  are simply hammocks strung up wherever space is 
  available. Ship structure is light and open - usually 
  made with timber sparing covered by cuir bouilli 
  'scales'.  There are generally four decks - a ballast 
  level (ballast is water, easily obtained and released 
  at 
  need), 
  cargo/pushmen/propeller 
  mechanics 
  level, gun deck, and an open top “steerage” deck, 
  which usually holds some sort of fore or aft 
  structure on larger airships. Where allowed, decks 
  are open to one another. The goal of combat is 
  assumed to be the slow deflation of an enemy 
  balloon, keeping the airship body intact for 
  purposes of capture. 
   
  A note on terminology: “Guns” refers not only to the 
  number of weapons on a craft, but the mass or 
  inertia - perhaps even the volume - of the craft 
  regardless of the presence of guns. For example, a 
  10-gun airship (wardreg class) could be a cargo 
  ship, the corvette of an ambassador, a troop 
  carrier, or some other type, and need not 
  necessarily carry 10 guns. The classification merely 
  refers to the number of guns an airship could carry 
  at need and is a convenient way of referring to 
  ship size. The ( “ ) symbol denotes the standard 
  outdoor measurement of 10 yards.  
   
  Playing surface. This system can be played in the 
  abstract, but it is easier if airship locations are 
  marked on a hex grid, extended into three 
  dimensions in the imagination. The grid can be to 
  any scale, but one hex = 1” seems sufficient for 
  most purposes. Counters, miniatures or even 
  pencil marks will suffice to represent individual 
  airships. A plus or minus designation next to an 
  airship is a good way to remember how high or 
  low it is in relation to other ships. 
   
  Initiative. Each side in an airship encounter rolls d6 
  for initiative - sprites gain +2 to this roll; airtrolls 
  gain +1. Actions occur in descending order, from 
  highest score to lowest.  
   
  Movement. Rates are listed in Airship Table 1: 
  Airship Statistics. Airships enter combat at ¼ 
  maximum speed unless determined otherwise by 
  the DM. Ships may accelerate at their given value. 
  Deceleration is figured likewise until the ship 
  reaches a “dead” stop (drifting with no propulsive 
  power). Attitude (vertical alignment) is adjusted by 
  the given rate per round if the airship plans to 
  climb or dive to a different altitude. Pivot is the 
  ship’s horizontal alignment and is important when 
  figuring the number of guns that can be brought to 
  bear upon a target (see Combat, below). When 
  determining degrees and facing, the illustration on 
  page 52 of the Dungeon Masters Guide is a good 
  guide. Ships may fire at any time during 
  movement, subject to a penalty (see Firing, below). 
   
  Ramming & Collisions. Most airships are equipped 
  with frontal rams used for puncturing balloons and, 
  more rarely, causing damage to the hull. To ram, 
  the airship simply moves into contact with another 
  - if the balloon is targeted, the attacking ship must 
  be 1” above the defending ship. No to hit roll is 
  required, but the defending ship’s aeronaut may 
  roll to avoid collision (see Aeronaut Table 1, 
  Aeronaut Skills). A ramming action does # of guns 
  x d10 damage. If the attacking ship is moving at 
  maximum speed, modify damage by a further d10. 
  If two ships collide when ramming was not 
  intended, the difference in gun # rating for each 
  ship is compared, and each ship takes the 
  difference x d10 in damage with a minimum 
  damage of 2d10.  
   
  Firing. Basic chance to hit is figured using Airship 
  Table 2: Combat Matrix. The attacking ship must 
  specify whether it has targeted the ship’s balloon 
  or hull. When attacking, a ship fires a volley at its 
  target - simply cross reference the number of guns 
  the attacking airship can bring to bear on a target 
  with the range between attacker and defender - the 
  resultant number or higher must be rolled on a d20 
  for a successful hit. Unless otherwise noted by the 
  DM, guns are equally placed along either side of a 
  ship - therefore the # of guns brought to bear will 
  almost always be ½ the gun # rating noted in 
  Airship 
  Table 
  1. 
  If 
  allied 
  ships 
  are 
  in 
  communication - magic, semaphore, whatever - 
  they can combine their available guns in an attack 
  on one target and resolve the action in one roll. All 
  modifiers 
  for 
  both 
  attacking 
  airships 
  are 
  cumulative. Ships may fire at any time during their 
  movement if they so choose - but attack rolls are at 
  a minus 2 to hit (cumulative with other modifiers) 
  if the pilot chooses to accelerate or decelerate in 
  the same round. If the defending airship is at short 
  range and greater than 1” below the attacking 
  airship, the attacker may only target the defender’s 
  balloon. 
   
  Damage. Roll 2d10 for each gun involved in a 
  successful attack and apply it to either the hull or 
  balloon hit points, whichever was targeted. Consult 
  Airship Tables 3 & 4 - when hit points reach a 
  certain percentage of the total the indicated result 
  occurs.  
   
  Crew Death. If the existence of airships are 
  assumed, one can also assume the existence of 
  some sort of parachute, parawing or other escape 
  device…DMs may wish to allow crew a saving 
  throw to avoid death by falling. If PCs are manning 
  guns, and hull damage indicates a gunner’s death, 
  
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  the PC may save vs. wands to avoid this fate, 
  taking instead 2d10 damage.  
   
  Optional Rule: If the DM wishes, airship crews can 
  be considered green, hardened, veteran, or elite, 
  and as such will be subject to the modifiers listed 
  in Airship Table 2. How crews progress through the 
  ranks from green to elite is up to the individual 
  DM. One method is to allow crew to progress to 
  the next level after 5 - 10 battles (if they live that 
  long!). In the case of PC crews, crews progress 
  based upon every five levels of experience. 
   
  Airship Table 1: Airship Statistics 
   
  Wardreg 
  Airtroll 
  Sprite 
  # of guns 
  10 
  4 (5) 
  (2) 
  Minimum crew 
  29* 
  11* 
  1-4* 
  Acceleration** 
  2”/round 
  3”/round 
  5”/round 
  Deceleration 
  1”/round 
  2”/round 
  4”/round 
  Attitude 
  30°/round 
  60°/round
  90°/round
  Pivot 
  30°/round 
  60°/round
  90°/round
  Max Speed 
  15”/round 
  30”/round 
  44”/round 
  Zero to Max 
  7.5 rounds
  6 rounds 
  5 rounds 
  Hull hit points 
  200 
  175 
  150 
  Balloon hit points
  250 
  150 
  100 
  *Airship propellers are driven by either mechanical (gnomish, magical, etc.) means 
  or by “pushmen” operating cranks. If an airship is powered by pushmen, add 2 crew per gun. 
  *Cumulative per round until max speed is reached. 
   
  Airship Table 2: Combat Matrix 
  # of Guns 
  Short 
  5-30 
  Medium 
  31-20 
  Long 
  121-300
  Extreme 
  301+ 
  1 
  16 
  17 
  18 
  19 
  2-4 
  14 
  15 
  16 
  17 
  5-10 
  12 
  13 
  14 
  15 
  11-20 
  10 
  11 
  12 
  13 
  21+ 
  8 
  9 
  10 
  11 
  Note: Targets under 5” away are hit automatically unless the “to hit” score is 1.. 
  Modifiers (cumulative): 
   
  •If pilot is aeronaut level 7 or higher, +1 to hit bonus. 
  •If airship is moving, attack rolls are at –2. 
  •Green crew suffers a –1 to hit penalty. 
  •Veteran crews gain a +1 to hit bonus. 
  •Elite troops gain a +1 to hit bonus. 
  •Elite crew fires an extra volley every other round. 
   
  Airship Table 3: Hull Damage 
  % 
  hp 
  Wardreg 
  Airtroll 
  Sprite 
  Result 
  75 
  150 
  131 
  113 
  30% chance the ship loses one random gun and crew on side facing 
  enemy. 
  60 
  120 
  105 
  90 
  Statistics in Table 1 go down by ½” or 10°. 
  50 
  100 
  88 
  75 
  50% chance the ship loses one random gun and crew on side facing 
  enemy. 
  30 
  60 
  53 
  45 
  Statistics in Table 1 go down by a further 1” or 10° (total of 1½” or 20°) 
  25 
  50 
  44 
  38 
  75% chance the ship loses one random gun and crew on side facing 
  enemy. 
  0 
  0 
  0 
  0 
  The airship is a drifting hulk. If the balloon is at less than 60% of its hit 
  points, there is a 75% chance that the hull detaches and plummets toward 
  the ground. 
    
  
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  Airship Table 4: Balloon Damage 
  % hp 
  Wardreg 
  Airtroll 
  Sprite 
  Result 
  60 
  150 
  90 
  60 
  Airship begins involuntary descent at rate of 10” per round. 
  30 
  75 
  45 
  30 
  Airship descends at rate of 30” per round. 
  0 
  0 
  0 
  0 
  Uncontrolled fall. Airship destroyed, crew dies unless a save is allowed.
   
  Magic and Flying craft 
   
  The following magic user spells can be particularly useful when used on an airship: 
   
  Level Spell 
  Comments 
  1 Mending 
  This repairs 2D6 damage to the hull of a damaged craft or can repair 1D6 damage to a 
  balloon. 
  3 Fireball (and 
  similar 
  spells) 
  Most Airships will be treated against fire, though the fireball spell is still very damaging, 
  all crew within the area of effect take the normal damage from the spell. If the spell 
  does more than ¼ of the current hit points of the hull then it will ignite causing 5D6 
  damage to the hull per round until the flames are extinguished. 
  3 Material 
  This spell can create enough wood to repair a craft using the Fabricate spell. 
  5 Fabricate 
  This can repair up to 1D20 points of damage to the hull of a damaged craft for every 5 
  levels of the magic user. This assumes there is enough material to repair it. 
  5 Wall of Force 
  A wall can be cast to defend a ship from ramming and projectiles. 
  7 Reverse 
  Gravity 
  This spell can be used to give a sudden lift to an airship which could be used to avoid 
  either another craft or mountains and trees etc. 
   
   
  New spells for use with Airships 
   
  Since the Aeronaut cannot cast spells, then it 
  makes sense for them to have a magic user within 
  their crew, the following spells have been 
  developed which can be useful to the crew of an 
  airship.  
   
  Propel Airship (Alteration) 
   
  Level: 3 
  Components: V, S, M 
  Range: Touch 
  Casting time: 5 
  Duration: 1turn / level 
  Saving throw: Nil 
  Area of effect: Target airship 
   
   
  This spell allows the airship to be magically 
  propelled should either normal propulsion not 
  exist, as an alternative to it or to give a boost to the 
  crafts speed. The speed of the craft is dependant 
  on the level of the caster and the type of craft 
  speeds are in distance (in the table) per round: 
   
  Level 
  Wardreg 
  Airtroll 
  Sprite 
  5-9 
  15” 
  30” 
  44” 
  10-13 
  17” 
  33” 
  48” 
  14-17 
  20” 
  37” 
  53” 
  18-21 
  24” 
  42” 
  59” 
  22-25 
  39” 
  48” 
  66” 
  26+ 
  35” 
  55” 
  74” 
    
  Buoyancy (Alteration) 
   
  Level: 4 
  Components: V, S, M 
  Range: Touch 
  Casting time: 5 
  Duration: Special 
  Saving throw: Nil 
  Area of effect: Target airship 
   
   
  This spell can allow an airship to continue flight for 
  a short time, even if the balloon is destroyed, it 
  does not allow the airship to climb, but can fly 
  level or descend safely for the duration of the spell. 
  The duration of the spell is dependant upon the 
  class of the craft: 
   
  Class 
  Duration 
  Wardreg 
  5 segments / level 
  Airtroll 
  1 round / level 
  Sprite 
  2 rounds / level 
   
  While the craft is under the influence of this spell 
  the caster must concentrate, and is unable to cast 
  any other spells or enter combat, though they may 
  move at half their movement rate and talk 
  although seem distracted. While concentrating they 
  can control the speed of the airships descent. 
   
  Protect balloon (Abjuration) 
   
  Level: 4 
  Components: V, S, M 
  Range: Touch 
  Casting time: 7 
  Duration: 1turn/level 
  Saving throw: Nil 
  Area of effect: Target balloon 
   
   
  This spell surrounds an airships balloon with a 
  magical barrier which prevents up to 1D6 per level 
  of cumulative damage; the spell in effect gives the 
  balloon extra hit points which does not take any 
  damage until all the magical points have been 
  removed. 
  The 
  spell 
  also 
  protects 
  rigging 
  surrounding the balloon and attaching the balloon 
  to the hull of the craft. The spell is particularly 
  
  The Aeronaut 
   
  http://www.dragonsfoot.org  
  11 
  Manual of Professions – The Aeronaut
   
  effective against archers, which may be employed 
  on another craft to destroy the balloon. The 
  material component for the spell is a palm sized 
  segment of the scale of any large reptile, dragon, 
  wyvern, hydra or similar creature. 
   
  Protect hull (Abjuration) 
   
  Level: 4 
  Components: V, S, M 
  Range: Touch 
  Casting time: 9 
  Duration: 1turn/level 
  Saving throw: Nil 
  Area of effect: Target hull 
   
   
  This spell protects the wooden hull of an airship or 
  ocean-going vessel from impacts that would cause 
  damage, like protect balloon there is an amount of 
  magic hit points. This spell prevents up to 1D8 per 
  level of cumulative damage. This spell can protect 
  against projectiles, another craft crashing into 
  them and even rocks which a ship may otherwise 
  be smashed against and destroyed. 
   
  Escape (Alteration) 
   
  Level: 5 
  Components: V, S 
  Range: 0 
  Casting time: 3 
  Duration: Instant 
  Saving throw: Nil 
  Area of effect: 1” radius 
   
   
  This spell is similar to the 5
  th level magic user spell 
  Teleport, it transports the caster and everything 
  they wish within the area of effect to the solid 
  ground directly below them. If the surface is not 
  solid such as water then the spell will automatically 
  fail. All living creatures and objects that they are 
  carrying will be transported, irrespective of the 
  total weight. 
   
  Conclusion 
   
  It should be noted again that in the view of this article, aeronautics exists as a background element of the 
  campaign, rather than serving as the major focus. If the campaign is aimed at a level where every character 
  has an airship and the entire adventure takes place miles above ground, more detailed, expansive rules would 
  be needed. The information here is necessarily somewhat generic (particularly in the second part) so it can be 
  tailored to serve the specifics of an individual campaign. Playtesting has revealed some flaws that have been 
  fixed but there is certainly room for improvement - if nothing else, we hope this article will serve as a 
  springboard for your own creativity. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Dragonsfoot/Classes/A Dungeoneer’s Guide to Aeronautics.pdf