In Dungeons & Dragons, players have myriad ways to make their characters feel unique, from their class and subclass to their race and background. When it comes to playing a spellcaster, some of the most defining choices that players can have when building and developing a character are which spells a character can wield. While new spells are most often introduced in rules expansions such as Xanathar's Guide to Everything and Tasha's Cauldron of Everything, the recently released Spelljammer: Adventures in Space introduces new spells perfectly suited for campaigns within Wildspace and the Astral Sea.
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While Spelljammer only includes two new spells, these spells can be incredibly helpful options in the context of a Spelljammer campaign or within a campaign in which a DM is comfortable featuring Wildspace. So, we're going to examine everything you need to know about the brand new spells of Spelljammer!
Air Bubble is a second-level conjuration spell available to Artificers, Druids, Rangers, Sorcerers, and Wizards. As the name of the spell would suggest, Air Bubble creates a personal bubble of air around the head of a single target creature, providing fresh oxygen for the spell's 24 hours. This spell has a lot in common with the third-level spell, Water Breathing, as each can reliably be used to allow a creature to breathe underwater for 24 hours without requiring concentration.
These two spells have their distinct advantages. While Water Breathing can target up to ten creatures simultaneously and can be cast as a ritual, meaning it can be cast without the use of a spell slot, Air Bubble can only target additional creatures when higher-level spell
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