Magic - Inner Planes

Abjurations

All spells of this type can be cast in the inner planes, save where noted under the spell description. Spells affecting extradimensional creatures affect the traveler, but do not affect creatures native to the inner planes.

Examples:

• The magic-user spell banishment cast by a mage from the Prime Material plane at Xorn in the plane of para-elemental Magma will have no effect, but an elemental creature using that same spell could return the Prime planar mage to his home.

• The druidlcal protection from fire spell can be modified to protection from element in the inner planes, excluding protection from positive or protection from negative. The protection from lightning spew, one level higher, may have originally been created on the plane of quasi-elemental Lightning, and brought back and researched for use In the Prime plane. Such a protection spell protects the caster from the hostile natural forces of the plane for as long as the spell lasts.

• Similarly, the Negative plane protection spell can be modified to Inner plane protection for any of the Inner planes. The Negative plane protection spell cannot be cast in the Negative Material plane (and like limitations hold for the variations on this spell).

• Druidlcal spells that provide protection from Insects, plants, and animals have the same effect on the Inner plane equivalents of these creatures.


 

Special Case:


• The anti-magic shell is dangerous to the user in the inner planes, in that all magical protections are removed within that sphere, removing any protections the user may have to survive in that plane. You have been warned.

 

Alterations

The family of alteration spells have the greatest chance of being modified by the spell-caster in the inner plane. All spells can be cast in the inner planes, though their effects may be limited by the physical nature of the plane Itself (a cloudburst can be cast in the plane of Air, but the air is pretty saturated with water so tfie spell may not be very effective). Spells that have a particular effect on the plane they are native to (such as a lower water on the plane of elemental Water) have similar effects if modified to another plane (in this case a lower fire on the plane of elemental Fire).

Examples

• The clerical spell resist fire can be modified by the format discussed above to perform as a resist element, providing suitable protection from the hostile nature of the elemental, quasi-elemental, and para-elemental planes. It would have no effect on the Negative and Positive Material planes.

• Create water can be modified to create element of a particular type. Of course, these created objects are subject to the physical effects of the plane they are created on. (ice created in the Plane of Elemental Fire does not last very long.)

• The transmute rock to mud spell can function as a transform element to para-element: earth becomes ooze (similar to the original spell) or magma, fire becomes magma or smoke, air becomes smoke or ice, and water becomes ice or ooze. The area affected by the spell is the same as for transmute rook to mud. Each type of transmutation (wafer to ice, fire to magma, etc.) must be researched separately. ,

• The transmute water to dust spell can be modified to transform element to negative quasl-element spells. Elemental water becomes ash, air becomes vacuum, fire becomes ash, and earth becomes dust. Creatures made of these elemental materials are hurt as a Prime Material creature by a transmute water to dust. No existing spell transforms element to positive quasi-element.


 

Special Cases:


• The water walk spell and the ring of water walking enable a character to walk on the surface of liquids. In the Plane of Elemental Water such surfaces are few and far between (being "bubbles" of air In the water). The water walk spell (and any elemental walk modifications of that spell enables the caster to walk on the surfaces of such interfaces.

• There is no weather in any of the Elemental Planes save that of Air, therefore the control weather spell functions only in the plane of Air.

• The Astral Plane cannot be reached, so that the astral spell does not work. Spells that reach the Ethereal (van/srt, Leomund's secret chest, etc.) or open Into extradimensional space function normally.

• The reverse gravity spell temporarily disrupts the target's personal Idea of down so that it must right itself (taking one round and shifting to match the new orientation) before taking other action. A being subject to reverse gravity falls at a rate of 1 ,000 feet per round until its fall is halted by regaining balance or running into something,


 

Conjurations/Summonings

All conjuration and summoning spells work under the following limitations:


 

• Those spells that summon a particular type of elemental being summon that being only in its native plane or adjacent quasi- and para-planes. These spells do not guarantee control over the elemental once called, but the elemental is not immediately hostile to the caster.

• Spells that summon animals, monsters, or other Prime Material creatures summon the elemental versions of these creatures. The elemental creatures have the same appearance, statistics, and abilities as the Prime versions, but are elementals of the type found In that Inner plane (except that the Positive and Negative planes have no elemental types).

• Spells that contact beings in the Astral and outer planes do not function in the inner planes.


  Examples:

 

• The dust devil, aerial servant, and Invisible stalker spells, which all summon creatures of the Plane of Elemental Air, work only in that plane and those inner planes that adjoin it (Vacuum, Lightning, Smoke, and Ice). The illusionist summon shadow spell functions only In the Negative Material plane and in the negative quasl-planes (Vacuum, Salt, Ash, and Dust). The creatures summoned are not immediately controlled by the caster, but neither are they hostile to him.

• The cacodemon spell does not function, as it reaches into the outer planes, nor does a gate or wish that is directed to a power that inhabits the Astral or outer planes. These spells work only if the being makes its home in the Ethereal or inner planes.

• An animal summoning spell cast in the inner planes summons an animental of the same abilities as the animal that would be summoned in the Prime Material plane. Similarly, a monster summoning Vcalls an elemental with the stats and abilities of the Prime Material monster. The druidical summon Insects and creeping doom call forth hordes of insect-sized elementals.

• The fire seeds and flame arrow spells can be cast, but their effects vary according to the physical nature of the plane.


  Special Cases:
 

• The druidical weather summoning does not function except in the plane of Air (none of the other planes experience weather as we know it).

• The enchant an item spell can be cast in half the time it would in the Prime, provided the magic-user can find a secure location for that amount of time. Any items created in the elemental plane and taken elsewhere suffer reductions in powers similar to bringing a Prime Material magical item Into the Inner planes. For example, a sword + 3 forged on the Plane of Elemental Air would be a sword + 1 on the Prime Material plane.


 

Divinations

All divination spells function in the inner planes. Those that call upon on a more powerful entity function only If that entity is a native of the Inner planes or Ethereal plane.

Example:
 

• A commune spell functions only If the being is a native of the Ethereal or Inner planes, A commune with nature spell falls as well (however, see druidical abilities).


  Special Cases:

 

• The stone tell spell is the only modifiable spell in the divination family. It can be modified to an element tell for any of the elemental types.

• Find the path can be used to find specific items within the plane without an elemental guide. As long as a find the path spell is operating, the caster can find his way through the plane within the time limits for travel


 

Enchantments/Charms

These spells function normally. They affect all elemental beings that are in the forms of creatures susceptible to enchantment and charm spells.


  exampies:

 

• The clerical snake charm spell affects only elementals in serpentine form.

• The magic-user's hold person and charm spells function only against humanoid elementals (a very good reason why most elemental forms are nonhuman).


 

Evocations/Invocations

Evocation and invocation spells operate normally with the following limitations:


 

• Invocation spells function if the deity's domain is in the plane or in one of the adjacent planes.

• Evocations that call into being an elemental force can be modified in the inner planes to call upon any elemental force. These modified spells work exactly as the original spell for the purposes of Inflicting damage. Such spells Include those that create Items of fire, lightning, ice (but not cold), winds, clouds, fog, and flames.


  Examples:

 

• A cleric on the plane of quasi-elemental Lightning can use the spiritual hammer speW (invocation) if his deity makes its home in the planes of Negative Energy, elemental Air, quasi-elemental Steam, Lightning, or Minerals, or para-elemental Ice or Smoke,

• The fireball spell can be modified to be a lightning bail, air ball, earth ball (that would appear as a cluster of stones), The radius of effect and the damage (1d6 per level) remain the

• Similarly, a lightning bolt spell can be modified to be a water bolt, bolt of stone, or fire bolt, again with the same damage, range, and chance of bouncing off targets as the original spell.

• The cone of cold or Otiluke's freezing sphere cannot be modified to affect elemental types, nor can the wall of Iron, as these spells do not have true elemental associations.


 

Illusions/Phantasms


 

All Illusion/phantasm spells function normally in the inner planes. Those that are combined with alterations are modified according to the limitations placed upon alteration spells.


 

Necromantic

Necromantic spells perform normally In the elemental and para-elemental planes. They are limited In the quasi-elemental planes and Negative and Positive Material planes as follows:


 

• No beneficial necromantic magic can be cast In the Negative

Material plane. Harmful necromantic magic automatically succeeds (no saving throw) and inflicts maximum damage.

• Beneficial necromantic magic heals or restores the minimum number of points in the negative quasi-planes, and those spells that require a saving throw or roll based upon Constitution automatically fall. Harmful necromantic magic is affected as for the Negative Material plane.

• Beneficial necromantic magic heals or restores the maximum amount possible in the positive quasi-planes, and those spells that require a saving throw or roll based on Constitution automatically succeed. Harmful necromantic spells always Inflict minimum damage, and all saving throws rolls of 2 or greater succeed against harmful necromantic spells.

• Beneficial necromantic magic In the Positive Material plane restores maximum amounts of damage, and all those spells that require a saving throw or roll on Constitution automatically succeed. Harmful necromantic spells automatically fall.

• Beneficial necromantic spells restore hit points, abilities, levels, or life. Harmful necromantic spells deprive the victim of these quantities. Necromantic spells that are neither beneficial nor harmful (such as feign death) are unaffected on the quasiplanes and in the Positive and Negative Material planes.


  Examples:

 

• A cure light wounds cast in the elemental or para-elemental planes restores 1d8 lost hit points to the recipient. This spell does not work in the Negative Material plane, restores 1 point in the negative quasi-planes, and restores 8 points in the Positive Material plane and positive quasi-planes.

• A slay living cast in the elemental or para-elemental planes functions normally. This spell fails in the Positive Material plane, it has a saving throw of 2, inflicting 3 points of damage if the save is made, on the positive quasi-planes. It automatically succeeds (no saving throw) on the negative quasi-planes and Negative Material plane. Should a saving throw somehow be gained (through a scarab of protection, for Example), and the throw made, the target still sustains 1 7 points of damage.


  Special Cases:

 

• The clone spell requires only half the time to finish in the inner planes. It can be created in any Inner plane If a safe place Is found for It to grovrth.

• The reincarnate spell, if cast on the inner planes, restores the spirit as an elemental of the type called for In the spell (you can be reincarnated as an air ogre or a magma badger, for Instance). This spell does not work in the Positive and Negative Material planes, which have no true native life.


 

Combination Spells

Combination spells are limited by the rules governing all the spell types they belong to, Modifications for one of the types to spells can be used to modify the combination spell.


 

Magical Items

Magical items from the Prime Material plane operate under the following restrictions:


 

• Weapons are reduced by two pluses to hit and damage. Exceptions include those weapons with pluses against particular elemental creatures (they retain their full magical benefit) and weapons that draw their power from Elemental Planes, such as the flame-tongue and energy draining swords.

• Magical armor and protection devices are similarly reduced two pluses for Armor Class and saving throw protection.

• Magical Items that duplicate the effects of particular spells are affected as those spells.

• Magical devices that reach into extradimensional space (such as a portable hole) function normally In all the inner planes.

• Magical devices that draw on powers based in the Ethereal and inner planes function normally. Those that call upon energies from the Prime Material, Astral, and outer planes do not function in the Inner planes.


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