Magic - Outer Planes

Abjurations

Abjuration spells cast by a extraplanar traveler have no effect on beings that are native to the plane the traveler is in (native beings have a "home court advantage"). Abjuration spells cast against nonnative creatures function normally, as do abjuration spells and spell-like abilities used by outer planar natives in home planes and in the Astral and Prime Material planes.

Examples

 

• The protection from evil spell and related spells has no effect against evil devils in the Nine Hells, as this is their home stomping ground. They are effective In the Nine Hells against a band of marauding demons from The Abyss. The protection from good version can be used against extraplanar travelers of that alignment.

• Similarly, the exorcise spell does not function against an outer planar spirit in its home plane.

• The spell Negative plane protection does not function since contact cannot be made with the Positive Material plane to create that protection.

• The druidical spells repel insects, anti-plant, and anti-animal shields function against creatures of these types from the druid's home plane, but they do not affect outer planar insects, plants, or animals.


  Special Case

 

• The dispel magic spell disrupts spells cast by creatures native to the outer planes. If a dispel magic is cast upon an astrally projecting traveler, success forces him to return immediately to his home plane.


 

Alterations

Alteration spells work normally with the following special modifications.


 

• The Chaos planes (Happy Hunting Grounds to Tarterus, inclusive) have a random effect on alteration spells that call matter into being (for example, create water) or change matter into other shapes (the polymorph spells). The chance of a random effect for these types of alteration spells depends on the plane:


 
  • Happy Hunting Grounds and Tarterus 20%
  • Olympus and Abyss 40%
  • Gladsheim and Pandemonium 60%

 

The random effect on created matter is that its appearance is altered (a create water spell might produce a liquid with the thickness of syrup or blue in color, or any other change the DM desires). This does not affect the properties of the substance (thick, red water still functions as water— quenching thirst, bathing, dousing fire elementals, etc.).

The random effect on spells that alter the shape of matter is that they may either not function at all or they sort of function, but not in the Intended manner. Consult the following table if a random effect is indicated:


 

D100 - Roll Effect


  • 1- 10 Target does not change in appearance or properties.
  • 11- 30 Target changes in appearance but retains all the properties of the original.
  • 31-50 Target does not change in appearance but gains the properties of the new form.
  • 51-70 Target changes to resemble some nearby random object or creature, but retains abilities of its original form.
  • 71-90 Target changes to resemble some nearby random object or creature and gains the abilities and powers of that object or creature.
  • 91-00 Target changes in form and function into something not in the nearby area. DM fiendishness is encouraged.

 

• Access to the Astral and other planes is described in the preceding general section. Lesser and Greaters Power can seal off sections of their realms to extraplanar intruders (see Appendix IV for the powers of the gods in their home planes). Travelers can use alteration spells to enter these portions of the planes, but they cannot leave them. Other forms of egress (conduits, journeying physically to the edges of realms where such a ban does not apply, or crossing barriers to other layers of the plane) are unaffected.


  Examples
 

• A purify food and drink cast in blue might (40% chance) turn the matter into a foul-smelling brew. This meal is wholesome and filling, only its appearance is unusual. The same spell cast on the plane of Gladsheim has a 60% chance of appearing as a full feast with glittering cups and polished silverware (the cups and silverware are only temporary and disappear in 3d4 turns).

• An attempt to polymorph a Slaad into a duck would have an 80% chance of a random effect in the plane of Limbo. This could lesd to a variety of results: The Slaad is unaffected, the Slaad remains but is convinced it is a duck, the Slaad becomes a duck and retains its Slaad intelligence and abilities, the Slaad resembles a fellow traveler and retains Slaad abilities, the Slaad resembles a fellow traveler and has that traveler's powers, or the Slaad turns into a sentient oak tree (or whatever the DM wishes to turn it into),

• An individual in the upper layers of the Nine Hells can plane shift, but below the seventh layer, most powers have sealed their realms so that a traveler can plane shift in, but he cannot leave by that method. Similarly, the word of recall spell does not function in these deeper layers.

• Blink and vanish rely on the Ethereal plane to work and thus do not function in the outer planes. Duo-dimension shunts part of the body into the Astral Plane— this spell only works in the topmost layer of each outer plane. Rope trick, which accesses extradimensional space, functions normally, but it does not transverse the gap between planes or planar layers.

• As noted in the general rules, the control weather spell does not function, though the gust of wind (which calls into being a piece of air) does, with the standard chances misfiring noted earlier.


 

Conjurations/Summonings

Conjuration and summoning spells operate under the following


  limitations:

 

• Nonnative beings are not summonable unless they are in adjacent planes or planar layers. Conduits do not count in determining adjacent planes.

• Creatures native to the plane can be called upon, but they are not controlled by the spell caster. Any tasks given such creatures must be negotiated. Protective inscriptions used in the Prime Material planes have no effect in the outer planes for restraining native creatures.

• Prime planar conjuration or summoning spells that affect specific types of creatures do not affect the outer planar equivalents of those creatures. Special spells (not modified versions of Prime planar spells) must be oast to so affect outer planar creatures. A conjure animals spell does not work, but a conjure Eiysian animals speil works in the plane of Elysium.

• Power-rank beings (demi-gods and above) respond to conjuration and summoning spells only if they want to. None of these beings appears before a summoner without a good idea of what awaits. They never manifest themselves in areas of great peril (such as the realm of a more powerful being).

• Certain Powers are immune to the effects of conjuration and summoning spells. In particular those that have just a verbal component (see page 1 24 for the abilities of Power-rank beings).


  Examples

 

• Creatures similar to insects live in most of the outer planes. Some even resemble terrestrial insect life. Despite this, insect plague and summon insect do not function on these creatures unless cast by a native to their plane. Native spell casters can cast such spells in their home plane and the Prime Material planes. These beings can instruct a patient traveler in use of such specific spells {summon Abyssal insect, for example).

• A being called upon by a gate spell is aware of the situation in the area of the caster and will not come if there is any danger of conflict with creatures of similar or greater power. In such situations, the being called upon will send a number of lesser creatures as aid only if the situation is desperate. A Power will never pass through a gate to a location more than two planes or planar layers away.


  Special Cases[/b

 

• The wish, limited wish, and alter reality spells are granted by the nearest Power capable of granting such a desire. Powers examine these requests more carefully here than in the Prime Material; they deny those spells that would upset their realms. Some Powers refuse to grant wishes by travelers in their realms.

• The find familiar will bring a familiar to the caster. The familiar is either an imp, quasit, brownie, or pseudo-dragon. The DM is free to add other suitable candidates, or to modify the appearance (though not the abilities) of the beings (an Imp that resembles a black cat, or a badger with brownie-like powers). For quick reference, consult the following;


 
  • Nirvana; Brownie (50%) or Imp (50%)
  • Arcadia; Brownie (90%) or Imp (10%)
  • Seven Heavens: Brownie
  • Twin Paradises: Brownie (75%) or Pseudo-dragon (25%)
  • Elysium: Brownie (50%) or Pseudo-dragon (50%)
  • Happy Hunting Grounds: Brownie (25%) orPseudo-dragon (75%
  • Olympus: Pseudo-dragon
  • Gladsheim: Pseudo-dragon (90%) or Quasit (10%)
  • Limbo: Pseudo-dragon (50%) or Quasit (50%)
  • Pandemonium: Pseudo-dragon (10%) or Quasit (90%)
  • Abyss: Quasit
  • Tarterus: Quasit (75%) or imp (25%)
  • Hades: Quasit (50%) or Imp (50%)
  • Gehenna: Quasit (25%) or Imp (75%)
  • Nine Hells: Imp
  • Acheron; Brownie (10%) or Imp (90%)

 

A familiar so rolled responds to the summons regardless of the type of familiar called for, though if its alignment differs from that of Its master, it will at least seek to convert its master to its alignment (and it may try to arrange the destruction of its master).

• Certain spells that do not function normally because they require access to an inaccessible plane can be used for another purpose. The conjure elemental, invisible stalker, and aerial servant spells cannot call these beings into the outer planes, but if cast upon the shores of the river Styx (see the end of this section), they summon Charon, the Boatman of the lower planes. Any conjuration or summoning spell cast on the shores of the Styx attracts the attention of a charonadaemon.


 

Divinations

Divination spells are severely limited within the outer planes.


 

• Spells that detect or identi^ alignment respond mainly to the alignment of the plane, overwhelming the alignments of any beings in the plane. These spells function normally if the plane is of a different alignment than that being detected.

• The vast majority of existing structures in the outer planes are creations of Powers. These edifices radiate a strong aura that overwhelms magical auras of lesser strength in the area.

• A Power can be contacted only if it is in an adjacent plane.


  Examples
 

• A succession of divination spells are cast on a paladin in the Nine Hells. A detect evil registers the evil all around the paladin. Similarly, a know alignment shows the lawful evil nature of the plane and not the paladin's true alignment. A detect good reveals the paladin's goodness, as It Is specifically aimed at that particular alignment. A detect balance shows only that the entire region is extremely out of balance with neutrality. A detect magic registers positive, regardless of whether the paladin has magical

• The commune spell cast in Elysium only contacts the cleric's deity if that deity makes his home in the Twin Paradises, Elysium, the Happy Hunting Grounds, or the Astral Plane. This applies no matter what layer of Elysium the spell caster is In.

• Commune with nature does not function, as the nature of outer planes is alien to the Prime planar caster and the Prime Material plane is more than one full plane away. Reflecting pool, which taps into the Inner planes, does not function because of the planar distance between the Astral and Ethereal.


  Special Cases

• Contact other planes treats each planar layer as a full plane for number of planes crossed in figuring chance of knowledge, veracity, and Insanity. An Individual can cross a maximum of 10 planar layers when casting this spell in the outer planes. (That is, a caster on the 40th layer of The Abyss can only reach the 30th to 50th Layers of the Abyss for answers). The entries in the "Elemental" row of the table (in the spell description) are for the Prime Material plane; ignore this row in the outer planes.

• The true sight spell and the devices that mimic its abilities have a potent effect on their users in the outer planes. This spell reveals the true nature of the plane in terms of Law and Chaos, good and evil. Those viewing unadulterated Law or Chaos are frozen in place for 1d10 turns. At the end of this time they must roll a successful saving throw vs, spell or suffer the effects of a feeblemlnd spell. Those viewing unblemished good or evil are similarly affected; they must roll a successful saving throw vs. spell or be changed to the alignment of the area being viewed. Effects are cumulative, so that a lawful good individual in Acheron who performs this action will be affected for 2d20 turns, plus must roll two saving throws, one lor feeblemind, the other for alignment change. Those In the plane of Concordant Opposition are not paralyzed, but must make a saving throw vs. spell or be left Insane for IdIO years.


 

Enchantments/Charms

Enchantment and charm spells function within these general guidelines:


 

• Spells directed toward specific creatures do not function against the outer planar equivalents of those creatures. These spells do work against Prime Material natives that are encountered in the outer planes.

• Powers with sufficiently high Wisdom ignore the effects of enchantment and charm magic.

• Planes beyond the outer plane (including ail its layers) the caster occupies cannot be accessed, though extradimensional space can be.


  Examples[/b

 

• An animal friendship spell works with Prime Material animals that are encountered, but not with those native to the outer planes. The equivalent outer planar spells can be learned in the outer planes, subject to the limitations on spell teaching and research. Each plane has a different version of this spell.

• The deep pockets spell reaches into extradimensional space, so it functions normally. Shadow walk, on the other hand, requires access to the demi-plane of Shadow and thus does not function.


  Special Cases

 

• Non-Power level denizens of the outer planes are considered to be monsters. Thus charm monsters (as well as the alteration speak with monsters) works against these beings.

• Beings of Power are not as dependent on their physical forms, so the druidic spell finger of death is useless against them, though it may function against their lesser minions, causing those beings' hearts (or equivalent organs) to cease functioning.

• Spells that involve confusion-like effects are enhanced in the Chaos planes and diminished In the planes of Law. The saving throw in the chaotically aligned planes suffers a -4 penalty, while in the lawful planes it receives a ■i-4 bonus. The planes of Elysium, Concordant Opposition, and Hades grant no benefit or penalty.

• The magic jar spell, or any enchantment or charm spell that leaves the caster's original body unoccupied, creates the risk of that body being occupied by a native of the outer planes (see under necromantic spells).
 

Evocations/Invocations

All invocation and evocation spells function with the following limitations:


 

• Invocations only work if the cleric's deity resides in that plane.

• Other planes and planar layers can be reached into only if the other plane or layer Is spatially adjacent to the traveler's current plane.

• Local conditions in a realm or planar layer can dictate the behavior of physical objects in that realm or planar layer.

• The astrel spell can be oast only from the topmost layer of each outer plane (where It is spatially adlaoent). The energy drain spell, on the other hand, cannot be cast as it requires contact with the Negative Material plane. (As an aside, undead that are encountered In the lower planes retain their ilfe-dralning abilities despite the planar distance, as this Is a natural [or unnatural] function. The plane of Orcus is not a lot of fun In any event, as the Lord of the Undead likely has a conduit leading into the Negative Material plane).

• A wall of Ice spell suffers from the same restrictions in the outer planes as it does in the Inner planes. In unusually warm areas, such as the infernal reaches of the Nine Hells or Muspeiheim on the second layer of Gladsheim, the wall's duration may be halved or quartered, according to local conditions.


 

Illusions/Phantasms

Spells that use Illusion and phantasm magic can be cast normally in the outer planes, with the following caveats:


 

• The caster should be aware that many of the creatures of the outer planes. In particular the Greater Powers, who possess superior ability scores, are immune to some illusionary attacks and effects.

• Similarly, many of the creatures of the outer planes are of sufficient intelligence and level to perceive invisible Individuals.

• Spells that rely on deml-shadow magic and shadow magic function at half strength and half effects.


  Examples

 

• The illusionist spells shadow monsters, deml-shadow monsters, ana shades create creatures with half the standard hit points and half the standard damage when attacking. Their chance to hit Is unaffected.

• Similarly, the spells deml-shadow magic and shadow magic inflict only half their listed damage or effects, though saving throws against those spells are unaffected.


 

Necromantic

Necromantic magic has no effect on the natives of the outer planes in their home planes. Similar spells that do affect the natives of the plane are used by those natives; these spells also affect travelers from the Prime, Astral, and inner planes.


 

• A pit fiend in his home plane of the Nine Hells cannot be affected by a cause light wounds or a destruction spell. By the same token, such a creature cannot receive a heal spell or be raised while in that plane. The pit fiend's ability to an/mate dead is unaffected. W/ere the pit fiend in Acheron, however, the fell beast could be affected by a slay living spell or by healing magic.

• Spells that Involve a body uninhabited by a spirit (raise dead, resurrect anil the spell magic lar) create an opportunity for native spirits. These sentient spirits have a 1% chance per day per depth of layer of Inhabiting the vacated body. An individual who perished on the third layer of Hades has a 3% chance per day of his body being occupied before it Is raised, while on the 100th layer of The Abyss the body is definitely occupied if vacant for even one day. This usurping being is never a unique creature. The usurper will not release the body willingly; it must be exorcised. Such behavior occurs primarily in the lower planes and Chaos planes, as forces that are neither evil nor chaotic would not consider the occupation of the body of another.

• Spells that reincarnate lost individuals use the encounter tables for the plane occupied. Reincarnated Individuals are of the prevailing alignment of the plane.


  Special Case

 

• The regeneration spell in the Chaos planes (as well as devices that mimic its effects) can produce bizarre results when regenerating lost limbs. There is a chance (similar to that involving polymorph type magic for each chaos plane) that a different member is regenerated. DM fiendishness is again encouraged, but keep in mind that the upper planes should cause less malformation than the lower planes (an upper-planar odd regeneration might be a silver or golden arm, while in the lower planes it might cause a twisted piece of wood or the limb of some demonic creature to appear).


 

Combination Spells

As for most planes of existence, spells that are combinations of spell types suffer all the restrictions and advantages of all types in their casting.


 

Magical Items in the Outer Planes

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


 

• Weapons are reduced by one plus for each plane they are taken through. This does not apply to planar layers but does apply to moving from plane to plane. A sword +4 becomes a sword +2 for the first outer plane the traveler enters (as he must also traverse the Astral plane), if the traveler moves to an adjacent outer plane without first passing through the Astral, his weapon becomes a sword +1. if the weapon becomes non-magical, all special abilities are lost (except that weapons designed to affect particular creatures in the outer planes retain their powers in all the outer planes).

• Armor and similar protection devices that offer defensive bonuses suffer reductions as do weapons. Planar layers again do not count, and Items that have set AC values are unaffected.

• Potions, scrolls, and all other magical items suffer the same limitations as the spells they mimic. Those that use abjuration magic cannot repulse an outer planar creature in its native plane.

• Magical items that reach into extradimensional space function normally. Those that access the Astral Plane only function on the topmost layer of an outer plane. Those that draw power from the Inner planes, or access the Ethereal, do not function.

• Local conditions (I.e., a layer or realm that is totally Ice bound or under water) dictate special limitations on magical spells and devices according to the physical nature of the layer or realm.


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