THE ETHEREAL PLANE
<>
The Ethereal plane is
a plane of swirling proto-matter coexisting
alongside the PMP, touching the Prime
at all points. The
Ethereal is the cosmic "glue" that binds
together the PMP
and inner planes. It also contains the
stuff that new demi-planes are
made of. It is a roiling, chaotic plane
filled with swirling fogs and
shadowy shapes in various degrees of solidity.
Travellers and the few
natives that xist in this plane appear
semi-solid as well, and nonliving
objects can pass through each other easily.
The first-time visitor
deep within the plane may find himself
completely surrounded by colorful mists,
or in areas that resemble
small towns on misty, fog-bound evenings.
There is gravity in
the sense of an up and down direction,
but the ethereal visitor
can MOVE in all directions freely. Visitors
and other objects are
supported by the ethereal medium, so that
unsupported objects
do not fall in the Ethereal plane, despite
the existence of a down
direction. The traveller in the Ethereal
consists of the same base
material, and therefore has the same density,
as his surroundings.
A traveller can MOVE forward, backward,
up, or down by
parting the vaporous medium at will.
The Ethereal is unique
among the planes in that a visitor can
xist simultaneously in both the Ethereal
and another plane, in a
region of the Ethereal plane known as
the Border Ethereal. The
Border Ethereal is xplained bleow and
is considered part of the
Ethereal plane (the "edge" of the infinite
plane). The non-Border
parts of the Ethereal are referred to
as the Deep Ethereal.
The Ethereal can be
thought of as a great ocean, so that a traveller
can wade along the beach (as in the Border
Ethereal), alongside
familiar lands, or journey across the
Ethereal ocean (the Deep Ethereal)
into new lands. All discussion in this
section applies to individuals anywhere
in the Ethereal plane, unless otherwise
noted as being solely for the Border or Deep Ethereal.
The Ethereal plane is used as a means of
travel from the Prime
to the Inner planes, which includes the
elemental, para-elemental,
and quasi-elemental planes. The Ethereal
also provides access to the demi-planes (see page 21 for a brief discussion
of the demi-planes). <link>
The Ethereal plane (and
the realms beyond it) can be most easily
reached via magical items, such as oil
of etherealness or armor of etherealness. <links>
These and similar magic items place the
user
and those items he carries onto the Border
Ethereal, that place
where the Prime and Ethereal meet.
There are no specific
spells designed to put the traveller
into the Ethereal plane, though several
spells serve the function.
The clerical plane shift can enable the
target to enter the Border
Ethereal, while the M-U vanish spell can
send an object
into the Deep Ethereal. An enterprising
spell-caster can utilize
the Leomund's secret chest spell as a
method of travel, but must
either bring the smaller chest with him
(negating any chance of
returning by that method), or have a caster
back on the Prime willing
to call the chest back. In either event,
the Leomund's secret
chest spell sends its chest (and contents)
into the Deep Ethereal.
The psionic major ability
etherealness permits a user and a
certain amount or material he is touching
(determined by level of
mastery) to enter the Ethereal plane.
A traveller becoming
ethereal slowly disappears from view, taking
a round to fade away, whether entering
the Deep Ethereal or the
Border Ethereal. The ethereal traveller
is invisible for as long he
remains in the Ethereal plane, when he
leaves the Ethereal plane,
he rematerializes in one round in teh
next plane on his itinerary. A
traveller returning from the Ethereal
plane can take actions and
attack others in the Prime plane, but
cannot disappear again into the
Ethereal until the following round. The
most common example of
this are creatures with phasing abilities
such as phase spiders. They
reappear and deliver their bites in one
round, but require the
next round to return to their invisible
and ethereal state.
The Ethereal Plane is
accessible at every point of the Prime
Material plane it touches, so there are
no free-standing ducts,
gates, or portals. Rather, the entire
Prime is bordered by the
Ethereal; those who walk along this border
can interact with creatures
on the Prime plane.
To use the analogy of
the Ethereal as an ocean, a person in the
Border Ethereal is standing in the surf
of that ocean where it
meets the shore. He can see what is happening
on the shore, and
he can move along the shore, but he is
still in the water. Thus a
traveller standing in the Border Ethereal
can see into the Prime
plane, but he is still an ethereal being.
Subjective time flows
for the traveller in the Border Ethereal as
for the plane he is viewing. In the Border
Ethereal with the Prime
and outer planes, subjective time flows
at the same rate <outer planes?>
as true time.
An individual in the
Border Ethereal is invisible to those in the
bordering plane, although he can be detected
from that plane by
means of the detect etherealness
or detect invisible spells. Such a <detect etherealness?>
traveller revealed would appear as a smoky,
translucent shade.
Travellers in the Border Ethereal are
visible to others in the Border Ethereal.
Individuals in the Border
Ethereal cannot verbally communicate
with inhabitants of the plane they border,
nor can they use
equipment, items, or spells to attack
individuals in the plane they
border. Likewise, inhabitants of the other
plane cannot attack
beings that are in the Border Ethereal.
Certain spells, such as
phase door and dispel magic, can bring
beings out of the Border
Ethereal and into the other plane.
Border Ethereal creatures
can attack each other, and they can
be attacked by creatures that have attacks
capable of reaching into the Ethereal plane.
Travellers in the the
Border Ethereal can move through the plane
they are bordering without problem, moving
vertically or horizontally
at will without need for support. They
travel at the SPEED they
would MOVE on that plane given their usual
movement abilities.
The traveller in the
Border Ethereal can MOVE through solid
matter in the plane he borders without
ill effects in most cases.
Stone can be breached without creating
an opening, and the
ethereal traveller can pass through a
wall of fire or volcano
unscathed, provided it is on the other
plane. Damage that
extends into the Ethereal plane does affect
the ethereal traveller.
The dangers of invisible
individuals walking through walls via
the Border Ethereal have not been lost
on the powers that live in
the planes adjacent to it. Three things
in the plane bordering the
Ethereal hinder movement in the Ethereal:
certain spells that
detect and ban the ethereal, dense metals,
and living beings.
Spells that affect movement
and creatures in the Ethereal plane
incl. glyph of warding and Mordenkainen's
faithful hound, which
both detect and attack ethereal creatures.
Of a more permanent nature
is an alchemic mixture containing gorgon's
blood that, when
mixed with the mortar of a building, prevents
ethereal and astral
creatures from passing through the walls.
This last potion usu.
costs 10,000 g.p. from a reputed alchemist.
Dense metals also prevent
passage by those in the Border
Ethereal, so a large collection of gold
or plates of lead can be
used to ethereal-proof an AREA. Any metal
denser than gold can
be used, though this is often an expensive
proposition. This
method also allows dwarven and human miners
to discover new
veins of dense ore by sending scouts in
the Border Ethereal
through the surface. The type of material
found cannot be determined
in this fashion, however, and unlucky
miners may dig up
an ancient, sealed tomb of a fell Deity.
<>
Living beings (at least
those above the one-celled level) generate
an aura that prevents passage by ethereal
beings. Thus a
guard outside the door of a room whose
walls were built with gorgon's
blood in the mortar prevents ethereal
passage. This aura
radiates about a foot in all directions,
so that it is possible to pass
under or over living guards. Because of
this aura, a traveller cannot
materialize partially inside the body
of an opponent, or leave
a weapon where it will rematerialize into
a living creature. Plants
also radiate this aura, so a vine-covered
cottage is also immune
to ethereal visitors.
A traveller in the Border
Ethereal sometimes may be forced to
regain his physical form inside an existing
object. (This usually
occurs because the spell or potion has
expired or a dispel magic has
been CAST on the traveller.) Liquids,
gases, and flames part
to allow the traveller entrance, but solid
objects resist such intrusions.
A traveller reappearing inside a solid
object must roll a save vs. Death Magic.
Failing that save results in the physical
destruction of the traveller; success
plunges the traveller into the
Deep Ethereal, where he is unconscious
for 1d4 true rounds. Several
travellers reappearing together are sent
to different areas of
the plane. Those who survive the trauma
remain ethereal until they
choose to enter the Border Ethereal, at
which point they
become non-ethereal and emerge into the
plane they have chosen.
The plane adjoining
the Border Ethereal is visible to the ethereal traveller,
but neither clearly nor to great depth.
All colors are
reduced to shades of gray, so that dark
green and dark blue are
identical blacks, while tomato red is
grey and bright yellow is white.
Futhermore, sight into the plane adjoining
the Border Ethereal is
limited to 12" in daylight, and may be
further limited by
avail. light in that plane. A traveller
with infravsion || ultravision will
be able to see normally (up to 12"), but
someone
with an ethereal light source would not
(the light from an ethereal
lantern does not reflect off non-ethereal
objects and thus it does
not illuminate objects in the other plane).
Spells in the Border
Ethereal work under the restrictions for the
entire Ethereal plane, as far as affecting
other ethereal creatures.
No spells CAST on the Border Ethereal
can affect the plane that it
adjoins, with the xception of certain
divination magicks.
While the traveller
in the Border Ethereal faces a # of
problems in this region of the plane,
he is free of the greatest
danger of the Ethereal: the ether cyclone.
The traveller may choose
to leave the border region of the Ethereal
plane for the depths of the plane itself.
This may be desirable
to escape pursuit or a powerful foe, or
to reach the inner planes
and demi-planes. A traveller can only
reach the plane that he is
now bordering. A traveller desiring to
venture deeper into the
Ethereal merely wills it so. An invididual
who witnesses this process
sees the traveller stepping back into
a roiling mist, which then
closes in on itself. The traveller is
now in the Deep Ethereal, facing
a curtain of vaporous color.
Into the Ethereal Plane -- Curtains
Unless bodily flung
into the depths of the Ethereal plane (by a
vanish spell or trying to enter a plane
inside solid matter), a traveller
begins his sojourn in the Ethereal at
a curtain of vaporous color.
These curtains are the boundaries between
the Deep Ethereal and
the Border Ethereal. To continue the ocean
analogy, the
curtains are shoals && reefs out
in the ocean that warn of landfall
ahead. As long as the traveller remains
on the Ethereal side of the
curtain, he cannot be harmed by any forces
in the Prime or inner
planes. Upon stepping through the curtain,
the traveller is in the
Border Ethereal.
The curtains of vaporous
color appear as huge hanging sheets
that are continuously agitated by the
forces between the planes.
Lights and pixie fire dance across their
surfaces. The traveller can
enter a curtain by willing so and can
leave it behind by a similar
act of will. The color of the curtain
indicates the plane the
curtain conceals:
Plane | Color |
Prime Material | Turquoise (bright bluish green) |
Air Elemental | Blue |
Earth Elemental | Brown |
Fire Elemental | Red |
Water Elemental | Green |
Smoke Para-Elemental | Pearl (off-white shot with grey) |
Ice Para-Elemental | Aquamarine (dark blue-green) |
Ooze Para-Elemental | Chocolate |
Magma Para-Elemental | Maroon |
Lightning Quasi-Elemental | Violet |
Steam Quasi-Elemental | Ivory (dirty white) |
Radiance Quasi-Elemental | Shifting Rainbow Pattern |
Mineral Quasi-Elemental | Milky Pink |
Vacuum Quasi-Elemental | Ebony (deep blackish brown) |
Salt Quasi-Elemental | Tan |
Ash Quasi-Elemental | Dark Grey |
Dust Quasi-Elemental | Dun (brownish grey) |
Positive Material | Pure White |
Negative Material | Pure Black |
Demi-Planes | Metallic Shades |
Survival in the Ethereal Plane
Breathing: In
the Ethereal plane, physical objects are converted
into their Ethereal equivalents--metal
to ethereal metal, flesh
to ethereal flesh, stone to ethereal stone,
etc. A living body can
then breathe the ethereal air in a normal
fashion. Since ethereality
permeates the entire plane and all substances
within, a character
cannot be smothered by ethereal
stone, nor drown in an
ethereal lake. The ethereal body can still
be affected by gas
attacks, such as stinking
cloud and cloudkill, that are CAST in the
Ethereal plane.
Time: The effects
of time for metabolic and other natural processes
TAKE place 10 times slower than on the
Prime. For every 10
turns that pass on the Ethereal plane,
the effects are as if a single
TURN has passed for the character.
For example, a traveller
using oil of etherealness (considered a
potion) usu. can become ethereal for 4
+ 1d4 turns. Rolled
randomly, he can stay ethereal for six
turns (one hour). The traveller
fades into the Deep Ethereal, where for
him 10 hours pass
before the oil loses its potency. If he
remained in the Border Ethereal,
the oil's effectiveness would end after
one hour.
If an ethereal effect ends while a character
is in the Deep Ethereal,
he is immediately forced through a randomly
rolled curtain of color.
He enters this Border Ethereal and immediately
is cast into the plane that it borders.
Aging occurs at the subjective rate for
ethereal travellers, so
that a ghost's attack would not age 10-40
years, but take 1d4
years off the lifetime of the target.
Similarly, a potion of longevity
would only restore 10% of the years lost.
Food and Drink: The ethereal body
requires nourishment as
does the traveller's normal body, but
at only 1/10 the rate as the
normal body. Ten true days pass before
the ethereal body feels
the effects of one (subjective) day without
food or water. In the
Deep Ethereal, wayfarers have set up caches
of food and drink,
and one or two demi-planes are used as
oases for travellers.
Gravity: Unlike the Astral, the
Ethereal has a definite sense of
up and down. But the ground and the traveller
are made of the
same substance, so it is impossible to
fall in the Ethereal Plane.
Direction: There is no N or S in
the Deep Ethereal
plane, though the Border Ethereal obeys
the laws of the plane it is
adjacent to. The only form of direction
is toward and away from
a certain plane, but after moving out
of sight of the curtain, this too
becomes hard to judge.
Vision: The Ethereal plane is a
thick soup composed of ethereal
matter, so that sight is limited as if
looking through a dense fog.
Clear vision extends to about 100 yards,
with murky shapes
beyond. Encounter distances in the Ethereal
plane are 80-120
yards, though if one side has surprise,
it may evade or lay in
ambush for the others. As the bodies of
beings on the plane are at
the same temperature of the surroundings,
infravision does not
function. Ultravision works normally.
For vision into other planes,
see the notes on the Border Ethereal.
Movement:
Movement in the Ethereal is accomplished
by wishing to go
somewhere. An ethereal traveller moves
as fast as he would
unencumbered on his home plane (regardless
of his degree
of encumbrance).
A character moving along the outer edge
of a curtain of vaporous color can
cover greater distances without the effects
of time
in the Ethereal borders. However, it is
almost impossible to find
the correct path along the outside edge
of these curtains. The
shifting nature of these curtains prevents
the traveller from determining
the correct direction, so that while an
ethereal visitor may
travel along the undulating curtain the
correct distance, the
direction is random.
In game terms, when a character is following
the curtain's
edge, the DM rolls a random direction
for his game map on an
eight-sided die (1 = north, 2 = northeast,
and so on clockwise
around the compass rose). This is the
actual direction in which
the character moved. Each move requires
another roll.
If a character sets out away from the curtain
of the plane, that
traveller should have an idea of where
he is going. If there is no
clear destination, the character has random
encounters as he
adventures across the Ethereal (see encounters
on page 14). If <>
the traveller has a set destination across
the Ethereal plane, use
the following method to determine time
of travel (in true time):
10-100 turns to a free-floating
cache or demi-plane entrance
10-100 hours to a curtain
100-1,000 hours
to a specific area of a curtain (such as a wizard's outpost located in
the plane of elemental Water)
Heading for a specific portion of a curtain
indicates the traveller
has previously been to that location,
has viewed it by magical
means, or possesses directions (in the
form of a map of the plane
being reached) or a full description (this
is very unreliable and the
travel time is multiplied by 1d6). Success
in reaching a specific
part of a realm places the traveller within
10 miles of that location.
Some areas of the curtains expect extradimensional
guests, such as the aforementioned wizard's
outpost, leave
caches and guards outside the curtain
to identify friends and
keep out invaders and riff-raff.
It is common for powerful mages, clerics,
and psionicists to
cover great distances between known locations
in their worlds by
entering the Deep Ethereal for a familiar
point or waystation (10-100
turns required) and then heading for a
specific part of their
plane's curtain (another 100-1,000 hours).
The time to reach another plane does not
depend on how fast
the character is moving (though he must
be moving). While time
is the limiting factor in travelling the
Ethereal plane, movement
is necessary; a traveller cannot enter
the Ethereal plane and wait in relative
safety until the necessary time has elapsed.
If it is determined that 40 turns of travel
are needed to reach a
supply cache, then 40 turns of continuous
movement is required
with the supply cache as a goal. This
time is true time, not subjective
time. Stopping after 20 turns (were the
party to investigate
another curtain they encountered, though
not if they were
attacked by creatures) would not leave
20 turns of travel. Instead,
since the Ethereal is a shifting and ever-changing
place, a new
roll must be made to determine the time
to the cache (the travellers
may have more than 40 turns of travel
to go after stopping!).
While normal movement rates do not affect
the time required to
move to another location in the Ethereal,
they come into play in
tactical situations, including combat
and evasion.
Encounters in the Ethereal Plane
Encounters in the Border Ethereal occur
according to the time
and encounter matrices of the plane it
borders. Encounters in the
Deep Ethereal may occur every four hours
(1 in 10 chance), or
whenever someone steps through a curtain
into the Deep or Border
Ethereal.
Roll | Deep Ethereal |
01-80 <> | Monster Encounter |
81-94 | Curtain of Vaporous Color |
95-00 | Ethereal Item |
Roll | Border Ethereal |
01-50 | Normal Encounter |
51-95 | Monster Encounter |
96-00 | Ether Cyclone |
ADQ: Hrmph. All right, in the Ethereal
Encounters Table of the LEGENDS
& LORE book (page 132), should
deities be included?
ADA: Oh, that book. Well, yes, applying
the following procedure. The DM rolls
1d8, and ignores the result. Then he or
she rolls 1d4; on a result of 1-3, the 1st
roll is repeated, but on a result of 4, the
DM rolls 1d10 to see if 1d6 should be
rolled. (At this point, the DM should start
using 1d12 to record the number of rolls
he or she has made with 1d8.)
If the result of the 1d10 roll is 1-5, the
answer is yes; if the result is 6-9, the
answer is no; if the result is 10, the
answer is "busy; try again later", and the
DM should then carefully invert the
12-sided die. If the answer was yes
and 1-4 (1d4) or fewer rolls of 1d8 have
been made, the DM rolls 1d6, re-rolling
any result of 6 or more. If the answer was
yes and 4 or more rolls of 1d8 have
been made, the DM returns to the 1st
step, and he or she carefully inverts the
1d12.
If the 1d6 roll has been made and if the
number showing atop the 1d12 is equal to
or less than the result of a separate roll of
1d12, a deity may be inserted on the chart
in placew of the elder titan, (who is considered
to have stayed home that day). However ,
if the 1d6 roll has been made and
the number showing atop the 1d12 is
greater than the results of the separate
1d12 roll (regardless of the actual nunmber
of times the 1d8 has been rolled), a deity
should be inserted in place of all the elementals
(29-37), who probably shouldn't be
on the table in the first place.
Note that this procedure is slightly
different (and much simplified, of course)
from the recommended for modifications
to the Astral Encounters Table on the
following page. Limited space unfortunately
precludes an explanation of that
process.
(Polyhedron #23)
Explanations of Encounters
Normal Encounter: These encounters
occur when an ethereal
traveller first crosses the curtain into
the Border Ethereal. The
encounter is as for the plane the Border
is adjacent to. If the
encountered monster can detect or affect
individuals in the Ethereal
plane, there is an encounter; otherwise
the ethereal individual
is ignored.
Monster Encounter: In the Deep Ethereal,
the traveller
encounters an ethereal creature, including
natives, other travellers,
or powers en route to another plane. In
the Border Ethereal,
the traveller may encounter an ethereal
creature or may
instead encounter a creature from the
adjacent plane that
can detect and attack ethereal individuals.
Ethereal Creatures
Name | Number | Book | Notes |
Common Monsters | - | - | - |
Cerebral Parasite | 3-12 | MM | N |
Deva, Monadic | 1 | MM2 | V |
Elemental, Standard | - | - | - |
Air Elemental | 1 | MM | S |
Fire Elemental | 1 | MM | S |
Water Elemental | 1 | MM | S |
Earth Elemental | 1 | MM | S |
Geniekind | - | - | - |
Dao | 1 | MM2 | V |
Djinn | 1 | MM | S, V |
Efreet | 1 | MM | S, V |
Jann | 1-3 | MM2 | V |
Marid | 1 | MM2 | V |
Human Traveler | * | - | * |
Lammasu | 1-4 | MM | V |
Nightmare | 1-2 | MM | V |
- | - | - | - |
Uncommon Monsters | - | - | - |
Azer | 1-10 | MM2 | V |
Basilisk | 1-2 | MM | E |
Bat, Fire | 1-2 | MM2 | V |
Cockatrice | 1-4 | MM | E |
Couatl | 1-4 | MM | V |
Crysmal | 1-2 | MM2 | V |
Charonadaemon | 1 | MM2 | C |
Dracolisk | 1 | MM2 | E |
Ghost | 1 | MM | N |
Groaning Spirit | 1 | MM | V |
Grue, Elemental | - | - | - |
Chaggrin | 1-3 | MM2 | V |
Harginn | 1-4 | MM2 | V |
Ildriss | 1-4 | MM2 | V |
Varrdig | 1-3 | MM2 | V |
Human Party | - | MM | * |
Invisible Stalker | 1-3 | MM | S |
Ki-Rin | 1 | MM | V |
Medusa | 1-2 | MM | E |
Xag-ya | 1 | MM2 | V |
Xag-yi | 1 | MM2 | V |
Xorn | 1 | MM | V |
- | - | - | - |
Rare Monsters | - | - | - |
Aerial Servant | 1 | MM | S |
Agathion | 1 | MM2 | V |
Baku | 1-2 | MM2 | V |
Catoblepas | 1-3 | MM | E |
Demon, Type I or II | 1-3 | MM | V |
Devils, Lesser <make table> | 1-2 | MM, MM2 | V |
Dragon, Shadow | 1 | MM2 | V |
Foo Dog | 2-8 | MM2 | V |
Grim | 1 | MM2 | N |
Hollyphant | 1-3 | MM2 | V |
Moon Dog | 1-4 | MM2 | V |
Nat, Einsaung | 1 | OA | V |
Opinicus | 1 | MM2 | V |
Para-Elemental | 1-2 | - | - |
Ice | 1-2 | MM2 | S, V |
Smoke | 1-2 | MM2 | S, V |
Magma | 1-2 | MM2 | S, V |
Ooze | 1-2 | MM2 | S, V |
Phantom | 1 | MM2 | N |
Planetar | 1 | MM2 | V |
Salamander | 2-5 | MM | S, V |
Shade | 1-4 | MM2 | V |
Shedu | 1-2 | MM | V |
Spider, Phase | 1-6 | MM | N, V |
Triton | 1-4 | MM | S, V |
Troll, Spirit | 1-2 | FF | N |
Thought Eater
|
1-3 | MM | N |
Water Weird | 1-2 | MM | S, V |
Wind Walker | 2-5 | MM | S, V |
Worm, Tenebrous | 1 | MM2 | V |
Wraith | 1-4 | MM | V |
Xill | 1-6 | FF | N |
- | - | - | - |
Very Rare Monsters | - | - | - |
Apparition | 1 | FF | N |
Basilisk, Greater | 1 | MM2 | E |
Cat Lord | 1 | MM2 | U |
Demon, Unique <make table> | 1 | MM, MM2, FF | U |
Demon, Other <make table> | 1-2 | MM, MM2 | V |
Devil, Greater <make table> | 1 | MM, MM2, FF | V |
Devil, Unique <make table> | 1 | MM, MM2 | U |
Daemon, Other | 1-2 | FF, MM2 | V |
Daemon, Charon | 1 | MM2 | C |
Dragon Horse | 1-2 | MM2 | V |
Dragon, Bahamut | 1 | MM | U |
Dragon, Tiamat | 1 | MM | U |
Drelb | 1 | MM2 | V |
Eye of Fear/Flame | 1 | FF | V |
Foo Lion | 1-4 | MM2 | V |
General of the Animal Kings | 1 | OA | U |
Gorgimera | 1 | MM2 | E |
Intellect Devourer | 1-2 | MM | V |
Kharga | 1-6 | FF | V |
Lammasu, Greater | 1-3 | MM2 | V |
Lava Children | 1-4 | FF | V |
Lich | 1 | MM | V |
Magman | 1-3 | MM2 | V |
Mastiff, Shadow | 1 | MM2 | V |
Mihstu | 1-4 | MM2 | V |
Modron (Base) <make table> | 1-4 | MM2 | V |
Modron (Hierarch) <make table> | 1 | MM2 | V |
Nat, Hkum Yeng | 1 | OA | V |
Oni, Me-zu | 1-8 | OA | V |
Nereids | 1-4 | MM2 | V |
Phantom Stalker | 1 | FF | S, V |
Phoenix | 1 | MM2 | V |
Prince of Elemental Evil <make table> | 1 | FF | U |
Pyrolisk | 1-3 | MM2 | E |
Quasi-Elemental | 1-4 | MM2 | S, V |
Lightning | - | - | - |
Steam | - | - | - |
Radiance | - | - | - |
Mineral | - | - | - |
Vacuum | - | - | - |
Salt | - | - | - |
Ash | - | - | - |
Dust | - | - | - |
Sandling | 1-2 | MM2 | V |
Shedu, Greater | 1 | MM2 | V |
Shadow | 2-5 | MM | V |
Shocker | 1-2 | FF | V |
Solar | 1 | MM2 | V |
Spectre | 1-4 | MM | V |
Terithran | 1 | FF | N |
Thoqqua | 1 | FF | V |
Titan | 1 | MM | V |
Time Elemental | 1 | MM2 | V |
Tween | 1 | MM2 | N |
Unique Power/Entity <make table> | 1 | - | X |
Vision | 1 | MM2 | N |
Vortex | 1 | MM2 <?> | V |
Explanations
Books:
MM: Monster Manual
MM2: Monster Manual II
<note: changed from MMII, to MM2 - no dif: will be edited anyway>
FF: FIEND FOLIO tome <registered trademark symbol>
OA: Oriental Adventures
Notes
<bold added>
N: The creature is native to the Ethereal plane.
V: The creature is a free-willed visitor who may MOVE
into the Ethereal from the Prime,
or (in the case of elementals) from its native plane into the Ethereal.
S: The creature is usually (90%) answering the summons
of a Prime plane spellcaster,
or returning from such a summons.
It usually seeks to avoid contact,
but in particular cases (say, a fire elemental that was summoned to
generate steam for a mage's bath) it may attack the party.
E: The creature does not exist on the Ethereal plane,
but its attack effects (petrification, death, etc.) do extend into
the Border Ethereal.
These creatures are only encountered in the Border Ethereal of the
Prime Material Plane.
C: Charon and the charonadaemons are free-willed visitors that
can ferry travelers to the Astral and lower planes for a price.
Note that their method of reaching these planes is to head for the
nearest ether cyclone and steer through the rupture
into the Astral.
An erratic ride at best,
but the charonadaemons and thier master have never failed to make the
trip.
Parties may USE the services of such creatures to reach other parts
of the Ethereal,
or the Prime Material and Inner Planes.<c>
U: Unique creatures--Powers that have manifested themselves
in the Ethereal.
They should be encountered once and then removed from the encounter
chart (replaced with another unique creature).
X: Other unique Power.
This includes gods, demi-gods, and other powerful entities.
They are usually visitors to this plane.
The only deity-class power recorded in the Deities & Demigods
<changed> Book as being a native of the Ethereal plane is Ptah of the
Egyptian
mythos, though there may be others.
* Human Encounters: There are <2> types
of human encounters:
single travelers and parties.
A single traveler 95% of the time has some method of reaching that
plane (spell, magical item, or psionic ability);
the other 5% are lost souls who are stranded in the plane and are seeking
escape.
Parties include a cleric of at least 9th level
<Parties include a High Priestess (a cleric of at least 9th level)>
(able to cast a [plane shift]) and 1d6 companions.
Determine the type of travelers from the following chart:
Human Subtable:
Class
Die Roll |
Subclass
Die Roll |
Character Type | Level |
1-25 | 1-80
81-90 91-92 93-95 96-00 |
FIGHTER
Ranger Barbarian Cavalier Paladin |
8-17
7-16 10-17 8-17 7-16 |
26-60 | 1-75
76-00 |
CLERIC
Druid |
9-18
9-18 |
61-90 | 1-90
91-00 |
MAGIC-USER
Illusionist |
11-22
10-19 |
91-99 | 1-90
91-99 |
THIEF
Thief-Acrobat Assassin |
9-18
9-16 10-15 |
00 | - | OTHER (DM'S Choice)
Monk Bard (7-8 F, 6-9 Th) |
-
8-17 11-18 - |
The travellers should have levels and abilities
as determined by
the party magical items section
on page 175 of the DMG.
Single travellers encountering powerful
parties may
be given 1d6 additional levels and are
usually well-versed in the
behavior of magic and combat in this plane.
Sample Encounter Charts
D8 + D12 Roll | Deep Ethereal | Border Ethereal |
2 | Shocker (1-2) | Sandling (1-2) |
3 | Titan (1) | Pyrolisk (1-3) |
4 | Khargra (1-6) | Apparition (1) |
5 | Aerial Servant (1) | Catoblepas (1-3) |
6 | Moon Dog (1-4) | Grim (1) |
7 | Human Party | Xorn (3-6) |
8 | Invisible Stalker (1-3) | Basilisk (1-2) |
9 | Monadic Deva (1) | Cerebral Parasites (3-12) |
10 | Human Traveler | Human Traveler |
11 | Elemental (1) <make table> | Djinn or Efreet (1) |
12 | Lammasu (1) | Human Traveler |
13 | Nightmare (1-2) | Lammasu (1) |
14 | Couatl (1-4) | Cockatrice (1-4) |
15 | Elemental Grue (1-3) <make table> | Medusa (1-2) |
16 | Para-Elemental (1-2) | Spider, Phase (1-6) |
17 | Troll, Spirit (1-2) | Salamander (2-5) |
18 | Shedu (1) | Hollyphant (1-3) |
19 | Time Elemental (1) | Basilisk, Greater (1) |
20 | Unique Being <make table> | Unique Being <make table> |
Ethereal Item:
These represent small bits of matter lost
in the mazework of the Ethereal plane:
* Supply caches for long trips through
the Ethereal. These
supply caches contain food and water for
100 days (true time).
Most supply caches also bear the rune
of the individual who put
them there. Some are guarded.
* Waystation for individuals. These are
larger groupings of
matter that are usually inhabited by human
and humanoid creatures.
Such waystations may serve as taverns
in the PMP,
information services (with 10-60% veracity),
or
guardposts for nearby curtains.
* Someone's magic chest, placed there by
a Leomund's secret chest spell.
The chest bears the rune of the one it
belongs to.
It may be trapped and may have magical
guards.
* An impassable wall -- placed there by the vanish spell.
* A being that has been transformed into
ethereal stone (this
is the most common ethereal item found
in the Border Ethereal).
Types of beings depend on the nature of
the nearby plane.
* A body (another common item found in
the Border Ethereal);
again, types depend on the bordering plane.
There may be special ethereal items that
a DM chooses to
locate in the Ethereal, such as an "ethereal
planecruiser" with
extradimensional pirates, a humanoid planetoid,
or a large
cavern-like area filled with the secret
chests of a magician's
academy, guarded by an apparition. Legends
speak of a plane far
beyond known routes, the home of all the
extra-dimensional creatures
that we believe to be bags of holding
and bags of devouring.
The ether cyclone is one of the most powerful
forces in the Ethereal plane -- a sinuous,
serpentine column that
spins through the plane, causing all loose
material (such as travellers)
aside as it goes. The effect on ethereal
matter is to distort
the ethereal forms, uproot them, and carry
the debris for leagues
before depositing it, often within the
confines of a curtain of vaporous color.
Ether cyclones come up abruptly. Fifty
percent of the time travellers
receive 1d6 rounds of warning; the other
50% of the time
they get no warning at all. The warning
sign of an ether cyclone is
a deep hum in the ethereal matter underneath,
as portions are
ripped away by the approaching storm.
If the traveller cannot
reach a safe haven, such as another plane,
a demi-plane, the Border Ethereal,
or a curtain, he suffers the effects
of the storm.
Those caught in an ether cyclone may suffer
the following effects.
Roll for each group caught in the cyclone.
Ether Cyclone Effects Table
D20 Roll | Effect |
1-10 | Flow of the ether disrupted.
Add four hours (one additional encounter check) to the travel time. |
11-15 | Party is blown through a curtain into the Border Ethereal of
a random plane or demi-plane.
Make the usual encounter check for crossing a curtain. The journey must begin again. |
16-18 | Party is blown through a curtain into the Border Ethereal of
a random plane farther from the original destination.
Check for encounter as if crossing a curtain. The journey must begin again, with 5d12 days added to the total time. |
19-20 | The lowest level member of the party must make a saving throw vs. spell.
If successful, the party is blown far from their tracks to an unexplored section of the Ethereal plane. Add 10d12 days to the time to reach any other plane or destination. If the saving throw fails, the entire party is blown in the Astral plane. (This would be as for [plane shift] and does not require a silver cord). <link> |
If characters are blown through a curtain
into the Border Ethereal of the Prime
or a hospitable demi-plane (one that supports
the party's continued existence without
further spells), each
member of the party must make a saving
throw vs. spell. Success
indicates the party remains in the Border
Ethereal. Failure
indicates the individual has been blown
back into the Prime plane
or demi-plane and is no longer ethereal
or invisible. Travellers
blown through a curtain into one of the
inner planes or an inhospitable demi-plane
stop in the Border Ethereal are are not
transported into the plane.
In some cases, such as the demi-plane
of Time, the Border Ethereal is dangerous in it's own right.
Combat in the Ethereal plane is dictated
by the fact that everything
is made of almost equally-dense matter.
An ethereal
sword's edge means little in damaging
an ethereal body, while
ethereal armor provides little protection
as well. Living bodies
are surrounded by energy auras that prevent
their dissolution or dismemberment.
In addition, it is possible to attack
from above and
below as well as from the sides.
In the Ethereal, normal weapons inflict
no base damage on other
Ethereal creatures. Normal weapons include
the following:
* Nonmagical weapons
* Magical weapons that are no longer magical
* Weapons of silver, iron, or other nonstandard
Prime plane materials
The base damage is the standard amount
of damage for a weapon
(such as 1d6 for a short sword).
Normal weapons in the
Ethereal plane inflict 0 points of base
damage, but the wielder
adds his bonuses from STR damage, his
DEX "to hit,"
and his weapon specialization or weapon
of choice. This is
because though the materials of the weapon
and TARGET are similar,
the power and skill of the wielder is
important. This limitation
applies equally to thrusting, cutting,
and blunt weapons.
For example, a thief with a DEX of 18 and
a STR of 15
is sent by a curse deep into the
Ethereal plane, carrying only
his nonmagical sword. He quickly finds
himself locked in combat
with a terithran. His weapon inflicts
0 base damage, with no
bonus for his STR, but a +3 for DEX. Thus
he causes a set
3 points per round in combat if his attack
roll is successful.
Magical weapons inflict their normal damage
in the Ethereal plane.
This category includes the following:
* Weapons that retain at least a +1 enchantment in the Ethereal plane.
* Weapons that are living creatures, or
the natural armament of
living creatures (fists, claws, spikes,
breath weapons). (Natural
weaponry inflicts this extra damage because
of the aura that
surrounds living beings.)
* Weapons that have had Nystul's magic
aura cast on them
while in the Ethereal plane (the best
place to do this is the Border
Ethereal, as the duration is then extended
by a factor of 10 in
the Deep Ethereal).
* Weapons that are made with a material
coming from the inner
planes (a bottle of elemental Fire, or
a club of elemental Earth).
Pluses are retained for STR and DEX. Our
thief,
should he decide to punch his opponent,
inflicts 1-2 points +3
(Dex bonus) per round.
The fact that weapons are usu. the same
density as their
surroundings affects missile fire as well.
Normal missiles, including
ordinary missiles shot from magical bows
or crossbows, have
only short range. Beyond this point, the
missile slowly comes to a
halt and hangs in the swirling ethereal
fogs. Magical weapons
have full range, but see the limitations
under vision to determine
max. range.
Poison does not harm an ethereal individual
as long as he is in
the Deep Ethereal plane, as the elongation
of subjective time
allows the body to deal with all but the
most potent forms, though
the poison remains in the body. A character
who is poisoned
must still make a saving throw, but if
this is failed he does not perish
until he passes into the Border Ethereal
of another plane. If
the TARGET receives a neutralize poison
before entering a curtain of vaporous color,
then the poison's effects are negated.
Fire, cold, and other magical energies
can damage the ethereal
body, prodived they are ethereal themselves.
Acids, oils, and
holy/unholy water are similarly effective.
Armor is affected in a manner similar to
weapons. Normal
armor is ignored, so a character in nonmagical
full plate, or
field plate +1 would have an AC of 10.
DEX bonuses apply for
reducing AC; in the case of unarmored
(AC10) individuals,
the damage bonus due to STR reduces AC
as well.
For example, the thief mentioned earlier
is wearing normal
leather armor (AC 8) and gains a +4 bonus
for his DEX, so
he has an AC of 4 in the Prime. In the
Ethereal, the leather provides
no benefit (AC 10) but he still has the
benefit of the +4 DEX
bonus for an AC of 6. If the thief had
a STR of 17, a +1
STR bonus would be applied to the AC (for
a total AC of
5). He would not gain this STR benefit
if his armor was leather +2,
which would be leather +1 in the
Ethereal.
Combat tactics are affected by the Ethereal
in that opponents
can be overhead and below as well as alongside.
In addition to
front, flank, and rear attacks, a combatant
may be attacked from
above and below as well.
Attacks from above negate shield bonuses,
but the TARGET is
considered shielded if wearing a magical
helm.
Attacks from below are considered attacks
from the rear for all purposes,
including thief back-stabbing abilities.
A TARGET of size S can be attacked by a
max. of eight other
size S creatures, six size M, or three
size L. A TARGET of Size M can
be attacked by a max. of 12 size S creatures,
eight size M, or six
size L. A TARGET of size L can be attacked
by a max. of 18 size
S creatures, 12 size M, or eight size
L creatures at one time.
This assumes that there is sufficient
space around the TARGET for
all attackers to fight (the TARGET is
surrounded).
Nets, mantraps, and other restraining devices
only function in
restraining an opponent if they are magical
in nature, by the
definition of magical weapons above.
Finally, normal healing does occur on the
Ethereal plnae, but
at the subjective rate of 10 times slower
than on the Prime plane.
Injured individuals can rely on necromantic
means for regaining
lost HP, or they can retreat to an AREA
of the Border Ethereal
(or the plane beyond that border) for
healing.
Spell-casting in the Ethereal Plane
The Ethereal plane places no general restrictions
on spell casting
other than making it hard to see the TARGET
(see page 13). If a <>
spellcaster has etherealized versions
of the required spell components,
he should have no difficulty in casting
spells.
All spells that create restraining devices,
such as web and wall of iron
can be passed through by an opponent moving
the ethereal
matter out of the way. Those that inflict
damage, such as blade barrier
or wall of fire, still harm the traveller.
Recovery of clerical and magical spells
is discussed under the appropriate
headings for those character classes (page
20). <>
Spell are limited or increased in effect as noted below:
Abjurations
Abjurations are the most severely limited
spells in the Ethereal
plane because of the viscous nature of
the plane itself. Only the
most basic spells in this category function.
* Clerical and druidical abjuration spells of 4th level and above do not function.
* Magic-user and illusionist spells of 5th level and above do not function.
Examples:
* A magic-user can cast a protection from
evil, 10' radius (a
3rd-level magical spell), but a cleric
cannot. This spell would protect
those around the mage from summoned and
conjured creatures,
though creatures that are native to the
Ethereal plane are considered
neither for purposes of this spell.
* The astral spell does not function
in the Ethereal plane, as there
is no access to the Astral (except through
an ether cyclone).
* Spells such as control weather and control
winds can be used
on the ether cyclone, provided that they
are cast before the
ether cyclone reaches the spell caster.
No spell casting can be
done in the ether cyclone.
* The vanish spell does not function while
the caster is in the
Ethereal plane (it sends the target to
its present location in the
Ethereal).
* One spell of this group violates the
general rule that spells in
the Ethereal plane cannot affect beings
not in the Ethereal. That
important exception is gaze reflection,
which can affect those
creatures whose perceptions reach into
the Ethereal plane.
Conjurations/Summonings
All classes can use their conjuration spells with the following limitation:
* The conjuration cannot summon an entity
from the Prime
Material, outer, or Astral planes.
Examples:
* The clerical spells dust devil and aerial
servant function normally,
as they summon creatures from the elemental
plane of Air,
one of the permitted adjacent planes.
* The druid spell animal summoning does
not function, as it
summons creatures from the PMP. Similarly,
the
illusionist conjure animals does not function
because there are no
such creatures native to the Ethereal
or other permitted planes.
* Spells that call upon or summon great
deities, such as
limited wish, wish, alter reality, and
gate, work only if the Deity
called upon is native to one of the permitted
planes.
* The magic-user's monster summoning spells
(I-VII) function
only if the DM has a sufficient number
of such monsters catalogued
by level (such as in a dungeon setting
in the Ethereal).
Special Cases:
* The Leomund's secret chest spell functions
in the Ethereal
but in places the chest in question in
a different part of the Ethereal
from the caster's initial location.
* The enchant an item spell also works
in this plane, but the
time requirements are for subjective time
(i.e., 10 times longer
than in the Prime plane). Such enchantments
are therefore possible,
but involve considerable time and thus
more risk that something
will disrupt the process.
* The druidic summon weather functions
in the Ethereal. However,
the only possible weather change is to
summon an ether cyclone,
which affects all in the area.
Divinations
Divination spells are the only group of
spells that function differently
in the Deep Ethereal and the Border Ethereal.
These
spells do not function against ethereal
targets, but divination
spells can be cast while within the Border
Ethereal against targets
in the plane adjoining that border. The
results are seen only
by the caster.
Examples:
* A detect magic fails to detect any magic
if cast in the Ethereal
plane on an ethereal target. It performs
normally if cast from
the Border Ethereal on a target in the
adjacent plane, but only the
caster sees whether the item is magical
or not.
* A caster in the Prime plane can detect
an ethereal observer
by a detect magic if the traveler was
traveling by magical (not psionic)
means.
Special Cases:
* The spells contact other plane and commune with nature function everywhere in the Ethereal plane.
* The spell commune works only if the Deity
being contacted is
native to the Ethereal or, if cast while
in the Border Ethereal, is
native to the plane the caster is adjacent
to.
Enchantments/Charms
All enchantment/charm spells perform normally
if there is a
suitable medium to enchant.
Examples:
* The spike stones spell functions normally
if the cleric has an
amount of ethereal stone to work with.
* If a druid encounters an animal in the
Ethereal, he can cast an
animal friendship on it.
Special Cases:
* The clerical golem spell works, but the
time required for conjuration
is in subjective time (thus it takes 10
times longer than in
the Prime plane).
* Creatures tire at a slower rate, so the
sleep spell, though it
still functions, places affected creatures
under its enchanted
slumber for only 1d6 rounds (less if awakened).
* The sink spell performs normally, but
a victim sunk in ethereal
ground can be easily recovered, even though
still under the
effects of the temporal stasis of the
spell.
Evocations/Invocations
All such spells perform with the following limitations:
* Clerical and druidical invocations only
work if the deity is
reachable from the Ethereal plane (i.e.,
is one one of the inner,
demi-, or Prime Material planes).
* Materials created by evocations are made
of ethereal matter
and have the properties of that matter.
Examples:
* The clerical spiritual hammer functions
only if the cleric's
deity is on an inner plane, Prime plane,
or demi-plane or is a
native of the Ethereal plane (only Ptah
makes the Ethereal his
home).
* A web, wall of stone, wall of iron, or
wall of force spell forms
its structure out of ethereal matter,
which a foe can move through
by merely willing the material to part.
A foe can similarly move
through a conjured wall of fire, but suffers
damage as per the
spell. The Bigby's hand spells
cannot stop an opponent, but
those that normally inflict damage still
do so in the Ethereal.
* Instantaneous forces, such as a fireball
or lightning bolt,
inflict normal damage.
* A cloudkill spell creates an ethereal
cloud of poisonous gas.
Those travellers failing their saving
throw suffer as if poisoned
(see Time, page 12, for metabolic
effects).
Special Cases:
* The shield spell strengthens the bodily
aura, and thus functions
normally in the Ethereal plane.
* The astral spell does not work in the
Ethereal, as the two
planes have no normal connection.
* The dig spell excavates the usual area
of ethereal matter,
but those caught in it, or at its edges,
do not fall into the hole--
they are supported by the ethereal air
taking its place.
Illusions/Phantasms
Illusionary spells use
a bit of the Ethereal plane itself, bending
it to the will of the caster. For this
reason, items created by
illusion/phantasm spells function normally,
but do not disappear
when the spell lapses, concentration ends,
or the illusion is
touched. Rather the illusion gradually
loses its sharp edges and
mobility and joins the landscape of the
Ethereal Plane. It remains
thus, radiating a dim magical aura (undetectable),
until dispelled.
Illusion/phantasm spells cast on living
objects function as they do
in the Prime plane.
Examples:
* An illusionist creates a phantasmal force
of a large ethereal
dreadnought (see the cover of the book).
When the illusionist
stops concentrating, the figure stops
in place and slowly fades
and weathers like stone exposed to the
elements.
* An audible glamer spell continues to
exist after its spell duration
has elapsed, though it becomes softer
and softer until it is inaudible.
* An invisibility spell cast on a traveller
(or a change self or fear)
functions normally.
Necromantics
Casting the various
curative and harmful spells is not hampered
in the Ethereal plane, but any time-based
effects (such as a
period required to REST) proceed at subjective
time. This means
that, as a general rule, all times required
are extended by a factor
of 10. This extension applies even if
the individual is brought out
of the Ethereal into a plane where the
effects of time occur more
rapidly.
Examples:
* The cure light wounds spell is unaffected
by the above rule,
as it requires no time for REST. It heals
1d8 points of damage
with each casting.
* A raise dead spell can be cast in the
Ethereal, but a raised
character must rest 10 days for every
day he was dead. Likewise,
the resurrection spell also functions
in this plane, but the casting
cleric cannot perform other actions for
10 days for each level of
person resurrected.
* The clone spell works in the Ethereal
plane, but the growth
time is measured in subjective time--20d4
subjective months to
grow.
Combination Spells
These are limited by
both their classes. A prismatic sphere
spell cannot be cast because of the restrictions
on abjuration
spells, for example.
Magical Items
Magical items from the
Prime plane operate under the following
restrictions:
* Weapons are reduced by one plus to the
attack and damage
rolls. A long sword +2, +3 against reptiles
becomes a long sword
+1, +2 against reptiles. Exceptions are
those weapons with
pluses against specific Ethereal or ethereal-affecting
creatures
(such as an arrow of gorgon-slaying).
The bonuses and abilities of
these weapons remain unimpaired.
* Magical armor and protection devices
are similary reduced
by one plus for Armor Class and saving
throw bonuses.
* Magical items that duplicate specific
types of spells operate
under the same restriction as those spells.
In particular, scrolls
that provide protection from other creatures
are useless in the
Ethereal, as this magic is overwhelmed.
* Magical items that reach into extradimensional
space function
normally.
* Magical items and devices that call on
powers more than
one plane removed from the Ethereal plane
do not function in the
Ethereal.
Q: Page 120 of the
Players Handbook
states that spells can be
cast from
the Ethereal to the Prime
Material
plane, but my DM says this
only
works when the target on
the Prime
Material has abilities that
extend
into the Ether.
A: Your DM is correct.
Page 117 of Legends
& Lore corrects page
120 of the Players
Handbook in this instance.
Magic, whether from a spell
or item,
does not work across planar
boundaries
except in a very few cases.
Gate opens a
passageway between planes
-- it obviously
works across planar boundaries.
Plane
shift is another obvious
exception, as are
holy word and dispel evil.
Note that the
description of each of these
spells states
that the dweomer works on
more than
one plane in either implicit
or explicit
terms. See also the notes
regarding divination
spells in Manual of the
Planes, pages
11-12.
The exceptions suggested
in Legends &
Lore apply only in a few
special cases,
such as with medusas and
basilisks, where
the creatures' abilities
actually extend into
the Ether from the Prime.
In these cases, a
nexus through which magic
can pass is
created, and a caster on
the Ethereal plane
can attack the creature
by casting spells
through the nexus.
(145.56)
Magic-Users and Illusionists
See Magic in the
Ethereal Plane (page 18). M-Us and illusionists
regain spells in the Ethereal by resting
the required
time and studying, as long as they brought
their spell books along
with them. Since this subjective time
is 10 times the true time
involved, most spellcasters retreat to
a plane in which regaining
spells goes faster.
Clerics and Druids
See Magic in the
Ethereal Plane (page 18). For other abilities:
* Clerics can turn undead in the
Ethereal as usual. They
cannot turn undead in the planes adjoining
the Border Ethereal, even
if the creatures can perceive the cleric.
Should such creatures
enter the Border Ethereal, the cleric
can turn them normally.
Undead that are turned flee out
of sight.
* Druidic abilities are unhampered, though
it should be noted
that there are no native plant or animal
types in the Ethereal.
* High-level druids (hierophants) gain
the ability to MOVE to
and between the Inner planes without passing
through the Ethereal.
They can conjure elementals in the Ethereal.
Thieves
Thieves retain all of their thieving abilities,
with the following
notes:
* The ability to climb sheer surfaces has
little effect in the
Ethereal plane.
* The Ethereal with its fogs and shadows
works very well for
the thief. Add +20% for hide in shadows
and move silently.
Fighters
All fighter abilities function.
Rangers
* Rangers lose their
advantage on being surprised in the
Ethereal, but retain their 3 in 6 chance
to surprise others.
* The shifting nature
of the Ethereal plane is such that all but
the smallest traces are eliminated soon
after passage. There is a
-50% modifier to tracking attempts.
* Rangers who are of
sufficient level to learn druidical spells
may do so with the limitations on druids
above.
Barbarians
The Ethereal plane is
not a familiar place to the barbarians for
purposes of using his wilderness-borne
skills. The Ethereal is
close enough to magic for barbarians of
lower levels to shun it, and
those of 6th level or higher avail themselves
of the Ethereal only
in the most dire of needs.
Cavaliers
Cavalier abilities function
normally. Note that a knight wishing
to bring his mount into the Ethereal has
to train such a creature
by introducing it to the Ethereal realms
from birth. This
training is not normally done, even in
the best horse-raising
areas.
Paladins
Paladins operate under the following limitations:
* They cannot detect evil in the Ethereal
plane. From the Border
Ethereal they can detect evil creatures
in the adjoining plane.
Likewise they can detect evil ethereal
creatures from the adjoining
plane.
* Their healing abilities and invulnerabilities still function.
* They no longer emanate a protection from evil, 10' radius.
* If they wield a holy sword, they cannot
dispel magic while in
the Ethereal plane.
* They can turn undead and learn
spells (when of sufficient
levels) as a cleric.
* The paladin's mount is unpertubed by
the Ethereal plane, if
there is a way to bring the animal onto
the plane (say, three
vials of oil of etherealness, or some
barding
of etherealness).
Monks
* In the Ethereal, monks receive the Strength
and Dexterity
bonuses for AC. This is an exemption to
the limitations
placed on the monk in the Prime.
* Add 1/2 point of damage per level in
combat even if the
weapon employed inflicts no base damage.
* They still stun man-sized opponents and
gain save
benefits.
* Thieving abilities are affected as for thieves.
* Ability to break a fall is unnecessary, as falls do not occur.
* All other monk special abilities are
unaffected in the Ethereal
plane.
* A monk's chance of surprise is the same
as in the Prime.
Large globs of proto-matter swirl about
in the Ethereal, gathering
other proto-matter, until a critical size
is reached. At that time,
the matter begins to pull away from the
plane, growing its own
Border Ethereal around it. This mass of
proto-matter becomes
a demi-plane.
Demi-planes are planes still in the formation
process. They do
not have a set place in the cosmology
of the planes. They are
not inner planes, though they exhibit
some of the tendencies.
Nor are they small Prime planes, although
some are not hostile to
Prime Material life. Some demi-planes
fall in on themselves and
break up, others merge with an inner plane
or Prime Material
plane. When they merge with other planes,
they immediately
become part of the larger planes and are
subject to all the laws
that govern those planes. Sages say that
if a demi-plane grew
large enough, it could envelop a large
portion of the Prime, or
separate to form it's own universe. Rounding
up evidence to support
this supposition is hampered by a lack
of permanence in the ethereal
medium.
Each demi-plane operates on its own rules:
gravity, vision,
material make-up, and inhabitants all
vary. Regular rules for spell
effects may exist, but no one has figured
them out as of this time.
(Most spells have not been tried on these
new planes.) The
only guarantee is that each demi-plane
is a finite area where
rules break down.
There are four named demi-planes. Three
of these have been
visited in known history; the fourth may
only be a legend.
The Demi-Plane of Shadow | The Demi-Plane of Time | The Demi-Plane of Electro-Magnetism | The Demi-Plane of Imprisonment |
PapersAndPaychecks wrote:
Just curious about the ethereal plane really.
...
Gary wrote:
Those on the Ethereal Plane are able to see the PMP vaguely, as if
thtough a thick haze or several layers of gauze. Assume vision extends
out to a maximum of 30 feet, although movement of large objects could be
noted at 60 feet distance.
Thart you suggest for using the Ethereal Plane as a resting place is chancy, for many potent monsters can become ethereal and do so, traveling the place. If PCs playing in my campaign tried the tactics you suggest, they'd end up getting little rest and fighting a lot of opponents more dangerous than giants
Cheers,
Gary
PapersAndPaychecks,
What you declaim is reasonable, as are the assumtions you propose for allowing and managing travel in the Astral and Etherial Planes. I can offer no further consol.
Cheerio,
Gary
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