AN INTRODUCTION TO THE PLANES
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- | - | - | - | Manual of the Planes |
The term "the planes" encompasses all the
alternate levels of
reality that may be encountered in the
AD&D
game. The planes are more than a different
part of
a standard campaign, or a different planet
to adventure on. The
many known planes have very different
physical and magical
laws than most adventurers are used to.
These planes each have
unique rewards as well as unique dangers.
The concept of the planes has evolved in
the time since the creation
of the AD&D
game; it will continue to evolve long after this
book goes to print. As the AD&D
game universe currently stands,
there are five basic groupings of the
planes:
The Prime Material
planes
The Ethereal planes
The inner planes
The Astral plane
The outer planes
The Prime Material
planes are the ones most familiar to AD&D
game players. The rules governing those
planes have been
detailed in other volumes of this hardback
series. The Prime
Material Planes (the Primes) incl. many
earth-like alternate
worlds and campaigns that operate from
the same basic realities.
Each such plane is referred to by its
inhabitants as the Prime
Material plane, or the Prime. All other
Prime Material planes are
noted as Alternate Prime Material planes.
Notes on the Alternate
Primes may be found in the first appendix
at the end of the book.
The Ethereal planes are planes of
misty proto-matter that exist
adjacent to each PMP (each PMP
has its own Ethereal plane, so there are
also Alternate
Ethereal planes). It is not possible to
travel between Alternate
Primes entirely by the Ethereal, though
it is psb. ot travel
between the Prime and the inner planes.
Nothing is solid in the
Ethereal, incl. living creatures and their
possessions; unliving
objects such as weapons and armor may
pass through each
other with ease. Within the Ethereal exist
small finite islands of
matter known as demi-planes. These limited
planes are covered
in the section on the Ethereal as well.
The Inner planes, also called the
elemental planes, are regions
of primary forces, the building blocks
of the multiverses. The
inner planes incl. the elemental planes
of Earth, Air, Water,
and Fire, and the planes of Positive and
Negative Energy.
Between the elemental planes are regions
of mixed elemental
force known as the para-elemental planes;
between the elemental
and Positive and Negative Material planes
are regions known
as the quasi-elemental planes.
In general, these planes are hostile
to non-elemental life, and travel within
them is recommended
only for those who are prepared. The inner
planes are not aligned
in the same manner as the outer planes,
rather they are indifferent
to the affairs of other sentients.
The Astral plane is the link between
the Prime Material plane
and the outer planes, much like the Ethereal
is the link between
the Prime and the inner planes. Unlike
the Ethereal, the Astral is
a generally barren place, described by
travellers as a large VAULT
with occasional bits of solid matter and
the gateways and silver
cords of other travellers. It is through
the Astral that Alternate
Primes may be reached.
The outer planes, also called the
planes of power, are realms
with terrain both like and unlike that
of the PMP.
These planes are reached by gateways and
the astral spell. Various
powerful beings (self-proclaimed gods,
goddesses, and
demi-gods, as well as a full spectrum
of other life) call the outer
planes home. The outer planes are the
final resting places of
deceased sentient spirits <souls> native
to the Prime Material planes.
The basic arrangement of the planes is
depicted on page 6. A
simplified diagram of the connections
between planar groups is
given on page 7.
This book is divided into four sections,
one for each of hte other
major groupings of planes (Ethereal, inner,
Astral,
and outer).
Each of these sections is in TURN divided
into subsections.
Overview: A brief overview begins
each discussion of the
plane or planes. This covers the traveller's
first impressions of the
plane upon entering that realm.
Travelling to the plane: The primary
concern for the extra-planar
traveller is getting into (and often getting
out of) a particular
plane. Transit between planes is usu.
but not always magical
in nature, and incl. the following methods:
Established spells and
their variations
Magical items
Spell-like abilities
Psionic abilities
Free-standing artifacts
(gates)
Survival: Upon reaching a particular
plane, the next major
concern is for the traveller's survival.
This includes such basics as
air, food, and water, as well as the effects
of the plane on time,
gravity, sense of direction, hearing,
and vision. Movement usu.
operates under unusual rules in other
planes (for example,
the Astral has no gravity and movement
is by thought alone).
Time: Time is
a constant in the known planes of existence, and
can not be expanded, contracted, created,
or destroyed. The
length of a day in one plane is the same
number as the length of a
day in another plane. If a traveller leaves
the PMP for the Ethereal
and spends 20 rounds in the Ethereal,
20 rounds
pass on the prime. This type of time is
called "true time."
While time and the perception of its passage
do not vary from
plane to plane, the effects of
time on living objects do vary widely.
In planes where the effects of time are
slowed, the traveller can go
long periods without sleep &&
food, while in those where the
effects are speeded up, the individual
needs more sleep for the
same amount of true time. The time that
regulates the differing
planar effects on living subjects is called
"subjective time."
True time governs all actions, incl. movement,
combat,
and the casting and durations of most
spells. Subjective time
governs long-term processes that affect
the traveller's metabolism
and natural functions. This incl. poisons,
potions, the
effects paralysis and aging, the need
for sleep && food, natural
healing, the recovery and research of
spells, and spell-casting
that takes longer than one<1> turn.
In general, all spells can be CAST
for normal duration unless otherwise noted;
the exceptions are
usu. long-term spells that create permanent
items, such as
golem, clone, and enchant an item.
True vs. Subjective Time in the Planes
PMPs | The two times are the same |
Ethereal plane | 10 true rounds pass for every one subjective round |
Inner planes | One true round passes for every two subjective rounds |
Astral plane | 365,000 true rounds (approx. 170 true days) pass for every one subjective round |
Outer planes | The two times are equal |
Explained in other terms:
These restrictions &&
advantages apply to travellers while on a
plane they are not native to. Natives
of a plane are unaffected by
the subjective effects of that plane.
A spell-using creature native
to the Ethereal regains spell USE by the
passage of a standard
day in the Ethereal, while a visiting
mage from the Prime
regains spells in 10 times that amount
of time.
The fact that true time
applies equally for all planes applies only
to the major known planes. There are demi-planes
and realms
within the outer planes where time functions
in a completely different fashion,
and may speed up, slow down, or flow in
reverse.
Encounters: A large part of each
plane's description includes
possible encounters in that plane. General
types of encounters
and example encounter charts are included.
If the DM feels that
there is going to be a lot of travelling
in that plane, he should feel
free to develop his own charts along the
following lines.
Monsters are defined
as being Common to Very Rare (or in
some cases Unique) for every plane. A
DM creating his own random
encounter charts should use a die range
of 2-20, generated by
rolling an eight-sided die and a twelve-sided
die. A DM
creating his own tables can fill that
2-20 range in the following manner.
D8 +
D12 Roll |
Frequency |
2 | Very Rare or Unique |
3 | Very Rare |
4 | Rare or Very Rare |
5 | Rare |
6 | Rare |
7 | Uncommon or choice between Two Very Rare |
8 | Uncommon or choice between Two Very Rare |
9 | Common or choice between Two Rare |
10 | Common or choice between Two Rare |
11 | Common or choice between Two Rare |
12 | Common or choice between Two Rare |
13 | Common or choice between Two Rare |
14 | Common or choice between Two Rare |
15 | Uncommon or choice between Two Very Rare |
16 | Uncommon or choice between Two Very Rare |
17 | Rare |
18 | Rare |
19 | Very Rare |
20 | Very Rare or Unique |
Frequency of the monster is determined
for that particular
plane (elemental creatures are more common
in the inner planes
than in the PMP, for instance). Monster
frequency
tables are included for each plane in
its section.
Where a choice of monsters is indicated,
the DM may either
place a single monster of the more frequent
type, or list two less
frequent types to choose between when
the number is rolled.
A unique creature is named and is
the only one of its type
(though it may have incarnations on other
planes). Demon lords
such as Orcus and animal kings such as
the Cat Lord are unique
beings. Most unique beings fall into the
category of Deities. The
abilities of these Deities are described
in Appendix IV.
In many cases, there are not sufficient
examples of creatures from
a typical plane to fill an encounter chart.
This happens for planes that
are either not visited often or have little
cause to send representatives
to the PMP. While the DM may create original
creatures for his campaign, general types
of creatures may be created
by the method in Appendix
II for encounters.
Combat: Combat includes melee combat
and missile fire, as well
as all nonmagical harmful substances,
such as poisons, fire, and
acid. Combat functions depend on the physical
nature of the plane
itself. Common tactics in the planes are
covered in this section.
Magic: The myriad planes vary most
dramatically from the Prime
in their handling of magic and magical
effects (spells available
to magic-users, clerics, and their sub-classes).
How a plane
affects spells is handled by noting the
plane's effects on spells of
a certain type (the spell type is given
in parentheses after the
spell name in the PH and UA).
Abjuration spells are primarily
concerned with the prevention
and exclusion of particular magical and
nonmagical effects, situations,
or individuals, and include most spells
of protection,
avoidance, and repellence.
Alteration spells modify existing
conditions or beings through
the infusion of magical energy.
Conjuration/Summoning spells are
a combination of two separate
magics in variable quantities: The conjuration
part brings in
matter from elsewhere, while the summoning
portion creates a
duct between the caster and some greater
power.
Divination spells uncover that which
is hidden under normal circumstances.
These may be spells that detect magical
effects,
invisibility and the like, or spells that
reveal future events. Also in
this category are spells that contact
powerful extradimensional
creatures, but do not involve direct action
by those creatures.
Enchantment/Charm spells place an
enchantment on a being
or item. When cast on an item, these spells
usu. invest the
object with magical powers. These spells
are commonly used to
induce particular emotional or mental
states in living beings. The
magic jar spell, originally listed
as a possession spell, is really an
enchantment/charm spell.
Evocation
and invocation spells channel magical energy to create
specific effects and types of matter.
Invocations are dedicated
to a particular powerful extradimensional
being and are
usually confined to clerics, while evocations
involve utilizing the
natural magical energy of the planes.
Illusion/Phantasm spells are those
that create a false reality. This
includes the bulk of the spells listed
for the illusionist sub-class. Illusions
alone create the apparent existence of
items in the mind of
the viewers, while phantasms create a
shadow reality that gives these
illusions the power to affect the viewer
as if real.
Necromantic spells affect the health,
HP, or normal functioning
of a living or once-living target. Spells
that increase or
decrease HP, cause or cure disease, or
restore lost souls to
their bodies are all necromantic spells.
A summary of magical spells divided according to level and spell type is given on pages 8 and 9.
Magic USE on other planes is limited by
the rules for each spell type.
On a particular plane, for example, abjuration
spells may be
severly limited, conjuration/summoning
spells may have advantages,
and divination spells may not function
at all. Further, the
physical limitations of a plane (such
as the lack of gravity in the
Astral, or the heat of the plane of Elemental
Fire) causes some
spells to behave differently than in the
PMP.
When discussing magic, this book defines
the rules for each
type of magic in each plane and also provides
examples and
exceptions to help the DM determine the
effects of spells that
may be developed by players or future
game additions.
Spells that combine the effects of a number
of the types listed
here (such as alteration-evocations) are
constrained by the limitations
on both types of spell.
The magic section also includes any notes
on magical items
that apply to that plane. In general,
the following rules govern
magical items on the known planes of existence:
Potions, including oils, follow
the rules governing alteration
spells on each plane. Philter-type potions,
such as philter of love,
are enchantment/charm magic.
Scrolls with spells obey the rules
that regulate the
particular type of spell. Scrolls that
offer protection
against particular creatures,
attacks, or situations are considered
abjuration magic.
Rings generally use alteration magic
in their operation. There
are several exceptions, including the
following:
* Rings that call upon extradimensional
creatures use
conjuration/summoning magic.
* Rings that command or control other entities
use
enchantment/charm magic.
* Rings that provide protection or
spell
turning use abjuration
magic.
* Rings that inspire delusion radiate
the type of magic of
the ring it is thought to be (this is
part of the enchantment).
* Rings that cast several types of spells
or have multiple types
of spell-like uses obey the rules governing
the type of spell they
are casting at the moment.
Wands generally use evocation magic. Some exceptions:
* Wands that detect or locate specific
items, such as metal,
enemies, or magic, use divination magic.
* Wands of conjuration use conjuration/summoning magic.
* The wand of illusions uses illusion/phantasm magic.
* The wand of negation uses abjuration magic.
* The wand of wonder obeys the rules
for the spell type it is
currently casting.
Staves follow the rules of the spell
type they contain, either by
spell type, or according to the definitions
of the spells above.
A staff of the magi, for example,
contains divination, evocation,
alteration, and conjuration/summoning
type magic, various uses, and
obeys the rules of the spell type currently
in use.
Rods generally use alteration magic.
Those that have specific
spell-like abilities obey the rules for
those spell types.
Miscellaneous magical items use
the full range of spell types.
For example, a crystal ball works
by divination magic, while a trident of fish commanding employs
enchantment/charm magic, and a
robe of blending uses alteration
magic. Those items that inflict
physical damage (a maul of the titans)
are affected as swords and
miscellaneous weapons (see below).
Swords and miscellaneous weapons
have their magical
powers reduced the farther they are taken
from their plane of origin.
For each plane removed (full plane, not
demi-plane or level of
a larger plane), the sword or weapon loses
one plus to hit and
damage. A +2 sword from the Prime
becomes a +1 sword in the
Ethereal, and a nonmagical sword in an
inner plane. Swords and
weapons that become nonmagical in this
fashion lose all their
other abilities. Weapons enchanted for
a specific purpose (such
as the frostbrand, which is +3,
+6 vs. fire-dwelling creatures)
lose one plus from both for each plane
removed (+1, +4 when
two planes removed, +0, +3 when three
planes removed).
These items retain their enchantment until
they lose the pluses
from both regular bonus and special enchantment.
Weapons with spell-like abilities have
those abilities affected
as for their spell types. Certain weapons,
such as the sword of the planes are
enchanted so as to be more powerful on
other planes.
The plane of origin for most weapons,
unless otherwise determined
by the DM, is the plane where they are
discovered or forged.
Any changes in the abilities of weapons
(and other magical items)
are only in effect while on that plane;
the items return to normal
upon leaving the plane. Swords and other
weapons that
are of exceptional quality or that gain
pluses from being made of
rare materials do not have these
bonuses removed by passing
into other planes of existence.
Armor and shields are also
reduced in magical effect the farther
they are taken from their plane of origin.
These items' magical
abilities are governed by the rules for
the spells they duplicate.
Again, the plane of origin for armor and
shields is the
plane where they are forged or discovered.
Armor and shields
that gain bonuses from quality workmanship
or speical nonmagical
materials do not have these bonuses reduced.
Artifacts are unaffected by travel
through the planes. If an artifact's
power is used to create an impossible
effect (such as summoning
a nonnative god to the Ethereal plane),
the artifact
immediately plane shifts itself
and its owner to the nearest planar
location where it can use the effect.
Player Characters: This
section covers all noncombat, nonspell-casting
character abilities, and includes such
things as
thieving skills, a paladin's special abilities,
relearning spells, and
advancement. Many of these rules can be
deduced from the
physical description of the plane, but
are stated here so that there
are no ambiguities in running PCs on other
planes.
Features: This last section includes
special items of note and
those areas commonly reached by extraplanar
visitors. In the
outer planes, for instance, this includes
the common homes of
the gods that travellers stumble into,
while in the Ethereal it
covers the demi-planes' small self-contained
alien worlds. This section
is not intended to provide the DM or the
players with a full
listing of everything in the plane, but
only to provide a basis
for further adventuring in these realms.