AN INTRODUCTION TO THE PLANES


- - - - -
- - - - 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.

Organization

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:
 

  • In all PMPs and the outer planes, true time

  • and subjective time pass at the same rate.
     
  • In the Deep Ethereal plane, subjective effects last 10 times

  • as long as they do in the Prime. A potion that lasts 10 rounds in
    the Prime lasts for 100 rounds in the Ethereal. Similarly, a traveller
    who spends 10 days in the Deep Ethereal without food suffers
    the effects of fasting for only one day.
        In the Border Ethereal (see the Ethereal plane, on page 11), <>
    subjective time passes as in the plane that is being viewed.
     
  • In the inner planes, subjective effects last only half as long

  • as in the Prime plane. Poison takes effect takes twice as quickly, and a
    potion that lasts 10 rounds in the Prime only lasts five rounds in the inner
    planes.
     
  • The Astral plane has the largest time differential. A thousand

  • years of true time here equals a single day of subjective time. For
    this reason, individuals incapacitated by poison or other hazards
    are often placed in the Astral, where the subjective effects are
    slowed to a virtual standstill. Spell casting is exempt from the
    effect. A sleep spell successfully CAST upon a TARGET in the Astral
    has a duration of five rounds/level. A sleep caused by a magical
    potion, however, would last for 170 true days in the Astral.

        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.