The Codex ov the Infinite Dimensions
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DDG, Appendix I: The Known Planes of Existence +
Foreword +
Special Thanks +
Credits +
AN INTRODUCTION
TO THE PLANES +
Organization
+
Time
+
THE ETHEREAL
PLANE +
Overview
+
Reaching
the Ethereal Plane +
The
Border Ethereal +
Survival
+
Encounters
+
Combat
+
Magic
+
Player
Characters +
Demi-Planes
+
THE INNER PLANES
+
Reaching
the Inner Planes +
Survival
+
Encounters
+
Movement
+
Combat
+
Magic
+
Player
Characters +
The Plane of Elemental
Air +
Survival
+
Encounters
+
Movement
+
Combat
+
Magic
+
Features
+
The Plane of Elemental
Earth +
Survival
+
Movement
+
Encounters
+
Combat
+
Magic
+
Features
+
The Plane of Elemental
Fire +
Survival
+
Movement
+
Encounters
+
Magic
+
Features
+
The Plane of Elemental
Water +
Survival
+
Movement
+
Encounters
+
Combat
+
Magic
+
Features
+
The Para-Elemental Planes +
Survival
+
Encounters
+
Movement
+
Combat
+
Magic
+
Features
+
The Energy Planes
+
The Quasi-Energy
Planes +
The Positive
Quasi-Planes +
Survival
+
Movement
+
Encounters
+
Combat
+
Magic
+
Features
+
The Negative
Quasi-Planes +
Survival
+
Movement
+
Encounters
+
Combat
+
Magic
+
Features
+
THE ASTRAL PLANE
+
Reaching
the Astral Plane +
Physical
Travel +
Color
Pools +
Survival
+
Movement
+
Encounters
+
Combat
+
Magic
+
Player
Characters +
Features
+
THE OUTER PLANES
+
Reaching
the Outer Planes +
Survival
+
Movement
+
Encounters
+
Combat
+
Magic
+
Player
Characters +
Features
+
Outer
Plane Descriptions +
Nirvana
+
Arcadia
+
Seven
Heavens +
Twin
Paradises +
Elysium
+
Happy
Hunting Grounds +
Olympus
+
Gladsheim
+
Limbo
+
Pandemonium
+
The
Abyss +
Tarterus
+
Hades
+
Gehenna
+
The
Nine Hells +
Acheron
+
Concordant
Opposition +
APPENDIX I: The Prime
Material Planes+
APPENDIX II: Creatures
of the Inner Planes +
APPENDIX III: Creatures
from the Outer Planes +
APPENDIX IV: Abilities
of the Powers +
INDICES +
Abjurations, 7, 18, 27, 68, 78
Alterations, 7, 27, 68, 78
Arch-devils, 110-111
Archomentals, 35, 40, 45, 49, 53
Archons, 88, 123
Armor, 10
Artifacts, 10
Ash, plane of, 57-59
Astral, 5, 60-72
Astral searchers, 72
Azer, 40
Bahamut, 88
Border Ethereal, 11
Borders
inter-realm, 76
inter-layer, 76
inter-planar, 76
Bubbles, 35, 40, 45
Cerberus, 105
Charms, 7, 19, 29, 69, 80
Charon, 83
Charonadaemons, 83
Color pools, 60, 62-64, 66, 75
Combination spells, 20, 29, 70, 81
Conduits, 66, 74
Conjurations, 7, 18, 28, 69, 79
Curtains of vaporous color, 12, 17
Dao, 45, 53
Demon princes, 102
Demons, 101, 102
Devils, 110
Divinations, 7, 19, 28, 69, 80
Djinn, 35, 53
Dust, plane of, 57-59
Efreet, 40, 53
Einheriar, 122
Elemental guides, 25, 26
Elemental phenomena, 32, 37, 42, 47
Elemental pockets, 33, 38, 43, 47, 51,
56
Elemental vortices, 22, 33
Elementals, 35, 40, 45, 49
Enchantments, 7, 19, 29, 69, 80
Encounter chart, 7
Ether cyclone, 17
Ethereal plane, 5-21
Evocations, 10, 19, 70, 81
Fixed portals (Astral), 72
Githyanki, 72
silver swords, 61,
72
G = 6.67 x 10-8
cm 3 gm-1 sec-2
Astral, 63, 64
Ethereal, 13
inner planes, 23
outer planes, 75
Green Fields, 87
Healing, in Astral, 68
Hooks, 35, 40
Humans
in Astral, 66
in Ethereal, 16
in outer planes, 77
Ice, plane of, 22, 51-53
Illusions, 10, 19, 29, 70, 81
Inner planes, 5, 22-59
Inner planes creatures, 120-121
Invocations, 10, 19, 29, 70, 81
Lightning, plane of, 55, 56
Magickal items, 20, 29, 70, 77, 81
Magma, plane of, 22, 51-53
Manala, the river, 101
Marids, 50, 53
Minerals, plane of, 55-57
Miscellaneous magick, 10
Miscellaneous weapons, 10
Missiles in Ethereal, 17
Modrons, 85
Mount Olympus, 72, 92, 105
Necromantics, 10, 19, 29, 70, 81
Nidhogg, 106
Norns, 116
Oceanus, the river, 84, 90
Ooze, plane of, 22, 51-53
Outer planes, 5, 73-116
Outer planes creatures, 122-123
Para-elemental planes, 22, 51-53
Para-elementals, 53, 120-121
Phantasms, 10, 19, 29, 70, 81
Poisons
in Astral, 68
in Ethereal, 18
Potions, 10
Power compass, 75
Powers, abilities of, 124-128
Prime Material planes, 5, 117-119
Psychic wind, 64, 67
Quasi-elemental planes, 22, 55-59
Quasi-elementals, 56-57, 59, 120-121
Radiance, plane of, 55-56
Realm, in outer planes, 76
Rings, 10
Rods, 10
Salt, plane of, 57-59
Scrolls, 10
Shields, 10
Silver cord, 60-61
Slaadi, 98-99
Smoke, plane of,
22, 51-53
Spell-crystals, 83
Spells, general, 8, 9
Spiralling flame, 40
Staves, 10
Steam, plane of, 55-56
Styx, the river, 83, 100-101, 103, 105
Subjective time, 5-6, 11
Summonings, 7, 18, 28, 69, 79
Sword, 10
Time, effects of, 5-6, 12, 63
Travel time
in Astral, 64
in Ethereal, 13
Trillochs, 54
True time, 5-6
Undead, 54
Vacuum, plane of, 57-59
Wands, 10
Wormholes, 66
Xag-ya, 54
Xag-Yi, 54
Yggdrasil, 73, 95, 105
SPELL INDEX
This index does not list every place
a spell appears in Manual of the Planes. Given here are the pages
in which unusual
or important notes are to be found
on specific spells. Also listed are spells that are exceptions to the general
rules governing
their spell types.
P15x38?
Q: What is the creature
pictured on
the cover of the Manual
of the
Planes?
A: The creature is
an astral dreadnaught,
as as-yet undescribed monster
that
inhabits the Astral plane.
Its game statistics
may appear in a future DRAGON
Magazine.
(142.71)
PapersAndPaychecks
wrote:
Did you already answer questions
about the Planes, Gary? Been looking through ENworld for anything in the
Q&A about those, but it's slow going.
The planes, the planes!
Oops! Wrong kind of planes,
eh?
No, I don't think so. Did
I miss one here? (I do hope so
)
There are an infinite number of planes in an infinite multiverse, so virtually anything can apply to one.
Gygax's Paradox: In a multiverse of infinite size and time anything that can happen has happened or will happen. Thus there will ba a universe that consists of nothing but matter, and a universe that contains nothing whatsover.However a universe of nothing is nothing, so it can not exist.
Gary
serleran wrote:
Hello, again, Mister EGG.
I don't want to bother you, or bore you, so feel free to ignore the question...
but, I've noticed (or perhaps, its my own inclination to see) a propensity
of extra-planar material in your works, whether that is adventures across
and on multiple planes (especially Hall of Many Panes) to the transversals
of something like The Temple of Elemental Evil, and I was wondering in
planar composition and arrangement is simply a subject that fascinates
you, whether scientifically, or religiously, or if I'm just reading much
into nothing. Thanks.
The latter.
Using such material is simply a device for creating what I consider interesting adventure material.
As an aside, I truly enjoyed the old PJ Farmer novels about the created pocket universes and also the A Merritt and de Camp & Pratt books that utilize the same general vehicle, different universes.
In all, don't be trying to read into these gaming works some special meaning that isn't plainly stated in words or by clear inference.
Cheers,
Gary
deimos3428 wrote:
Ouch! What's wrong with
it, in your opinion? I wouldn't necessarily add anything from MoP to my
campaign, but I found it to be a very useful catalyst for creative thought.
You are asking that of the
original author of the AD&D game?
The short answer is that
Jeff's vision of the planes had was not in the spirit
of the AD&D game as written.
Perhaps it fit with 2E,
that I can not say.
Cheers,
Gary
Julian Grimm wrote:
I imaging his primary concern
was that Manual Of the Planes discolored the original concepts.
Indeed, it blackened
the intent, made me see red even as I felt
blue.
After a brown
study I determined to feel in the pink by
expressing my opinions in black and white.
So after eating an orange
and an olive and picking a violet, I felt buff enough to do so, even though
the combination of food I had eaten made me feel a bit green.
Cheers,
Gary
Quote:
Originally posted by
Larcen
1) One of the things I love
about D&D is the brilliant cosmology of planes.
How did you come up with
all the cool planes (inner, outer, etc.) and how they interact with each
other?
How much of this was based
on your readings into such matters?
1. The planes sert of developed
as a mix of reading and game need.
What I did was to take the
mythological and fabulous, arrange them to suit the D&D system, and
as AD&D was developing they sort of gelled into the cosmology
shown therein.
In all it was a great facilitator
for creatures and beings form outside the material.
Quote:
Originally posted by
Bjorn Doneerson
Hello. I don't know what
to say so I guess just thanks, and I'll get on to asking you annoying questions:
You came up with all the planes, right? And the planes have their little mysteries, like what's in Chronias. Do/did you have an answer in mind for any of these and would you be willing to tell us such things?
And on a dare I ask you:
Will you be my friend?
To be fair, I mostly took
existing material and arranged it so as to form a cosmology for PAD&D,
the planes of existence. Then I made up and/or placed creatures from the
game milieu into the various planes.
As for what didn't get done, all that is now moot. the property belongs to WotC, and they are the ones who will populate all of them now.
I will happily acept you as an acquaintance, and if throught the course of personal interaction friendship develops, then great! Have you ever read the essay ON FRIENDSHIP? I can't recall if it was done by emerson or Thoreau. When I first read it I was stunned--blown away in current parlayance. Well worth looking up and reading, that short piece of truly enlightening literature
Cheerio,
Gary
Quote:
Originally posted by Bjorn
Doneerson
Hmm. What were some of these sources?
But, did you personally hae anything in mind for those things?
I'll have to look into that.
Thank you for your time.
In regards your first query,
I used the alchemical for the elemental planes, the old concept of the
elheral plane, ideas drawn from the Spiritualist writers of the 19th century,
along with mythology. For example, Ancient Egyptian religious belief had
an upper realm, Pet, and a lower one, the Duat or Tuat, something that
combined areas of a material paradise, uncertain realms, and hellish places.
Where one's soul ended up depended on how the deceased lived life,
As to the second question, sure I had many things in mind--and that's where they'll stay
The essay is one that is remarkable, for it sheds light on what a very important and rare thing friendship is, what it demands of one. Do read it.
Cheerio,
Gary
+
Quote:
Originally posted by
Hadit
Hello Gary!
Firstly, thanks again for
this continuing opportunity to ask questions of the esteemed author of
AD&D!
It seems the more I read,
the more questions pop into my head that have been accumulating over the
years!
Welcome, Hadit
Quote:
Originally posted by
Hadit
I was curious if any of
the AD&D cosmology (inner and outer planes, etc.), Mythus cosmology,
or LA cosmology represent an actual belief system (or philosophical conjecture)
you may have...
or is it all simply a gaming
contrivance?
At the very least it seems to represent a good deal of study in ancient hermetic tradition (as well as some Jungian archetype psychology)! I've always appreciated how nicely the concepts of the inner and outer planes seem to fit together; the foundational elemental planes blending with the 'higher' ethical/moral planes to form what we know of existence (the Prime Material).
It just struck me that such an elegant system must contain at least some small portion of personal philosophy, but then again, maybe I'm wrong.
Take care, Duglas
The kind words are appreciated,
for I did a considerable amount of research in devising the cosomology
for AD&D--and the Mythus game too,m with more Theosophy and other more
recent concepts added. We are still working on the details of the LA game
cosmology. Because of the wide variety of pantheons therein, all based
to a considerable degree on actual mythology, devising a plausible and
workable cosmology for the Lejendary Earth is an exacting task.
As far as I know all the
work is purely done for the game in question.
Of course my personal moral
and ethical views are bound to impact the treatment...
Cheers,
Gary
Originally Posted by Bregh
Hey, Gary <veryhappy>!
I come bearing a question re: the mechanics and cosmology of the planes in OAD&D, specifically with regard to how the manner in which they've been treated by divers designers in numerous products.
[snippage]
My question is this, was this eventual development of the planes, mechanically and descriptively, in concert with what you envisioned (in terms of play and setting), or is it the end result of several smiths distilling a brew, which, while palatable and enjoyed by many, is ultimately not what "your recipe" called for?
(I believe I know your answer to this, likely from some other board in time and space, but I ask it again in order to have clarification for several here who seem interested. Also, I've tried to avoid "leading" you one way or another. <embarrassement>)
As always, your time and answers are most appreciated.
--B
If you assumed that the
majority of the resulting planar material was not what I envisaged, you
are on the money.
Treating the many planes
named in the DMG would be a long and demanding task, and it is one I never
got to.
About the closest to an
extensive treatment of any one of them other than the PMP is what I wrote
about the Abyss in the Gord yarns.
Skip Williams and I put together extensive notes for a treatment of the Plane of Shadow, but that never got past the preliminary stage because of my separation from TSR at the end of 1985.
That's about all I can say, other that I do hope to include a generic treatment of the cosmos in the Gygaxian Fantasy Worlds reference book series, but I hope to advise only, not author it, as right now I have overtwo years of work on other projects that needs be done
Cheers,
Gary
Quote:
Originally Posted by Gray
Mouser
Hey Gary, I was wondering
how common extra-planar advantures were/are in your Greyhawk campaign.
Besides various demi-planes (such as in Isle of the Ape) did you ever send
any PC's to any of the inner or outer planes outlined in the PHB? What
about Mordenkainen and crew, did they ever adventure in the Abyss, the
Nine Hells, any of the elemental planes, etc?
Gray Mouser
Such adventures were rare
indeed in my campaign or those in which I played. Most off-world action
took place in strange and distant lands, ofter in other universes. My players
went to the Carabas to fight the Dirdir now and then, to Barsoom, etc.
but I didn't send them into elemental planes or the nether realms to adventure,
as none were sufficiently powerful to survive such journeys. Of course
Robilar did get carried into the Abyss by Zugtmoy,
and Erac and Ailerach were taken there by Fraz-urb'lu. none of those unfortunates
roamed about there though, and eventuaqlly escaped to return to the PMP
Cheers,
Gary
Quote:
Originally Posted by Gray
Mouser
<confused>
Not powerful enough? Gads, man. If Mordenkainen, Bigby, etc. weren't strong enough to survive an extra planar trip who is?
Mordie is nervous aboard
the Starship Warden, and even with his most powerful associates would not
feel confident of adveturing in the Hells or the
Abyss.
Maybe if he was a demi-god and his companions were all of at least quasi-deity
status...
Quote:
Originally Posted by Gray
Mouser
Heh, I didn't know Robilar
got way laid by Zugtmoy. She's tricky, eh? Did Robilar, Erac and Ailerach
encounter any figures of note there (besides Z. and Fraz-urb lu, obviously),
or was it mostly lesser demons and other sundries? I sure would like to
get the chance to drop some PC's in on Juiblex, myself. Sadly, they're
currently getting smacked by some hobgoblins :\
Gray Mouser
The
Demoness Queen of Fungi was not so clever, robilar was brash. He tossed
a pillar through the door sealing Zuggtmoy into the chamber in the ToEE.
She got a look at the handsome adventurer, noted his evil aura, and as
a reward for freeing her carried him off to the Abyss as her body servant.
I did no go into details there, but eventually Robilar convinced her of
the imcompatability of a lawful evil servant in her realm, so she sent
his back to the PMP.
Erac and Aylerach (I never can remember how Mark Ratner spelled that PC's name) accidentally loosed the demon from imprisonment in the dungeons of Greyhawk Castle. He was so delighted at having duped them into doing so that he took them with him when he went home. Again, I did not have detailed adventures there--as both players were hardly speaking to Rob and me after the game session. Eventually the incompatability of LKawful Good in the Abyss brought the demon prince to a decision point: slat the pair or boot them out. The dice roll called for the latter.
Cheers,
Gary
<Obviously, a cultist
of Santa Claus
The only person more
awesome than Jesus is...
Santa Claus - 44.94>
Quote:
Originally
Posted by Ron
Gary,
I was reading the late AD&D releases, such as the Dungeoneer and Wilderness Survival Guides and Manual of Planes and they they did have a different quality from the earlier AD&D releases, especially Manual of Planes. Was you involved with those projects? I believe MoP was released after you left TSR but is it based in your notes or something?
Pardon
me, but no, I had nothing to do with those books
I would not have approved of those splat books, as they encouraged power gaming and were a bad investment for D&Ders IMO, did little to makee the game better.
Cheers,
Gary
Comments
Hear
Hear!
Quote:
Originally Posted by Henry
You know, with as many people
having advanced science by leaps and bounds because of the inspirations
of Star Trek, I wonder if we ever see the discovery of Parallel Universe
Gateways in our lifetime because some gamer physicist wanted the GARY GYGAX
WORLD OF OERTH boxed set...
It is nearly astonishing
to me that science now recognizes that parallel universes are likely to
exist
Gygax's Paradox:
Given infinite time and space, everything that can happen has, is happening, or will happen. Thus there will be a universe of nothing but solid matter, and one in which there is nothing whatsoever. As a universe of nothing is nothing, it can not exist. So everything that can happen can not happen.
Gary
Quote:
Originally Posted by T.
Foster
<T.
Foster is the author ov THE AD&D COMPANION, a better book than both
of the survival guides put together>
<T.
Foster hangs out at KNIGHTS && KNAVES>
Hi Gary,
There are a handful of references in your later-era AD&D writing to space travel -- in the description of Celestian in the WoG, in some notes in Dragon articles, and perhaps a reference or two in spell or item descriptions in UA -- that were never developed and I'm curious what you envisioned this aspect of the game being like. How, for instance, would the play-experience of traveling to different planets have differed from traveling to different planes? How would you have avoided a 'sci-fi' feeling (or is that something you would have embraced)? Was this notion inspired by Jack Vance's story "Morreion" (the same story that gave us IOUN stones)? How close would a Gygax "D&D in space" supplement have looked to TSR's "Spelljammer" ?
Short answer:
The main moon
of Oerth was a viable sphere, although none of my players ever made it
there.
Mars
and Venus were likewise habitable ala ERB.
Getting to those places was via portal or special spells that I never did
manage to ger around to detailing.
For real space travel i intended to do a Science Fantasy genre spinoff of AD&D, absolutely nothing similar to Spelljammer.
When I designed the DJ system, and later the LA game, I made certain to have the mechanics such as to be compatable with genre additions to the fantasy one. We are about to finish the Lejendary AsteRogues Fantastical Science rules later this year. Avatars from different genres can indeed become at home in new settings.
Cheerio,
Gary
Also, I have heard that
Carl Sagan's son played AD&D