THE OUTER PLANES


Reaching the Outer Planes
Survival in the Outer Planes
Movement in the Outer Planes
Encounters in the Outer Planes
Combat in the Outer Planes
Magic in the Outer Planes
Player Characters
Features of the Outer Planes
Outer Plane Descriptions
Beyond the Outer Planes
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Manual of the Planes
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The outer planes are also called the Planes of Power since they
are the homes of the most powerful extraplanar beings int he
known planes of xistence. They have a mixture of elements that
supports a rich diversity of life, often (but not always) similar to life
on the Prime Material planes. It is unknown whether this is
because the inhabitants of the outer planes affect the creatures
on the Primes, or because the Prime planes impose order on the
outer planes.

The conventional view of the outer planes is of a great wheel
divided into 16 pieces. Each piece is the upper layer of a plane
and is joined ot the upper layers of the two planes adjoined to it.
Planes have a variable # of planar layers, also called
levels. In the center of the wheel, joined to it by the Astral plane,
are the Prime Material, Ethereal, and inner planes.

The above is accurate as far as it goes, but things are more
complicated than that. Each planar layer is physically infinite in
the same manner as the Prime Material, inner, and Ethereal planes.
The Astral plane co-exists with the first (uppermost, closest
to the Astral) layer of each plane, but there are also conduits
that reach the deeper layers, enabling rapid movement of beings
and great powers from one plane to another. Each layer of the
outer planes contains a number of different realms ruled by
various Deities or forces.

It has also been revealed that there is another outer plane that
does not fit into the wheel concept, but has strong connections
with four mutually opposing planes. This 17th plane, the plane of
Concordant Opposition, is usu. placed below the wheel. In this
picture, the outer planes look like a cup filled with an Astral soup
in which various alternate Prime Material planes float.

The planes are rougly aligned according to good vs. evil
and Law vs. Chaos. The plane of Concordant Opposition is
often referred to as a plane of true neutrality.

Here are the 17 known outer planes:
 

  • Nirvana, the clockwork plane, dominated by interlocking disks
  • Arcadia, the orchard plane of bountiful harvests
  • Seven Heavens, the ever-rising mountain of brightness
  • Twin Paradises, the mirrored planes of sky-earth and earth-sky
  • Elysium, the heroes' domain and their blessed rest
  • Happy Hunting Grounds, also called the Beastlands
  • Olympus, the dreamer's plane, home of the Greek and Elvish pantheons
  • Gladsheim, the adventurer's plane, home of the Norse mythos
  • Limbo, the ever-shifting chaos plane
  • Pandemonium, with iron-shod planes and booming thunders
  • Abyss, the many-layered plane
  • Tarterus, the cheerless plane of exile
  • Hades, with the three glooms
  • Gehenna, with white-hot furnaces and infinite citadels
  • Nine Hells, the ever-deepening pit of despair
  • Acheron, with battle-planes and eternal warriors
  • Concordant Opposition, with ever-changing order and balance

  •  

     

    The arrangement of these planes agrees with the standard
    view of alignments: good and evil on opposite sides, Law and
    Chaos squared off against each other. In this layout, the planes
    have the following characteristics:

    Creature Alignments and Layers of the Outer Planes
    Name Alignment Layers
    Nirvana Lawful Neutral 1
    Arcadia Neutral Good Lawfuls 3
    Seven Heavens Good Lawfuls 7
    Twin Paradises Neutral Good Lawfuls 2
    Elysium Neutral Goods 4
    Happy Hunting Grounds Neutral Good Chaotics 3
    Olympus Good Chaotics 3
    Gladsheim Chaotic Good Neutrals 3
    Limbo Chaotic Neutrals 5
    Pandemonium Chaotic Evil Neutrals 4
    Abyss Chaotic Evils 666*
    Tarterus Evil Chaotic Neutrals 6
    Hades Neutral Evils 3
    Gehenna Lawful Evil Neutrals 4
    Nine Hells Lawful Evils 9
    Acheron Lawful Evil Neutrals 4
    Concordant Opposition True Neutrality 1

    * Best estimate

        The alignments of the creatures on each plane follow that of
    the plane itself. Creatures in Hell tend toward LE
    behavior, while those in Olympus tend toward chaotic actions.
    The exception is Concordant Opposition, which contains
    a mixture of all alignments.

        The names of the planes are often descriptive of only a small
    part of them. These appellations reflect the belief systems of
    those who wrote the first tomes on the planes. The Greek and
    Norse pantheons control part of the first layers of Olympus and
    Gladsheim, respectively, but since these were the first beings
    encountered, their names were used for the entire planes. Similarly,
    Heaven && Hell were named for their relative positions
    on the planar wheel and the number of known layers. <>
    The DM can alter the names to fit the flavor of his campaign,
    but this book will retain the original names.

        The planes from Arcadia to Gladsheim, across the top of the
    wheel, are commonly known as the Upper Planes, or planes of
    Good, as there are good components in their alignments. Similarly,
    the planes from Acheron to Pandemonium, across the bottom
    of the wheel, are called the Lower Planes, or the planes of Evil.
    Those from Paradise through Nirvana to Gehenna are called
    the planes of Law, while those from the Happy Hunting
    Grounds through Limbo to Tarterus are the planes of Chaos.
    Only the plane of Concordant Opposition is regarded as a true
    neutral plane.

        The outer planes lack an ethereal cloud and relatively easy
    access to the raw energies of the inner planes. Beyond the first
    layer of each plane, there is no ready access to the Astral plane,
    though most planes have a # of fixed portals attached to
    conduits leading to other planes.

        Finally, the outer planes are hospitable to Prime Material life. A
    wide variety of unique creatures roam each plane. The outer planes are
    home to a majority of the Deities, those unique beings
    who are often referred to as gods && goddesses. The traveller is
    advised to MOVE cautiously && carefully through those territories
    claimed by Deities.

    Reaching the Outer Planes

        All travel to the outer planes involves moving through the
    Astral--there are no outer planar vortices that connect directly
    between the outer and Prime planes. The degree to which the
    traveller must MOVE through the Astral is determined by the method
    of movement.

        Three common methods are conduits, spell effects, and color
    pools. Conduits and spell effects MOVE the traveller rapidly into
    the outer planes, while astral color pools enable travellers to
    check out an AREA before they enter.

        Conduits are also called wormholes or gates. They usu.
    have <one> mooring in the Prime Material and other in a specific
    location in an outer plane (though there are also conduits that
    lead from one outer plane to another). The Prime Material end is
    often a temple complex or other loc. dedicated to a particular
    deity, while the other terminus is in part of the realm ruled by
    that Deity. This terminus is not necessarily on the top layer of
    the outer plane.

        Travel via conduit through the Astral is rapid (<one> round) and
    not noticed by the travellers, so it appears that the travellers step
    off the Prime and directly into the desired outer plane. Astral
    beings cannot affect those in conduits.

        Conduit travel has the advantage of bringing the physical body
    along without a trip into the Astral plane. Its disadvantages are
    threefold: a gate must be found in the Prime plane, the gates are
    often guarded, and the terminus location may not be friendly to
    the traveller. Conduit travel is safest when the traveller is xpected
    or is powerful enough to deal w/ any hazards on the far side.

        Conduit travel takes those who enter the conduit and all they
    wear and carry into the other plane. The travellers cannot break
    the sides of the conduit to enter the Astral plane (indeed, most
    travellers are unaware that the Astral is traversed in the course of
    conduit travel).

        Only a few high-level spells enable the caster to MOVE directly
    into the outer planes. Each spell has advantages and disadvantages.

    The clerical spell, plane shift, transports the caster and his
    companions to any known plane. The destination plane is determined
    by the material component of the spell, a tuning fork of a
    particular material. A single note brings the caster brings the caster to the top layer
    of the outer plane attuned to the tuning fork. Deeper regions are
    said to be reached by combinations of chords, so that a group of
    random chords may TAKE the player to a random layer of the Abyss.

        The plane shift spell grants little control over the part of the
    plane the caster arrives in. While this does not matter in the amorphous
    inner, Ethereal, and Astral planes, the widely varying natures
    of the outer planes make random placement rather
    unpleasant. This spell is usually guided by a basic idea of where
    the caster wants to go in that planar layer, so the dorp-off point is
    usu. not too far off. Use the following table for travel into the
    outer planes by plane shift spell.
     
    Die Roll Effect
    1-20 Within 100 yards of where the caster visualized
    21-60 Within 10 miles of where the caster visualized
    61-90 Within 1,000 miles of where the caster visualized
    91-00 Within 1,000 miles of the AREA visualized, and usu. in the realm of another powerful xtra-planar being. (At least you hit the right plane!)

    The clerical and M-U gate spell can also reach the outer
    planes by summoning a Deity and beseeching it to return with
    the caster (and any allies) to another plane. This is not beyond the
    abilities of any Deity or Demi-Deity, but most operate according
    to the following rules: A Deity will not transport individuals to
    another Deity's realm if the other Deity is of equal or higher
    level; a Deity will not let a group of mortals into its home plane to
    wreak havoc; a Deity will agree to such transportation if there is
    sufficient reward for the Deity to do so.

        The teleport without error spell and the succor spell can also
    span the planes. The former requires some knowledge of the
    destination, with the standard chance of teleporting too high or
    low. The latter is an automatic teleport that brings the characters
    to an outer plane only if that spell was originally CAST in that outer plane.

        Several devices duplicate spell abilities. The amulet of the planes transports
    the wearer randomly into the first layers of the
    outer planes in the same maner as a plane shift spell. In this
    case, the DM selects a point of arrival and rolls to see how far
    away the character lands from it. The well of many worlds transports
    the user into the first layer of any outer plane or any Alternate
    Material plane, at the choice of the DM.

        All of the preceding spells and items bring the travellers physically into the
    plane, with all worn and carried items.

        The frequent choice of xtra-planar travellers, such as adventurers
    seeking to sneak into the lair of a petty demigod or arcanadaemon
    lordling, is the Astral color pool. The passage into the Astral plane and loc. of a color pool (see page 62) enables <>
    the traveller to VIEW the terrain before entering it . He can also
    MOVE the viewpoint to a safe loc. before entering the plane.
    The disadvantages of this method of travel have been mentioned
    earlier, incl. the psb. detection of the Astral viewing
    point and that only the topmost layers of the planes can be
    reached.

        A traveller who is physically in the Astral plane can enter an outer plane
    by passing through the appropriate color pool. If the
    region is inhospitable to mortal life, the traveller can be injured or
    slain. The physical traveller brings all his magickal items through
    the portal with him, even the ones that lose their magickal auras in
    the new plane.

        An astrally projected traveller can also enter a color pool, but
    the passage creates a new body out of materials int he other
    plane. (If the traveller enters in a relatively terrestrial environment,
    his new body is close to normal flesh in appearance and effect).
    The traveller who attempts to materialize in an xtra-planar pool of
    magma becomes a magma-like creature--immune to fire but
    doubly affected by water. For this reason care is advised for the
    traveller who manifests in a strange form (one cautionary tale
    involves a traveller who became solid rock and eroded as he
    moved). DMs are encouraged to be fiendishly creative in assigning
    advantages & disadvantages to forms that players create.

        The astral individual retains his silver cord on the new plane. It
    is invisibly attached to the traveller and disappears after 10 feet <>
    back into the Astral. The astrally projected traveller can still return
    to his original body in 1d100 rounds (he xpresses that desire
    and is immed. returned to his original body). If the silver cord is
    cut while the traveller is in the outer planes, the traveller does
    not perish. What happens is that he can no longer return to the
    Astral or his original body without casting another astral spell and
    reinhabiting his original form. The traveller is immed. aware
    when his silver cord has been snapped. This is usu. a sign that
    one of the more powerful natives of the plane is aware of the character's
    presence.

        When an astral traveller passes through a color pool, any magickal
    items that will not function in the outer plnae (that is, totally
    lose their magickal abilities) do not pass through the pool but
    return to the traveller's original body (if possible). If such items
    cannot be reunited with the original body, their astral presences
    erode and the physical item decays in 1d10 turns.

    ADQ: The 1st level of each outer plane
    can be entered from the astral plane.
    Presumably, one could go from the 1st
    level to other levels of the plane, but how
    is this done? Just how does one get to the
    2nd Hell, the 7th Heaven, or the 314th
    layer of the Abyss? Do you have to go
    through all the preceding layers? Are
    layers astro-geographically adjacent so
    that one can be entered from another, or
    is some spell or device required to teleport
    into these planes?
    ADA: The layers of each of the grouped
    outer planes (7 Heavens through Arcadia)
    are "planographically adjacent"; tourists
    must pass through them in numerical order to
    reach the "deepest." But certain powerful
    local residents of each group have, no
    doubt, discovered certain "short cuts" for
    faster passage.
        Note also that the turning forks employed
    in the cleric's plane shift spell bypass all
    such planography, allowing access directly
    to any plane. A gate spell bestows similar
    direct access.
    (Polyhedron #26)
     

    Survival in the Outer Planes

        In general, the outer planes are similar to the PMPs.
    When adventuring in the outer planes, survival depends
    on the particular nature of the plane occupied. WHile portions of
    these planes pose hazards, the planes themselves are not hostile
    to intruders from the Prime.

        The best way to describe the outer planes is that they are like
    the Primes, only more  so. The mountainous regions of these
    planes dwarf the lesser peaks of the Primes, their breezes are
    sweeter, their storms fiercer, their freezing domains colder, and
    their deserts hotter & drier.

        Breathing: The atmosphere of the outer planes are generally
    breathable to most travellers from the Prime Material plane.
    Those that are greatly different are noted under their descriptions.

        Time: The flow of time in all the outer plnaes is similar to that in
    the PMPs (true time flows at the same rate as
    subjective time). Travellers tire and require food at the usual intervals.

        Gravity: Gravity is localized in the outer planes. There is a general
    down that may hold for miles in all directions, then suddenly
    change into a new direction. Those within the AREA of that gravity
    field are affected normally. Damage can occur only if the unprepared
    traveller crosses into another gravity field and falls upon a
    solid object. Gravity field boundaries often mark the edge of a
    Deity's realm, as all lawful Deities and most chaotic ones maintain
    a distinct gravity within their realms.

        Direction: Magnetic directions are different for each realm. A
    traveller going N in one realm, crosses into another realm and
    finds that N is now in another direction.

        Two direction-finding devices xist. The planar compass is a
    weather vane made of orcanthium. <link to DF thread here> This enchanted device
    spins faster if a planar boundary or portal is approached. A traveller can
    determine roughly how far he is from a boundary to another layer
    or portal to another plane by observing the spin of the planar
    compass.

        The other device is a magical gem known as a power compass.
    Such a gem flashes a steady light if a Demi-, Lesser, or Greater
    Deity is within range. This detection occurs only if the Deity
    manifests itself in its true godly form. It does not work if the Deity
    is disguised as another creature. The power compass is best
    used for detecting large concentrations || pantheons of Deity-level beings.

        Food and Drink: The outer planar traveller tires, thirsts, and
    grows hungry at the same rates as in the Prime plane. The availability
    of materuals to satisfy these needs for astral travellers in
    nonhuman bodies is left to the DM.

        Vision and Senses: The ability to detect other objects in the
    outer planes is as for the PMP in similar circumstances. Infravision
    (but not ultravision) functions in the outer planes.

    Movement in the Outer Planes

        Travellers who have labored with mental conundrums in the
    Ethereal plane, overcome forces of will in the Astral plane, and
    sought elemental guiudes in the inner planes are usu. grateful
    that movement through most of the outer planes is similar to
    movement through the Prime plane. There are, however, differences
    that become obvious only when you reach the borders
    between realms in a layer, between layers of a plane, or between
    planes.

    Interrealm Borders in a Layer

        A realm is a region that operates under a common set of physical
    laws (gravity has the same strength && direction throughout
    the realm magnetic directions are consistent, etc.). Realms are
    usu. (but not always) under the control of a particular Deity ||
    a group of Deities organized into a pantheon. Different Deities
    and pantheons can occupy the same layer of a plane in peaceful
    (or not-so-peaceful) coexistence. Realm borders are usu. (but
    not always) marked by a change in the terrain to reflect new physical
    laws.

        The borders between realms indicate changes in physical
    laws, in particular gravity, but other physical effects like temperature,
    winds, and sentience can also be affected. Within a planar
    layer, these realm borders have a physical edge, so the traveller
    sees them from a distance and knows when he is passing from
    one realm to another (e.g., the new realm could be at
    right angles to the first).

        Moving from one realm to another is done by stepping over the
    border. Upon crossing the line, all effects of the new realm TAKE
    immediate effect. A realm w/ gravity at right angles to the previous
    realm makes the traveller walk up what previously was a
    vertical surface, while a realm whose gravity is the esrever of its
    neighbor makes the unwary fall down (previously up) immediately
    upon entry. Cautious travellers inspect realm borders carefully
    before crossing them.
     

        As movement through the outer planes is physical, and most
    landmarks (SAVE in the planes of Chaos) are fixed, maps of the
    general AREA help the traveller get around. DMs can create these
    maps with an eye to the fact that Deities often MOVE things
    around as they see fit--features and terrain tend to change from
    one visit to the next. (That is, the DM is free to set up such realms
    according to his own tastes and sense of deviousness.) In general,
    a five-mile trip in the outer planes takes the same time and
    effort as a five-mile trip in the PMP.

        As a final note on travel on a particular planar layer, remember
    that the outer planes have no ethereal component, so travel via
    the Ethereal is impossible. Astral travel is limited to the first layers
    of the plane (except for conduits and permanent gates to the
    lower planes).

    Interlayer Borders in a Plane

        The borders betwen the layers of a plane overlap, similar to
    the overlap of the Ethereal and PMPs. It is possible
    to travel from one layer of a plane to another by exerting one's
    desire to break through the interlayer barrier. Every traveller wishing
    to breach such a barrier must make a successful Ability
    Check against his WIS to break through the barrier. Breaking
    through a barrier at a certain point always brings travellers to the
    same loc.. Thus several travellers who break through from
    the same place find themselves together on the next layer, even
    though they had to break through separately.

        The barriers between planar layers are shown as straight lines
    in the diagrams, but they take many shapes in the outer planes:
    thick irregular areas, circular paths, thin borders, or spheres of
    planar space. They have no effect on travel to other planes, but
    they facilitate movment into other layers of the plane. Note that
    major concentrations of power rarely xist in layer interfaces, as
    these barriers see a lot of traffic. Occasionally Deities reside in
    these borders if they control the territories on both sides of the
    interfaces.

        Conditions in adjacent planar layers can differ greatly, according
    to the nature of the plane and its ruling inhabitants. In the
    case of Hell, all layer barriers open into mid-air above
    the next lower plane. A traveller moving from the third layer of Hell
    into the fourth layer finds himself a half mile up from the ground of
    the fourth layer. This holds true for most of the Hells and contributes
    to the common perception that they are rings leading down
    deeper into a pit. This setup also makes it difficult for adventurers
    to leave deeper levels the way they came. In a similar fashion,
    each layer of Heaven is topped by mountains of incredible
    grandeur. It is on thes lofty peaks that interlayer barriers
    lead to the next layer.

        Barriers are usually (70%) one way, so that the traveller has to
    find another way back. In the Hells in particular, most of the ways
    back are either well-guarded or high above the ground, creating
    problems for those who wish to leave.

        Magickal items generally do not lose further effectiveness as
    they descend through the layers, unless the Deities that rule
    those realms have specific banshments against certain spells or
    items (Orcus takes a dim VIEW of arrows of demon-slaying and
    thus they do not work in his realm). Specific spell effects that violate
    the general rules set down in the magick section are more
    common in the chaotic planes and in those layers in which a single
    Deity holds sway.

    Interplanar Borders

        In addition to travel within a plane, there is movement from
    outer plane to outer plane--from the Twin Paradises to Elysium, for
    example. This occurs via magickal portals similar in function to
    conduits. These whisk the traveller to either a specific or random
    location in the other plane.

        The appearance of these portals varies from plane to plane,
    as well as from portal to portal. In the plane of Arcadia, a portal
    may appear as a thin fog stretched between two apple trees, while in
    one of the lower planes it may appear as a foul-smelling, foreboding
    cave. The River Styx flows through many portals in the lower planes
    and provides a regularly-used highway through these planes.

        These portals generally only appear in the top layer of the
    planes, though some free-standing portals that pass through the
    Astral (like the Yggdrasil) pierce the lower reaches of some
    planes. Certainly portals are most common in the top-most layer
    of a plane, so that travellers searching them out have a 1 in 6
    chance of finding a portal per day (unless the Deities of that
    realm have closed them or restricted access).

        Each time a traveller moves to a new outer plane, his magickal
    items lose an additional plus and can become non-magickal. For
    example, a traveller in the Prime with a sword +3 moves into the
    Astral where his weapon becomes a sword +2. Upon entering
    Limbo he is wielding a sword +1. The sword becomes non-magickal
    if he enters another outer plane. (Once he re-enters the Astral,
    his sword becomes +2 again.) Thus if he wants his sword to be
    magickal in the plane of Gladsheim, for example, he must re-enter
    the Astral from Limbo, then go directly from the Astral to Gladsheim.

        The portals between outer planes are often (50%) one-way and
    also often (50%) intermittent (lasting a few hours to a few weeks),
    with the rate of their appearances varying from Prime Material
    days to weeks apart. There is no apparent pattern to where they
    appear on other planes, so two portals that are adjacent in Olympus
    may lead to radically different areas of Gladsheim. DM cruelty
    is encouraged in dealing with this aspect of portals.

    Encounters in the Outer Planes

        The outer planes are host to a large # of native creatures
    that are very different from those on the PMPs.
    Describing all the creatures of the outer planes would fill another
    book of this size. Also, many creatures from these planes have
    already been described in the MM, MM2, and FF books.
    There are many unique creatures
    here as well as familiar creatures that differ from realm to realm.

        Defining typical encounter charts for the various outer planes
    is therefore akin to tyring to set up a typical encounter chart for an
    entire PMP campaign. It cannot be done except
    for those areas the DM has developed; in these areas the charts
    must be devised by the DM.

        The DM is not being abandoned because there is a large
    amount of source material available. The MMII provides
    frequency charts for the various layers of Hell.
    From these the DM can create standard charts, populated by
    creatures of his own devising, monsters from other planes modified
    for his campaign setting, and monsters already known to live
    in the planes. In this manner the DM can create encounter tables
    that are unique to his version of the outer planes.

        The following are general notes on encounters, which may be
    of aid to the DM.

        Unique Powers: Singularly powerful beings, such as demon
    lords, solars, Demi-Deities, and Lesser and Greater Deities,
    appear only in very unusual circumstances as random encounters
    (that is, on a typical table, as a result of a 2 or a 20). They are
    usually out on their own missions. Unless the party attempts to
    attack or attract attention, these beings ignore those who pose no
    threat to their realms.

        Human Travellers: Human travellers are uncommon in the first
    layer of each plane and rare at best on the deeper layers. Since
    many humans arrive in the outer planes against their will (falling
    into conduits, summoning or offending the wrong Deities, playing
    with the wrong magickal items, etc.), they display a wider variety
    of classes than found in the Ethereal or Astral (in which most
    human travellers are there intentionally). <?>

    Human Subtable for the Outer Planes
     
    Class
    D100 Roll
    Subclass
    D100 Roll
    Character 
    Type
    Level 
    Range
    1-25 1-70 FIGHTER 5-20
    - 71-80   Ranger 4-24
    - 81-82   Barbarian 6-25
    - 83-90   Cavalier 5-20
    - 91-00   Paladin 4-24
    26-50 1-80 CLERIC 4-24
    - 81-00   Druid 4-23
    51-80 1-80 MAGIC-USER 3-30
    - 81-00   Illusionist 4-24
    81-99 1-90 THIEF 5-24
    - 91-98   Thief-Acrobat 6-24<>
    - 99-00   Assassin 6-15
    00 - OTHER (DM's choice) -
    - -   Monk 10-17
    - -   Bard 
      (7-8 F, 6-9 (Th)
    13-20

        Adventurers are encountered in groups of 1d20 individuals.
    Groups of <four> or les are of exceptional level (add <four to the
    level range, subject to the limitations of race and class). Abilities &&
    equipment are as determined on page 175 of the DMG.
    Human travellers range from those with a purposeful
    mission to those who fell into the wrong well and found
    themselves with no way to get home.

        Native Creatures: Creatures whose descriptions list them
    as natives of a particular plane or group of planes (such as the devils
    in the Hells or the devas in the upper planes) physically exist in
    these planes and can be permanently slain there.

        In the outer planes, only the weaker non-natives have their
    physical bodies present; the stronger non-natives (greater
    daemons, hierarch modrons, more powerful slaadi) leave their
    original bodies behind and have new ones created on the plane
    as for astral projection. Unique creatures found outside their
    native planes are always in non-original bodies. Demi-Deities,
    Lesser Deities, and Greater Deities have great control over their
    existences in their own realms, as noted on page 124 in Appendix IV.

    Combat in the Outer Planes

        Combat in the outer planes is similar to that in the Prime Material,
    though the natures of particular realms, layers or planes
    sometimes alter specific details. There are no general penalties
    to armor, weapons, or missile combat except the decrease in
    magickal bonuses due to distance from the Prime plane. The
    effects of the outer planes on magickal weapons are detailed
    on page 81. <>

        Fire, cold, ice, and other magickal attacks function normally in
    the outer planes, though there are exceptions for certain planes
    and their layers. Prime material plane poison does not function
    against creatures from the outer planes when they are in their
    home planes. There may be substances that affect these creatures
    like poison, but they have not yet been found (and are liekly
    different for each plane).

    Magic in the Outer Planes

        The physical requirements for spell-casters are the same as in
    the Prime Material combinations of spoken words, physical gestures,
    and material components. Physical limitations of various
    realms (such as the depths of the River Styx) may affect magick,
    but the ability to CAST spells is not hampered by the general natures
    of the outer planes.

        The outer planes have an extra-dimensional component, so all
    spells that USE non-planar space (such as rope trick) function normally.
    Only the uppermost layer of each plane has direct acces
    to the Astral, so spells tha trequire access to the Astral function
    only in that layer. The outer planes are only considered adjacent
    on that topmost layer, thus spells that reach into other planes
    must reach from the top layer and then out. Conduits and permanent
    features that extend into other planes cannot be used as
    media to CAST spells through. Thus a lower layer of a plane with a
    conduit through the Astral does not enable a spell caster to USE
    the astral spell. Spells that require access to powers && creatures
    in the inner planes and PMPs do not function
    unless otherwise noted.

        The outer planes are home to a variety of creatures && phenomena
    (such as weather) that are familiar to the traveller. These
    are, however, outer planes in nature and are unaffected by Prime
    planar spells that summon, communicate, control or prevent
    entry by these creatures. Comparable spells exist for each plane,
    but they must be learned by the traveller in that plane (for example,
    speak with animals of Elysium). These are not considered
    modifications of existing spells. Spells CAST by beings native to
    the outer planes can affect creatures in any layer of their home
    plane, as well as travellers from the PMPs. There are
    no plane-specific spellks that affect elemental phenomena
    (such as fires and the creation of water or air).

        Cantrips of all types do not function in the outer planes. The
    magickal energies of these planes tend to overwhelm such simple
    spells (as if covered by a protection from cantrips) spell). WHen a
    cantrip is CAST, the only effect is a loud popping noise.

        Certain types of spells function differently (or do not function at
    all) in planes of a particular alignment (such as the planes of Law,
    the Chaos planes, and the upper and lower planes). Modifications
    are listed in the individual descriptions of the planes.

        Finally, Deities (demi-gods, lesser gods, and greater gods)
    and other mighty beings reside in the Planes of Power in greater
    concentrations than in any of the other known planes. These
    beings may be immune to spells of particular types by virtue of
    their ability scores or their powers on their native planes. Check
    Appendix IV for more information.

    Abjurations

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

    Examples

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

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

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

    Special Case

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

    Alterations

        Alteration spells work normally with the following special modifications.

        * The Chaos planes (Happy Hunting Grounds to Tarterus,
    inclusive) have a random effect on alteration spells that call
    matter into being (for example, create water) or change matter into
    other shapes (the polymorph spells). The chance of a random
    effect for these types of alteration spells depends on the plane:
     
    Happy Hunting Grounds and Tarterus 20%
    Olympus and Abyss 40%
    Gladsheim and Pandemonium 60%
    Limbo 80%

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

        The random effect on spells that alter the shape of matter is
    that they may either not function at all or they sort of function, but
    not in the intended manner. Consult the following table if a random
    effect is indicated:
     
    D100 Roll Effect
    1-10 TARGET does not change in appearance || properties.
    11-30 TARGET changes in appearance, but retains all the properties of the original.
    31-50 TARGET does not change in appearance, but gains the properties of the new form. 
    51-70 TARGET changes to resemble some nearby random object or creature, but retains abilities of its original form. 
    71-90 TARGET changes to resemble some nearby random object or creature and gains the abilities and powers of that object or creature. 
    91-00 TARGET changes in form and function into something not in the nearby AREA. DM fiendishness is encouraged. 

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

    Examples

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

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

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

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

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

    Conjurations/Summonings

        Conjuration and summoning spells operate under the following
    limitations:

        * Non-native beings are not summonable unless they are in
    adjacent planes or planar layers. Conduits do not count in determining
    adjacent planes.

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

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

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

        * Certain deities are immune to the effects of conjuration &&
    summoning spells, in particular those that have just a verbal
    component (see page 124 for the abilities of Deity-rank beings).

    Examples

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

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

    Special Cases

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

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

        Nirvana: Brownie (50%) or Imp (50%)
        Arcadia: Brownie (90%) or Imp (10%)
        Seven Heavens: Brownie
        Twin Paradises: Brownie (75%) or Pseudo-dragon (25%)
        Elysium: Brownie (75%) or Pseudo-dragon (25%)
        Happy Hunting Grounds: Brownie (25%) or Pseudo-dragon (75%)
        Olympus: Pseudo-dragon
        Gladsheim: Pseudo-dragon (50%) or Quasit (50%)
        Limbo: Pseudo-dragon (50%) or Quasit (50%)
        Pandemonium: Pseudo-dragon (10%) or Quasit (80%)
        Abyss: Quasit
        Tarterus: Quasit (75%) or Imp (25%)
        Hades: Quasit (75%) or Imp (50%)
        Gehenna: Quasit (25%) or Imp (75%)
        Nine Hells: Imp
        Acheron: Brownie (10%) or Imp (90%)

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

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

    Divinations

    Divination spells are severely limited within the outer planes.

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

        * The vast majority of existing structures in the outer palnes
    are creations of Deities. These edifices radiate a strong aura that
    overwhelms the magical auras of lesser strength in the AREA.

        * A Deity can be contacted only if it is in an adjacent plane.

    Examples

        * A succession of divination spells are CAST on a paladin in
    Hell. A detect evil registers the evil all around the paladin.
    Similarly, a know alignment shows the LE nature of the
    plane and not the paladin's true alignment. A detect good reveals
    the paladin's goodness, as it is specifically aimed at that particular
    alignment. A detect balance shows only that the entire region
    is extremely out of balance with neutrality. A detect magick registers
    positive, regardless of whether the paladin has magickal items.

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

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

    Special Cases

        * Contact other planes treats each planar layer as a full plane
    for # of planes crossed in figuring chance of knowledge,
    veracity, and insanity. An individual can cross a max. of 10
    planar layers when casting this spell in the outer planes. (That is,
    a caster pm tje 40th layer of the Abyss can only reach the 30th to
    50th layers of the Abyss for answers). The entries in the "Elemental"
    row on the table (in the spell description) are for the PMP;
    ignore this row in the outer planes.

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

    Enchantments/Charms

        Enchantment && charm spells function within these general
    guidelines:

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

        * Deities with sufficiently high WIS ignore the effects of
    enchantment && charm magick.

        * Planes beyond the outer plane (incl. all its layers) the
    caster occupies cannot be accessed, though extra-dimensional
    space can be.

    Examples

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

        * The deeppockets spell reaches into extra-dimensional
    space, so it functions normally. Shadow walk, on the other hand,
    requires access to the demi-plane of Shadow and thus does not
    function.

    Special Cases

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

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

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

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

    Evocations/Invocations

        All invocation && evocation spells function with the following
    limitations:

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

        * Other planes and planar layers can be reached into only if
    the other plane or layer is spatially adjacent to the traveller's current
    plane.

        * Local conditions in a realm or planar layer can dictate the
    behaviour of physical objects in that realm || planar layer.

    Examples

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

        * A wall of ice spell suffers from the same restrictions in the
    outer planes as it does in the inner planes. In unusually warm
    areas, such as the infernal reaches of Hell, or Muspelheim
    on the second layer of Gladsheim, the wall's duration
    may be halved || quartered, according to local conditions.

    Illusions/Phantasms

        Spells that USE illusion && phantasm magick can be CAST normally
    in the outer planes, with the following caveats:

        * The caster should be aware that many of the creatures of the
    outer planes, in particular the Greater Deities, who possess
    superior ability scores, are immune to some illusionary attacks &&
    effects.

        * Similarly, many of the creatures of the outer planes are of
    sufficient INT && level to perceive invisible individuals.

        * Spells that rely on demi-shadow magick && shadow magick
    function at half strength && half effects.

    Examples

        * The illusionist spells shadow monsters, demi-shadow monsters,
    and shades create creatures with half the standard HP
    and half the standard damage when attacking. Their
    chance to hit is unaffected.

        * Similarly, the spells demi-shadow magick && shadow magick
    inflict only half thier listed damage || effects, though saves
    against those spells are unaffected.

    Necromantics

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

    Examples

        * A pit fiend in his home plane of Hell canot be
    affected by a cause light wounds or a destruction spell. By the
    same token, such a creature cannot receive a heal spell or be
    raised while in that plane. The pit fiend's ability to animate dead is
    unaffected. Were the pit fiend in Acheron, however, the fell beast
    could be affected by a slay living or by healing magic.

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

        * Spells that reincarnate lost individuals USE the encounter
    tables for the plane occupied. Reincarnated individuals are of the
    prevailing alignment of the plane.

    Special Case

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

    Combination Spells

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

    Magical Items in the Outer Planes

        Magickal items taken form the PMP operate
    under the following restrictions:

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

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

        * Potions, scrolls, and other magickal items suffer the same
    limitations as the spells they mimic. Those that USE abjuration
    magick cannot repulse an outer planar creature in its native plane.

        * Magickal items that reach into extra-dimensional space function
    normally. Those that access the Astral plane only function on
    the topmost layer of an outer plane. Those that draw power from
    the inner planes, or access the Ethereal, do not function.

        * Local conditions (i.e., a layer || realm that is totally ice bound or
    under water) dictate special limitations on magickal spells &&
    devices according to the physical nature of the layer or realm.

    Player Characters

    Magic-Users and Illusionists

        See the previous section for the effects on spells in the these planes.
    Mages && illusionists regain spells normally in these planes provided that they bring along their spell books.

    Clerics and Druids

    See the previous section for the effects on spells in the Outer Planes. <>
    As for other clerical and druidic abilities:
     

  • A cleric or druid regains the normal # of spells if he is

  • in his deity's home plane (regardless of the # of layers
    between Deity and worshiper). Otherwise, the cleric or druid can
    regain only 1st- and 2d-level spells.
     
  • Clerics have less success turning evil undead in the lower

  • planes, and greater success turning such creatures in the upper
    planes. This is reflected in the following table (these modifications
    apply only to turning undead):
     
    Plane Treat Cleric as
    Elysium 4 levels higher
    Twin Paradises and Happy Hunting Grounds 3 levels higher
    Seven Heavens and Olympus 2 levels higher
    Arcadia and Gladsheim 1 level higher
    Nirvana, Concordant Opposition, and Limbo Same level
    Acheron and Pandemonium 1 level lower
    Nine Hells and Abyss 2 levels lower
    Gehenna and Tarterus 3 levels lower
    Hades 4 levels lower

    This only applies to evil undead. Those undead of neutral alignment
    are treated as they are on the PMP. The modifiers <>
    are reversed for clerics attempting to TURN a paladin
    or command undead.
     

  • Druidical special abilities are negated in the outer planes, chiefly

  • due to the lack of appropriate natural types. The shapechange
    ability still functions, but with the modifications for polymorph-type
    alteration spells. Such alterations are never fatal to the druid.
     
  • Hierophant druid abilities are unaffected, including their

  • ability to alter appearance, which is exempt from the effects of
    the Chaos planes. Naturally, a hierophant druid cannot summon
    elemental beings into the outer planes.

    Thieves

        The abilities and their sub-classes and split-classes
    are generally unaffected by the outer planes, but may be altered
    by physical conditions in various realms & planar layers.

    Fighters

        Abilities of fighters are unchanged in the outer planes.

    Rangers

        Rangers retain their tracking and surprise abilities in the outer
    planes. Those who have druidical spells operate under the same
    restraints as druids. The ranger benefit against giantkind applies
    to giants and similar creatures that are encountered in the outer
    planes (such as those that live in Jotunheim).

    Barbarians

        Of all the non-Prime planes, barbarians are least threatened
    by, and most at home with, the outer planes. Some planes such
    as Arcadia and the Happy Hunting Ground are ideal for these
    characters. Barbarians who remain in a portion of the planes (no
    larger than a realm, as the interrealm borders smack of fell sorcery)
    for sufficient time can treat that region as well-known for
    barbarian abilities.

    Cavaliers

        Cavaliers retain their fighting abilities without handicap in the
    outer planes. Horses brought into the outer planes generally
    function without hindrance (subject to the nature of the realm the
    cavalier is in).

    Paladins

        Paladin combat abilities are unaffected by the outer planes.
    Their other special abilities are modified as follows:

        * Detect evil is affected as for the spell.
        * Protection from evil does not work against evil creatures in their home planes.
        * Dispel magick (given by a holy sword) works in the outer planes.
        * Laying on hands can be done for all creatures, whether natives or not.
    This is an exception to the general rules of necromantic healing spells.
        * Similarly, the paladin can cure disease as normal.
        * Paladins of sufficient level to turn undead and CAST clerical
    spells do so with the advantages && disadvantages of the cleric, as given earlier.
        * A paladin's mount is unaffected in ability & HP. In
    the upper planes of Law (Arcadia, Heaven, and Twin Paradises),
    the mount's INT is increased to average and it
    can speak with its owner in common or the alignment language of LG.
        * A holy sword carried into the outer planes by a paladin does
    not lose any pluses (in fact it regains those pluses lost for travel into the Astral plane).

    Monks

        Monk fighting abilities are unaffected by the outer planes.
    Monk special abilities to speak with animals and plants are
    negated in the outer planes. The dreaded quivering palm has no
    effect on creatures that can be hurt only by magickal items.

    Features of the Outer Planes

        The inhabitants and unique features that can be found in the
    Planes of Power vary greatly from plane to plane and are detailed
    briefly in the general descriptions for each plane that follow this
    section. This section describes three particular features that
    span a number of palnes. The spell-crystals can be found in
    almost every layer of every plane, while the river Styx flows
    through the lower planes only, and Oceanus in the planes of Elysium
    and Olympus.

    Spell-Crystals

        These are the outer-planar forms of the various spells used to
    contact the outer planes or to bring creaturesfrom those planes
    into a PMP. To the traveller (and to most native
    creatures of less than 19 INT), these crystals appear
    identical. Their effects become apparent only when a living creature
    (of any plane) touches them.

        These multi-faceted crystals vary in shape from one inch to one
    foot across and can be any color in the spectrum. Size and color
    apparently have no relation to the type fo spell, though as noted,
    creatures native to that AREA of INT 19 or higher can tell
    which spell created a particular crystal. Travellers are advised to
    AVOID spell crystals. DMs should treat such objects as rare ||
    very rare encounters.

        A crystal can represent anything from a contact other plane or
    similar divination spell to summoning || conjuration magick that
    sucks the individual touching it into a PMP. If that
    PMP is the traveller's home plane, there is no
    effect SAVE that the individual returns safely home (those astral
    projecting travellers are bounced randomly to another plane).
    Being summoned to an alternate PMP results in
    the traveller being treated as an extra-dimensional creature for
    purposes of spell effects and abilities.

    The River Styx

        The river Styx is a permanent conduit through the lower
    planes, from the battlefields of Acheron through the Nine Hells,
    Gehenna, Hades, Tarterus, the Abyss, and Pandemonium. It
    functions in much the same way as the Yggdrasil as a method of
    transportation through these planes. Contrary to speculation, the
    Styx does not extend into the Astral plane, though portals do
    stand on the banks of the river, enabling the boatmen of that fell
    river to reach the Astral plane.

        The Styx is always in motion as it flows through the top layers of
    each of the seven lower planes. The fifth level of the Nine Hells,
    which contains the world-ocean Stygia, is connected to the Styx,
    as are a number of the deeper layers of the Abyss. The Styx does
    not appear to have a origin or a final outflow, nor does it MOVE linearly
    to adjacent planes. Boatmen have been able to pass from
    Acheron to the Abyss in a matter of hours, without passing
    through the planes between them. The tangled skein that is the
    full flow of the Styx has not been measured. Perhaps it cannot be
    measured, seeing as it is an infinitely long river that passes
    through a number of infinite planes.

        Those who touch, drink, or are immersed in the Styx forget
    their entire past life, including spells and all alignments SAVE their
    original one. A save vs. Spell is applicable, with a successful
    SAVE acting as a forget spell CAST by a 15th-level wizard
    (the previous <five> minutes before touching, drinking, or immersion
    are forgotten). A successful save protects the traveller for <ten>
    minutes (though he forgets that he has successfully resisted the
    effect of the river).

        Those who are immersed in the river have the standard chance
    of drowning in the swift flow. There is also a 50% chacne of being
    dragged into another plane before reaching the shore. The same
    holds for boats, in addition to a 20% chance of overturning for
    small craft and a 10% chance for large vessels.

        Nonnative travellers boating upon the Styx, or those attempting
    to water walk || fly across it have a 40% chance of attracting the
    attention of 5d6 hydrodaemons or 3d4 styx devils (the latter if in Hell).
    Most travellers on the Styx rely instead on the
    native boatmen of the planes, Charon and the charonadaemons.

        Charon can TAKE the travellers anywhere on the Styx, as well as
    into the Astral, Ethereal or Prime planes. Transit time is 1d100 turns.
    Normal encounters apply, and in these encounters Charon
    does not interfere unless his boat is threatened.

        Charonadaemons are lesser daemons who work in the service of
    Charon as boatmen. They share his knowledge of the Styx, the
    Astral, the Ethereal, and the various Prime planes. The time for transit
    by charonadaemon is longer, 1d10 days, and normal encounters
    occur. Like Charon, the charonadaemons do not attack || interfere
    with party actions. There is a 10% chance per day of travel with a
    charonadaeom that the boat picks up other travellers (who are
    native to the current plane and probably hostile to the party).
    Charon, if hired, does not stop for other passengers.

        Charon, the charonadaemons, and the hydrodaemons are
    found in the MM2 under the daemons entry. Styx devils
    are found in the FF tome under devil. <edit>

    The River Oceanus

        The river Oceanus links the planes of Elysium, Happy Hunting Grounds,
    and Olympus in much the same way that the Styx links
    the lower planes. Like the Styx, the Oceanus disappears and
    reappears a number of times in different layers of the planes, but
    it seems to follow a course that begins in Thalasia, the third layer
    of Elysium, flows through the second and first layers of that
    plane, then across the topmost layer of the Happy Hunting Grounds,
    then into the topmost layer of Olympus to its final REST in
    the second layer of that plane, which is called Ossa.

        The Oceanus is a more natural river than the Styx, and no harm
    comes to those who drink of it. The Oceanus, however, does
    pose all the normal dangers of a large river, and does not have
    the supernatural boatmen of the lifeblood of the lower planes, the
    Styx.

    Outer Plane Descriptions

        Space does not permit a full description of every realm in every
    layer of every plane--only a brief description of each plane and its
    major layers and realms can be attempted. Physical descriptions
    and general information are discussed first for the plane, followed
    by any special rules that apply. Also mentioned are the various portals
    to and from each plane. Following this are the major realms and general
    areas that the outer planar traveller can encounter, as well as
    their native creatures and Great Deities, according to the general
    AD&D campaign system. Only those Deities that have been
    detailed in the Deities & Demigods and Unearthed Arcana tomes are
    included for discussion, but this should be interpreted as the
    complete list of the Deities that inhabit these planes. Those gods
    specific to the established campaigns of the AD&D game are best
    detailed in their individuals realms. Finally, a summary of the abilities
    of new creatures is included so that judges are not at a total loss in,
    say, the Court of Shang-Ti.

        The entries that follow are intended as game settings for teh
    AD&D game system. They are not intended to describe, promote,
    or ridicule any existing faiths or beliefs. Those seeking accurate
    and detailed backgrounds of the various pantheons are directed
    toward reference books on the subject, as the material that
    appears within is a mixed bag of pure fantasy, game balance,
    and mythological lore.

    Beyond the Outer Planes

        What is presented in the preceding pages is a summary of the
    realms, layers, and planes that make up the known planes of
    xistence. This is by no means the final word on the subject, as
    the nature of these infinite realms defies any all-encompassing
    treatises. There can be any # of realms in a layer, so that a
    third || fourth major pantheon can xist in Olympus/Arvandor, ||
    an evil deity created by the DM can dominate a section of
    Hell where no arch-devils rule. It is also possible that there
    are further layers beyond those that hav been discovered and
    reported. There may be an eighth heaven or a third paradise that
    is undiscovered || unreachable by the spells && abilities known
    to researchers. Gladsheim may have as many layers as the
    Abyss, but lacks the Abyssal method of reaching them.

        Finally, our conception of the planes has grown with the
    AD&D game. Original presentations of the inner planes make no
    mention of the quasi- and para-elemental planes, and early discussions
    of the outer planes leave out Concordant Opposition.
    There may be more such planes beyond the scope of the model
    of the planes presented here. There may also be a different form
    of Astral space between the outer planes && planes farther out,
    or within the center of Concordant Opposition.

        Even without new planes, there are enough wild && unexplored
    known lands to occupy the xtra-planar traveller for years.
    The demi-planes that float in the Ethereal may be the size of
    worlds, their only limitation being that they are finite where the
    other planes are infinite. Alternate PMPs enable
    travellers to visit worlds that are Earth-like or not-so Earthlike,
    familiar, hostile, and strange. The only limitation to planar adventures
    is the imagination of those involved. This tome's purpose is
    to help fire the imaginations of DMs and players so that they
    xplore the myriad planes of the AD&D system.
     

    OUT ON A LIMB

    Plane articles


    Dear Editor:
    When I noticed the article on "The Nine
    Hells" I was very pleased. I had been looking
    for some information on any of the Outer
    Planes for some time. After reading the article,
    one question came to mind. Are you planning
    on printing any more articles on the Outer (or
    Inner) Planes? I would appreciate it greatly to
    see some articles on that topic.

    Simon Dunsmoor
    Clearwater, Fla.
    (Dragon #79)


    We aren't really "planning" more articles on
    other planes of existence, simply because we
    don't have any manuscripts on those topics
    right now, and we learned a long time ago to
    not anticipate that we'll get certain kinds of 
    submissions. But, as a general rule, we are partial

    to other-planes articles; if and when we
    receive such a manuscript that's well written
    and comprehensive, we'll probably make a big
    effort to publish it as soon as possible. With
    the recent release of Monster Manual II, the
    body of information on other planes (particularly
    the Abyss and Nirvana) has been greatly
    expanded. Maybe some ambitious writer will
    take advantage of that fact to turn out something
    of the same quality (if not quantity) as
    the "Nine Hells" material. 

    -- KM

    (Dragon #79)


    ScottyG wrote:
    Gary, there's a rule that first appeared in Q1 stating that magic items lose pluses based on how many planes removed they are from the Prime. I thought I remember reading on a recent thread elsewhere that you weren't fond of that rule, and would have handled it differently had you had the opportunity to release some planer material, but now I can't find the thread or the quote. Is that correct, or is my memory off?
    Scott

    Your memeory ios correct. the value of magical weapons might remain unchanged, increase, or decrease on different planes. that is a comples matter and depends on the nature of the magic used to enchant each particular sort of weapon. fortunately, it is no longer something i need concern myself with, or I'd have a difficult task of classification and table-making on my plate :roll:

    Cheers,
    Gary


    Bombay wrote:
    Hey Gary

    Just coming off a Total Party Kill(Demon webs at the pyramid with the drow/zombies.)

    One real issue i came up with is the bonuses on items while on another plane, was hoping maybe you could shed some more light on a couple of items, would you give the saving throw or AC bonuses to the following.

    Boots of striding and sprining(+1), Staff of power(+2), Cloak of Displacement(+2)

    I initially ruled no, but was unsure, thanks.

    bk


    Off hand I'd say that all three of those items would likely dfunction normally on a netherplane.
    Nothing there would interfere with their powers.
     

    Cheers.
    Gary
     

    Quote:
    Originally Posted by Soel
    Hello, Gary!

    I don't know if you've covered this question before (very likely, I'd guess,) but I would like to ask you about your initial inspiration for coming up with differing distinctions for the fiendish creatures. Mainly, what caused you (taking an assumption it was your idea to do this,) to separate the classical demon into demons and devils and others?

    I can understand having a hell, but I guess another part of the question is, why were other lower planes of existence created?

    Thanx in advance!


    Howdy Soel,

    The separation of demons and devils followed rather naturally from the use of the alignments.
    Demons in mythology are typically depicted as being brutish and chaotic, while devils are more orderly and cunning, so there you have the distinction.

    The lower planes were a drawn from mythology as well, those being the realms of evil, the evil dead, and whatever was malign.

    Cheers,
    Gary