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| Second Letter | - | - | - | - |
| Dragon | Dragon 47 | - | - | 1st Edition AD&D |
(Editor’s note: The article which follows
is a condensed version of two letters to E. Gary Gygax, publisher of
DRAGON magazine and president of TSR
Hobbies, Inc. Although Mr. Gygax’s introduction pertains only to the 1st
letter
that follows it, Steven Kienle’s second
letter was received by Mr.
Gygax in time to be included in this
article. Although Steven
admits that some of his ideas are undeveloped,
these letters
offer a wealth of suggestions for playing
on the other planes of
existence.
We look forward to receiving more articles on the other
planes from writers who are motivated
by agreement, or disagreement, with the ideas presented below. — KM)
INTRODUCTION
BY E. GARY GYGAX
The following letter from Steven Kienle
was sent to me in
response to a past article (DRAGON
magazine #32) regarding
play on the Elemental
Planes. After reading it, I was so impressed as to wish to share his
thoughts with all readers, and ask
their opinions as to what is right, wrong
or incomplete regarding
this matter. The Elemental Planes have
many possibilities for
AD&D™
adventuring. I would like to share the development of these areas with
all interested players. Please read
Steven’s comments, so that you will be
able to make contributions of your own. I hope you enjoy what he has to
say as
much as I did and will be motivated thereafter
to make such
substantial contributions yourself.
by Steven Kienle
Dear Mr. Gygax,
In your Sorcerer’s Scroll in DRAGON
#32 you asked people to
send in any suggestions for the other planes
of existence. What
follows is not a complete treatment of
the outer planes nor the
elemental planes, but it does cover some
ideas for play on the
elemental planes and a little on the outer
planes.
The first point to be considered is that
humans and other
creatures that live on the land in the
prime material rely primarily
on air for their existence, whereas fish
and other aquatic organisms
are primarily “water-based.” Our “air-based”
nature is
demonstrated by our ability to move through
air without trouble.
By the same standard, Xorn
and Earth Elementals, for instance,
are earth-based, because they move through
the earth with the
same ease we move through the air. Since
we are air-based, the
plane of air will be the least hostile
to us of all the elemental
planes — but a prolonged stay on any elemental
plane will cause
some damage to any foreign life form because
of the plane’s
innate hostility to creatures from the
prime material.
Each character or creature visiting the
planes of earth, fire or water will
take 1-2 points of damage each day from
this general hostility;
on the plane of air, the damage is always
1 point per day. This
damage is recorded regardless of any magical
protection the
visitors may have which enables them to
withstand the elements
of the plane in the first place — a Ring
of Fire Resistance on the
plane of fire, for example, or a Helm
of Underwater Action on the
plane of water. No protection created by
an object or spell
originating on the prime material is perfectly
effective on the
elemental planes; in fact, some spells
don’t work at all on certain
planes.
Among the spells that won’t work on the
elemental planes are
those that employ an element not found
on that plane— such as
an Earthquake
spell on the plane of water. Some spells would
work, but should be outlawed anyway, such
as a Cone of Cold
on the plane of fire. The spell might do
double or even triple
damage if employed, but the casting would
also attract every
creature in that plane toward the caster,
bent on his destruction.
An indication of which spells are not usable
on the plane of
water can be gotten from the Dungeon
Masters Guide, page 57,
The Adventure (Underwater
adventures). A specific list of spells
which would not work on the elemental plane
of water is given
below, along with lists for the other elemental
planes. The list
includes only those spells which simply
will not function; other
spells might actually be able to be cast,
but would have no effect
in any event.
Unable to be cast on plane of:
| Magic-User spell (level) | Fire | Water | Earth | Air |
| Burning Hands (1) | - | x | x | x |
| Pyrotechnics (2) | - | x | x | x |
| Fireball (3) | - | x | x | x |
| Flame Arrow (3) | - | x | x | x |
| Gust of Wind (3) | x | x | x | - |
| Water Breathing (3) | x | - | x | x |
| Fire Charm (4) | - | x | x | x |
| Fire Shield (4) | - | x | x | x |
| Fire Trap (4) | - | x | x | x |
| Wall of Fire (4) | - | x | x | x |
| Airy Water (5) | x | - | x | x |
| Conjure Elemental (5) | x | x | x | x |
| Wall of Stone (5) | x | x | x | x |
| Invisible Stalker (6) | x | x | x | - |
| Lower Water (6) | x | - | x | x |
| Move Earth (6) | x | x | - | x |
| Part Water (6) | x | - | x | x |
| Delayed Blast Fireball (7) | - | x | x | x |
| Incendiary Cloud (8) | - | x | x | x |
| Meteor Swarm (9) | - | x | x | x |
Unable to be cast on plane of:
| Cleric spell (level) | Fire | Water | Earth | Air |
| Create Water (1) | x | - | x | x |
| Create Food & Water* (3) | x | - | x | x |
| Lower Water (4) | x | - | x | x |
| Flame Strike (5) | - | x | x | x |
| Aerial Servant (6) | x | x | x | - |
| Part Water (6) | x | - | x | x |
| Stone Tell (6) | x | x | - | x |
| Earthquake (7) | x | x | - | x |
| Wind Walk (7) | x | x | x | - |
Unable to be cast on plane of:
| Druid Spell (Level) | Fire | Water | Earth | Air |
| Faerie Fire (1) | - | x | x | x |
| Purify Water (1) | x | - | x | x |
| Create Water (2) | x | - | x | x |
| Fire Trap (2) | - | x | x | x |
| Heat Metal (2) | - | x | x | x |
| Produce Flame (2) | - | x | x | x |
| Pyrotechnics (3) | - | x | x | x |
| Water Breathing (3) | x | - | x | x |
| Produce Fire (4) | - | x | x | x |
| Wall of Fire (5) | - | x | x | x |
| Conjure Fire Elemental (6) | x | x | x | x |
| Fire Seeds (6) | - | x | x | x |
| Conjure Earth Elemental (7) | x | x | x | x |
| Fire Storm (7) | - | x | - | - |
In addition to those spells which are simply
not able to be CAST
and those which have no effect even if
they are CAST, certain
other spells might have their particulars
changed on 1 of the
elemental planes. Also, for all spell-casters
except Priests, the
spell(s) would become less effective the
farther the caster travels from the prime material
plane. Priests are an exception to
this rule; the closer a Priest
gets to the home plane of his/her deity, the more powerful and potent the
Priest’s magic becomes.
The group of spells which allows communication
with non-humanoid life (Speak with
Animals, Speak with Plants,
Animal
Friendship,
Animal Summoning, Monster
Summoning and others) would generally still operate on the elemental
planes, but in
some cases the definitions of plant, animal
and monster will
have to be considered with respect to the
plane. In rough form,
these definitions are:
Plant: Any form of life native to
a dimension of existence that can
exist on that plant away from and apart
from other life on that
dimension.
Animal: Any form of life native to
a dimension that is neutral in
alignment (with respect to the native plane)
and will kill only in
self-defense || for food.
Monster: Any
form of life native to a plane which does not
meet the above definitions, or any form
of life not native to a
plane which is residing on or visiting
the plane in question.
Visitors to the
plane of water and the plane of earth
will be
slowed to a maximum movement of 1/2 and
1/3,
respectively, of their normal rates. Exceptions
to this rule for the
plane of water would be fish and other
creatures which normally
move underwater, and creatures (such as
nixies) who have
specified swimming movement rates in addition
to land movement. Exceptions to the movement restriction on the plane of
earth would be few, but would include creatures
such as the
purple
worm, whose normal means of locomotion is burrowing
through the earth. Movement restrictions
would be negated by a
Ring
of Free Action or similar magick.
Communication
by speech with natives of the elemental
planes would be all but impossible. Some
types of elemental
creatures which have visited the prime
material plane (i.e., the
ones in the Monster Manual) might
know the common tongue,
but creatures native to the plane and unable
to travel from it
would have an entirely foreign means of
communicating. Unless
communication is established by magickal
methods, it will take
some time for a visitor to the plane to
learn the plane’s common
tongue, either through study and observation
of the natives or
from being tutored by a creature which
knows both the elemental speech and our common tongue.
Any character or creatures that travel to
other planes through
an interplanar or interdimensional gate
would be immune to the
general effects of hostility and the restriction
of movement on
the elemental planes — as long as they
stayed within the area of
the gate’s effects, A gate is where 2 planes
coexist, so the
travellers would still be “connected” enough
to the prime material to withstand the hostile
environment of the other plane.
Dear Mr. Gygax,
I read through Mr. Lakofka’s article “The
Inner Planes” (Leomund’s
Tiny Hut, DRAGON issue #42) with not an
uninterested eye. The article is very good
for some of the mechanics
of ethereal
travel.
While the encounter chart could be
expanded with more monsters and intelligent
creatures from
every plane, the article is well designed.
I will not touch on the
subjects he has, but I’d like to start
with some points about
magic and magic items on other planes.
Special effects, special purposes, and bonuses
of a magic
item or weapon should be carefully reviewed
by the DM if it’s in a
party traveling to another plane. For example,
a sword which is
+1, +2 against Magic-Users and enchanted
monsters would only
be a +1 weapon against an earth
elemental on the elemental
plane of earth, but the same sword would
be +2 against any of
the visiting party, since they were enchanted
in some form to get
to that plane.
Many spells must be carefully examined by
the player and the
DM to determine whether their characteristics
and effects would
change on another plane. A Phantasmal
force of a monster from
a prime material
dimension might seem totally ludicrous to a creature from another plane,
unless that creature travels the prime
material or the real form of the illusionary
monster travels to the
other plane. A creature confronted by such
a ludicrous illusion
might get a +1 or +2 bonus on its disbelief
roll.
Play on other planes gives the DM a chance
to introduoe new
magic items into the
campaign without “overloading” the prime
material world, perhaps altering their
characteristics or their
effects to conform with how they would
operate in the
alien
environment.
Because of the strangeness of our appearance
to natives of
other planes, a character’s Charisma
would be reduced by from <cf. Comeliness>
1-3 points in attempts to communicate or
deal with the creature
(but never going below 3). The amount of
the reduction depends
on how dissimilar the 2 creature types
are; for instance, it
might be -1 on the elemental
plane of earth, because both life
forms have solid bodies, but it would be
greater on the elemental
plane of air,
where the native life form does not have a solid body.
Creatures native to other planes and of
average or higher
INT would most likely consider themselves
superior to <more on monster intelligence>
creatures or characters from the prime,
material — at least until
something happens to CHANGE their minds.
A creature of another plane would never underestimate a potential threat,
however,
and would always be wary.
If a party encounters a NPC on the inner
planes, all of the
NPC trait rolls (DMG, page
100) are conducted as usual. On the outer
planes, alignment of
an encountered NPC is limited to 3 possibilities:
The alignment of the plane itself, or the alignment one removed from that
alignment in either direction (see Character
Alignment Graph,
PH, page 119, and The
Known Planes of Existence, PH, pages 120-121), The only exception
to this is absolute
neutral creatures, who can be found on
any of the outer planes.
Natives of the elemental planes need not
be entirely alien and
original; but might be adaptations of creatures
found on the
prime material. For example, a spider
native to the plane of fire
would appear as a ball of fire with 8 tongues
of flame sticking <fire or magickal fire?>
out of it. Most undead
creatures would appear different on an
elemental plane, since they would be the
undead form of a
creature native to that plane. For instance,
a skeleton on the
plane of fire would appear as a network
of flames instead of a
structure of bones. Demons,
devils, gods and
demigods can be
encountered on any of the inner
planes, or on any outer plane
not more than 1 removed from their
alignment.
Odds and ends: The use of a protection
from good/evil spell
on an evil/good plane would be easily noticed
by inhabitants of
that plane — and the act would probably
antagonize them. It is
possible for a Cleric going to a plane
of opposing alignment
from his deity to be endowed with more
powerfuI spells than he
would normally receive, because his god
looks kindly on such a
crusade. Hirelings
will never go to another plane, and henchmen
must make their morale
hrow to accompany a party willingly.
Thank you, and keep your sword high.
Steven Kienle