| Maximum Movement Rates | Chance to Encounter a Creature while in the Inner Planes | Visibility and the Inner Planes | - | |
| Chart A: Nature of the Encounter | Chart B: Creature Encountered (maximum quantity encountered) | Chart C: | Chart D: | Chart E: |
| Chart F: The chance to see a Huge Object (A Mountain Range, for example) while moving | Chart G: The Chances of Distortion | Chart H: Changes in function of spells on the Inner Planes | Chart I: | Chart J: |
| Dragon | - | The Planes | - | Dragon 42 |
space
| Maximum Movement Rates | Chance to Encounter a Creature while in the Inner Planes | Chart A: Nature of the Encounter | Chart B: Creature Encountered | Chart C |
| Visibility and the Inner Planes | Chart D | Chart E | Chart F: The chance to see a Huge Object | Chart F-1: Modifiers for smaller-sized objects |
| The Ability to Judge Speed, Direction and Distance on the Inner Planes | Chart G: The Chances of Distortion | Spell Effects Within a Plane | Chart H:
Changes in function of spells on the Inner Planes |
Chart I |
| Magic Items that Might be Altered on the Inner Planes | Chart J: Changes in the function of magic items on the Inner Planes | Items that Extend Across Plane Lines | What do the Planes Look Like? | Space Travel |
| Dragon | - | The Planes | - | Dragon #42 |
| - | - | AD&&D | - | - |
The Ethereal
Plane of existence totally surrounds and permeates
a planet from its core to its upper atmosphere
(i.e. its Prime Material
Plane), its
four Elemental Planes, and its Negative
and Positive
Material Planes. Beyond the outer limits
of the atmosphere it extends
through outer space to other planets, suns
and bodies in the uni-
verse. Space travel via the ether is very
difficult and time-consuming
and requires an actual degree of experience
in ethereal travel. For
the purpose of this article outer-space
travel will be virtually im-
possible, though the rules for such will
be discussed. The omnipres-
ence of the ether as it exists in conjunction
with an individual planet
will be the heart of the discussion.
A figure with ethereal access can freely
travel on the Prime
Material, go “up” into the Elemental
Plane of Air, “down” into the
volcanic Elemental
Plane of Fire, can go into the Elemental
Plane of
Water (if
a large body of water is nearby), or can go “down” into the
Elemental Plane
of Earth. In addition, a figure on the Prime Material
or in the
Ether may also pass into the Positive or Negative Material
Planes. The Positive does not touch the
Negative. Neither the Posi-
tive nor the Negative touches any Elemental
Plane directly. Thus,
travel from the Negative Material to the
Elemental Plane of Earth, for
example, must be via the Prime Material
or the Ethereal Plane. The
Ethereal, Positive and Negative Material
Planes and the Elemental
Planes do not touch the Astral
Plane or any of the Outer Planes of
existence. This relationship must be completely
understood before
going on to movement and other topics (See
chart on page 121 of
the AD&D PIayers Handbook).
Movement can be very rapid in the ether,
but the time scale is
unchanged. Maximum rates are given below
for movement in the
Inner Planes.
Maximum Movement
Rates
All movement is considered to be wholly
within the plane mentioned
and wholly within a planet’s atmosphere.
| Plane | Feet/minute | Miles/hour |
| Ethereal Plane | 8800 | 100 |
| Positive or Negative Material Planes | 7040 | 80 |
| Elemental Plane of Air | 10560 | 120 |
| Elemental Plane of Water | 5280 | 60 |
| Elemental Plane of Earth | 3520 | 40 |
| Elemental Plane of Fire | 2640 | 30 |
Anything crossing into another plane, whether
by choice or
chance, runs the risk of being caught in
the ether cyclone at a 5%
chance per plane crossed into or through.
A figure can remain in the
Ethereal Plane while crossing through another
Inner Plane and
never actually enter that other plane.
In such cases, there is no risk of
running into an Ether Cyclone, but the
chance of encountering a
monster from that plane being passed through
is much greater if the
figure is actually within the Inner Plane.
Travel is also possible at an “interface,”
the place where 2
planes meet. Interfaces exist between some
of the Elemental Planes:
Earth and Air, Earth and Water, Earth and
Fire, Water and Air and
(rarely) Fire and Air. There is no interface
between Fire and Water or
between any Plane and the Positive or Negative
Material Planes.
Chance to Encounter Creature while in the Inner Planes
| Plane | Travel Mode | Chance per 52,800 feet |
| Ethereal Plane | At an Interface | 5% |
| Ethereal Plane | Outer Space (altitude 1000 miles or more) | .0001% |
| Ethereal Plane | Through an Elemental Plane | 15% |
| Ethereal Plane | Wholly within Plane | 2% |
| Positive or Negative Materal Plane | Wholly within Plane | 4% |
If a monster
is encountered (see
DMG, page 181) in the ether, it
may or may not be hostile. It might be
neutral to the traveler or it
might aid the traveler (aid will almost
always costs money or magic; it
is not free). The table which follows is
for monsters of at least low (a
rating of 5 or higher) intelligence. The
table also assumes that some
method of determining alignment (conversation,
magical means,
telepathy, psionics, openly displayed symbols,
etc.) exists. To this
percentage must be added the chance of
hostility if a figure is using
the ether to pass through an Elemental
Plane. That percent addition
is a flat 35%. Obviously, the DM has the
option to play
an encounter and he/she may choose to ignore
the percent given. If
exact alignment is not known or determinable,
assume the monster
to be pure neutral. The monster must also
detect alignment in some
way for the chart to be truly applicable;
if it cannot it, too, will assume
its “opponent” is pure neutral. The DM
might have to make assump-
tions on alignment as the encounter begins
and perhaps he/she will
modify them after contact is actually established.
Chart A
Nature of the Encounter
Alignment of the Monster
| Alignment of the Traveler | LN | N | CN | LE | NE | CE | LG | NG | CG |
| Lawful Neutral | 04-48 | 05-59 | 08-52 | 29-63 | 35-69 | 43-77 | 03-37 | 04-40 | 05-44 |
| Pure Neutral | 05-49 | 03-47 | 08-47 | 33-77 | 31-75 | 36-83 | 06-55 | 05-52 | 05-54 |
| Chaotic Neutral | 08-52 | 08-47 | 05-54 | 45-88 | 41-80 | 37-76 | 15-74 | 13-67 | 11-60 |
| Lawful Evil | 29-63 | 33-77 | 45-88 | 09-58 | 16-75 | 26-90 | 29-88 | 35-94 | 46-99 |
| Neutral Evil | 35-69 | 31-75 | 41-80 | 16-75 | 11-60 | 16-75 | 33-92 | 31-90 | 36-85 |
| Chaotic Evil | 43-77 | 36-83 | 37-76 | 26-90 | 16-75 | 13-64 | 56-99 | 43-94 | 39-92 |
| Lawful Good | 03-37 | 06-55 | 15-74 | 29-88 | 33-92 | 56-99 | 02-36 | 04-41 | 05-44 |
| Neutral Good | 04-40 | 05-52 | 13-67 | 35-94 | 31-90 | 43-94 | 04-41 | 02-46 | 04-45 |
| Chaotic Good | 05-44 | 05-54 | 11-60 | 46-99 | 36-85 | 39-92 | 05-44 | 04-45 | 04-53 |
Use of the Table: Roll percentile dice. If the number falls within the range given in the chart the reaction will be neutral. If it is below the number range (smaller) the reaction will be hostile. If it is above the number given the reaction will be positive and aid is possible.
An example of use of the table: A Chaotic
Neutral character
(party) meets a Neutral Good monster in
the ether. Given is
“13-67”. If 1-12 is diced the monster will
be hostile. Hostility does
not equate to immediate attack. If 13-67
is diced the monster will be
neutral. It will ignore advances or perhaps
bypass the character
(party) altogether. If 68-00 is diced the
monster might aid the char-
acter (party) in return for some consideration
(money, magick, a spell,
etc.). If the character (party) was traveling
through an Elemental
Plane via the ether, adjust the range given
by 35% so that instead of
“13-67” the range becomes “48-102”. Aid
is not possible, but there
is a 01-47 chance of hostility. Even a
neutrally disposed monster
might aid a character (party) for a better-than-average
considera-
tion. The DM might also adjust the encounter
for the Charisma of the
parties involved. Powerful monsters, like
demons, devils
or deities,
are not affected by Charisma. Obviously
the traveler (party) will
determine its own reaction in almost all
cases, even though the
percentages given can be used both ways.
Monsters can always move from an Elemental
Plane into the
Ether, and will initially move at the highest
SPEED possible in which-
ever Plane offers the highest movement
rate. To augment the tables
on page 181 of the DMG, here are
some encounters possible while
passing through or traveling within the
various Elemental Planes.
Chart B Plane Entered or Passed Through
| Creature Encountered (maximum quantity encountered) | Air | Earth | Water | Fire |
| Aerial Servant (1) | 01-27 | - | - | 01 |
| Basilisk * (2) | 29-32 | 01-03 | 01-03 | 02-04 |
| Cockatrice * (3) | 33-35 | 04-06 | 04-06 | 05-07 |
| Couatl (1) | 36-40 | 07 | 07 | 08-09 |
| Djinni, common (2) | 41-60 | - | - | 10 |
| Djinni, Noble (2) | 61 | - | - | - |
| Dragon, Chromatic
(1)
Consorts (2-5) |
62 | 08-09 | 08 | 11-14 |
| Dragon, Platinum
(1)
Court (2-5) |
63-66 | - | - | 15 |
| Efreeti, common (1) | 67 | 10-11 | - | 16-39 |
| Efreeti, noble (1) | - | - | - | 40 |
| Elemental, Air ** (1) | 68-80 | - | - | 41 |
| Elemental, Earth ** (1) | - | 12-50 | - | 42 |
| Elemental, Fire ** (1) | 81 | 51 | - | 43-72 |
| Elemental, Water ** (1) | - | - | 09-48 | - |
| Ghost (1) | 82 | 52 | 49 | 73 |
| Gorgon * (2) | 83 | 53 | - | 74 |
| Groaning Spirit (1) | 84 | 54 | 50 | 75-76 |
| Human Traveler * # (5) | 85-88 | 55-60 | 51-57 | 77-78 |
| Intellect Devourer (1) | 89 | 61 | 58 | 79 |
| Ki Rin (1) | 90-94 | 62 | 59 | 80 |
| Lammasu, common (2) | 95-96 | 63 | 60 | 81 |
| Lammasu, noble (greater) (1) | 97 | - | - | - |
| Medusa * (1) | - | 64 | 61-63 | 82 |
| Nightmare (1) | - | 65 | 64 | 83-88 |
| Salamander (2) | - | 66-67 | - | 89-00 |
| Spider, Phase (2) | - | 68-80 | 65 | - |
| Thought Eater (2) | - | 81-82 | 66 | - |
| Water Weirds (1) | - | - | 67-00 | - |
| Wind Walkers (2) | 98-00 | - | - | - |
| Xorn (2) | - | 83-00 | - | - |
*See DMG, Page
181
** Elementals are in the following proportions:
8 Hit Dice 1-25
12 Hit Dice 26-50
16 Hit Dice 51-98
20 Hit Dice 99 (see Monster Manual—
Elementals)
24 Hit Dice (bosses) 00 (see, Monster
Manual— Elementals)
Bosses would never be alone but would have
a court of from
2-5 16 or 20 HD intelligent minions.
# Human Travelers in excess of 1 are usually
being taken
along by the strongest character. The strongest
character will usually
be at least 12th level and often 18th level
and above. Those being
taken along are usually between 6th and
12th level.
Monsters with
Intelligence of 4 or below cannot
react to align-
ment. In fact, alignment is often not a
factor at all. Monsters of less
than low Intelligence are motivated by
hunger, greed‚ apparent
strength of a character (party), FEAR,
kindness, malice and sometimes
sport. Add the appropriate percentages
from Chart C to obtain the
chance of hostile action. If the resulting
number (or lower) is not
generated, assume neutrality, avoidance
or perhaps even aid. Re-
member to add 35% to the number if the
traveler (party) is passing
through the plane of the monster via the
Ether.
| Monster's Alignment | Poor or | Wealthy | Weak | or Powerful | Few | or Many | Hungry or | Satiated |
| Lawful Neutral | 01% | 12% | 05% | 01% | 18% | 01% | 14% | 01% |
| Pure Neutral | 02 | 15 | 04 | 01 | 17 | 01 | 17 | 01 |
| Chaotic Neutral | 04 | 20 | 09 | 02 | 20 | 02 | 20 | 02 |
| Lawful Evil | 08 | 30 | 25 | 07 | 23 | 07 | 18 | 05 |
| Evil Neutral | 10 | 33 | 30 | 10 | 28 | 08 | 21 | 07 |
| Chaotic Evil | 12 | 40 | 35 | 12 | 32 | 09 | 24 | 09 |
| any Good | 01 | 02 | 02 | 01 | 03 | 02 | 04 | 00 |
Example: A party of 4 (“few”), while all
armored, do not
appear so (cloaked, wearing protection
devices, etc.), and they
appear poor (no open signs of wealth).
They encounter a Neutral
monster of Intelligence 4 or lower who
is hungry. The chance of
hostility is calculated as follows: 02%
(look poor) + 04% (look weak)
+ 17% (few in number) + 17% (the monster
is hungry) for a total of
40%.
These numbers may be altered in any way
the DM sees fit; they
are only a guide. Since the monster is
basically stupid (if not non-
intelligent), food,
treasure (if it values treasure) and kindness could
affect the encounter in some situations.
The basics of travel in the Ethereal
Plane, the Elemental Planes
and the Positive and Negative Material
Planes are now defined.
Particulars of ethereal travel and other
topics will now be touched
upon. These are:
1. Visibility within and between planes.
2. The abilities to judge SPEED, direction
and distance while traveling in another
plane.
3. Spell effects within a plane and across
planes.
4. Magic items that are altered/unaltered
on another plane.
5. Magic items usable across plane lines.
6. The appearance of the Inner Planes.
7. How is space travel accomplished?
Visibility and
the Inner Planes
A creature in the Ethereal
Plane is somewhat visible on the Prime
Material. Use the Detection
of Invisibility chart in the DMG (page
60). Monsters that can see into the ether
will observe those traveling
in their vicinity at the following percentages
(the monster is assumed
to be alert): cockatrices
40%, basilisks 50%, gorgons
60% and
medusae
70%. The fact that these monsters observe a figure does
not mean they will try to petrify the traveler.
After all, such monsters
can’t eat statues; their touch, glance
and breath are purposeful
attacks, not automatic attacks. However,
they will always use their
petrification weapon versus a hostile opponent.
Chart D
Immobile Observer located on:
The Elemental Plane of
| Range in Feet | Positive Material | Negative Material | Air | Fire | Water | Earth | The Ethereal Plane |
| 0-1320 | 99% | 90% | 95% | 85% | 80% | 85% | 100% |
| 1321-2640 | 96 | 70 | 90 | 60 | 60 | 60 | 80 |
| 2641-5280 | 88 | 50 | 80 | 35 | 30 | 35 | 45 |
| 5281-10560 | 75 | 30 | 70 | 10 | 10 | 10 | 20 |
| 10561 - 26400 | 60 | 10 | 50 | 5 | 3 | 4 | 10 |
| 26400 - 52800 | 30 | 3 | 20 | 2 | 1 | 2 | 1 |
| 52801 or more | 2 | .5 | 1 | 0 | 0 | 0 | 0 |
A creature who is invisible
and on the Prime Material is visible
from the Ethereal Plane as well as from
the Positive and Negative
Material Planes. There is a chance the
creature might be seen from
the Elemental Planes as well. Thus, invisibility
can still attract the
notice of monsters on those planes.
The following chart (E) is to be used in
conjunction with the
range chart (D). The Time the figure has
remained invisible is cross-
referenced to the Plane of the immobile
observer. The result is
multiplied by the percentage chance from
chart (D).
Chart E
"To see" modifiers for Plane of the Immobile Observer
| Time Invisible on Prime Material | Ethereal | Positive | Negative | Air | Fire or Water | Earth |
| Under 5 minutes | .1 | .1 | .05 | .07 | .08 | .04 |
| 5-20 minutes | .3 | .2 | .1 | .15 | .12 | .1 |
| 21-60 minutes | .6 | .4 | .3 | .3 | .25 | .2 |
| 61-180 minutes | .95 | .7 | .5 | .6 | .5 | .4 |
| 181 - 480 minutes | .99 | .9 | .7 | .8 | .7 | .6 |
| more than 8 hours | 1.0 | .99 | .85 | .9 | .8 | .7 |
Example: A figure puts on a Ring
of Invisibility. A Xorn happens
to be 2000 feet away on the Elemental
Plane of Earth. A human
ethereal traveler is 7000 feet away from
the same figure. From the
1st chart, the Xorn has a 60% chance to
see the figure and the
human ethereal traveler has a 20% chance.
Since the figure is
invisible, however, the following chart
modifies that percentage. For
the 1st five minutes the multiplier for
the Xorn is .04, for the human
.1, the Xorn now has a .04(60) = 2.4% chance
to see the figure, and
the human has a. 1(20) = 2% chance. As
time passes, the chance for
detection increases. At 61 minutes the
Xorn multiplier is .4 and the
human .95 so the Xorn will see the figure
.4(60) = 24% and the
human .95(20) = 19%. If a fractional percentage
occurs, round the
number to the nearest 1/10th. Generation
of such a number is via
3 different-colored d10.
Once the observer begins
to move, however, all percentages
rapidly change. Since movement is so rapid,
the surroundings tend
to blur. They blur so rapidly that a moving
figure can almost never
see another traveler in another Plane.
Thus if a Ki-Rin were flying in
the Elemental
Plane of Air, he would likely miss an invisible figure on
the Prime Material,
or even an Ethereal creature for that matter.
The size of the object being observed also
plays a part when
observation by a mobile figure is considered.
Light is not a factor.
Multiply the percent chance given in the
following chart (F) by
the size factor given. The result is the
chance to see the object.
Chances below 1/10 of 1% are considered
as im-
possible-to-see situations.
Example: The ethereal traveler selects a
SPEED of 20 miles per
hour (1760 feet/minute). His observation
percent from Chart F is
50%. That 50% is for huge objects only.
If he passed by a Hobbit he
would multiply by the factor (from Chart
F-1) for that size of object,
in this case .01, so that .01(50) = .5%
chance to see The Hobbit as
he passed by it.
There is no doubt that this is complex,
but ethereal travel is rare
and the calculations are easy once you
become familiar with them.
Chart F
The chance to see a Huge Object (A Mountain
Range, for example) while moving within the:
Elemental Plane Of:
| Speed of Observer | Ethereal Plane | Positive Material | Negative Material | Air | Fire or Water | Earth |
| less than 100 feet/min. | 100% | 100% | 98 | 99 | 96 | 95% |
| 101-270 feet/minute | 90 | 85 | 80 | 88 | 84 | 82 |
| 271-720 feet/minute | 70 | 55 | 44 | 66 | 60 | 56 |
| 721-2640 feet/minute | 50 | 10 | 1 | 33 | 24 | 17 |
| 2641-5280 feet/minute | 30 | 2 | .3 | 22 | 12 | 7 |
| 5281-10560 feet/minute | 20 | 1 | 0 | 11 | 1 | .3 |
| 10561 feet/minute or faster | 10 | 0 | 0 | 5 | 0 | 0 |
Chart F-l
Modifiers for smaller-sized objects
| Size of Object Being Observed | Modifier |
| Coin, A Star in the Heavens, A gem, A Book Text | A moving figure cannot see |
| Canary, Giant Centipede | .0005 |
| Domestic Cat, Hand Ax, Dagger | .002 |
| Hobbit, Kobold, Long Sword, Battle Axe | .01 |
| Dwarf, Gnome, Elf, Half-elf | .02 |
| Human, Orc, Gnoll | .03 |
| Hill Giant, Gorgon | .05 |
| Cloud giant, Dragon (30' long) | .1 |
| Small Building (40x40x20) | .2 |
| Castle (small), a band of 40 men | .4 |
| Castle (large), a band of 100 men | .5 |
| A Town, a hill, a small forest, a small lake | .65 |
| A city, mountain, forest, lake | .80 |
| An ocean coastline, a mountain range | 1.0 |
The Ability to
Judge Speed, Direction and Distance on the Inner Planes
SPEED and distance are distorted on the
Inner Planes because
conventional points of reference are not
present or because they are
blurred (see foregoing).
Direction is distorted the least, as long as the
figure took a good heading when he/she/it
began the trip, i.e. knew
the destination exactly with reference
to the starting POINT. When a
figure comes to a complete stop he/she/it
can gain a point(s) of
reference on the Prime
Material (assuming one is present). The stars
are like a “coin” for observation purposes
across plane lines; i.e.,
they cannot be seen. Reading information
across plane lines is also
impossible, so that a sign or an open book
could not be read (unless
the individual symbols were over two real
inches in height). Fixing
upon a point of reference takes 1-20 minutes.
If the traveler is off
course this time might go up by another
3-18 or more minutes.
Chart G
The Chances of Distortion
| Movement SPEED | Distance Distortion | SPEED Distortion |
| Less than 100 ft/min. | +/- 5%, 50% of the time | +/- 20%, 40% of the time |
| 101-270 ft/min. | +/- 15%, 60% of the time | +/- 30%, 50% of the time |
| 271-720 ft/min. | +/- 30%, 70% of the time | +/- 40%, 65% of the time |
| 721-2640 ft/min. | +/- 50%, 80% of the time | +/- 50%, 80% of the time |
| 2641-5280 ft/min. | +/- 70%, 90% of the time | +/- 60%, 95% of the time |
| 5281-10,560 | +/- 80%, 90% of the time | +/- 70%, 95% of the time |
| faster than 10,561 ft/min. | +/- 90%, 90% of the time | +/- 80%, 95% of the time |
The “+/-.” is a maximum fluctuation. Roll
dice over the range for
the actual percentage. That is, if the
range is +/-30%, that is a 60 point
range. Use d6 to obtain the fluctuation:
1=+30%, 2=+20%, 3=
+ 10%,4= — 10%, 5= -20% and 6= -30%. More
refined percentages
are not necessary.
Example: A figure decided to travel due
north for 100 miles at a
SPEED of 5280 feet/minute at the ethereal
interface between earth and
air. There is a 90% chance of distance
distortion and a 95% chance of
speed distortion. If he rolls 71 and 66,
then both distortions come into
play. The magnitude is measured and – 10%
and +20% are obtained.
Thus, actual distance is 100 miles minus.
1 (100), or 90 miles, at a speed
of 5280 + .2(5280) = 6336 feet/minute.
This result will assume that our
traveler makes no stops for observation
and that he/she/it could see no
major point of reference during travel
(due to blurring: see foregoing).
To the traveler it seems like 100 miles
at 60 miles/hour! As a further
example, if the traveler had traveled “long,”
let’s say plus 20% for a
distance of 120 miles, he/she/it could
have traveled right out over an
ocean and never know it until he stopped.
You might say to yourself that no one in
their right mind would risk
such errors to travel this way if distortion
is so very likely. (Note that
distortion is just as likely if the character
plays “cute” and says he/she
takes only a few steps.) However, as a
figure makes more trips his/her/its
chance to experience distortion decreases.
For every full trip, that is, entrance and
exit from the Inner Planes,
the figure will experience these changes
in distortion:
1. The likelihood of a distortion decreases
by 2% per full trip until
the chance of error is only 2%.
2. The magnitude of distortion decreases
by 2% per full trip until
the maximum distortion is only 1%.
Thus, if a figure who has made 30 ethereal
voyages attempts SPEED
of 2000 feet/minute, his chance of distance
distortion is 80 – (2(30)) =
20%, for speed distortion 80 – (2(30) )
= 20%. If distortion does occur it
will be only 1%, since 50% – 2(30) = –
10 but the minimum distortion
is stated as 1%.
Players who frivolously test travel to reduce
distortion are tempt-
ing the ether cyclone, as well as random
monsters. Trips must be a
reasonable distance and not just a few
feet. At least 1 mile must be
covered to be credited as a trip. Almost
anything encountered in the
Inner Planes should be considered as an
experienced traveler (90%
chance). Deities,
Devils, Demons,
Bahamut, Tiamat,
Ki-Rin, Djinni,
Efreeti
and Elementals never make any errors
and experience no distor-
tions.
Travel on the remaining Inner
Planes is just as likely to produce
distortions.
Spell Effects Within
a Plane
The DM may want to figure this one out
for him/-
herself. One method of dealing with spells
cast within the Inner
Planes is
supplied here for your consideration.
Spells are of
different types (see any individual spell in
the PHB):
Conjurations or Summonings, Enchantments
or Charms, Altera-
tions of Matter, Alterations of Energy
(I have split up “Alterations”
into these two categories), Necromancy,
Abjurations, Evocations
and Invocations, and Illusions or Phantasms.
Depending upon the
type of spell being used (or the spell-like
function in a magic item) it
will be enhanced, reduced, or remain unchanged
when employed
on an Inner Plane.
Chart H
Changes in function of spells on the
Inner Planes
| Spell Type | Air | Water | Fire | Earth | Positive | Negative | Ethereal |
| Conjuration or Summons from the given Plane | Enhanced | Enhanced | Enhanced | Enhanced | Good Enhanced | Evil Enhanced | Enhanced |
| Conjurations or Summons from another Plane | Reduced | Reduced | Reduced | Reduced | Evil Reduced
Backfire 65% |
Good Reduced
Backfire 80% |
Failure 70% |
| Enchantments on those of the given Plane | Failure 75% | Failure 75% | Failure 75% | Failure 75% | Failure 95% | Failure 95% | Failure 60% |
| Enchantments on all others | Backfire 30% | Backfire 20% | Backfire 40% | Backfire 30% | Failure 25% | Failure 35% | Failure 30% |
| Alterations of Matter | Enhanced | Reduced | Reduced | Reduced | Backfire 70%, 6d6 | Backfire 40%, 3d12 | Backfire 45%, 6d8 |
| Alterations of Energy | No Change | No Change | No Change | No Change | Good Enhanced
Evil Failure 90% |
Evil Enhanced
Good Failure 90% |
Enhanced |
| Necromancy | No Change | No Change | No Change | No Change | Cure Double
Cause Failure 30% |
Cause Double
Cure Failure 30% |
Backfire 35% |
| Abjuration | Duration half | Duration half | Duration half | Duration half | Failure 30% | Failure 30% | Reduced |
| Evocations: of Gases | Enhanced | Failure | Backfire 90% | Failure | No Change | No Change | Backfire 30% |
| Evocations: of Lightning <magickal lightning> | Enhanced | Enhanced | Failure | Failure | Enhanced | Reduced | Backfire 70% |
| Evocations: of Fire <magickal fire> | Reduced | Failure | Enhanced | No Change | Enhanced | Reduced | Backfire 40% |
| Evocations: of Cold | No Change | Reduced | Failure | Reduced | Reduced | Enhanced | Backfire 10% |
| Evocations: of all others | No Change | No Change | No Chanage | No Change | No Change | No Change | No Change |
| Illusions | Reduced | Failure 80% | Failure 40% | Failure 60% | Failure | Failure | Failure |
Key
Reduced
This spell is somehow less effective on
the given Plane. A 25% or
50% reduction is suggested in Range, Area
of Effect or Duration. Hit
Dice of damage is not affected. The reduction
can be static (e.g.,
always a 50% range reduction) or variable,
but only one parameter
should change per spell. The DM will decide,
or dice for, the reduc-
tion.
Enhanced
This spell is somehow more effective on
the given Plane. A 25%
or 50% increase in Range, Area of Effect
or Duration is suggested.
See foregoing.
Backfire
The spell is reversed to some major degree
if the percent chance
given is generated. The DM must decide
on the particulars of the
malfunction. If the percent chance is not
generated the spell func-
tions normally. Some Backfiring spells
do automatic damage to the
spell caster. If that might occur, a quantity
and size of dice are given
(e.g., 3d6 would be three six-sided dice
of automatic damage).
Good
or Evil
On occasion the alignment of the caster
will cause a reduction, an
enhancement or a backfire. If such is the
case, the alignment (Good
or Evil) will precede the result.
Cure or Cause
Cure applies to all spells that revive
or revivify except those
dealing with poisons. Cause applies to
the reverse of Cure spells.
The curing or damage potential might double
or a chance of utter
failure might occur.
No Change
The spell functions normally, just as it
would on the Prime
Material.
Failure
The spell fails utterly. If a percent chance
for failure is given and it
is not generated, the spell functions normally.
Spells cast on the Inner Planes as well
as on the Prime Material
might cause holes to open between Planes.
These can be called
Rifts, Doors or Warps. They are most likely
to occur when too many
spells of the same or similar types are
cast in too small an area. This is
especially true of relatively permanent
spells like Continual Light/
Darkness,
any Symbol, any Glyph
of Warding, Explosive Runes,
Guards
and Wards, Invisible Objects <cf. Detect
Invisibility>, Wizard Locks, Leomund’s
Traps,
Fire Traps, Snares,
etc. When such a rule is used it cuts down
on the defensive magical traps in any small
area, whether they are
created by a NPC or a PC.
Chart I
Permanent Spell Density
Chance of a:
| Spells per 100,00 sq. ft. | Rift | Door | Warp |
| 1 or 2 | 0 | 0% | 0 |
| 3 | 2% | 0% | 0 |
| 4 | 5% | 0% | 0 |
| 5 | 9% | 3% | 0 |
| 6 | 14% | 7% | 4% |
| 7 | 20% | 12% | 9% |
| 8 | 27% | 18% | 13% |
| 9 | 35% | 25% | 19% |
| 10 | 44% | 33% | 26% |
| 11 | 54% | 42% | 34% |
| 12 | 65% | 52% | 43% |
| 13 | 77% | 63% | 53% |
| 14 | 90% | 75% | 64% |
| 15 or more | 99% | 88% | 76% |
*100‚000 square feet
measured so that each side of the mea-
sured AREA is at least 200 feet in length.
The percent chance given is per day per
type of “holes.” Thus, if
seven spells of a permanent nature were
placed in a large temple
measuring 200 x 500 feet on its ground
floor (note: Multiple levels of
such a temple are calculated separately),
there would be a 20%,
12% and 9% chance of each type of a “hole.”
3 separate rolls
would be made for 20%, 12% and 9%. The
1st to occur (if any)
would cause the remaining roll(s) to be
cancelled for that day.
The duration of each “hole” would be from
1-20 rounds per
spell within the 100,000 square feet. Thus,
in the example above, if a
20 or less were rolled in the Rift category
a Rift would appear. It
would last for from 7 to 140 rounds, then
disappear. On the next day
all 3 types of “holes” would be checked
again.
A Rift would allow ethereal
creatures or those from the Positive
or Negative
Planes to step through voluntarily to the Prime
Material.
Elemental creatures must be in one of those
planes to step through.
In like manner, a person on the Prime Material
might step through
into the Ethereal Plane or the Positive
or Negative Material Planes.
The Rifts are absolutely invisible from
the Prime Material. Anything
stepping through has a 60% chance to instantly
negate the Rift and
close it tight. Naturally the Rift might
again open in 24 hours. but it
might be located elsewhere within the 100,000
square feet. Rifts are
slightly visible from the Inner
Planes (use the chart on
page 60 of the
DMG as if observers were 2
levels higher and had 2 more points of
intelligence.).
A Door is a more serious
Rift. Anything approaching a Door
(within 100 feet) has a chance to be sucked
into the other plane. A
saving throw
versus magic applies. Monsters sucked into the Prime
Material are more likely to be hostile.
A Door might open to an
Elemental Plane. Passing through a Door
will instantly close it 50%
of the time.
A Warp requires anything
passing within 200 feet of the Warp to
make a saving throw at -3 to avoid being
spit out into the other
Plane. 10% of all Warps allow for no SAVE
and objects up to
27,000,000 cubic feet (300 feet on a side)
can be sucked into the
other plane. Small buildings
could easily vanish. Note that the object
must be moved as a whole, so that if an
object were too large it would
be immune to being sucked through in part.
Roll 3d% and cube the
result for the volume of material that
can be sucked through by these
1-in-10 Warps. A Warp is so serious that
if one opens, a figure
from the Astral
Plane or an Outer Plane might come to
close it (80%
chance!). Warps into the Positive
are likely to draw Ki-Rin, Titans,
Couatls,
Angels, and other Good beings.
Warps into the Negative
are likely to draw Demons,
Devils, Vampires,
Nightmares, Night-
hags,
Ghosts, Liches
and other Evil beings. Beings so summoned are
never friendly to the person who caused
the Warp to occur. Passing
through a Warp will instantly close it
40% of the time.
Magic Items that
Might be Altered on the Inner Planes
Items that produce spell-like effects operate
like the spells al-
ready given; i.e., a Fireball
from a Wand of Fire would be an
Evocation. Given on the following chart
is the chance of the item
failing, backfiring, being enhanced, being
reduced, etc., depending
upon the Plane it is being used on.
Chart J
Changes in the function of magic items
on the Inner Planes
| Item or class of items | Air | Water | Fire | Earth | Positive | Negative | Ethereal |
| Potions (Duration) | +50% | -50% | -25% | No Change | No Change | No Change | -50% |
| Fire Resistance | No Change | No Change | Failure | No Change | No Change | No Change | No Change |
| Undead Control | No Change | No Change | No Change | No Change | Enhanced | Backfire 6d6 | Reduced |
| Heal, X-Heal | No Change | No Change | No Change | No Change | Doubled | Halved | No Change |
| Protection scrolls | Fail 90% | Fail 70% | Fail 80% | Fail 70% | Fail 20% | Fail 95% | Fail 65% |
| Rings | - | - | - | - | - | - | - |
| Djinni Summoning | 25% summon a Noble | Fail 100% | Fail 100% | Fail 90% | 10% Summon a Noble | Backfire 70%, 3d12 | No change |
| [x] Elemental Command | Backfire 85%, 3d8 | Backfire 90%, 4d6 | Backfire 70%, 5d4 | Backfire 50%, 2d20 | Fail 100% | Fail 100% | No change |
| Fire Resistance | No Change | No Change | Failure | No Change | No Change | No Change | No Change |
| Free Action | Enhanced | Enhanced | Fail 70% | Fail 90% | Fail 100% | Fail 85% | No Change |
| Wish (Ring of Multiple Wishes, Ring of Three Wishes) | No Change | No Change | No Change | No Change | Enhanced for Good, Backfire Evil 90% | Enhanced for Evil, Backfire Good 90% | No Change |
| Protection | -1 | -1 | -1 | -1 | +1 | -2 | No Change |
| Regeneration | No Change | No Change | No Change | No Change | 50% faster | 50% slower | No Change |
| Shooting Stars | Backfire 20%, 3d6 | Fail 95%, 3d8 | Enhanced | Backfire, 10% 2d6 | Reduced | Enhanced | No Change |
| Spell Turning | No Change | No Change | No Change | No Change | Fail 100% | No Change | Backfire 70%, 2d8 |
| Telekinesis | Fail 100% | Fail 100% | Fail 100% | Fail 100% | Reduced | Reduced | Reduced |
| X-Ray | Fail 100% | Fail 100% | Fail 100% | Fail 100% | Backfire 100%, 2d20 | Backfire 100%, 2d20 | Fail 100% |
| Rod of Lordly Might | -1 | -1 | -1 | -1 | No Change | No Change | -1 |
| Rod of Resurrection | Fail 40% | Fail 40% | Fail 40% | Fail 40% | +10% | -20% | NL Change |
| Staff of Striking | -1 | -1 | -1 | -1 | No Change | No Change | -1 |
| Staff of Withering | No change | No Change | No Change | No Chnage | Fail 75% | Double Effects | No Change |
| Detection Wands | Fail 35% | Fail 45% | Fail 40% | Fail 30% | Fail 90% | Fail 90% | Fail 60% |
| Books, Manuals, etc. | Fail 80% | Fail 85% | Fail 90% | Fail 95% | Enhanced | Reduced | Fail 40% |
| Armor | -1 | -1 | -1 | -1 | No Change | No Change | -1 |
| Weapons | -1 | -1 | -1 | -1 | No Change | No Change | -1 |
| Sword, Flame | -1 | -2 | -1 | +1 | <?> | +1 | No Change |
| Sword, Nine Lives | No Change | No Change | No Change | No Change | +1 | +2 | No Change |
| Sword, Frost | No Change | +1 | -2 | -1 | +1 | -1 | No Change |
| Sword, Defender | -2 | -2 | -2 | -2 | +2 | -2 | -2 |
| Sword, Holy Avenger | No Change | No Change | No Change | No Change | +3 | -3 | No Change |
| Sword, Life Stealer | No Change | No Change | No Chang | No Change | -2 | +2 | No Change |
| Sword, Vorpal | -1 | -1 | -1 | -1 | -2 | +2 | No Change |
| Sword, Cursed | -1 | -1 | -1 | -1 | +1 | -1 | No Change |
| Arrow, Slaying | Fail 90% | Fail 90% | Fail 90% | Fail 90% | Fail 100% | Fail 100% | Fail 75% |
Note: Weapons only + 1 to hit and damage
can become effectively “non-magical” on the Inner Planes if they are -1.
Weapons +2 can
also be wiped out in the same manner. Additional
plusses add on to the plus the weapon already has on the Prime Material.
Any specifically
named sword is altered per its individual
listing only and is not cumulative with “weapons” in general.
Items that Extend
Across Plane Lines
Only magical weapons
can extend across plane lines. A +3
weapon is needed to extend into the Ethereal
Plane. A +2 Good
weapon will reach into the Positive
Material, as will a +3 unaligned
weapon or a +4 Evil
weapon. A +2 Evil weapon will reach into the
Negative,
as will a +3 unaligned weapon or a +4 Good weapon.
A
+4 weapon, regardless of alignment, is
needed to reach into the
Elemental Planes.
Strength bonuses to hit and damage do not
apply, nor does the
weapon’s basic damage range. Thus, if a
creature on the Prime
Material tried to hit a Ghost
on the Ethereal Plane with a +3 weapon
he/she/it might succeed but only 3 points
of damage would be
scored to the Ghost regardless of the creature’s
strength or the
weapon’s damage range.
Special weapons do not operate across plane
lines for the pur-
poses of powers or abilities. Thus, a +3
sword could not Detect
Magic
in the Ethereal. A Sword of Sharpness
could not sever a limb
of a Groaning
Spirit in the Ethereal Plane.
What do the Planes
Look Like?
Elemental
Plane of Earth: Soils are translucent, though they may
be differently colored.
Rock and mineral formations are solid (can-
not be seen through
or passed through) if they are over one cubic
foot in volume. Pebbles
and the like can be passed through and seen
through. Large rock
formations might require Passwall
or Phase
Door
spells. Either spell would produce much longer tunnels on the
Elemental Plane of
Earth than on the Prime Material.
Elemental
Plane of Water: This is fairly obvious, but you might
wish to allow daylight
from “above” to be a factor in visibility.
Ethereal “fish” and
other life might exist in this plane. Such living
things could be harmful,
helpful or innocuous.
Elemental
Plane of Fire: While on the Plane, heat will not harm a
traveler. Fireballs,
Produce Fire, etc. are useless. The
Plane includes
lava as well as the
hot rock surrounding the lava and the caverns and
spaces in the area.
All can be passed into and seen into fairly easily.
Lava flows might
be sentient, and limited psionics might be
inherent
in especially large,
hot flows.
Elemental
Plane of Air: Clouds have substance to them for the
sake of visibility,
though most can be passed through just as on the
Prime
Material. However, clouds housing Djinni,
Cloud or Storm
Giants,
Ki-Rin, some Dragons,
etc. are as solid as stone. These
clouds, almost always
crowned by castles, can be made invisible
from the Prime Material
so that they can float over a town and not be
seen at all. They
can be passed through as if they were normal clouds
if the owner of the
castle so wills it. Some large cloud islands might
contain vast dungeons.
Ethereal
Plane: A gray, vaguely cloudy area. Mists are the rule
and fogs are common.
The ether itself has no landmarks whatsoever
within it. Visibility
into other planes is limited (see foregoing) even for
an immobile observer.
Visibility is poor in the sense that everything
seen is at a “soft
focus.” This prevents too much action of a detailed
nature when observing.
The other senses, touch, taste, hearing and
smell, do not cross
plane lines.
Positive
Material Plane: The area is full of light. Bright crystals
(they are not gems)
abound. The ground is crystalline, either trans-
parent or translucent
with some few crystals being opaque. All
crystals are pastel
in color, white or clear. A few (3%) will CAST or hold
Light
spells if brought back to the Prime Material.
These crystals
appear no different
than the others. If they are taken to the Negative
Material
Plane they will instantly explode for 8d8 points of damage
in a 20-foot radius.
The Positive is the
powerhouse for good. Evil figures are almost
never there (less
than .5% chance). Undead cannot enter. There are
landmarks of crystal
(hills and mountains), but they are very hard to
navigate by. At a
distance of over 1 mile, tricks of color CHANGE
come into play so
the landmarks might be mistaken for some nearby
hill or mountain.
Flying over them makes navigation virtually
impossible.
Some crystals are
actually alive and are capable of movement via
Dimension
Door or Levitate/Levitation.
Such creatures have very high armor
classes (-2 to -8)
and are all highly intelligent (17 to 19). They can
cast some spells,
including the Sunburst
described in the Wand of
Illumination.
All are of Good alignments. They vary from 7 to
24 Hit
Dice. Their purpose
in being is unclear but it somehow has to deal
with maintaining
the powerhouse and fostering Good.
Eddies and Whirlwinds
might appear at the place where the
plane is powering
a Good spell or a Continual Light,
Dancing Lights,
Light
spell, etc. Such eddies can act as Rifts and can draw a figure
through (7% chance)
if one were to step into the eddy. Otherwise, if
a Rift does not open,
the figure must make a saving throw. Failure
will deal out 2d6
points of damage.
Viewing things on
the Prime Material is possible but very difficult.
Unless the viewed
area is very bright (sunlight, full daylight, Con-
tinual Light or a
Light spell) the light from the Positive Plane will
totally mask sight
into the Prime.
Viewing into the Negative or Elemental Planes is impossible.
The
Negative Material Plane: The area is quite dark but visibility
is still reasonable.
Dull reds, blues, violets and purples color the sky
and blend in swirls
of color that change and shift constantly. The
Negative abounds
in black polished crystals such as coal and obsi-
dian. Marble-like
rock as well as some forms of quartz are also
common. Veins of
gold sometimes can be found.
Undead
can access this plane easily, though they are still primar-
ily tied to the Prime
Material. Undead are immune to silver weapons
on the Negative but
magic weapons will hit them. Some undead can
cross over fully
to the Negative without penalty (Ghosts
and Liches)
while others who
have crossed over (Vampires, Spectres,
Shadows
and Wraiths—no
Wights) are seeking a way back to dual identity.
The way back, for
these latter undead, is to touch a living creature.
Undead cannot drain
anything from a living figure on the Negative
Plane with them,
but if they can CAST spells or have other powers they
can employ them here,
as limited by the plane itself. All Undead fully
on the Negative Material
regenerate just as a Vampire does, so they
do have some advantage
by being here.
There are creatures
of the Negative Material Plane. Some are
rock-like, similar
to the crystalline forms of the Positive Material
Plane. Demons
and Devils can sometimes be found on the
Negative
serving some powerful
Vampire or Lich. Cities and castles of
pure
evil exist here.
Space Travel
Space travel is possible via the ether.
The ether extends between
bodies in the solar system and from solar
system to solar system.
Once out of the boundaries of the atmosphere
(the Exosphere
probably extends to an altitude of 1000
miles—the Positive and
Negative
Material Planes as well as the Elemental Planes
of Air end at
that point), the “fogs” begin to clear
and the stars can be clearly
seen—as well as passed through via the
ether. Movement becomes
very rapid and acceleration to a SPEED
beyond the planetary limit of
8800 feet/minute is easy. Speeds allowed
are as follows:
Within a Solar System (i.e. within about
four billion miles of the
sun) a speed of 186,000 miles per minute
can be achieved.
Beyond the Solar System a speed of 1,860,000
miles per second
is possible! (Note: For those into Star
Trek, 1.86 × 106 miles/second
is Warp Factor Two.)
While that sounds very fast consider a trip
to a star 4.4 light years
away. This is a distance of 4.4(365(24(60(60(186,000)
) ) ) ) ) =
25,809,062,400,000 miles or 2.581 ×
1013. Speed is 1.85 x 106
miles per second for the trip, which puts
travel time at 2,581
. Speed is 1.85 × 106
miles per second for the trip, which puts
travel time at
2.581 × 1013
1.86 × 106
= 1.388 × 107
seconds or 160.64 days.
There is a chance of angular distortion
on the magnitude of 0.16
to a full 10 in such a trip.
.010 on this particular trip would be 4.50 x
109 miles!
THE FORUM
Regarding Mike Beeman's reply to Edward
R. <link>
Masters' contention that the elemental
planes
should be non-spatial, namely that the
"ultracosmic
impenetrable walls" do in fact exist in
the
AD&D
cosmology, I would like to call our readers
-- attention to an article from issue #8
of this
magazine (also reprinted in Best of THE
DRAGON Vol. I) entitled "Planes:
The Concept <PH:
The
Known <Dimensions> of Existence>
of Spatial, Temporal and Physical Relationships
in D&D."
This article stated that the diagram of
the planes was a "two-dimensional diagram
of a
four-dimensional concept" (emphasis added).
The concept of a large or infinite number
of
infinitely large three-dimensional planes
can be
easily explained through this statement.
Assume, for the sake of argument, that all
of
the planes of existence are 2-dimensional;
Euclidean planes, as students of geometry
will
recall. Now, assume that all of the various
planes,
from the Prime
Material to the 666 layers of the
Abyss to
the Plane of Shadow, are all stacked 5
inches apart, and parallel. Now, add a
4th
dimension, namely height. At this point,
all of
the planes are 3-dimensional and infinite,
yet
all of them co-exist.
There are 2 arguments against this representation.
The 1st, that Time
is the 4th dimension,
can be eliminated easily by referring only
to
spatial, not temporal, dimensions in our
discussion.
The 2nd, that under the scheme above
the planar traveler would have to physically
pass
through all intervening planes on the way
to his
destination, requires a little more thought.
As some readers of (semi-) heroic fantasy
may
recall, L. Sprague de Camp and Fletcher
Pratt
proposed in The Mathematics of Magic,
one of
their Harold Shea stories, that there are
6
dimensions -- 3 in space, 1 in time, and
2 defining the relations of the planes
to each
other. Now, in 2 dimensions, any object
that is
finite with respect to those dimensions
may be
reached from any other object similarly
defined,
as long as the objects have some space
between
them. This space is the Astral and Ethereal
Planes, which exist parallel to one another
within
these 2 dimensions. Using astral or ethereal
travel, it is possible to visit any plane
of existence
without traveling through the intervening
planes.
If a six-dimensional multiverse is adopted,
the
"ultra-cosmic impenetrable walls" do not
exist;
they are merely distortions caused by rendering
the 6 dimensions on a 2-dimensional surface.
The DM is free to have any number of coexistent
planes for an infinity of adventures. The
AD&D
cosmology is not illogical, merely difficult
to
explain logically, and as any debater will
tell you,
there is a world -- perhaps many worlds
-- of
difference between the two.
Readers interested in interplanar and dimensional
relationships may find several books interesting.
Flatland, by Edwin Abbott,
and its sequel
Sphereland, by Dionys Burger,
are especially
useful. Also interesting, although focusing
more
on the application than the theory, are
the aforementioned
Harold Shea stories, collected into two
volumes: The Compleat Enchanter,
from Del
Rey Books, and Wall of Serpents,
published by
DAW Books.
Brian M. Ogilvie
Kalamazoo, Mich.