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  Preface
  "You have succeeded!"
  The power of the Celestial voice rings in the cool evening sky. Your character has worked for many long years to hear that simple phrase, and has now finally achieved this most ambitious goal— Immortality itself. You have probably invested a respectable amount of time developing and playing your character. And now you decide your character's ultimate fate. Is reaching this long-sought goal the triumphant conclusion of a glorious career? Or is it just a beginning? Step into character once again for a look back—and ahead. You met an Immortal long ago. You accepted a challenge, and brought all your skill and knowledge to use in many long trials. You met, and even exceeded, the stringent requirements you were given. You finally faced this judgment, standing tall in honest victory. Your feat was examined, the results weighed and found to be of full and true measure. You now stand ready, your farewells completed. At long last you have broken the sticky web of mortal concerns. Under the watchful eye and blessing of your patron Immortal, your spirit turns in a new direction, as the boundaries of mortal life recede ever faster. There lies your castle, town, province... Your entire realm shrinks to a cloud-dotted square in the patchwork blanket of a continent, its ragged edges trailing off into a seablue horizon. The homeworld shrinks into a blue marble on stellar black velvet. You feel a passing twinge of regret as the world, in all its vastness and complexity, becomes a shrinking speck amidst the vast depths of space. You have left the cradle; now look ahead! Welcome to Immortality. Transcending the limits and concerns of mere mortals, your character has now entered the realm of ultimate power. Your dynast, paragon, polymath, or hero is now one of a handful in the entire history of the human and demi-human people to earn this exalted privilege. Your character can now explore new worlds and revisit the old. A new home and friends await, and much work lies ahead. Start by reviewing and changing the game details for the character to reflect the changes that have occurred. Observe what lies ahead, and plan future goals. New and great powers are explained; examine them carefully, and develop strategies for play. And enjoy the game.
  Fantasy Adventure Game
  Players' Guide to Immortals
  By Frank Mentzer
  Editing: Anne Gray McCready Development: Harold Johnson Cover Art: Larry Elmore Illustrations: Jeff Easley Larry Elmore Typesetting: Linda Bakk Kim Lindau
  c
  Transition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  2 3
  Section 1 :
  Changes
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  This book has been designed for use with the DUNGEONS & DRAGONS® Basic, E x p e r t , Companion, and Master Sets. It does not explain how to play the game. You must have the Basic, Expert, Companion, and Masters rules before you can use this set.
  Experience Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Rank and Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Armor Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hit Dice and Hit Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Movement Rate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ability Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Saving Throws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hit Rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Cash Total . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Section 2 : N e w Character Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Spheres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Options and Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Senses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Defense and Repair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  3 3 3 3 3 4 4 4 4 4 6 7 7 7
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  8 8 8 8 9 Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Order of Events in Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Attack Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Section 3 : Immortal Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Power Cost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Explanation of Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Section 4 : Character Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Level Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Rank Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Section 5: The Home Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Starting Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Material Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Creating a Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Assuming an Existing Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Section 6 : Reference Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
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  Energy. The topic is so vast that many thick volumes could not exhaust it. The character thus has no single "true" form. Memories survive. merely part of the setting for the character role. They can appear as normal humans and demihumans. are included in this set as Immortals. The character's life force (which mortals can rarely see. For a smooth transition. Everything in the multiverse contains part of one or more of these Spheres — Matter. But just as the original D&D game booklets merely offered a beginning. The structure of the organization of the Immortals is divided into five areas. simply remove that element. but merely changed. Some of the beings once worshipped by the ancients are described here with even greater powers. They wield power beyond mortal comprehension. leaving many details to your imagination. as are many aspects of the character's new existence. called Spheres. This book. Immortals can create things of all sorts—objects. details the rules for playing in the realms of the Immortals. And please hold the beliefs of your fellow players with as much respect as you hold your own. the mind remains. part of the game system. Dungeon Masters should also read this book. This is a game. famous adventurer. If you nevertheless find any part of this game to be offensive to your personal beliefs. as always. It also contains many other game details. Book 2. New game mechanics are explained. your character's mind and body changed into pure Immortal power. Time. and the crash of worlds. learn as a player to widen your imagination beyond past experience. And remember that the purpose of the game is. and personality will be the most useful of the character's assets. even magically) can assume any form convenient to the time and place. the Players' Guide to Immortals. But all are mere creatures. beings. Every Immortal serves one Sphere only. The essence of your character remains the same. The character's material form was not destroyed. In this game. and a sampling of creatures found therein." Joseph Addison (1672-1719) When your character's spirit left the mortal world. and should not be taken as such. Player character Immortals can choose to serve any Sphere except Entropy. Don't change your mental picture of the character just yet. But just as the character has transcended mortal limits. or may choose to use other forms. such as the "gods" of the ancient world. and even entire planes of existence. but maintain the balance and consistency you will find. as it will affect far more than just player characters. Add to the basic system herein as you see fit. and Entropy. to have fun. The character can continue with different props. this work also barely scratches the surface. Thought. or even with none. the DM's Guide to Immortals. A large portion of Book 2 describes the Astral and Outer planes. All former possessions were props. and can be created again. Some beings of historical myth. which is reserved for NPCs only. but are themselves dwarfed by beings of even greater power.Transition "But thou shalt flourish in immortal youth. they oversee and control all of the known multiverse. starts with the basic information needed to convert your mortal player character to Immortal status. It can even exist on two or more planes of existence at once. as you learn more of the game at Immortal levels of play. Immortals are beings who are one step beyond mortals. Unhurt amidst the wars of elements. 2 . It is not a collection of religious beliefs. along with ideas for Immortal adventures. keep the familiar memory alive—that of a mature. the wrecks of matter. Modern beliefs have been avoided in creating this rule system. seasoned. But they were not the original creators of the multiverse.
  but also has extremely limited actions. Though not considered by mortals to be an accessory. The mortal race has long been a major factor in the character's personality. Power awards may be small in comparison to XP. and pragmatic utility. and many special actions. or regenerated afterward. If the Immortal's permanent Power total ever reaches zero. every new Immortal gains a new common name. influence. Modify both Power totals only if PP are permanently expended or if new Power is received. but now the character's rank is determined by the amount of Power acquired. Get your character records sheet(s) and a fresh piece of paper. the rightful owners. in a form called incorporeal (without matter). the character gains another name upon reaching each new rank. becoming a Temporal. five. This is a basic change in game mechanics. When PP are spent for temporary effects. The form can be magically altered. such as other Immortals) as an emanation of the life force. you'll need many of the details later. One's truename is linked to the character's existance and those who possess the hidden knowledge may command or destroy the Immortal. It continues to be a primary goal of the character. It is a new type of life form. and to translate that into more abilities and influence. and affects all games involving Immortals. One or more parts of an Immortal's truename are often known by other Immortals. though communication is possible.Section 1: Changes The most basic and far-reaching change in the existing game system involves the character's current Experience Points. An Initiate soon enters the next rank. hit points. moving or changing elemental material. and performing deeds. and will always be visible in some way (to those who have the ability to see it. working. the character is immune to most attack forms. Start by converting the total XP earned in mortal life to a new figure. You chose a class when you created your mortal character.000 XP are worth 1 PP. Immortals normally occupy sturdy. Remember that each Power Point represents 10. but two new names are gained. Immortals sometimes find it necessary to reveal parts of their truenames. Immortals discover their new truenames through meditation. they are extremely durable. and other details. to keep track of the total earned to date—the permanent PP total. Whenever the character revisits the Prime Plane. Temporary Power expenditures return (regenerate) automatically at a rate determined by the character's rank.) Form You do not need to amend any character details for this aspect of the character. The title "Immortal" is not the name of a race or class. a body is entirely optional to an Immortal. In mortal play hit points are the measure of life force. This name is known and used by many other Immortals. The character's limits are now much fewer. familiarity. To emphasize that the Initiate has tran- 3 . modify only the current total. The character can remain pure Power and life force. The Name Your character can still use his or her mortal name. Demi-humans may have any amount. Each 10. but the flesh has been replaced with a sturdier form. In a d d i t i o n . material forms designed for convenience. though almost never by any mortal. complete with all its flaws. The character starts as an Initiate. rounded up. Gains in status bring gains of Hit Dice. and as bonuses for advancement. but unique. excepting only those of the mind (Intelligence and Wisdom). An Immortal character gains PP (usually just called Power) for learning. but usually start with less than 400 PP. magical and not. and clerics usually start with the least. since they never vanished. A character's PP total determines his status in the hierarchy of the Immortals. creating permanent non-magical effects. a member of the lowest rank of Immortals—those with the least Power. and a truename cannot be otherwise discovered. Such a form can imitate the character's mortal form in shape. The XP total is converted to Power Points. A typical starting Immortal (Initiate) has between 300 and 500 PP. Write the 3. In this form. and responsibility. but all the mortal characteristics return in full. which affect other game mechanics. Power Points (PP). A major goal of all characters is to gain more Power. of course. Though these forms are technically mortal. and are referred to as normal forms. Rank and Level These terms are applied to the set of limits affecting the mortal character's range of abilities. Power is permanently expended in raising ability scores. Record your PP total in two places on the character sheet. permanent expenditures do not. someplace where it can be frequently changed. Magic-users usually start with the most Power Points. but some still apply. The character cannot use spells or special powers. Former items of equipment do not reappear. They are expended by Immortals in creating various effects. while an Immortal superior may bestow special abilities or rank for the character. and attacking. once the character gains fame. a word that is magically and truly part of the character's life force. The player may choose the character's age. and eventually by some mortals as well. Experience Points In mortal life. especially to a starting Temporal. abilities. A Celestial thus has two truenames. the Immortal gains a truename. You as a player may choose the name. Don't discard the old character sheet when you're done. (See Names. But the character can create nearly any equipment desired. even in Immortality. a Hierarch. They are now in the hands of surviving mortals. If one t r u e n a m e is compromised early in the Immortal's career. Power may also be gained as gifts from other Immortals. and any form is possible.000 mortal experience points! But in addition to their typical function as a record of experience. Power is temporarily expended in producing magical effects. page scended mortal life. the Immortal's life force is extinguished. though the DM may have specific suggestions or limits. Race The race of the character is the same as in mortal life. After gaining one truename as a Temporal. but you must understand the possible forms. An Immortal cannot be forced to reveal a truename by any means whatsoever. Every Immortal regularly uses three or more forms. experience is a measure of success and power. and use this one to keep track of the character's current (variable) Power. Write one figure in the usual place for XP. Conversely. and usually keep them utterly secret. just as in mortal life. and a new state of mind. usually as irrevocable alliances or to balance debts. the character automatically grows less vulnerable as more truenames are gained. total in another place as well. Ten or twenty PP are sizeable amounts. the character can only assume his or her original mortal form. Power Points are also actively used in play. The material form or body used by an Immortal determines the character's base Armor Class. damage may only be inflicted on an Immortal if part of his truename is known and invoked. saving throws.
  and Constitution is now little used. Example: A storm giant has a movement rate of 150'(50'). though any change in personality should be very minor. those terms still refer to aspects of the character's life force. or double that when running which is the same proportion as for mortal play. An Immortal gains one additional Hit Die with each increase in level (within a rank). An Immortal taking that form could walk quickly at a 180'(60') rate. even if the latter number is less than the character had in mortal life. The table covers all possible scores. the character has 20 Hit Dice and 100 hit points. High or low Constitution does not affect hit points. and Eternals 40. The modifiers are also used whenever Immortals directly attack each other's ability scores. Abilities may be directly attacked by other Immortals and some powerful creatures. The modifier can be applied in a different way for each ability score. ability scores do have other game effects. he regains his mortal hit point total. with all its limits and flaws. be sure to adopt one that describes. The best possible base Immortal Armor Class (before other modifications) is 20 (or. A project is any activity designed to increase the permanent Power of an Immortal occurring in different locations. Future modifications may apply if your character's alignment matches or differs from the alignment favored by the Sphere (see Spheres) chosen." "Dimensions. the AC is permanently and irreversibly improved. The character's mind. Refer to "Outer Planes. only half as many can be maintained. Intelligence The number on the table determines the maximum number of projects that the Immortal can handle simultaneously. 4 . AC -20). by mortal AC reckoning. but is unaffected by level. Table 3 gives other modifiers for Charisma. Once such an expenditure is made. described by Intelligence and Wisdom and affecting Charisma. A permanent expenditure of 100 PP produces a permanent gain of 1 unit of Armor Class. Movement Rate Your character's method and rate of movement are determined by the form used. The character need not cause all the possible damage. Hit Dice and Hit Points When your character first becomes an Initiate in the Immortal hierarchy. when the Initiate becomes a Temporal. Wisdom This modifier determines the maximum number of creatures which can be affected by Aura (see Combat) in any one round. and Hierarch. This statistic can sometimes be modified by equipment. and gives a modifier for each. By the end of the training period. Increased Hit Dice also brings resistance to magical effects for which a size limit is given. again using experience (now counted in Power Points) as the yardstick. Hit points are still a measure of the stamina of the character's material body. Refer to the applicable Tables and write the modifiers next to each ability score. Each project is typically a complex operation. but movement toward the Outer Planes requires none. The hit point total for the old mortal form is only relevant when and if that form is used again. Table 1 gives the various level and rank titles and their corresponding Power Point values. Strength When an Immortal occupies any physical form except the original (mortal) one. but is instead a term that should summarize an actual attitude. with each change in rank." and "Magical Powers" for costs and other details. but never by ability scores. Trans-dimensional travel always requires an expenditure of Power. is exactly the same. An Immortal creates duplicates of himself to oversee each project. the character must achieve minimum ability scores. Trans-planar movement toward the Inner Planes also requires an expenditure of Power. If the projects are in different dimensions or planes of existence. The form can be moved a bit faster when desired. Temporals gain 10 hp per level. but has very limited possible actions until he or she occupies a new form. though usually very little. it dies. Though the mortal body described by the categories of Strength. from 1 to 100. by 30 feet per turn (10 per round) walking. Ability Scores Your Immortal character keeps the same six ability scores used to describe the mortal form. the character. Few Immortals spend the Power to reach this limit. the the character may use a Punch attack.Changes higher ranks of Immortals in ascending order of Power are Celestial. The number of Hit Dice determines the character's chance to hit in melee. They no longer affect Armor Class or saving throws. or run at the maximum rate of 360'(120'). Ability score checks may be required in play. and may select the number of dice of damage he inflicts up to the limit of the maximum given before any punch. not limits. Ability scores affect Hit and damage rolls in the usual way. Refer to Table 1 for the exact Hit Dice and hit points for each level of Immortality. If an Immortal reassumes his original mortal form. Direct Effects Although they no longer affect hit points or Armor Class. Refer to Combat (Attack Forms) for more details. Use Table 2 (Ability Score Modifiers) for the first five ability scores. If you change alignment. To gain each new rank. Alignment The character's alignment may be changed without penalty. and by magical effects applied to that form. Remember that alignment is not something to be chosen and adhered to. As a general rule. Hit points are also gained with each level. Celestials 20. Dexterity. Level is still used to describe an amount of progress within each rank. and with each new rank as well. the movement rate is the same as that of the form used. the character has 15 Hit Dice and 75 hit points. A material form that the character creates for use can have any number of hit points. Eternal. Use pencil for all scores and modifiers. Empyreal. to a maximum equal to the character's. since all the numbers change over the course of play. Empyreals 30. and always by situation bonuses or penalties. The character does not die at that time. It may also be improved by permanently expending Power. for many other demands on Power are of higher priority. It cannot be traded to gain Power. This blow inflicts a maximum number of six-sided dice of damage equal to the number given on the table. Armor Class changes slightly. Your Immortal character can also move across boundaries of planes and dimensions. When the form drops to zero or fewer hit points. but automatically. Armor Class An Initiate to Immortality has an AC of 0 (zero). Copy them onto the new character sheet.
  Use the reaction modifier from the Charisma table (Table 3) when finding the total talent modifier. and the effect is delayed as described above. and cannot be forced. all three scores of an Immortal's Greater Talent must be raised to the maximum. Maximum Retainers: This is the number of mortal allies which the Immortal can attract and effectively control at one time. and Charisma scores are now 25 each. The DM rolls 2d6 to randomly determine a reaction for each group or individual creature encountered. possibly severe. Matter Energy Time Thought Reducing Ability Scores Ability score points can be converted into Power Points. and may be converted with when the need arises. See Rank Advancement for more details. he or she is not eligible to advance. 25 50 75 100 100 mortals. and the balance takes effect at the end of that time. See Combat (Attack Forms) for more details.040. Sphere Greater Talents (in order) Primary Secondary Tertiary Str Int Wis Dex Con Cha Str Int Dex Con Cha Wis Reactions: This game mechanic is unchanged. Change both the permanent and current Power Point records for this increase. Talents Three ability scores are important to the character's Sphere. If the poison is deadly. 5 .080 PP. but otherwise act normally for their own self-preservation. since the expense of the second point would reduce her Power total to 1. but they do provide a reservoir of Power for an Immortal who finds the action necessary. or special (such as paralysis). she must spend 1.500 Power Points to gain 75 ability score points in exchange. The Morale bonuses given when the Immortal's Charisma score is 24 or more apply to all the saving throws of all retainers against effects produced by other Immortals. Any number of points may be "purchased" at any time if sufficient power is available. depending on the type of poison—deadly. or presence. If the character's total GT is not at its maximum. neutralizing the poison during the delay period negates the final effect and prevents further damage (if any). as determined by the rank. The first corresponds to the Prime Requisite of the mortal class matching the Sphere. Retainer Morale: The Morale of the Immortal's retainers is checked when needed by applying the standard game mechanic. Charisma This score affects reactions. Strength. Any Immortal with 21 or greater Charisma can As one requirement for gaining each next higher rank. If the poison inflicts a given amount of damage. Her Wisdom. damaging. Ability score points converted can be repurchased later in the usual way (though a net loss in the transaction. the character resists the effect for a number of rounds equal to the Constitution ability score modifier. and she has 1. but each increase has a duration of only 1 turn. The cost of increasing a score is determined by the character's rank. ten less than the minimum for Novice Celestial. This is the Primary Talent of every character in the Sphere. and list the ability score names and the total talent scores for each. the Immortal suffers half that amount. Aura is an attack form which can be used at will and at no cost in Power. The Aura modifier determined by Charisma applies to saving throws by those attempting to resist the Aura. and list those cumulative modifiers as well. Ability scores are rarely reduced in this way. Omit the reaction roll entirely if the Immortal uses Aura to influence reactions. Although a character cannot voluntarily drop to a lesser rank through permanent PP Sphere Matter Energy Time Thought Lesser Talents (no order) Wis Dex Con Str Cha Str Int Con Int Wis Dex Cha Write the abbreviations "GT" and "LT" on your character sheet. and Aura strength.Changes Dexterity The modifier given affects certain unarmed combats (see Combat). Neutralizing the poison and curing the damage incurred from it are two different effects. called the character's Greater Talent. In all cases. the character's original Charisma must be used instead. using 2d6. applied evenly throughout the delay period (DM's choice). whichever is preferred. The Immortal can have up to this maximum on each project since he can conduct several projects at once at different locations. must obviously be accepted). If the poison is special. However. To raise each ability score to 50 (needed for Empyreal). the Immortal suffers 1-6 points of damage each round. Ability scores can only be raised to the listed maximum. no damage is inflicted. If the Immortal reassumes his original mortal form. The character may expend temporary Power to further increase these bonuses. Each ability score point can be converted into 5 PP. Retainers with 12 Morale fight to the death if ordered. on Rank Temporal Celestial Empyreal Eternal Hierarch Power Cost Per Point 10 PP 20 PP 40 PP 80 PP 160 PP Maximum Ability Score Constitution When an Immortal is the victim of a poisonous attack or imbibes poisons or intoxicants. Aura: Charisma determines the force of the character's Immortal Aura. This action must be voluntary on the Immortal's part. but the Lesser Talents do not affect rank advancement. Some other affects may occur during that period. The abilities of the Greater Talents are almost never reduced. retainer number and Morale. for one ability score point. The only restriction is that no score of a Greater Talent can be lowered below the rank minimum. and subtract the points converted from the ability score(s) being changed. Also find the sum of the ability score modifiers which apply to each talent. The total of these three scores is a new statistic. command such loyalty at will. Increasing Ability Scores An Immortal can increase his or her ability scores by expending Power permanently. at this time she can only expend 20 PP. Apply the given reaction modifier to the roll only if the Immortal character speaks to those encountered. A character cannot voluntarily expend Power Points if that action would reduce his or her total Power to less than the minimum for the rank as given on Table 1. The Secondary and Tertiary Talents are listed in order of their importance to the Sphere. The total of the three remaining scores is called the Lesser Talent. Example: A character recently achieved the rank of Celestial in the Sphere of Time.
  The character cannot simply "try again". After considering the size of the task. of average complexity. Talent Checks Some complex actions cannot be divided into separate ability score effects. Attacks on Abilities Immortals and other outer-planar creatures may use attack forms that directly affect an ability score. In such cases. including those produced by artifacts.Changes expenditures. and again rolling 1d100. Modifiers for. a character's ability scores may be important in resolving a problem that challenges even Immortal skill. As with ability score checks.. The following modifications are applied to tasks which are easy. The DM states that moving the moon calls for Strength and Intelligence checks with a + 25 bonus. For a Lesser Talent check. The same bonus applies. as determined by the character or monster type and level. The character creates or gathers the mass. a check of an entire talent may be used. the Immortal cannot solve the problem. The DM may call for an ability score check in such situations. Check modifications may be made to the the score at the DM's choice. An Immortal without a material form is immune to all effects of mortal origin. The DM also may shift the level of complexity of a task. but the character may wish to pretend to be affected. Class Temporal Celestial Empyreal Eternal Difficult Using Ability Scores in Play Ability Score Checks In play. for a total of 77. use Power to drain or counter an ability. modifications to ability score checks are common. Anti-Magic may negate magical effects. two or three may consider easy when working together. An Immortal occupying a mortal form has a choice of saving throws. apply a + 30 bonus also. can be used for most effects. the player must select one of the six ability scores (the DM must decide when there is a question). A standard unmodified ability score check is a difficult test for most Immortals. mortal saving throws apply. mortal or otherwise. and is ready to move it into a stable position near the planet. New Saving Throws and Old Attack Forms Death Ray: Use Power Drain Poison: See Constitution (page 5) No effect Wands: Use Magic Spell Paralysis: Use Power Drain Turn to Stone: Use Physical Attack Rod/Staff: Use Magic Spell Spell: Use Magic Spell it easier or more difficult based on the relation of the Immortal to the location (see Bias). Although Immortal minds are beyond mortal influence. Ability scores are limited by the form the Immortal chooses. If the result of the DM's subsequent 1d100 roll is 78 or more. A lesser result indicates the mass is moved. Use Physical Blow when an impact or other attack would inflict an amount of hit points of damage. Use Magic Spell when a spell or other magical effect. as part of the masquerade. the two Immortals discuss the problem. These attack forms. making + 55 + 40 + 10 -10 + 30 + 15 -15 -35 + 5 -10 -40 -60 Example: A Celestial with 30 Strength wants to add a moon to a planet in his home plane. Easy Average wants to masquerade as a mortal being. and the moon does not move. the character can simply set the saving throws at any value. When the original mortal form is assumed. a die roll equal to or less than the character's talent indicates that the action is successful. the character convinces a Temporal (with 22 Strength) to assist. Use Mental Blow when an attack (magical or otherwise) could affect the Immortal's mind. such as Weakness against Strength. which may appear as colorful bolts of energy. and most attacks of Immortal power as well.) These saving throw numbers can be changed instantly. to a minimum of 2. When an ability score check must be passed to complete a given task. the standard saving throws. If the result is equal to or less than the score. Thus. at no cost of Power. or difficult for an Immortal. Magic Spell. the Immortal's action is successful. Different numbers and/or types of dice may also be used to vary the difficulty. so that the difficulty of a task facing the character can be estimated with some accuracy. at the discretion of the Immortal. Any mind attack from a mortal source will fail utterly. a talent check is normally made by dividing the total talent by three. Before the DM makes the Intelligence check to see if the moon is moved into the correct position (course and speed). by an actual increase in the ability score. a character may be forced to expend the Power and drop to a lower rank. Since each talent is comprised of three ability scores. Only a Mental Blow or Power Drain (see New Saving Throws) can have any affect on a character in this incorporeal state. What one Immortal may find almost impossible. The DM adds the Strength scores of the two characters (30 + 22) and the stated bonus that applies ( + 25). Ability scores of cooperating Immortals may be added together for purposes of making a check. Players may refer to the modifiers in play. or by some other means. but otherwise whenever a saving throw is allowed. Also apply the standard modifiers for ability score checks to checks of any Greater Talent. They again apply the total of their scores to the check required. would affect any part of the Immortal except the mind. A standard ability score check is made by rolling 1d100 and comparing the result to the ability score. Refer to Combat (Attack Forms) for more information. of course. If the character 6 . A Novice Empyreal will fail 50% of the required checks even when some score of his Greater Talent is being tested.. If the Immortal cares more about preserving the mortal form than about the pretense. (A natural roll of 1 indicates failure. some change in the situation must occur first. Before the DM makes a check. Bonuses are added and penalties are subtracted. a failed check means the task cannot be completed until additional ability score points are applied—by the cooperation of another Immortal. Saving Throws An Immortal's saving throws are determined by the form he or she has created or assumed. The new Immortal saving throws apply only when the Immortal is incorporeal or in any non-mortal form. When To Apply Saving Throws Use Power Drain when a non-spell effect would reduce Power Points. an Immortal's normal form may be affected by magic from spells or devices of any origin. If the roll indicates failure. the task fails. apply the Immortal's new saving throw vs.
  but they have little use and no value except when dealing with mortals. Cash Total Any and all valuables that your character owned in mortal life have been left behind or destroyed. use the last 20 in the series.v. and their powers are quite similar to those of Immortals. For ease of play. and copy the categories and numbers (for Initiate level) on your character sheet. stop adding and use the first 20 in the appropriate series on the chart. Failure indicates that half damage is inflicted (possibly modified by magical effects). though some may be useful when dealing with mortals. bonuses raise a hit roll to 20 or more. This effectively gives a bonus of 20% (four AC increments) whenever a natural hit roll of 20 occurs. it always occurs five times in the hit roll line. if an Immortal with AC 8 appears in a standard game. Breath Weapon. For example. you can create or collect devices. The attacker rolls 1d20. You do not need treasure as such. if bonuses raise it sufficiently. mortal dragon: If the attack can be avoided by dodging.) using 3d20. make a Dexterity check (q. always remember to treat each AC as a negative number. and called an artifact. They are used more frequently when the character reaches the Temporal and higher ranks. remember to change its Armor Class to -8 for that appearance. and the attacker then determines the amount of damage inflicted. but far more limited. character. If Equipment (Normal or Magical) As with cash. who value it highly. and refers to the hit roll chart (Table 5) to find the Armor Class hit. a successful saving throw indicates that either half or no damage is inflicted. when the opportunity permits.Changes Breath Weapon. depending on the attack form used. All Immortal Armor Classes range from zero to high negative numbers. You may create or collect treasures as desired for future use. When using Immortal Armor Classes in games involving mortals. Thus. If the target's actual Armor Class is equal to or poorer than the AC hit. If a 7 . Hit Rolls The standard system for melee attacks is still used. using the following system. natural 20 is rolled and modified higher. the attack has succeeded. If a natural 20 is rolled but unmodified. Only one type of magic item is of real value—one made by an Immortal. or that no change occurs. Any roll less than 20 can hit AC 15 at best. all negatives are ignored. A target with a high Armor Class number is now difficult to hit. find the total on the chart normally. Immortal dragon or other: Use Physical Attack As in mortal life. the hit roll line on the table seems at first to be the reverse of that used in mortal games. Success indicates no damage. Refer to Table 4. Example: A Temporal (HD 20) can hit AC 19 at best with a natural unmodified hit roll of 20. Artifacts are explained in the D&D® Master Set. You will probably not need a permanent record of the hit rolls needed for your Initiate Modifying Hit Rolls When the number 20 appears on the chart.
  Each route corresponds to one of the four Spheres. will be carefully scrutinized. you may examine the powers. resists the existence of Thought. 1. resists the limitations of Matter. Energy Favored Class: Magic-users Alignment: Chaotic Element: Fire Aura: Disorder and uniqueness Purpose: Create more energy and activity Interplay: Opposes Thought's attempts to 8 . destroys Matter. often leads you to deductions which are incorrect if applied to the multiverse as it appears in the game. but they perceive stimuli beyond mortal ken. As you consider all the new and old character abilities. goals. and the only cost is that your character cannot qualify for certain future bonuses. you can change. Just as impure fluids contain tastes. Taste is a sensation produced when fluid containing impurities comes in contact with the tongue. the Immortal mind can easily exceed mortal limits and may be designed to accurately measure as well as sense the environment through touch. But. The characteristics of other forms Immortals assume determine many of their abilities. or touch. x-ray. the mortal warning system for physical damage. without form. This radiant form of energy is converted to a more usable form. but choose where to place the corresponding sense organs. Before you do so. Thought Dynast Hero Paragon Polymath Time Thought Energy Matter Favored Class: Thieves Alignment: All Element: Air Aura: Purpose and meaning Purpose: To conceive of and categorize all of existence Interplay: Opposes Energy's outbursts. The mortal organ for scent detection may be redesigned and relocated anywhere on the Immortal form. having grown accustomed to the real world for so many years. you have modified and reexamined existing character details. and radiowaves. but suffer such extreme penalties (in effect starting completely over) that they rarely do so after passing Initiate level. The Laws of Nature as known in our world do not apply to the D&D game multiverse. forces Time into organization Whatever route your character took. taste. and other details of all the Spheres as described in this book. for they are designed to fill many special functions. Time Senses The five senses common to all mortals also exist in most Immortals. always making way for the new Interplay: Uses and opposes all other Spheres. Moist. Although Spheres Some time ago. and your character followed that route to a successful result. Details vary by the Immortal's form. and may be very valuable. interpreting more types of electromagnetic energy and enhancing it. resists the attacks of Energy. The normal form used by an Immortal is usually equipped with sturdier organs that can "see" on a greater scope. such as the five senses. create order. you may choose any one Sphere now. These are equipped to handle a very limited type of energy known as visible light. An Immortal's speech is generated from an organ uniquely designed for speaking. With experience. An incorporeal Immortal can sense and interpret sound and light energy of all kinds. Some old and familiar details that have always been assumed. prevents Thought Options and Abilities An incorporeal Immortal is extremely limited in possible actions. fragile sensory orbs are part of the mortal form. given the proper organs to allow this. And some entirely new character details will be added. impure air contains scents which can be interpreted by a sense of smell. which is then interpreted by thought. such as ultralight. the Immortal has no sense of smell. and each Sphere gives bonuses to certain mortal classes. Some mortal forms are also able to sense heat energy in a similar manner (infravision). The normal form of an Immortal is usually equipped with similar speech organs. A sense of touch is the ability to perceive surroundings through physical contact without using energy as a medium. stops Time. An Immortal in mortal form may "speak" by creating vibrations in some manner which can be sensed and interpreted by mortals. water. Although the mortal form is not equipped to properly handle the information gained thereby. forces matter to change 3. The five Spheres of Power are listed for quick reference in your decision. Beware of your instincts. Scents are sources of information. For this reason. an Immortal may be able to track other creatures or find locations by scent alone. 5. Matter Favored Class: Fighters Alignment: Lawful Element: Earth Aura: Order and similarity Purpose: To withstand destruction and decay Interplay: Opposes Time's attempts at change. Immortals retain the ability to taste what they consume. drains Energy. forces Energy to have duration 4. is a function of this sense. the character may seem to be merely a super-powerful being. resists the attacks of Time. Entropy Favored Class: None (NPC only) Alignment: None Element: None (the void) Aura: Conflict and despair Purpose: To destroy everything in the multiverse. But these forms are stronger than any mortal shell. and air to be routed through the speech organ. your subconscious. radiation. you chose one of four routes to Immortality. Immortals assume physical forms. But Immortality brings many new and different things as well. as follows: Route Sphere Favored Class: Clerics Alignment: Neutral Element: Water Aura: Continuous regular change Purpose: To promote change in all and maintain time's flow Interplay: Opposes Matter's resistance to change. Immortals are free to change Spheres at any time. forces Thought to be practical 2.Section 2: New Characters Information In the previous section. As an art form. The obvious design error of the mortal mouth requires food. At this point. learn to think of their effects in terms of this alternate nature. but these are rarely used in the same way. Though your choice will probably be the Sphere corresponding to the route followed. This multiverse is based on combinations of the four elements and their associated Spheres. The odd and bizarre are commonplace in the multiverse where form follows function. Pain. sensing tiny changes in the air.
  Remember that A-M should be voluntarily dropped if a risk of magic failure is to be avoided. A-M may also be increased by a magical effect. Air. negating all possible results. and ability score losses are determined by the bias of the Plane or Dimension of that location. However. and Thought Hostile: Water and Time Anti-Magic An Immortal life force automatically confers some resistance to magic upon the physical form used by the character. the resulting effect (technically magical and with a given duration) cannot be affected by Anti-Magic.). When on a "neutral" plane of existence. Power may also be used to hasten the natural regeneration process for hit points and ability scores. at no cost in Power. and is cumulative with magical effects. the rate is 1 point per turn (10 minutes). for a total cost of 600 PP. page 2). This applies also to magic used to create or enhance Anti-Magic. Example: A 4th level Eternal on a plane with neutral bias wants to increase his regeneration rate to 4 points per turn for 12 hours. The cost of faster regeneration is 100 PP. regeneration can never cause a score to exceed normal maximum if no magical augmentation has been Bias of Specific Planes An Immortal's Home Plane is always treated as friendly. The Astral.New Characters Information pain is useful to alert the Immortal. An Initiate or Temporal has 50% A-M. the augmented ability scores likewise increase. When on a "hostile" plane. the magic may be negated for a turn or more. Power Point Recovery Immortal Power Points regenerate automatically. such as a cure or ability. If an Immortal does not voluntarily stop the A-M before using magic. neutral. he is subject to other magical effects directed at him. each Elemental and Outer Plane has the following bias: Friendly: Earth and Matter Neutral: Fire. or 3. however. Standard magical cure spells may be created and applied as desired. Other dimensions may have any bias. As the ability scores then regenerate. called the planar or local bias. etc. the A-M may disrupt magic use. This requires three increases. and 1 point per day on a hostile plane. all applied twice (once for each 6-hour increase). a psychic manifestation created by living creatures. During the time when an Immortal stops his A-M effect. This protection. Example: An Immortal of the Sphere of Matter knows that. Power regenerates at the rate of 1 point per round. The rate is the same as the Immortal's regeneration of Power Points. A like increase in rate and duration (not an additional doubling) can be obtained for each expenditure. Every Immortal has an additional sense. but this is rare. The dispel effect must first applied. A character may voluntarily stop (or restart) all personal A-M effects at will. and need not be a continuing irritant. The ruler of any such plane may declare otherwise. and this figure increases by 10% for each class attained. pain and fatigue can be "turned off after the character takes note of the alarm. Paradoxically. is explained in the D&D Master Set (DMR. The one Elemental Plane of the element opposed to that of the character's Sphere is hostile. Armor Class is a measure of defense against physical attack. The character can communicate with other Immortals through use of his or her Aura. It may. Defenses and means of repair thus take several forms. An Immortal may expend Power to repair any physical form used. The Elemental Planes corresponding to the two elements not directly opposed to the element of the character's Sphere are neutral unless declared otherwise by their respective Rulers. 1 point per turn on a neutral plane. review that section before play. The Outer Planes of Immortals of Spheres corresponding to those two elements are likewise neutral unless declared otherwise by their owners. penetrate the A-M (by standard procedure) before the DM checks the chance of success. Any other Outer Plane belonging to an Immortal of the same Sphere is friendly unless declared otherwise by the owner. the ability to detect and use Aura. The Elemental Plane corresponding to the character's Sphere is friendly unless declared otherwise by the Elemental Ruler of that plane. 9 . The rate of regeneration is 1 point per round on a friendly plane. The Dimension of Nightmares is always treated as if it were dominated by Entropy and is always hostile to all other Spheres. The action must be announced to the DM. The same phenomenon occurs when hit points are magically augmented. (See Bias. and hostile to all other Immortals (neutral toward none). such as shapechange. An Immortal who exists on several planes at once (commonly on the Home Plane and one or more others) must apply the least favorable bias that applies. Natural or enhanced regeneration affects current totals at all times. Whatever an Immortal's location. Physical Recovery An Immortal's physical form automatically regenerates all losses of ability score points and hit points. This expenditure doubles the base rate for 6 hours (36 turns). The Outer Planes of Immortals of the corresponding Sphere are likewise hostile. This practice is common when a character wants to use magic with a personal effect. see page 17 (non-spell magic of the Sphere of Time). be affected normally by a dispel magic spell.000 feet for a Hierarch. but most are neutral. magic items. A-M magically increased to 100% thus cannot be affected by any outside force. called Anti-Magic (A-M). Regeneration affects all losses simultaneously (including all six ability scores). Any plane of the Sphere of Entropy is friendly toward all Immortals of Entropy. and Prime Planes are always neutral. This does not affect the rate of Power regeneration. If you are not familiar with A-M. Ability score losses are often most easily countered by applying magical ability score increases.) The regeneration requires no concentration or expenditure. since they use attack forms completely unknown to mortals. the rate is 1 point per day. Bias The relation between any Immortal and any Plane of Existence can be described as the "bias" of the Plane—hostile. Ethereal. depending on their characteristics. Defense and Repair Immortals are far more durable than mortals in many ways. Energy. The maximum range of Aura communication is 120 feet per point of Aura strength. as determined by planar or local bias. (the number determined by Charisma on Table 3). Anti-Magic is a measure of defense against magic. at a rate determined by the relationship between an Immortal and his environment. They can also be damaged in more ways. If A-M affects existing magic (spells with durations. to his perspective. after magic is used to create or enhance Anti-Magic. hit point. When on a "friendly" plane of existence. Each score continues regenerating until it reaches its normal total. or friendly. the rate of regeneration of the Immortal's Power.
  New Characters Information
  Local Bias
  An Immortal completely immersed in nonmagical elemental material must apply bias as if he or she were within the corresponding Elemental Plane. Local bias never applies on the Prime Plane, but affects all other planes. No bias adjustment is necessary for magical effects of any sort. The immersion must last for at least 1 full round before the bias adjustment (if any) takes effect. Example: The ruler of the Elemental Plane of Air, whose bias toward the Sphere of Time is usually neutral, quarrels with the Hierarch of that Sphere and impulsively decrees his entire realm hostile to all Immortals of Time for a period of 10 days. Any Immortals of Time entering an air-filled space during that period must either accept the lesser rate of regeneration or continually surround themselves with non-magical water (for friendly bias) or fire (for neutral bias).
  During any one round, an Immortal may assume gaseous form, move the full distance (240'), and then reassume normal form. This counts as one "normal" action (i.e. movement). Whenever a character assumes a form with a movement rate which differs from those given, the faster rate always applies. In addition, some special types and faster speeds of movement can be produced by applying magic. Refer also to page 11 for helpful methods of handling and visualizing movement in threedimensional combat.
  Interplanar Movement
  This category includes all forms of movement across the boundaries of one or more Planes of Existence. Interplanar movement may require Power expenditure, or may be free of cost, depending on the direction of travel. If the character moves toward the outer planes, no expenditure is required. Any other direction of Interplanar movement requires an expenditure. The relative "directions" of the planes, starting from the Inner Planes and moving outwards, are: Prime, Elemental or Ethereal, Astral, and Outer. For example, movement from the Prime Plane to an Elemental Plane requires no expenditure, but movement between Elemental Planes is not toward from the Outer Planes, and thus requires expenditure. The base cost for Interplanar movement requiring expenditure is 50 Power Points per planar boundary crossed. However, one magical gate can be created instead, the exact PP cost being the cost of the magic (see Immortal Magic, page 16). The primary advantage of a gate is that it creates actual holes in several planar boundaries, making a direct connection to some other plane at any distance. As a result, the cost of the gate is usually less than the total cost of standard Interplanar movement (50 per boundary), and the time required for the crossing is also less. The disadvantages of a gate are its magical nature (thus easily disturbed by A-M or dispel effects) and its very existence; other creatures may use the gate as long as it remains. One turn (10 minutes) of time elapses while an Immortal crosses one planar boundary by means of standard Interplanar movement. By contrast, movement through a gate takes only 1 round per boundary crossed.
  Immortals may teleport without error, and may do so to or from any location (not limited to a surface).
  Immortals are four-dimensional beings, and can see their destination by simply looking across the fourth dimension. This does not mean that they can travel in that direction without effort (by magical means). A mortal may also see things at a distance, but be unable to reach them without some expenditure (muscle power and time, in the case of simple long-distance travel to a distant but observable location). To a mortal threedimensional perspective, a teleport is a daring step through an unobservable dimension. Mortals can only teleport within a threedimensional frame of reference, and thus must leave from and arrive at a location on the ground or some other surface. An attempt to do otherwise is often disastrous, disorienting the mortal completely and utterly randomizing the teleport effect. Unfamiliarity with either location produces some degree of disorientation, introducing the random element described in the spell description
  Movement
  An Immortal may employ three entirely different types of movement. These types are movement within a plane or dimension (Universal), movement across the boundaries of one or more Planes of Existence (Interplanar), and movement across the boundaries of one or more Dimensions (Interdimensional).
  (Expert Set, page 15). Interdimensional Movement
  All planes are comprised of many dimensions or ways to measure distance between two points. Within any plane, each dimension may be either of limited size or infinite. There are only five known dimensions in each plane, though more are suspected to exist. The first three dimensions are length, width, and depth. The fourth dimension is referred to as hyper space or the shortcut dimension and is used for teleporting. The fifth dimension is an alien space so horrid it has been named the Dimension of Nightmare. The names of the dimensions do not correspond to any Sphere, thus Time is not a dimension. The DM's Guide gives further details on dimensions. Immortals normally exist in the first three dimensions, but may explore other dimensional space (collections of any three dimensions). Many other dimensions exist, and most are as yet unexplored by Immortals. These dimensions may be entered by Immortals and others. Some creatures have existence only within the third, fourth and fifth dimensions, and view creatures from the first three dimensions as monsters. These may sometimes escape into other dimensional space. A mortal may enter another dimension by accident, by action of other-dimensional creatures, or in dreams. An Immortal may only enter another dimension by expending Power. The cost to an Immortal is the same as for Interplanar movement, or 50 PP per dimensional boundary crossed.
  Universal Movement
  This category includes all forms of normal and magical movement during which the character remains within the universe of a single plane or dimension. Walking, swimming, flying, and gaseous travel are examples of this type. The maximum Universal rate for an incorporeal Immortal is 24 miles (the width of a standard large-scale campaign map hex) in one round, or 8,640 miles per hour. This amazing speed results from the character's relative freedom from the limits of matter and time while in this form. When incorporeal, a character may pass freely through material objects and magical effects. When in material form, a character's base rate of Universal movement on any surface is 120 feet per turn (40 feet per round). Any Immortal may fly at 360'(120') rate, or may assume gaseous form and move at 720'(240') rate. The latter rates and styles are identical to those of a travel spell, but may be produced at will, at no cost in Power. The effects are non-magical, and thus cannot be affected by dispel magic or Anti-Magic effects.
  10
  New Characters Information
  Three-Dimensional Movement
  As a player, you have probably encountered problems in representing aerial or underwater movement with miniature figures. The two-dimensional limits of most playing surfaces can be helpful in many situations, but often provide l i t t l e help for such three-dimensional activity. You will rarely be able to place figures in their correct positions, with all distances in scale. Flying movement, for example, often involves quick changes of altitude and various magnitudes of distance. If exact heights are accounted for separately, dice or other solids may be used to simply raise a figure's position slightly, indicating to others that the character is at a higher altitude than the others. When multiple figures are at different altitudes, the lowest (whether on a floor or not) is treated as "aground," and all others positioned with respect to that one. A scrap of paper may be placed next to each miniature figure or kept by each player, with notes on the altitude, direction of travel, and other needed information about the character represented. The positions of figures on the playing surface should merely be two-dimensional projections of their actual locations. Each figure is placed where the character would be if lowered to that surface. Thus, large amounts of real movement may occur (straight up or
  down, for example) with little or no change in
  If strict accuracy is desired, players may calculate exact distances for movement and effects. This can become tedious very quickly and should only be done when some detail is of critical importance (e.g. when a character's life depends on it). A more convenient method of estimating distance can be used by measuring distances in square inches or by using a grid of squares as a playing surface. You will then become accustomed to converting distances from "feet" to "squares." For example, when one square is 5 feet long, a normal move of 90 feet becomes one of 18 squares. The diagonal of one square, approximately 1.41 times the side of the square, can be rounded to 1 1/2 squares for ease of counting. Thus, a 90-foot (18-square) move made diagonally is counted
  as 12 diagonals of 1 1/2 squares each.
  We mortal earthbound folk rarely visualize the problems of o r i e n t a t i o n in a three-dimensional gravity-free environment. Yet this is precisely the situation for characters in the Astral Plane. All characters in such circumstances should agree to accept one position as "up," and the opposite as "down." Estimating 3-D Distance Diagram 1 illustrates an imaginary grid of cubes over a playing surface. Two opponents are positioned as indicated (A and B). The DM wants to find the total distance between them. Counting along an imaginary line as near to straight as possible but going from cube to cube, the DM counts four long diagonals (1 3/4 each, or 7) and six short diagonals (1 1/2 each, or 9), for a total distance of 16 units (80 feet).
  Diagram 1
  For three-dimensional movement, urge everyone to visualize moves in terms of grid "cubes" of distance equal to the width of a square. Imagine levels of altitude over the gridded playing surface, each exactly one grid cube high. Vertical or horizontal movement between
  these imaginary cubes is handled as normal
  movement; each move counts as one unit of distance (normally 5 or 10 feet, as decided beforehand for the grid). A diagonal movement in a horizontal or vertical direction is the same length as on the board, 1 1/2 squares. However, diagonal movement in a diagonal direction upward or downward counts as 13/4
  square (or 3
  1
  /2 for two), and should be
  the figure position.
  referred to as a "long" diagonal.
  Order of Events in Combat
  The additional attacks possible for Immortals requires a revision in the standard order of events. When several Immortals are opposed in combat, additional events apply.
  1. Intentions: The DM asks each player what the character intends to do in the coming round. If the DM chooses to use statistics to determine the order in which intentions are announced (highest or lowest dexterity, Power total, etc.), the method should be announced beforehand and applied consistently. 2. Initiative: Each side rolls 1d6. 3. Special combat, side that loses initiative: Resolve Aura and Power combat, in that order.
  4. Aura attacks*, side that wins initiative 5. Actions, side that wins initiative: a. Morale checks, if needed b. Movement c. Missile fire
  d. Magic (spells, spell-like effects,
  *
  Power combat involves attacks by both sides, and is always concluded in step 3.
  items, etc.) e. Hand-to-hand combat (including ability score attacks)
  6. Actions, side losing initiative: follow steps a. through e. above. 7. Check Results a. if one side is defeated, stop b. if one side flees, check details of pursuit and evasion c. if combat continues, return to step 1
  Optional Order: This combat sequence separates swifter actions from slower melee combat, providing the possibility of disrupting spells by causing damage to the caster. First, the side with initiative makes Morale checks, moves, fires missiles, and
  uses magical items. The other side
  responds. Then the first side casts magical and spell-like effects and fights hand-to-hand combat; and the other side responds. This optional Combat order may be used by both mortals and Immortals.
  11
  New Characters Information
  Attack Forms
  Your character can now use several new types of attacks. When a calculation requires the use of a character's level, such as variables in spell effects or combat methods, an Immortal's effective "level" is simply twice the number of Hit Dice. Example: The Hierarch of any Sphere (HD 45) is treated as a 90th level character. This (90th level) is then the maximum "level" possible for any character.
  Direct Attacks Usable by Immortals
  Type of Attack
  duration of the Awe, or the sum of the durations of the Awe and ensuing charm, is twice
  the amount produced by a charm spell effect.
  Charm duration varies by the Intelligence of
  the victim. Refer to the D&D Master Set,
  DMR pages 16-17, to find the Intelligence scores of published monsters. The duration of terror is 3 turns (30 minutes), and may be reduced by 1 round per point of the victim's Intelligence (DM's option). Memory of the terror does not vanish quickly. Once Aura is used to evoke terror in a creature, that victim cannot be awed by the same Immortal until another 3 turns have elapsed. The Immortal creating the terror can remove it at will, at no cost in power, but cannot reverse or reduce i t . Write "Aura" on your sheet as an attack form, and note its strength modifier (from Table 3) and the maximum number of creatures affected per round (as determined by Intelligence, using Table 2).
  Possible Victim Mortal
  Maximum Range
  Effect of Attack
  Cure for Effect
  Aura
  Physical Magical
  Power Ability Score
  Any Any
  Immortal Immortal
  Sight By Weapon By Effect Sight Sight
  Awe/Terror
  Time or Spell
  HP Decrease By Effect
  PP Decrease AS Decrease
  Cure Spell Varies by Effect
  Time Regenerates Time or Power
  1. Aura
  Aura is the term used to describe the effect created when an Immortal life force nears any mortal being. The mortal senses the incredible Power in the Immortal life force and reacts instinctively. A few mortals may be immune to the effects of Immortal Aura, but the reaction is automatic and irresistable for most. Auras do not affect other Immortals adversely, and can be useful in communication. Immortals thus usually ignore their Auras when no mortals are nearby, allowing them to emanate freely. They can, and usually do, restrain their Auras when dealing with mortals, being quite aware of the possible effects. Immortal Aura can be used to create either charm or terror in mortals. Aura-inspired charm is more akin to awe (or even worship) than to simple friendship. The terror effect is of similar intensity, a combination of overwhelming fear and utter panic. Aura may be used selectively by "aiming" at one or more designated individuals of a group. Either awe or terror can be produced in this manner. Physical range does not effect Aura use. Any creature seeing or seen by an Immortal can be affected, as long as the Immortal is actually present. Mortals seeing merely the image of an Immortal, or who are magically seen from afar by an Immortal, cannot be affected by that Immortal's Aura. Aura is slightly limited in scope, but can be used at no cost in Power. The maximum number of creatures affected per round is equal to the modifier given on Table 2 corresponding to the character's Intelligence score. For example, an Immortal with 39 Intelligence can use Aura on a maximum of 9 creatures per round. This limit applies regardless
  of the victims' size or the results of subsequent saving throws. The power of Immortal Aura overwhelms most mortal resistance. Whenever an Immortal chooses to use Aura, each victim must make a saving throw vs. Spells, using the base number given by class or monster description. That number is not modified by equipment, spell effects, or ability scores, but two new adjustments do apply. The first is for the strength of the Aura, as determined by the Immortal's Charisma. Refer to Table 3 for specific figures. The second possible, but uncommon, adjustment is a bonus conferred by another Immortal. Any Immortal may, by expending Power, confer a bonus to any saving throw of a mortal. Apply all adjustments to the roll, not the base saving throw. Any adjusted result of 1 or less indicates failure. Since Aura can be used continuously without Power cost, victims who resist the Aura effect may be forced to make a new saving throw each round. The frequency of use is entirely at the discretion of the Immortal using the Aura. The intensity of the Aura is a fixed quantity, and cannot be increased or lessened. After an Immortal uses Awe to charm a mortal, the Immortal may alter the effect at will, at no cost in power. The awe-filled, immobilizing charm can be reversed, reduced, or removed. If reversed, the awe becomes terror (no saving throw). If reduced, it becomes simply a powerful charm, much more conducive to conversation and movement than is awe. If the charm is removed, the victim's normal state of mind returns. Awe reduces automatically to charm when the Immortal is out of Aura range (i.e. cannot see nor be seen by the mortal). Immortal charm of this type has greater effect than the mortal variety. The exact
  2. Physical Combat (Melee)
  Any Immortal in normal or mortal form can employ all mortal methods of physical combat. Ability score adjustments to melee apply at all times, based on the scores of the form used (usually the same as the Immortal character's). All other details of mortal melee also apply, including surprise, initiative, ranges and damages of weapons, etc. Review all the modifiers applicable to melee, including those for equipment, if possible. When an Immortal suffers points of damage from a blow, the character may make a saving throw vs. Physical Blow. If the saving throw fails, the character receives normal damage. If the saving throw is successful, the character takes half the damage indicated.
  Armed Combat A character may use Power to create equipment (weapons, armor, etc.), or may use equipment found locally. A character still
  retains any weaponry skill gained in mortal life, including weapon proficiency, and Mastery. The character's form and its ability
  scores often affect or limit the possible choices of weaponry. Mortal weapons are of little consequence to Immortals. Any Immortal in normal form may, entirely unarmed, use a punch to inflict damages beyond the ranges of most mortal weaponry, even those of great enchantment. Immortal strength often enables the character to use large solid objects as missile weapons. The DM must rule on the success of such a feat (applying a modified Strength check) and must choose an appropriate dam-
  12
  Magical Attacks When incorporeal. or otherwise. 4. Any being who possesses pure Power in any amount can be attacked in this way. roll 1d100 and subtract the victim's Constitution score." use normal procedures. including the old mortal form. The only difference between the two methods is the types and effects of possible attack forms. A probe may have different effects. Mortals may make an unmodified saving throw vs. and may be used on one creature. Your DM has more precise guidelines. and all standard procedures for mortal form. All Immortals are resistant to all forms of magic. along with the name of the opponent. The abilities of some Power-using monsters are more limited. Death Ray to avoid being knocked out. The possible attack forms and their effects depend on the method of Power combat used in play. The Immortal's new saving throw vs. the difficulty of the check corresponds to the size of the object and the Immortal's Strength score. but 13 . generates a positive response to the probe. A victim normally "defends" by attacking in response to other attacks. the existence of any amount. Procedures Actions in Power combat (probe. hit points. Immunities or resistances of any form used are applied before saving throws or other modifiers. small or large. the magic may simply not work. Refer to Immortal Magic. a knockout may occur for a duration equal to the final score in the round. Initiative does not affect Power combat. the exact number of dice is equal to the modifier given for the character's Strength score. Magic Spell (Table 4) applies when the Immortal is in any other form. shield. probe. it may also be attacked directly. If the character chooses to respond. Each requires a Power expenditure. 3. No information is gathered in any category that does not apply to the creature probed. Each opponent must be able to detect the other in some way. An Immortal may initiate a maximum of one attack per round. A probe is an information-gathering device. or attack) must be declared during the Intentions phase of the melee round. For normal form. Wrestling: Calculate the Wrestling Rating for normal form by adding the character's Hit Dice and Armor Class. The AC is not subtracted. Power Points. Anti-Magic. within the following limits. if the character "pulls the punch. though each may be repeated many times as responses to incoming attacks. Generally. A standard punch inflicts 1d6 to 20d6 points of damage. Mortal saving throws apply to all magical effects directed against the character's mortal form. The forms of the opponents have no effect on Power combat. but not both. If the attack is ignored. Power combat is resolved before all other actions in the round. are: A-M percentage applies to all physical forms used by the Immortal. The Power expenditure for producing one magical effect ranges from 1 to 160 PP. but has no other effect. each opponent engaged in Power combat must write down the name of the attack form used. an Immortal can detect the existence of Sphere. Refer to the Power combat descriptions for details on all attack forms. needed for Optional rule #2. In mortal or normal form. and combat results are applied normally. One character may use a maximum of two different types of attacks in any one round. Range The range of a shield is zero. Power Attacks Though Power is a factor in many actions and abilities. The exact type of attack and the amount of Power used are not declared. The DM and players may select one of two methods of Power combat. Power combat is almost entirely aggressive. page 16. Striking: Use all optional rules. or attack. The range of a probe or attack is virtually infinite. and all while performing some other action (either physical or magical) if desired. All procedures and other details are the same for both methods. the character may use Power to create any spell effect. be sure to keep an accurate record of each exchange. Check A-M before applying any spell effects. Effects A shield negates all probes used on the character during that round. and adding 10 to the result. and the Sphere of the Immortal. By using a probe. it has personal effect only. the Sphere which controls that effect. Amounts are never detected. along with all other planned actions. Power is the only means by which an incorporeal Immortal can directly attack another. Immortals make an easy Constitution check to avoid being knocked out. but the character is likewise immune to all magic. The Actions and Power Costs The three possible actions in Power combat are shield. In any one round. The cost of a probe or shield is 5 PP. but using the character's Hit Dice as a starting point (instead of using half the mortal level of experience). A character cannot be surprised by Power attacks. he or she must choose one attack form to use in responding. the character may either ignore it or respond. but may respond to any number of attacks in that same round. despite its technically negative value. whether by sight. If a blow hits. an Immortal cannot use spells or create magical effects of any sort. for details of spells and non-spell magical effects. apply all the optional rules given. simple or advanced. The exact cost is determined by the effect. After intentions are declared. and cannot be created for or upon another creature. sometimes quite adverse. Other magical effects which do not correspond to mortal spells may also be created. Power attacks and probes cannot cross planar boundaries. magic. an Immortal may initiate a probe or an attack.New Characters Information age range. and life force. For multiple attacks. In the advanced combat Initiate Temporal Celestial +2 +3 +5 Empyreal Eternal Hierarch +7 +9 +12 Recalculate the Wrestling Rating normally for the mortal form. The target of a Power attack can always detect the attacker in return. If the result is 1 or greater. Each of the possible attack modes involves the application of pure Power in a different way. In use. The cost of an attack depends on the method used in play—20 PP in the simple combat method. and this is represented by an Anti-Magic (A-M) percentage given for each class. on certain life forms native to other dimensions as detailed in creature descriptions. If an Immortal is the target of a Power attack. the character is automatically the loser when combat results are applied to that attack. though with a few minor changes. The class adjustments for Immortals. It lasts for 1 round. Opponents in Power combat must either be on the same Plane of Existence or be on planes connected by a gate or equivalent effect. Power combat may occur simultaneously with other actions. It does not detract from the number of other actions permitted in any timeframe. or nearly any amount (up to 500 PP) in the advanced method. No information is gained from a creature using a shield. Unarmed Combat Wrestling and Striking are handled as for mortals.
  New Characters Information method. detect. and vanish before i n t e n t i o n s are declared for the next round. variable PP costs for each. The attacker may choose the exact direction of movement. Change: The loser cannot use magic for the rest of the round. automatically. If both opponents choose the same type of attack and the result is a "tie. Power Combat Winners (Advanced Method) Timestop An Immortal who creates a timestop spell effect may use Power combat during the "rounds" effectively gained thereby. the loss is halved (rounded up). If both forces are equal. Despite this effect. before all subsequent events in melee. The victim cannot. The exact amount depends on the attacks used. or use Aura). If both opponents choose the same attack mode. no combat result applies. Combat Results If a Power attack of any sort is directed at a victim who does not use Power Points. Three types of attacks are identical to those Power combat. one magical effect can be removed (i. The victim may use Power combat and magic. the attack is resolved as if it were a magical Death Ray. All tactical results are applied when Power Change Hold Erase Wrap Slam Slam Wrap Erase Hold Change Sl Sl Er Wr Tie Ch Wr Er Tie Wr Ch Ho Tie Er Er Ho Tie Ho Wr Sl Tie Ho Ch Ch Sl combat is resolved. Erase: The victim is paralyzed. and deducts the result as the PP cost of the defense. The Immortal may still use Power combat and magic. but selectively dispelled). This action is declared in a special way during the Intentions phase. Furthermore. Power loss and Tactical. this tactical effect lasts until the victim succeeds in making a saving throw vs. Erase. It 14 . and may even physically attack if a target is within range. The defender finds the total number of incoming attacks declared. If the attacker knows of any magic currently affecting the victim. refer to the following chart to find who If opponents choose different attack forms. Defense Option ( S i m p l e or A d v a n c e d Method) A character may use Wrap to block all incoming Power attacks. the excess is deducted from the hit points of the form used. All losses of Power are applied against the current (variable) Power total. Simple Power Combat This method of play involves three possible attack modes—Slam. used to negate or stop the incoming Power attacks (respectively). If the attack modes differ. When that is revealed. and may not physically attack or execute Universal movement. Power Drain. and Wrap attacks last only until the end of the melee round in which they occur. however. The loser deducts twice the amount of the attacking force (or half that amount if the saving throw vs. each attacker deducts 5 PP to represent the foiled a t t e m p t . In defending. The attacker may choose any amount within that range. and may move across planar or dimensional boundaries. This tactical result cannot force a creature to cross planar or dimensional boundaries. The loser must deduct 40 PP (or 20 PP if the saving throw is successful) as the result of the combat. or if a form used is reduced to 0 or fewer hit points. but has no effect on the ability to sense and respond to Power attacks. Whenever two opponents use Power attacks against each other. divert. the victim is forced to return to his or her Home Plane. Any creature without a Home Plane or defeated on his Home Plane is destroyed when its PP total reaches zero. wins. When u s i n g the advanced combat method. This negates all normal senses. Any one attack may be produced by expending 20 PP. Tactical Results (Advanced Method Only) The loser of a round of advanced Power combat must apply a tactical result in addition to a Power loss. If no material form exists. magical and non-magical detection abilities. If such losses exceed the PP remaining. The loser may make a saving throw vs. all results other than Power losses are applied after the timestop ends. be forced to reveal any details about the magical effects which could thus be removed. When using advanced Advanced Power Combat This method offers five types of attacks. Wrap: The loser is surrounded by the attacker's Power for the remainder of the round. The vic- Slam Change Wrap Slam Tie Slam Wrap Change Slam Tie Change Wrap Wrap Change Tie tim may respond normally. or contain (respectively) the Power of the incoming attack. either may suffer a loss of Power Points as a combat result. Power Drain is successful). consult the Power Combat Winners table to find the winner. and Wrap. The tactical combat result is determined by the type of attack used by the winner. in a tie. The loser deducts twice that amount as the Power loss result (or half that if the saving throw is successful). The cost of any one attack is 10 to 500 PP. the character actually uses the Wrap for personal effect instead of using it to a t t a c k a n o t h e r . the Wrap has standard tactical effects on the defender (inability to sense. but of the simple method. the amount of Power applied to each attack must also be noted. A character may not use this defense option during any round in which he or she has initiated or responded to any Power attacks. They are used to confront.e. and must then (as the last Intention declared before the DM starts the round) announce the intention to defend. as determined by the attacker's current form. Power Combat Winners (Simple Method) Hold: The victim may not move for the remainder of the round. despite being caught by the spell effect. Otherwise. If that saving throw is successful. Change. All combat results involving Power loss are applied while the timestop is in effect. Power Drain when the results are applied. unlike other results. Slam: The loser is moved a distance equal to the amount that the attacker could normally move in one round. subtract the lesser force from the greater. The tactical effects of Change. and two different combat results. multiplies that figure by 10. The first saving throw may be attempted at the start of the Intentions phase of the next round. before any subsequent events in the (actual) round. and Aura (though not effects already produced thereby). The two added attack forms are Erase and Hold. and no losses result. neither loses or wins." the opponent using the greater amount of Power wins. the resolution occurs in the same phase as Power combat. and repeated each round thereafter until successful. The defender m u s t ignore all Power attacks declared.
  even if they are on different planes of existence and communicating by magical means. the ability score attack does not occur. A mental ability score attack involves a similar comparison of intelligence. If this misses.New Characters Information does not affect magic use or other abilities. For example. this has dire effects. Mental ability score attacks are usually more common than physical ones. Ability score points gained in attacks are temporary gains. tact the victim for the attack to succeed. the attacker must make a successful Hit roll. If it succeeds. one may continue to attack another in this way despite the victim's desires. If both opponents are within the same area. The attack must be devoted to the ability score attack alone. and Charisma. Incorporeal beings cannot attack ability scores. To attack a physical ability score. and no Hit roll is required. Both changes apply only to the ability score involved. and the attacker gains the same amount. a spell effect. Each ability score automatically regenerates at the same rate as Power and hit points (determined by bias. sagacity. etc. In the advanced combat method. otherwise the attack remains a punch (inflicting hit points of damage only). but the maximum score (100) cannot be exceeded. such as a melee. The opponent with the lesser total loses a number of ability score points equal to that difference. the defender may avoid massive losses of Power with no ill effects. When actions are resolved. remember to adjust the modifiers accordingly. either may directly attack the other's Wisdom. Attacks on Ability Scores An Immortal in any physical form (i. 15 . agility. They may surpass class limits. When ability scores change because of attacks of this type.e. a mental ability score attack can only be avoided by a break in the communication. All ability scores regenerate simultaneously and at no cost in Power. Some creatures of the astral plane and the Dimension of Nightmares can do so as well. and Constitution. and may not add the ability score modifier. to see which has the greater strength. Immortal voices can be far louder than those of mortals! 5. Dexterity. The defense option is recommended for use in any game in which one creature of any sort may be the target of Power attacks from all or most others present. that is. or leadership. or to magically enhance the lessened ability scores. Physical The range of any physical ability score attack is zero. An Immortal may expend temporary Power to hasten the recovery. Although the victim of an ability score attack may choose not to defend. Mental The only limit to the range of a mental ability score attack is that of communication. and may occur at long range. The victim may only use the result of the random (1d6) roll. The attacker must declare the exact type of attack during the "Intentions" phase of the round. The victor is usually the creature with the greater score. lasting for only 6 turns. The Physical ability scores are Strength.). In the simple combat method. The change in modifiers occurs simultaneously with the change in score. the attacker must con- Results To resolve an ability score attack. and cannot be attacked in this way. and allow no saving throws. the attacker must announce immediately that an ability score attack is in progress. A defender may only prevent mental ability score attacks by either silencing the attacker(s) or moving out of range of all possible communication. the defense is often followed by a delaying tactic or a retreat. Once declared. Physical ability score attacks are those in which the opponents come into physical contact. whenever two Immortals are speaking together. the attacker declares only a normal "Punch" attack during the Intentions phase of the round. Wisdom. see page 9). or stamina. Imagine each ability score attack as a test. naming the ability. Ability score attacks are either Physical or Mental. Ability score points lost to attacks are temporary losses. If any other effect would automatically occur by touch (such as paralysis. the ability score attack obviously cannot be made. but not always. Ability attacks are never modified. each player rolls 1d6 and adds it to the modifier (as given on Table 2 or 3) for the ability score named. The Mental scores are Intelligence. not incorporeal) can directly attack an ability score of another creature who is also in a material form. Subtract the lesser adjusted total from the greater.
  spell effects are created only by expending Power. (This is diagrammed in the Changing Range and Duration An Immortal may increase the range of a magical effect by doubling the cost. though many do unavoidably aid entropy in some way. Power Cost The actual PP cost of creating any magical effect is calculated by multiplying the base Power cost by a factor. The multiplier is 1. Example: An Immortal of Matter can expend 16 PP to create any one of the following magical effects: Base Sphere Cost Factor Force Field Continual Light Hold Person Remove Fear Matter Energy Time Thought 16 8 4 2 1 Example: A Novice Celestial (HD 25) polymorphs an obnoxious human into a dinner plate. defense. Refer to the spell description for details. for example. Duration may be increased in the same manner. The abbreviations used to note in which rule set the effect is explained are: B = Basic. The exact cost is determined by the spell and by the Sphere of the Immortal producing it. Any effect previously limited to "self can be delivered by touch to any creature when produced by an Immortal. If the range is zero. Plan ahead to avoid delays in play by reviewing the possibilities and pre-calculating costs of those effects your character will probably use. Magical effects created by mortals have no effect on Immortals in any form. and therefore has a 70% chance of failure (5% per level difference) in the attempt. Some not contained therein are merely extrapolations of those given. The doubling of cost is cumulative. C = Companion. Such effects cannot be sent across a planar boundary except by an existing path (such as a wormhole or gate). located in the back of this booklet. druid. Sphere Factors for Magical Effects Sphere of Immortal Matter Energy Time Thought Sphere of Magical Effect Matter Energy Time Thought 1 8 4 2 1 4 8 2 1 4 8 2 4 8 1 2 Caster Level The character's effective level for all purposes is twice the number of Hit Dice. or may apply them to some other creature or object. factor 8) to create a web which lasts for 8 hours. or 50 turns in this case. but not both. You may wish to draw the circular path on your character sheet. During any one round. Range applies to a distance within a single plane unless the spell or effect description specifies otherwise. or 1 Power Point apiece). even though the spell effects are created. Most non-spell magical effects are described in the Artifact power descriptions Durations of Effects Whenever a fixed duration of any length is given for a magical effect. or 8. not cast. as it affects many aspects of play. DMC page 20. of the D&D Master Set (DMR pages 51 -54). This radical change lasts for 1 turn per level of the caster. Multiple physical attacks are possible if the Immortal form possesses several natural methods of attack (eg. For details on the magical effect. an Immortal may take one physical action per natural attack form or one magical action. Your DM should classify all other spells developed in the campaign according to the guidelines given (see Adding Spells) and add them to the index and charts. and maybe hug in the same round). 2. Example: An Immortal of Thought expends 16 PP (base cost 2. This effective level is used in place of caster level in all applications. The effects of most spells are obvious from their names. If the duration is given as instantaneous or permanent. Every mortal magic spell is associated with one of four Spheres of Power. The Index to Magical Effects lists all the possible magical effects in alphabetical order and gives the Sphere for each. 4. Immortal power expands the scope of many such effects. refer to the detailed list for the corresponding Sphere (charts S1-S4). Limits on Use Magic of any origin. An Immortal may apply magical effects to his or her physical form. Any one Immortal can create a maximum of one magical effect per round. D&D Companion Set. bite. The base cost doubles for each step along this circular path. Magical effects created by Immortals have standard effects on other Immortals—subject to Anti-Magic effects (q. has no effect on an incorporeal being. A 36th level mortal magic-user who attempts to dispel the magic is the Celestial's inferior by 14 levels. these are valuable tools in play. and M = Masters. All other magical effects likewise correspond to individual Spheres. and need no additional explanation. an effect with triple normal range and triple normal duration thus costs 16 times as much as the unmodified effect. Only about 25% (or less) of the magical effects listed have good melee applications.v. but he may extend that to 24 hours by expending only 2 additional PP (each 8-hour extension costing half the base cost. The spell level and/or details of the effect determine the base Power cost.). an Immortal may extend the effect for the same amount of time by expending half the base Power cost.) The base cost applies when the magic is within the character's Sphere. Review any that you are not familiar with.) From 1 to 160 PP may be expended in doing so. None are specifically associated with the Sphere of Entropy. 2 4 8 General Notes. (A timestop spell actually creates multiple rounds of time for the user. The amount of increase is equal to the original range.Section 3: Immortal Magic An Immortal can recreate cleric. Charts S1-S4 Using the Charts An Index to Magical Effects that may be created by Immortal use of Power Charts S1-S4 are located in the Reference Guide. that likewise cannot be increased. a bear can claw twice. mortal or Immortal. and magic-user spell effects of all types and levels by expending Power Points. "Action" in this usage refers to any physical attacks. and with certain changes logical for Immortal application. Other magical effects which do not correspond to mortal spells may also be created. or miscellaneous physical or magical effect. it cannot be changed. from 1 to 20 PP. along with ranges and durations for easy reference. 16 . The resulting factors are given in the following table. X = Expert. A page reference and base PP cost are given for each spell and non-spell magical effect. Imagine the four Spheres to be on a circular path representing elemental dominance—Earth over Air over Water over Fire over Earth. Immortal Spells are never gained through meditation or study. This multiplier translates the effects of dominance and opposition into specific increases in Power costs.
  75 5.75 7. inflicts 45-270 points of damage. For any effect involving large numbers of dice.333 5. In the example given above.625 4. Conjuring and Summoning Whenever a magical effect summons a creature.5 6.375 6. or for modifications outside that range. save only 17 .) Simply doubling one dimension of the volume often more than doubles the total volume. of infinite duration until cured or dispelled in some way. the formula for calculating its volume must first be found. however. To calculate the averages for other dice.5 points per die. is also encouraged.1 4. 5. at relatively minor Power Point expenditure. for example. the same Immortal may open a gate to a nearby Outer Plane and try to summon some flickers known to be therein. the results (2.5 2.0 Damage The damage produced by any single magical effect cast by an Immortal (including fire found by finding the total of all possible results and dividing by the number of results. The chart below adds to that earlier one.25 5. If bonuses or penalties apply to damage rolls.0 -2 1. the most powerful fire ball known.6 5. 4. 6) average 4.5 4. Thus.5 5. and his plane thus has hostile bias against fire and Energy. Mental Attack is failed. these modifiers will not change the number beyond the maximum or minimum on the die used.0 2. If that check succeeds. The averages for most common types of dice and for bonuses or penalties of -3 to + 3 are given below. Conjuring refers to a magical effect that actually creates a creature.583 0 2. Immortals with 91 or greater Intelligence need not make the ability score check at all. 4. 3.0 +3 4. apply the following guidelines. If the Immortal victim's A-M does not negate the attack.416 +2 3. such as adding or subtracting a fixed or random amount to represent the normal variance of a random total.9 9. comparing an unmodified roll of 1d100 to the character's Intelligence score before being affected by the spell. A new rule is used when determining damage caused by a magical effect. Apply modifiers (if any) to each result before finding the average. or if preceded by a gate or similar effect to enable such movement.Immortal Magic The volume of an effect may also be changed in this way. created by a Hierarch (HD 45). and might be impossible because of 100% A-M. But this might not occur. a + 1 bonus per die cannot cause the result of any one of the dice used to exceed six. In such cases the life force involved might be summoned. for example. Immortals who fall victim to mental effects are usually cured quickly by allies. feeblemind.2 8. 6. The average roll for a given type of die is score determines the frequency of any attempts to non-magically conquer or defeat the effect.25 3.5 3. the results (1. 3. and again at the midpoint of the round. (Consult a text on solid geometry.) is 1d6 per Hit Die (not level) of the Immortal creating it. transplanar summoning is only effective if the victim can cross planar boundaries. 5.0 2. If bonuses or penalties apply to damage rolls. Example: On 1d6.5 6. This speeds play greatly. Thus.5 1d10 1dl2 +1 3. That would ignore the fact that the modified result per die cannot exceed the maximum possible result. because his element (air) is opposed to fire. 5. 6) average 3. Example: An Immortal of Thought cannot conjure a fire elemental on his Home Plane.5 per die. With a fire ball. and if the saving throw vs.25 -1 1. requiring only one simple multiplication instead of much dice rolling. etc. and covers the span of Immortal ability scores. The effect remains if either the check or the saving throw is failed. When a new check is allowed. 6. but the process may involve a calculation more complex than simple multiplication. but these creatures (of the Sphere of Energy) will not respond unless they freely choose to do so. the fire ball would be quickly found to inflict 158 points of damage by using the average of 3. It might be modified slightly by using 2d20-20.3 per die (26 divided by 6).75 1. the DM may wish to use the average damage instead of random rolls. but is automatically drawn into the form created (possibly across planar boundaries). Any reasonable variation of this method. Durations of Mental Effects Intelligence 13-15 16-17 18 Check again after 3 days 24 hours 8 hours Mental Effects The descriptions for some spells that affect the mind may specify that the effects are permanent—that is. the victim must be able to respond using its normal type of movement. a range of -18 to +20. a new saving throw may be attempted. and 6. 2. Conjuring and/or summoning will not work if the creature involved is composed of a single elemental material or devoted to a single Sphere against which local or planar bias is hostile. 3. do not simply apply the bonus to the average per die.875 3. With a + 1 bonus. An Immortal victim may be able to defeat the effect by sheer concentration as explained below. Average Results of Common Dice Rolls Type of Die 1d4 1d6 1d8 Modifier -3 1. Similarly.8 4.0 6. The effect vanishes without magical curing only if the saving throw succeeds. a bonus of + 1 on 1d6 results in rolls of 2. 19 20 21-22 23-25 26-29 30-34 35-40 41-50 51-75 76-90 91-100 3 hours 1 hour 1 turn (60 rounds) 30 rounds 15 rounds 8 rounds 4 rounds 2 rounds 1 round 2/1 round 2/1 round.4 7. cure himself by magical means. lightning bolt. and other effects.75 2. 4.125 7. The victim's Intelligence ball. These notes apply only to mortals. Immortals with 76 or greater Intelligence may check once at the start of each round.667 3. To double the volume of a cone or sphere. the player makes a standard Intelligence check. even an Immortal mind can fall victim to charm. The victim cannot. Thus.25 4. This frequency is identical to that given in the D&D Master Set (MDM page 16) in reference to charm effects.
  such as raw uncut gemstones. that individual is contacted if available. When this is used by an Immortal player character. Blasting: It is very important to remember that in the D&D game. but return to normal at the instant the ray is no longer upon them. This effect can be used only on mortals. (Immortal creatures cannot. Such places are common in the Elemental Plane of Water. The listed PP cost raises the ability score(s) involved by 4 points. Create Water: This spell has normal (though startling) effect when used in an environment which lacks a ground-like surface. It is subject to A-M. this effect telepathically links the character with the Hierarch of his or her Sphere. treasures created must be simple non-crafted objects. this does not deactivate magic for a full turn. would be to raise all the ability scores by 20 points (at a total cost of 100 PP). Immortal ability scores cannot exceed 100. The standard duration of any such effect is 1 hour (6 turns). but normal rank limits may be ignored for this temporary effect. gravitational orientation) is unknown. not merely the "yes or no" question format given in the spell description. Mortal ability scores cannot exceed 18. including the exact rank if Immortal. this effect can remove fear or agitation from a number of Hit Dice of creatures equal to twice the Immortal's Hit Dice. The DM may freely apply this effect to areas where any type of sinking (or even falling!) could occur.) Clairvoyance: When used to see an area through the eyes of an Immortal. If she instead wishes to increase her Intelligence by 20 points using the Raise all Lesser Talents effect. Anti-Magic: When this category of nonspell magic (of the Sphere of Time) is created Choose Best Option: This magic has no effect when used by a Hierarch. Creeping Doom: The magically created swarm always consists of tiny insects native to the plane of the caster. or other non-magical effects. Calm Others: If cast by an Immortal. and hence these effects are listed for all four Spheres. The spring can be summoned forth from any solid nonliving object of 1. However. Explanation of Terms. etc." any of the ability score(s) of the Immortal's Greater Talent can be affected. where large water globes are common. When a bonus refers to "GT. material wealth is irrelevant except when bargaining with mortals. Aura. Any Immortal contacted by commune automatically knows the caller's identity (by common name. No chance of insanity applies to an Immortal character.Immortal Magic Undead Curing Any magical effect that would cure damage when applied to an undead creature (such as and used on any creature which already has an A-M percentage. Magical effects and temporary magical items do not work while within the ray. Bug Repellant: The DM may expand the definition to include local varieties of "bugs. She must expend 20 PP to produce this effect. so that her Aura will have greater power. From the Immortal perspective. Example: An Immortal of Time (whose Greater Talents are Wisdom. however. As with other magical effects. Contingency: If cast by an Immortal. Buoyancy: This effect is useless in places where "sinking" (i. and any increase in excess of this is discarded. be Turned. sound may exist where air does not. Create Normal Objects: Immortals may use this effect to create non-magical objects of value (including treasure)." Clone: An Immortal cannot be cloned. a larger increase may be achieved by expending more Power Points. Aerial Servant: See General Notes (Conjuring and Summoning). The best way for her to achieve both these goals at once Anti-Magic Ray: Unlike standard A-M effects. The magically added A-M cannot be dispelled by itself nor by the innate A-M. or otherwise another of the same Sphere and of comparable rank. a Celestial of Thought (AM 60%) who wants 100% A-M for an hour may acquire the 40% increase in A-M (base cost 15). Even if available. For example. she must expend 80 PP (base cost 16 PP. for example. For example. the figures are cumulative. this effect can trigger a spell effect of up to 5th level (one higher than the mortal version). by expending 30 PP. Anti-Magic can disrupt any type of magic use. which is ruled by Time (Sphere factor x 2). It is thus best used sparingly. Conjure Elemental: See General Notes (Conjuring and Summoning). Though speech is normally created by manipulating air. and can only be blocked by magical silence. as that method raises all the Greater Talents instead of merely Charisma. finger of death. Confusion: See General Notes (Mental Effects). If a specific Immortal is named. It cannot trigger a non-spell magical effect.000 or more cubic feet in volume. and Charisma) wants to temporarily increase her Charisma by 20 points. Anti-Magic has no effect on Power combat. Container: This effect can only be placed on an inanimate non-living object of 1 or more cubic feet in volume. detailed communication is possible. the victim senses the presence of (but absolutely no details about) the "eavesdropper. effects of this type work magically. Bearhug: If an Immortal's form has more than two arms. Automatic Healing: See Cureall. no creature of 3 or greater Intelligence can be classified as a bug. considering only those parts of a problem which are specifically presented. However. "IT" refers to all the Lesser Talents. never truename) and status. regardless of the elemental or other material involved. No factor ever increases the base PP cost of creating ability score bonuses. The Hierarch acts in the same way as would an artifact with this power.e. If used by any other Immortal. Magical ability score increases cannot be made permanent. Commune: This establishes instant contact with one Immortal of any Sphere. Charts S1-S4 Ability score bonuses: An Immortal may increase one or several ability scores by a simple Power Point expenditure." even though such may be totally unlike those of the Prime Plane. However. multiplying the 4 PP base expenditure 5 times. cause wounds. which raises the other two Lesser Talents as well. an Immortal may refuse contact (but the PP cost must still be paid). any two may be employed in using this effect. again multiplied times 5). Strength. and may be removed by dispel magic. 18 . which might be instantly slain by certain environmental effects. Contact Outer Plane: This produces an effect identical to that described for commune in this section. whether mortal spellcasting or Immortal Power expenditure. an increase of 40 points can be created as one action (though at 10 times the base cost). this action may only occur during the "magic spells and items" phase of the melee round. if at all.) has the same curative effect when used on any creature of the Sphere of Entropy.
  this effect can be used to create a similar hole in solid ice. into the wide expanses of the Astral Plane. equal to double his or her Hit Dice. this effect leads in a random direction. dimension window. or may give control to the recipient. It is highly erratic and often misleading or useless when insufficient details of Life Trapping: This effect can only be placed on an inanimate non-living object of 1 or more cubic feet in volume. The Immortal need not then return to the point of disappearance. the victim does not reappear at the point of disappearance. Levitate: In environments lacking gravitational orientation. being able to exist as an incorporeal. the effect does not cause physical movement. only half normal effect is gained (depth to 3/4 normal. An Immortal may stretch the form used up to 5 times normal height. If preceded by a gate spell or similar effect. but may be useful in some situations. Haste: This affects the physical form only. when used to find the seventh dimension. the Immortal's form is affected normally. not conjured. Spell when touched to avoid the effect. For example. If the victim of this effect is Immortal. Immortals may make the usual saving throw vs. instead remaining on the Astral Plane. Lower Water: The maximum depth of the "hole" in the water is 500 feet. When this effect is used as a form of attack. to restrict or force movement with the creator retaining control. The benefit of taking only half damage from blunt weapons applies also to a punch attack and other modes of unarmed combat. Elasticity: The size limits mentioned in the description apply to mortal humanoids. Light: When an Immortal is blinded by this effect. When used in this way. by scoring a normal Hit roll and pulling the victim along. defenses (A-M and saving throw). It does not affect the rate of Power use of any type. and must thus be able to reach the caster by using their normal form of movement. a curse can have up to double normal effect. the effect merely causes the Immortal to return to his or her Home Plane. Hold Person: Immortals of any sort are not affected by this magic. Disintegrate: In addition to the usual the destination are known. Magic Jar: An Immortal may dispense with the need for a container for the life force. If successful. It can thus cure a maximum of 216 points of damage if cast by a mortal (36th level). Geas: See Quest. Heal: See Cureall. though it does cause incorporeality. viewing other dimensions. But the character Dice or less). caster level 90). and even then allows the usual saving throw and A-M resistance. Delayed Blast Fire Ball: See General Notes (Damage). Even if successful. to change his or her dimensional perspective to any other possible for the location. this can Feeblemind: Effects). Physical Attack to reduce the damage by half. or the hiding place of the Old Ones. even if they were "persons" (by the spell description) in mortal life. Curse: If cast by an Immortal. but does not produce full disintegration. the maximum number of Hit Dice or levels of creatures affected is equal to the Immortal's caster level. the insects may indeed be summoned from another plane or dimension. to a maximum of 250 feet). If retained. 19 . Massmorph: Immortals experienced in environments other than that of the Prime Plane may choose to create the illusion of some plant life other than trees. If cast by an Immortal. Dispel Evil: If used against an Immortal. the direction of movement may be freely selected. Maze: This has no effect whatsoever if used on the Astral Plane. The victim must make a standard (unmodified) Constitution check. the effect causes damage equal to half the Immortal's normal (undamaged) hit point total. The blindness affects only the material form. will become blinded if the A-M is lowered during the duration of the effect. An Immortal who entraps a creature by this effect may follow it to the astral maze (using standard movement procedures and costs) and automatically find the victim in 1 round.Immortal Magic Cureall: This effect can cure a maximum of 6 hit points per level of the caster. or 540 points if created by a Hierarch (HD 45. this effect may be partially resisted by an Immortal victim. Mass Charm: If the effect is cast by an Immortal. The movement rate is still very slow in comparison to fly and other effects. Insanity: See General Notes (Mental Effects). If an Immortal applies this effect to another creature. and then free to move as desired. If the victim saves. Insect Swarm: The insects are summoned. and the Immortal may leave the next round after arriving here. he or she may leave the maze in 1 round. Dimension Door: An Immortal may use this effect normally or may reverse this effect. affecting creatures of 15 Hit Find the Path: This spell functions properly only within a single plane of existence. Each round an Immortal's A-M may be used to try to negate the effect. Explosive Cloud: Though no saving throw applies to mortals. the magic vanishes. The returning effect of the spell is automatic if the Immortal simply waits for the effect to end (a maximum of 4 rounds after it began). See General Notes (Mental affect double the given amount of creatures (8-64 Hit Dice. Lightning Bolt: See General Notes (Damage). the creator of the effect may retain control of the movement. the incorporeal character is not blinded. Control passes with the touch required to bestow the effect. instead of the same numbers of turns or days given in the spell description. the effect requires only 1-4 rounds or 1-100 turns. If this occurs. The Immortal may pull the victim out of the maze. this has no effect unless the victim is the sole target. Lore: If cast by an Immortal. Death Spell: If cast by an Immortal. This does not prevent Aura or Power use. with a minimum of 5% of normal thickness. In this case. Invisible Stalker: See General Notes (Conjuring and Summoning). Earthquake: The exact amount of crushing damage inflicted upon a creature engulfed by a crack is 101-200 points of damage (1d100 + 100) per round. The DM may decide the specific result—whether the spell seems to have no effect or the path suddenly stops or proceeds in the wrong direction. Fireball: See General Notes (Damage). nor of any type of regeneration. the victim may save vs. control cannot be given at a later time. Hold Monster: This can affect any living mortal creature. but has no effect on Immortals of any sort. The disintegration of a form has no effect on the Immortal's life force. and if the Immortal leaves the body. It might malfunction partially or totally if the path leads across planar boundaries.
  outdoor) applies only to mortals. An Produce Fire: This will not work when local or planar bias is hostile toward Energy or fire. An Immortal uses the "indoor" percentage when trying to track in any environment in which some elemental material exists. not Power or Abilities. but appears to change into air because of the dimensional displacement. If all members of a group simultaneously plane travel to a predetermined destination. Striking: This effect is limited in application to non-living objects. who uses Power to create magical effects. Timestop: Power combat occurs in literally no time at all. For example. such as golems). and may save to avoid the effects. It remains in the same location. arrive up to 24 miles (1 outdoor map hex) distant from the others for each planar boundary crossed. The DM may choose to use the results of only one roll (of 4d6 or 8d6) to all four or eight meteors. The "outdoor" percentage is used when tracking in non-elemental shapechange spell description thus does not apply to any being. Shelter: This effect can only be placed on an such magic is cast by an Immortal. The user's attacks and damage therefore may be significantly affected and the DM's judgment is required. 20 . whatever the type. or shrink to a minimum of 5% normal. Spell Damage Bonus: (Damage). Plane Travel: This only affects the user and Speak With Monsters: If any creator of this effect (mortal or Immortal) attacks the recipient while conversing. and is unaffected by this magic. the effect ends immediately. a typical mortal human could become a creature up to 600 feet tall. Protection From all Creatures: The unlimited effect applies to mortals only. for better or worse. An Immortal may enlarge his or her form to a maximum of 3 times normal height. Shapechange: This has very nearly the same effect as the spell. However. Tracking: The variance in percentage by locality (indoor. being instead a purely mental function. This distinctive effect actually moves the matter involved into an opposite dimensional orientation. an Immortal may expend double the standard PP cost to create a similar effect that blocks both mortal and Immortal creatures for the same duration. but only restores lost the recipient. Size Control: The size limits mentioned in the description apply to mortal humanoids. living or otherwise. Remove Barrier*: If cast by an Immortal. Thief Ability: These effects are often useless to Immortals. Remove Curse: This is ineffective if the creator or caster of the curse has (or had) a greater number of Hit Dice than the creator of this effect. See General Notes Statue: The AC -4 given for the statue form hit points and damaged flesh. to speed play. duration. and cannot be used to slain material form used by an Immortal. the range. or sound. Regeneration: This effect is the same as that described for Artifacts. It does not impair Power use in any way. simply by concentrating slightly in the process of moving. movement. kill): If any Reverse Gravity: This has absolutely no effect if the local environment has no gravity. this is relatively inefficient when used on any Immortal. Mirror Image: The creator of the effect (and Quest: Since this effect can be removed simply by the reversed spell effect. Pass-Wall: Any dense non-living inanimate matter can be affected if this magic is cast by an Immortal. an Immortal may make a saving throw even when merely passing the symbol. but are frequently used on followers or other allies. However. Polymorph Other: Although this magic has normal effect on Immortals. Meteor Swarm: This effect is commonly used by Immortals. any member of such a group may. This effect does not normally block any Immortal creature. Summon Elemental: See General Notes (Conjuring and Summoning). If several Immortals work together to remove a curse. this may cause a collapse of surrounding matter and the collapse may have damaging effects. this effect will remove even a wall of iron. However. Summon Animals: If this effect is used in a plane other than the Prime. Raise Dead (and Raise Dead Fully): This has no effect if applied to the slain material form used by an Immortal. Immortal or otherwise. even Immortals cannot shapechange into huge creatures like the draeden or megaliths. but merely produces tendencies that match the new form. and all limits on creatures affected are doubled. The chance of collapse is equal to the percentage of the supporting base material removed by this effect. blind. literally bypassing any amount of three-dimensional distance. if the effect is bestowed by touch) can always tell which of the images are illusory and which is the real creature. Parry: Unlike the standard fighter tactic. acceptable alternative is to use average damage in all cases. all starting from the same general location. This applies even if several plane travels are required to reach the final destination. they will appear in the same positions relative to each other. Immortal magic use is not dependent on any characteristics such as form. rather than by spellcasting. Though this can never in itself inflict damage.Immortal Magic Memorize Bonus Spell Levels: This has no effect on any creature who creates magical effects by Power use. magical object): This has no effect on any creature. their effective level is equal to the total of their Hit Dice. any non-living inanimate equipment carried. Furthermore. an inrush of air or other nearby material would accompany the effect—which it does not. See Power combat for procedural notes on this topic. the maximum size change is one hundredfold in each dimension. this has effect even if the user is unarmed. The spellcasting restriction given in the Teleport: This effect cannot be used to cross planar boundaries. Note also that falling may occur at much slower rates in conditions of less than normal gravity. It merely enables movement in the fourth dimension (referring to standard orientation). if any such creature were seen first (as limited by the spell description). Symbol: All Immortals are treated as magic users for this effect. this spell does not erase memory in any way. nor to change one's dimensional orientation. Reincarnation: This has no effect on the supercedes the character's Armor Class. Were it to actually move. Repair (normal object. Power Words (stun. the DM should determine the local equivalents of the animals that can be affected. perhaps rolling randomly only if the damage needed to slay an opponent is close to that average. give damage bonuses to the attacks of any type of creature (including those of the nonliving variety. inanimate non-living object of 1 or more cubic feet in volume. Thus.
  Procedures for handling undead Lieges and Pawns are described in the D&D Master Set. multiply the PP cost of the wish by the Sphere factor of the resulting 21 . Prime to Elemental or Elemental to Outer). but at only half the listed "outdoor" chance of success. but never an exact Power total (permanent or temporary). and a useless tactic unless employed to aid another creature. and not to those who are duped. 6d6 Hit Dice of undead (3d6 for mortals) D#: Automatic Destroy. Without this restriction. An Immortal who was a cleric in mortal life retains his inherent Turning ability at the level he gained as a mortal. 4d6 Hit Dice of undead (2d6 for mortals) D +: Automatic Destroy." to a maximum of one for each Project. MDM pages 22-23. Wish: All restrictions given in the spell description still firmly apply. They may. An Immortal may follow a creature's traces across planar and dimensional boundaries. and needs no holy symbol.g. charmed. this effect does not enable instantaneous transplanar travel to such a place unless the movement is away from the Prime Plane (e. If a wish is used to reproduce a spell effect (limited to one of 8th level or less). Any non-undead follower of an Immortal of Entropy can be Turned as a "special. this applies to various followers of the demon rulers. This affects only creatures who voluntarily ally with these Immortals. act as Lieges. Word of Recall: An Immortal may have multiple "permanent homes. non-living object. however. or otherwise manipulated. It can be used to restore a temporary PP loss. those of the Sphere of Thought have a distinct advantage over all other Spheres. Factors are cumulative. Strength 0 1-3 Time required Spell duration 5-30 turns 3-18 turns 2-8 turns 1-4 turns 5-30 rounds 4 rounds 3 rounds 2 rounds 1 round 1/2 round Instantly 4-8 9-12 13-15 18 19-20 21-23 24-27 28-32 33-100 effect. 8d6 Hit Dice of undead (4d6 for mortals) Weapon Bonus: This effect can only be applied to an inanimate. Turn Undead: An Immortal with this magical ability may Turn undead creatures by gesturing. Weather Control: The DM may modify this effect for local weather effects as well as general environmental conditions. or 7: Total dice roll (on 2d6) needed for successful Turn T: Automatic Turn. Web: The time required to break free of the web varies by Strength as follows. affecting 4-24 Hit Dice per attempt. 4d6 Hit Dice of undead (2d6 for mortals) D: Automatic Destroy. they cannot be Turned. An Immortal may thus cause spectacular weather changes as well as create small personal rain clouds and such. A complete chart is given below. but to a maximum of 20 points. 9. However. and cannot be controlled as Pawns. Truesight: This effect also reveals the exact Hit Dice of those seen. An Immortal can Turn twice as many undead as a mortal cleric. Turn Undead (All cleric levels) Undead Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire Phantom Haunt Spirit Nightshade Lich Undead Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire Phantom Haunt Spirit Nightshade Lich Special 1 2 T 7 3 4 5 Cleric Level 6 7 8 9-10 11-12 13-14 7 9 11 T T 7 9 D T T 11 9 11 7 9 11 D D T T 7 9 11 D D D T T 7 9 11 D D D D D D D D D D D D+ D D T T 7 9 11 D T T 7 D D D T T D D D D T T D+ D+ D D D D D D 9 11 7 9 11 7 9 11 T T 7 9 11 33-36 15-16 17-20 Cleric Level 21-24 25-28 29-32 D+ D+ D+ D D D D+ D+ D+ D+ D D D T T 7 9 11 D D D D D D+ D+ D+ D+ D+ D D D D# D+ D+ D+ D# D# D+ D+ D# D# D# D+ D+ D+ D+ D+ D+ D D+ D+ D+ D+ D+ D+ D T T 7 D D D T T D D D D D D T 9 7 T D D D D T T D D T T Explanation 11. It is thus at least as costly as the expenditure. A wish cannot affect any creature's permanent PP total. It also does not apply to creatures who are created by magical means.Immortal Magic environments of all sorts. The level at which an Immortal Turns undead is based on the effect chosen and power spent." For example. Although Immortal creatures of Entropy can be cured as if undead. including the Ethereal and Astral Planes and even vacuum.
  the character's PP total cannot exceed the amount given for maximum (5th) level. Power in excess of this amount is immediately discarded if earned. h e l d publicly and enjoyed by all observers. Progression from there to the next rank is impossible until a certain procedure is completed (see Rank Advancement). After an Immortal has qualified for rank advancement. and other comparatively minor details. limited to one rank of Immortal. If the character earns 20 PP during the adventure. The conditions of victory are as follows. Fifth level is the upper limit within each rank. A character who satisfies both requirements becomes eligible for.Section 4: Character Advancement A character's progress is measured by his or her Power total. Many Immortals enjoy visiting other Spheres' Olympics. An Immortal starts each rank (Initiate. Each group has its own private arena. representing the period from one such limit to the next. The permanent Power Point Total is the only factor that determines level. The life force automatically returns to the Immortal's home plane.500 PP 5. 2 12 8 4 2 4 3 2 1 Level Advancement Refer to Table 1. But in addition. Each grouping of levels. carefully designed by the Eternals to be a fair and well-rounded test of the abilities of all applicants.) as a Novice. The second requirement is that each of the three scores comprising the Immortal's Greater Talent must be at the maximum for the character's rank (as explained earlier in the section on Ability Scores). (However. The games are watched by most of the Immortals of the Sphere. two vacancies for Celestial may exist as goals for the competing Temporals. for example. The number and type vary by the preference of the Hierarch of the Sphere. The extra PP cannot be expended. Power total needed. The first is a given amount of Power Points. The DM selects the number who participate. but the explicit victory conditions and awards are always announced before each contest. but not always. they were never acquired. The number of available positions is announced. that Immortal's material form is slain. Each Sphere holds its own Olympic games. 10 are acquired and 10 are discarded. since the reduction would cause the PP total to drop below 1. The awards for these games may consist of bonus Power from a superior. Victory Awards Rank Power Points + 50 Temporal + 125 Celestial + 250 Empyreal + 500 Eternal hit points + 10 + 20 + 30 + 40 Rank Advancement To gain a new rank. etc. After the rank advancement competitions are finished. Immortals may work on improving their Home Plane. 1000 PP 2. When the number of remaining competitors equals the number of vacancies announced beforehand. alliance. It is part of a series of games called an Olympics.019 PP cannot spend 20 PP permanently to increase an ability score. but does not automatically gain. listed on Table 1 and summarized below. Example: A Celestial with 1. Example: A Temporal with 990 PP and 24 in each Greater Talent ability score has an opportunity for adventure. the new rank. Level advancement is automatic upon reaching the Power Point (PP) totals given for each. Each applicant must have the minimum qualifications of total Power and Greater Talent to be eligible to compete. and this fact is announced to all participants and spectators. When a competitor's hit points reach zero. This game.000 PP to be eligible for Celestial Empyreal Eternal Hierarch Only scores in the character's Greater Talent affect the second requirement for eligibility. etc. the character may be ineligible for competition.000 PP 10. Most defeated competitors immediately assume a new form and join the spectators. the event ends. The details of these games need not be announced before the Olympics. is called the Immortal's rank.000. Power cannot be voluntarily expended permanently if the subtraction would drop the Power total to below that required for Novice level in the rank. but are usually chosen so that every Immortal can participate in at least one event. and progresses through five levels within that rank before reaching the next. The character can then progress further only after meeting certain additional requirements and passing a test. and the character cannot affect or win the competition. again depending on the preferences of the Hierarch. other games may be held.) Competition for Advancement An Immortal can only rise to a new rank by defeating one or more peers in a competition for the honor. Whenever the level changes. Level and rank gains are not handled in the same manner. The reverse process is also automatic. an Immortal reaches a limit after a series of level gains. and must then defeat peers through competition for the honor of advancement. with either no other life forms or only those with no intelligence within. The Power totals required for each rank are as follows: Current Rank Temporal Celestial Empyreal Eternal High High High High Temporals Celestials Empyreals Eternals Max. Power expenditures must be carefully considered. Temporal. gaining 1 service from another. for if some opportunity to regain the Power used is not found quickly. Each group of competitors is then sent to an arena—an entire plane of existence. and also apply to Immortals. if desired. Each winner gains Novice level in the new rank and receives bonus awards of Power and hit points. a waiting period of several weeks to years normally occurs before the next Olympics. To start each Olympics. Lesser Talents. a character must first become eligible by meeting two requirements.. as given on Table 1 and summarized here. low scores of any sort are flaws in the character. selected to not favor any element or Sphere. remember to add or subtract Hit Dice and hit points (which are determined by level) accordingly. Each event is usually. All r e m a i n i n g competitors become instantly aware of the reduction in their numbers. and may lead to defeat in the ensuing contest.. Minimum Requirements An Immortal must satisfy two specific requirements to become eligible for rank advancement. No minimum Lesser Talents are required. No other requirements apply. While waiting. the minimum required for Celestial rank. The following numbers of Immortals are typically eligible for rank advancement competition. all those of High (5th) level are grouped with their peers. permanent PP expenditures may cause a loss of one or more levels within a rank. Levels of experience were used to describe mortal progress. 20 14 8 Probable Min. 22 . Olympic meets are held at regular intervals determined by the Hierarch or Eternals of each Sphere. Until that time.
  each new Immortal is assigned a Home Plane. Effects An Immortal gains many bonuses when on his or her own Home Plane. Some of the terms in the following notes may be unfamiliar to you as a player. Such creatures may have any characteristics. No life forms in a starting plane have an average racial Intelligence of greater than three on the standard scale. already improved Home Plane instead of a new. Special care is needed when material is added to an existing system of a star and orbiting planets. Size The plane is a five-dimensional space (as are most planes of existence). but may be useful in short-term goals. The Initiate cannot select a Home Plane. Of all these. at the DM's discretion. the Immortal bestows all of his or her Power to the plane. explored to a minor extent. Elemental Influence Each plane contains some air. an Immortal would require over 36. Most Immortals enlist the aid of several associates (from various Spheres) to complete this initial exploration and. a player may wish to try the challenges of being DM in his own world. to give each Immortal a fair chance to compete on an equal basis with the other Immortals of the hierarchy. Teleporting. Elemental material of any kind can thus be added to the plane. earth. Floating here and there 23 . Some activities can only be performed while on the Home Plane. This sort of activity is not necessary until the plane has already undergone substantial development. The space between the planets and stars may also be home to certain odd life forms. however. undeveloped one. This size— the maximum distance one could travel in a straight line. cleansing of the Home Plane. A gate to an Elemental Plane may be opened. One or more renegade life forms may be present. though these are much rarer than the other types. Resistances While on his or her Home Plane. but such actions are very expensive. All the dimensions are equal in size. containing only occasional bits of extremely small elemental material. and may save (vs. a few have been designated as appropriate starting planes for new Immortals. and need not duplicate life forms that exist elsewhere. once again as a mortal creature. The character automatically takes only half damage from magical effects and physical blows of Immortal origin. or may choose to begin the great cycle of life Starting Details An apparently i n f i n i t e number of Outer Planes exists. with no memory of his or her previous life. and water. But the easiest method is to import life from other planes.Section 5: The Home Plane As one of the last details handled during the training period as an Initiate. the character is reborn on the Prime Plane as a normal mortal. However. The starting Home Plane has the following characteristics. be duplicates of creatures that exist elsewhere. requiring at least 500 PP and often many thousands. Permanent PP expenditures are necessary if the standard requirements for Immortality). if that character ever regains Immortal status (following the long route of a complete and successful mortal life and thereafter meeting Development An Immortal may increase all characteristics of the Home Plane. Life Forms Any and all planets and stars may already support life forms of various sorts when the plane is first adopted by the Initiate character as determined by the DM. Sphere Influence The plane is carefully selected so that the new owner's Sphere is dominant. and the character gains the old. if necessary. but the element corresponding to the character's Sphere occurs in slightly greater amounts than the others. the character's memory of the previous life returns. Your DM may choose to reveal more details. Though this possibility is minimized through earlier surveys. If the first option is chosen. within this vast empty space are 2-5 stars. They must. Any megaliths present are the sole exceptions to this rule. permanent. measured along any one dimension—is approximately 5 trillion miles (5 x 10E12).000 years to cross the plane (assuming 365 24-hour days per year). an Immortal is immune to all attacks of mortal origin. If the second option is chosen. immune to all outside effects (but unable to act in any way). as applicable) to take one-quarter damage. Upon Dispersing. which has no maximum range. Or an Immortal may alter existing creatures already found in the Home Plane. The exact amounts vary widely. General Characteristics Most of the plane is vacuum. Millions of planes have been discovered. the character is no longer played. Minor adjustment is always needed to stabilize the elemental material. The size of the plane may be increased by a permanent PP expenditure. Spell or Physical Blow. One of the tasks of the hierarchy of the Immortals is the exploration of these planes. Magical creations do not have the ability to reproduce. one is assigned by the Hierarch of the character's Sphere. The Immortal may make a saving throw (whichever is applicable) to avoid or halve the damage from any magical effect which normally allows none. and categorized. The character should examine the plane more thoroughly before starting major projects. It is usually only slightly so. the character's life essence may either retire to some point within the plane. All details are created randomly. at any desired location. fire. but may be contacted for reference by other Immortals who enter the plane and seek out the life force. With this action. is thus a necessity for travel at this scale. self-sustaining life forms are desired. New life forms may be created by magical and other means. Each of these suitable planes is nearly identical. with all five Spheres present to some extent. with a total of 16-20 planets in orbit around them (plus any number of assorted smaller rocks. In the prior case. Even traveling at maximum incorporeal speed (4 miles per second). from moon-sized to mere fist-sized fragments). though some may be as large as 2-5 feet long. Most are of microscopic size. the large volume of the plane makes it impossible to completely examine it before assignment to an Initiate. Up to 3 of those planets may be megaliths. if permission in advance is given by both the elemental ruler and the Elemaster involved. as usual for a starting character. gaining greater effects than through normal permanent expenditure. A character who tires of Immortality may confer great bonuses to the Home Plane by Dispersion. or may leave them for future adventures.
  Whatever the form assumed. an Immortal in dragon form cannot hide very PP. Home Planes offer opportunities for games. possibly spell use. They usually prefer forms that can blend well into a local population. The physical form acts as a focus for creating effects in the Repairing Forms Every form is damaged occasionally. and Plane without penalty. but it may cast spells. Spare Forms Though an Immortal may certainly create physical forms in advance of his or her needs. Natural amounts of wear and material world. reduced to -10 hit points or less. When assuming the form of a dragon. for example. but results in a material form capable of typical Immortal activities. and Constitution) are those of the tear in normal activities are assumed to be repaired at regular intervals. as well as the limits of the polymorph object spell description. Great amounts of detail and play may be devoted to exploring and describing the Home Plane. In the three-step process. but that effect is subject to A-M and dispel magic. and regenerates at the standard rate determined by planar or local bias. Only in physical form can an Immortal create and use spell-like effects. Immortal's innate A-M also applies to the form. Any Immortal may temporarily expend PP to create magical cure spell effects. has poor finger coordination. but most have benefits as well. the form designed can be recreated at any time. entire plane. depending on the complexity and size of the form. Typical features which can be easily limited are the planar bias. Limits When in a physical form. and need not be form assumed. All forms have their limits. Immortals know that it is often undependable. The assumption of an existing form is quick and has little cost. This is not normally possible if the form already houses a life force. Magical effects can only be created while corporeal. Any physical form can be stored on the Immortal's Home ity score attacks are only usable while in a General Notes To assume a material form. Though magic is a handy tool. This PP cost is a temporary expenditure. The three-step process is costly in terms of both Power Points and time. To use the previous example. usually a maximum of 18. and mental ability scores are not changed when a form is assumed. which have normal effect on the form assumed. The Immortal's mental powers are not affected by the form assumed. The form Material Forms An Immortal may only create a material form for his or her use while within the Home Plane. multiple attacks. Power Points. but players should not demand full details if the DM offers other options for exciting play. gains all the natural abilities of that form. and costs 50 PP. a breath weapon. 24 . according to the nature of the PP expenditure. Full details are given below. prefer to rely on their non-magical abilities and maintain high A-M for defense. Dexterity. and should be able to resist most of the environmental characteristics most likely to be encountered. but may involve quite a bit of time (even years). an Immortal normally uses a three-step process of planning. And the ability score limit cannot be increased by any means. costs are listed in the DM's book. Crea- current physical ability scores (Strength. and the speed of travel within the plane. and may assumed. an Immortal may take control of a form that already exists. but never more. Effects on Play Home Planes may be handled in as much or as little detail as Dominions of mortal characters. the methods or points of entry into the plane. the Immortal may control certain characteristics of the tion requires 1-20 turns of time and 50-500 Immortal's true scores. the permanent expenditure required usually limits the number severely. the time. An Immortal may abandon any physical form at will. The primary risk is that an intruder (or even an indigenous pred- atory life form) may discover and harm the spare form(s). but can otherwise be done easily. losing 1 point from its physical ability score limit for each 10 days of storage. These may be less than the explicitly detailed in play. and the design time is never reapplied. the use of magical effects within the plane. An Immortal may assume the form of a dead body unless it has been disintegrated. step 1 (planning) requires no PP expenditure. Immortals usually design forms that have the widest range of available actions and responses as possible. the Immortal gains non-magical flight. but must be magically altered before it is of any real use. A form cannot be repaired unless it is inhabited by a life force. The many physical characteristics of the form also apply. and only after the form has been designed. but then has no capacity for movement or physical attacks. Specific Step 3 (inhabiting) requires only 1 round of time. The Immortal's current totals of hit points. the Immortal As an alternative. Gains Aura and Power combat are usable by an incorporeal Immortal. or the details may simply be but the form's physical limits usually restrict the character's abilities to some extent. an incorporeal Immortal could inhabit a rock or a dead tree. even though they are produced by Power expenditure. A non-magical form that is not specifically designed for a life force may be inhabited. or has been slain by death magic. if desired. The Any spare form stored on a plane other than the Home Plane degenerates with time. Most Immortals use physical forms most of should have innate movement ability convenient to the area of operations. The PP expenditure is permanent.The Home Plane Controls By expending Power Points. whatever form is assumed. The process of gaining a physical form is called "assuming" that form. and of course would frighten most creatures encountered (possibly including even other dragons). The Immortal may magically polymorph the object into a more convenient form. dismembered. Once the planning is successfully completed. For example. material form. Such an object has comparatively low limits on physical ability scores. but physical and abil- easily nor move silently. aiding subtle operations. but these limits must nevertheless be accurately defined and applied. The types of actions and responses available to an incorporeal Immortal are very limited. The changes may be temporary or permanent. often through general use and attacks from opponents. of course. creating. Any form created by temporary PP expenditure (such as by the use of magic) loses all movement and attack capability (if any) when inhabited by an Immortal life force. Most of these restrictions can be countered by magical alterations. an Immortal's Step 2 (creating) can only be performed by an Immortal on his or her Home Plane. depending on the physical details of the form. and then inhabiting the form. but this form is inefficient and easily damaged.
  If.) and of the same size. thought. but to a maximum of 27 points ( + 6 bonus because of ability scores). For example. water. Original Form The Plane of Existence in which an Immortal spent most of his or her mortal life is called the character's Native Plane. The complex details of the influence of these Spheres are not easily or quickly grasped. both PCs and NPCs. the native plane is the Prime Plane. A third form. The form is self-sufficient. at no cost. A usable material form is a blend of energy. the character's previous form will return when the Immortal departs from the native plane (unless. Wisdom similarly governs the design of the number of attacks. and no design time is required. even if such an age was not actually reached during mortal life. and the act of reentering the same environmental conditions (unique to that plane) triggers this natural and irresistable response. he is not subject to this change." The 25 . the check has only a 1 % chance of failure. The change occurs instantly. comparing them to the Immortal's original mortal form. If a variable is the same. by which the form can move in any direction at 120 feet per round (the same rate as an unencumbered human). If the original mortal form is created by the Immortal on his or her Home Plane. The planning takes 1 month and is automatically successful. But these details are a matter for the concern of the character only. The player need only consider two crucial variables of the form. is also common. double the human norm. but otherwise occurs automatically. and is never actually deducted from his or her PP total. it may be achieved by multiplying the base cost by 2 or more. usually imitating that of one monster type (called the Creature form). the character could memorize and cast spells. and all other characteristics return in full. saving throws. or in any other. given a reasonable surface on which to do so. the Native Plane may be one of the four Elemental planes. the character's material form instantly and automatically changes to the original mortal one. The exact physical ability scores used should be those that the character had just before leaving mortal life. as a mortal. in the process of entering the plane. similar to flight. This form appears very similar to the character's original mortal form. ability score capacity is needed. an Immortal who was formerly a human female may assume the form of herself as an old woman. For Immortal beings who came from planes other than the Prime. Armor Class. The individual's history (often but not necessarily corresponding to that of others of the same race) determines the Native Plane in all such cases. When a character's form changes upon entering the Native Plane. the original mortal form was in use all along). but with far greater durability. as detailed in the notes on the threestep process (Step 2. if a very young or very old version is used. For example. called the Original and the Standard forms. Though forced into the mortal form. or even the Astral. A modified Intelligence check is used to determine the success of designing the size of the form. the scores may be Standard Form Every Immortal is taught how to create a standard form while an Initiate. torso. matter. If a greater physical quite low. This standard form thus does not unduly limit Immortals of Temporal status. Optionally. By the same procedure. The form can be Other Forms Immortals often experiment with additional forms for special uses. this option requires either complete records of the character's past progress. If an Immortal enters his native plane in incorporeal form or inhabits a form already present on his native plane. the ability scores may be those of the character at the age selected. and a temporary expenditure of 50 PP for inhabiting it. though greater comprehension of sounds is not automatically conveyed. and needs no food. The ability score checks are always modified for the difficulty of the task. All the physical ability scores and other characteristics of the original form reappear with that form. In most cases (such as all humans and demihumans). its size and number of attacks. etc. the place of birth. and enough gravity to allow traction. the task is modified as "easy. hurried a bit. No additional planning is needed for this minor improvement in the standard form. plus non-magical infravision to 180-foot range. Apply the procedures given below (the three-step process). It has the same senses as the original mortal version. Other forms may also be designed and used. an Immortal must design it. or other means of sustenance. no cost applies.The Home Plane Creating a Form All Immortals can create two basic forms. as long as all other details of the form are identical. the Ethereal. to 150'(50'). because of the character's long experience with that form. Mortal attack capability. The cost of creating the first standard form is assumed to apply during the Immortal's study period as an Initiate. A replacement form may be created as needed. and applies in addition to the standard Immortal ability to create magical effects by Power expenditure. The standard form has an innate nonmagical movement ability. The standard form's physical ability scores are those of the Immortal. that ability is regained. The change and the resulting form are not magical effects. and even entropy. Whatever method is chosen. It has the added ability to accurately identify anything smelled or tasted. of course. Every Immortal is affected in this way because of unbreakable habit. time. the character may freely choose any age for that form. However. and can run. Three Steps to Gaining a Form Apply the following details whenever an Immortal wants to create and assume a material form. An Immortal may create a non-magical form only on his or her Home Plane. regardless of the Immortal's current abilities. Whenever an Immortal returns to his or her Native Plane. Creating). even though she may have reached Immortality at a much younger age. at double speed (300'). with the same number and type of general parts (head. The standard form's Armor Class and hit points are those of its Immortal creator. the process takes only 3 rounds. It can hear noise at very long ranges. Step 1: Designing Before creating a form. This change can be prevented if the Immortal chooses to retain the original form. The cost is 50 PP for a demi-human or 100 PP for a human (per form). nearly unrecognizable to her former associates. air. If the form's size or number of attacks are less than those of the original mortal form. The character's mind spent many years in this form. the DM should apply it equally and fairly to all characters. The cost of the process involves a permanent expenditure of 50 PP for creating the form. This may be different from the being's Plane of Origin. and omits the planning phase. or good guesses and cooperation from the player and DM involved. but becomes increasingly restrictive for more powerful Immortals.
  The Home Plane
  increase in variables increases the relative difficulty of the task. Refer to the following Design Variations chart for details. Creatures with two arms (such as humans and demihumans) who normally have one attack per round are counted as having two attacks for this purpose. The time needed for the design of a form with the same size or number of attacks as the original mortal form is 1 month. The time drops by half for reduction in variables (cumulative, to a 1-week minimum), and doubles for each increase. For example, if a formerly human Immortal designs a form of 48-foot height and 16 attacks, each variable has been doubled three times, so the total time required for design is 64 months. The ability score checks are made at the midpoint of the design time. No indication of success or failure is revealed before that point, whatever means are applied (even multiple wishes). If either check fails, the Immortal recognizes the flaw in the design, and can stop immediately. The player need only describe the design in general terms, specifying height, number of attacks, and other general characteristics to the DM. The Immortal character is assumed to plan and examine every detail, down to microscopic size. The character may design continuously, or may complete parts of the design at any intervals, taking time out for adventuring and other tasks. No penalty applies if the design time is not continuous, and this is in fact the most common procedure, as a percentage of every Immortal's time is occupied by required tasks of managing the multiverse (assumed, not played in the game). The DM should specify the amount of spare time that can be spent designing a new form. Failure in the design stage precludes any further attempts at creating that form until the Immortal reaches a higher rank (not merely level). For example, if a Temporal tries to design a dragon form and fails, he or she will automatically fail in essentially identical designs until reaching the rank of Celest i a l , after which the procedure can be restarted. A new attempt at a previously failed design gains no bonuses for that experience, and must be completely restarted. The DM may choose to categorize general creature types for purposes of these designs. For example, a kobold and a halfling are nearly identical in most physical ways, and failure at designing one might cause automatic failure in an attempt to design the other. Minor changes do not qualify as a new design. For example, if the attempt at designing the form of a 12-foot-tall hill giant fails, a subsequent attempt at designing the form of a 16-foot-tall fire giant should automatically fail.
  Ability Score Capacity
  Design Variations
  Characteristic Less Same Effect on Ability Score Check Modify to 1 % chance of failure Modify as "Easy"
  Physical ability score capacity Up to 18 ( + 3 bonus) Up to 27 ( + 6 bonus)
  Cost Multiplier
  Up to 45 ( + 9 bonus)
  Up to 70 ( + 12 bonus)
  Up to 88 ( + 15 bonus) Up to 98 ( + 18 bonus) Up to 100 ( + 20 bonus)
  1/2 1 2 3 4 5 6
  Up to 2x
  Over 2x to 4x Over 4x to 8x
  Over 8x
  Modify as "Average" Modify as "Difficult"
  Modify to 1 % chance of success Task is impossible
  Example: An Immortal who was formerly a human male designs a form which is very similar to that of a gargoyle—man-sized but with four attacks per round. The size is roughly the same, so the Intelligence check is modified as Easy. The number of attacks is twice normal, so the Wisdom check is modified as Average. If both checks succeed, the form is designed successfully. If either fails, the Immortal knows that the form is flawed, and must try another design.
  Step 2: Creating Once a design is successfully completed,
  the Immortal has memorized every minute detail. These details will never be permanently forgotten as long as the character retains Immortal status of any level. The memory may be temporarily lost, due to magical effects (such as feeblemind), but is restored when such effects are removed. With the design work successfully completed, it is a comparatively simple matter for the Immortal to create the form. This step can only be accomplished on the Immortal's Home Plane, and only if some elemental material is present, but both of these details are usually easy to accomplish. The base cost of creating the form should be about 1 PP per pound of mass, or 20 PP per foot of height or length (considering the longest measurement only), with a minimum cost of 50 PP. The DM should decide what the final cost should be. If the form has long or extendable appendages, the maximum reach should be applied instead of the dimensions of the basic form. The base cost applies to a form with physical ability scores ranging from 1 to 27. A greater capacity may be achieved by multiplying the base cost by 2 or more, according to the following chart.
  Increases in ability scores, whether temporary (from magic or ability score combat) or permanent (from PP expenditure), may not raise the physical scores of the form above the limits determined during the form's creation. The wise player may thus choose to create a form with very high potential, even though the Immortal character may have relatively low scores, in case such magical bonuses may be needed in combat. A new form which is absolutely identical in all aspects except ability score potential need not be redesigned. The previously successful design may be used, and the greater PP cost of creation is simply applied creating a new form from scratch. At the time the form is created, the DM should review all details of the form and may modify them as needed for game balance and logic. The base damage per attack must be approximately the same as for a normal creature of similar size and type. In the example above, the base damage per attack of the gargoyle-like form could be 1-3/1-3/1-6/1-4 (as an actual gargoyle), or perhaps improved to a maximum of 1-4/1-4/1-8/1-6, but no further. The Immortal's Strength bonus to damage will always improve the results quite sufficiently. Bonuses to Hit and damage rolls for high Strength or Dexterity apply only to methods of attack which could reasonably accomodate such increases. The DM may reduce or omit damage bonuses accordingly for relatively minor attack forms. For example, a player might design a small but many-armed form, trying to achieve incredibly huge damage potential through the many applications of the Strength bonus. But in such a case, the DM could rule that the form's physical attacks are too minor to warrant any bonus at all. A good rule of thumb is that bonuses to Hit Rolls and damage may never exceed the maximum normal damage the weapon can cause. Thus, a dagger which causes 1-4 normal could be up to + 4 to Hit and damage.
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  The Home Plane
  The actual process of creating the form is assumed, and few details are relevant to the game. It takes at least 1 turn to finish, and may require as much as 20 turns based on the complexity of the design. The work must be continuous, otherwise the form is spoiled.
  Step 3: Inhabiting After a form has been designed and created, it may be inhabited by expending 50 PP. The process takes only a few seconds (1 round). It is a non-magical phenomenon, and cannot be blocked.
  Assuming an Existing Form
  If an Immortal character's form is slain or otherwise rendered useless, the character may choose to remain in the area, and can still use Power attacks and Aura (though nearly all other abilities are lost). He or she may decide to return to the Home Plane and create a new form. Or the character may find a form nearby and inhabit it. This last option is only viable in certain special situations. The character cannot assume control of any living creature, because the presence of any life force utterly blocks such attempts. A magic jar effect can displace a life force, but an incorporeal Immortal cannot create magical effects. A corporeal ally who uses magic jar on a victim cannot then turn the form over to the incorporeal Immortal faster than the original life force can reinhabit the form, unless the victim has first been feebleminded or otherwise mentally incapacitated. An incorporeal Immortal can thus only occupy the body of another living being if some ally first incapacitates and then displaces the victim's life force. Undead forms are likewise unusable. Even undead have life force, albeit of a nature unique to these creatures, and this also precludes such attempts at possession of their
  forms. If a living being is willing to loan its body to the Immortal, it must have the ability to first vacate the form, a characteristic of Immortals but not of mortals. A nearby Immortal may depart from his or her material form and allow the incorporeal Immortal to take it
  be controlled properly by an invading life force. Whenever an Immortal life force occupies a non-magical object not designed for this purpose, the Immortal must make a standard unmodified Constitution check. If this is failed, the attempt also fails, and 4.2 cubic feet of the form's material (a sphere of 1 foot radius) disintegrates. If this is a greater amount than the entire object, only the object disintegrates, not anything nearby. Even the check is successful (indicating that the Immortal life force has successfully held the object together), another check must be made each turn (60 rounds) thereafter, applying the same results.
  Avatars
  An Immortal may choose to inhabit a form with only part of his or her life force, instead of all of it. The standard procedures and costs for planning, creating, and inhabiting the form must be applied. Such a form, containing only part of the Immortal's life force, is called an avatar. The form containing the bulk of the Immortal's life force is then called the primary. When inhabiting the form, the Immortal chooses the amount of life force to place within the avatar. In play, the character leaves 5 % or more of his or her permanent hit point total within the avatar form. The avatar is simply a second body used by the single Immortal life force, exactly the same phenomenon seen in the horde-being of the the Elemental Plane of Earth (Companion Set, DMC page 41). The avatar has the number of hit points deposited by the Immortal. The remainder of the Immortal life force has a correspondingly lesser total of hit points. For example, a 1st level Empyreal (310 hp) may exist in four bodies, three of them being avatars with 16 hp each and the fourth (the primary form) containing the remainder of the life force, with 262 hp. Additional hit points may be transferred to the avatar, but only by touch. When an avatar is slain, its life force does not become incorporeal. It is not an actual independent life force. Its power and hp return to the primary life force. The maximum number of avatars usable by one Immortal is equal to the number of projects which can be maintained (i.e. equal to the ability score modifier for Intelligence, or half that if the avatars and/or projects are on different planes of existence). Each avatar can act independently and simultaneously in all physical ways, but the life force is still limited to one action per round of any mental nature. Thus, by using two avatars at a single location, an Immortal may gain additional physical attacks, but can still initiate only one Power attack per round, can create only one magical effect per round, and so forth. The source of such mental attacks, however, may vary by the choice of avatar used. Magical effects of a physical nature similarly apply only to the individual forms, while those of a mental nature apply to all. For example, a magical increase in A-M applies only to the form creating that effect, but detect enemies would benefit all the forms. All avatars are constantly and fully aware of each other, even if on different planes of existence. No communication is needed between them, for they are all manifesta-
  Golems & Drolems One option may yet remain. A greater construct (CON-struct) may be found and inhabited. Constructs are summarized in the
  D&D Companion Set (DMC page 21).
  Lesser constructs can easily disintegrate if inhabited by an Immortal life force; their forms are too flimsy to stand the strain. Of the greater constructs—gargoyles, golems, and drolems—only the latter two are built with enough care to permit Immortal use of their forms. When an Immortal life force inhabits a golem or drolem, no Constitution check is required. An incorporeal character can move at incredible speeds, unhampered by intervening matter, and could search a wide area for an available form. If a golem or drolem is found, the Immortal can inhabit and control it simply by moving in, expending only the standard 50 PP cost. Several restrictions apply. The Immortal cannot change the form magically, and must be content with whatever form of movement is natural to that form. A drolem, which might be constructed to permit flying, is obviously the most mobile form. Golems must walk, a slow process that can try even Immortal patience. The Immortal's A-M applies to the new form. Magical effects which do not change the form can be produced by standard procedures, and normal Power combat is also usable. In addition, all the abilities of the golem or drolem may be used, and its immunities apply as well. Thus, a drolem form inhabited by an Immortal may breathe poisonous gas three times a day, is immune to various spells, and can use bite and claw attacks for the listed damage.
  over. Though most Immortals are not willing to take such an action, a charmed or otherwise very helpful Immortal ally might be convinced to do so. The incorporeal Immortal may otherwise choose to inhabit an inanimate object. But not only is this subject to the standard 50 PP cost of inhabiting a form, it is normally a useless maneuver. Most objects are not constructed with enough care to enable them to
  27
  The Home Plane
  tions of the same single Immortal life force. If one avatar is successfully attacked by mental means, all the avatars are affected in the same manner. A time-related attack (such as that of a jumper) causes displacement only of the local life force, not affecting any other manifestation of the Immortal. Physical effects, however, are localized to the form of the avatar affected. An Immortal may at any time simply withdraw his or her life force from any avatar used. If the avatar is on any plane other than the Home Plane when this occurs, it dies (i.e. the form is no longer usable). On the Home Plane, the avatar form may be stored in such a way as to prevent any damage, and may be reinhabited later. An Immortal must collect his or her life force into a single form when competing for rank advancement. Avatars are commonly used to maintain supervision and control of projects. They are occasionally used to gain advantages in a single melee or other operation, but this is not common, because of the PP cost of the forms and the additional danger presented by multiple targets for opponents. Immortal power, and can affect all life forms. When an Artifact is created, its Handicaps and Penalties arise spontaneously, and are determined by the DM. These side effects cannot be avoided by mortal users. For Immortal users, the Intelligence score of the creator of the Artifact determines the incidence of side effects. If the user's Intelligence is equal to or greater than that of the creator, no side effects occur. Otherwise, the chance of side effects is 5% per point of difference, checked at each applicable situation.
  Artifacts
  Immortal PCs may create artifacts. The powers and costs for artifacts are given in the D&D Master Set (MDM pages 45-64). An Immortal may only create an Artifact while on his or her Home Plane. The PP expenditure for creating an artifact is a permanent one. Most Immortals do not create artifacts until reaching Celestial or higher status. Artifacts are usually created for use by mortal life forms, to defend or otherwise aid one of the Immortal's projects. Magical effects produced by Artifacts have
  For example, if the Shard of Sakkrad (created by a Hierarch, whose Intelligence is 100) is used by an apprentice Hierarch with only 88 Intelligence, the chance of side effects is 60% (12 points difference). The chance of occurrence of a Penalty is given as 20%, but in this case would be only 12% (60%, as calculated above, times the 20% given).
  28
  900 2.300 1.000 22 23 24 25 25 26 110 120 130 140 23 22 21 20 High Temporal Celestial 5th level Novice 1st level 150 160 60 25 19 18 17 180 200 2nd level 3rd level 4th level 27 28 29 30 30 31 32 33 34 35 35 36 37 38 39 40 40 41 42 43 44 45 220 240 16 15 14 High Celestial 5th level 260 280 Empyreal Novice 1st level 70 50 2nd level 3rd level 4th level 4.500 4.000 10.Section 6: Reference Tables TABLE 1: Rank Advancement Chart Rank Initiate Temporal Novice 1st level Level PP HD 15 hp 75 A-M 50 Greater Talent Scores (var) Pop.000 7.000 1.625 3.000 14.000 13.000 15.600 1.200 2.250 6.000 3.000 700 750 800 850 900 1.000 12.000 310 340 370 400 430 460 500 540 580 620 660 13 12 11 10 9 8 High Empyreal 5th level Novice 1st level Eternal 80 75 2nd level 3rd level 4th level 9.500 5.500 7 6 5 4 3 High Eternal Hierarch 5th level Novice 1st level 2 90 *(1) 2nd level 3rd level 4th level 11.000 5. who always has one "trainee" (an aide or apprentice) who can assume the senior position whenever necessary ** Population refers to the total number of Immortals that may exist at each level.000 10.050 1.000 8. 29 .500 2.000 Full Hierarch 5th level 100 1 * Each Sphere of Immortals has its own sole ruling Hierarch.** 7 25 24 2nd level 3rd level 4th level 500 600 700 20 100 21 800 900 1.
  and Constitution scores Ability Score Adjustment TABLE 3: Charisma Effects Ability Score Reac Retainers Max Morale Aura TABLE 4: Saving Throws Physical Power Mental Magic Attack Drain Attack Spell) 14 16 16 15 15 14 14 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 5 4 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 0 1 2-3 4-5 6-8 9-12 13-15 16-17 18 -5 -4 -3 -2 -1 None 1 2-3 4-5 -2 -1 0 +1 +1 +2 +2 +3 +3 +4 +4 1 1 6-8 9-12 13-15 16-17 18 19-20 21-23 24-27 28-32 33-38 39-45 46-53 54-62 63-70 2 3 4 3 4 5 6 7 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 8 9 10 11 ( + 1) ( + 4) ( + 3) ( + 2) ( + 1) (0) -1 -2 14 14 13 13 12 12 13 13 12 12 11 11 10 10 9 +1 +2 +3 19-20 21-23 24-27 : 28-32 33-38 39-45 46-53 '. Intelligence. . Dexterity. 54-62 63-70 ( + 2) ( + 3) ( + 4) ( + 5) +7 +8 +9 + 10 + 11 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 + 10 + 10 + 12 + 13 + 14 + 15 + 16 + 17 + 18 + 19 + 20 71-77 78-83 84-88 89-93 94-96 97-98 71-77 78-83 84-88 89-93 94-96 97-98 ( + 6) ( + 7) ( + 8) ( + 9) ( + 10) ( + 11) -3 -4 -5 -6 -7 -8 -9 .TABLE 2: Modifiers based on Strength. add number given to damage.10 -11 11 11 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 -12 -13 -14 -15 -16 -17 -18 -19 -20 9 8 8 7 7 6 6 5 5 4 3 13 12 12 11 11 10 21 ( + 12) 22 ( + 13) 23 ( + 14) 24 ( + 15) 99 100 100 2 9 8 7 6 5 TABLE 5: Hit Rolls HD 13 + to 15 15 + to 17 17 + to 19 19 + to 21 21 + to 23 23 + to 25 25 + to 27 27 + to 29 29 + to 31 31 +to 33 33 + to 35 35 + to 37 37 + to 39 39 + to 41 41 + to 43 0 1 2 10 9 8 7 6 5 4 3 Creature's Negative AC Hit 4 5 6 7 12 11 10 9 8 7 6 5 4 3 13 12 11 10 9 8 7 6 5 4 3 2 2 8 16 15 14 9 17 16 15 10 18 17 16 15 14 13 12 11 11 19 18 17 12 20 19 18 13 20 20 19 18 17 16 15 14 8 7 6 9 8 7 6 5 4 3 2 2 11 10 9 8 7 5 4 3 2 6 5 4 3 2 2 2 3 2 2 2 2 2 2 1 2 2 2 2 2 0 1* 2* 14 20 20 20 19 18 17 15 14 13 12 11 10 9 8 1* 14 13 12 11 10 9 8 7 6 5 4 3 2 15 14 13 12 11 10 9 8 7 13 12 11 10 14 13 16 15 17 16 15 14 13 12 11 10 9 8 7 6 12 11 10 9 8 7 6 5 4 3 14 13 6 5 4 3 2 2 1 0 16 20 20 20 2 2 2 2 9 8 7 6 5 4 3 2 10 9 8 7 6 5 4 12 11 10 9 8 6 5 13 12 11 10 9 8 7 HD 15 20 20 20 17 21 20 20 Creature's Negative AC Hit 18 19 20 21 22 26 25 24 23 27 26 25 24 23 22 21 24 28 27 26 25 24 23 22 21 20 20 20 20 20 19 18 25 29 28 27 26 25 24 23 22 21 20 20 20 20 20 19 26 30 29 28 27 26 25 24 23 22 27 30 30 29 28 27 26 25 24 23 22 21 20 20 20 20 13 + to 15 15 + to 17 17 + to 19 19 + to 21 21 + to 23 23 + to 25 25 + to 27 27 + to 29 29 + to 31 31 +to 33 33 + to 35 35 + to 37 37 + to 39 39 + to 41 41 + to 43 22 21 20 23 22 21 24 23 22 20 19 18 17 16 15 14 13 20 20 19 18 20 20 20 19 18 17 16 15 14 13 12 11 20 20 20 20 19 18 17 16 15 14 20 20 20 20 20 19 18 17 16 15 14 13 21 20 20 20 20 20 19 18 17 16 15 14 25 24 23 22 21 20 20 23 22 21 20 20 20 20 20 19 18 17 16 12 11 10 9 17 16 15 14 13 12 11 10 20 20 20 19 18 17 16 15 20 20 20 20 21 20 20 20 20 20 20 19 18 17 13 12 * Automatic hit unless rolling a natural 1. Wisdom.
  Giants. G r o w t h of P l a n t H a l l u c i n a t o r y Terrain Harden Haste Heal Hear Noise ( 5 0 % . Shell. Paralysis. Critical) Curse 31 Matter Energy Matter Energy Thought Matter Energy Thought Energy Matter Thought Energy Matter Time Energy Time Energy Time Thought Time Time Thought Time Time Time Free Monster.000 c n ) Contingency Time Thought Thought Time Thought Matter Matter Energy Time Time Thought Matter Thought Matter Matter Time Control Animals. Serious. 10' Radius. Enemies Detect Slopes. Gems. Inv. Plant. Dragons. or Normal Object Create Food Create Magic Aura Create Poison Create Water Creeping Doom Cureall. ' Plants Control Temperature 10' Radius Control Undead (Lesser or Greater) Control W i n d s Create A n i m a l . Portal H o l y Word Ice Storm or Wall Identify Immune to Aging Attack Immune to Breath Weapons Immune to Disease. Acid or Ice Breath Weapon. Evil. Mass I n v . Secret Door. New Construction. Person. C r i t i c a l ) Matter Matter Thought Thought Matter Thought Time Energy Matter Matter Earthquake Elasticity ESP Explosive Cloud Feeblemind Find P a t h .Index to Magical Effects Sphere Spell Name Sphere Spell Name Dance Darkness.1 4 0 % ) Heat M e t a l Hide i n Shadows ( 3 0 % . Fire Breath Weapon. Mass Charm Choose Best Option Clairaudience Clairvoyance Thought Energy Matter Time Thought Thought Thought Thought Climb Walls (70%-120%) Clone Close Gate Cloudkill Commune Communication Matter Thought Thought Matter Confuse Alignment Confusion Conjure Elemental C o n t a c t Other Plane C o n t a i n e r (5. Time I m m u n e to Energy Drain & Poison Immunity Inertia control Thought Thought Matter Thought Matter Thought Infravision Insect Plague Invisibility. Humans. Serious. Invisible. Trap (spell a b i l i t y ) Finger of Death Fire Ball. C o n t i n u a l Darkness All Thought Time Matter Time Time Time Time Matter Matter Energy Energy Matter Energy Time Time Energy Thought Time Matter Energy Thought Thought Time Time Matter Time A b i l i t y Score Bonuses Aerial Servant Matter Time Age Change Time Death Spell Animate (Dead or Object) Anti-Animal and Plant Shells Anti-Magic percentage (10%-50%). D i r e c t i o n a l A t t a c k s Breath Weapon. Delayed Blast Fire Ball Flesh to Stone F l o a t i n g Disc Fly Force Field Energy Thought Time Thought Thought Thought Change Odors Change Tastes Charm Monster. Free Person Gaseous Form Gate Geas or Quest G r o w t h of A n i m a l . or Ray Appear Armor Class Bonus (2 to 10) Babble Time Thought Thought Matter Matter Delay Detect Danger. Magic.000-50.1 0 0 % ) Hit Point Bonus ( + 1 to + 3 per HD) Hit Rolls Bonus ( + 2 to +10) Hold Animal. Shifting Walls & Rooms Dimension Door Disarm A t t a c k Barrier Bearhug Blasting Blend w i t h Surroundings Bless Blight Energy Energy Time Energy Time Time Disintegrate Dispel Evil Dispel Magic Displacement Dissolve Dodge Missiles. Monster. I n v i s i b l e Stalker Knock Energy Matter Thought Time Know A l i g n m e n t Leap 30' to 120' (with Hit roll bonus) Levitate Lie Detection Life Drain . Monster. Person. Metal. A u t o m a t i c Cureall Cure Blindness Cure Disease Cure Wounds (Light. Poison Gas Bug Repellant Buoyancy (various a m o u n t s ) Burrowing Call Lightning Calm Others Cancellation Cause Disease Cause Fear Cause Wounds ( L i g h t .
  12. from Evil 10' Radius Thought Time Time Matter Energy Time Truesight Turn Undead (as Cleric L6. +ld6 to +3d6 HD Turn Wood Ventriloquism Matter Time Time Time Thought Energy Protection from Lightning Protection from Lycanthropes Protection from Magic Detection Protection from Normal Missiles Protection from Poison Protection from Undead Purify Food & Water Energy Matter Matter Thought Energy Victory Wall of Fire Wall of Iron. many. Other. 24. Monster. Traps (50%-100%) Remove Charm. Stone Warp Wood Water Breathing Weapon bonus (to damage or s t r e n g t h ) Thought Thought Thought Matter Matter Energy Raise Dead. Self Power Word Blind. most. Elemental. Geas. Weather Summon Object Time Matter Energy Matter Time Energy Time Matter Time Matter Matter Time Survival Sword Symbol Telekinesis Teleport. Continual Light Lightning Bolt Sphere Thought Time Energy Spell Name Resist Cold Resist Fire Restore Thought Thought Time Time Energy Thought Time Locate Plant/Animal. Prot. Fear. Raise Dead Fully Read Languages Read Magic Regeneration Reincarnation Matter Energy Thought Thought Time Weather Control Web Web movement Wish Wizard Eye Wizard Lock Thought Matter Remove Barrier.Index to Magical Effects Sphere Time Energy Energy Spell Name Life Trapping Light. Teleport Object Timekeeping Energy Matter Energy Time Matter Energy Pick Pockets (50%-100%) Plane Travel Plant Door Poison Polymorph Object. Mindmask Mirror Image Move Earth Time Energy Thought Thought Energy Time Slow Smash Attack Snake charm Speak with Animal. all) Protection from Evil. 36) Turn Undead bonus +2 to +6. Stun Time Thought Energy Energy Thought Energy Timestop Tracking Transport Through Plants Travel Treasure Finding Tree movement Thought Energy Energy Energy Time Time Time Time Predict Weather Prismatic Wall Produce Fire Projected Image Protection From Creatures (some. Curse. Kill. Plant Spell Damage Bonus + 1 to + 4 Per Die Spell Turning Energy Time Time Thought Energy Matter Move Silently (50%-100%) Neutralize Poison Obliterate Obscure Open Locks (60%-120%) Open Mind Paralysis Parry Pass Plant Pass-Wall Permanence Phantasmal Force Matter Matter Matter Energy Thought Matter Statue Sticks to Snakes Stone to Flesh Striking Summon Animal. Dead. Quest Repair Object (normal or magical) Energy Matter Thought Wizardry Word of Recall X-Ray Vision 32 . Locate Object Lore Lower Water Luck Magic Door Magic Jar Matter Time Time Energy Matter Matter Reverse Gravity Rulership Saving Throws Bonus ( + 2 to +6) Security Set Normal Trap (50%-90%) Shapechange Matter Thought Energy Matter Thought Matter Matter Magic Lock Magic Missile Mapmaking Massmorph Maze Memorize + 1 to + 1 0 Spell Levels Time Time Matter Time Matter Time Shelter Shield Shrink Plants Silence 15' Radius Size Control Sleep Energy Thought Energy Matter Merging Metal to Wood Meteor Swarm Mind Barrier.
  . . . . . . .. . . . . . . .. . . . . . . 18 W Wisdom .. . . . . . . . . . . . .. . .. .... .. . . . . . . . . . . .. 4 Artifacts . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. ... . . . . .. . . . . . . . . 17 Defense and Repair . . . . . . . . ... . . .... ... . . . . . . .. . .. . .. . . . . . 23 Material Forms . . . . 22. .. .. . ... . ... . . . . . . . 6 6 8 8 4 D Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . ... . .. . . . . . . . . . . . . . . 3 R Race .. 17 Constitution . .. . . . . . . . . . . . . . . .. . .. . . . . . . . . . . . .. . . . . . ..... . . . . . . . . .. . . . . . .. . 25 T Talents . . . . . . . . . .. . . . . . . . . . . . . 11 Order of Events . . . . . . . . . .. . . . . . . . . . . . . . 9 Of specific planes . . . . . .. . . . . .. .. . .. . . . .. Other Attack Forms . . . . . . . . . . . . . . . . . .. . . .. . . . . . . . . . . . .. .. . . . . .. . . . . . . . . . . . . . . . . .. . . . .. . . . . .. . . . . . . . 3 B Bias . . . . . . . . . . . . .. . ... . . . . . . .. . . . . . . . . . . . ... . . . . . . . . . . . . . . .. . .. 4 Anti-Magic . . . .. . . ... .. . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. . . . .. . . . . . . . . . . .. . . . . . . . . .. 4 Attacks on . . . . .. . . . . . . . . . . . . . . . . . . . .. 5 Checks . . . . . . . . . . . . . .. . . . . .. . . . . . .. . .... . . . . . . . .. . . . .. . . . . . . . . . . . . . . .. . . . . . . . . . . . .. . . Immortal . .. . . . . .. . . 7 Modifying . . . . . . . . . . . 13 Power Points . . .. . .. . 4 Hit Points . ... . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . .. . .. . .. . . . . . 10 O Options and Abilities . . . . . . . . . . . . . . .. . . : . . . . . . . . . . .. . . . . . . . 24 I Incorporeal Form .. . .. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. . . . . . . .. . . . .. . . . . . .. .. .. . . . . . . . . 3 F Form. . .. . . . . . . . .. . .. . . . . . . . .. . . . .. . . . .. . . . . . . . . . . . . . .. . . . . . . . .. 4 Increases .. . . . .. .... . . . . . . . . . . . . . . . . . . .. . . . . . . . .. .. . .. . . .. . .. .. . . . . . . . . . . . . .. . .. . . .. . . . .. . .. . . . .. . . . . . . . . . . 5 Alignment . . . . .. . . ... . . . . . . . . .. . . . . .. . . . .. . . . . .. Strength . .. . . 7 Home Plane . . . . . .. . . . . . . . . . . . . . .. . . .. . . . . . .. . 8 P C Cash . . . . . .. . . . . . .. . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . 7 Charisma .. . . .. . . .. . . . . .. . . . .. . . . . . . . . . . . .. . . . . 4 1017XXX1901 . . .. . . . . .. . .. 9 Dexterity . . . .. . . . . . . .. . . .. . . . .. . .. . .. . . . . . . . . . . . . . . . . . . . . . . ... . . . 10 Interplanar . . . . . . . . .. . .. Rank and Level .. . . .. . . . . .. . .. . . .. . . ... 5 Physical Combat (Melee) . . .. .. . . . . . . . . . . . . . .. . . . 9 Power Attacks . . . . . . . 6. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . .. . . .. . . . . . . . . . . .. . . . .. . .. 3 S Saving Throws . . . . . . . . . . . . . . . .. .. .. ... . . . . . . . .. . . . . . . vs. . . . . . . . . . 12 Physical Recovery . . . . . . ... .. . . . . . . 13 Magical Effects.. . . . . . 16 Advancement . . . . . . . . . . . . .. .. . . . . . . . .. . . . . 11 Unarmed . . . . . . .. . . . .. . .. . . . . . .. . 3 Rank Advancement . 5 E Equipment . . . . . . . . . 5 Combat . . . . . . .. . . . . . . .. . . . . . ... . . .. . .. . .. . .. . . . . . .. . . . . . Index to . . . . . . 5 Reductions . . . . . . . . . .. . . .. . . . . . . . .. . . . . . 11 Armed . .. . . .. . . .. . . . . . . .. . . .. . .. . . . . . . . . .. . . . . . . . . . . . .. . . . . . .. . . . . . . . . . . . .. .. . . . . . . . . . . . . .. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . ... .. . . . .. .. . . . . . ... . . . .. . . . . . . . . . 4 U Undead Curing .. .. . .. . . . . . . . . .. . .. . . . . .. . . .. . . . . . . . .. . . . . . . . . . . .. .. . .. . . . . . . . . 6 M Magical Attacks .. . . . .. . . . .. . .. . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. . . . . .. .. . . . . 9 Local . . . . . . . . . . . . .. . .. .. . . . . . .. . .. . . . . .. .. . . . . . . . . . . . . . . . . . . . . .. . . . .. 15 L Level . . . . . . . . . . . . . . . . . 3 Intelligence . .. . . . . . . . . . . . . . . . . 3 Normal Form . . . .. . . . . . . . . . 7 Experience Points . . . . . .. . . . . . . . . . . . . . . .. .. . . . . .. . ... . . . . . . .. . . . ... . . . . . . . . . . . . . . . .. . . . . . . . .. .. 4 Hit Rolls . . . .. . . . . . . . . 3 Creation of . . . . . . . . . . . . . . .. . .. . .. . . . . . . . . ... 28 Attack Forms . . . .. . . ... . . . . . . . 10 Interdimensional . . . . . . . . . . . . . . .. . . . . . ... . . . . .. . .. 23 Effects . . . . ... . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . .. . . . .. . . . . . . . . . .. . . . . 31 Movement . .. . . . . . . .. . . . . . .. . . . . .. . . . . . . . . . . . . . . . . . . . 6 Three-Dimensional Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . .. . . . . . 10 Rate ... . . . .. .. ... .. . . . . . . . . . . . . . . .. . . . . . . . . . .. .. .. . . . .. .. . . . . . . . . . . . . .. . . . . . . .. ... . . . . . . . . . . . . . .. . . . . . . .. . . . . . . . . . . . . . Spheres .. . . .. . . . . . . . . . . . . . ... .. . .. . . . . . . . . . . . . . . . .. . . . Senses .. . . . . . . .. . . . . . . . . .. 12 Aura . . . . . . .. . . . .. . . . . . .... . . .. . . . . . . . . . . . 27 N Name . . . . . . . . . . . 10 Direct Effects . . 9 Armor Class . . . . . . . . ... . . . .. . . . . . . . . . .. . . . . . . . . . . . . . .. . . . . . .. . . . . . . . .. .. . . . .. . . . . . .. . . . .. . . . . . . . . . . . . . . . . . . .. . . . . .. . .. .. . . . . . .. . . . . . . . .. . .. .Index for IMMORTAL PLAYERS' BOOK A Ability Scores .. . . . . . . . . . .. . . .. . . .. . . . 11 Conjuring and Summoning .. . . ... . . . . . . . . .. . . . . . . .. . .. . . . . . . . . . . . . 12 Avatars . . .. . . . .. . . . . . . . . .. . . . . . . . . . . . .. . . . . . .. . . . . . . . . . . . . . 11 H Hit Dice . . . . . . . . . . . . . . . .. . . . 22 Checks . . . . . . . . . . . . . . . . . .. . .. . . . 4 Universal . . . .. . .. . . . . .. .. . . . . . .. . . .. . . . . . . . . ... ... . . . ... . . . . . . . . . . . . . . . . . . . . .. . . . . .. . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . ... . . . . . . . . . .. . .. .. . . . . . . 23 Development . . .. . . . . . ...
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  . .. . . . . . . . . . . . . . . . . .. . . . .. . . New Magic . . . . . .. . Experience Points . . . . UK CB14AD . . . . . . . . . . . Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written consent of TSR. . . . . . . 51 DUNGEONS & DRAGONS® and D&D® are registered trademarks owned by TSR. . . . . .. . . .. .. Immortal Justice . . . . . . . . . . . . . . .. . .. . . . . . . . Inc. . . . . . . . . . . . . . . . . . .. . . 2 Physical Characteristics . . . . Inc. . .. . . . . . . . All Rights Reserved. . . . . . . . 27 Introduction . . . .. . . . . . . Expert. . . . . . . . . . . 5 Other Notes on Dimensions . . . . . . . . . Expert. . . PO Box 756 Lake Geneva. .. . . . . . WI 53147 TSR UK. . . . . . . . . . . . . .. Adventure Planning . . . . . . . . . .. . . . . . . . . . . . . . . . . . .. . . Ltd. . . Inc. . . . . . .. . . . . . . .. . . . Companion. . . . . . . . . . . . . . .. . .. . . . . . . . . . .. .. . . . 14 15 18 19 23 23 25 Reference Guide . . . . . . . . . . . . . . All Rights Reserved. . . . . . . . . . . Distributed to the book trade in the United States by Random House. . . This book has been designed for use with the DUNGEONS & DRAGONS® Basic. . . . . . .. . Companion. . . . . . . . . Printed in the U. . . . . and in Canada by Random House of Canada. . . . . . . . . . . . .. . . . . . . . . . . . . .. .S. . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .. . . . . . . . .. . Inc. . . . . . . . . . . . . . . . . . . . . . . . Ltd. . . .. . .. . . . . . . . . . . . . . . inside back cover TSR. . . . . . . . . . . . . . . 12 T h e Campaign . . . . . .. . . . . . . . . . . . It does not explain how to play the game. . . . . . . . . . . . . . .. . . . . . .. . You must have the Basic. . . . . . . . . . First Printing — J u n e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . .. . . . . . . . . . .. . . . BATTLESYSTEM and the TSR logo are trademarks owned by TSR. 27 Creature Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Goals of the Immortals . . . . . . This book is protected under the copyright laws of the United States of America. . . Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . center of book Creatures . . . . . . . . . . .. . . . . . The Mill. . . . . .. . . . . . . . . The Sphere of Entropy .. . . . . . . .. . . . . . . . Inc. . . .. . . . . . . . . . . . . 1986 TSR. . . . Distributed to the toy and hobby trade by regional distributors. . . . . . and Master Sets. . . . . . . 28 Bibliography . ®1986 TSR. . and Masters rules before you can use this set.A. . . . . . . . . .Fantasy Adventure Game Dungeon Master's Guide to Immortals By Frank Mentzer Editing: Anne Gray McCready Development: Harold Johnson Cover Art: Larry Elmore Illustrations: Jeff Easley Larry Elmore Typesetting: Linda Bakk Kim Lindau C TABLE OF CONTENTS T h e Multiverse . . . . . Rathmore Road Cambridge. . . . . . . . . . . 1986 Spells o f Entropy . . . . . . . . . Inc. . . . . .. .. . . . . . . . . . . .
  Inner and Outer. to maintain their commanding positions as controllers of all of existence. Planes of Existence In game terms. Imagine one dimension as a straight line on a piece of paper. Such meddling poses dangers to the balance of the Prime that such attempts were abandoned long ago. this group of The Inner Planes are surrounded by the Astral Plane. for it extends without end in all normal directions (height. other objects. as described in this set. a brief review is in order. and vast distances between them in which there is almost nothing. The only Dimensions Just as the five Spheres govern the m u l t i verse. stars. imagine a line passing through the center of the plus. is not a direction. etc. and Astral.). You should also be familiar w i t h the five Spheres of Power. or both. This longing after Immortality?" Cato Joseph Addison (1672-1719) Before you study t h i s section. Each dimension is a real direction perpendicular to every other. From a greater perspective. is by finding. Their caution is in their own self-interest. The Ether is also an area through which characters must pass to reach the nearby planes of the four elements. For Immortals cannot create Immortal offspring. vortices." are other planes of existence. Every other plane of existence contains some imbalance in elements. forming a branching network very similar to the roots of a tree. way Immortals can replenish their numbers. across t h i s vast "astral ocean. Ethereal. and the four Elemental Planes—are collectively called the Inner Planes. Ear beyond the Inner Planes. other planets. To add a third direction perpendicular to both. Before we break new ground. is the only one in which the five Spheres of Power (Matter. It encouraging. Fire. in which a plane is a flat two-dimensional area. for the Prime Plane is the only plane from which new Immortals consistently arise. their offspring were mortals and neither more nor less likely to achieve Immortality than other humans of purely mortal origin. Time. but one of the Spheres. the homes of the Immortals and other beings. Breeding experiments have not improved the odds. leading above and below the fiat paper 2 . five dimensions govern each plane of existence. and Entropy) all blend together perfectly. f o r it can be entered by using various magical effects and devices. moons. width. is collectively called the Multiverse. forming a plus sign on the paper. all these planes. All Immortals. These other planes are commonly called the Outer Planes. Thought. the phrase "plane of existence" (or simply Plane) refers to an area seen by mortal beings as a three-dimensional volume of unmeasurable size. Spheres.The Multiverse "Whence this pleasing hope. Only three of the known planes of existence are infinite in size—the Prime. and Water blend perfectly. On the rare occasions when Immortals have masqueraded as mortals (as documented by dozens of ancient myths). Earth. Most adventurers from the Prime are quite familiar with the Ether. Another l i n e crossing it at a 90 degree angle shows a second direction. All others are limited. Immortals believe that this is because of the flaws caused by the imbalances in the native planes of such creatures. touches the Prime at all points. Time. Elemental Planes. again in equal proportions. This is different than in geometry. One Plane contains the PC homeworlds. Any such plane of i n f i n i t e size is tailed a universe. but few of these succeed in reaching I m m o r t a l i t y . Any attempt at finding an end to this space will fail. Ether. The Importance of the Prime The Prime Plane is special in several ways. often mistakenly called the fourth dimension. Together. or pocket universes. you should be familiar w i t h the notes in the D&D® Companion Set which describe the Ethereal and six planes of existence—the Prime. This plane is called the Prime Plane (or merely the Prime). bounded and i n f i n i t e . It is also the only plane in which the four elements of Air. are extremely careful not to disturb the balance of all things in the Prime Plane. Those who do reach I m m o r t a l i t y have never achieved greatness w i t h i n the Immortal hierarchy. which is connected to the Elemental and Ethereal Planes but not to the Prime. and wormholes (DMC pages 18-19). and some new details are added to these now-familiar topics. The Prime and Elemental planes are connected by tubes that reach through the Ether. a provincial and relative term that is nevertheless in common use because of the Prime-planar origin of most Immortals. Potential Immortals are often discovered in planes other than the Prime. including those of Entropy. this fond desire. One other plane. Each dimension is a way of measuring physical size or distance. the Ethereal. in precisely equal proportions. or "bounded" planes. and testing exceptional mortals who wish to achieve Immortality. Energy.
  then. Dimensions that cannot be perceived do not appear to exist to the character's perceptions. Although all five directions are real. made all of t h i s . No life forms seemed to consider the second. experience. Immortals quickly encountered creatures who naturally perceive three dimensions. and horrified by the fifth (what normal mortals call the first). The line itself describes only one dimension. t h e Old Ones created a type of wall between themselves and the rest of existence. or perhaps some thing. The O u t e r Planes seem to be i n n u m e r a b l e . but are missing. but have never f o u n d real evidence to support their theories. The I m m o r t a l s h a v e made m a n y Infinite Dimensions Let's back up a bit. so do t h e Old Ones watch and wait for the greatest and best of all the I m m o r t a l s . they reason. They are disturbed by their fourth dimension (what normal mortals call the second)." as it were. i n t e l l e c t u a l l y capable b u t u n a b l e t o f u l l y accept their own deductions. They f o u n d a b a r r i e r t h e y c a n n o t penetrate. Immortals realize problems posed by the very existence of these creatures. This bothersome name does not denote a place. since each depends on the one "above" it to exist. The many planes of existence are s t i l l being explored by the I m m o r t a l s . and thus has a beginning and an end. the Old Ones knew t h a t the I m m o r tals would come. use. perpendicular to all of the first four dimensions.The Multiverse Easy so far. philosophy. a d m i t t i n g their inability to understand them fully but accepting them as natural life forms of the inviolate Prime Plane. They c a n n o t reproduce and the only way f o r other beings to achieve their level of power is t h r o u g h a test of time. Withdrawing themselves i n t o the s i x t h and higher dimensions. line to have any real location or meaning. millions of years since the first explorations of the d i m e n s i o n s . however. the first dimension by which it is measured—even if this is actually the second or third dimension—is viewed by creatures who perceive dimensions from the same perspective as the object. W i t h s u c h power. he or she enters a special realm. it must exist within a two-dimensional or larger space. a two-dimensional plus sign can certainly exist alone. a mortal can be simply defined as a being who is equipped to perceive only three dimensions at once. If an object exists in only a few of the five dimensions. When you imagined a line to represent one dimension. and third. W i t h each passing m i l l e n i u m . Immortals perceive this realm as a whirlpool of i n f i n i t e size. a direction that we as players are simply not equipped to see. Immortal discussions of mathematics. For d e s p i t e t h e i r u n i m a g i n a b l e abilities. It is normally as impossible for Immortals to see this fifth direction as it is for humans to perceive the fourth. This is the Barrier. finding all points of similarity. assume that our Immortal characters can see. it is a simple tag attached. The conclusion of this line of reasoning is that any being who perceives a given number of dimensions must exist in a space that has a greater number of dimensions to perceive those dimensions. Why. and even ignore this dimension as naturally as we do the first three. who can perceive four dimensions. can be horrifying. and other topics led them to this conclusion. and without purpose. were discovered coexisting already on the Prime Plane itself. or divergence. and have in fact deduced most of t h e t r u t h . They saw t h i s as an opport u n i t y . However. Thus. Someone must have been here before. they exist nevertheless. or convergence. through ignorance. They f u r t h e r deduced t h a t an infinite number of dimensions must exist. measurable distances. and presumed unrecoverable. and third. for example. but whose viewpoint is entirely different than humans'. However. fourth. The first dimension measures l e n g t h or d i s t a n c e between two points. this apparent importance of the fifth? Perhaps the five dimensions and five Spheres are somehow related. who rarely but occasionally catch glimpses of its existence. Similar to mortals. the I m m o r t a l s grow ever more awed by the apparently i n f i n i t e size and variety of this vast creation. J u s t as Immortals await and desperately desire the appearance of exceptional m o r t a l s . But the next dimension is in a direction perpendicular to all three of those lines. third. But that paper exists in at least two dimensions. as the object's length. for a 3 . Thus. Someone or some group. This was startling but not entirely unexpected. at least one more and possibly several. Many of these beings. They have attempted to explore the five obvious dimensions and to discover others. second. to a direction that no mortal or Immortal can perceive. t h e f i r s t Immortals found the m u l t i v e r s e . They r e m a i n uneasy. They f o u n d it w i t h o u t order. the so-called Nightmare creatures. The Immortals now watch over and protect these beings. From this. An Immortal can perceive four dimensions at once—but four only. The Immortals are correct. you also imagined the line to be somewhere—on a piece of paper. But k n o w i n g t h a t I m m o r t a l power could transcend all b o u n d a r i e s . they did not create it. We can. must exist in five or more. The Secret of the Multiverse Immortals have imagined much of t h e following. they perceive and accept a three-dimensional world. And finally. Whenever an I m m o r t a l tries to pass beyond the first five dimensions. a fifth direction lurks around the corner. The five known dimensions have been given names to define what each dimension is commonly used to measure when used in conjunction with other dimensions. they are k n o w n to s t i l l live. The Immortals call them the Old Ones—beings to whom even the power of the I m m o r t a l s is but a drop in an ocean. the latter two are commonly called "imaginary" dimensions by mortals. These life forms consider the five dimensions in a way exactly opposite to the mortal view. or fourth dimensions as t h e i r " s t a r t i n g point. but its location must be described by two. Some I m m o r tals have been lost in the huge s w i r l i n g mass for many years. the fifth dimension measures the unique nature or essence of an object in relation to all others. This is merely a natural refusal to admit their reality. The third dimension measures volume or magnitude or size of an object. made of a watery form of ether. a peculiar phenomena has been discovered—something that strikes fear into even the most powerful of Immortals. so they made the achievement of these things their highest goal. the Old Ones are tragically similar to Immortals in one respect. these beings perceive as their first. The second dimension measures breadth and direction of the object in the first dimension. But the dimensions that normal mortals call the fifth. since the planes and dimensions are two entirely different things. and w i l l . Similarly. it is easily proved that Immortals. but no evidence has been found to support this theory. Mortals commonly call this fifth direction the Dimension of Nightmares. it m u s t be located w i t h i n a three-dimensional space from which it may be observed. Coming from a place now lost in the m i s t s of forgotten t i m e and memory. for most of us. but to have real meaning. The fourth dimension defines the relation between two objects. the Old Ones set a l i m i t to restrict the I m m o r t a l s to help t h e m concentrate their e f f o r t s . live within. Its effect on mortals.
  But some very few Hierarchs have become dissatisfied with their fate. the Nightmare creatures. The Immortals believe that the vortex creatures are servants of the Old Ones. and reincarnated themselves as mere mortal humans once again. of these few. with no better chance to survive and achieve Immortality than any other mortal man. And finally. or destroy. sent to observe. The barrier will not be removed until this great experiment of the Old Ones has reached a conclusion. for it has been successful in creating new Old Ones. correct. And of these.000 reaches Full Hierarch status. but the second arrival proved that the great experiment known as the Multiverse would 4 . They saw this as another opportunity. One success could have been chance. and solve the mystery of this vast whirlpool. these beings are powerful and greatly feared. only a few reached Hierarch status a second time. for they indeed became mere mortals. Perhaps even worse than the existence of the barrier is the simple fact that some creatures. and wondered about the paradox of the great barrier. and the other Immortals s t i l l believe that this is what occurred. the Old Ones knew that its existence would produce certain odd effects—most notably the evolution of life forms with a new dimensional viewpoint. Immortals have begun to look at Nightmare creatures as an alternate stock from which Immortals may arise once they have reached the level of evolution of the Normal dimensional creatures. Simply called vortex creatures by Immortals. but a few—perhaps one of each hundred or two— chose to prove their ultimate superiority. Only a h a n d f u l both desired and reached Immortal status a second time. presumably life forces but of a type different from all others. They sought even greater power. on the remote chance that some greater power might be watching. Most of these daring individuals perished in the process. but have never succeeded. Approximately one Immortal per 10. Most of these beings are content in this exalted post. They dispersed their life essences into their Home Planes. enter and leave the Dimensional Vortex. they passed beyond the barrier.The Multiverse attempts to explore. and exist now with the Old Ones. penetrate. only two dared once again to seek more. They saw the coming of the blackballs as their punishment and final destruction. This swirling chaos is called the Dimensional Vortex. Most of these overcame their concerns and curiosity. In creating the barrier. But unbeknownst to all.
  So instead of reexamining all aspects of human life. The Old Ones continue to watch and wait for other daring Hierarchs. and waits. no higher goal can be attained. I f the DM desires. A. Three noteworthy exceptions are mentioned below. It may be a parallel world. The player wins and his character vanishes. independent of mere geographical details. It houses the entire realm of existence which we. And no future volume will provide details on the Old Ones. When we consider the further possibilities opened by other planes of existence.The Multiverse serve its purpose. Ethereal. located at a far distance from our real one but bearing many similar characteristics. To reduce them to game terms would trivialize their power. the humans of the real world. but may be entirely real. galaxies and nebulae. The Prime Plane can therefore be explored on a large scale. We cannot even fully describe their servants. following the modern theories of the shifting tectonic plates. And someday when they are satisfied. lasting as long as the Immortals themselves. Vast empires. and no reward is too great. Political and social developments are another matter.. This period of earth's history is therefore known as the Age of Magic. as they wait secure in their power. when their unknown goals have been reached— someday the Old Ones will return. the problem of designing new worlds. but at a point in the far past. the two largest pieces will fly in opposite directions. only allegations. but the Immortals as a group can serve to monitor many races and either prevent or encourage their interaction.. For these and other reasons. simply for familiarity. But no concrete evidence has yet come to light. have studied and catalogued. and will be later known as Mercury. followed by a brief chart of the mass and position of each body of the home system. or perhaps by the actions of its residents. to decide. offers incredible variety. though you may prefer to add others. However. We have added the elements of f a n t a s y to this likely early configuration. life forms. possibly by natural means. Who are the Old Ones? Are they indeed the greatest and most powerful beings of all? Or perhaps. Expert. or perhaps in a few thousand. this world is simply our real one. Companion. the elemental theory of matter. According to some. But these problems can be solved in other ways. A planet lies between Mars and Jupiter. tems can produce effects so outlandish as to seem entirely fantastic. Within its limited scope. it may be the home of an advanced civilization. the star and other bodies of the solar system that contains the PC homeworld are essentially identical to that with which we are familiar. and possibly changing them into details too alien to entertain us as a game form. And that is the final end of this game. do even the Old Ones naively fail to see the most obvious fact of all? Can they really believe that no higher Being watches them? One who also watches. The one heading toward the sun will be caught in an unusual orbit. not merely achieving Hierarch status but proving his or her superiority by doing it twice—well. We assume that one moon orbits the earth.. we chose one because of its pervasive influence on our history. the common use of magic. For example. teleportation is possible in this game. both planet-bound and galaxy-wide. The continents have only begun to drift from their early unified position. The other will almost escape the solar system entirely. Double and triple star sys- When Damocles is destroyed. to be later called Pluto. Although the earth as portrayed in this game has been designed as if it were an actual predecessor to our real one. we maintain the use of a single. Earth The home world of human player characters as portrayed in the D&D Basic. and Astral Planes are also being explored by both mortal and Immortal beings. the lunar cycle may have affected man both physically and mentally. and the result is the campaign world described in the boxed Summary This set does not attempt to fully describe the Old Ones. for Time has no hold over them. and the imbalances of the Spheres. literally anything is possible.. Immortal explorations of the bounded Outer Planes continually find previously undiscovered ones. names from ancient myths have been suggested for various Immortals. but the specified era predates such cultures by millenia. The possibilities are amazing—black holes and quasars. B. and other game elements is not "Is it possible?" but rather "Where does it occur?" * An assumption with which some readers will no doubt disagree. One fact remains for you. let us call this doomed planet Damocles. as Dungeon Master. The final choice is the DM's. Its remains will form a hazardous region of floating debris. nor their vast realm of the Multiverse. The Old Ones are prepared to wait indefinitely. in the area we now call the asteroid belt. But this planet will be destroyed in the future—possibly in a few years. the agricultural and marine cycles. and Master sets is merely one of many possibilities. but after passing nearby Uranus and Neptune it will also end up in orbit. and large pieces w i l l s w i n g about the sun in collision-prone orbits for millions of years. if separated by the vast depths of intergalactic space. Unlike* the real world. the DM may easily change this. even while maintaining the campaign world as it is described. Such occurrences are very unlikely by random chance. We also assume that most of the same planets exist. left almost entirely to the development of individual Dungeon Masters. can exist for millions or billions of years without ever becoming aware of each others' existence. At the time of this game setting. the Immortals. This method can be used to resolve various discrepancies between the game world and our real one. The land masses diagrammed in the Companion set are a rough depiction of the ancient world of Pangea. the bodies now called Mercury and Pluto do not exist. and contact can be made even between civilizations in separate galaxies. standard and variant planetary and stellar configurations. and so forth. The Prime Plane The Prime Plane alone. familiar moon. So for the DM. Some large chunks of Damocles will be 5 . It has certainly had widespread effects on the measurement of time. for their powers transcend the framework of any mere game. Physical Characteristics The number of planes of existence is infinite. and other aspects of our world. If any player character succeeds in the great journey. The possible invention and use of explosives can also pose a problem unless an alternate earth postulate is accepted where gunpowder does not exist. Home System For convenience. The Immortals' chosen task of exploring the multiverse will thus never end. rule sets and adventures. limited only by its perfect balance of Spheres and elements. which is of an order far greater than the Immortals'. The real fun of a good fantasy game lies in dealing with the scope of human activities. The infinite realms of the Prime.
  similar to the blade of a circular saw. the amount of hazardous radiation and incidence of stellar collisions are also correspondingly higher for those in the hub. normal unmodified Hit and damage rolls apply. and Altair (15. but it will remain undiscovered until the solar system can be re-explored by use of technology. Apollo. Since Immortals are four-dimensional beings.230 7105 The Galaxy So little is known about the nature of the "Milky Way. Any magical effect of Immortal origin appears in normal. C. third. out in the sparsely settled backwaters of the galactic mass.000 have produced intelligent life forms. can see the fifth dimension but cannot see the "missing" first dimension. 100. as described in the following section. It may be noteworthy that Centauri. Within the Astral Plane. for example. the victim takes no damage at all. (The Nightmare creatures are just the opposite.1 LY). The stars and systems of the central hub of the galaxy are much closer together.000 LY thick. the Astral Plane is a pentaspace (five-dimensional volume). lacking the ability to see the fifth dimension.000 light years* (LY) across. the flying shrapnel now called Eros. However.000 7. and would thus seem to have a greater chance of interaction between different life forms (and a corresponding greater theoretical chance of housing a galactic network or empire). 61 Cygni (11. this dimensional change also changes the result of the saving throw. The closest civilization able to use magic (counting only those outside the home system of humanity) is on several planets orbiting Epsilon Eridani. but only 125 million earthlike planets. Sirius (8. A spell caster may practice spells while on the Astral Plane. all magical aids to movement s u f fer modification. the reverse applies to Immortal Nightmare creatures. an Immortal's fire ball would explode in a full normal three-dimensional way. who perceive four dimensions.875. the difference is immediately visible.320 67 93 141 257 484 887 1. Effect on Magic Material objects taken to the Astral Plane undergo the same shift. Only 125.581 Life forms similar to or compatible with humankind are only common in remote areas of this sort. all of which can be logically deduced by the shift in dimensional perspect i v e . System Body Diameter in miles 864. the two-dimensional effect would i n i t i a l l y be parallel to t h e The Astral Plane The great gulf between the Inner and Outer planes of existence is the Astral Plane. Any item of + 1 e n c h a n t m e n t is effectively non-magical. and may learn to rotate the effect after 3 to 6 uses." the galactic home of humanity.000. many thousands of years after the passing of the Age of Magic. Sirius. but the end result is the same. existing in the second. unmodified form. The galaxy contains 125 billion stars.000 miles. Immortals. and lacks the ability to see the first. It shifts their perspective by one dimension but not their physical reality. magical effects of Immortal origin. Albert. a mortal perceives the second. For all aspects of melee. both physical and magical. but the caster could thereafter cause the explosion to occur in any Distance from sun in millions of miles The Sun Venus Earth Mars Damocles Jupiter Saturn Uranus Neptune Charon 7. and some characteristics are changed.062 29. hidden among many other stars in one of its several great arms. and fourth dimensions. Epsilon Eridani (10. for example. Icarus. The outer portions taper slowly. It is slightly larger than Mars. the effect is merely illusory. The magical s t r e n g t h of any enchanted item is reduced by one.3 LY). On the Astral Plane.The Multiverse captured by gravity. For example. For an area effect.) Magical effects of Immortal origin are three-dimensional. Amor. The stars closest to man's are (to use our modern names for them) Alpha Centauri (4. averaging 2. gin may produce effects different from their standard forms. having avoided the effect entirely. for example. If the saving throw is successful. even mortals may be able to save to take no damage because they can see the direction in the fourth dimension that they must move to evade the spell. mortals who encounter them on the Astral Plane see them as solid. Potential v i c t i m s might not be damaged even when very near the center of the explosion. with a central node that is 20. a matter of perception.7 LY). three-dimensional creatures. And many pieces will become asteroids and comets with elliptical solar orbits. Gravity is only present when some solid is nearby. two-dimensional thing. the Astral Plane has a unique effect on all beings who enter it. Movement Normal movement within the Astral Plane (such as walking) is only possible when some surface is present. Magic items are especially affected. becoming the infamous "retrograde moons" (which rotate in a direction opposite that of the other bodies of the solar system) of Jupiter and other planets. Like most other planes. The magic is still there. Other magic items and spells of mortal ori- non-parallel direction. (Again. and fourth dimensions. W i t h the previous fire ball. called Charon. shimmering substance.000-3. and Hermes (listed in order of size). Adonis.577 27. Finally. the "missing dimension" alters the effect so that it appears parallel to the two-dimensional spellcaster. third.2 LY). and only about 125 of the races are able to use magic and/or technology to control their own destinies.7 LY). a sword + 4 is treated as a sword +3 in all respects while on the Astral Plane.783 3.589 5. However. producing several unusual effects. unable to sec one of his natural dimensions.6 LY). and only has minor effect (similar to the relationship between Prime-Plane gravity and the nearby Ether. The home system of man is far removed from the galactic hub. as described in the D&D Companion Set). not dispelled or suppressed. Procyon. Though the fireball actually exists in three dimensions. Procyon (11 LY). It is thus easy to tell whether a creature encountered on the Astral Plane is mortal or Immortal.670 75. and Cygni are all double star systems. The change in dimensional perspective causes all things on the Astral Plane to appear outlined in a sparkling. * One light-year (LY) is 5.000 LY in thickness. 6 . The galaxy is a large thin disc. It is much safer. Its location is accurate to the method of prediction known as Bode's Relation. It is the only known infinite plane outside of the Inner Planes. a -5 penalty applies to all mortal saving throws vs. Tau Ceti (11. two-dimensional caster. but has no effect. The usual means of travel is flight.000. a fire ball spell cast by a mortal adventurer would create a perfectly thin disc-like explosion.200 6. In all cases. albeit much quieter and lonelier. No such substance actually exists. that the DM may add details with great freedom.) A human sees himself as a flat.103 88.926 4. Beyond the orbit of Neptune lies the tenth planet.
  Random Encounters Contents Similar to the Prime. Planets. as that dimension is now one of the three "normal" ones.The Multiverse One quite noteworthy alteration in magical travel occurs on the Astral Plane. and other typical huge objects can be found. but at half the speed given. A wish or other magical navigational aid can become critically important in this environment. and Other Planar Boundaries). All five Spheres and all four elements are represented. All magical travel loses. But this does not mean that these are the only ones present. On the Astral Plane. the Astral Plane contains vast reaches of nearly empty space. a standard teleport effect (including teleport object) merely allows three-dimensional flight. Within the Astral Plane. Magical aids to vision have no effect. since the problem is not one of sight but rather of dimensional orientation. An inexperienced traveler may easily become utterly lost. and a levitate is useless. Other planes may also be found "in" the Astral Plane. depending on their true dimensional position. A wish can also be used to change dimensional perspective. Check also when the character or party moves near to or travels upon any large solid within the plane. an encounter occurs if the result is a 1. would appear as a flat surface of large size. Creatures The Astral Plane is the native plane of a few odd creatures. allowing the user to bypass the first three dimensions and apparently cross any amount of space in very little time. However. one dimension of its capacity. "Ref" lists the book and page reference for a full description of the creature. no signposts point the way to the Outer or Inner Planes. astral teleport. both mortal and Immortal. The percentages given apply only if you design no new creatures. or as needed. stars. it has the same effect described for the normal teleport spell (with the same PP cost if used by an Immortal). The rarer four-dimensional solids would appear three-dimensional in the Astral Plane (just as do Immortal creatures). use the following chart. but most of the beings encountered therein are transient visitors. once at the midpoint of the journey. but this is an entirely new spell. surrounded by the Astral. which offer more details on the creature(s) encountered. Because of its prominent location among the planes of existence. 7 . with one of its three dimensions apparently missing. To check randomly. a variation of the teleport spell may be learned if the opportunity arises. A dimension door effect also enables flight. A new spell effect. you may insert the creatures you add. Roll 1 d % to determine the exact creature encountered. because of its unusual characteristics and infinite expanse. in effect. Planar boundaries are described in later sections (the Astral-Ethereal Boundary. The only creatures described in this set as very common in the Astral Plane are nippers and astral proteans. the Astral Plane is commonly used by many types of creatures. On the Astral Plane. For random encounters in the Astral plane. Check for random encounters three times during any trip through the Astral Plane —once shortly after the plane is entered. The Astral Plane offers the ultimate freedom of design. and once near the end of the trip. this has little effect while the user is on the Astral Plane. either back toward normal or further by one increment. The chart has extra spaces wherein A teleport or dimension door effect opens a pathway across the fourth dimension. However. A planet similar to the PC homeworld. With normal dimensional perspective. You should create new creatures as desired. Be sure to review the notes given after the chart. all magical movement aids function normally. A magical fly effect only enables levitation (slow two-dimensional movement). a different matter entirely. and an extra column for you to revise percentages. Many of the Outer Planes are bubble-like and completely isolated. these may seem to be either flat surfaces or full three-dimensional objects. In the following chart. as the fly spell description. The DM may select a result instead of using a random roll. roll 1d6.
  they will try to evade anyone they encounter. Greater: This amir is accompanied by 3-18 normal efreet. They are extremely cautious. and are familiar with most of the creatures encountered in this plane. Dragon Ruler: Any ruler traveling outside the Home Plane is accompanied by 2-5 huge powerful dragon aides. relatively unharmed but unable to free themselves from this living prison. as they may have collected 1-4 brains from Immortals and have thereby gained Power and extra magic use. and almost always alone. If otherwise. and will not be hostile unless attacked first. Djinni. Efreeti. Draeden: This huge being will probably (80%) ignore anything it encounters. After you find the number appearing. unless provoked. Dragon (any normal): Only large or huge dragons are found on the Astral Plane. or are en route to or from the Prime Plane on a special mission. they are newly constituted ones from the Home Plane of a dragon ruler. roll d% separately for each to 01-50 51-75 76-90 91-99 00 Rank Temporal Celestial Empyreal Eternal Hierarch Adaptors: The home of these beings. often technological. the intended victim may be one of the PC party. but are native to the Ethereal Plane. Demon (any lesser): These are en route to or from any plane of existence. Brain Collector (Neh-Thalggu): See the D&D® Master Set (page 42) for a summary of creature statistics. Type Screaming Croaking Howling Groaning Hissing Roaring Whispering d% 01-38 39-65 66-82 83-91 92-96 97-99 00 Demon ruler: This may be Orcus (60%) or Demogorgon (40%). the brains may still contain the trapped life forces of Immortals. utterly invisible without powerful magical aid (such as truesight) but able to assume material form if needed. The elemasters usually travel in tiny form while on the Astral Plane. which could be on any plane of existence. The group is on their way to or from an Outer Plane of the Sphere of Thought. They are not novices. They carry exceptional equipment. is one of the planets within the Astral Plane. or may randomly determine it by rolling 1d% : d% Archons: These creatures are either a rescue party. and may (20% chance) be lost. The group may (50%) be accompanied by 2-12 dragon spirits. who will not look kindly on any interference by other Immortals. you may select the rank of each. or may (20%) be tracking some other creature deliberately. Greater: This pasha is accompanied by 3-18 normal djinn. Neh-Thalggu found on the Astral Plane are far more powerful than those described. The creature is probably (80%) en route to or from the Outer Home Plane of the Hierarch of the appropriate Sphere. These odd beings are Nightmare creatures (q. Most require pre-planning and have a wide range of abilities.). 8 . though not the place of origin of the race as a whole. about to begin service.The Multiverse determine the type. may be trigger-happy. this is a wellrounded group of high-level characters with appropriate equipment. they may be wandering and/or lost. and not easily surprised. but always have a specific purpose. Flickers: These carefree creatures are probably lost. not lost. Mixed types often travel together for a time before separating to go to their respective tasks. Elemaster: Any one of the four may be encountered. plus 1-4 groups of special followers (see page 35). Immortals: If Immortal beings capable of level and rank progression are encountered. Furthermore. The archons probably (80%) have exceptional magic items to aid them in their journey. or may be heading for the Outer Plane of their ruler. Adventurers: Whether human (including demi-humans) or diaboli. Blackball: This thing may be wandering randomly (80%). If the latter. They are simply wandering or exploring. including the Astral. but either is accompanied by 2-8 lesser but powerful demons of mixed types. They are the personal agents of the Hierarch of Energy.v. sent to aid some beings known to be lost in the Astral Plane. The group is bound for or returning from an Outer Plane of the Sphere of Energy. If on their way to a job. but they don't care. This is either a group of explorers or a guard patrol. The group is heading to or from a specific mission of some sort. and only those using spells or special magic items which protect and guide them. Notes All encounters: Check the book reference before using the creature in a game. If heading toward the Inner Planes.
  Entropy. Select or randomly determine the creature's rank. Nightshade (Nightcrawler. or clouds) is 90% likely to be nearby on some Astral Planet. Titan: Select or randomly determine a Sphere for the titan to serve. If two nightshades are encountered. A group of spiders always includes one cleric and one magic-user of maximum (9th) level when encountered on the Astral Plane. They will attack anyone they encounter.875 dispaces. They are exceptional specimens.The Multiverse Hag. descriptions cannot be given for each. but may be en route to or from a mission. the entire group will shift to another plane. merely traveling together for safety. Jumpers: These creatures usually avoid others to assist. since their assigned tasks have priority.000 trispaces. some form of water (ice. and one rank. They will attack nearly any mortal they recognize as such. but they may later seek out their attackers (often with allies) to settle unfinished business. they are bound for different destinations. Spectral Hounds: In the Astral Plane. It is Chaotic but always good. except superior beings of Entropy. It is just as likely to not pursue mortal victims if they flee quickly. life form is usually attacked on sight by Immortals. They are never lost. However. though some may be smaller. seeking only to return to its native plane and/or dimension. Otherwise they are Lawful and friendly.) for a companion. Each carries 2-5 useful powerful magical items. Proteans are the scourge of the Astral Plane. by telepathic means. Vampires: The group encountered is always Repeater: This creature is a scavenger. They are en route either to or from the Barrier. but reroll any result of 91 or more. as per the creature description. 2. Tonals: The number appearing varies by the Notions: This group will consist primarily of outlandish. It (or they) may have magic items or exceptional spell use (greater than that given in the monster description). starting with those given in the Players' Book. and may be of any level. are otherwise simply wandering in search of victims (preferably mortal). Its approximate location is known to at least one demon. Determine Hit Dice randomly (d% x 1) and note that A-M 0. If attacked. able to cast spells as magic-users of levels 9 to 28. and if so. but reroll any result of 91 or more. it may (70%) be alone. and a few have only three or fewer dimensions. 47. is 1 % per HD. Nightwalker. The titan's attitude may be friendly or neu- 9 . type(s) of tonals encountered. but dangerous. Black: This malevolent creature is probably en route to or from an Outer Plane of Entropy. Select or randomly determine the creature's rank. and may (30%) be accompanying a lich. Some are four-dimensional. The titan encountered has a specific mission. Malfera: These Nightmare creatures are actually native to the Prime Plane. The Outer Planes Because of the extremely wide variety of life forms found in the many planes of existence. Immortals of Celestial and higher status have planes which are larger and more developed than the starting details given. Breves are never encountered alone. Any tonal may have a purpose or simply be wandering. Titans encountered on the Astral Plane always retreat if attacked. with appropriate powers. It is probably (90%) of the Sphere of Time. Home Planes of Immortals all have certain common characteristics. They may sometimes (10%) be pawns of a more powerful undead. or extreme notions. The soo normally avoid confrontation. Most of the Outer Planes are larger than that starting size. 3-8 useful lesser magical items. Kryst. They are extremely dangerous. these creatures are up to five times normal (up to 25 HD) and take automatic minimum damage from all mortal attack forms (similar to demons). bizarre. Though of horrid appearance.375. Undine. and the infinite number of Outer Planes. They will not be hostile unless attacked first. They are probably simply explorers.5 million tetraspaces. evil variety (atonals). of course. encounters with Immortals unless they are seeking employment or extremely hungry. but not all. liquid. Immortal: This being is probably (90%) of the Sphere of Time. ignoring Dimensions Most (95%) of the Outer Planes are fivedimensional spaces. They are not hostile. They are all spell users. or Soo: If soo are encountered. If one lich is encountered. with appropriate powers. there are 950 million pentaspaces. with appropriate powers. either clerics or magic-users. and friendly as well. and are always in search of victims. or Nightwing): This powerful but mortal minion of the Sphere of Entropy is heading to or from an Outer Plane of its Sphere. Planar: Since they can shift between planes and dimensions at will. Hydrax. Select or randomly determine its rank. but will never be overtly hostile. but are notorious liars and thieves. which need not be nearby but is certainly somewhere on the Astral Plane. Protean. Dimensional spaces vary in the proportions listed on Table 10. Immortal (any Sphere): Select or randomly determine one of the four PC Spheres (excluding Entropy). It is also probably good. and are probably (80%) lost in the Astral. for a specific reason. the malfera will probably not be hostile. 11. of maximum size (9 HD). will avoid anyone encountered. or otherwise has a black hag (q. It probably has a specific purpose for being in the Astral Plane. Spiders. having wandered into the Astral Plane by accident. You may want to develop weird adventures by sending player characters to an odd dimensional plane. Lich: This creature or pair may (80%) be en route to or from an Outer Plane of Entropy. and will probably (80%) attack anything it encounters. and has cast 0-19 (1d20-1) spells in previous encounters. who will know if its servant is attacked and who may (50%) come or send Spirit (any of 3): These malevolent creatures (not to be confused with the general term meaning life essence) are definitely lost. tral. They are probably (80%) not lost. Nippers: This horde of tiny centipede-like creatures will attack anything. Astral: This predictable and slow. those notes apply only to a starting plane. All the Immortals encountered will be of the same Sphere and rank (though of any level within that rank). and can offer directions to those who are—for a price. and may contact his or her patron Immortal at any time. these merchants are usually friendly and will seek to trade valuables and/or information.v. Immortal: This creature is evil but not stupid. though usually from 25th to 36th (1d12+24). always accompanied by one or more other types. and will continue shifting through 2-5 more planes and/or dimensions as a precaution. The tonals are probably (80%) of the wild. Of every billion Outer Planes. but reroll any result of 91 or more. Immortal: This being is probably (90%) of the Sphere of Matter. but may be lost.
  The standard size of every Immortal's starting Home Plane is about 5 trillion miles. A tetraspace (four-dimensional plane of existence) is easily visualized by Immortals. Attoplane Femtoplane Picoplane 01-05 06-14 15-32 Nanoplane Microplane Milliplane Centiplane Deciplane Std.The Multiverse and 6. they are grouped with true pentaspaces. because of the size limits. plane 33-68 69-86 87-95 96-97 98-99 00 Dekaplane Hectoplane Kiloplane Megaplane Gigaplane Teraplane 01-06 07-17 18-35 36-65 66-83 84-87 88-91 92-94 95-97 01-08 09-20 21-37 38-62 63-68 69-74 75-79 01-10 11-23 24-39 40-45 46-52 53-60 01-12 13-26 27-30 31-35 36-41 98-99 00 80-84 85-88 89-91 92-00 61-67 68-72 73-76 77-89 90-00 42-48 49-54 55-59 60-74 75-88 89-00 Table 13 may be used to determine the 10 . Peculiar life forms are only found in 1 % of the known monoplanes.75 0.000.005 5.280 feet Map hex = 24 miles LS (Light second) . Life forms have been found in about 10% of such spaces. an Immortal player character may begin to develop or explore the vastness of a plane. Some terms cannot be combined.000625 Table 11: Terms for Sizes of Planes Size Immortals can do so only with difficulty. as they must compress their size (from four to three dimensions) to do so. To randomly determine the size of the dimensions within a plane. Immortal terms for describing these various sizes of planes. the most common type by far. refer to Table 12. the only known attoplanes are monospacial. Life forms are found in over 99% of the planes of this type.715. A dispace (two-dimensional plane of existence) is a perfectly flat surface. The terms for the number and size of the dimensions of a plane found on the following tables may be used together. The three infinite planes are pentaspaces. The phrase "trispacial gigaplane" is similarly selfcontradictory.8 LS Immortal Term Attoplane Femtoplane Picoplane Nanoplane Microplane 5 billion 50 billion 500 billion 5 trillion 50 trillion 500 trillion 5 quadrillion 5 quintillion 5 sextillion 5 septillion 1 1 1 1 1 71/2 LH 74 1/2 LH 745 LH 0. since they are four-dimensional beings. Their possible and average sizes vary by the number of dimensions present. For example. All known life forms can function easily within such spaces. A trispace (three-dimensional plane of existence) is easily understood.000 LY 851 mill. This last type is often completely undetectable from the Astral Plane.186.250 monospaces. A pentaspace (five-dimensional plane of existence).400 feet 208 + map hexes 26. LY Milliplane Centiplane Deciplane Standard plane Dekaplane Hectoplane Kiloplane Megaplane Gigaplane Teraplane 851 bill. There are no known hexaspaces (sixdimensional planes of existence) because of the existence of the Dimensional Vortex. LY Mile = 5. and has only been discovered with great difficulty. A monospace (one-dimensional plane of existence) is simply a line.000005 0. It is hypothesized that many pentaspaces actually possess other dimensions than the known five. in miles 0. but number of stars and planetary systems that exist in each outer plane.200 miles LY (Light year) = 5.000 miles Table 12: Random Determination of Planar Size Number of dimensions present Plane size 1 2 3 4 5 Size All of the dimensions within a single plane of existence are equal.0 5 thousand 5 million Size in other units almost 1/3 in. are listed on Table 11. Table 10: Percentage of Spatial Planes Percentage of Total Number of Outer Planes Dimensions 5 4 3 2 1 95 4. Humans and most other mortal beings can enter and function within tridimensional space.282 miles LH (Light hour) = 670.000. is hard for Immortals to visualize fully. Roll d% and find the result in the column that gives the number of dimensions present.011875 0.85 LY 8 1/2 LY 85 LY 851 LY 851. For example.2375 0. Outer planes of various sizes have been found. The size of a plane is used to determine the power cost to make changes to the natural laws of a plane as described in Home System (page 5). as this is the apparent size of all planes to the mortal perspective. Life forms have been found in 90% of the known planes of this type. and the task is impossible for mortals. and any form may be found. a bounded region of maximum size and dimensions is called a pentaspacial teraplane. But since these dimensions cannot be traveled in or perceived. Life forms are believed to exist in three-dimensional portions of all planes of this type. 26 1/2 feet 26.875. With this information in hand.
  Check each entry for each plane. Temperature less than 1 % of our sun. times 1 billion 2d8 + 2 1d4 x 10 1d10 + 4 ld8 + 4 13B: Other Bodies Number of planets = 3-8 (1d6 + 2) times the number of stars Number of moons.000 pounds. Microstar: Condensed dwarf star of low mass common to bounded planes but rare elsewhere. T e m p e r a t u r e range 50% to 200% of our sun. Diameter 2 feet to 20 miles. Mass 1. Diameter 16. Temperature range 50% to 100% of our sun. etc.000 times earth. etc.000 t i m e s e a r t h . Dwarf star: Very small and dense star.000 to 2. Type of Plane Micro Star Types Dwarf Standard Giant Attoplane Femtoplane Picoplane 30% 1 special 60% 1 60% 1-4 30% 1 Nil Nil Nil Nil 60% 1 80% 1 Nil Nil Nil Nil Nil 30% 1-4 95% 1 10% 2-5 99 % 50% 2-5 70% 1 3d10 1d10 x 40 1d20 + 20 Nil Nil Nil Nanoplane 80% 2-5 10% 1 99% 2-5 99% 2-9 Nil Nil Nil 10% 1 Microplane Milliplane Centiplane 99% 2-12 99% 2-12 80% 2-5 99% 2-12 90% 2-5 ld20 + 2 1d100 1d6 60% 2-5 50% 1 60% 3-6 40% 1-4 80% 1-4 50% 1 2d6 1d8 x 10 Deciplane 40%. Find number only (all 100% chance) f o r Dekaplanes and larger spaces. Mass 100-400 times earth. In modern astronomy. one in the Main Sequence. comets. 11 . times 1. Diameter 250.000). Mass 10-1. Standard star: Typical and most common star type.000 Gigaplane: as kiloplane.500. Temperature range 120% to 200% of our sun. Giant star: Very large but nearly gaseous star.The Multiverse Table 13: Contents of Planes 13A: Stars Roll the same way as f o r treasure types in mortal games. with a diameter of less than onethousandth of an inch.000). Diameter 10 million to 390 million miles (2d20-l x 10 million). = 1-10 times the number of planets (includes asteroids.000 miles (1d20 + 15 x l. 1 1 20% 1-4 70% 1 Standard plane Dekaplane Hectoplane Kiloplane or larger* * Kiloplane: multiply all results times 100 Megaplane: as kiloplane. Mass 3-30 times earth. Mass 100-1.000-10.000 miles (1d10 x 250. Temperature range 5% to 100% of our sun.000 to 35. times 1 million Teraplane: as kiloplane.) Explanations Special (Attoplane only): A pinpoint star-like object.
  the sequence of numbers may not contain a gap. A similar effect can occur in some multidimensional planes of existence. the Prime. memorization and casting. producing an effect sometimes called gravity waves that may distort dimensions. As a simple example. the dimensions within are not all the same length. but because of the sixth-dimensional vortex. If a plane of existence does not contact one of the other known planes of existence. and another type at the edge of each of the Outer Planes. like a quasar. It is to say that to travel to the fourth dimension. in incorporeal form. but no width (direction) nor depth (volume). and 3 (such as Normal humans). Whatever the number of dimensions of a plane's or object's real existence. Unfortunately. the dimensions must be contiguous—not merely adjacent. a normal human adventurer who discovers a monospacial plane or object can reach through it. A fluctuating mass. they move in waves. or creature to exist. are the equivalent of magic. 4. and baaka are five-dimensional. Some magic may even use additional dimensions beyond the fifth. object. or may suffer a sudden and unexpected removal of magical power.The Multiverse Other Notes on Dimensions Dimensions and Magic For reasons unknown to Immortals. There is one exception. Immortals are four-dimensional. rather than simple Power expenditure). Magic-using residents of a plane may be subjected to regular cycles of limited or nonexistent magic. as explained in Home Planes in which an Immortal avatar on a plane with no access to other planes may be used as a reference point. The Astral-Ethereal Boundary If the Astral Plane is imagined as an ocean. imagine a two-dimensional plane which. Immortals may sometimes erect obstacles to block or reduce the effects of the waves of dimensional distortion. Unfortunately. native to the Astral Plane. The creature's two remaining dimensions bind the figure together against the severing force. is the silhouette of an hourglass. This is most obvious when magic-using residents of one part of a plane find themselves unable to use magic in another part of the same plane.e. and dimensional aberration is thus a natural enemy of all Immortals. instead of a perfect square. 3. Boundaries All known planes of existence border on other known planes. Other strange creatures are known to exist in only one or two dimensions. pal residents of these planes are located well away from the distorted region. If multiple dimensions compress at the same point. To return. but only if an edge is contacted. or even dimensions 2. Similarly. Any other attempt results in failure and the victim must make an Immortal level Constitution check or suffer 1-100 points of damage. and Astral. and objects of all sorts. is another common disruptive influence. Planes and objects are not limited to three-dimensional existence. it may not be reached by any means. but adjacent at all points. A typical three-dimensional creature may exist in dimensions 1 . it may be sliced in half. Immortals who enter a tetraspace are similarly limited to magical use by standard means (i. most often observed in the variety of the Outer Planes. which seem to turn into squashed two-dimensional bugs if viewed from Normal or Nightmare perspective when taken to any other plane). Visiting Planes with Fewer Dimensions Both mortals and Immortals may visit a plane with fewer dimensions than their form by first compressing themselves with a wish or other means. or by possessing a creature native to the plane. such journeys often turn out to be one way because of the loss of magic-using abilities. Dimensional Aberrations Some few planes of existence are dimensionally asymmetrical. The plane has no reference point from which to determine its location. This effect is the same as described for a weapon with slicing ability—the victim must make a successful unmodified saving throw vs. mortals and Immortals who enter a plane with three or fewer dimensions are unable to use magical powers of any sort. Dimensional Contiguity For a plane. an entire technological civilization in the midst of a dimensionally turbulent area may suddenly find itself populated by magic-users when the aberration passes. a being who exists in three or more dimensions is completely unaffected by being struck by a one-dimensional object or plane. Ethereal. Two types of planar boundaries can be seen in the Astral Plane—one unique type at the Ethereal Plane. However. For example. and thus does not exist. dimensional aberrations are not static phenomena. though most mortals are three-dimensional creatures. A plane need not necessarily be contiguous. An identical effect occurs if an object or plane limited to two-dimensional existence strikes a three-dimensional being. It has further been discovered that interdimensional travel must be contiguous. Many causes produce this type of turbulence. Most of the planes of existence are free of major disturbances of this type. and 4 (such as nippers. the Ethereal Plane is the sea bottom. and many Outer planes have dimensions that are totally stable. magical or power use. the Ether eventually 12 . Unusual Dimensional Effects A one-dimensional object or plane has length. This same principle also applies to planes of existence. If one travels far enough through the Astral Plane toward the Inner Planes. dimensions 3. But the three most critical planes of existence are affected by these distortions. Most of the princi- Planar Boundaries A planar boundary is that region of a plane of existence at which another plane is adjacent to it and may be entered. these dimensions may not be perceived nor traveled to. and 5 (such as Nightmare creatures). and is also unable to affect it by physical means. its dimensions must be numbered in sequence. All three of the known infinite planes. Limited or curtailed magical effect and ranges is the most common symptom of dimensional aberration. you must first travel through the third or fifth dimension. severe visual distortions may appear. primarily the Astral and Ethereal Planes. either a permanent gate needs to be created ahead of time or someone else must rescue the traveler from a magical plane. The net effect of such distortion varies. contain areas of dimensional aberration. This phenomenon occurs because magic draws power from the dimension(s) that the user cannot perceive. If a two-dimensional being is struck by the edge of a one-dimensional object. This invariable law of dimensional contiguity has no known exceptions. but cannot grasp it. that is. Magical items likewise become entirely non-magical in such spaces. 2 . A two-dimensional life form within a trispace might be able to use powers which. from its limited perspective. Death Ray or lose half his hit points. In terms used by the Immortals. including the very motion of stellar and planetary bodies.
  or one-dimensional. and 3. such as the border between the Ethereal and Prime Planes. as described above) appears as a silvery surface. For example. since its perspective lacks only the fifth dimension (irrelevant in this case). In most cases. suppose that a pair of Immortals. See the D&D Companion Set. The Home Planes of some Hierarchs and Eternals have been deliberately and successfully hidden in this way. the first being unseen). Trispace: Slip. The number of apparent dimensions of a planar boundary are determined by the relationship between the dimensions of the plane contained therein and the dimensions per- 13 . Other Planar Boundaries From a viewpoint in the Astral Plane. a single planar boundary may be seen entirely differently by each. Once found. and 4th. Magical pressure may be applied to the boundary. it appears three-dimensional. nor can a permanent non-magical hole be made in the boundary. 3rd. but it resists all non-magical attempts. A few have been discovered by Immortals in the course of exploration. But the other would perceive the boundary as flat and two-dimensional. Slippage occurs that results in no actual distance traveled. This color reveals the Sphere which is dominant in the plane: pink for Energy. The only way to continue is to either enter the Ether or bypass it by using a magiceived by the observer. and the maximum length possible is given on Table 11. A pentaspacial teraplane (the maximum sized five-dimensional space) may appear as a tiny ball if it has very few points adjacent to the Astral Plane. the creature is literally at the end of the line. Dimensional Boundaries A more perplexing situation arises with the limits of the dimensions within a bounded plane. A dispace may similarly appear two. Although a planar boundary cannot be seen from within a plane of existence. at which time the distortion is stopped. The Prime and Elemental Planes are not adjacent to the Astral Plane. The size of this boundary bears no relation to the size of the plane within it. but not entirely. To cross a planar boundary from within a plane requires the use of magic or power. but not in the direction intended. since the dimension it lacks (the 1st) is the same one that the Immortal observer also lacks (while in the Astral Plane). This may continue until the space becomes very nearly monospacial. the limit of its dimensions can be reached. The Immortal diabolus would describe it as a three-dimensional solid. If cal gate. a powerful magical aid (such as truesight) is used. The total area of the plane always remains constant. The substance of the Astral and Ethereal Planes will not mix. After entering the Ethereal Plane. Some Outer Planes are not adjacent to the Astral Plane at all. If the pair were to encounter a monospacial planar boundary existing only in the first dimension. for more on the Ethereal Plane. suddenly vanishing into thin air from the viewpoint of the Immortal human. The Immortal diabolus could move behind the solid. If the tetraspace is the first through fourth dimensions. the boundary of a trispace may appear as a three-dimensional solid (if it contains dimensions 2 through 4. A change of position results. Movement is possible. Tetraspace: Skip. The boundary does not block magical sight. but is actually moved from one end of the plane to the other. light green for Time. Every pentaspace appears to a normal Immortal observer as a four-dimensional solid. resulting in the shrinking of the planar boundary. one former human and one former diabolus. Such areas are utterly undetectable from the Astral Plane. The effect is the same as movement around the interior of a cylinder in a direction parallel to either end. and gray for Entropy. some small part of the actual interior of the plane can also be examined. it automatically seals itself. Examination of the boundary of an Outer plane with magical aid.e. because the Ether itself is gray. All of the above assumes that the observer has a normal dimensional orientation. being adjacent only to another Outer Plane. if you desire. If multiple observers have different orientations. seeing only dimensions 2 and 3. tan for Matter. From within the plane. a plane contains a few stars and planets surrounded by empty space. accessible only through one or more other Outer Planes. This degree of adjacency may be reduced by an Immortal through permanent Power expenditure. Monospace: Stop. since the only common dimensions are the 2nd. Pressure may then be applied to the other boundary. light blue for Thought. to the range limit of the effect employed. Or. By similar logic. A traveler may cross the Astral-Ethereal boundary from either direction by the usual magical means (such as plane travel). The creature continues moving in the same apparent direction. 2. and enough pressure will cause one dimension to enlarge. This surface may be perfectly smooth or may have edges. The boundary only indicates the amount of the plane which is adjacent to the Astral Plane. w i t h the effect of re-widening the plane. A tetraspace appears the same if its dimensional orientation is the reverse of normal (i. the answer to a question of "What's beyond the world's edge?" might literally be "Nothing!" Optical effects aside. From the Astral Plane the boundary appears as dull gray. The result of such actions depends on the number of dimensions within the plane. The creature seems to move. Dispace: Stretch. a traveler may move directly to either the Prime or an Elemental Plane which are overlapped by the ether.The Multiverse appears. Astral explorers may thus gain forewarning of planar bias without actually entering a plane. Since the Astral and Ethereal are both planes of infinite size. the Astral Plane is visible at a distance. reveals a slight tint to the silvery color. the boundary of any other pentaspace (except the Ethereal. the emptiness seems to continue infinitely. When multiple Spheres are present in perfect balance. a spectrum of colors can be observed. if it contains the 2nd through 5th dimensions). and 3. such as detect invisible. and the boundary of a monospace (always one-dimensional) can only be seen if its dimension is one that can be observed from the Astral Plane. while the other contracts. Pentaspace: Loop. or 3 through 5) or as a two-dimensional flat surface (containing dimensions 1 . From the Ether. There is nowhere else to go except back. are together in the Astral Plane and observe the boundary of a trispace that contains dimensions 1. but only along another dimension from that of the original movement. If the boundary is damaged in any way. despite the boundary limits. only the Immortal diabolus could detect its existence (normally observable only by Normals)! Planar boundaries are not observable from within planes of existence except in the case of infinite contiguity. DMC page 18. it is thus unmistakeable. 2 . the practical effect on those who approach the dimensional boundary is relevant. this boundary is also infinite. The inherent instability of bounded dispacial planes causes an odd result. appearing as a shimmering light that grows brighter as approached. but it is illusory.
  Paragraph 7 The number of days given is an approximate average. Paragraph 6 These notes on material forms are greatly oversimplified. All details given in this set supercede the notes in the Master Set. since they lead to gains of Power and status. the reason the Immortals and many other beings dwell so far removed from the Prime Plane. and may offer specific tasks to player characters. among the Outermost Planes of Existence. is that their presence within of near the Prime can upset its perfect balance. now that these additional rules are available. but not nearly as critical as a good selection of character classes in a mortal adventuring party. And all the men and women merely players. This perfect balance produces unusual effects not matched elsewhere. The Hierarchs of the four PC spheres cooperate to a great extent. See the Players' book for detailed notes on the creation of material forms. however great the achievement. but any PC Immortal may respond as desired. or many players. the form would leave clues about the existence and activities of Immortals. and includes normal travel time to the Home Plane. Games with Immortal characters can be easily run for one. "All the world's a stage. Column 3. And one man in his time plays many parts. Paragraph 6 An Immortal PC obviously need not retire from play. Games involving Immortals fall into two general categories: those also involving mortal Inner Planar creatures. No action that would endanger the Prime is ever taken by any Immortal. Games of the second type usually take place in the Outer Planes.000 XP earned adventuring. At best. One-on-one games (one player and DM) can be quite enjoyable at this level of play. in the distant past. Indeed. There is no penalty for declining a task. Paragraphs 2-6 Many of the notes herein are simply incorrect. and powerful mortals could seriously interfere with Immortal plans if sufficiently aroused. These guidelines should nevertheless be considered by the player..The Campaign Ethereal and four Elemental Planes. Once. While time may not pass on that plane as it does in the Prime. since the topic is rather complex. They later wisely departed. mortals may expect some small gift if their actions are exceedingly great. two. this is not an actual limit. Column 3. the PC may easily take a mortal form of any class and level of adventurer." As You Like It. whatever his or her Sphere. These tasks may be declined. always serve the greater goals of all the Immortals. but may also occur for other reasons. they explore and control the Outer Planes. especially since an Immortal character is able to do so many things alone. A set bonus award also applies to each such "observer" adventure. Paragraph 5 The Prime Plane holds special interest for Immortals because of its central location in the multiverse. Those of the first type are most often in the Prime Plane. Paragraph 6 Immortals do not pass through the Prime. but rather visit it with regularity. and those without them. They have their exits and their entrances.000. The Prime is perfectly equidistant from all other planes—a position unique in the multiverse. Most of the originally planned details were revised in the process of developing this set. the number of equivalent days on the Prime is given in the text. but may include the Corrigenda In the D&D Master Set. not per 40. The Immortal gains 1 PP for each 10. Act 2 Sc 7 William Shakespeare (1564-1616) Immortal player characters may participate in any type of D&D game. Paragraph 4 The actions of every Immortal. As noted in this same paragraph and the next. The facets of life in the typical campaign world may be reproduced elsewhere in part. traveling singly or in groups. A blend of Spheres is helpful in an adventure. some of the details given about Immortals (MDM pages 13-15) were incorrect and/or oversimplified because of limits on space. Whenever an Immortal's form is slain on the Prime Plane. Immortal PCs should be similarly strict in their requirements. Column 2. and may actually be instructed to turn down the mortal. All types of games usually involve Immortal characters from various Spheres. Page 15 Page 13 Column 1. Immortals also assume mortal forms to watch and participate in the development of the Prime Plane. but are usually sought after. 14 . to maintain some balance and consistency. the character should try to arrange for its utter destruction. but only on the Prime Plane do sentient humanoids occupy and manipulate an environment composed of all four elements in equal balance along with the powers of all five Spheres. Immortals lived in the Prime and directly influenced the progress of man. This may occur when no spaces are available in the Immortal hierarchy. including the Astral. including one of Entropy. and the Immortal should bring a minor magic item (easily obtained from another location nearby) before meeting with the mortal. In their normal forms.. Again. but the Prime does not actually border all the other planes. for this is the only Plane of Existence from which new Immortals dependably arise. For example. simply to preserve the unique environment. but an average of observed results from past occurrences. Page 14 The various notes on responses may be applied to NPC relations with mortals.
  they prefer to use a creature who died in some obscure way. In addition. But any Immortal who destroys an I d e n t i t y not only loses all experience that would be gained thereby. or may act to reduce or prevent the damage. The Immortals involved can easily trade forms again once the task is finished. In a brief discussion already exists. of course.The Campaign Goals of the Immortals One overall goal applies to all Immortal activities—the preservation of the Immortals themselves. it is avoided. mortal or Immortal. are actually before the game. Immortals call these characters Identities. To maintain the existence and integrity of the Prime Plane and the creatures within it who. The following goals are listed in order of priority. But similar situations exist in many other areas of the Prime Plane. the normal procedure is to assume a material form for the journey. The Immortals who created and maintain the Identity have used wishes to maintain the secrets of the Identity. Powerful mortals who ing it to another for a special project. However. and monster. through their achievements. Quite the contrary. the Immortal is forced i n t o incorporeal form. usually belonged to true mortal beings who died. The identities of these beings. the DM gives the player a character sheet for an NPC that fits the party's needs—in other words. An Immortal's alignment must match t h e I d e n t i t y ' s in order for the Immortal to be able to use the form. human. he may be discovered and revealed to the public. and may be watching at any t i m e . and in the Ethereal and Elemental Planes as well. the other players may not even know that an Immortal is present! When an Immortal uses an Identity. but the character does not. and the present occupant simply turns over the form and all details of that character's history. who serve the same Sphere. who returns it when the task is done. or may take up the role of a creature that of 50 PP by each Immortal. If an Immortal needs to use an Identity. each Immortal pursues the personal goal of accumulating power and gaining advancement among the ranks of the Immortals. and may claim that such actions are necessary to maintain balance. For example. A capsule description of the established personality and his background is also necessary. and one or two have Immortals but want to play in the same game. arrives at a selected time. But they can learn nothing if the Immortal has remained in character over to a new Immortal to play every few years or so. but may also be punished by the permanent loss of some Power. and develop the Sphere that one serves and other individuals. By using an a p p r o p r i a t e I d e n t i t y . Armor Class. and inhabit the form. Individuals are also vying for more Power and to rise in the ranks of their Sphere. All Immortals (including those of Entropy) strive for three lesser goals that contribute to this greater one. They only disagree about the balance between them. Another option is to create an imaginary past and insert verifying facts must be either already possessed by the Immortal or magically through Power use. The Immortal knows all the history of the character and cannot be discovered to be a fraud through c a r e f u l cross-examination. an Immortal may either assume a new role. Existing Identities To perform an assigned task on the Inner Planes. the Immortal may then reinhabit the form (though at the standard 50 and memories in the proper places and persons. adventurer. Although these goals are multiversally acknowledged. When one Immortal holds a long-term observer position. they do not produce perfect harmony between the Spheres.h u m a n . Wishes will not reveal the true Immortal nature of the life force inhabiting or maintaining the Identity. Since magic is the usual mode of travel. the various details of their "natural" lives within society. This is very helpful when most of the players have mortal characters. or may simply create a new form that appears identical. ruining the effectiveness of the Identity. A single Identity may be used by many different Immortals over a period of time. In any case. Sometimes Immortals take turns maintaining the Identity for relatively short periods. Each such maneuver requires a temporary expenditure at all times. They can repair. the details of the Identity. but this is a far more complex task and involves quite a bit of meddling with the Prime itself. but each Immortal wants to further the goals of his own Sphere while doing so. 15 . replenish the ranks of the Immortals. A wide variety of actions are permitted as long as they do not endanger the Prime Plane of the actual hierarchy of the Immortals. not i n t e r f e r i n g with destruction. Some are avatars. Many creatures around the world. To explore and develop the multiverse. but most are Immortals who are responsible to maintain in long-term positions as observers of the Prime Plane and history. protect. t h i s is s t r o n g l y discouraged. If handled properly. and physical ability scores. and then trade that form for the one being maintained for the Identity. Disagreements often arise about the effects of actions. Immortals of different Spheres often work together to explore the Outer Planes. an Immortal of Entropy may conduct a project on the Prime Plane with a destructive objective. 2. 3. the new Immortal Order of Immortals' Goals 1. To assist. The player may make a few errors. The following notes apply specifically to the homeworld of mortal humankind. Though occasionally necessary. If a raise dead is used. such as a serious threat to humanity from some force outside of the Immortal hierarchy. pretending to be a traveler. However. Am Immortal using an I d e n t i t y may. to sat- isfy any ESP check. d e m i . and work to further these goals in their own ways. The Immortal can maintain surface thoughts of mortal nature. adventurers arc a c r a f t y lot. the usual amount for i n h a b i t i n g a form. Special abilities Immortals. This constant striving to strengthen one's Sphere or maintain the balance of the Spheres results in a constant ebb and flow of Power. an Immortal may take the form of any character type of any level. use Immortal abilities when needed. All Immortals agree that all five Spheres are necessary. all the physical characteristics of the prepared form are used. The Immortals have prepared for such needs by establishing several pre-existing identities or characters whose form may be used by any Immortal granted permission. When the Immortals decide to create an Identity. Immortals of other Spheres may either agree. Immortals of all the Spheres may put aside their differences if a greater task requires it. turning it observe suspicious actions may use wishes to gain explanations. including hit points. or other being whose past is unknown. often in conflict with the others. the character must first travel to the appropriate location (usually on the Prime Plane). reanimate. and of their position of power in the multiverse. if an I d e n t i t y is observed using Immortal powers. the members of each Sphere constantly strive to further their own goals. If the form is slain while being used. he or she may take a break by lend- PP cost).
  the Immortal may only assume the form of his or her original mortal self while on the Prime Plane. a change must be accomplished. must advise a dominion ruler.The Campaign Games With Both Mortals and Immortals Immortal activities on the Inner Planes are of two distinct types. Immortals always prefer to interfere as little as possible. Some exceptionally sensitive situations on the Prime Plane. item. However. The Observer is usually required to assume a mortal form for the duration of the task. consider the following situation presented to the player in a one-on-one game (one player. and a chance of error exists. but which is too complex or detailed to be enjoyable in play. not interference. This is actually a common practice when dealing with mortals who aspire to Immortality. dungeons. Any other inhabited form changes when the Immortal first enters the Prime. This may involve only normal everyday routines. If an Identity is not used in this case. Identities are almost always used. the assignment may be of any length of time. the original form reappears when the monster is slain. They will also allow the character to make mistakes. one DM). As an example. the adventure should be designed so that the player makes most of the choices. All of the Immortals involved in such trial situations scrupulously maintain their roles. While either scanning or studying. Other creatures and NPCs encountered during the adventure may also be Immortals. and do not reveal themselves even to each other. In no case will they take actions that prevent the character from behaving properly. they may even end the assignment. such as the rise of a large empire or powerful individual. To make the necessary observations. Of special note here is the use of monster Identities. when applying these powers in organized ways. and this is obviously unacceptable.) than mortals.or demi-humankind. on occasion). and watch to see if they are recognized and corrected by the character alone. powerful monsters. relatives dominion rulers. The scope of such concern is wide. or by some other creature that greatly influences the fate of human. or from having to solve the problems presented himself. the DM may require Intelligence and Wisdom checks. Immortals do try to keep aware of all facets of existence. the DM and player should both remember that the goal is observation. etc. since a transient or other being without a known history can rarely accomplish a desired task. monster Identities. an Immortal using an Identity must continue to play the role of the identity assumed. sending the character back to the Outer Planes and taking control of the Identity involved. Controllers may be sages. or other influential beings. An Immortal. Controllers may be very active or may take very little action. race. But in every Controller job. possibly even the mortal's sponsor. those in the key positions who influence leaders are called Controllers. at a critical point. acter should be a follower or independent. either broad or specific. plays the role of a monster to be defeated. Combinations An Immortal character's first experience with Observing is always carefully Observed by other Immortals. the Immortals may use both Observers and Controllers to guide the situation. usually modified as easy or of average difficulty. Whenever such actions are best accomplished by a leader of men. But these checks are convenient tools when the DM needs to resolve some action or choice of which the character is usually capable. A full report of every detail of the adventure will eventually reach the sponsor of the fledgling Immortal being observed. or studying. Most do not. Characters are free to refuse assignments. The char- several ways in the game. they can gather information so quickly and in such minute detail that they may seem omniscient from the mortal perspective. the Immortals take action to reach their goals. Two or more members of the mortal party will thus be Immortals using Identities. not a leader or otherwise dominant force. servants. or might be used to provide a second chance if the player chooses the wrong advice. Observation and Control. An Observer's task may be to study a given area. Pre-existing Identities are commonly used. An Observer's task is to gather information. The crucial parts of this network are the Temporals and Celestials. where general information is desired. provide a much cheaper and more easily controlled alternative. If the DM uses a Wisdom check to see if the character chooses the proper course of action. Characters may be assigned duties of simple scanning. from a single day to many decades. Immortals have such great powers that. the check might be used as the only determining factor. If a task is too difficult. the Immortals are concerned with many great and wondrous details. All are prepared to take immediate action should severe problems arise. but usually by Immortals of Empyreal or higher status. The key individuals are usually mortal. obtaining maximum results from minimum action. An Immortal's first job as Controller is likewise observed. Though an Immortal could certainly shapechange into any monster desired. to determine the results of choices. especially dragons. or some other topic. or the DM might offer several options and allow the player to choose. Although an Immortal could create and animate a monster (and this is indeed done. which are commonly used when the Immortals wish to present an adventurer or party with a specific and dangerous challenge. The Immortal assumes the Identity of a sage who. Both types of activities involve games that include both mortal and Immortal characters. This could be handled in any of Observers In the business of managing the multiverse. The advice must eventually lead to the ruler's downfall. who integrate and analyze it. And this report will be used as a basis for power reward and future assignments. but must also seem quite plausible at the time. or may require participation in great adventures through wilderness. staff. any character class. A Controller's task is to cause specific changes through direct (though usually subtle) actions. Ability score checks should not be used very frequently. when specific information is needed. The role should be played to reflect this. though other methods are also acceptable as long as they cause absolutely no ill effects on the Prime Plane or its residents. 16 . but may actually be surrounded by more Immortals (as aides. as it is through such tasks that they gain power and experience. The player might think of a good tactic based on the current events in the dominion. down to the smallest scale. But in any case. But if necessary they will use multiple wishes to repair the effects of any severe errors. Though not all-knowing. Characters of these ranks spend most of their time on the Inner Planes. In extreme cases. and may involve whole galaxies or even entire planes of existence. avoiding interference. gathering information by various means and relaying it to more powerful Immortals. person. Controllers Using the information they gain through observers. or even other planes of existence. depending on the magnitude and nature of the change involved.
  if the Temporal mentioned above were to try a Controller job of running an empire for two months. Immortal projects may be handled by the same game mechanics Investigation Another type of game common to both mortal and Immortal play is the investigation. Just the opposite. The XP earned is usually 2%-8% of the average award per month. and may require repairs when the Immortal returns to check on them. to maintain its continuity. Projects Immortals usually conduct various projects for their own benefit. Explorations are common in the Prime. Awards are expressed as a percentage of this variable number. Long-term controller jobs are similarly worth about 20%-80% of the average award per month of service. placing challenges in his path. the offender gets only half the usual award at best. Recover Ruins Ancient remains. cumulative with the Immortal awards. Long-term Observer jobs are typically of months or years in duration. and only in a private session on the superior Immortal's Home Plane. If an Identity is ruined by an Immortal user. It may also incur a penalty equal to a loss of Power up to five times the award that would otherwise have been earned. Income from a dominion has normal effects on XP gains (converted. and Outer Planes. For example. could begin to encroach on the home system. possibly from a distant galaxy. and developing an area on one planet of the Home Plane. Investigate an Enemy Outpost Beings hostile to the Immortals themselves could threaten the hierarchy. Others are certainly possible. and only reexamine an area if it presents a problem or puzzling situation of some sort. Beings hostile to the human race. allies may still be gained. Within one's Home Plane. but managed to not only damage the empire but also reveal his Immortal status in the process. but rarely together. As in mortal games. which are now quite large). if an Immortal PC using an adventurer Identity were to gain 30. A PC Immortal serving as an Observer earns an award of 1 % of the calculated average PP award per adventure (rounded up to the nearest PP) per job successfully completed. Actions that promote one's Sphere without interfering with the primary objective also merit bonuses. For example. from an used for strongholds and Dominions (D&D Companion Set. Characters are asked to find more information about a specific situation. etc. Controller jobs are considerably riskier. Projects begun and left to unsupervised development may go astray. In some circumstances. Such tasks are obviously not for Novices. or use Immortal point of view. the Immortal may acquire mortal allies to help with the project. Failure at either type of job results in a complete loss of all normal PP awards. the BATTLESYSTEM™ Supplement (a separate product) to play such battles in detail. but will act very independently interpreting the goal for themselves and developing their own strategies to reach i t . The unfortunate character would not gain the 88 PP that would have been awarded for success. A newly explored Outer Plane might require development and cleansing before use by the Immortals. weather effects are easily countered by Immortal power. or may have been previously explored to a minor extent. and the DM should logically and reasonably modify details as needed. If an avatar is not used. as determined by the DM using the Adventure Planning system (described on page 25). but consider just these few. and many wishes (at the very least) would be needed to restore the empire and/or remove all memory of the events from the mortals affected. Although these new locations are different and challenging to both players and their characters. the standard award may be doubled or tripled. and thus merit a 10% of the average award in the short term. The area involved may be totally new. Bonuses are only awarded by Eternals or Hierarchs.000 gp as the share of the treasure gained in an adventure. explorations are simply journeys into the u n k n o w n . If an Immortal personally supervises a project continuously using an avatar. some business which continues while the Immortal performs many other tasks elsewhere. to PP for 17 . but the character gets the experience points. based on the degree of failure. accepting a long-term Observer or Controller position. Explorations have probably been the most common type of adventures for mortal characters. the character would earn 3 PP extra (1 per 10. an Immortal may freely and openly act as a king or emperor. the theme and activities are familiar. the Identity is ruined. Many of the scenarios presented in the D&D Basic Set are again applicable. and exploring with Immortals can be a reassuring feeling for players faced with the gamut of new situations presented in this set. Typical projects include sponsoring a mortal on the route to Immortality (watching over him. and upris- 2.000 XP). 1. and may be penalized as much as 440 PP. However. "Project" is a general term that applies to any sort of organized ongoing activity. especially to high-level adventurers. since those bounded planes hold few secrets. The maximum number of projects that may be undertaken at one time is determined by an Immortal's Intelligence score.). and may have an outpost hidden in the Astral or some Outer Plane. and may gain no award if his or her negligence caused the loss. Ethereal. could be discovered anywhere. possibly of the Old Ones but definitely predating the Immortals. death during adventuring is common enough. Astral. Games for Immortals Only Exploration Both mortals and Immortals often explore the Prime and Outer Planes. The Confidence Level is quite high (since it includes the ruler's ability scores. Standard XP awards for adventures also apply. ings are very unlikely. Revolts are nevertheless possible if a dominion is neglected. and is an accepted and reparable part of normal activity. but are usually held by NPCs only. DMC pages 3-11). A form that is slain and then recovered by raise dead or other magical means taken by the mortals does not count as a ruined Identity. Immortals are eager to explore new areas. but on a much grander scale. in a way. The maximum number of retainers is determined by each character's Charisma score. They are entirely known and controlled by their respective Elemasters and elemental rulers. If a PC performs exceptionally well. The cash and/or magic items must be left with the Identity. Some modifications to the Dominion rules may apply. No exploration of the Elemental Planes is needed. of course. and usually to solve any problem presented thereby. Controller positions normally include Observation. The Temporal in the example above would earn 1 PP for a brief adventure with mortals. Bonuses can also be given. Use the War Machine Mass Combat System (DMC pages 12-17) as needed for large battles. For example. the Immortal ruler).The Campaign XP Awards and Penalties Experience awards for Observer and Controller jobs are based on the average gain per adventure.
  This type of game can be very challenging. If found necessary.). not to an intermediary. and gets no saving throw. When dealing with a Hierarch. The sole judge of all Immortals of a Sphere is the Hierarch of that Sphere. When an Immortal is accused of some misdeed. and may require rescue. those who ask for penalties often become recipients instead. Some few have even maliciously turned on their own kind. a penalty may also be applied. or perform some other service for a higher level Immortal. But some Immortals are less suited to the regimented hierarchy than others. this could involve a single creature or small group. and they must find a way to escape. or changing the Sphere's bias in relation to the character for purposes of using spell-like effects. Gains in Power carry benefits of various sorts. each fledgling Immortal is taught the goals and basic rights of all Immortals. though this is extremely rare. 18 . but at severe cost. The Immortals may decide to get involved. Destroy an Ancient Evil 5. but incurs an additional penalty unless made for a good reason. Escape from Enemies Similar to the situation of an enemy outpost. a hearing to decide their case by a superior Immortal. both. in the interest of fairness. All the evidence is collected and carefully weighed by the Hierarch. it is best to stick to the simple facts of a situation. usually carried over from mortal life. the characters may find a new race of creatures. Immortals may be trapped without means of In the course of general exploration. often but not always being the permanent removal of some amount of Power Points. When two or more Immortals seek a judgment on their difference of opinion. If an Immortal accused of misdeeds refuses to attend the hearing. Rescue Prisoners Important mortals may be imprisoned in a way that defeats all mortal attempts at rescue. in the Hierarch's sole opinion. Fulfill a Quest One or more Immortal PCs may be required to recover a valuable object or person. escape (see 5. and only within the Hierarch's Home Plane. including prestige. he or she is summoned to the Hierarch's Home Plane. but may also order one. Though rare. as PCs must learn about the new race and decide how to handle them. Any two or more Immortals who have a grievance may request. forcibly if necessary. and avoid suggesting solution. At the start of the game. they are agreeing in advance to accept and implement the Hierarch's judgment. Other actions are rarely punished. 7. and you're wrong" approach. When Immortals present different opinions to a Hierarch and ask for judgment. An Immortal may choose to change allegiance to a different Sphere. and a new Home Plane. Characters may be asked to find an Immortal who was lost in the Dimensional Vortex. as are the accusers and superiors of the accused. The Hierarch often decides such cases with a simple "you're right. It may simply be a project of one or more Immortals of Entropy. The accused cannot stop or avoid the punishment. and some bear petty resentments and unruly tendencies. The Immortal is reduced to Novice Temporal status. Immortals are very difficult creatures to trap. 6. penalized for their unforgiving or malicious attitudes. stripping away some hit points.The Campaign 3. During the Initiate period. However. a punishment appropriate to the misdeed is applied. but it is possible. The request for a delay must be made directly to the Hierarch. Actions contrary to the letter or spirit of the primary goals of the Immortals are always punished. but need not be made in person. to be protected at all costs? Immortal Justice Immortals have ample incentive for hard work and loyal service. and will automatically receive. magical communication being satisfactory. they must go to the Hierarch and present their cases. 50% A-M. such as reducing Power Points. One request for a delay is automatically granted if made. some item or creature (such as a brain collector) may have already captured the PCs. Penalties can only be decided on and applied by the Hierarch of the offender's Sphere. Are they a potential threat? Should they be ignored or destroyed? Or are they potential Immortals. or all parties to take some action. and must begin anew with 500 PP. any number of Immortals may be sent by the Hierarch to bring in the accused. Find a Lost Race 4.
  Change Energy are dependent on form. object. When creating spell-like effects. All the magical effects listed in the charts (Reference book) were divided according to the following guidelines. Create energy within non-living matter Use to improve material tools or. shape. or terrain feature in place or across any distance except into another dimension or plane of existence. Be prepared to modify a cost you assign if. Use to bestow the ability to move other matter. and compared to similar magic when determining the exact cost. rectangular. Create Light Use in sphere. and appearance. Use to destroy sensory organs a n d / o r effects produced by them. Change the temperature. Move any type of matter in any normal direction. movement. Magic of Matter 1. Use to modify material to occupy either more or less space. comparing the range. Use to restore movement potential and life (level) energy. Use to modify tools and/or supplies to become either more or less functional. Use to change light. Create living matter as whole creatures or parts thereof. Use to create structures and large masses. Use with varying form. Magic of Thought 1. 20 PP. Create Sound la. or destroy. Use to reproduce images and communicate. B.The Campaign New Magic Many players and Dungeon Masters have created new magical effects for the game. These guidelines will also provide suggestions for other magical effects you might create. obstructions. Defeat Thought Destroy or p r e v e n t t h e creation a n d / o r Cause new energy to appear in the air. and creatures. or destroy. Use to change living matter to non-living. or normal or artificial t h o u g h t . or sound energy to another form. Apply to large or small distances. Use to inform. 4. Use to modify creatures to occupy cither more or less space. 5. or for deception. New magic which has destructive capacity unlike other existing effects may be added to the magic usable by Immortals of Entropy. Energy/ability to move other (creature form. Use to 2a. or physical abilities. Create Energy in Air Cause new living or non-living matter to materialize from no apparent source. Magic of levels 2-8 is often modified for its relative effect. a first level spell effect has a 2 PP cost. through heat. Use to add or remove physical abilities which or object) 3. obstruct. from no apparent source. Restore energy for life or movement 3. Create or Change Air Create new visible or invisible air. Create Fire Use in cone. defeating t h e i r functions. 3b. Create energy in living or non-living matter as dynamic or static (potential) force. 4. Use to enable matter to move other matter to or from another plane 2a. Generally. la. Create Matter A. Use to modify energy in air or matter. or terrain feature in a very small amount of time. and communication. and/or actual substance. The framework of the Spheres also suggests many other possibilities. destroy their utility. appearance. a ninth level effect. Change non-living matter in form. and cither toward or from the user. level. Create non-living matter as objects of any type. or rectangular form to attack or obstruct. Change living matter in form. Move any t y p e of m a t t e r i n a trans-dimensional or trans-planar direction. the magical effect has less or greater power than you anticipated. 2b. 1c. Aid Paragons Bestow Ability Score bonuses to deserving mortals. Useful also in small form. and/or actual substance. 2. Use to recreate or duplicate any existing natural or magical creature. 5. 3a. 1. size. the DM must decide on the final details. Use to ruin or improve equipment or small terrain features. fire. Every magical effect is controlled by one of the four Spheres open to player characters. Use to restore non-living matter to living change the movements of large air masses. Magic of Energy 1. Use to change air into matter. 3. and non-living creatures. in the course of play. intensity. or linear form to illuminate. and vice versa. valuables. appearance. though very minor effects costing 1 PP each are certainly possible. food. Use to defeat sight or sound. of existence or through another dimension. and complexity. devices. delay. Use to bestow energy for movement upon any non-living object or creature. Use to change air i n t o fire or water. Use to create any material tools and/or supplies (including garments. 1b. Use to repair damage. movement. Use to change class-oriented energy to another form. Aid Polymaths Bestow Ability Score bonuses on deserving mortals. distract. Use to move a creature. a sense of game balance is again required. 1b. Change Matter Cause a change in one or more material characteristics of existing living or non-living matter. i n f o r m a t i o n . No effect has a base cost of greater than 20 PP. Create Energy in Matter 2. and misc. object. direction. Use these notes to categorize new magical effects of your own design. sphere. Create energy within living matter Use to bestow general or specific movement ability to aid in coping with terrain or attacking. Use to move a creature. or composition of existing air. To assign a base PP cost. weapons. equipment. to create a new type of creature. or to create visible air to obstruct vision. Use to create poisonous or explosive air. texture. 19 . spread of Thought in ideas. Use to augment destructive energy releases. Move Matter Cause matter to move in some ( u n l i m i t e d ) Change existing energy in appearance or substance. Energy/ability to move self 2. Defeat Matter Use to destroy the form and substance of terrain. 2b. equipment). and effect to existing spells and modifying as needed to preserve game balance. or as an aid to defense. or to aid movement and/or combat abilities which are dependent on new body parts or organs. C.
  Change thought in other creature. and cannot reproduce except by magical means unless permanent expenditures of power are made. If desired. Change thought in self. 4. D. Acquire thought from Earth or Matter. elemental material cannot simply be stolen. 5. Use to destroy or block water. tracks. and to deduce past and future ones from them. or to negate defenses. Defeat energy in non-living matter. light. Elemental water and air will disperse unless kept within a gravity trap (i. 4a. or to change the taste. For example. Defeat magical energy in general. paralysis. Change Thought Change existing thought in any form. Defeat Time. Use to aid resistance to general entropy. or sound effects. Acquire Thought Expand the scope and/or detail of existing thought by adding other thought. magical. 3. Use to insert life essence (self or other) into living or non-living objects. and elemental earth becomes an asteroid. a few general details may be helpful. Use to learn general and specific characteristics of existing water or time. Move or Change Water Move existing water in any form in any direction. Create Water Cause new water in any form to appear from Magical Effects The effects produced by some magic may be helpful to a character developing areas of his Home Plane. 4d. on a sizeable mass of earth). Use to change terrain. or to change visual images. disease. Use to modify thought (information) in energy of any type. Use generally to extend durations of other powers. 4. 3a. Use to modify thought encoded in matter as writing. Use to find the location of one or more specific types of matter. the DM may allow some magical effects of greater than instantaneous duration to be created in non-magical form. 5. weight. Acquire thought from Water or Time. Use to find and/or interpret energy in the forms of visual. and environment. 4b. bestowing a permanent non-magical ability to move silently at 50% probability (Sphere of Energy) upon an existing non-magical creature would require a permanent expenditure of 7 PP. 2b. no apparent source. or planet. 2c. Use to block or destroy the effects of time attacks. The ability to use another dimension non-magically (such as dimension door of the Sphere of Matter) should cost considerably more than the base cost given of 5 PP—possibly as much as 50 PP or even 500 PP of permanent expenditure. Because of the distance involved between the Outer and Inner Planes. Aid Heroes Bestow Ability score bonuses upon deserving mortals. and at any speed. Create or Change Time Create or change time or its effects on matter. 5. costs may also be increased by a factor of 2. This should only be possible by an Immortal on his or her Home Plane. Use in dynasties for strength and health (in strife). 3. Use to aid movement through and/or around matter. but should not cost more. or to negate its destructive powers. Use to find and interpret changes in matter caused by creatures. Use to incapacitate by displacing thoughts. The gate to an elemental plane cannot be opened unless the elemental ruler of the plane or portion of the plane gives its permission. art or other methods. Elemental fire becomes a star. No instantaneous effect can be exactly duplicated by non-magical means. Once again. Use to destroy light. Use to destroy life energy. 3b. or location of water. Use to gain information from the thoughts of oneself or others. Creatures made entirely of magic are sterile. Use to learn general and specific characteristics of existing air. Home Planes The myriad details of developing a Home Plane are mostly left to the ingenuity of the players and DMs involved. Acquire thought from Fire or Energy. Use to stop or impede the movement of objects or non-living creatures. Aid Dynasts 3c. art or other means. 2. simply by requiring a permanent PP expenditure instead of a temporary one. and draining of both life and sight energy. Use to strengthen thought or its defenses. including thoughts encoded in matter as writing. including poison. and to deduce future ones from them. Use to change water to ice or the reverse. 3d. though a similar but less powerful effect is often possible. Use to modify time's rate of passage. Defeat Water. The DM may decide that certain effects are inalterably magical. and cannot be created in a non-magical form. Change water in any form in any way. Use to stop or destroy movement energy in objects. Defeat Water or Time 4a. energy. and thought. Adding Material Immortals frequently develop their planes by opening gates to elemental planes. if the ability can be inherited. since this is a relatively insignificant effect. however. Bestow Ability Score bonuses upon deserving mortals. Use to produce an emotion. Use to create more time when time gains in value. 10. sound. tracks. Defeat energy in the air in all forms.e. Use to change thought to reality. 4b. or compulsion. 20 . Change thought in non-living matter. moon. Use to destroy or dampen the effects of magical energy in any form. Their obvious disadvantage is their magical nature.The Campaign 2. Defeat energy in living matter. to control general behavior. and drawing raw material from them for later use in construction. Use to damage (disorganize) or repair (reorganize) thought. 2a. Use to defend against fire. Use to move small or large volumes of ice or water in any normal or unusual direction. Acquire thought from Air or Thought. 2d. or more. or to modify thought capacity. 3e. Use as ice or fluid to attack or obstruct. to negate or block movement energy. Use to modify veracity or content of communication. Magic of Time 1. 4c. Defeat Energy Defeat energy of any type and form. Change thought in Energy. For reasons of game balance. urge. Move thought. Anything magical can be dispelled.
  The rate does not change once created. If a plane in motion is stopped exactly adjacent to another plane. A sudden and total plane-wide disappearance of all magical objects and powers is a unique characteristic of planar collision. The same expenditure is needed to stop the movement. if any. the access points may be irregularly spaced. If the plane is affected by dimensional aberrations. and cannot be moved. It has its drawbacks. the plane in motion comes to a stop. possibly for many years. or if none.240 Major Changes The Immortal ruler of an Outer Plane may. The most common major change involves dimensional travel. the planar boundary appears as a tiny sphere with only 1 square inch of area. The PP cost of any such change is 10% of the cost given for moving the plane (q. it is "anchored" in the Astral Plane. expenditure). relative to the Astral Plane. since everyone (including the Immortal ruler) is affected. It is certainly possible to decrease the number of Astral access points to zero. as it requires one dimension more than those of the creatures using it. the collision is averted. leaving not even an avatar behind. cause major changes to his Home Plane's characteristics. Centiplane. Dekaplane. The expenditure of Power imparts a very slow movement rate on the entire plane. Costs of Moving a Plane Size Attoplane Femtoplane Picoplane Nanoplane Microplane Milliplane. For example. depending on their point of entry. through permanent PP expenditures. must be used in each case. The cost of decreasing or increasing the size of a planar boundary is 1 PP per square inch added or removed. The PP expenditure is permanent. A major change can be reversed or removed at the same permanent PP cost required to create it. and even a Home Plane can be moved if the Immortal departs from it completely. An Immortal may change a plane so that it has either more or fewer access points. The square inch of area touched corresponds to one specific volume within that plane. Players may think of other changes or limits they may wish to apply. A lost dimension may be regained by expending permanent PP equal to 10% of the cost to move the plane. this can only be performed by a Home Plane's Immortal ruler. which depends on the size of the dimensions within it. If a plane in motion collides with another plane. If a plane contains an Immortal life force. all of which are limited by its dimensions. Each change must be made separately. but may be increased. Access points are fixed and evenly spaced if the plane's dimensions are stable. No creature can resist the movement of an entire plane.560 5. This is often an effective security device. when seen from the Astral Plane. a large PP expense cannot be made all at once. The contents are physically unaffected if they have the same number or fewer dimensions than the new limit. a tetraspace would suddenly become a trispace. both moving at a proportionately lesser rate varying by the size of the planes involved. the result depends on the anchoring of that plane. and cannot thereafter be passed by the usual magical plane travel. it instantly and automatically loses one of its dimensions. Such a compression never inflicts damage per se. A planar boundary may be locked. dimension door. If a plane in motion stops because of a collision. but the impact inflicts no damage. Planar Access The apparent size of an Outer Plane. The actual number of access points is equal to the number of square inches of apparent surface area. and may change. Planes of infinite size cannot be affected. plane travel. The cost of moving a plane of existence corresponds to its dimensional size. Magic use is another matter. but this usually requires permanent PP expenditures. the rate in feet per hour appears equal to the PP expenditure. an astral Immortal who wants to enter an Outer Plane must touch the planar boundary. 320 Standard plane. corresponds only to its accessibility from the Astral Plane. If any Immortal life force is present within the plane that is struck. but will cause confusion and may cause insanity in intelligent creatures. but any Outer Plane that is not a Home Plane for an Immortal also may be affected by any creature who knows how to make the change.). The visual effect in the Astral Plane is that the silvery sphere of the planar boundary gets larger or smaller. Infinite planes are also immobile. A Home Plane can only be modified in this way by its Immortal ruler. or they may be deliberately moved to hide their existence or to add to the size of the plane. The cost applies per dimension affected.The Campaign Moving a Plane The many Outer Planes lie within a frame of reference called the Astral Plane. and similar effects. The cost may be shared by several Immortals working simultaneously. be unable to attack the Immortal or his projects without first traveling across vast distances. The sole exception is when two Outer Planes are adjacent and a non-magical opening has been created. Once again. It can be unlocked by any Immortal who expends the same amount of Power used to lock it (again a permanent 21 . or Deciplane Cost in PP 10 20 40 80 160 Dimensional aberrations can be introduced to a plane. for invaders unable to teleport within a plane may. by any creature who knows how. but the waves of aberration are transient and may stop by themselves after a period of time.v. From the Astral. The requisite magical aid. This may have drastic effects on the material and life forms within the plane. An Immortal may prevent the use of teleport. Their positions may be stable. or Hectoplane Kiloplane Megaplane Gigaplane Teraplane 640 1. The time required to add or destroy one square inch of planar boundary is 10 hours. Any other plane can be moved. Outer Planes that are not Home Planes can be modified by any Immortal of the Sphere corresponding to the dominant Sphere of the plane. In other words. the plane struck is pushed ahead by the other. Otherwise. but may otherwise be suddenly compressed. or the planes may drift in the Astral sea. not a permanent one. A major change can only be made by the ruler of a plane. If a visitor always touches the same point on the surface. not by any other creature. Before the last step. Severe and recurrent aberrations may be stopped by direct action. The act of moving a plane invariably causes dimensional aberrations within the plane. the visitor will always appear in the same approximate location within that plane. and a non-magical connection can be opened between the two. as given on the following table.280 2. and only produces a transient wave that automatically vanishes when it reaches the dimensional endpoint of the plane. The cost is a temporary Power expenditure.120 10.
  his or her life force is within the plane and able to reopen the access. It is simply not there! 22 . The most common situation is to move the plane to connect it to some other Outer Plane for access. This method is also not without hazard. so that whatever happens. To do otherwise risks the loss of the Home Plane. and total destruction of the Immortal becomes a fairly easy matter of reducing the character to zero PP. unless some other access has been provided. inaccessible. If the Immortal ruler is within the plane when this occurs. Some Immortals have desired privacy to such an extent that they now reside within such "missing" planes. cannot be reached via a gate. The notable hazard involved is that an Outer Plane with no Astral access is utterly inaccessible from then on. An Outer Plane that can only be reached from another Outer Plane and has no point of access from the Astral Plane. or otherwise. and if the last remaining access points are destroyed thereby. but not by way of the Astral Plane. the plane vanishes. it simply shrinks and vanishes. wish. Thus. he or she may still increase the access size from zero to one square inch (and possibly more thereafter) when desired. A plane with no Astral access cannot be detected from the Astral Plane by any means.The Campaign During the final change. completely out of contact. hp. Any magical effect can be dispelled. The access points to any Outer Plane must be permanent but magical gates. including truesight. Most Hierarchs and many other powerful Immortals have limited access to their Home Planes by shrinking the planar boundary. and ability scores. and then to decrease the number of Astral access points to zero. Some few Outer planes can only be reached by way of several other planes. any Immortal who eliminates Astral access to his or her Home Plane always leaves an avatar within the plane.
  Those on the Prime are known as the undead. the total number of Eternals in a Sphere is 27." The balance is often mistakenly called Neutrality. for without it. as a "Special. and Thought). breaks. Ability scores: Add one asterisk for each two ability scores (rounding up) that exceed 20. and thought has ceased to be. Experience points for defeating Immortal opponents are calculated in a slightly different manner. each is a representative of ultimate Evil. for lack of space. Quite the opposite. The fifth Sphere. very rare and very powerful. vampire. existence would eventually but inevitably suffer cataclysmic and possibly total destruction. Time. add one asterisk. Entropy has twice the normal number of Immortals. balances all others. If the Immortal's permanent PP total is zero but the creature is not immune to Power attacks. the positive forces would quickly proliferate to extremes. Each Immortal of the Sphere of Entropy has its own Home Plane. If a mortal can use Power only to Wrap defensively.The Campaign The Sphere of Entropy The four Spheres available to player characters govern most of existence. and is sometimes confused with the druidic philosophy. for Entropy shall continue until the last iota of matter. This is by their deliberate choice. etc. To keep the balance of existence. depending on the creature's permanent PP total. demons are infinitely worse. A properly run demon should be a challenging opponent even to powerful characters and experienced players. Energy. they are perhaps the only true Immortals. spirit. and design corresponding details for your creations. add a number of asterisks equal to the equivalent spell level. Magic via Power: If the mortal can use Power to create a magical effect. sure that their characteristics are in balance with the examples given. time.001 or more PP + 5 asterisks + 10 asterisks + 15 asterisks + 20 asterisks Immortal Opponents The standard experience point chart is used to calculate the total XP values of Immortal opponents. destroyed as individuals. Base Value Find the normal Base value determined by the Hit Dice of the Immortal creature. Add another asterisk for every score that exceeds 50. whether by use of Power. Although the hierarchy of that Sphere is a bit different from others. At some point. Whatever you imagine. ghoul. Note the variety of possible forms.000 PP 1. The balance is often oversimplified by fatalistic phrases. magic. The depths of the Evil in these beings is beyond the capacity for mortal characters and DMs. That entire process is the domain of the Sphere of Entropy. Immortals of that Sphere are not really enemies of all others. Entropy. nightshade. Entropy takes away or destroys. If you. wraith. add one asterisk. multiply the Base XP value by 100. to even describe. Use the formulae below for fast calculation when the number of Hit Dice is large. the demons given here should be more than adequate to fill the needs for difficult foes in games at the Immortal level. Without Entropy. must continue.500 PP 501-1. Simply put. 23 . Demons should be as clever and inventive as the best of characters. as follows. gargantua. mummy. Entropy is the name for all changes during which the total essence of the Spheres decreases. All the levels of Immortals of Entropy are not described. If the Immortal is completely immune to Power attacks. by mortal clerics. For example. Such work is not required for play. wight. everything runs down. Despite the restrictions on their abilities. The standard XP chart is given on page 25. Base value = (HD x 250) minus 2. phantom. add 250 points to both the Base value and Bonus value.100 PP 101. though often tragic." if you will—and the forces must remain in conflict to preserve all. and lich. and still another for each that exceeds 75. All this is not to say that demons are not evil. are occasionally created by an Immortal for a specific purpose—usually as an undead form of another creature (beholder. so there are 54 Eternals of Entropy. and make a note of the total." or "survival of the fittest. thoroughly despicable in every way. Multiply the Base XP value by the result. Add one more asterisk for every ability score of 100 or more. as follows. as DM. If the Immortal is not immune to Power attacks (the most common case). choose to create other opponents. but use the same Base and Bonus values. Such creatures can be Turned. divide the creature's permanent PP total by 10 and round up. from least to most): skeleton. Before you place even one demon in a game setting. but may be relevant if you run an epic battle involving many demons. its members have equivalent positions." Immortal Forms The creature section gives full game statistics for a sampling of these ultimate opponents.750 Bonus value = Base value minus 500 Mortal Opponents Use the standard rules for determining the number of asterisks or bonus values to add. though additions are used when a creature can use Immortal Power. The Immortals agree that steady attrition. The ways of this Sphere are beyond the imagination of mortal man. even though the conflict between them is nearly continuous. For every Hit Die over 21. they fulfill their own purpose. 1. energy.). As a Sphere. By being evil. and make a note of the result. Travel effects: If the mortal creature can travel across planes or dimensions. and Entropy would be v i c t o r i o u s . The total numbers are rarely used. The mortal servants of Entropy are (in order of power. the total force of the Immortals of Entropy exactly balances the sum of all the forces of all four of the other Spheres. Experience Points The basic XP system is unchanged for mortal opponents. Add more asterisks for abilities that are comparable to those of the Immortals. haunt. or other means. To adequately balance the other four Spheres. such as "all things must die. Power combat: Add five asterisks if a creature is completely immune to Power attacks. and are present in nearly every dimension and plane of existence in the D&D game. What the other four Spheres give or create (Matter. conflict and destruction would result. the limits on their abilities. calculate the XP value as if the creature were mortal in all respects. there must be force from both sides—"good" and "evil. zombie. if possible. be sure you understand how to handle the mechanics of its special abilities. All higher Immortals recognize and fully understand the need for Entropy. This is the primary reason why player characters cannot enter the Sphere of Entropy. The fight is part of the natural process. spectre. or otherwise ceases to be. They are the ultimate opponents. Other forms. Mortal Forms The servants of Entropy are legion. to be fought and. If a creature can use a Power attack against an opponent add five or more asterisks.
  000 to find the PP value. for a Total Bonus Value of 50. 5 for Power. 5 for Power. and so forth). only a small percentage of the total award is earned. Total Value: 169. Since Immortals measure XP in Power Points. If discovered to be an Immortal. XP totals are best kept to one decimal place (i.000 XP. 7 for Status) times 1. and so forth. and round up. If the Immortal places 60 of his 370 hit points in an avatar. If an Immortal who is using an Identity is defeated. which cover the range of most Immortals. If the Immortal's Wisdom or Intelligence score is 7 or less. then defeating the character.5 PP). which are common at this rarefied height of existence) would be calculated as follows. Amounts may be converted to PP for games in which most or all of the PCs are Immortal. Other special bonuses may also be added for certain Immortal creatures.500(15.000 of the Empyreal's Power points for magic. Base Value: 8. The DM and the players may decide together whether to discard or keep track of remainders to the permanent PP total. and add the number of asterisks given. Examples Five asterisks are added for each of the following abilities: Immune to mortal blows Immune to ability score attacks Immune to all mortal magic Immune to medium-level Immortal magic (such as those effects with base costs 14 PP or less) Movement rate from 1 to 24 miles per round Ten asterisks are added for each of the following abilities: Immune to all Immortal magic Immune to Immortal blows Movement rate greater than 24 miles per round The XP/PP value of a normal PC Temporal (newly arrived) would be calculated as follows.2%).078.500 XP (for 45 HD) multiplied by 1. The percentage is equal to the percentage of hit points placed in the avatar. add one asterisk for each Power attack mode usable (even if only a defensive Wrap).800 XP each (for 20 HD). Base Value: 2. the total XP value is also halved. Standard XP values (not PP) should be used in all games involving mortal adventuring parties.000.000. for a Total Base Value of 118. The DM may add others as desired. Find the Immortal's status on the following chart. Example: An average 3rd level Empyreal has an XPV of 2. One asterisk is added for each of the following abilities: Takes only minimum damage from mortal 24 . the total XP value is halved. the avatar's XPV is 60/370 of the original (16.200 feet per round but less than 1 mile per round discarded. divide the total value by 10. Status: This general bonus represents all the benefits of Immortality (A-M and various other resistances. compared to the Immortal's total.000 XP) until the adventure is completed.8 PP Special Situations If the Immortal must expend only double PP cost to produce magical effects not of its Sphere.000 XP each (for 45 HD).000 PP divided by 10). or 237. Total XP Value The total XP value is simply the sum of the multiplied Base value and the multiplied Bonus value. The three basic categories are Magic. dividing the Identity's hit points by the Immortal's hit points to find the percentage.400 XP.375 XP (for 20 HD) multiplied times 50 (500 PP divided by 10). Any leftover decimal should then be 18 19 20 Other Bonuses Add the following additional bonuses to XP calculations for Immortal creatures with special characteristics. for a Total Bonus Value of 328.150 XP. Aura. add 10 asterisks.750 XP. 20 for Status) times 8. award XP as if this was an avatar. or 385. Otherwise. Decimals in the second and further places (representing 100 XP or less) should always be discarded in Immortal-level games. when all the awards for creatures can be added together. not 16. rounded to the nearest 1. but such characters may wish to gain every possible morsel of Power.e. Magic: If the Immortal can create magical effects by use of Power. The amounts involved are insignificant to all but Temporals. Power attacks. If the Immortal's physical form limits the creature's physical ability scores to half value or less.9 PP The minimum XP/PP value of the Hierarch of a Sphere (not counting special added bonuses.375. Add that number of asterisks for magic use. add up the number of asterisks and multiply the result by the Bonus value as determined by the creature's Hit Dice. Power combat: If the Immortal is immune to Power attacks. Initiate Temporal Novice or L1 L2 or L3 L4 or L5 Celestial Novice or L1 L2 or L3 L4 or L5 Empyreal Novice or L1 L4 or L5 Eternal Novice or L1 L2 or L3 L4 or L5 Hierarch Novice to L4 Level 5 (Full) or Immortal blows I m m u n e to low-level Immortal magic (such as those effects with base cost of 7 PP or less) Movement rate greater than 1.5 PP. Bonuses: 28 asterisks (16 for Magic.000 XP.The Campaign Bonus Amounts Standard bonuses (asterisks) are added in three categories.750. or 20 for those restricted to effects of a single Sphere. or 1307. Though the avatar has comparatively few hit points. To find the total Bonus value. Divide that number by 10. This number is 160 for Immortal PCs and most others. high ability scores. Total Value: 13. find the highest PP expenditure possible for creating a single unmodified effect. f o r a Total Base Value of 12. 6 7 8 9 10 11 12 13 15 16 17 Avatars If the Immortal creature defeated is an avatar. Bonuses: 41 asterisks (16 for Magic. but the balance and scope of the system should be carefully maintained. 8 asterisks are added for magic use. and Status. Power combat. he is only worth the XP value of the I d e n t i t y unless the Immortal was discovered using Immortal powers. or 16.135 XP (38. it is capable of using all 4.
  550 1.800 2. H i s natural Aura.100 1. and observed the results of your choice. Adventure Planning The standard Adventure Planning method is explained fully in the D&D Companion Set (DMC page 2). so the proportions vary widely. while too few can make the game too easy.050 1. Extrapolation The charts cover rates from 2 to 8 sessions per level gained. and divide that result by the number of sessions selected.The Campaign Note on Magnitude The XP values of Immortal creatures are obviously extremely large. first decide how many adventures should be needed. and thereby boring. while six to eight are satisfying for higher levels.100 1. l i t t l e or no awards are gained for treasure (the characters having gone beyond such mundane things). It is provided so that the DM may plan ahead.150 1. the Temporal can make h i m s e l f immune to magic by increasing A-M to 100%.650 to to to to to to to to 13 13 + to 14 14+ 15+ 16+ 17+ 18+ 19+ 20+ 15 16 17 18 19 20 21 1. it should apply to all adventures. If players make too many mistakes. To use the charts.000 1. Other numbers may be found by the following approximate method. Too many sessions can cause player frustration. be prepared to add extra bonus awards for a good attempt (though the total should still be less than for total success).000 For every Hit Die over 21. But try to resist the temptation.350 1. The XP needs of Immortals of different ranks require separate charts. Finally. the balance made up by treasure and other awards. With one bare-handed punch he can inflict up to 6-36 points of damage. XP for defeating monsters represented about 20% of the total gain.8 million XP) or draeden (up to 30 million)! Monster's Hit Dice Under 1 Experience Points for Creatures Base XP Value 5 Special Ability Bonus per Asterisk Monster's Hit Dice Base XP Value Special Ability Bonus per Asterisk 1 1+ 2 2+ 3 3+ 4 4+ 5 5+ 6 6+ 7 7+ 10 15 20 25 35 50 75 125 175 225 275 350 450 550 I 3 4 5 10 I5 25 50 75 125 175 225 300 400 475 8 8+ 9 9+ to 10 10 + to 11 11 + to 12 12+ 650 775 900 1. and at very long range. or aren't properly playing their character roles. if his form is slain he is still an effective opponent (though incorporeal). assuming the part of a mortal in all respects. Once the number has been chosen. you may penalize the awards and/or the rate of progress to give them time to learn. not XP. unless you play the creatures much weaker than they actually are. Consider the powers of a mere Novice Temporal. on the average.700 Eternal 3. find the chart that represents the rank of the characters in the party.250 2. They should be applied without modification to parties consisting entirely of Immortals. When planning for a game. and total the amounts indicated. which are given below.375 2. One simple 5point Power attack acts as a death ray against a victim who cannot use Power—and the Temporal has 500 PP. Multiply the figure by the number of characters. In games for mortal characters. Extrapolation Chart Temporal 220 Celestial 900 Empyreal 1. requiring no PP expense. Whenever an Immortal character serves as an Observer (q. The total figure is the amount of Power Points that should be awarded for an entire game session. since the Aura and Power abilities remain. the number may be modified. then. aiding one's Sphere. Sphere is irrelevant. for an Immortal to gain a level of experience. The numbers given apply only to good play.000 2. and any size group from 1 to 10 characters. all PC Immortals use the same progress chart. will eventually immobilize all mortals nearby. With a quick and minor Power expenditure. that such a creature has an XP value of nearly 170. such as the repeater (1.).500 550 625 700 750 800 875 950 1. and so forth. In the Companion Set. In games for Immortals.250 l. and can produce Power attacks for a very long time. estimating the number of game sessions needed for a character to gain one level of experience.850 2. And imagine the shock to a mortal who discovers that even the powerful Immortals fear other even greater opponents. find the appropriate numbers of each rank on separate charts. When you have played several games.125 2. Start with a figure from the Extrapolation chart below. add 250 points to both the Base value and Bonus value. If mere bad luck interferes with success. Round up to the next whole number of PP.v.000 1.350 1.000 points. If the party is a mixed group. Most of the total award will usually be for completing a mission. The DM may wish to poll the opinions of the players. based on the character's rank. Small wonder. the standard award is 10% of the number given on the chart. Five is a recommended number for low levels.400 . The figures given on the charts represent amounts of Power Points. rounded up. and some DMs may feel inclined to lessen them.500 1. one planning chart was given for all mortal characters of Name level or higher.
  134 1.825 4.575 1.125 2.550 2.350 1.700 1.950 6.400 4.100 2.500 567 1.275 1.650 8.267 2.620 1.125 1 2 3 4 5 6 7 8 9 10 450 900 1.488 1.350 1.360 1. Empyreals Number of Characters 2 3 4 Rate of Progress 5 6 7 8 1 2 3 4 5 6 7 8 9 10 850 1.158 1.440 1.250 340 680 1.913 2.500 1.984 2. Celestials Number of Characters 2 3 4 Rate of Progress 5 6 7 129 258 386 515 643 772 900 8 113 225 338 450 563 675 788 900 1.700 1.700 3.000 225 450 675 900 1.215 1.550 3.700 2.150 3.250 2.125 1.667 425 850 1.800 2.134 1.250 5.250 180 360 540 720 900 1. but double all numbers E.943 2.200 1.029 1.013 1.063 1.550 2.600 4.025 2.267 2.458 1.350 1.380 2.040 2.720 3.400 284 567 850 1.800 2.834 1.700 2.260 1.400 3.286 C. Hierarchs: Use values as if Eternals 26 .400 3.534 5.400 2.967 4.800 7.200 1.050 4.429 213 425 638 850 1.100 587 660 734 385 440 495 550 44 88 132 176 220 264 308 352 396 440 37 74 110 147 184 220 257 294 330 367 32 63 95 126 158 189 220 252 283 315 28 55 83 110 138 165 193 220 248 275 B.060 3.700 1.700 3.800 2.186 2.417 243 486 729 972 1.700 2.100 5.020 1.Adventure Planning Charts A.975 3.080 1.500 300 600 900 1.100 5.125 D.500 1.275 1.700 2. Eternals: Use Empyreals chart. Temporals Number of Characters 2 3 4 Rate of Progress 5 6 7 8 1 2 3 4 5 6 7 8 9 10 110 220 330 440 550 660 770 74 147 220 294 367 440 514 55 110 165 220 275 330 880 990 1.800 150 300 450 600 750 900 1.050 1.834 3.
  The number given is always a percentage. turn to the Index and review the information on the topic. be sure that your creatures fit within a developed logical framework that governs existence.Creatures Introduction This section cannot accurately be titled "monsters. Status: If the creatures described are Immortal. Name: The name given for each entry is the common term used by Immortals when referring to such creatures. Thought. the word "unique" appears next to the number appearing. rather than a variable. and these will probably pose the greatest challenges to your imagination. And some could destroy an entire planet in less time than it has taken you to read this book. nearly every Immortal creature serves a single Sphere. General information about the Sphere of Entropy is given w i t h that monster description. simple. If the creature is unable to use any physical attacks. are common in games at this level. Time. the range of hit points equals 1d8 for each Hit Die. Since many of these creatures may eventually appear in games involving both mortal and Immortal beings. Some creatures are so large or fast that their movement rates may be given in miles. While designing. damage is often "special. This figure normally corresponds to the status. Here you will find creatures of all the Spheres of Power. the first figure is the distance the creature may move in one 10-minute turn. Sphere: Most creatures of the Astral and Outer planes are affiliated with one of the five Spheres of Power—Matter. If this line is immediately followed by another giving specific hit point figures. You and your players will find that a logical multiverse offers far more satisfaction. Armor Class (AC): Negative Armor Classes level is listed. and a class and Creature Descriptions The basic statistics for each creature are preceded by details especially relevant to games that involve Immortal characters. be sure to learn it before starting play. but some are entirely different from a n y t h i n g you have ever imagined. or Entropy. Then write this new name beside the common one given. or not at all. This may be used as a general guide to the challenge presented by the creature. A few could be used with good effect. Hit Dice: This number always determines a creature's base chance to hit a target in physical combat. The text describing each creature is divided and labeled clearly for ease of reference. and do not roll for hit points." and described in the text. the type of attack it most commonly uses is listed instead. so only one number or range is given. Others are explained in the text. Otherwise. Some beings of these Spheres may lack material forms. your own view of this fantasy realm. Anti-Magic (A-M): Nearly any extraplanar creature may be resistant to the effects of magic. following either the guidelines given in this set or. in parentheses. Move: As in previous rule sets. Power Points: Power and its uses are integral parts of D&D games at this level of play. and Thought. Though most living things are composed of two or more Spheres. Read the notes carefully. home of mortal man. Encourage the players to invent names for each. When you encounter references you do not understand. might be given as a constant. All the creatures described in the following pages are native to planes other than the Prime. than a random creation. alien. is the distance a creature moves in one 10-second round. The following creatures are only a few of the infinite forms of life that populate the vastness of the multiverse. This is for use with a campaign map of standard scale. You might add an interesting twist to your games by not revealing the name of a creature encountered. if you first become familiar with the new game rules for this level of play. Movement rates are given in feet. each 5. and is much more playable. Damage: The range or n u m b e r given applies to the types of attacks noted on the previous line. their class or equivalent status is given. Appearing: Few of these creatures appear in dungeon settings. A complete catalog would no doubt span several thick volumes. In all such cases. especially if encountered as an opponent. Energy. an impossible task for this limited work. Few creatures reveal their full movement potential unless they are hurried or attacked. If many attack forms are possible. Some entirely mortal creatures have gained the ability to use Power. or complex. the AC is always listed in full form. Attacks: This figure is the number and type of physical attacks usable by the creature. those for mortal characters alone. If you are not familiar with Power. Remember that nearly any creature can choose to move at very slow rates. and is usually a simple fraction or multiple of 24. But these fearsome foes should be more than enough to challenge even the mightiest of player characters.280 feet long. If the creature is one-of-a-kind. Despite this. based on what the characters experienced. MDM page 2. Save As: Saving throws for mortal creatures are the same as for characters. The second figure. following the guidelines given for all Immortals (Table 1). use these. however. if you prefer. Some of the creatures herein simply cannot exist in the environment of the PC homeworld. only the details of the physical ones are noted. applying standard procedures. Time. always different from the name given and often unpronounceable." Many of these beings are allies or acquaintances of player character Immortals. Every intelligent race has its own name for itself. if you are a skilled enough Dungeon Master to insert them properly. It makes little difference whether your logic is familiar. Full details on A-M are given in the D&D Master Set. Therefore feel free to design your own creatures. This is a common feature of many Immortals. and refer to the creature by that new name from then on. Other beings of that Sphere are often variations on the usual monsters described in previous rule sets. Very few creatures given here are of the Sphere of Matter. For creatures of the Astral and Outer planes. Immortal creatures may sometimes save as mortals or Immortals. They fit neatly into the great scheme of things. Hit points. None should appear with any great frequency in usual D&D® games. Most of the creatures herein are from the other three Spheres—Energy. you should have no difficulty using them in play. Every Immortal creature has a fixed number or range of Power Points. No. Only one race of beings is given for the Sphere of Entropy. though some are monstrous foes indeed. 27 . however. in which each hex is 24 miles across. the number of miles is always a multiple of 3.
  however. your games are too combat-oriented. Immortals usually respect every creature's right to life. but may be good-hearted. they manage to arouse resentment in nearly everyone they meet. Neutral is the most common alignment found in the multiverse. 28 . He or she may choose to fight to the death of his material form. Few other Immortals agree. senses. mortal) or None -15 100 None Magic or Power only By effect or Power attack 1(1) Empyreal 5 12 Description: Baaka are living guardian-obstructions (walls.). By now you should know that behavior and motivation are different aspects of a creature. Their full description is given in the D&D Master Set (MDM page 40). leading to great epic adventures. An orderly. as most creatures act in their own self-interest.000 before announcing their total earned. They may nevertheless use all forms of Power combat. Immortal strength can propel most non-magical objects with enough force to overcome such resistance. None Lawful 566.). size.000 (adding four zeroes) before dividing it among the participants. Whenever immunity to magical weapons of a given strength is noted. An Immortal. whatever their intentions.Creatures Morale: Morale checks are fully explained in the revised D&D Basic Set (DMR page 19). Despite their good intentions. with a maximum volume of 1 million cubic feet. on an Immortal scale. An Immortal's simple Punch attack. and good players will find more inventive uses for the creature's service than for their possessions. They are so outraged by any neutral. doors. Baak Sphere: Status: Power Points: Anti-Magic: Armor Class: Hit Dice: Move: Attacks: Damage: No. They are often black monoliths.000 vs. Small ideas presented here can easily stimulate your imagination. In the opinion of the Hierarch (who has little experience in working with the substance of the other Spheres). Immortal opponents Abilities and Limits: Baaka never move or reason. so they are quite resistant to damage. a thin strip encircling an entire planet. Though they are mortal. this applies only to standard weaponry. chaotic. Alignment: This category lists a general indication of the creature's behavior. and may use Power to create any magical effect listed for the Sphere of Matter in response to attacks and other stimuli. Resistances (including the attack forms to which the creature is wholly or partially immune). A Chaotic is usually disruptive. But the creature's current project may make such a delay unacceptable. and probably contain very little role playing.250 (45 PP) vs. tunnels) created and used by the Immortals of Matter. for example. Habits. And they are multiversally considered to be the most obnoxious creatures in all the Home Planes. evil. must weigh the factors carefully. etc. Archon These Lawful champions of goodness are sworn enemies of Chaos. but those of his Sphere dare not voice their opinions. but may be any one color. even though his or her fist is a non-magical weapon of sorts. or selfish intentions. Appearing: Save As: Morale: Treasure Type: Alignment: XP Value: Matter Mortal 5. A baak may have nearly any shape. and often explain how they fit into the greater scheme of things. etc. Archons have very narrow views of what is acceptable behavior. Morale is an important factor in all good roleplaying games. The information in the last two categories offers your best guide for role playing and further development of the creatures. mortal opponents 457. baaka produce effects of Immortal levels. XP Value: The number listed is always measured in Power Points. They are native to the Home Plane of the Hierarch of Energy. They are entirely mortal. always inflicts damage when it hits. Many creatures native to planes other than the Prime have treasures in forms that mortals cannot appreciate. Common forms include a cube 100 feet on each side. remember to multiply the figure by 10. or a huge rectangular solid floating independently in space. since a new form can be created. Treasure Type: Treasure is not an important element of Immortal-level games. If your creatures always fight to the death. Text: The details presented in the text are always given in the same order: Description (appearance. Abilities and Limits (possible attack forms. They are made of reinforced diamond.000 100% (vs. Nearly any intelligent creature will flee or bargain if its death seems imminent. You may also modify or omit Morale to reflect the situation. and Background. If you do this. If the creature is defeated partially or wholly by mortals. remember also to divide the share that applies to Immortal characters by 10. or evil behavior that they are avoided by all other creatures. his creations are shining examples of the perfect blend of beauty and power. law-abiding creature may have good. and in such cases survival of the form may be critical.
  If its hit points are reduced to half normal or fewer.500 75 271. They are completely immune to mortal magic and take minimum damage from mortal blows. baaka are useless in any other capacity. and successfully resist time.Creatures Resistances: Baaka have no ability scores so they are immune to ability score attacks.000 80 Sphere: Status: Power Points: Anti-Magic: Armor Class: Entropy Celestial 2. a baak cures itself magically (employing a cureall for maximum effect). Appearing: Save As: Morale: Call Other: Treasure Type: Alignment: XP Value: -3 29* 240 90'(30') 120'(40') 2 claws/1 bite -4 32* 340 120'(40') 1 tail/6 weapons 2-8/by weapon 1 or 1-2 Empyreal 2 Special 60 -5 35* 430 60'(20') 150'(50') 1 sword/1 whip 1-10/1-2 or special 1 or 1-2 Eternal Novice Special 70 1-4 each/2-8 + poison & disease 1 or 1-3 Celestial 4 Special 50 E Chaotic 535. Habits: Baaka somehow have life without energy or thought. Baak suffer normal damage when attacked by Immortal blows or magic. Appearing: Save As: Morale: Call Other: Treasure Type: Alignment: XP Value: 0 20* 100 120'(40') 180'(60') 2 claws/2 talons/1 bite 1-4 each/1-8 each/1-6 1 or 1-3 Novice Special 10 B Chaotic 71. A baak perfectly executes the instructions of its creator. For each point of damage inflicted upon a baak. Created to serve as nearly invulnerable guardians. a diamond of 1.375(27 PP) Roaring Entropy Empyreal 5. and does absolutely nothing else.000 gp value is chipped loose.750(13 PP) Hissing Entropy Empyreal 3. guarding various treasures and secret ways.300 60 Power Points: Anti-Magic: Armor Class: Hit Dice*: Hit points: Move: Flying: Attacks: Damage: No.075(7 PP) Groaning -1 23* 130 60'(20') 60'(20') 2 claws/1 bite 1-3 each/4-18 1 or 1-3 Temporal 3 Special 20 -2 26* 180 60'(20') 2 pincers/2 horns/l bite 2-12 each/1-3 each/1-6 1 or 1-3 Celestial 1 Special 30 C Chaotic D Chaotic 137. They are nearly the ultimate form of order and solidity.375 (97 PP) G Chaotic 1.750 (156 PP) 29 . Exact types of attacks may be specified in its instructions.000(53 PP) F Chaotic 973. It is typically ordered to attack all creatures (except its creator) who approach within a given range and/or those with hostile intentions. such as forcing movement without physical damage.200 65 Hit Dice*: Hit points: Move: Flying: Attacks: Damage: No. Background: An Immortal of Matter once studied the forms of the elemental rulers of Earth and discovered how to condense that form to make the baak.568. Demon Screaming Sphere: Status: Entropy Temporal 500 50 Croaking Entropy Temporal 800 55 Howling Entropy Celestial 1.
  but as with other Immortals. These bodies can be slain. but can produce results.000 per head 90 -8 40* 660 150'(50') 150'(50') See below See below 1 (unique) Hit Dice*: Hit points: Move: Flying: Attacks: Damage: No. if the DM permits. A demon never reveals any of its true names. the demon's life force abandons the material form and returns to its Outer Plane home. and who were so evil and cunning that they achieved Immortality. and Constitution. whatever the threat. Such research is extremely dangerous. Appearing: -6 15* 75 120'(40') 180'(60') 2 talons 5-8 each + energy drain 1 (solitary) Save As: Morale: Call Other: Treasure Type: Alignment: Initiate Special 40 1x2 Chaotic Special Special Eternal 5 Special Special E. In the D&D game. a demon is an Immortal who serves the Sphere of Entropy. food) Immune to mind-reading. caught.500 (682 PP) Abilities of all Demons: A + 1 bonus to surprise and initiative rolls Power use (combat and magic) Call Other (percentage chance to summon aid. its life force can be pursued.300 (3 PP) 6. Any demon encountered outside of its Home Plane is performing a service of some sort. The statistics given describe the normal bodies that demons use for most of their appearances outside their Home Planes. Each demon is an individual. A mortal cannot gain complete control over any Immortal. Dexterity. that demon can be forced to obey or serve. These are unknown. it is rumored that if all of the truenames of a demon are somehow known. After a time. energy drain. given sufficient time. can assume any form desired (as the 9th level shapechange spell. and that a demon summoned and perhaps constrained in some ways is still free-willed. and energy. There it is immune to all mortal magic. and permanently destroyed. "Demon" is a common term once applied to nearly all monsters— including everything from gargoyles to dragons. with a form much different than its current one.825. However. G. Intelligence. however. and regenerates quickly (1 hp per Hit Die per round). Many are normal powers of all Immortals. aging. H. to a maxi- 30 . but at will). The Greater Talents of Immortals of Entropy are Strength. disease. For demons of High Empyreal status and above (the roaring demons and demon rulers described herein). F. If the demon's body is slain in its Home Plane. a demon is a very powerful creature. and Constitution) of a demon's form cannot exceed the number of Hit Dice given for that type. It dwells in its own place. the demon creates a new body and resumes normal activities. All who have ever dealt with demons have eventually been utterly and permanently destroyed. Ability Scores Demon ability scores are determined in the same way as for other Immortals.000 (746 PP) XP Value: 39.500 85 -7 39* 620 90'(30') 180'(60') See below See below 1 (unique) Eternal 4 5. and was either sent or summoned by a more powerful demon or by an extremely powerful (or very foolish) mortal. but this may draw the atten- tion of the demon involved. Some names of demons may also be discovered through similar research. death ray Minimum damage from any mortal attack form Anti-Magic In its Home Plane. water. Standard Abilities and Resistances All of the following characteristics are natural. 1x3 Chaotic 7. money. Many powerful spells must also be used. A whispering demon's Charisma may exceed its Hit Dice. Each demon was once a mortal. For most demons. just as characters may aspire to other Spheres. non-magical effects unless noted otherwise. and each has its own names that it bore in mortal and Immortal life. Legends describe the repeated attempts by mortals to control demons. Charisma may equal their Hit Dice. this is a mere inconvenience. Most demons have chosen and earned their Immortal positions. I Chaotic B. now lost to the past. Most demons were men or monsters who became undead.466. see Tables D2 and D3) Speak with any undead or living thing Control undead Infravision 120' Enter/leave Ethereal Plane at no cost 1/day Enter/leave Astral Plane at no cost 1/day High ability scores (as other Immortals) Regenerate 1 hp per day Resistances of all Demons: Needs no sustenance (air. The physical scores (Strength. Charisma cannot exceed half its Hit Dice. Even one or more wishes cannot prevent this departure.Creatures Whispering Entropy Initiate 400 70 Orcus Entropy Eternal Demogorgon Entropy Eternal Sphere: Status: Power Points: Anti-Magic: Armor Class: 9. one of the Outer Planes of Existence. The ancient spells for calling demons may be discovered through costly research. If it occurs.
  and may produce two magical effects per round by using Power. and the limits for individual demon types are given on Table Dla. or happens to encounter dangerous foes (such as high level adventurers). and the rate is thus normally only 1 point per day. Any demon may Call once per round. Refer to Table D2. rather than fighting its way through them. The bias of all inner and outer planes (except their Home planes) is hostile. however. the demon may Call for aid. Refer to the D&D Master Set (MDM pages 22-23) for detailed information on undead Lieges and Pawns. Demogorgon may use Power from both heads at once. When that type is not available for some reason. regenerates at the fastest rate of 1 point per round. each die is instead automatically counted as a 1. Immunities All demons are completely immune to all forms of mind reading. Enter/Leave Planes Any demon may magically enter or leave the Ethereal Plane at will. whether normal or magical. More frequent magical travel is certainly possible by standard PP expenditure. provides friendly bias. A demon who makes a Call for another cannot us Power in any way during the same round except to Wrap defensively. A demon must drop its A-M voluntarily when planning to create magical effects.Creatures mum score of 25. A demon who remains within utter darkness. regardless of its success. at no Power cost. They are vulnerable to mortal blows and to mortal magic (except the effects listed) but only suffer minimal damage from damaging attacks. Power Points. death rays. the total number appearing may be two or more. The same rate applies to a demon in any Outer Plane of Entropy. a demon may enter the Astral Plane in the same fashion. Its use also enrages the demon. Furthermore. Physical Blow to reduce such damage by half. and those present might be different types. Control Undead Any demon can attempt to control undead monsters as if it were a powerful undead creature itself. once (each way) every 24 hours at most. Darkness. From the Ether. No plane or local 31 . none being larger than 26 HD in size. he or she is normally attended by one whispering demon. Refer to Tables 2 and 3. if convinced that the situation is dangerous. The two rulers never travel together. never randomly select a number appearing. Bonuses and penalties. A demon may not Call in the same round it uses magic or makes a Power attack. Number Appearing The demon rulers. without using Power Points. the normal number appearing is only one. All demons of Eternal and higher status have normal Aura powers when in material form. one roaring demon. are applied normally and fully. once (each way) every 24 hours. and up to six others of various types. All demons may use Power to create magical effects while moving or physically attacking. Demogorgon can automatically take control of a maximum of 150 Hit Dice of undead of any type if she is within 120 feet of them. Call Other Any demon may mentally summon help. So for any type of demon. Nearly any demon who Calls for help will suffer punishment if the aid is not absolutely necessary. Only one demon responds. even when some aid has already arrived. and can maintain the control to a maximum range of 26 outdoor (24mile) map hexes. When placing demons. Regenerate All demons regenerate hit points. However. Any demon responding to a Call may. and can maintain control as long as he remains anywhere in their plane of existence. Each Armor Class given already reflects the typical Dexterity of the form. and thus most demons treat this as a last desperate maneuver. A summary of typical ability scores is given in the general description of each type of demon. If that demon finds unexpected obstacles. Hit points likewise already include all adjustments. Use Strength and Dexterity bonuses in melee according to normal procedures (such as to Hit and damage rolls). a demon can only expend a given maximum number of points for any one effect. Each Call costs 10 Power Points. Always consider the reasons for their appearance. In this case. one to three lesser demons may be sent. appearing within 60 feet of the summoning demon in 1-2 rounds. for exact figures for all scores. and must leave it down if personal effects are to be maintained without risking their sudden disappearance. and energy draining. Ability Score modifiers. if possible (such as by teleporting). There is a percentage chance (different for each type of demon) that the call is answered. Minimum Damage Whenever dice are rolled to determine the amount of damage that an attack form inflicts on a demon. and not rolled. and may continue Calling at that rate. This special effect supercedes that rule. demons are very limited in the type of magical effects they can produce. and ability score losses at standard Immortal rates. The sole exception is the whispering demon. and no problem has ever warranted their combined attention or presence. always involving some great task which demands such exceptional force). if applicable. These are standard attributes of all Immortals of this Sphere. Demons may not attempt a saving throw vs. Orcus can automatically take control of up to 200 Hit Dice of undead if he is within 180 feet of them. and should not be adjusted except for situation modifiers. If a demon ruler is encountered on any of the Inner Planes (an extremely rare event. She may initiate two Power attacks per round. All demons have normal Aura when incorporeal. the demon will usually try to pass them. their fixed costs (for demons). hoping that another demon will hear and respond. aging. As they are not affiliated with any of the four Spheres controlling magic. who send the other demons to perform specific tasks. No limit applies to Power combat. All possible magical effects. Power costs for magical effects are always double the base cost. The maximum expenditure applies only to Power used to produce magical effects. Power Points Immortals of this Sphere use all forms of Power combat in standard ways. or may enter the Ether from the Astral Plane—again. If others interfere with this attack. usually send only one demon who has the abilities required. who is poorly equipped to handle strong attackers and who is thus often Calls for help when necessary. Example: A howling demon (HD 26) can control up to a total of 52 Hit Dice of undead. she can only maintain control to a maximum range of 500 miles (about 21 map hexes). Gaining this control requires the expenditure of 1 PP for each creature controlled. or 1 point per vial. and cannot control any undead already controlled by Orcus. Holy Water This substance can damage demons. Call even more aid. but (as with all attacks) inflicts only minimum damage. disease. who immediately responds by attacking the individual who used the holy water to attack it. but all other demons lack this power.
  and can carry off a man-sized or smaller victim as per the Swoop attack rule (D&D Expert DM book. Only very useful and powerful magic items are carried. pg 45). Multiple demons of one type may have as much as five times the treasure given. A diseased victim's wounds cannot be healed until the disease is cured. It stands about 9 feet tall. It often howls whenever any of these attacks miss. It has four arms. and goat-like legs. Victims of less than 4 Hit Dice get no saving throw. The fire demon uses magical fire effects whenever possible. it can lash out with its 10-foot-long magical tongue and. the disease still takes effect (no saving throw). if it scores a hit. sharp horns as well as a bite. A victim of 4 to 7 + Hit Dice may attempt a saving throw vs. standing over 8 feet tall on stork-like legs. Speak with Anything Any demon may. poisonous bite laden with disease. Since demons (and other Immortals) are regenerating creatures. it has accumulated the treasure noted. Winged Fury) This demon is part bird and part man in form. though certain ones are immune to damage from normal or silvered weapons. Typical ability scores are: Each Greater Talent: 9-23 (1d8 + 15) Wisdom and Dexterity: 3-22 (1d20 + 2) Charisma: 2-11 (1d10 + l) 32 . A biter can be hit only by magical weapons. a nightmarish resonant sound which causes its victims to shake uncontrollably. it screams in birdlike fashion as it dives to the attack. it pulls the victim into its jaws. Refer to Immortal Saving Throws. and any creature with 8 or more Hit Dice is not affected. A gobbler can be damaged by any weapon. and two smaller human arms protrude from its chest. Any demon encountered wandering (whatever the location or plane of existence) may be wearing expensive jewelry and carrying other items of value. With surprise. Demons do not gain an Immortal save vs. for exact figures. Typical ability scores are: Each Greater Talent: 26-29 (1d4 + 25) Wisdom and Dexterity: 10-29 (ld20 + 9) Charisma: 3 . It does not use its tongue in normal melee. certain weapons may inflict extra damage against them for this reason. Even if the victim makes the saving throw vs. a boar's head. Poison. as they function occasionally at best. even when in melee with Immortals of other Spheres. to hamper or damage opponents. In addition to its two pincer attacks. and bites as well. gaining double damage on each hit. slimy monster looks like a giant humanoid toad. a large muscular body. the swamp demon uses two claws and a bite to attack. biting for double damage (automatic hit). Saving Throws Demon forms are vulnerable to both mortal and Immortal attacks of most types. Its feet are taloned. a mortal physical blow which already inflicts only minimal damage. Abilities include: Each Greater Talent: 15-20 (1d6 + 14) Wisdom and Dexterity: 1-20 (1d20) Charisma: 3-10(ld8 + 2) Groaning Demon (Forest Demon.1 4 ( l d l 2 + 2 ) Croaking Demon (Swamp Demon. even if the attack form is of mortal origin. Death Ray to avoid the effect. Powerful claws adorn humanoid arms. Treasure Type If the demon has a lair on the Prime Plane for more than 48 hours. it Swoops down on one opponent. The forest demon attacks with two claws and a slavering. Typical ability scores are: Each Greater Talent: 25-26 Wisdom and Dexterity: 7-26 (1d20 + 6) Charisma: 2 . Its favorite weapon of terror is its groan. forcing all within 180 feet to check Morale or flee (PCs are unaffected). Always apply Immortal saving throws to demons. Surprise All Immortals of this Sphere gain a + 1 bonus to all rolls for surprise and initiative. Its large feathered 30-foot wingspread provides quick flight. it attacks with two talons (only). speak with any living or undead creature of any type. avoiding immediate death. In melee it swings both claws. Gobbler) This foul. It can produce a fearsome howl. sharp horns. effectively paralyzed. Four-Armed Horror) This bizarre demon form has a wolfs head with long. never in melee. for 1 turn.1 3 ( l d l 2 + l) Physical Descriptions Screaming Demon (Air Demon. at will. but normal human legs. Howling Demon (Fire Demon. as that part is easily damaged (AC 5). A winged fury can be damaged by any sort of weapon. because of the demon's personal Anti-Magic. standing about 7 feet tall. A four-armed horror can be damaged by magical or silvered weapons. leaps and strikes with its foot talons.Creatures condition has neutral bias for demons. In melee. The small arms are used only in normal activities. It stands 10 feet tall. Different types of demons never occupy a single lair. In a Swoop. but not normal ones. but usually with many coins. Lacking surprise. Biter) This is a tall humanoid with the torso and arms of an ape. it may attack with its long. If the air demon can gain surprise. two long arms are attached at its shoulders and end in crablike pincers.
  The demon can change from one form to the other in 1 round. The demon rulers have all the standard abilities and immunities of other demons. its great power and Charisma enable it to convince or force even the most rampant chaotics to cooperate. The two rulers are nearly equal in power. the demon (if damaged) is cured 1-10 hit points and a like amount of Power Points with each such drain. It possesses leadership and domination abilities. In snake form. and a wide variety of weapons are often used (including swords.Creatures Each Greater Talent: 28-35 (1d8 + 27) Wisdom and Dexterity: 16-35 (1d20 + 15) Charisma: 16-35 (1d20 + 15) Charisma: 14-17 (1d4 + 13) Whispering Demon (Charmer. A manslayer can be damaged only by magic weapons of + 2 or greater enchantment. See the D&D Companion Set for details on slicing and draining abilities. The water demon's semi-human form is a six-armed female human torso (about 7 feet tall) atop a 10-foot-long snake body. as applicable). and may use a spell-like power at the same time. All of Orcus' ability scores are 90. Poison. at no cost in Power: detect magic. and are also immune to poison. and fear. and may technically command even Orcus. The demon's spell-like powers of charm person and hold monster can be used to great advantage in combination with this energy drain effect. true seeing. Sharp horns protrude 1 foot from each side of its head. Unlike other demons. A destroyer can be damaged only by magical weapons. it usually roars. both commonly shapechange to any form convenient to their purposes. but the victim is completely unaware of the effect until 1 turn later (if still alive). and refer to Table D4. The physical forms described here are those most commonly employed by the demon princes. but this form is rarely seen. Rather than fighting for itself. He also commands a small body of loyal Immortals of various types. If refused. know alignment. It prefers to appear as an extremely seductive mortal. The spit causes blindness unless the victim makes a successful saving throw vs. as suits its goals. with varying chances of success (as listed on Table D3). all of Demogorgon's are 95. Orcus (commonly called The Goat) is commander of all mortals of the Sphere. The following abilities are usable at will by either demon ruler. The mountain demon likes to perch on high peaks or crags. Instead of the standard random Call Other ability of all demons. Its natural form is that of a human female with small horns and great bat-like wings. and read magic. It is a reasonable creature. it may either bite or spit poison to a 30-foot range. net). It can speak quite convincingly. a demon ruler may Call many lesser demons. which includes all undead monsters. detect invisible. A whispering demon can be harmed only by weapons of + 2 or greater enchantment. and may use both at once. any pair of hands may instead be used to wield a two-handed weapon. whip. and huge leathery wings rise from its back. If a Gargantuan is chosen. Furthermore. returning to the demon's Home Plane. It prefers to act alone or as the companion of another powerful demon. and the attack forms of a whip. However. Any weapons used are dropped when the monster assumes snake form. but automatically vanishes if dropped or taken from the demon. The touch of a gray deceiver causes an energy drain of 1 level (per round. both for tactical reasons and to assume a commanding position. Both are immune to mindreading. Demogorgon (commonly called The Child) commands most of the Immortals described here. Orcus is a 4th level Eternal and Demogorgon is a High Eternal. These Eternals and all other Eternals of this Sphere possess Aura. Typical ability scores are: Each Greater Talent: 25-32 (1d8 + 24) Wisdom and Dexterity: 13-32 (1d20 + 12) Charisma: 5-16(ldl2 + 4) The Demon Rulers The two following individuals command all the other demons described in this section. either male or female and of any race. part humanoid. a two-handed sword of slicing +5. This roaring instantly summons one or both of two special weapons. it usually relies on a powerful companion or mistakenly beguiled allies to do the fighting for it. preferring to allow its victims a chance to surrender totally and unconditionally. However. and rarely attacks by surprise. + 10 vs. Typical ability scores are: Each Greater Talent: 10-15 (1d6 + 9) Wisdom and Dexterity: 8-15(1d8 + 7) Charisma: 13-24 (1dl2 + 12) Hissing Demon (Water Demon. roll d% to determine the exact type responding. The charmer seeks to dupe its victims by convincing them it is good and innocent. Either weapon appears in the demon's hand when summoned (as the 7th level magicuser spell summon object). paralysis. and the bite venom is deadly (-4 penalty to the saving throw). though great and sufficient cause must exist. and may use a spell-like power at the same time. They can be harmed only by weapons of + 3 or greater enchantment. turn to Roaring Demon (Mountain Demon. Destroyer) This demon appears either as a 20-foot-long giant poisonous snake or as part snake. 33 . In turn. they are but two of the many Eternals of this Sphere. read languages. Each of the six arms may wield any one-handed weapon. humans or a whip of draining with the same bonuses. nor with hissing demons. however. sometimes pretending to be a captive. each ruler may choose the types of creatures to be Called. it can be a formidable opponent on its own. able to send and detect thoughts. It relies on false appearances and treachery. Typical ability scores are: stone. Manslayer) This fearsome fanged demon has a 12-foot-tall human body. It can use either of these weapons one-handed. Both rulers are telepathic. Gray Deceiver) This demon is never found with others of its kind. If forced.
  The Black Prince) This demon's normal form is a 15-foot-tall fat goat-like humanoid. Spells is made. Temporary losses of Hit Dice are restored automatically when the victim's PP total regenerates enough to reflect this. The left head's gaze can charm any mortal. producing a special effect as follows. this has the net effect of charming up to 300 Hit Dice of creatures within a 120-foot radius.Creatures Table D5 gives statistics for the Special Followers which may respond to a Call from a demon ruler. A page reference is given for each normal-sized creature. This unique demon can create two magical effects in a single round.). with two monkey heads atop sinewy necks. The Immortal may attempt to save vs. Power Drain or lose 100 PP permanently. not by any mortal or lesser Immortal. one with each head. Mortal victims with less than 30 levels or Hit Dice (including all demi-humans) have no saving throw. apparently the essence of youth and innocence. both heads may gaze in unison while twisting about. Both gazes can also affect Immortals. she assumes her normal form—an 18-foot-tall reptilian monster. His legs are goatlike. Mental Attack for each gaze. hit points. and swings his deadly poisonous barbed tail (-6 penalty to saving throws) as well. with split hooves. and success indicates that the effect is avoided. he absorbs the victim's permanent Power losses (in the same way that a magical cure restores hit points). Any Immortal struck by Orcus' tail loses 1 Hit Die permanently (with a corresponding loss of Power. causing a permanent drain of 1-6 ability score points. Demogorgon (The Child. When willing to fight personally (a rare event). "B" (D&D Basic Set) and "C" (D&D damage or entanglement). 32) for other details on these creatures. two great tentacles in place of arms. and must successfully save vs. pg. the right head's gaze causes insanity for 1-6 turns. and must successfully save vs. Orcus (The Goat. see the Companion Set (DM rulebook. Only a wish will permit curing of this damage. Spells to avoid the effect. The tail can strike as if a whip (either for nal) hit points immediately and permanently. Either head can instead be used to gaze to a 120foot maximum range. When she chooses to fight. His arms are giant-sized but very human. More detailed statistics are given for gargantuan followers. he uses any convenient weapons. and the right. The blow affects mortals and Immortals equally (but an Immortal can create a new. wraiths. The left head affects Wisdom. Their energy drains do not increase in power. If Orcus is not at full Power when this occurs. etc. Any Immortal struck loses 1 Hit Die permanently (and the corresponding amount of PP. All charmed victims will obey Demogorgon's commands for 1 turn. Intelligence. A mortal victim with 30 or more Hit Dice or levels of experience may attempt a saving throw vs. If Demogorgon does not create any magical effects in a round. use levels. The Lizard King. but of course will not perform any self-destructive activity. Each tentacle hit inflicts a horrible rot (no saving throw) which destroys one-fourth of the victim's (origi- Companion Set) listings refer to the DM rulebooks in those sets. Either effect may be avoided if a successful saving throw vs. Bane of Souls. Lord of Darkness. His two great curled ram's horns are his most recognizable feature. and a forked tail. hit points. 34 . Level-draining gargantuans (wights. undamaged form at a later time). not Hit Dice. but with a -5 penalty to the roll. This double-gaze attack affects all Immortals in range as if each victim were attacked by both gazes. She can attack with one tail and both tentacles each round. Demogorgon can affect a mixed group of mortals and Immortals simultaneously with this attack form. and spectres) can only be created or Called by a demon ruler. The Dark Lady) This demon often polymorphs into the form of a human child. however. For mortal characters.). etc. Power Drain or temporarily lose 3 more. wielding one in each hand. Against mortals. but any hit causes an energy drain of 1-4 levels (for mortal character types) or Hit Dice (for monsters). Master of the Dead.
  . Roll 1d100 to check the chance of success in Calling. If a response is indicated. Croaking. Hissing or Roaring Demon Chance of success for. given below each type. Groaning.) Tables D3-D7: Call Other (Orcus and Demogorgon) Choose one of the four categories on Table D3 and roll 1d100 to check the success of the Call. Table D5: Special Followers (Orcus and Demogorgon only) Select one type only. and roll to determine the number appearing. roll again and find the demon type which responds in the appropriate column. by Demon Type Demon Type Maximum PP Expenditure for Magical Effects Table D2: Call Other (Lesser Demons) Find the demon Calling on the top row. Screaming. Whispering Demon D. Limits to Magical Effects. Refer to Table D4 for demons responding.. and D7 for Special Followers. Special Follower 80 90 100 Table D4: Demons Appearing to Orcus' or Demogorgon's Call Only Roll 1d100 and refer to the appropriate column as determined by the choice made on Table D3. Whispering Screaming Croaking Howling Groaning Hissing Roaring Orcus Demogorgon 8 8 14 20 26 32 38 40 40 Scream 10% 01-95 96-99 00 Croak 20% 01-20 21-95 Howl 30% 01-13 14-40 Calling Demon Groan Hiss 60% 50% 01-08 01-12 13-30 09-20 Roar 70% 01-02 03-05 96-99 00 41-91 92-99 00 31-55 56-88 89-95 96-98 99-00 21-37 38-60 61-90 91-97 06-25 26-90 91-95 96-97 98-99 00 98-99 00 Whisper Demon 40% Responding Screaming 01 02-03 Croaking Howling 04-06 Groaning 07-65 Hissing 66-97 Roaring Whispering Orcus 98-99 Demogorgon 00 Dlb. or Howling Demon C. All Magical Effects Usable by Immortals of the Sphere of Entropy (See Inside back cover for table Dlb. The response is automatic (100% success). D6. Orcus Demogorgon 50 55% 85% 95% 100% B.Creatures Reference Tables: All Demons Table Dl: Magical Effects Produced by Demons Dla. or Tables D5. Table D6: Type of Gargantuan Responding (Orcus and Demogorgon Only) Orcus Skeleton Zombie d% 01-28 29-51 Demogorgon Spitting Cobra Pit Viper Gecko Rattlesnake Responder Croaking Groaning Number 2-5 1-3 A B C 01-20 21-70 01-35 Ghoul Wight Wraith Mummy Spectre Hissing Howling Roaring Screaming Whispering 1-3 1-4 1 2-5 1 71-95 36-00 96-00 03-00 52-69 70-83 84-93 94-99 00 Python Horned Chameleon Tuatara 01-02 35 . Orcus 3-30 Mummys 2-20 Spectres 2-12 Vampires 1-6 Phantoms 1-3 Spirits 1 Nightshade 1 Gargantuan Undead (See Table D6) Demogorgon 4-24 Horned Chameleons 3-18 Tuatara Lizards 3-12 Wyverns 2-8 Purple Worms 1-4 Small Dragons 1-2 Dragon Turtles 1 Gargantuan Snake or Lizard (See Table D6) Table D3: Demons Responding Possible Responders A. Use Table D5 for choice D (Special Follower).
  HD 7*. AT 2 claws/1 bite ( +breath).500 3d4/3d4/3d4 + paralysis 4d8/4d6 4dl2 + disease 2d8 + poison 3. AC 2. THACO 0.750 9. HD 15*. HD 5 + 1**. AT 1 bite/1 horn. Randomly select one of the three possible types of each creature. AT 1 touch. AT 1 touch. AT 2 claws/1 bite.750 19. AC -2. MV 120'/180' flying. HD 30*. Normal Followers Demogorgon Orcus Dragon (small): B28.750 8. Dmg 1d8 + drain (2 levels) Spirit: C37. MV 90'. THACO 14. HD 6. Brown) Dragon Turtle: C31. HD 6**.250 20. AT 1 bite/ 1 tail. MV 60'. MV 90'/240' flying. Dmg 1d8/ld8/10d6 Horned Chameleon: B32. HD 5*. THACO 13. choose any Chaotic (Black. AC 4.Creatures Table D7: Statistics of Special Followers D7a.250 2 2 12 2 2 3 1 bite/1 squeeze 2d8/4d8 2 bites 1 weapon 1 touch 20. HD 7** to 9**.750 1. AC 2/1/-1/-2. HD 10*** to 12*** Spectre: X56. AT 1 bite/ 1 tail: Dmg 2d8/ld6+ poison Mummy: X54. MV 120'/THACO 15.500 26. AT 1 touch.200 35. AC 3. MV 90'/30' swimming. MV 150'/300' flying. AC 3. MV 90' /240' flying. THACO 14.750 28. AC 2. HD 7** to 11**. THACO 8. Dmg 2d8/ld8 + poison Tuatara Lizard: B32. D7b. AC 2. HD 14**** to 18**** Vampire: X57. THACO 13/12/11/10. Dmg 1d10 + drain (2 levels) Nightshade.500 3. Green. AT 2 claws/1 bite ( +breath).300 36 . THACO 14.500 2.750 2d8/2d8 + poison 4d6 4d8 + energy drain (2) 2 claw/1 bite 1 touch 1 touch 1 claw 2d8/2d8/6d8 1d4 + energy drain (1) 4d6 + energy drain (1) 4d8 2 7 14. Dmg 1dl2+ disease Nightshade: HD 20***** to 30***** Phantom: C35. Phantom or Spirit: Refer to the monster description for details. Dmg 1d4/ld4/2d6 Wyvern:X57. Gargantuan Followers Type Cobra Gecko Ghoul AC HD MV THACO AT Dmg 3d4 + poison 4d8 XPV Chameleon Mummy Pit Viper Python Rattler Skeleton Spectre Tuatara Wight Wraith Zombie 7 5 6 2 3 6 6 5 7 2 4 5 3 8 8** 25* 16** 40** 41*** 16** 40** 32** 8* 48*** 48* 24** 32*** 16* 180' 240' 180' 240' 120' 180' 180' 240' 120' 300' 180' 180' 240' 180' 12 3 7 3 2 7 1 bite 1 bite 2 claw/1 bite 2 bites 1 touch 1 bite 1. AC 6. MV 60'. THACO 13. Red. Dmg 2d4/ld6 Purple Worm: X55.
  though a chaotic society. and mutual horror was the natural result. The mortal diaboli are constantly watched and tended by the Immortals who consider them to be a viable alternative source for Immortals if the primary experiment with humans fails—should the overly aggressive humans eventually succeed in their apparently selfdestructive goals. describing the horrible hairy beings who invent all manner of tools to ensure the destruction of all life. using a system of twirling and other motions understood by all adult diaboli. and the diaboli are thus much feared and maligned. but live in fifth dimensional space. slightly better than a normal human's because of natural defensive skills (gaining + 2 to their AC). Diaboli have wellmuscled arms and legs. fourth. This can be used to attack (damage 1-10 plus strength bonus). The diaboli are natives of the Prime Plane. and disciplines as evil. Diabolic interrelations and culture are similar to humans' in many ways. and tolerant attitudes surpass those of humankind. they will not (as a race) be ready for this responsibility for many eons. Cartwheel movement incurs the same fatigue as running and it can be maintained for 30 rounds (5 minutes) at most. All other resistances applicable to mortal humans apply also to the diaboli. The homeworld(s) of player characters are near to. Two small horns protrude from the top of the head. generosity. it may defend with the trident. A long. but may also be used to communicate. chance. Some diaboli religions maintain that humans are agents of evil. creatures from Normal space view Nightmare creatures as hideous monsters. Armor Class: Hit Dice: Move: Attacks: Damage: No. magical effects of diabolic origin cannot affect normals. and can attack with bite and tail if no weapons are available. but never coincide with. or 240 feet per round. but they seem to manage very well without them. The segregation is further aided by the opposed dimensional viewpoints of the races. Diaboli are slightly more physically capable than humans. The diabolus must concentrate when using this maneuver. No immunity or exceptional resistance applies to magical effects of Immortal origin. their Chaotic nature makes most diaboli unsuited to long periods within the Immortal hierarchy. those of the diaboli. By using both its tail and its trident. They promote chaos. of course. and their hands have only three fingers each but are otherwise entirely human. another reptilian feature. and their skin is bright red. The diaboli are unaware of all this. is equipped with the various senses of smell. and inspiration. The preferred tool of all adult diaboli is a barbless trident with an elongated handle. and a victim stung by the tail must save or be paralyzed for 1-6 rounds. and though they may eventually mature and inherit control of the multiverse. If a diabolus does not attack in a round. enhance movement. The diaboli have little interest in war or weaponry. and they try to bring its joys to all who are receptive to such ideas. Some few diaboli explorers have encountered humans on rare occasions. Appearing: Save As: Morale: Treasure Type: Alignment: XP Value: 8 (base. but their art forms. A diabolus' base Armor Class is 8. Background: Though both are native to the Prime Plane. the human and diaboli worlds are separate. of sizes equal to the range found in humans. The diaboli have no set organization or rulers. Similarly. a space made up of the third. and thus no other action is possible at the same time. well-meaning race. Human legends have exaggerated these events. The trident can be used for silent but quite detailed communication. They tell similar tales to their own young. viewing order. a diabolus can use a form of acrobatic cartwheel movement at double the normal running rate. Their feet have split hooves like a pig's. They do practice customs. All diaboli are immune to this venom. and hairless. Although diaboli have existed for nearly as long as mankind. but are generally looked upon with suspicion. However. and gain exactly the same abilities thereby. Some diaboli have achieved Immortality by following routes very similar to those available to humans and demi-humans. normals) or 0 amount spent cartwheeling. All diaboli are utterly unaffected by magical effects produced by creatures from the Normal dimension. The nose is usually longer and lumpier than a human's. they believe that Chaos is the natural disorder of all things. Resistances: Each diabolus saves either as a normal man or as its corresponding character class and level. and heat detection. and are nearly useless. it changes slightly. philosophy. and defend. The misunderstandings will probably never be resolved on either side. Adventurous adult diaboli advance through the same character classes as those available to humans. The pupils of their eyes are vertical slits. The tail is poisonous even to other Nightmare creatures. They do not generally force their beliefs on those who disdain them. contact is extremely rare. They strongly prefer their homeworlds. but these are merely vestigial remains from early evolution. even as the peaceful diaboli view Normal creatures as grotesque monstrosities. Diaboli are aware of the existence of other planes. and must be followed by rest. laws. of course. Because of the alien perspective of the dimension of Nightmare. As with most Nightmare creatures. The amount of time required for rest equals six times the 37 . Their technological base is far more primitive than man's. forked tongue. Each diabolus has a tail just slightly longer than its legs. see below) 1 to 9 120'(40') (and see below) 1 bite or weapon/1 tail 1-6 or 1-10/1-4 + special Any Character class and level Any Any Any (mostly Chaotic) By class and level Description: The diaboli are a humanoid race of Nightmare creatures. as they thus have only one dimension in common. but each time a custom is practiced. sound. but only visit them occasionally by using magic. Abilities and Limits: Diaboli abilities are mostly identical to those of normal men. but strikingly different in others. similar to certain reptiles.Creatures Diabolus Sphere: Status: Power Points: Anti-Magic: None Mortal None 100% (vs. and follow a strict moral code of non-interference. gaining a -5 bonus to its Armor Class. Diaboli wear various types of armor and can thus improve their base AC to a maximum of -3 (with shield and their equivalent of suit armor). and fifth dimension and referred to as the dimension of Nightmare. shiny. They may be found in every Sphere. Habits: The diaboli are a cheerful.
  If seriously threatened.126. and contains a digestive passage leading to the central node. treat each as maximum for Immortals (100). The width at the central node is 10% of the total length.Creatures a standard Wisdom check (unmodified and using 1d100). Many Immortals have chosen to abandon minor projects rather than confront the offending draedens. The node is the equivalent of a stomach. The flexible strands may reach far to each side. but even after millions of years of nearly constant searching. If the check succeeds. The creature's total length is about 1. Draedens usually avoid Immortals and their projects. hit points. or otherwise duplicate Reflect as a Power combat option.800 (1. in all environments. They prefer to wander the depths of perfect vacuum. but only deducts 5 PP as the cost to the monster. Abilities and Limits: Each creature who sees a draeden must make 38 . A swallow attack inflicts only 1-10 points initially. A draeden will not knowingly swallow anything that could pose a threat thereafter. A draeden's true but rarely-seen appearance is a cluster of 20 tubular strands.030-6. They sometimes attack Immortal projects for no apparent reason. preferring to bite until the target is dead. In play. Appearing: Save As: Morale: Treasure Type: Alignment: XP Value: -20 101-200 18 miles (6 miles) Up to 40 blows 1-100 each I m m o r t a l of equivalent PP total (Novice Empyreal to Eternal 1) Special Chaotic 101 HD: 7. but are occasionally encountered randomly. A draeden's intelligence resides throughout a neural network that spans most of the form. By expending only 5 PP. to a maximum range of one-third the creature's total length. all symmetrically attached at a central node and fanning out at both ends. usually Eternals or Hierarchs. this new form of Power attack is called "Reflect. but has no other special immunities.904. Each strand has a mouth at each end. a draeden can reproduce the exact type and strength of any incoming Power attack. but the target takes 1-100 points per round thereafter from the monster's acidic digestive fluids. but can understand Aura communication used by Immortals.) Habits: Draedens despise all elemental material.500 (3. No ability score modifiers apply to a draeden's attacks in melee. Draedens sense their surroundings in some unknown way which cannot be blocked by any known means. and may thus attack up to 20 different opponents with each end of its body. and dislike the substance of the Ethereal and Astral planes. Resistances: A draeden's high Armor Class and ability scores. and ability scores at maximum rate (1 per round). A target cannot be swallowed if it measures more than 1. Such attacks are very rare. They regenerate PP. the viewer sees the draeden's true form. although it is apparently mortal. most invulnerable being imaginable. The creature has a Power ability believed to be unique to its race. and unique Power ability serve to protect it from most attack forms. If they are Immortal. Draedens have no Aura. learn. planes. but rarely do so. A draeden can cross any dimensional or planar boundary by expending 10 PP.587. They can use their mouths to speak any language they encounter. Although the six standard ability scores are inappropriate for describing this life form. It cannot be affected by normal weapons or poison. The draeden's interior is AC -10." Example: An Immortal declares a Power attack against the draeden. and contains several thousand boulders to aid digestion. especially those of the Prime and Elemental planes.000 feet per Hit Die. and dimensions. They may create all magical effects by using Power. These boulders range in size from 1-20 feet. Mortal humans and demi-humans usually see them as huge dragons.500 (756 PP) 150 HD: 16. For most Immortals.000) 99% Armor Class: Hit Dice: Move: Attacks: Damage: No. Draedens can also employ all normal options of Power combat if they so choose. Draeden Sphere: Status: Power Points: Anti-Magic: Thought Empyreal or Eternal 30 per HD (3. All those failing the check believe that they see the deadliest. 99% A-M. A simple bite attack inflicts 1-100 points of damage.690 PP) 200 HD: 30. the Home Planes of the draeden are among the infinite number of Outer planes as yet unexplored by the Immortals. the DM reveals an identical effect and force. Immortals cannot use. The draeden may choose either a bite or swallow attack for each of its mouths. (The discovery of one would be an event of the greatest magnitude. The DM chooses to Reflect. A draeden saves as if it were a Novice Empyreal.000 feet in any dimension. worn to perfect smoothness by the acidic fluids. Whatever force and type of attack is revealed by the attacker. draedens appear to be huge and powerful enemies from the Sphere of Entropy. the Immortals have not succeeded in doing so.012 PP) Description: Draedens are feared and respected by all who are aware of their existence. If a draeden encounters matter it usually tries to eat it. and are made of solid diamond. a draeden will usually use magic to escape across dimensions or planar boundaries if possible. as a state of truce technically exists between the Immortals and this fearsome race. magical or otherwise.
  are called the elemasters. The creatures cannot shield themselves against probes. it is rarely necessary. including spell effects. and add powers as needed. All those of a single alignment stay within the plane of their ruler. They are party of the natural cycle of life. Dragon Ruler Name Pearl. Normal Elementals are not ambitious. Abilities and Limits: The dragon rulers have no Power Points. appear on page 46.Creatures These creatures are very rarely encountered. Luckily. Their lifespans are so long that they see no reason to follow the difficult route to Immortality. and include the haouu and sshai (air). Their physical scores are 1 -6 points greater than humans'.000 years and inhabit every Inner plane and many Outer planes. As noted there. and may suddenly reject all proposals for no apparent reason. all the statistics given are unvarying. but Elemental Creatures Some of the elemental beings described in previous sets are capable of reaching Immortality. Notes on another elemental creature. use the same procedures for converting mortal characters to Immortal status (Players Book. they merely exist. Each ruler has the ability to create a new physical form by destroying the spirit of one loyal follower and converting the resulting essence. These races are described in the D&D® Companion Set. and thus always bring several attendants and allies when visiting. the dragon spirits of the Home Plane find it a great honor to sacrifice themselves for their liege. as they were neutral bystanders during the great Draeden-Immortal war of the distant past. never the total cost.000 (52 PP) Eternal 5 846. draedens sometimes agree to negotiation if opponents are numerous and of Immortal status. Of the noteworthy djinn (air) and efreet (fire). Once every 20 hours on the Outer Planes each spirit dragon can assume its original mortal form for up to 1 turn. But after long strife and negotiations. On any plane but the Prime. Dragons consider history to be irrelevant. As many as 20 draeden have united in this way at least once in the distant past. but possible. are completely unaffected by Power. If a dragon ruler's form is slain on any plane but its Home.750 (34 PP) Celestial 2 438. the Moondragon Opal. They provide a challenge to mortals to strive toward greatness in Immortality. but then immediately realizes that the attack had no effect.000. They plan to outlast their enemies by simply waiting until the Immortals destroy themselves. may strive for Immortality. although no responding attack occurs. Background: Immortals believe that dragons and draedens are closely related. they agreed to peace. most mature dragons—the draconian equivalent of epic heroes—earn the privilege of serving and living with the Great One. but are not detailed here. The base cost is always used to determine immunities. When Immortals assumed the responsibility for all of existence. the phoenix. the Sundragon Diamond. 39 . Dragon spirits bear no grudges against the slayers of their former mortal forms. Some exceptional individuals of other races native to the elemental planes do seek and occasionally achieve Immortality. only their rulers. leaving the multiverse to the draedens once again. all are Immortal. In addition to the previously published spell and weapon immunities. If you wish to include them in your Immortal games. Background: Draedens are the descendants of beings that existed before the Immortals. The dragon populations of each plane are approximately equal. They do not enjoy this benefit when on the Elemental rulers (described in the D&D Master Set) are content to serve as lords of their own kind. Dragons never attack draeden for any reason. It is a joyous occasion. They welcome visitors who are well-behaved. Immortals generally refer to this group of four adjacent Outer Planes as the Draconian Cluster. and hydrax and undines (water). Dragon rulers save as their Immortal status equivalents (given on the chart above) against attacks of Immortal origin. its life force returns to the Home Plane. Dragons and dragon rulers are not affiliated with any one Sphere. Obviously of incredibly high intelligence. These beings are not described in this set. But woe to the disrespectful invader who may be attacked by thousands of dragons at once! Each plane of the four is populated by the disembodied spirits of all dragons that have died in the past. Although this totally destroys the victim. All of these creatures have mental ability scores. horde-beings and kryst (earth). and almost always travel singly. Any opponent using a Power attack against a dragon ruler deducts the amount of PP chosen for the attack form used. and cannot reach this level.500 (84 PP) Status Description: The rulers of dragonkind are described in the D&D Master Set (MDM pages 28-29). Elemental races that are not true Elementals are thus limited to Immortal status within their corresponding Spheres. Resistances: These beings have no A-M. the Stardragon The Great Dragon XP Value vs. not a sad one. The only known instances of multiple draeden appearing have occurred when they deliberately gather to attack some Immortal outpost or project. fulfilling their function in the multiverse. and those creatures treat dragons with the same respect. However. Probes used against them produce normal results. the Great Dragon is immune to effect which costs 15 PP or less. Dragon spirits are reincarnated in mortal form once every 10. usually in the same range as mortal characters. Lesser dragon rulers are immune to magical effects for which the base cost is 7 PP or less. despite the extreme differences in their physical forms and abilities. Their exact population is unknown. but numbers at least 1. they are quite arrogant and self-centered. page 14) to the monster descriptions. are lost as the wider Immortal powers are gained. just as that of any Immortal. Each type of elemental material corresponds to a single Sphere. This is very rare. The largest. or simply the Four. The dragon rulers do not progress within any hierarchy. Immortal opponents Temporal 4 349. No event of this type has occurred for over 200 million years. These beings. But each race of elementals has an Immortal sponsor and protector. Dragons certainly predate Immortals. helions (fire). the draedens became resentful. Draedens still consider the entire multiverse to be their domain. The routes to Immortality for these creatures are somewhat different from those available to player characters. as the dragon rulers care deeply for their subjects and avoid damage whenever possible.500 (43 PP) Celestial 5 526. bravest. they may likewise save to reduce the damage from any physical attack by half. the pashas and amirs (respectively). Note that special abilities. they are immune to certain magical effects of Immortal origin. Habits: Each of the dragon rulers has its own Home Plane. beings who may have actually created part or all of the multiverse. Prime Plane.
  and blows from weapons of + 4 or lesser enchantment. Abilities and Limits: These creatures have minds similar to those of Immortals. They have learned to use Power to cross planar boundaries (50 PP cost). For each full round that a flicker remains within fire or any magical energy effect. to a minimum height of one inch. It is able to shrink or grow at will. space (about 100 cubic feet). or by anyone using read magic.000 90% Flicker Sphere: -18 42 As Immortal Hit Dice: Move: Attacks: Damage: Status: Power Points: Energy Mortal 100-1. and a maximum of 300 feet. but a number of feet long equal to the creature's Intelligence score. 40 . but 20 feet tall.000 (1d10 None 9 Any (see below) x 1) 0 0 4 fist strikes Up to 100 (each) Anti-Magic: Armor Class: 100% (None vs. Appearing: Save As: Morale: Treasure Type: Alignment: Description: The elemasters are high-ranking aides who directly serve the Full Hierarchs of the Spheres. lest they be under secret observation. The Immortals (in a manner similar to that used in Aura communication). Elemasters may create effects of other Spheres. and are able to move through it with ease.000 PP).360 feet (12 miles) per round. They are completely immune to all mortal magic. non-magical. time. Habits: Flickers communicate with each other by the patterns formed by their movements. The maximum movement rate of a flicker is half that of an incorporeal Immortal—63. at rates similar to those of other life forms nearby. The creature may thus appear to normal vision as a glowing symbol or as a written word. One end of the light strand moves in a complex path within a small and requires no Power expenditure. In addition. Though of "trainee Hierarch" status. the abilities and statistics dependent thereon do not apply to these creatures. but usually negate it if they plan to create magical effects. unless seriously threatened. XP Value: None (Power only) None 1-4 N/A 9 Nil Chaotic 8. often stifling their auras and masquerading as young elementals. All standard Immortal saving throws apply as well. Flickers do not otherwise regenerate. Resistances: The elemasters have 90% A-M.250 (953 PP) Hit Dice: Move: Attacks: Damage: No. This strand is only 1/4 inch in diameter. For example. and may expend Power to create any magical effect within its Sphere. It appears as a strand of multi-colored light. Abilities and Limits: An elemaster can use all forms of Power combat.539. Resistances: Flickers are completely immune to the effects of matter. Each has the full ability scores of the elemaster. and the rest of the strand appears to follow the leading end's path. The elemasters' normal forms are carefully designed and expensive to create so they are careful to avoid this destruction if possible. This ability is innate. The local rulers of the elemental planes (detailed in the D&D Master Set) are aware of this. Appearing: Save As: Morale: Treasure Type: Alignment: XP Value: 1 (unique) Hierarch 2 Special Special Neutral 9. and all magical effects other than those of Energy. but at 10 times the usual cost (cumulative with the multiplier for dominance). they are unaffected by all mind attacks except direct ability score attacks. They are immune to magical effects of Immortal origin that have a base cost of 15 PP or less. These patterns can be understood by Background: The elemasters achieved Immortality long ago. They actually do not sense matter in any way. an elemaster may upset the balance of the elements in the Prime plane. at half normal cost (rounded up). thought. Any ability score check manipulating the represented element is never penalized for difficulty (though bonuses for ease apply frequently). An elemaster's normal form is similar to its elemental type. They are vain and selfcentered. the base 75% chance of success (equal to its Strength score) applies without penalty. They represent and rule all of the elementals of the multiverse. Flickers usually choose to move much more slowly.600 Description: A flicker is a being composed entirely of light energy. but extremely powerful and superb at their tasks. They spend much of this time visiting and examining their subjects. They may use all forms of Power combat. Status: Power Points: Anti-Magic: Armor Class: 12.Creatures Elemaster Sphere: Immortals tolerate them for this reason and for fear that. and now protect their exalted positions by preventing any other true Elementals from reaching Immortal status. Power loss or usage regenerates at standard rates. as fast as light itself. Energy effects) No. and never shirk their duties. all magic that could cause instant death (including disintegrate). the creature may either regenerate damage or permanently gain 1 Power Point (to a maximum of 1. as their realms are vast. all of which are 75 ( + 13 modifier). but in a unique non-magical way. Habits: The business of the elemasters is primarily administrative. but cannot create any magical effect. with Intelligence and Wisdom scores ranging from 17-28 (1dl2 + 16). Since flickers have no material forms. Movement may be very slow or extremely rapid—indeed. if sufficiently Element equivalent Hierarch 2 irritated. Each elemaster has standard Aura power. They may accelerate to full speed instantly. the elemasters cannot progress further. and can never become Full Hierarchs. if the Earthmaster tries to hurl an asteroid with a mass of billions of tons at an opponent. and are not classified as regenerating creatures.
  and die immediately if forced to do so unless carefully protected by total immersion in fire or energy. Sphere of Entropy Full Hierarch: Night. will be no exception. You will find much of mythological interest in the tales of ancient Scandinavia. many of whom treat them (somewhat insultingly) as pets. All that is given here is a starting point. flowing lines when the creature is happy or peaceful. Draw on your experience as a Dungeon Master. Sphere of Matter Full Hierarch: Mother Earth.Creatures A flicker's mood can be detected without magical aid. Its patterns contain smooth. Grim Reaper. They are vague enough to be unpredictable. Finally. By choosing your own path. creator of the Comb) Empyreal 1: Ninsun (creator of Glaring Eye) Celestial 3: Saturnius (creator of Pileus) Celestial 4: Idraote (creator of Girdle) Sphere of Time Full Hierarch: Father Time. They developed intelligence through evolution. The patterns become jagged and irregular as the flicker's excitement or irritation increases. This life form is common in the Astral Plane. You may wish to research and use the beings of classic Greek myths. Djaea Hierarch 3: Ouranos (creator of the Sakkrad) Eternal 5: Maat (creator of Ivory Plume) Empyreal 2: Wayland (creator of Armet) Celestial 3: Ilmarinen (creator of Automoton) Sphere of Energy Full Hierarch: Light. or those provided in some published game adventures. you may wish to create a roster of some or all of Full Hierarch: News. or you may prefer an entirely original creation of fantastic beings of your own invention. Some of the first beings encountered by new Immortal player characters are their peers. Pyro. you avoid the pitfall of the player who reads the details of a published roster and acts according to knowledge of which the character would be ignorant. Terra. and occasionally found in Outer Planes of Energy and the Elemental Plane of Fire. Or you may wish to mix several myths together. these NPCs may be around for a while—possibly forever! Everyone likes to know who's in charge. so refer to the appropriate Tables and other sections when you need such information. For any Hierarch. The game details for NPC Immortals of every level are the same as those for PCs. Solarios Empyreal 3: The Korrigans (9 elves. Their existance is well-known to Immortals. the other Initiates and Temporals of their Spheres. you have a free hand. 41 . Color is another good indicator of mood. Flickers do not enter any other plane voluntarily. all powers and ability scores should be at maximum level. for unlike the low-level NPCs whose exit can be as hasty and ill-planned as their entrance. The ranks of demons are merely one group of this Sphere's population. Old Nick. simply recast old but memorable personalities in these new roles. but the meanings of all the subtle hues of which the creature is capable are difficult to interpret fully. Noumena Eternal 2: Tyche (creator of Diamond Orb) Empyreal 4: Ssu-Ma (creator of Tome) Celestial 1: Sinbad (creator of Rainbow Scarf) the 2. By creating your own list and populating the Immortal hierarchy with individuals of your own design. and eventually learned to leave their own plane. you can create NPCs with personalities and who are also driven by understandable motivations. but are similar to the major figures of ancient myths. By using characters that were portrayed by former players. long ago. Introduce them with care. be sure to assign positions to the names of Immortals that players recall as being creators of the Known Artifacts. as we have done in presenting the "known" artifacts of the D&D Master Set. the following indi- viduals are recommended. or you may prefer the Roman to populate your courts of Immortals. and new PC Immortals Background: This race began. Nyx Eternal 3: Masauwu (creator of Fiery Brand) Celestial 3: Skuld (creator of Ortnit's lance) Not all Immortals of Entropy are demons. The powers and ability scores of these lesser Immortals should be typical for their respective levels. in the Home Plane of an Immortal of Energy. Khoronus Empyreal 5: Verthandi (creator of Invincible Hourglass) Celestial 3: Simurgh (creator of the Claw) Celestial 2: Hymir (creator of Steaming Cauldron) Sphere of Thought Immortals As Dungeon Master. If you use a blend of various myths. Their personalities should be appropriate to their sphere. Thus. select Hierarchs for the Spheres before you start play.000 Immortals of the five Spheres of power.
  Appearing: Save As: Morale: Treasure Type: Alignment: See below See below 1 Empyreal 5 12 + Self See below (Habits) XP Value: Not applicable 42 . and produce no curative effect on the jumper. But unlike a typical physical death.000 75% -5 (core) or + 15 (mantle) Unknown (see below) Constant (sec below) rounds forward in time. the life force reappears outside of it. usually demanding 5-50 days per mission (per jumper). made as i f the jumpers were I n i - tiate Immortals. they are entirely mortal. the character temporarily loses 1-10 PP. by moving into it and expending 50 Attacks: Damage: No. and communicate by telepathy. and are now common sights on the Outer and Astral planes. The j u m p effect is produced only by the creature's will. Despite this. Time magic) -7 (body) or -2 (arms) 11 to 30 5 per Hit Die 450'(150') have no special resistance to magical e f f e c t s of their own Sphere of Time. the jumper also steals time from its victims. a j u m p e r is cured of 5 hp of damage and regains 5 PP. the creature gently wraps five arms around the victim. but Juniper Sphere: Status: Power Points: Anti-Magic: Armor Class: Hit Dice: Hit points: Move: Attacks: Damage: No. and can be omitted from the attack if the jumper chooses not to use it. If none are hired. If it fails. Resistances: Jumpers arc completely u n a f f e c t e d by most magic. PP. Any Immortal struck must save vs. To collect. Megalith Sphere: Status: Power Points: Anti-Magic: Armor Class: Hit Dice: Move: Matter Empyreal 5. They thrived and spread quickly. only restoring hp or PP lost or expended. They move by very rapid but non-magical flying. the body measuring about 1 inch across per Hit Die. they can be relied upon. Jumper ability scores are all typically 21 to 26. If the body is also there. this time-jump has a striking effect. Jumpers may use all forms of Power combat. Immortals) or 1 1 None Neutral jumper. Background: These odd creatures were created by a former Hierarch 11 HD: 7. to a maxi- mum of the creature's original totals. but they fear Immortals enough that once paid. and the arms 1 foot per Hit Die. they may retaliate as a group by stealing something. Any mortal victim is aged 10-40 years (no saving throw) per hit. Though its arm inflicts points of damage. who granted them some characteristics of I n i t i ates for their own protection. They cannot create magical effects. and no trace of life force remains. they may Wrap defensively while continuing their assault. Power Drain for each blow.Creatures PP to regain control.500 20 HD: 16. The victim (having agreed to the payment) gets no saving throw.775 (1 PP) 30 HD: 38. Appearing: Save As: Morale: Treasure Type: Alignment: XP Value: Time Mortal 5 per Hit Die 100% (or None vs. but can otherwise attack up to 12 times per round. The creature may ignore any victim who is jumped ahead in time. a flock of these creatures (3-24. When each new Immortal of Time gains a Home Plane. If their motives for attacking are strong. The victim may reinhabit the form in the usual way.750(3 PP) of the Sphere of Time. They may be hired for payment in time u n i t s . Each is far larger than the aquatic version. Standard saving throws apply. The body has the shape of a dodecahedron (1dl2). It gains a corresponding amount of hp. They appear very similar to marine brittle-starfish. with small bodies and long slender arms. Habits: Jumpers are thieves whose self-interest is always paramount. Abilities and Limits: A jumper may use a maximum of five arms against any one victim. For each successful time-jump it causes. and is suddenly jumped forward by the agreed-upon amount after the jumper concentrates for a few rounds. the character's life force (only) jumps 5 each with 11-18 Hit Dice) soon arrive to seek employment. If this roll is successful. The payment can be contributed by up to two individuals per 12 arms (maximum 5 per target) 2-12 each + Special (see below) 1-8 Initiate 8 (vs. A jumper with full PP and hp totals gains 1 Hit Die for each 5 days of time that it eats. These are applied in the same m a n n e r as normal cures. and physical size for each Hit Die gained. They normally insist on payment before providing service. and then concentrates deeply. Description: Jumpers are intelligent life forms that feed on time. it animates immediately. The victim's form collapses. If the body is moved during the interim. The life force reappears in the same location 5 rounds after it vanished. and an arm extends from the center of each of the 12 sides. but they fear such attacks because they have so little power. as its attacks can only inflict damage to the uninhabited form. In play. the life force cannot be found nearby. so that no physical damage is inflicted.
  However. Only the core life force can be attacked by Power or ability score attacks.Creatures Description: Megaliths are the largest known life forms in the multiverse. water. and becomes Chaotic in alignment reacting randomly and instinctively. always fighting to the death. and believe Law to be unnatural and often with evil motivation. Its exact Hit Dice are unknown. and do not bite or claw their opponents. DMC page 34). and can create any magical effect within its Sphere by standard procedures. These are commonly called Nightmare creatures.) is discarded. at first sighting. Of generally good intentions. though the Nightmare beings' views of behavior are again opposite to the views of Normals.0. but are believed by Immortals to be about 1 per mile of the creature's diameter.000 years (1d100 x 1. is protected by an outer covering of mixed solid and liquid matter. any creature who voluntarily travels in this way (from either dimensional viewpoint) simply fails to enter the other dimension if the saving throw is failed. During this phase it ignores most activity within. Nightmare creatures are not poisonous to Immortals. If it fails. for example. The smallest known megalith is about 3. magic. and fifth dimension of Nightmare. even an artifact. Spell or go insane. but has no other special defenses other than its protective mantle. When a wish or other powerful magic is used to force a Nightmare creature into the dimensional space of Normals. over a million. and other devices. the attacks of a gargoyle (a magically created construct) are not poisonous to Nightmare creatures.). a megalith rejects all attempts at communication. Mental ability scores. The active phase lasts for 10. Over long periods of time. and of no practical use in games. Whether it dreams or not. Abilities and Limits: In its active phase. life forms. but the feeling is by no means universal. active and dormant. subtle manipulations of the surface of its mantle. Its physical attacks include great earthquakes and huge volcanic eruptions. During its active phase. fourth. Some Nightmare creatures are indeed evil. described earlier in this section. the different viewpoints of behavior and motivation occur in much the same proportions as they do in Normals. Beings such as humans are called Normals for they live in Normal space comprised of the first three dimensions. Immortal intelligence. The only mortals able to understand megalith "speech" are specialists called druids. Megaliths have no Dexterity whatsoever. A megalith in dormant phase is immune to Power and magical attacks. Habits: The monotony of a megalith's life is broken by cycles. A megalith may. but are of a greater order of magnitude. with bonuses or penalties based on the amount of warning indicated by the circumstances. and can withstand nearly any imaginable attack due to its sheer size. can establish two-way communication with megaliths in active phase. are of the usual range for Empyreals (50 to 75). and even they do not fully understand the process or the implications. and the process of physically reaching it can be difficult.) 0 Near the end of its active cycle. the largest. who is known to them as Urt. and air collect on the creature's surface. a megalith can communicate by gentle. The latter may be used to hurl large quantities of lava (molten liquid matter) to a maximum range equal to the megalith's diameter. The same procedure and results apply when a Normal is forced into the dimensional space of Nightmares. Nightmare creatures are viewed by Normals as horrible. the creature becomes uncontrollable. Resistances: A megalith's core has 75% A-M and is immune to direct Dexterity attacks. A megalith's body has two distinct parts. before starting to cultivate life forms upon and within it. In its long dormant phase. who can tell. on. and around itself. perceive the five dimensions in a way exactly opposite to the human viewpoint. effectively the creature's brain. a megalith 43 . Alignment applies to these the same as it does to Normals. The home planet of all PCs is a megalith. and most are neutrally motivated. the megalith is fully awake and Lawful in alignment. not the core. including Charisma. for most adventurers use weapons. and will automatically attack everyone around it. Magically created creatures of any sort are not poisonous in this way. Normals are likewise poisonous to Nightmare creatures! This is not a commonly known fact. solid core weighing almost 20% of the total mass. They may be related to baaka (q. The Immortals made special arrangements with this creature. finally lapsing into a dormant phase (similar to animal hibernation).v. thus instantly slaying any victim hit and utterly obliterating any object. noting the appearance and disappearance of life forms on and within it aiding their development and defending itself. Each cycle consists of two phases. malevolent beings. etc. is a warm. very thin layers of earth. now nearing the midpoint of its active phase. and rarely penetrate any large fraction of the mantle. Background: All the known megaliths were created at the same time as the multiverse. appear to be a planetary body. another is the diabolus. The range of such effects is measured from the creature's outer edge. ignores all attempts at communication. It cools its outer parts by rotating with increasing speed. They find Chaos to be the natural disorder of all things. The combined force and heat of the lava causes an amount of damage equal to the megalith's Hit Dice. will try to avoid unexpected movements while awake. This covering is called its mantle. The Nightmare creatures view all mortal normals and most Immortals with much the same horror. a megalith loses interest in its surroundings. a megalith can use all forms of Power attacks.0001. Most transient life forms present during a megalith's active phase confine themselves to these added layers. for such can damage or destroy the life forms. and the reverse applies as well. augmented by magical aids such as telepathy. and will instinctively use its mantle to defend itself or to repel irritants. it may be indistinguishable from a planet. It then withdraws its life force to some central point. Among Nightmare beings. and are as yet classified as a different life form. and are immune to direct attacks on that ability score. In the active cycle. the victim must make a successful saving throw vs. Only magical means can cure this insanity. with a minimum of 1. This core. They vary by the creature's size. Some Immortals share this view. Nightmare Creatures _____________________ Life forms who live in fifth dimensional space comprised of the third. Megalith Strength and Constitution scores are extremely high. slowing only after all extraneous material (such as water. An Immortal may make a Dexterity check to avoid being struck. The average weight of a megalith's form varies from 100 to 500 pounds per cubic foot.000 miles in diameter.000.000 (virtually incomprehensible even to Immortals). Its center. and suffers no ill effects. It observes its surroundings and examines itself constantly. in which the life essence resides. All Nightmare creatures are poisonous to Normals. but some are good. and the diaboli are a noteworthy exception to the general rule. One such creature is the malfera (D&D Companion Set. During its dormant phase.
  merely parasites. not merely the form used. Habits: Nippers can apparently live in the Astral Plane indefinitely without sustenance of any sort. but remember that their origins and ancestors may differ wildly from the mammalian emphasis of the PC homeworlds. They are not a disease. Its surface area is about 1 square foot per Hit Die. the number of nippers that succeed in penetrating their victim is equal to the difference between the victim's Armor Class and the Armor Class hit. or may curl up into a tiny ball of airy fluff of extremely small size. They are generally hated and occasionally subjected to mass attempts at extermination. the attack of 10 nippers will automatically hit AC 9. No Hit roll is made for the swarm attack. For example. Unfortunately. Each young nipper feeds immediately after birth. a swarm of nippers may attack two different ones. A standard magical fire ball cast at a typical flock of nippers will incinerate 21-30 of them.125 25 HD: 105. At rest. age and must make a standard Constitution check. 30 nippers hit AC -15 through -19. Nipper Sphere: Status: Power Points: Anti-Magic: Armor Class: Hit Dice: Move (flying): Attacks: Damage: No. They may be easily exterminated en masse by area effects if attacked before they can swarm upon a victim. and so forth (refer each time to the standard Hit chart for creatures of 1 HD). They may float about for years in search of a host body. similar to a small and loosely woven net.500 (10 PP) 50 HD: 299. They all try to burrow into the victim's body. Instead. producing 2-20 young within 1 round. Appearing: Save As: Morale: Treasure Type: Alignment: None Mortal None None 0 1 (1 hit point) 240'(80') 1 swarm 1 and special 3-60 Fighter 1 None Neutral 50 (1 PP per swarm) XP Value: Description: The nipper is a potentially dangerous pest common in the Astral Plane. When a flock of nippers senses a victim. Nippers die instantly in any environment except that of the Astral Plane. They also have no apparent effect on draeden. If this non-random Hit roll indicates success. They can sense warmth and are attracted by motion. and usually avoid them. Nippers may also be located by probes and destroyed by Power attacks even after they enter a victim. For example. It may flutter about in this form. You may create creatures of your own. Appearing: Save As: Morale: Treasure Type: Alignment: XP Value*: Thought Initiate 250 40% -12 5 to 50 72 miles (24 miles) 2 thoughts Special (see below) 1-8 Initiate 9 Nil Neutral 5 HD: 5. Refer to page 4 for more information on the five dimensions of the known multiverse. The effect is so severe that the loss affects an Immortal victim's actual essence. it quickly reproduces and bears live young. If failed. The young require 1 full turn to reach maturity. but is rarely more than 1/4 inch long. they quickly swarm to the attack. They ignore other targets. The victim takes only 1 point of damage for each invading nipper. Once a nipper is within a victim's body. and save only as 1st level mortal Fighters. Damage to the form thereafter does not affect the Immortal's life force. It is similar in appearance to a tiny centipede with 12 legs and jagged mandibles. and thus pose no threat to most inhabited worlds. but their species survives nevertheless. Resistances: Nippers have no resistance to any attack form. they are now native to the Astral. an Immortal with AC -3 attacked by 22 nippers (which can hit AC -7) is automatically infested by four nippers. often completely undetectable (see Resistances). the victim permanently loses 1-4 points of Constitution. Background: Immortals view nippers with much the same disdain as humans view insects. dividing into two swarms of roughly equal size. and 1-10 more each round for 5 rounds thereafter. the victim takes 1 point of dam- Notion Sphere: Status: Power Points: Anti-Magic: Armor Class: Hit Dice: Move: Attacks: Damage: No.250 (29 PP) * The DM may reduce or omit XP awards for defeating notions which are benign or relatively insignificant to play. 20 nippers hit AC -1 through -5. the armor class penetrated is indicated by the Hit roll number equal to the number of nippers attacking the victim. never splitting their swarm more than once.Creatures The many life forms "native" to the dimensional space of Nightmares are as wide in variety as those encountered in normal D&D games. each reproduces again. However. It can accomplish this alone and at remarkable speed. nippers do not seem to like the taste of proteans. a notion appears as a lacy network of strands of air. Though they might originally have come from some other plane. If still within a host. If multiple targets are possible. and suffers no ill effects from nippers that do not penetrate. a victim's A-M may interfere with magical attempts to attack them at this late stage. An Immortal can avoid extensive damage by 44 . Abilities and Limits: Nippers are unintelligent. Description: Notions are creatures of nearly pure thought. as should be evident from the descriptions of the malfera and the diaboli. For each newborn nipper. simply vacating his or her material form.
  Magic Spell each round. Once the notion is located in this way. spondingly greater effects. unconcern certainty. but may attack simply for entertainment or at the request of some other creature. Example: A character affected by a 5 Hit Die notion of hate would become a bit irritated with one other person for no apparent reason. fire. They are perhaps the most widespread life form in the Outer Planes of Thought. negative thought. These areas are neutrally biased for notions. Notions can be affected by any magic that affects air or thought. more complex than before. the victim suffers no loss. insanity Habits: Notions are a friendly. The duration of the effect of a notion's attack is determined randomly. In this case. nothing may result. or vacuum. Apply standard difficulty modifiers to this check. evasiveness judgment (good or bad) love. Mortal victims may make a saving throw vs. or destructive. It is unknown just where this Power comes from. They have no ability scores except Intelligence (which equals about 1 point per Hit Die). Thus when two notions come together. and chose to disperse his essence and return to mortal life. or a small inspired notion may result. Notions of a single type are rarely found together. Spell once per hour. The notions are the descendants of one of his more pleasant thoughts during that brief visit. the stronger the effect. the hatred need not lead to attacks. based on the Hit Dice of the attacking notion. and Difficult for notions of 31 or more Hit Dice. if the creature uses Power to shield itself. Resistances: A notion is invisible in an environment of earth. A probe used to find an unseen notion may fail to do so. notions have become very common on the Prime Plane. The effects of notions should never in themselves produce irrational violence. inquisitive race. a concept or emotion that makes up its essence. Mortal victims gain no saving throw. This is limited by the notion's physical size and by the locations of the victims. dislike honesty. With the rise of human and demi-human powers. rage pleasure. his mind was able to enter the Dimension of Nightmares. There are two races of notions. A successful Hit roll means that the victim is affected by the notion's essence. A notion flees immediately if its Intelligence is attacked directly. In air. They sometimes reproduce simply by swooping at each other. The creatures seem to prefer to congregate with others of widely different flavors. but are immune to all other types. absurdity sanity. However. Though many are similar. indifference fondness. Notions can be persuaded to perform services in exchange for payment in high emotional states. each individual notion is a blend of specific thoughts. Immortals may save vs. Typical Notion Flavors alertness. the new notion may have any number of Hit Dice. Each notion has a specialty. A creature willing to pay the price will be unable to experience the emotion for 1-20 days per HD of the notion. Hate notions of progressively greater Hit Dice would produce corre- 45 . and his thoughts took on real forms which kept their existence after he awoke. or they may form a major new nation. Notions rarely attack with evil intent. Notions with relatively low Hit Dice have weak flavor (minor effect). usually from an emotion corresponding to their own makeup. A victim affected by a notion's attack immediately reacts to the notion. but those of Immortal status may make a modified Intelligence check to avoid the effect. the individual might instead make a few insults and stomp off. These areas are friendly biased for notions. Modify the check as Easy for notions of 5-14 Hit Dice. They are unable to initiate Power attacks. A wish may be used to overcome this by enhancing the probe or negating the shield for one round. doubt comprehension. A notion simply swoops near a victim. sorrow pragmatism. increasing both the number of other victims and the intensity of the hatred. Occasionally this interaction of two notions creates a new one. His well-meaning aide granted his new personality a minor gift to aid his survival. serving many Immortals of that Sphere. Average for 15-30 Hit Dice.Creatures Abilities and Limits: Notions can use Power only to probe and shield. the Immortal may continue to know its location by renewing the probe each round. it regains 1-6 PP for each victim affected by it. the chance of success is 2 in 6. and mean no harm to anyone. Space does not permit full definitions of each term to be included here. producing fast regeneration. Individual notions have their own preference for payment. They cannot produce magical effects. though that may be the result if combined with circumstances. allowing regeneration of Power and hit points at the standard rate of 1 point per turn. misinterpretation curiosity. In play. pessimism peace. Any notion may attack at up to two targets per round. it becomes utterly undetectable. ether. up to a maximum of the total of the parent notions. and are immune to all inapplicable ability score attacks. but the gift had a side effect. The exact Hit Dice of the creature need not be revealed. water. Notions and Immortals refer to this specialty as the notion's flavor. The player should make every attempt to add that effect to the character's reaction in a degree equal to the hit dice of the creature. Their personal habits are unknown. A notion's location may be accurately found by use of Power. but can be seen with magical aid (or by innate Immortal truesight). rather than swooping at individuals. Background: A powerful Immortal of Thought grew bored with his work. the white. The DM should privately reveal the flavor and strength of a notion to the player of the character affected. those of high Hit Dice contain very strong flavor (intense effect). apparently instantaneously. hate optimism. success indicating that the effect decreases to proportions which can be either controlled or ignored (player's choice). and automatically lose when attacked in this way. If the notion's current Power total is not at full strength. the greater the Hit Dice. Large notions may choose to float down on a group of targets. Consult a good dictionary for subtleties of meanings of these terms. and the gray. During a dream one fateful night. or positive thought. Depending on its exact scope. with the same results. and continuing until a saving throw indicates that the effect has abated. Typical flavors (effects) of notions are listed below. Thousands of other types are certainly possible. or the Astral Plane a notion simply cannot be detected by any normal or magical means. The only areas hostily biased are those of the Sphere of Entropy.
  and is thus quite predicta- 0 10-1. The effect is that of a long-range dimension door to a place either 36. creating an explosive effect (as detailed in MDM. to a maximum of 8 points per Hit Die. they are occasionally encountered in "giant" size.000 feet away (10 times normal) or. using complex and carefully planned strategies. the protean splits into two halves.000: 26. the phoenix cannot control its Power. a burst of additional Power is released. each with exactly half the size. including the PC homeworld(s). This uses an extra 5 PP. able to identify and isolate it before damage can occur. currently an Eternal of Energy. At rest. if that location is occupied by a solid. Protean Sphere: Status: Power Points: Anti-Magic: Armor Class: Hit Dice: Move: Attacks: Damage: No. As described in the D&D Master Set (MDM page 41). Dexterity. but sufficient for this purpose. 1 point per round. the shift crosses the nearest planar boundary instead of a dimensional one. Having merely animal intelligence. It uses it instinctively. pg. The damage given is used for both the attack and each round while enveloped. which do not fully return for 24 hours. a protean has a form similar to a thin circular disc. and the phoenix thus arises 1 round later.603 PP) HD 10: 2. and are usually very easy to hit.Creatures Phoenix Sphere: Status: Power Points: XP Value: XP Value: Local (without Power) HD 10: 500 HD 100: 11. Each such shift has a 1 % chance of error. since they are usually limited to microscopic size by the conditions of that plane. It will instinctively reach for objects of all sorts. Its circumference is about 6 feet per Hit Die.875(11 PP) Half XP value is awarded for all form of Proteans because of their very limited Intelligence. 41). Proteans of 20 or more Hit Dice are effectively immune to poison.032. to a maximum of 1 target for each 10 Hit Dice. It cannot produce magical effects. proteans are very simple single-celled organisms. The largest known protean can attack up to 100 opponents each round. taking the appearance of intense flame. Description: Proteans are the most widespread life form in the entire Prime Plane. At least half of its volume must be poisoned for it to suffer ill effects from poisoning. If this occurs. Whatever their size. large proteans are effectively immune to magical effects due to their sheer size. but may use all types of Power attacks. In the event of either. Phoenixes have been captured alive. Each score is usually 1 point per Hit Die of the monster. The few mortals even aware of the existence of proteans call them amoebas. Proteans do not react to light or darkness. and fears Power attacks. An astral protean moves and attacks by using Power. Wisdom. All proteans can be damaged by normal blows. When it moves or attacks.500 (6 PP) to 119. phoenixes are native to the Elemental Plane of Fire. The creature regenerates Power at a rate which exactly matches its expenditure. Its thickness is about 1 % of its width. Proteans may be assigned Strength and Constitution scores for combat purposes. and these cannot be attacked directly in ability score combat. they can grow to nearly any size. and scores over 100 are possible. Resistances: With 1% A-M per Hit Die. and Charisma scores are negligible. it instinctively Wraps itself and immediately teleports in a random direction. and can digest any solid or liquid.125(1 PP) Local (with Power use) Astral HD 10: 5. a protean's form is irregular. a protean may reproduce.000 30'(10')per Hit Die 1 per 10 Hit Dice 1 per Hit Die 1(1) Fighter 36 Special Neutral ble. The explosion creates the same effect as a raise dead fully. Only one attack can be made against any one opponent. expending 5 PP in the process.000 Lesser Energy Mortal 100 Lesser: 11. After this time. In the Astral and Outer Planes.400(1 PP) Greater: 22.375 (33 PP) HD 1. It requires 1 hour per Hit Die to prepare to reproduce.250 HD 100: 65.400 (2. and secretes acidic digestive juices to consume its food. but the process is obviously very difficult. They were created and granted a limited use of Power by Phoebus. When a phoenix' form is slain. In the Prime Plane. The magical movement thus never fails to work unless insufficient Power remains to activate it. Protean hit points increase as they feed. Its intelligence is rudimentary at best. A phoenix can be permanently slain.375 (2 PP) Greater Energy Mortal 200 HD 100: 337. They tend to retreat from serious danger if they recognize it as such. Protean Intelligence. A phoenix may thus be occasionally found on planes other than its own. The phoenix despises captivity of any sort (including paralysis). When this limit is reached. if subjected to enough "deaths" in quick succession to drain all of its Power. It is unable to probe or shield. Abilities and Limits: A protean extends a finger of protoplasm to envelop its victim at the same time. The only known victors in the attempts were Immortals. Power always radiates from it as pure energy. They are almost entirely unknown to mortals. Appearing: Save As: Morale: Treasure Type: Alignment: Local (Giant) None Mortal 0 or 10-100 None 10 to 8 10-100 120'(30') to 240'(60') 1 2-12 to 4-24 1(1) Fighter 7 10 Nil Neutral Astral None Mortal 10 per Hit Die 1 % per Hit Die Astral proteans are able to attack multiple opponents simultaneously. to the next vacant area in the same direction. Hit 46 . Habits: A protean has little or no thought. alive and fully cured once again.375 to 4.
  If failed. The creature will usually choose not to snort at the end of a round in which it has been physically damaged. 47 . the victim falls prey to the infamous repeater effect. The most dangerous part of such repetition is in Power combat. It is 75 feet long and 15 feet wide. and a repeater may snort every round if desired. Most Immortals are well aware of the hazard posed by these creatures.000 75% Power Points: Anti-Magic: Armor Class: Hit Dice: Hit points: Move (flying): Attacks: Damage: No. For each victim affected by the snort. Magic Spell. the effect ends at that time. Anyone entrapped by the repeater effect may make a new saving throw (vs. for most Immortals drop their A-M before creating such effects. It has four pairs of wings. and the magic reflected back at the attacker often has severe effects. If this is successful.000(182 PP) Resistances: In addition to its 75% A-M and respectable Armor Class. The Power attack it initiates (if any) must be the same one as in the previous round. one was discovered to contain nothing but decomposing protean matter—apparently the end result of an unstopped infestation. and all magic use and Power combat actions are repeated exactly. When the Hit roll indicates a miss. if desired. During division. the victim must repeat the same actions again. and can use Power to create a limited number of magical effects. The repeater. 2-20 each/8-80 + special 1-2 Empyreal 5 11 Teeth Lawful 1. It gains a +8 bonus to all Hit rolls in melee against a victim. and can also produce any effect of the Sphere of Time.825. the victim is struck twice in quick succession by the same claw. and its teeth Habits: Repeaters are dangerous scavengers of the Astral and Outer Planes. the first human adventurers to discover and visit other planes of existence brought microscopic proteans with them. If movement occurred. If successful. Its body is covered with shimmering multi-colored scales.Creatures Dice. The repeater can sense which members of a group have fallen into its trap. The repeater can use all forms of Power combat. if one Hit roll indicates that a claw hits an opponent. The division process takes 1 turn per Hit Die. This creature's most feared ability is its snort. Description: The repeater. a protean can only attack a maximum of one opponent per round. of course. move about during the round after it snorts. but starting from the current position. and another for the bite. For example. however. the victim resists the trap. this effect can be deadly. Any victim of the repeater effect must repeat all of the previous round's actions. and claws are long and razor-like. but each Hit roll determines the success of a double attack routine. preferring to wander and search for single travelers or those in small groups. the same movement is taken again. Background: Proteans originated on the Prime Plane. also called the ditto-monster. In play. and favors them with its attacks if possible. or divided among up to seven (one per claw and one bite). two protruding between each set of legs. It will probably snort when subjected to Power attacks from multiple sources. lest the plane be contaminated. All attacks can be directed at a single opponent. It has the dangerous characteristic of automatically reflecting all energy attacks back at the persons casting or creating them. This became standard procedure when. It makes one Hit roll for each of the six claws. and no other l i m i t applies to the frequency. It can create any detection or movement aid. the repeater cannot be affected by any magic of the Sphere of Time except its own. Some proteans survived and grew in the vast depths of the astral plane. Magic Spell) at the end of the round of repetition. and can automatically select a winning strategy. and were some of the first forms of animal life. It cannot create other magical effects. Appearing: Save As: Morale: Treasure Type: Alignment: XP Value: -13 25 400 360'(120') 6 claws/1 bite + 1 snort Abilities and Limits: The repeater can be a formidable opponent in physical combat. They are now too prolific and widespread to be completely eliminated. is under no such compulsion. Despite Immortal efforts to quarantine proteans therein. as it can win them all if repeated. The monster can snort at the end of any melee round. It cannot. for the same damage would then recur. Repeater (or Ditto) Sphere: Status: Time Empyreal 5. in the course of routine Immortal exploration of the infinite number of Outer Planes. and hit points of the original. the previous round's Hit and damage rolls apply once again. Whenever mortals visit Outer Planes. is a sixlegged reptilian Immortal life form. Immortals arrive soon after they depart and conduct a mass protean h u n t . but if failed. Each victim within range must make a saving throw vs. Its snort produces an odd feeling of entrapment in all life forms within 300 feet of the repeater. They do not usually attack Immortal projects. and acts with deadly foreknowledge of its victim's actions. and the victim can freely choose actions for the coming round. Any number of rounds of action may be repeated in this way. both attacks miss. since the monster knows what attack mode will be used against i t . The damage given in the statistics above is for each blow that hits.
  Its physical attack is simply to envelop its target. but also savor mortal humans and demi-humans. If part of a soo is ingested by an opponent (such as in the course of a bite attack). and strongly prefer to be addressed informally. but usually find communication unimportant. If a titan's body is slain. they may gather 2-5 potions from the remains. but all three life forms deny the connection. Resistances: The soo are completely immune to all fire and energybased attack forms. Habits: Soo are rather independent creatures. each about 1 foot across per hit die. Habits: Titans are found singly or in pairs on all planes except their Homes. Each soo is composed mostly of water and time. They freely reveal their common names to anyone encountered. Description: Titans are giants that appear very similar to attractive humans. The attacker may make a saving throw vs. usually ethereality. but are limited to those within their respective Spheres (thus always applying base costs). and may thus be dispelled or otherwise magically countered. but prefer to dwell with 2-8 Cyclopes (D&D Expert Set. Appearing: Save As: Morale: Treasure Type: Alignment: XP Value: Time Mortal 30-200 (10 per Hit Die) 50% -5 3 to 20 180'(60') 180'(360') 1 envelop/1 magical effect Special/by effect 1-3(1-4) Thief 36 10 Potions (see below) Neutral Armor Class: Hit Dice: Move: Attacks: Damage: No. they save as 36th level fighters. however. despite its non-magical origin. but rarely carries anything else. A soo's form collapses when the creature is slain. They are somewhat resistant to magic (A-M 50%). page 47) when visiting.Creatures Repeaters enjoy eating the forms created by Immortals. Titans are also unaffected by first. and have no solid forms.800 (5 PP) HD3: 245 HD 20: 36. Background: Repeaters are thought to be related to draeden and/or dragons. and have offered a large number of conflicting stories about their origin and background. They can converse in many languages. gaseous form. but inflicts no other damage. Titans are rarely encountered on the Prime Plane.and second-level spells (including their own effects of this type). the life force returns to the Home Plane. and enjoy savoring its impurities. They appear as small dark spheres. Each titan usually carries 10-100 gems when encountered where valuables are useful. the potion takes effect immediately. and may block the victim's vision (treat the result as if a darkness spell effect). They feed by absorbing water. if Immortal) to avoid the effect. 48 . a soo may use cause wounds and other magical attacks. Poison (or Physical Attack. Against mortal magic. Although a soo's form is not magical. This may cause an air-breather to suffocate. Though titans are able to use all types of weapons. They regenerate Power and hit points at standard rates (according to Sphere and bias). Titans have no Aura. Appearing: Save As: Morale: Treasure Type: Alignment: XP Value: 150'(50') 2 fists or 1 weapon/ 1 magical effect By Punch (x2) or by weapon/ by magical effect 1-2(1-2) F36 11 Nil or 10-100 gems (see below) Any 52. 21 to 30 feet tall. Titans are the special servants of the Immortals. and may use Power to produce magical effects listed for the Sphere of Time (only). Any effect produced in this way is magical. "not worth a soo. Most soo (90%) deliberately choose one such effect. possibly with deadly effect. nor by magical weapons of + 2 or lesser enchantment. or poison. Abilities and Limits: A soo may use all forms of Power combat. forming a puddle of water which rapidly disperses in most environments. All their ability scores are 18-25 (1d8 + 17). and also by telepathy. Their true story has probably been revealed but disbelieved with all others. Little else is known about these creatures. Their innate Anti-Magic is less than any Immortal's. however." Titan Sphere: Status: Power Points: Anti-Magic: Any except Entropy Initiate 250 25 % -3 15 Soo Sphere: Status: Power Points: Anti-Magic: Armor Class: Hit Dice: Move: Swimming: Attacks: Damage: No. not very interested in other life forms. but the titan must await Immortal assistance before another form can be created and occupied. Each Sphere (except Entropy) has approximately 20 titans. Background: The soo are notorious liars. and hit points are always 5-8 (1d4 + 4) per Hit Die. and are not able to create usable material forms. its substance can produce an effect identical to those of any one potion. Once in contact with a victim. and share many Immortal characteristics. All the titans of each Sphere share a common Home Plane. They use standard Initiate saving throws against attacks of Immortal strength. they prefer to carry none.575 (3 PP) Description: Soo are watery time-beings. progress beyond the details given here. Resistances: Titans cannot be damaged by normal or silver weapons. They cannot. Abilities and Limits: Titans are able to use Power to create magical effects. If the victors act quickly. but voluntarily drop this resistance to zero when using magic themselves. and theirs are four of the largest of the Outer Planes. This habit has led to the Immortal expression.
  and are immune to ability score attacks. 8. some of which bear similar names. producing harmonic sounds that do not inflict damage. an Eternal with the common name of Guidarezzo. which has significantly improved their ability to communicate. These can be dangerous.000 (230 PP) Quaver Energy Temporal 500 50 Celestial 3 9 Special Lawful 917. ranging from deep blue to brown or black. or 32 Novice Temporal Initiate 7 6 Special Special Lawful Lawful 143. Abilities and Limits: Each tonal may use all forms of Power combat. and are usually cacophonous. In play.000 80 -10 38 60'(20') Semibreve Energy Empyreal 4. Tonals sing to each other frequently. Crotchets. Their innate A-M may apply as well. ranging from nearly pure white to pinkish yellow. this plane is watched by Thalia herself. although they successfully hide this attitude from the Immortals. they are often evil.Creatures Background: The titans aspire to full Immortal status. a famous High Eternal of Energy. Tonals were originally utterly Chaotic. All statistics for each are permanent and unvariable. but the size is constant. Unarmed combat can force them to move. through their devotion and service. Description: Tonals have physical forms very similar to bubbles of light. Physical Blow for Immortals) to take only half damage. all tonals congregate in even numbers. even in a vacuum. they may yet achieve that greatest of rewards.500 (91 PP) Semiquaver Energy Initiate 250 25 Sphere: Status: Power Points: Anti-Magic: Armor Class: Hit Dice: -4 25 Move: 480'(160') Attacks: 1 blast Damage: 8 + special No. Background: Tonals were created by Thalia. to distinguish them from their civilized counterparts. In addition to the usual protections. All titans nevertheless maintain hope that eventually.900 (5 PP) Habits: Most tonals are social creatures. In the latter case they are limited to magic which creates or negates sound. 4. Though most tonals are now Lawful (see Background).applies 8 to mortal saving throws against this effect. found in groups of various sizes. but cannot inflict damage. They communicate by changing colors. but none have ever achieved it. Tonal ability scores follow the standard range for those of all Tonal Sphere: Status: Breve Energy Eternal Power Points: Anti-Magic: Armor Class: 8. Hit Dice: Move: Attacks: Damage: No. No Hit roll is required. and semi-quavers are darker colored.000 50 -8 33 120'(40') 1 blast 32 + special 1 or 2 Empyreal 3 10 Special Lawful 2. but were made Lawful by one of Thalia's aides. Tonals have no relation to the non-living sounds common to the Prime Plane. for it explodes on impact and releases one final blast of a strength and size equal to the original tonal's.920'(640') 1 blast 1 blast 4 + special 2 + special 4. 16. The diameter of a tonal is 1 foot per Hit Die. All tonals share a common Home Plane in the Outer Planes. Remember to add the original tonal's size to the blast radius to find the resulting area of effect. or 8 Save As: Temporal 5 Morale: 8 Treasure Type: Special Alignment: Lawful XP Value: 398.000 (555 PP) Crotchet Energy Temporal 1. and may use Power to create some magical effects. semibreve. This music is a favorite entertainment during Olympic meets and other festive occasions. Each victim may make a saving throw (vs.550. They are commonly called atonals. a language understandable to others only with magical aid. A breve. which radiates evenly from the creature in all directions to a range in feet equal to the tonal's Hit Dice. Her work in developing the Prime Plane predates mortal magic use. These forms vary in size and color according to each tonal's status. Except for breves. Breath for mortals. or 16 8. Some few titans secretly resent humans and demihumans because of this. a penalty of . A tonal's form collapses when its hit points reach zero. Its flimsy outer skin may be gathered and compressed to form a small object similar to a sling stone. A tonal's blast attack is effective anywhere. A tonal's normal non-magical attack form is a blast of sound. Resistances: Though a tonal's blast may be avoided by use of magical silence. This may then be used as a weapon.950(14 PP) 54. the old wild and often evil atonals are considered fair game.000 50 -6 28 240'(80') 1 blast 16 + special 2 or 4 Immortals. Appearing: Save As: Morale: Treasure Type: 1 blast 64 + special Eternal 3 Special Lawful Alignment: XP Value: 5. quavers. such effects never adhere to tonals. the blast always inflicts a fixed amount of damage to all victims in range. and is considered unassailable by most Immortals. they automatically succeed in the saving throw. Tonals cannot be damaged by normal weapons.305. However.000 (39 PP) -2 20 960'(320') 0 15 1. The color varies during communication. However.000 70 Minim Energy Celestial 2. 49 . and may move out of the magically affected area. Most Immortals know of and avoid conflict with the Lawful tonals. Appearing: 2. or minim is pale in color. many older Chaotic tonals still wander the Outer and Astral Planes. The creatures seem to enjoy their relatively new alignment. Tonals cannot progress within the hierarchy of their Sphere.
  Resistances: As with all major vortex creatures. they move randomly. and have been seen returning to it voluntarily. and can only be struck by magical or silvered weapons. the Immortal's essence is sucked through the blackball and cast adrift in the Dimensional Vortex. disintegrating everything they touch (no saving throw). aura. another must be made. MDM page 40). Power Drain or lose a third of his or her current Power Points.000 (29 PP) Habits: The only predictable trait observed in blackballs is their tendency to move toward great sources of Power when possible. The Immortals know them to be life dilemma and paradox of the missing dimensions (as explained on page 3). but cannot use shield or probe. and that they serve the Old Ones. even to Immortals. Major vortex creatures are incredibly dangerous to both mortals and Immortals. the Immortal must make a successful saving throw vs.500 (as level) 50 or 60 (as rank) 10 11 Temporal Novice: 71. Background: Unknown. You may create others following this example. resisting the powerful suction draining his power. blackballs are immune to all magical. Success indicates that the Immortal has pulled away from the blackball. The few life forms. Blackballs seem to arise spontaneously from the Dimensional Vortex space. However. All of these beings can be described as either minor or major. each about 5 feet in diameter. whatever the amount. If three saving throws are failed in succession. But they may be maneuvered by non-aggressive and non-attack effects. whose very existence creates the Description: These odd beings appear as featureless black globes. Abilities and Limits: Blackballs use all Power attacks. Minor vortex creatures are immune to fire and cold (whether normal or magical). they apparently do not distinguish between amounts that differ by 100 PP or less. Blackball Sphere: Status: Power Points: Entropy Anti-Magic: Armor Class: Hit Dice: XP Value: Temporal or Celestial 500 to 2. If there is no power present. physical. and are immune to all other forms of damage. A typical example is the blackball (Master Set.000 (7 PP) Celestial 5: 295. If a blackball touches an Immortal (whether in physical or incorporeal form). 50 . They move slowly. but only within a very broad definition. but it is unknown whether this is by choice or lack of ability. forms known to arise from dimensional space including the Vortex. are called vortex creatures. They do not communicate. If this first saving throw is failed. and ability score attacks. The characteristics of all vortex creatures place them within the Sphere of Entropy. is commonly called the Dimensional Vortex. Major vortex creatures can only be damaged by Power attacks. Immortals suspect that blackballs can pass through the Vortex. but all this is conjecture.Creatures Vortex Creatures The great dimensional Barrier. described in the D&D Companion Set (DMC page 36). with the same results. A typical minor vortex creature is the spectral hound. though they are not actually part of that organization.
  Penguin. Crown. 1984. The Morning of the Magicians by Louis Pauwels & Jacques Bergier. and Legend. Johns Hopkins. Rules. Avon. and the Physicist by Lawrence LeShan. 1983. 1958. Creative Storytelling by Jack Maguire. TSR Games. Stolen Lightning: The Social Theory of Magic by Daniel L. Source Material Chainmail Rules for Medieval M i n i a t u r e s by Gary Gygax & Jeff Perren. Ltd. 3. 1912. Mythology. Oxford/Clarendon. Gods and Heroes by Gustav Schwab. TSR Hobbies. Benthan's Handbook of Political Fallacies. TSR (James.. 1976 (annual). The Golden Bough by Sir James G. Dictionary of Classical Mythology by J. 1981. Methuen & Co. New York Univ. Mythology by Edith Hamilton. Dover. Tactical Studies II. 2. Van Nostrand's Scientific Encyclopedia. TSR Games. 1922. edited by Harold A. Greyhawk by Gary Gygax & Rob K u n t z . English Folk and Fairy Tales by Joseph Jacobs. Walker. O'Keefe. Additional References The Beasts of Neverby Georgess McHargue. 1909. 1978. 1952.I.E. Eldritch Wizardry. Macrnillan. Continuum. Larrabee. 1974. Swords & Spells F a n t a s t i c Miniatures Rules by Gary Gygax. 1956. The Woman's Encyclopedia of Myths and Secrets by Barbara G. Castles by David Macauley. Demi-gods & Heroes. Avon. A Reader's Guide to Fantasy by Baird Searles e t al. 1985. A Distant Mirror by Barbara W. 1968. compiled by Toby Cole. translated by Robert Aldington et al. Crown. 1976. by Gary Gygax & Brian Blume. Press. Masks of God by Joseph Campbell. 1973. Harper & Row. Harper & Row. The Armourer and His Craft by Charles Ffoulkes. edited by Claire Booss. Viking. 1947. Tuchman. Zimmerrnan. 1975. The Book of Imaginary Beings by Jorge Luis Borges. edited by Maria Leach and Jerome Fried.. TSR Games. The Meridian Handbook of Classical Mythology by Edward Tripp. Frazer. 4. 1976. The Medium. Blackmoor by Dave Arneson. 1982. Volume 1: Men & Magic Volume 2: Monsters & Treasure Volume 3: The Underworld & Wilderness Adventures 1. Gods. Edited by Tom Moldvay. DUNGEONS & DRAGONS Game. Ballantine. Volume 1: Primitive Mythology Volume 2: Oriental Mythology Volume 3: Occidental Mythology Volume 4: Creative Mythology Acting: A Handbook of the Stanislavski Method. Considine. edited by Douglas M. Van Nostrand. 1982. 1975. Tuchman. Basic Rules set (revisions) Edited by Eric Holmes. 1964. 51 . The New Larousse Encyclopedia of Mythology. TSR (James. Tactical Studies Rules. Scandinavian Folk & Fairy Tales. by Rob Kuntz & James Ward. 1976. Armour & Weapons by Charles Ffoulkes. The. From Magic to Science by Charles Singer. the Mystic. 1974. Bullfinch's Mythology by Thomas Bullfinch. Philip Lief Group. Funk & Wagnall's Standard Dictionary of Folklore. DUNGEONS & DRAGONS® Game Original Set by Gary Gygax & Dave Arneson. Bible and Sword by Barbara W. TSR Hobbies Inc. 1976. 1977.
  Walker. C. S. Kenneth Green. as many authors as possible. Theodore Swann. Mary Stoker. Joan Alexander. Zelazny. Theodore H. Larry North. R. Anne McKillip. Richard Mayne. POB 756. Manly D. Chelsea Q. Ruth P. If you find areas where more detail would be extremely helpful. Ursula K. Adams.Bibliography III. c/o TSR. Joy Chapman. Katherine Lafferty. E. Lake Geneva. Sheridan Le Guin. Chant. Dozens of adventures and other accessories are also available. Charles G. and equipped with imagination and a pencil.J. Eisenstein. Sprague Delaney. Robert E. James Stewart. your game experiences are now unlimited. Fox. Peter Dickson. Isidore Haldeman. Chute.M. Plunkett) Lovecraft.D. John Davidson. E. Edgar Rice Cabell. Tolkien. Richard Moorcock. Vera Cherryh. Michael Moore. J.R. Charles Bellairs.M. Lee. J. Brunner. Richard Aiken. Many possiblities are mentioned. Roland Haggard. Derleth. Beaumont. Thomas B. Lin Chambers. William H. E. James B. Mervyn Powers. John Burroughs. L. Joanna Saberhagen. Long. Hoffmann. Develop the information in any way you wish. Edward Eddison.M. Frank Belknap Lord Dunsany (E. Alan Gaskell. Caldecott. if not widely read. David C. Jack Yarbro.R. Linda Hancock. Elizabeth Grahame. Rider Haiblum. Fred Silverberg. Fritz Lewis. Joan Norton. Patricia Merritt. August Diamond. Fredric Broxon. Brian MacDonald. Jack Wagner. Jack Forster. John Jansson. Terry Brown.P. Susan Copper. James Bloch. but limits on time and space (for a mere mortal such as I) have limited the amount of detail. K. Le Fanu. Phyllis Farmer. Lumley. Mildred D. Poul Anthony. Tim Pratt. With all at hand. Evangeline Wellman. H. Inc. Andre Offutt. Samuel R.G. Fictional reading can provide ideas for character roles. Inspirational Reading Various fictional works were written or edited by the following authors. Piers Asprin. Robert Bok. Moyra Campbell. Clark Ashton Smith. Brooks. Paul Heinlein. Aleister Crowley. Hoffman Quinn. E. Robert W. William Mundy. Richard Kurtz. Diana W. King. Basil Crowley. settings. Howard. John Blackwood. Karl E. Dahlov Iverson. Stephen Kirk. Algernon Blish. Warner Nesbit. Charles Williamson. Morris. Williams. Tanith Leiber. Ipcar. George Machen. Thorne Springer. Jane Goudge. Nancy Stephens. Robert Baum. Hannes Brackett. Bram Straub.A. Hodgson. Talbot Munn. Lloyd Anderson. Peter Sturgeon. We heartily recommend that you at least sample. Gordon R. Eager. Graham Dickinson. Andrew Peake. Neil Hazel. Arthur Matheson. Hugh Walton. Seabury Russ. H.J. and adventures. Frank Beagle. Wells. Phillip Jose Finney. Thompson. Finney. Vance. Similar to the original set published in 1974.T. Cook. H. L. Alan Mitchison. C. H. Stephen R. Avram de Camp. William McCaffrey. Robert A. B.L. Glenn Cooper. Robert Smith. Leigh Briggs. Donaldson. Gardner Garner. Robert White. Most or all are represented at your local library. CJ. this final boxed set opens many doors without entering them. Peter S. Edith Niven.A. Lewis Carter. WI 53147 52 . write: Immortals Rules. Naomi Monaco. Smith.R. Tove Jones. Westall. Fletcher Price. Ramsey Carroll. Roger Postscript This concludes the D&D game line of boxed rule sets. Eric Jakes.
  Monsters Earthquake Obliterate* Symbol Matter Matter 10 10 10 10 10 10 12 12 Time Thought Speak with the Dead Energy Wall of Fire Cure Serious Wounds Curse* Dimension Door ESP Fly Ice Wall Slow* Energy Matter Time Anti-Magic 30% Dispel Magic Fire Ball Animate Objects Appear* Time Time Time Energy Anti-Magic 50% Gate Summon Object 12 12 12 12 12 12 14 14 Time Anti-Plant Shell Thought Charm Monster Time Continual Darkness* Matter Gaseous Form Energy Haste Time Neutralize Poison Time Protection from Poison Thought Speak with Plants Time Time Energy 24 24 24 26 26 26 26 28 28 28 28 28 28 28 28 Energy Matter Energy Matter Thought Thought Energy Matter Matter Thought Matter Lightning Bolt Mass Invisibility Power Word Stun Reverse Gravity Speak with Monsters Treasure Finding Matter Matter Energy Matter Regeneration Blasting Create Any Monster Matter Time Time Cureall Immune to Breath Weapons Life Trapping Maze Meteor Swarm Prismatic Wall Shapechange Delayed Blast Fire Ball Plane Travel Polymorph Self Remove Charm* Barrier Matter Energy Energy Matter 14 14 14 14 14 14 14 14 Anti-Magic 20% Cause Critical Wounds Create Magic Aura Matter Cure Critical Wounds Time Dissolve Thought Find Traps Energy Hallucinatory Terrain Time Hold Monster Matter Size Control Matter Wall of Stone Time Energy Energy Energy Matter Matter Life Drain* Projected Image Remove Barrier* Remove Curse Statue Sword Thought Magic Jar Time Timestop .000 cn Create Mag. to 50.Dlb. PP Cost 4 4 4 4 4 4 4 Sphere Time Matter Time Effect Blight* Cause Fear* Cause Light Wounds PP Cost 16 16 16 16 16 16 Sphere Thought Time Thought Matter Energy Effect Communication Create Poison* Detect Danger PP Cost 30 30 30 30 30 30 30 30 Sphere Time Time Matter Effect Anti-Magic 40% Anti-Magic Shell Create Normal Objects Matter Cure Light Wounds Thought Remove Fear Energy Ventriloquism Matter Web Time Anti-Magic 10% Thought Confuse Alignment* Time Darkness* Thought Detect Magic Matter Levitate Time Sleep Matter Warp Wood Thought Matter Time Time Matter Matter Thought Thought Time Time Thought Matter Matter Time Matter Thought Energy Time Charm Person Feeblemind Free Monster* 6 6 6 6 6 6 6 8 8 8 8 8 8 8 8 10 10 16 16 18 18 Time Time Matter Time Thought Thought Matter Time Matter Lower Water Silence 15' Radius Telekinesis Anti-Animal Shell Charm Plant Matter Thought Thought Matter Time Energy Thought Matter Matter Thought Matter Dance Explosive Cloud Mass Charm Polymorph Any Object Victory 18 18 18 Growth of Animal Hold Person Hold Portal Invisibility 18 18 18 20 20 20 20 20 20 20 20 20 20 22 22 22 24 24 24 24 24 Cloudkill Create Normal Monsters Ice Storm Pass-Wall Polymorph Other Matter Matter Matter Matter Time Time Matter Thought Turn Wood 32 32 32 32 32 32 32 32 34 34 34 34 34 34 36 36 36 36 36 36 38 38 38 38 40 40 40 40 40 40 40 40 40 40 Disintegrate Find the Path Force Field Metal to Wood Mind Barrier Open Mind* Energy Travel Thought X-Ray Vision Time Time Energy Energy Knock Locate Object Obscure 10 10 10 10 10 Cause Disease* Cause Serious Wounds Clairvoyance Confusion Animate Dead Babble* Death Spell Finger of Death Flesh to Stone Lie Detection Energy Phantasmal Force Matter Stone to Flesh Matter Teleport Thought Truesight Time Time Close Gate* Inertia Control Power Word Blind Matter Matter Time Matter Power Word Kill Protection from Detection Magic Teleport Any Object Anti-Magic Ray Container. All Magical Effects Usable by Immortals of the Sphere of Entropy Refer to the standard reference charts for details on the following magical effects. The Sphere of each effect is given.
  . . . . . . . . . 23 Immortal opponents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . Controllers . . . . 24 H Home Planes . . . . . . . . . . . . . . . . . . . . . . . . . 14 14 16 27 M Magic. . . . . . . . . . . . . . . 19 Of thought . . . . . . . . . . . . . . 19 Of matters . . . . . . . . . . . . . . . . . . . . . . . . 15 17 17 17 16 18 23 3 20 20 21 21 5 B Boundaries. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . Infinite dimensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. .. . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Goals of the Immortals . . . . . . . . . . . . . . . . . . . . . . . .. . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Astral Plane .. .. 19 Of energy . . . . . 19 Of time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 P Physical characteristics . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . of planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Charts . . . . existing . . .. . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . 2 Prime Plane . . . . .. . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . 12 Dimensions . . . . . . . . . . . . . . . . . . . . . Immortals. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Movement . . . . . . . . . . . . . . . . . . 12 Astral-Ethereal . 12 And magic . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Prime Plane . . . . . . 17 Experience points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Astral Plane . . . . . 17 Earth . . . . . . . . . . . . Immortal justice . . . . . . . . . . . . . . . Magical effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Home System . . . . . . . . . . . . . . . 6 Movement within . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 1017XXX1902 . . . . . . . . . . . . . . . . . . . . . 12 C Campaign. . . . Combinations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . Moving a plane . . . 5 Projects . .. . . . . . . . . . . . . . . 6 Contents . . . . . . Exploration . . . . . . . . . . . .. . . . . . . . . . . . Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . .. . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Experience awards and penalties . . . . . . . . . . . . . . . . . . . . . . . . . . . . Games with mortals . . . . . . . . . . . . Planar access . . . . . . 6 Multiverse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Unusual effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . I Identities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Boundaries . . . . . . . . . . . . . . . . . . . . . . . . . . .A Adventure planning . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Aberrations . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . .. . . . . . . . . . . . . . . . . . 6 Outer Planes . . . . . . . . . . . . . .. 16 Outer Planes . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . 6 Avatars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... . . ... . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . new . . . . . . . . . 5 Planes of existence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . Investigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Mortal opponents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Effect on magic . . . 7 Creatures . . . . 23 Mortal opponents . . . . . . . . . . . . . . . . . . .. . . . . . . . . 12 Dimensional . . . . . . . 2 O D Dimensional Contiguity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . games for . . . . . . . . . . . . . . . . . . . . . . . . 13 Planar . . . 23 G Galaxy. . . . . . . . . . . . . . . . . . . . 9 Dimensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . Immortal opponents . . . . . . . . . . . . 12 Observers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Infinite . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .
  .
  300 1.200 2.000 15.000 3.500 4. ** Population refers to the total number of Immortals that may exist at each level. 2 .000 14.000 10.900 2.000 700 750 800 850 900 1.625 3.500 5.500 2.000 25 26 27 28 29 30 30 31 32 33 34 35 High Celestial Empyreal 5th level Novice 1st level 2nd level 3rd level 4th level 50 310 340 370 400 430 13 12 11 10 9 8 High Empyreal Eternal 5th level Novice 1st level 2nd level 3rd level 4th level 5. who always has one "trainee" (an aide or apprentice) who can assume the senior position whenever necessary.000 9.250 6.Reference Tables TABLE 1: Rank Advancement Chart Rank Initiate Temporal Level PP HD hp 75 A-M 50 Greater Talent Scores (var) Pop.000 4.500 11.000 8.000 10.000 7.000 *(1) Full Hierarch 5th level * Each Sphere of Immortals has its own sole ruling Hierarch.600 1.000 35 36 37 38 39 40 40 41 42 43 44 45 460 500 540 580 620 660 75 7 6 5 4 3 High Eternal Hierarch 5th level Novice 1st level 2nd level 3rd level 4th level 2 90 13.000 1.000 12.050 2nd level 3rd level 4th level 1.** 7 15 Novice 1st level 2nd level 3rd level 4th level 500 600 700 800 900 20 21 22 23 24 25 100 110 120 130 140 150 160 180 200 220 240 260 280 70 60 25 25 24 23 22 21 20 19 18 17 16 15 14 High Temporal Celestial 5th level Novice 1st level 1.
  and Constitution scores Ability Score 0 1 TABLE 3: Charisma Effects Ability Score 1 2-3 4-5 TABLE 4: Saving Throws Retainers Max Morale) Physical Power Mental Magic Attack Drain Attack Spell 14 16 18 20 14 Adjustment Reac Aura 2-3 4-5 6-8 9-12 13-15 16-17 18 19-20 21-23 24-27 28-32 33-38 39-45 46-53 54-62 63-70 71-77 78-83 84-88 89-93 94-96 97-98 99 100 -5 -4 -3 -2 -1 None +1 6-8 9-12 13-15 16-17 18 +3 +4 +5 +6 +7 +8 +9 + 10 + 11 + 12 + 13 + 14 + 15 + 16 + 17 + 18 + 19 + 20 19-20 21-23 24-27 28-32 33-38 39-45 46-53 54-62 63-70 71-77 78-83 84-88 89-93 94-96 97-98 99 100 -3 -2 -1 -1 0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 + 10 + 10 1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 3 4 5 6 7 8 9 10 11 12 ( + 1) ( + 2) ( + 3) ( + 4) ( + 5) ( + 6) ( + 7) (+8) ( + 9) ( + 10) ( + 11) ( + 12) ( + 13) ( + 14) ( + 15) (+4) ( + 3) ( + 2) ( + 1) (0) -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20 14 13 13 12 12 16 15 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 3 17 17 16 16 15 15 14 14 13 13 20 19 19 18 18 17 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 17 16 16 15 15 14 12 12 11 11 10 14 13 13 10 9 9 8 8 7 7 6 5 4 12 12 11 11 10 9 8 7 6 5 TABLE 5: Hit Rolls Creature's Negative AC Hit HD 0 1 2 3 4 5 6 7 8 9 10 11 12 13 13 + to 15 15 + to 17 17 + to 19 19 + to 21 21 + to 23 23 + to 25 25 + to 27 27 + to 29 29 + to 31 31 + to 33 33 + to 35 35 + to 37 37 + to 39 39 + to 41 41 + to 43 HD 13 + to 15 15 + to 17 17 + to 19 19 + to21 21 + to 23 23 + to 25 25 + to 27 27 + to 29 29 + to 31 31 + to 33 33 + to 35 35 + to 37 37 + to 39 39 + to 41 41 + to 43 14 8 7 6 5 4 3 2 2 2 2 2 1 0 1* 2* 15 9 8 7 6 5 4 3 2 2 2 2 2 1 0 1* 10 9 8 7 6 5 4 3 2 2 2 2 2 1 0 16 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 11 10 9 8 7 6 5 4 3 2 2 2 2 2 1 17 21 20 20 20 20 20 19 18 17 16 15 14 13 12 11 12 11 10 9 8 7 6 5 4 3 2 2 2 2 2 18 22 21 20 20 20 20 20 19 18 17 16 15 14 13 12 13 12 11 10 9 8 7 6 5 4 3 2 2 2 2 19 23 22 21 20 20 20 20 20 19 18 17 16 15 14 13 14 13 12 11 10 9 8 7 6 5 4 3 2 2 2 20 24 23 22 21 20 20 20 20 20 19 18 17 16 15 14 15 14 13 12 11 10 9 8 7 6 5 4 3 2 2 21 25 24 23 22 21 20 20 20 20 20 19 18 17 16 15 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 22 26 25 24 23 22 21 20 20 20 20 20 19 18 17 16 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 23 27 26 25 24 23 22 21 20 20 20 20 20 19 18 17 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 24 28 27 26 25 24 23 22 21 20 20 20 20 20 19 18 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 25 29 28 27 26 25 24 23 22 21 20 20 20 20 20 19 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 26 30 29 28 27 26 25 24 23 22 21 20 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 27 30 30 29 28 27 26 25 24 23 22 21 20 20 20 20 Creature's Negative AC Hit 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 * Automatic hit unless rolling a natural 1. Dexterity. add number given to damage. . Wisdom.TABLE 2: Modifiers based on Strength. Intelligence.
  Continual Darkness Death Spell Delay Detect Danger. Invisible. Secret Door. Evil. Critical) Curse Dance Darkness. Enemies Detect Slopes. Dragons. Person. or Ray Appear Armor Class Bonus (2 to 10) Babble Barrier Bearhug Blasting Blend with Surroundings Bless Blight Breath Weapon. Mass Charm Choose Best Option Clairaudience Clairvoyance Climb Walls (70%-120%) Clone Close Gate Cloudkill Commune Communication Confuse Alignment Confusion Conjure Elemental Contact Other Plane Container (5. Portal Holy Word Ice Storm or Wall Identify Immune to Aging Attack Immune to Breath Weapons Immune to Disease.Index to Magical Effects Sphere Spell Name Sphere Matter Time Time Time Thought Thought Matter Matter Energy Energy Time Energy Time Time Matter Matter Thought Thought Matter Thought Time Energy Matter Matter Energy Matter Energy Matter Energy Thought Matter Energy Thought Energy Matter Thought Energy Matter Time Energy Time Energy Time Thought Time Time Thought Time Time Time Thought Thought Matter Thought Matter Thought Energy Matter Thought Time Spell Name All Thought Time Matter Time Time Time Time Matter Matter Energy Energy Matter Energy Time Time Energy Thought Time Matter Energy Thought Thought Time Time Matter Time Thought Time Thought Thought Thought Thought Energy Matter Time Thought Thought Thought Thought Matter Thought Thought Matter Time Thought Thought Time Thought Matter Matter Energy Time Time Thought Matter Thought Matter Matter Time Ability Score Bonuses Aerial Servant Age Change Animate (Dead or Object) Anti-Animal and Plant Shells Anti-Magic percentage (10%-50%). Gems. Monster. 10' Radius. Automatic Cureall Cure Blindness Cure Disease Cure Wounds (Light. Serious. Plants Control Temperature 10' Radius Control Undead (Lesser or Greater) Control Winds Create Animal. Free Person Gaseous Form Gate Geas or Quest Growth of Animal. Inv. Trap (spell ability) Finger of Death Fire Ball. Humans. Serious. Metal. Acid or Ice Breath Weapon. or Normal Object Create Food Create Magic Aura Create Poison Create Water Creeping Doom Cureall. Plant. Shell. Giants.000 cn) Contingency Control Animals. New Construction. Paralysis. Shifting Walls & Rooms Dimension Door Disarm Attack Disintegrate Dispel Evil Dispel Magic Displacement Dissolve Dodge Missiles. Growth of Plant Hallucinatory Terrain Harden Haste Heal Hear Noise (50%-140%) Heat Metal Hide in Shadows (30%-100%) Hit Point Bonus ( + 1 to + 3 per HD) Hit Rolls Bonus ( + 2 to +10) Hold Animal. Delayed Blast Fire Ball Flesh to Stone Floating Disc Fly Force Field Free Monster. Time Immune to Energy Drain & Poison Immunity Inertia control Infravision Insect Plague Invisibility.000-50. Invisible Stalker Knock Know Alignment Leap 30' to 120' (with Hit roll bonus) Levitate Lie Detection Life Drain 4 . Magic. Poison Gas Bug Repellant Buoyancy (various amounts) Burrowing Call Lightning Calm Others Cancellation Cause Disease Cause Fear Cause Wounds (Light. Fire Breath Weapon. Monster. Mass Inv. Person. Directional Attacks Earthquake Elasticity ESP Explosive Cloud Feeblemind Find Path. Critical) Change Odors Change Tastes Charm Monster.
  Continual Light Lightning Bolt Locate Plant/Animal. Elemental.Index to Magical Effects Sphere Spell Name Life Trapping Sphere Spell Name Resist Cold Time Energy Energy Thought Thought Time Time Energy Thought Light. Plant Spell Damage Bonus + 1 to + 4 Per Die Spell Turning Matter Energy Time Time Move Earth Move Silently (50%-100%) Neutralize Poison Obliterate Matter Matter Matter Energy Thought Statue Sticks to Snakes Stone to Flesh Striking Summon Animal. Traps (50%-100%) Remove Charm. Locate Object Lore Lower Water Luck Magic Door Magic Jar Thought Time Energy Matter Time Time Energy Matter Matter Resist Fire Restore Reverse Gravity Rulership Saving Throws Bonus ( + 2 to +6) Security Set Normal Trap (50%-90%) Shapechange Time Matter Thought Energy Magic Lock Magic Missile Mapmaking Massmorph Matter Thought Matter Maze Memorize + 1 to +10 Spell Levels Merging Time Time Matter Time Matter Time Time Energy Thought Thought Energy Time Shelter Shield Shrink Plants Silence 15' Radius Size Control Sleep Slow Smash Attack Matter Energy Thought Energy Metal to Wood Meteor Swarm Mind Barrier. many. Curse. Prot. Other. Kill. 12. Self Time Time Timekeeping Timestop Thought Energy Energy Thought Energy Tracking Transport Through Plants Travel Treasure Finding Tree movement Energy Energy Energy Time Time Time Time Power Word Blind. all) Protection from Evil. Geas. from Evil 10' Radius Protection from Lightning Thought Time Time Matter Energy Truesight Turn Undead (as Cleric L6. Fear. 24. Teleport Object Time Energy Energy Matter Energy Time Matter Energy Thought Permanence Phantasmal Force Pick Pockets (50%-100%) Plane Travel Plant Door Poison Polymorph Object. Raise Dead Fully Read Languages Read Magic Regeneration Reincarnation Thought Matter Energy Thought Wall of Fire Wall of Iron. Mindmask Mirror Image Snake charm Speak with Animal. Monster. most. Weather Thought Energy Matter Time Obscure Open Locks (60%-120%) Open Mind Paralysis Parry Pass Plant Pass-Wall Matter Time Matter Time Summon Object Survival Sword Symbol Matter Energy Matter Matter Matter Telekinesis Teleport. 36) Turn Undead bonus + 2 to +6. Stone Warp Wood Water Breathing Weapon bonus (to damage or strength) Weather Control Web Web movement Wish Wizard Eye Wizard Lock Wizardry Thought Time Energy Remove Barrier. Quest Repair Object (normal or magical) Matter Thought Word of Recall X-Ray Vision 5 . + 1d6 to +3d6 HD Turn Wood Ventriloquism Victory Time Energy Matter Time Time Protection from Lycanthropes Protection from Magic Detection Protection from Normal Missiles Protection from Poison Matter Matter Thought Energy Time Thought Energy Thought Thought Matter Matter Energy Thought Matter Protection from Undead Purify Food & Water Raise Dead. Stun Predict Weather Prismatic Wall Produce Fire Projected Image Protection From Creatures (some. Dead.
  DR Inst R 30f. 75%. DR 1T R 0. DR 1T R 0. DR 6T + 1T/L R 180f. DR Cone 0. DR 6T R 0. DR 1T R 0. 80% Open Locks. 50% Move Silent. DR 6T R 0. DR 6T 120f. DR 1T R 0. DR 12T 10 12 4 6 8 10 12 14 16 18 Climb Walls. DR 6T R 0. DR 12T R 0. DR 6T R 0. DR IT R 0. DR 6T 20 4 8 12 16 M51 M51 20 5 20 12 M51 M53 M53 M53 2 4 5 Ability bonus (all 3 LT) Ability bonus (all 6) Ability penalty (1 in GT) Ability penalty (2 in GT) Ability penalty (all 3 GT) Ability penalty (all 3 GT) Ability penalty (all 6) Bearhug Blasting Burrowing Climb Walls. 90% Open Locks. 70% Move Silent. DR 1T R 0. 90% R 0. DR 1T R 0. DR Perm 14 18 6 9 16 2 5 18 Raise Dead Raise Dead Fully Remove Curse Remove Barrier* Restore Striking Transport Through Plants Travel Ventriloquism Wall of Fire Wizardry M52 M52 M52 M52 M52 M52 M52 M52 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 M54 M54 M54 M54 M54 M54 M54 M54 M54 M54 M54 M54 M54 M54 M54 M54 M54 20 5 10 15 20 7 9 11 13 15 Hit Rolls bonus + 7 Hit Rolls bonus +8 Hit Rolls bonus + 9 Hit Rolls bonus + 10 Leap 30'. DR 1T R 0. DR 6T R 0. DR 1T R 0. DR 2T/L R 240f. Spells of Energy Ref PP Cost Spell Name Range & Duration X5 X6 C22 X16 X8 X11 X12 X15 X12 2 8 13 C26 X13 X12 M4 C13 B40 X12 C22 X13 C26 B42 C16 B42 C15 C25 C26 C22 M9 C15 X16 C12 C1S X14 C12 C13 X7 C16 M8 B40 X14 M4 16 8 11 5 8 5 19 7 6 5 19 4 12 8 6 20 5 7 10 4 17 Bless Continual Light Delayed Blast Fire Ball Disintegrate Dispel Evil Fire Ball Fly Free Monster* Free Person* Gate Hallucinatory Terrain R R R R R R 60f. DR 2hr-4/day R 120f. DR 1T R 0. DR Inst R 120f. 70% Open Locks. DR 1T R 0. DR Inst R 0. DR 6T R 0. DR 1T Leap 90'. 100% Open Locks. DR Perm R 120f. DR 0-60r 60f. 60% Open Locks. 80% Climb Walls. DR 12T R 0. DR 1T R 0. 110% R 0. DR 6T R 0. DR 6T R 0. DR Inst R 0. DR 6T R 0. +6 Hit Leap 120'. 100%. DR Inst R = Spell. DR 6T R 0. DR 6T R 120f. DR Inst M53 M53 M53 M52 X63 M52 M52 M52 M52 M52 M52 8 11 14 7 Climb Walls. DR 6T R 0. 50% Remove Traps. DR 1T R 0. DR Var R 0. DR 1T R 0. DR 1T R 0. DR Inst R 0. DR 3T R 0. DR 6T R 0. DR Inst R = Spell. DR Perm 60f. DR IT 240f. DR 12T R 0. DR 6T R 0. 80% Move Silent. DR Inst 30f. DR 3T R 30f. DR 6T R 0. DR Inst R 10f. DR 6T R 0. DR Inst 0. DR 1T R 60f. DR 1T R 0. DR 1T/L R 120f. DR 6T R 0. 110%. DR Cone R 240f. DR Inst R = Spell. DR 7r R 0. DR 1T R 0. DR IT R 30f.Charts S1-S4: Magical Effects by Sphere S1. DR Perm 0. DR 1T/L 60f. DR 6T R 0. DR 1T R 0. DR 1T R 0. DR 1T R 0. DR 6T R 0. DR 1T R 0. DR 6T R 0. DR 1T R 0. DR 2T 60f. 100% Climb Walls. DR Inst R 0. DR 1 or 1d% T R 240f. 100% Open Locks. 100% Security Smash Attack Spell damage bonus + 1/die Spell damage bonus + 2/die 11 16 Ib. DR Inst R 240f. DR 6T R 0. 90% Move Silent. DR 6T R 0. +8 Hit Move Silent. DR 6T R 0. DR 6T R 0. DR 1T R 0. DR Perm 30f. + 4 Hit 17 2 5 8 11 14 17 19 6 11 16 20 6 12 18 6 17 6 R R R R R R R R R R 60f. 60% Move Silent. DR 2d6/ld6T R 60f. R 120f. DR 7 use R 240f. Non-Spell Magic Ref PP Cost 4 8 12 16 Spell Name Ability bonus (1 in GT) Ability bonus (2 in GT) Ability bonus (all 3 GT) Range & Duration 20 3 3 5 7 Spell damage bonus + 3/die Spell damage bonus + 4/die Tree movement Weapon damage + 2 R 0. DR 1T R 0. +2 Hit Leap 60'. DR 6T R 0. DR 1T R 0. DR 12T R 120f. DR 6T R 0. DR Perm 240f. DR Perm R 180f. DR 1T R 0. DR Perm 0. DR 1T R 0. 120% Create magic aura Displacement Fire breath Hit Rolls bonus + 2 Hit Rolls bonus + 3 Hit Rolls bonus + 4 Hit Rolls bonus + 5 Hit Rolls bonus + 6 R 0 DR ld6T+1 T/L . DR 12T 9 11 13 15 17 19 9 12 15 Weapon damage Weapon damage Weapon damage Weapon damage +3 +4 +5 +6 Weapon damage + 7 18 5 8 11 M54 M54 M54 M54 14 17 20 Weapon damage + 8 Weapon damage + 9 Weapon damage + 10 Weapon damage x2 Weapon damage x3 Weapon damage x4 Weapon damage x5 Weapon strength + 1 Weapon strength + 2 Weapon strength + 3 Weapon strength + 4 Weapon strength + 5 Weapon strength + 6 7 Web movement R 0. 75% Pick Pockets. DR 6T R 0. DR 6T R 0. Open Locks. 70% Climb Walls. DR 1T R 0. DR 1T 0. DR 6T R 0. DR 12T 6 . DR 6T R 0. Energy la. DR 1T R 0. Remove Traps. DR 6T R 0. DR Cone R 0. Pick Pockets perfectly Remove Traps. 50% Pick Pockets. DR 1T R 0. DR 6T R 0. DR 12T R 0. DR 1T R = Spell. DR 1T R 0. 120% Pick Pockets. DR to Touch Haste Heat Metal Holy Word Light Lightning Bolt Magic Door Massmorph Meteor Swarm Mirror Image 17 12 20 3 14 12 17 14 Pass Plant Phantasmal Force Plant Door Power Word Blind Power Word Kill Power Word Stun Prismatic Wall Produce Fire Projected Image R 240f. DR 6T R 0. DR 1T R 0.
  000 cn M51 Container. DR 6T R 0. to 15. DR Perm 2f. DR 6T R 0. DR 12T R 0. DR Perm Ref Cost 4 8 12 16 Spell Name Range & Duration 12 10 Babble* Barrier Cause Fear* Clone Confusion Create Any Monster X8 M7 C12 C22 C12 X6 B26 X7 M9 C24 14 2 16 5 20 7 18 8 9 7 4 3 5 20 15 5 R R R R 60f. to 50. DR 1ST R 0. DR Inst R 30f. to 25. DR6T + 1T/L R 10f. DR 24T R 0.000 cn M51 Buoyancy to 40. DR 6r R 10f. DR Perm R 240f. DR 1T/L R 120f. DR 6T R 0. DR 36T R 0. DR 2T 30f.000 cn M51 8 Container.000 cn 16 Container. DR 6T R 0. DR 3T R 240f. DR 6T R 0.000 cn M51 10 Container. DR Perm R 60f. DR 36T R 0. DR 1IT 20 4 8 12 16 Ability penalty (2 in GT) Ability penalty (all 3 GT) Ability penalty (all 3 GT) M51 M51 R 0. DR Inst R 0. DR 1T/L R 120f.S2. DR 6T R 0. DR 48T R 0. DR3-7 r 10f. DR Perm R R R R 2f. Spells of Matter 2b.000 cn 12 M51 14 Container. DR 6T R 0. DR 1r/L R 120f. DR Perm c t i R 60f. DR 3T R 0. DR 6T R 0.000 cn M51 M51 6 Container. DR 6T R 0. DR Perm R 240f. DR Perm i o R 0. DR Perm R 0. DR 10T 30f. DR Perm R 0. DR 6T R 0. DR6T R 120f. DR Perm 0. DR lr-6T R 120f. DR 6T R 0. to 20. DR Perm R 0. DR 1T/L 60f. DR 1r o n Shapechange Shrink Plants* Statue Sticks to Snakes Stone to Flesh R 60f. DR 2 sec R 0. DR Perm 120f. DR Perm R 0. DR 6T R 0. DR 36T R 0. DR 6T 7 . DR Perm Create Food Create Magical Monsters Create Normal Animals Create Normal Monsters Cure Critical Wounds R R R R R R 120f. DR 6T R 0. DR Perm Cure Disease Cure Light Wounds Cure Serious Wounds Cureall R 30f. DR Perm R 120f. DR Perm R 10f. DR Perm 2f. DR 36T R 0. DR Perm 0. DR 6T/L R 30f.000 cn M51 18 M52 15 Create Normal Objects 5 Disarm Attack M52 9 M52 Elasticity 6 Gaseous Form M52 M53 Hide in Shadows. DR 6T R 0. DR Perm R 0. DR 36T R 30f. DR 6T R 0. DR 6T R 0. to 35. DR 6T R 0. DR Perm Dance Dimension Door Earthquake Feeblemind Flesh to Stone Floating Disc Force Field Growth of Animal Growth of Plants Invisibility Invisibility 10' radius Knock Levitate P r o t Mass Invisibility Maze Metal to Wood Move Earth Open Mind* Pass-Wall Polymorph Any Object Polymorph Other Polymorph Self Reincarnation Reverse Gravity X13 C13 C20 18 8 10 2 X16 B39 M8 X6 X13 B41 X12 B41 B41 B40 C22 C26 C16 C21 C24 X15 C25 X13 X14 C21 C22 M9 X13 C23 16 4 5 4 5 4 3 3 12 20 16 10 16 9 15 9 13 15 12 20 5 R R R R R R R R R R 0. DR 36T R 0. DR Perm R 0. DR Ir 360f.000 cn M51 Container.000 cn M51 15 Buoyancy to any weight M51 Container. DR Perm X8 X16 C23 C24 C2 X15 C24 M5 C21 X15 C15 B42 X9 14 7 10 19 14 8 10 17 9 10 7 3 2 18 Summon Object Sword Telekinesis Teleport Teleport any Object Turn Wood Wall of Iron Wall of Stone Warp Wood Web Word of Recall R 0. DR 1ST R 0. DR 6T 120f. e c t DR 6T R 0. DR Var R 0.000 cn M51 Buoyancy to 80.000 cn M51 Buoyancy to 20. DR 6T+1T/L R 150f.000 cn 2 4 Container. DR 36T R 0. DR 12T R 0. DR 6T 120f. DR 3T 10f. to 5. 90% Hide in Shadows Perfectly 18 M53 8 Merging M53 5 Parry M53 13 Plane Travel M53 17 M53 Regeneration 19 M53 Repair Normal Objects 2 M53 8 Repair Temporary Magic 14 Repair Permanent Magic M53 M53 4 Set Normal Trap 50% M53 8 Set Normal Trap 70% M53 Set Normal Trap 90% 13 M53 7 Size Control 20 20 18 3 6 9 12 Ability penalty (all 6) Automatic Healing Blend with Surroundings R 0. DR 2T Ability bonus (1 in GT) Ability bonus (2 in GT) Ability bonus (all 3 GT) Ability bonus (all 3 LT) Ability bonus (all 6) Ability penalty (1 in GT) R 10f. DR 6T R 0. DR Perm Magic Missile e R 240f. DR 36T R 0. DR 36T R 0. DR 2T/L R 120f. DR Perm R 90f. Non-Spell Magic Ref X14 X9 X9 C12 X5 M6 X13 M8 PP Cost 10 PP Spell Name Animate Dead Animate Objects Range & Duration R 60f. DR 1T R 0. DR 1T/L-Prm R 60f. DR Inst R 30f. to 10. DR Inst M51 Buoyancy to 10. DR Perm 60f. 70% 12 M53 15 Hide in Shadows. DR Perm R 0. DR 12T 120f. DR 12r 90f. DR 12T 120f. 30% 6 / g i c M53 M 9 a Hide in Shadows. DR 6T tR 0. to 30. to 40.D 50% e M53 Hide in Shadows. Matter 2a. DR 6T 60f. DR Perm R Inf. DR Perm 240f. DR 1T 240f. DR Inst R 0. DR 6T R 0. DR 36T R 0.
  Non-Spell Magic Range & Duration R 60f. DR 1 study R 0. DR 1T/L R 240f. DR 6T R 1 cr. DR 3T R 0. DR 2T R 30f. 140% 5 Identify 10 Immune to Aging attack 4 Immune to Disease 6 Immune to Paralysis 10 Lie Detection 11 Mapmaking 2 Memorize + 1 spell level 4 Memorize + 2 spell levels 6 Memorize + 3 spell levels 8 Memorize + 4 spell levels 10 Memorize + 5 spell levels 12 Memorize + 6 spell levels 14 Memorize + 7 spell levels 16 Memorize + 8 spell levels 18 Memorize + 9 spell levels 20 Memorize + 10 spell levels 10 Poison Gas Breath 6 Tracking 90 %. DR 20T R 120f. DR 3r R 0. 50 % indoor 14 Tracking 90% anywhere 12 Treasure Finding 16 X-Ray Vision Range & Duration C12 C15 X13 B39 C21 X11 X14 X8 X5 X14 C20 X61 C15 C16 C16 X6 M4 B41 B41 B39 B41 C24 9 5 9 18 3 12 17 7 7 6 20 4 8 3 7 3 5 15 16 7 10 6 4 8 10 4 2 4 14 14 X9 X5 X9. DR 6T R 5mi/L-14. DR 12T R 1f. DR 1T/L R 120f. DR 1 study R 0. DR 6T R 0. 50% 10 Hear Noise. DR Var R 0. DR 6T R 0. DR 36T R60f. DR 6T R 0. 110% 5 Hear Noise. DR 6T R 120f. 90% 15 Hear Noise. DR 2-5r. DR 36T R 0. DR 2T R 60f. DR 1r R 0. DR Cone R 0. DR 12T R 60f. DR 6T R60f. Thought 3a. DR 1r R 0. DR Perm R 0. DR 3 mon R60f. DR Perm M51 B27 X9. DR 1T R 120f. DR 1r R 60f. DR 1T/L R 0. DR 6T R var. DR 3T R 20f. DR 6T R 0. DR Any R 240f. DR 6r R 0. DR 6T R 60f. DR 6T R 0. DR 1 study R 0. DR 3T R 360f. Spells of Thought 3b. DR 3T R 0. DR 1T/L R 0. DR 1r/L R 0. DR 36T R 0. DR Perm R 120f. DR 1 study R 0. DR Perm R 0. DR 1 day R 0. DR 6T M51 M51 X61 M51 M51 M51 M51 M51 B45 X60 X62 M52 X60 M52 M52 M53 M53 M53 M53 M53 M53 M53 M53 M53 M53 C54 M52 M52 M52 M52 M52 M52 M52 M52 M52 M52 M52 M52 M52 M52 M52 M53 M54 M54 M54 M54 R 1 cr. DR 1 study R 0. DR 6T + 1T/L R 0.16 C20 X12 X8 X16 X5 C15 X6 C22 X15 C24 C24 X11 C15 C15 B27 B40 B40 C24 Aerial Servant Call Lightning Charm Monster Charm Person Charm Plant Clairvoyance Cloudkill Commune Confuse Alignment* Conjure Elemental Contact Other Plane Control Plants Control Temperature 10' rad Control Winds Creeping Doom Cure Blindness Detect Danger Detect Evil Detect Invisible Detect Magic ESP Explosive Cloud Find the Path Find Traps Geas or Quest Harden Infravision Insect Plague Invisible Stalker Know Alignment Locate Locate Object Lore Magic Jar Mass Charm Mind Barrier Mindmask* R 360f.T R 0. 100% 14 Find Traps. DR 12T R 1f. DR Var R 120f. DR 2T R 30f. DR 1 study R 0. DR 1T/L R 120f. DR Var R 0. DR 6T R 0. DR20T R 120f. DR 6T/L R 0. DR 1T + 1r/L R 30f. DR 1r R 0. DR Var R 120f. DR 1 day R 480f. DR 36T R 10f. DR 3T R 240f. DR 6T R 10f. DR 18T R 0. DR 1r/L R 0. DR 1 study R 0. DR Inst R 60f.16 B27 X6 X6 X7 X9 X8 M5 M5 C16 C12 X12 C16 M10 X14 15 16 3 4 Obscure 2 Predict Weather 2 Purify Food & Water 2 Read Languages 2 Read Magic 13 Remove Charm* 2 Remove Fear 9 Remove Geas or Quest* 2 Resist Cold 3 Snake Charm 3 Speak with Animals 5 Speak with the Dead 12 Speak with Monsters 6 Speak with Plants 6 Summon Animals 16 Summon Elemental 11 Summon Weather 10 Truesight 3 Water Breathing 16 Weather Control 20 Wish 6 Wizard Eye R 5f/L. DR 6T R 1 cr. DR Var R 10f. DR 12hr R 10f. DR 6T R 0. DR 6T R 1 cr. DR Perm/1 T R 0. DR 18T R 0. DR Perm R 0. DR 2T R 0. DR 6T R var. DR 6T R 0. DR 6T/L R 0. DR 6T R var. DR Var R 120f. DR 6T/3T R 0. DR 6T R 0. DR 6T R 0. DR 1 day/L Ref PP Cost Spell Name 14 12 6 4 Ref PP Cost Spell Name 4 Ability bonus (1 in GT) 8 Ability bonus (2 in GT) 12 Ability bonus (all 3 GT) 16 Ability bonus (all 3 LT) 20 Ability bonus (all 6) 4 Ability penalty (1 in GT) 8 Ability penalty (2 in GT) 12 Ability penalty (all 3 GT) 16 Ability penalty (all 3 GT) 20 Ability penalty (all 6) 6 Calm Others 3 Change Odors 9 Choose Best Option 3 Clairaudience 12 Control Animals 19 Control Dragons 17 Control Giants 20 Control Humans 8 Communication 7 Detect Enemies 3 Detect Gems 4 Detect Metal 2 Detect New Construction 5 Detecting Shifting Stone 3 Detect Slopes 7 Find Secret Doors 2 Find Traps. DR Var R 240f. 80% 10 Find Traps. DR 20T R 120f. DR 1 study R 0. 60% 6 Find Traps. DR 1r/L R 0. DR20T R 0. 70% 8 Find Traps. DR 1T R 0. DR 6T R 0. DR 12T R 0. 50 % 4 Find Traps. DR 6T R 0. DR 6T R 0. DR 1 study R 0. DR 20T R 0. DR Cone R 0. DR 6T T var. DR 1 study R 0. DR 6T R 0. DR 24T R 0. DR 6T R 0. 90% 12 Find Traps. DR 6T R 0.S3. DR 6T R var. DR 12T R 0. DR 6T R 1 cr. DR 1 day R 0. DR Perm R 0. DR Perm R 30f. DR 36T R 0. DR 1T 8 .
  + 3d6 HD Victory 9 . DR 3-18 day R 60f. 0. DR Perm R 0. DR 6T R 0. DR 1T R 180f. DR Inst R 30f. DR 6T+1T/L R 180f. DR 1T R 0. DR Perm R 60f. DR Perm R R R R 0. DR 15r R touch. DR 12T R 0. 0. DR 1T R 0. DR Perm R 30f. DR Perm touch. DR Perm R 120f. DR DR DR DR 6T 6T 6T 6T Wizard Lock 4b. DR 20T R 120f. Sight. DR 6T T var. DR 1T/L R 0. DR 7 use R 0.1T/L R 10f. 0. DR Perm R 10f. 0. DR 10T R 10f. + 1d6 HD Turn bonus + 4. DR 5r R 120f. DR 6T R 0.1 2 r R touch. DR 6T R 1 cr. DR 6T R 1 cr. DR Perm touch. special effect B43 12 Poison.S4. DR Inst R 10f. DR Var R 0. DR 24T R 0. DR 6T R 1 obj. Sight. DR 1r R 120f. DR 2-5r R 10f. DR Perm R 0. Spells of Time Ref C16 PP Cost Spell Name Anti-Animal Shell Anti-Magic Shell Anti-Plant Shell Range & Duration 9 15 6 R 0. DR 18T R 0. 0. 0. DR 2d6T R 120f. DR DR 3T DR 3T DR 3T DR 1T DR 1T DR 1T 1 check 9 14 19 4 8 12 15 Turn Undead as Cleric L24 Turn Undead as Cleric L36 Turn bonus + 2 . 0. DR 2 4 h r R Sight. DR l . DR P2dl2d R 0. DR 12T R 0. DR IT R R R R R R R R R R R R R R R 0. DR 6T R var. DR 6T R var. 0. Sight. DR Perm R 0. DR Perm R 60f. DR Perm 8 Age Change (2-20 years) X62 Age Change (3-30 years) X62 12 16 Age Change (4-40 years) X62 20 Age Change (5-50 years) X62 18 Anti-Magic Ray M51 M51 3 Anti-Magic 10% M51 7 Anti-Magic 20% Anti-Magic 30% 11 M51 M51 15 Anti-Magic 40% M51 19 Anti-Magic 50% AC bonus -2 M51 4 6 AC bonus -3 M51 M51 8 AC bonus -4 M51 10 AC bonus -5 M51 12 AC bonus -6 14 AC bonus -7 M51 M51 16 AC bonus -8 M51 18 AC bonus -9 20 AC bonus -10 M51 5 Bug Repellant M51 20 Cancellation (one item) B45 3 Change tastes M51 14 Control Undead. DR 1T R 60f. DR 1T/L R 120f. 0. DR 1T/L X15 C16 R 0. DR I r / L R 240f. 0. DR Perm R 180f. DR lr R touch. 0. DR 2T R 180f. 0. 0. + 2d6 HD Turn bonus +6. DR Perm C22 X5 C12 12 X6 X5 X7 C26 M8 X6 X8 X7 X14 X11 X16 X8 C20 C12 2 7 5 2 6 17 20 6 8 4 5 3 10 11 7 Appear* Blight* Cause Critical Wounds Cause Disease* Cause Light Wounds Cause Serious Wounds Close Gate* Contingency Continual Darkness* Create Poison* Create Water Curse* Darkness* X12 X15 X12 B39 X13 X13 M9 C13 X16 C22 X8 C13 C25 B40 X8 C15 X12 X5 B40 X6 B40 X12 M3 C25 M10 B42 10 3 7 4 4 9 5 20 14 8 12 6 18 18 Death Spell Dispel Magic Dissolve Finger of Death Hold Animal Hold Monster Hold Person Hold Portal Ice Storm Ice Wall Immunity Life Drain* Lower Water Magic Lock* Neutralize Poison Obliterate* 2 5 8 4 3 2 8 3 5 13 Permanence Protection/Normal Protectionfrompoison radius e Protection/Evil Protectionfromo Eviltt t Protection from oo 10' Missilese e P rr from Undead Lightning Resist Fire 18 20 6 Shield Silence 15' radius Sleep Slow* Survival Symbol Timestop R 60f. DR 1T R 0. DR 2T R 0. DR 6T R var. DR 6T R 1 cr. Time 4a. Sight. DR 3T R R R R R R R Sight. DR 1T R 0. Greater 2/r Delay Spell Effect C50 7 Dodge normal missiles M52 10 Dodge any missiles M52 13 Dodge directional attacks M52 6 Hit point bonus + 1 per HD M52 12 Hit point bonus + 2 per HD M52 Hit point bonus + 3 per HD 18 M52 11 Ice breath M52 Immune to Breath Weapons 20 M52 16 Immune to Energy Drain M52 8 Immune to Poison M52 17 Inertia control M52 20 Life Trapping M52 n // / M52 /s m 20 a o a m n le y creatures m o Luck s l t creatures creatures creatures 10 Paralysis B44 B44 15 Paralysis (-2 save) B44 20 Paralysis (-4 save) B43 6 Poison. DR l-10r R 0. DR 12T R 240f. DR 6T R 0. DR 24 hr R 0. Sight. DR 9T. DR Perm M5 B44 M53 M53 M53 M53 M53 X62 M54 M54 M54 M54 M54 M54 M54 M54 M54 6 13 10 5 R 10f. deadly (-2 save) 4 M53 8 M53 M53 12 17 M53 B44 9 Lycanthropes R R R R R touch. DR 6T R 0. DR Var R 120f. DR 6T R 0. DR 1T/L R 10f. DR 1 check 10 15 7 20 Rulership Saving Throws bonus + 2 Saving Throws bonus + 4 Saving Throws bonus + 6 Shelter Spell Turning 2 4 Timekeeping Turn Undead as Cleric L6 Turn Undead as Cleric L I 2 R 0. DR Inst R 0. DR DR DR DR DR DR DR DR DR DR DR DR DR DR DR 6T 6T 6T 6T 6T 6T 6T 6T 6T 6T 6T 6T 6T 6T 40T R touch. DR 1T R 30f. DR 1T R 0. DR Perm R 240f. DR 6T R 1 cr. DR 20T R Spell. 0. DR 1T R 0. DR 6T R var. DR 6T R 0. 0. DR Perm touch. DR Perm R touch. DR 12T. DR 6T+1T/L R 240f. 0. 0. damage (1 pt/PP) B43 18 Poison. 6T oo o n n cc c t t t ii i i o n R 0. DR Inst R 0. DR 1 spell R 0. DR 1T/1 R 30f. DR 4d4T R 240f. 0. DR 12T R 30f. DR 6T/L R 0. DR Perm R 0. DR 3T R 0. DR 6T R 0. DR 6T R 30f. DR 12T R 0. DR Inst R 120f. DR Var R 120f. Lesser M51 M51 18 Control Undead. DR Perm R 240f. Non-Spell Magic Ref PP Cost 4 8 Spell Name Ability bonus (1 in GT) Ability bonus (2 in GT) Ability bonus (all 3 GT) Ability bonus (all 3 LT) Ability bonus (all 6) Ability penalty (1 in GT) Ability penalty (2 in GT) Ability penalty (all 3 GT) Ability penalty (all 3 GT) Ability penalty (all 6) Acid breath Age Change (1-10 years) Range & Duration M51 X62 12 16 20 4 8 12 16 20 13 4 R 1 cr. DR Perm 60x10f.
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