The Outer Planes

From the wizard's perspective, the key features of the outer planes include the following:

· Spells that require access to powers and creatures in the inner planes and Prime Material planes do not function (unless otherwise noted below).

· Cantrips will not function.

· Creatures and phenomena native to the outer planes are unaffected by Prime Material planar spells that summon, communicate, control, or prevent entry. Comparable spells exist for each plane, but they must be learned by the wizard in that plane; animal growth for animals of Elysium is an example. These are not considered modifications of existing spells, but different spells altogether.

The schools of magic are affected as follows:

Abjuration: These spells are useless against beings native to the plane the wizard is in (for instance, protection from evil has no effect on the evil occupants of the Nine Hells). However, dispel magic disrupts spells cast by creatures native to the outer planes.

Alteration: The Chaos planes (Happy Hunting Grounds to Tarterus, inclusive) have a random effect on alteration spells that create matter (such as fog cloud) or change matter into other shapes (the various polymorph spells). The chance of a random effect depends on the plane (see Table 10).

Table 10: Chance of Random Effects of Alteration Spells in Outer Planes

Plane

Chance of Random Effect

Happy Hunting Grounds

20%

Tarterus

20%

Olympus

40%

Abyss

40%

Gladsheim

60%

Pandemonium

60%

Limbo

80%

Created matter subject to a random effect has its appearance altered; for instance, a fog cloud might be blue in color or sparkle like diamonds. The change does not affect the properties of the matter. The DM determines the nature of the change.

The random effect for a spell that alters the shape of matter is that the spell may not function at all, or that it may function in an unintended matter. Roll 1d100 on Table 11 if such a random effect is indicated.

Table 11: Random Effects of Altered Shapes in the Outer Planes

d100 Roll

Effect

1-10

Target does not change in appearance or properties.

11-30

Target changes in appearance (as determined by DM), but retains all the properties of the original.

31-50

Target does not change in appearance, but gains the properties of the new form.

51-70

Target changes to resemble some nearby random object or creature, but retains the abilities of its original form.

71-90

Target changes to resemble some nearby random object or creature, and gains the abilities of that object or creature.

91-00

Target changes in form and function into something not in the immediate area. (DMs are encouraged to be fiendish.)

Conjuration/Summoning: Non-native beings cannot be summoned unless they are in adjacent planes or planar layers. Creatures native to the plane can be called upon, but they are not controlled by the wizard; any tasks given such creatures must be negotiated. Protective spells that are effective in the Prime Material plane do not function against native creatures.

Find familiar will bring an imp, quasit, brownie, or pseudo-dragon. The DM is free to add other suitable candidates or to modify the appearance (but not the abilities) of these familiars.

Enchantment/Charm: Spells directed toward specific creatures (such as charm person) will not function against their outer planar equivalents. Planes other than the one occupied by the wizard cannot be accessed, though extradimensional space can be (so spells such as deeppockets function normally, but spells such as shadow walk will not). Magic jar or any similar spell that leaves the caster's original body unoccupied creates the risk of that body being occupied by a native of the other planes (see the Necromancy entry below for details).

Divination: Spells that detect or identify mainly respond to the alignment of the plane, overwhelming the alignment of any beings in the plane. For instance, if a good warrior is in the Nine Hells, know alignment is overwhelmed by the plane's evil nature and will not reveal that the warrior is good. However, a detect good will reveal the warrior's goodness.

Illusion/Phantasm: These spells function normally, though the caster should keep in mind that many of the powerful beings inhabiting these planes are immune to illusionary attacks and effects. However, spells that rely on demi-shadow magic and shadow magic function at half strength and half effects. Shadow monsters, for instance, creates creatures with half the standard hit points that inflict half the standard damage when attacking; shadow magic inflicts only half damage and effects.

Invocation/Evocation: These function normally, although they may be changed due to prevailing conditions in a particular plane. Generally, these changes are similar to those experienced in the inner planes. For instance, a wall of ice will begin to melt immediately in the heat of the Nine Hells.

Necromancy: These spells have no effect on the natives of the planes. Reincarnation causes revived individuals to be of the same alignment as the plane; for instance, a PC reincarnated in the Nine Hells will be evil. Spells that involve a body uninhabited by a spirit, such as magic jar, have a 1 percent chance per day per depth of layer of being inhabited by native spirits. For instance, a character who died on the eighth layer of the Nine Hells has an 8 percent chance per day of his body being occupied unless it is raised, while a body on the 100th level of the Abyss has a 100 percent chance of being occupied on the first day). The spirits will not voluntarily release the body (a limited wish or spells of similar power will dispel them).

Magical Items: Weapons are reduced by one plus for each plane they are taken through; this applies only when moving from plane to plane, not when moving through planar layers. If a weapon becomes non-magical, all special abilities are lost. These penalties do not apply to weapons designed to affect particular creatures of the outer planes. Armor and other protective devices are similarly affected. All other magical items suffer the same limitations as the spells they mimic. Magical items that reach into extradimensional space function normally, but those that draw power from the inner planes or access the Ethereal planes do not function.

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