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e Gam e Adventur y Fantas s Immortal o t e Guid s Master' n Dungeo By

Editing: Anne Gray McCready TABLE OF CONTENTS Development: Harold Johnson Cover Art: Illustrations: Larry Elmore The Multiverse ...... 2 Typesetting: Linda Bakk Physical Characteristics ...... 5 Kim Lindau Other Notes on Dimensions ...... 12

C 1986 TSR, Inc. All Rights Reserved. e CampaigTh n ...... 14 Goals of the Immortals ...... 15 Immortal Justice ...... 18 This book has been designed for use with the , Expert , Basic ® DRAGONS & S DUNGEON New Magic ...... 19 n explai t no s doe t I . Sets r Maste d an , Companion The Sphere of Entropy ...... 23 , Basic e th e hav t mus u Yo . game e th y pla o t w ho Experience Points ...... 23 Expert, Companion, and Masters rules before you Adventure Planning ...... 25 can use this set. Reference Guide ...... center of book

Creatures ...... 27 DUNGEONS & DRAGONS® and D&D® are registered Introduction ...... 27 trademarks owned by TSR, Inc. and the TSR logo are trademarks owned by TSR, Inc. ®1986 Creature Descriptions ...... 28 TSR, Inc. All Rights Reserved. Bibliography ...... 51 This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained Spells of Entropy ...... inside back cover herein is prohibited without the express written consent of TSR, Inc.

Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors.

Printed in the U.S.A. First Printing —June, 1986

TSR, Inc. TSR UK, Ltd. PO Box 756 The Mill, Rathmore Road Lake Geneva, WI Cambridge, UK 53147 CB14AD The Multiverse

desire, fond this hope, pleasing this "Whence This longing after Immortality?"

Cato Joseph Addison (1672-1719)

e b d shoul u yo , section s thi y stud u yo e Befor six plane, s of numbers existence—th r thei h e replenis Prime n ca s , Ether, Immortal y wa familia- r witcollec h e the notes Planes—ar i nl the D&DElementa ®r Com-fou e th d an to maintain their commanding positions as panion Set which describ. e Planes th r e EthereaInne e th d l ancalle d y tivel controllers of all of existence, is by finding, Elemental Planes, vortices, and wormholes The Inner Planes are surrounded by the encouraging, and testing exceptional mortals e b o als d shoul u Yo . 18-19) s page C (DM - Ele e th o t d connecte s i h whic , Plane l Astra who wish to achieve Immortality. s a , Power f o s Sphere e fiv e th h wit r familia mental and Ethereal Planes but not to the Breeding experiments have not improved w ne k brea e w e Befor . set s thi n i d describe Prime- . Ear beyonImmor n dwhe s the Inneoccasion r e Planesrar e th , n acrosO . s odds e th ground, a brief review is in order, and some this vast "astral ocean," are other planes of tals have masqueraded as mortals (as docu- new detaild an ss are addeImmortal d e toth thesf o s e now-familiahome e th , r existence mented by dozens of ancient myths), their topics. other r beingsno e . mor Thesr e otheneithe d ran s planes mortal are e comwer g - offsprin l provincia a , Planes r Oute e th d calle y monl r othe n tha y Immortalit e achiev o t y likel s les and relativ- med e h termSuc . that isorigin nevertheles l morta y s inpurel comf o s - human e Existenc f o s Plane mon use eth becausf o e e of balanc th e e th Prime-plana o t s danger r origis pose n g dlin of mosd t Immortalsabandone e . wer s attempt h suc t tha e Prim - exist f o e "plan e phras e th , terms e gam n I - exist f o s plane n know e th f o e thre y Onl long ago. ence" (or simply Plane) refers to an area seen ence are infinitd e in discovere size—th n ofte e e ar Prime s , EtheImmortal -l Potentia by mortal beings as a three-dimensional vol- real, and Astral. All others are limited, or in planes other than the Prime, but few of t differen s i s Thi . size e unmeasurabl f o e um . universes t pocke r o , planes " "bounded e Thos . Immortality g reachin n i d succee e thes t fla a s i e plan a h whic n i , geometry n i n tha Togetherr neve , ale l theshav y e planes, boundeImmortalit h dreac an o dd o wh two-dimensional area. One Plane contains infinite, Inner and Outer, is collectively achieved greatness within the Immortal hier- , moons , planets r othe , homeworlds C P e th . Multiverse e th d calle archy. Immortals believe that this is because stars, other objects, and vast distances e th n i s imbalance e th y b d cause s flaw e th f o between them in which there is almost noth- . creatures h suc f o s plane e nativ r (o e Plan e Prim e th d calle s i e plan s Thi . ing The Importance of the Prime . Prime) e th y merel The Prime Plane is special in several ways. It Dimensions e spac s thi o t d en n a g findin t a t attemp y An is the only one in which the five Spheres of will faild , an fo , r it extendThought , s withouTime , t endEnergy i, n all nor(Matter -r Powe - multi e th n gover s Sphere e fiv e th s a t Jus mal directions (height, width, etc.). Any such Entropy) all blend together perfectly, in pre- verse, five dimensions govern each plane of plane of infinite size is tailed a universe. cisely - equamea lf o proportions y wa a s i n . It is alsdimensio oh theEac onl. y existence One, otheAir f r o plane s , theelement Ethereal r fou e ,th touche h whic s thn i e e plan suring physical size or distance. Each dimen- Prime n at alagai l , points. perfectly Mos d t adventurerblen r Wate d an s , fromFire , Earth sion is a real direction perpendicular to every the Primf o ee are plan quit r e othe familia y Ever r . with the Etherproportions l , equa n i other. Time, often mistakenly called the l magica s variou g usin y b d entere e b n ca t i r fo existence contains some imbalance in ele- fourth dimension, is not a direction, but one effects and devices. The Ether is also an area ments, Spheres, or both. of the Spheres. through whic, h characterEntropy f o e s musthos g t pass includin to , reach Immortals l Al e lin t straigh a s a n dimensio e on e Imagin the nearb- bal y e planeth b s of distur th o et t founo rl elementscarefu y . The extremel e ar on a piece of paper. Another line crossing it at Primer andThei Elementa. Plane e l planePrim e th s n ari es connectething l al f do e anc a 90 degree angle shows a second direction, - form , Ether e th h throug h reac t tha s tube y b cautiona id s ad in o theiT . r owpaper n e self-interestth n o n sig s , foplu r a th g e formin ing a branchinw ne h gwhic networm fro e k verplan y y similaonl e th s ri te o thPlan e e Prim - imag , both o t r perpendicula n directio d thir roots os f a tree. Immortal r Fo . arise y consistentl s Immortal e th f o r cente e th h throug g passin e lin a e in f o p grou s thi , perspective r greate a m Fro cannot create Immortal offspring. The only plus, leading above and below the fiat paper

2 The Multiverse

Easy so far, for most of us. But the next line to have any real location or meaning, it explorations of the dimensions. o t r perpendicula n directio a n i s i n dimensio r large r o l two-dimensiona a n withi t exis t mus They found a barrier they cannot pene- all three of those lines, a direction that we as space. The line itself describes only one trate. players are simply not equipped to see. We dimension, but its location must be described can, however, assume that our Immortal by two. The Secret of the characters can see, use, live within, and even Similarly, a two-dimensional plus sign can o d e w s a y naturall s a n dimensio s thi e ignor certainly exist alone, but to have real mean- Multiverse . three t firs e th a n withi d locate e b t mus t i , ing Immortals have imagined much of the follow- a s a d define y simpl e b n ca l morta a , Thus three-dimensionae th f o t lmos spacd e frodeduce mt whicfac n i he it hav ma d yan , ing being who is equipped to perceive only three be observed. truth, but have never found real evidence to - per n ca l Immorta n A . once t a s dimension The conclusion of this line of reasoning is support their theories. They remain uneasy, ceive r four dimensionnumbe n give sa s at once—buperceive o t wh fou g r onlybein y . an t tha intellectually capabl t unablbu e o fullt e y Howevera s ha ,t a tha fift e h directiospac a n i t n lurkexis t s arounmus s d the dimension f o accept their own deductions. r fou t firs e th f o all o t r perpendicula , corner e perceiv o t s dimension f o r numbe r greate s mist e th n i t los w no e plac a m fro g Comin r fo e impossibl s a y normall s i t I . dimensions those dimensionst firs e th , ; at leasmemory t on d e an mor e e tim an dn pos- forgotte f o r fo s i t i s a n directio h fift s thi e se o t s Immortal sibly several. From this, it is easily proved Immortals found the multiverse; they did not humans to perceive the fourth. Its effect on that Immortalsd an , order , t who cawithou t ni d perceivfoun y e fouThe it. r create h catc y occasionall t bu y rarel o wh , mortals dimensions, must exist in five or more. without purpose, so they made the achieve- glimpses o- f itsphi , existence, camathematics n f o b es horrifyingdiscussion l . Immorta ment of these things their highest goal. The e th n directio h fift s thi l cal y commonl s Mortal losophy, and other topics led them to this con- many plane f existenco s e stilar e l being e bothersom s Thi . Nightmares f o n Dimensio clusionr . TheOute e y Th furthe . r deduceImmortals e d th tha y b t d an explore e simpl a s i t i ; place a e denot t no s doe e nam infiniteh numbeeac h rWit o. f dimensionsinnumerable muse b o t existm see ,s Plane - direc a o t , ignorance h throug , attached g ta since each depends on the one "above" it to passing millenium, the Immortals grow ever tion thae t fiv n oe mortath e l orexplor Immortao t d l caattempte n e perceivehav y The . . exist more awed by the apparently infinite size and Althoug. h alothers l r five directiondiscove o t d san ars e real, meadimension s - obviou variety of this vast creation. surable distancess , creature th d e latter twencountere o y are comquickl s - Immortal y the , before e her n bee e hav t mus e Someon monly called "imaginary" dimensions by who naturally perceive three dimensions, but reason. Someone or some group, or perhaps o t l refusa l natura a y merel s i s Thi . mortals whose viewpoint is entirely different than some thing, made all of this. The Immortals . nevertheless t exis y the ; r thei t admi humans'. These life forms consider the five call them the Old Ones—beings to whom n bee e hav s dimension n know e fiv e Th dimensions in a way exactly opposite to the even the power of the Immortals is but a drop given names to define what each dimension is mortal view. Similar to mortals, they per- in an ocean. n i d use n whe e measur o t d use y commonl . world l three-dimensiona a t accep d an e ceiv h suc h Wit . correct e ar s Immortal e Th t firs e Th . dimensions r othe h wit n conjunctio But the dimensions that normal mortals call power, the Old Ones knew that the Immor- e distanc r o h lengt s measure n dimensio - per s being e thes , third d an , fourth , fifth e th - oppor n a s a s thi w sa y The . come d woul s tal betweey n twThe o. pointsthird d , anan d, thus second ha , s a beginninfirst r thei s ga e ceiv e unimaginabl r thei e despit r Fo . tunity and an end. The second dimension measures are disturbed by their fourth dimension abilities, the Old Ones are tragically similar t firs e th n i t objec e th f o n directio d an h breadt d an , second) e th l cal s mortal l norma t (wha t canno y The . respect e on n i s Immortal o t s measure n dimensio d thir e Th . dimension horrifie e fiftth h y (whab d t normal mortals reproduce and the only way for other beings volume or magnitude or size of an object. call the first). to achieve their level of power is through a The fourth dimension defines the relation Mans a y t of thesJus . e beingswill d an , th, e so-calleexperience d , Nighttime -f o t tes - sim f o s point l al g findin , objects o tw n betwee g coexistin d discovere e wer , creatures e mar Immortals await and desperately desire the ilarity, or convergence. And finally, the fifth alreadye oth no d th o es Prim, e Planmortals l e itself. Thiexceptiona f o s e was appearanc r o e natur e uniqu e th s measure n dimensio startlind g an bu t t not greates entirel e th r yfo t unexpectedwai d an h , sincwatc s e One d Ol essency e of anentirel objec o tw t e inar relatios n to dimension al d l othersan s , plane e th best of all the Immortals. or divergence. different things. The Immortals now watch But knowing that Immortal power could If an object exists in only a few of the five over and protect these beings, admitting their transcend all boundaries, the Old Ones set a dimensions- , accept th t e bu firs y t dimensiofull m the d n by whicunderstan h o t it y is inabilit m the p hel o t s Immortal e th t restric o t t limi measured—even if this is actually the second ing them as natural life forms of the inviolate concentrate their efforts. This is the Barrier. s creature y b d viewe s dimension—i d thir r o . Plane e Prim Withdrawing themselves into the sixth and - per e sam e th m fro s dimension e perceiv o wh e th y b d pose s problem e realiz s Immortal higher dimensions, the Old Ones created a spective as the object, as the object's length. very t existencres e th e d oan f s these creaturesthemselve n . Nbetwee ol lifwal ef o e typ Dimension, sthird tha, t cannosecond e tth br e perceiveconside o t d d do noseeme t s form of existence. Whenever an Immortal tries to appearg to exist "startin to r the character'thei s a s s perceptionsdimension h . fourt r o pass beyond the first five dimensions, he or t apparen s thi , then , Why . were t i s a " point, - per s Immortal . realm l specia a s enter e sh Infinite fiv e e Dimensionth s Perhap s? fifth e th f o e importanc ceive this realm as a whirlpool of infinite size. w someho e ar s Sphere e fiv d an s dimension made of a watery form of ether. Some Immor- Let's back up a bit. When you imagined a related, but no evidence has been found to line to represent one dimension, you also s mas g swirlin e hug e th n i t los n bee e hav s tal support this theory. However, a peculiar phe- for many years; they are known to still live, a n somewhere—o e b o t e lin e th d imagine g discovered—somethin n bee s ha a nomen piece of paper, for example. But that paper - unrecovera d presume d an , missing e ar t bu that strikey sman fea e r intmad o e evenhav th s e most powerfuImmortal e lTh . ble exists in at least two dimensions. Thus, for a of Immortals, millions of years since the first

3 The Multiverse

e th e solv d an , penetrate , explore o t s attempt r neve e hav t bu , whirlpool t vas s thi f o y myster e th d calle s i s chao g swirlin s Thi . succeeded Dimensional Vortex. Perhaps even worse than the existence of - crea e som t tha t fac e simpl e th s i r barrie e th tures, presumably life forces but of a type dif- ferent from all others, enter and leave the Dimensional Vortex. Simply called vortex creatures by Immortals, these beings are powerful and greatly feared. The Immortals s servant e ar s creature x vorte e th t tha e believ r o , correct , observe o t t sen , Ones d Ol e th f o destroy. In creating the barrier, the Old Ones knew that its existence would produce certain odd effects—most notably the evolution of life e th , viewpoint l dimensiona w ne a h wit s form s a s thi w sa y The . creatures e Nightmar another opportunity. 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. The barrier - experi t grea s thi l unti d remove e b t no l wil ment of the Old Ones has reached a conclu- sion, for it has been successful in creating new Old Ones. 0 10,00 r pe l Immorta e on y Approximatel e thes f o t Mos . status h Hierarc l Ful s reache t Bu . post d exalte s thi n i t conten e ar s being some very few Hierarchs have become dissat- isfied with their fate. They sought even greater power, and wondered about the para- - over e thes f o t Mos . barrier t grea e th f o x do came their concerns and curiosity, but a — two r o d hundre h eac f o e on s few—perhap n o , superiority e ultimat r thei e prov o t e chos the remote chance that some greater power might be watching. They dispersed their life - rein d an , Planes e Hom r thei o int s essence s human l morta e mer s a s themselve d carnate once again. d perishe s individual g darin e thes f o t Mos in the process, for they indeed became mere d an e surviv o t e chanc r bette o n h wit , mortals achieve Immortality than any other mortal man. Only a handful both desired and d An . time d secon a s statu l Immorta d reache a s statu h Hierarc d reache w fe a y onl , these f o y onl , few e thes f o , finally d An . time d secon w sa y The . more k see o t n agai e onc d dare o tw - punish r thei s a s blackball e th f o g comin e th ment and final destruction, and the other Immortals still believe that this is what y the , all o t t unbeknowns t Bu . occurred passed beyond the barrier, and exist now with the Old Ones. One success could have been chance, but t grea e th t tha d prove l arriva d secon e th experiment known as the Multiverse would

4 The Multiverse o t e continu s One d Ol e Th . purpose s it e serv tems can produce effects so outlandish as to We have added the elements of to . Hierarchs g darin r othe r fo t wai d an h watc y entirel e b y ma t bu , fantastic y entirel m see this likely early configuration, and the result And somedad an d y when theplanet-boun y h are bot satisfied , , empires whe t nVas . real d boxe e th n i d describe d worl n campaig e th s i their s unknowbillion r no s goals havmillion r efo t beenexis n reachedca , — galaxy-wide rule sets and adventures. This period of . return l wil s One d Ol e th y someda of yeare s withouAg e th s ta even r becominknow e g awartherefor s i ey of eachistor h s earth' others' existence, if separated by the vast of Magic. Political and social developments Summary depthse oth f o intergalactit y entirel t c spacealmos t . lef , matter r anothe e ar s i n teleportatio , world l rea e th * Unlike development of individual Dungeon Mas- This sen t ca doe e s noPlan t e attempPrim e t toTh full. y describgame s thi en i th e e possibl ters. The real fun of a good fantasy game lies e describ y full n eve t canno e W . Ones d Ol therefore be explored on a large scale, and in dealing with the scope of human activities, their servants, the Immortals, nor their vast contact can be made even between civiliza- independent of mere geographical details. - vol e futur o n d An . Multiverse e th f o m real tions in separate galaxies. Such occurrences r fo , Ones d Ol e th n o s detail e provid l wil e um e th t bu , chance m rando y b y unlikel y ver e ar Home System y an f o k framewor e th d transcen s power r thei Immortals as a group can serve to monitor f o s bodie r othe d an r sta e th , convenience r Fo mere e game. Toencourag reducr o t e thepreven m r to gameithe d ean terms race s y man would trivialize their power, whic. h is of aninteraction r thei the solar system that contains the PC home- order far greater than the Immortals'. Wheh n wwit e t considetha o t rl the furtheidentica y r possibilitieessentiall e ar s d worl e on t tha e assum e W . familiar e ar e w h whic The Old Ones are prepared to wait indefi- opened by other planes of existence, the ele- nitely,f o fo e r Timus n e has ncommo o e holth , d over matter them f o y . If antheor yl menta - pre y ma u yo h thoug , earth e th s orbit n moo fer to add others. However, we chose one - jour t grea e th n i s succeed r characte r playe magic, and the imbalances of the Spheres, lit- ney, not merely achieving Hierarch status but erally - anythinhis r ou gn o i se possibleinfluenc . e So for thpervasiv s e it DMf o e , becaus y ma e cycl r luna e th , some o t g Accordin . tory provine g lif hi , s or heworlds r w superioritne g y bdesignin y f o doin m g it proble e th have affected man both physically and men- twice—well, no higher goal can be attained, forms, and other game elements is not "Is it and no reward is too great. The player wins possible?s " bueffect d t rather "Wherwidesprea d ha e doey s it occur?certainl s ha t "I . tally and his character vanishes. And that is the on the measurement of time, the agricultural final end of this game. and marine cycles, and other aspects of our s reader e som h whic h wit n assumptio n A * One fact remains for you, as Dungeon will no doubt disagree. But no concrete evi- world. So instead of reexamining all aspects m the g changin y possibl d an , life n huma f o ? Ones d Ol e th e ar o Wh . decide o t , Master . allegations y onl , light o t e com t ye s ha e denc - power t mos d an t greates e th d indee y the e Ar into details too alien to entertain us as a game t wai y the s a , perhaps r O ? all f o s being l fu Earth form, we maintain the use of a single, famil- secure in their power, do even the Old Ones iar moon. naively fail to see the most obvious fact of all? The home - worlplan d e of humasam e th f no playet mos rt charactertha e sassum o als e W g Bein r highe o n t tha e believ y reall y the n Ca as portrayed in the D&D Basic, Expert, ets exist. Three noteworthy exceptions are ? them s watche f o e on y merel s i s set r Maste d an Companion, f o t char f brie a y b d followe , below d mentione . waits.. d an . watches.. o als o wh e On , scope d limite s it n Withi . possibilities y man e th f o y bod h eac f o n positio d an s mas e th this world is simply our real one, but at a home system. - dia s masse d lan e Th . past r fa e th n i t poin n i , Jupiter d an s Mar n betwee s lie t plane A . A Physical grammed in the Companion set are a rough e th f I . belt d asteroi e th l cal w no e w a are e th depiction of the ancient world of Pangea. The Characteristics DM desires, it may be the home of an continents have only begun to drift from their advanced civilization. But this planet will be . infinite s i e existenc f o s plane f o r numbe e Th n moder e th g followin , position d unifie y earl destroyed in the future—possibly in a few r Oute d bounde e th f o s exploration l Immorta theories of the shifting tectonic plates. years, or perhaps in a few thousand; possibly Planes continually find previously undiscov- Although the earth as portrayed in this s action e th y b s perhap r o , means l natura y b , Prime e th f o s realm e infinit e Th . ones d ere game has been designed as if it were an actual of its residents. Its remains will form a haz- Ethereal- ,eas any dma AstraM D e l th Plane , one sl arrea er alsou o t r being predecesso e larg d an , debris g floatin f o n regio s ardou l Immorta d an l morta h bot y b d explore ily change this. It may be a parallel world, pieces will swing about the sun in beingst . bu The eon l Immortalsrea r ou m fro ' e chosendistanc r tasfa a k t a o fd locate . years f o s million r fo s orbit e collision-pron , end r neve s thu l wil e multivers e th g explorin bearing many similar characteristics. This For these and other reasons, let us call this lasting- asdis lons g as variou th e e Immortalresolv o t d s themselvesuse e b n ca .d metho . Damocles t plane d doome r ou d an d worl e gam e th n betwee s crepancie The Prime Plane real one. For example, names from ancient B. At the time of this game setting, the bodies myths have been suggested for various now called Mercury and Pluto do not exist. The Prime Plane alone, limited only by its e th t bu , familiarity r fo y simpl , Immortals When Damocles is destroyed, the two largest perfect balance of Spheres and elements, specified era predates such cultures by mille- pieces will fly in opposite directions. The one e entir e th s house t I . variety e incredibl s offer - explo f o e us d an n inventio e possibl e Th . nia n a n i t caugh e b l wil n su e th d towar g headin realm n oa f existencs unles e m which proble we a , the e pos human o als sn oca f s sive s a n know r late e b l wil d an , orbit l unusua . catalogued d an d studie e hav , world l rea e th e wher d accepte s i e postulat h eart e alternat e th e escap t almos l wil r othe e Th . Mercury The possibilities are amazing—black holes gunpowdey r nearb doeg s nopassin tr existafte t . bu Bu , t theseentirely probm - syste r sola and quasars, galaxies and nebulae, standard lems can be solved in other ways, even while Uranus and Neptune it will also end up in - configura r stella d an y planetar t varian d an s i t i s a d worl n campaig e th g maintainin . Pluto d calle r late e b o t , orbit tions, and so forth. Double and triple star sys- described. The final choice is the DM's. Some large chunks of Damocles will be

5 The Multiverse

captured by gravity, becoming the infamous Life formr thei s m similafro t r to odifferen r s compatibleffect e e witproduc y h ma n gi "retrograde moons" (which rotate in a direc- humankind are only common in remote areas standard forms, all of which can be logically e th f o s bodie r othe e th f o t tha e opposit n tio of this sort. The stars and systems of the cen- deduced by the shift in dimensional perspec- solar system) of Jupiter and other planets. tral hu" b of thedimension galaxg y "missin ar e e th muc , h cases closel al n I r . tive d an s asteroid e becom l wil s piece y man d An a e hav o t m see s thu d woul d an , together alter e effec th sthao s tt appeari t s paralleo t l g flyin e th , orbits r sola l elliptica h wit s comet greater chance of interaction between differ- the two-dimensional spellcaster. For exam- , Albert , Amor , Eros d calle w no l shrapne r greate g correspondin a d (an s form e lif t en ple, a fire ball spell cast by a mortal adven- , Icarus, Adonis, and (listed theoretical chance of housing a galactic net- turer would create a perfectly thin disc-like . size) f o r orde n i f o t amoun e th , However . empire) r o k wor r circula a f o e blad e th o t r simila , explosion hazardous radiation and incidence of stellar saw. Potential victims might not be damaged C. Beyond the orbit of Neptune lies the tenth r fo r highe y correspondingl o als e ar s collision even when very near the center of the explo- planet, called Charon. It is slightly larger h muc t albei , safer h muc s i t I . hub e th n i e thos sion. A spell caster may practice spells while than Mars. Its location is accurate to the - set y sparsel e th n i t ou , lonelier d an r quiete e rotat o t n lear y ma d an , Plane l Astra e th n o method of prediction known as Bode's Rela- tled backwaters previou se oth f thh e galactiWit . uses c6 masso t 3 .r afte t effec e th tion, but it will remain undiscovered until the l two-dimensiona e th , example r fo ball, fire solar system can be re-explored by use of * One light-year (LY) is 5,875,000,000,000 miles. e th o t l paralle e b y initiall d woul t effec e th r afte s year f o s thousand y man , technology two-dimensional caster, but the caster could . Magic f o e Ag e th f o g passin The Astral Plane thereafter cause the explosion to occur in any non-parallel direction. n su m fro e Distanc r Diamete m Syste r Oute d an r Inne e th n betwee f gul t grea e Th e thre n i s exist y actuall fireball e th h Thoug f o s million n i s mile n i y Bod planes of existence is the Astral Plane. It is e sav o t e abl e b y ma s mortal n eve , dimensions miles the only known infinite plane outside of the to take no damage because they can see the The Sun 864,000 Inner Planes. y the t tha n dimensio h fourt e th n i n directio Venus 7,581 67 Like most other planes, the Astral Plane is Earth . volume) 7,92 l 6 9(five-dimensiona 3 e pentaspac a must move to evade the spell. e chang l dimensiona s thi , effect a are n a r Fo Mars t effec e 4,20uniqu 0a s ha e Plan l 141Astra e th , However f I . throw g savin e th f o t resul e th s change o als Damocle- sper r thei 6,10 s 3shift t I . it r ente 25o 7wh s being l al n o m victi e th , successful s i w thro g savin e th Jupite- r phys r 88,67thei t no 0 t bu n 48dimensio 4e on y b e spectiv e th d avoide g havin , all t a e damag o n s take Saturn. effects l 75,062unusua l severa g 887 producin , reality l ica effect entirely. Uranus - per 29,57 l 7 morta a , Plane 1,78 l 3 Astra e th n Withi d an l physica h bot , melee f o s aspect l al r Fo Neptun- e dimen h 27,58fourt 9 d an , third , 3,230 second e th s ceive e damag d an t Hi d unmodifie l norma , magical Charo. n first e th 5,32 e se 0 o t y abilit e th 710 s 5 lack d an , sions - oppo e th t jus e ar s creature e Nightmar e (Th . apply s roll , dimensions r fou e perceiv o wh , Immortals The - Galaxdimen yh fift e th e se o t y abilit e th g lackin , site can see the fifth dimension but cannot see the sion.) A human sees himself as a flat, y "Milk e th f o e natur e th t abou n know s i e littl o S "missing" first dimension. (Again, the reverse two-dimensional thing, unable to sec one of Way," the galactic home of humanity, that the applies to Immortal Nightmare creatures, but his natural dimensions. Since Immortals are DM may add details with great freedom. f o s effect l Magica ) same. e th s i t resul d en e th four-dimensional beings, mortals who 0 100,00 , disc n thi e larg a s i y galax e Th g existin , three-dimensional e ar n origi l Immorta encounter them on the Astral Plane see them e nod l centra a h wit , across ) (LY * years t ligh in the second, third, and fourth dimensions. s i t I . creatures l three-dimensiona , solid s a s portion r oute e Th . thick Y L 0 20,00 s i t tha Any magical effect of Immortal origin appears - encoun e creatur a r whethe l tel o t y eas s thu n i Y L 0 2,000-3,00 g averagin , slowly r tape in normal, unmodified form; for example, an - Immor r o l morta s i e Plan l Astra e th n o d tere thickness. The galaxy contains 125 billion - nor l ful a n i e explod would ball e ir f s Immortal' . visible y immediatel s i e differenc e th ; tal stars, but only 125 million earthlike planets. mal three-dimensional way. The change in dimensional perspective Only 125,000 have produced intelligent life o t s applie y penalt 5 - a , Plane l Astra e th n O r appea o t e Plan l Astra e th n o s thing l al s cause forms, and only about 125 of the races are all mortal saving throws vs. magical effects of . substance g shimmerin , sparkling a n i d outline able to use magic and/or technology to con- Immortal origin. No such substance actually exists; the effect is . destinies n ow r thei l tro - suf t movemen o t s aid l magica l al , Finally . perception f o r matte a , illusory y merel The stars closest to man's are (to use our fer modification, as described in the following modern names for them) Alpha Centauri (4.3 section. 7 (10. i Eridan n Epsilo , LY) 6 (8. s Siriu , LY) c Magi n o t Effec LY), Procyoe Plan nl (11 Astra LY) e ,th 6 1o t Cygn n itake (11. s 1 LY)object l , Materia Movement Tau Ceti (11.2 LY), and Altair (15.7 LY). It undergo the same shift, and some character- , Sirius , Centauri t tha y noteworth e b y ma y especiall e ar s item c Magi . changed e ar s istic e Plan l Astra e th n withi t movemen l Norma e som n whe e possibl y onl s i ) walking s a h (suc Procyony ,an an f do Cygnh i arstrengt e all l doublmagica e e staTh r sys. - affected s i l trave f o s mean l usua e Th . present s i e surfac tems. The closest civilization able to use enchanted item is reduced by one; for exam- d soli e som n whe t presen y onl s i y Gravit . flight magic (countinn i +3 d g onlswor a y s thosa d e outsidtreate s i e4 th+ e homsword e a , ple is nearby, and only has minor effect (similar to s planet l severa n o s i ) humanity f o m syste y An . Plane l Astra e th n o e whil s respect l al the relationship between Prime-Plane gravity orbitiny g Epsilon effectivel Eridani s i t . enchantmen 1 + f o m ite and the nearby Ether, as described in the D&D The homdis- t eno syste, mthere l ofstil mas i nc is magi fa e r removeTh . d non-magical Companion Set). from the galactic hub, hidden among many pelled or suppressed, but has no effect. . arms t grea l severa s it f o e on n i s star r othe - ori l morta f o s spell d an s item c magi r Othe

6 The Multiverse l magica n i n alteratio y noteworth e quit e On Creaturen s wherei s space a extr s ha t char e Th . creatures travel occurs on the Astral Plane. All magical tra- n a d an , add u yo s creature e th t inser y ma u yo vel loses, in effect, one dimension of its capacity. The Astra. l Plane is thpercentages ee nativrevis e o plant u eyo o r f afo fen w oddcolum a extr A teleport or dimension door effect opens a creatures, but most of the beings encountered Check for random encounters three times - allow , dimension h fourt e th s acros y pathwa therein are transient visitors. Because of its promi- during any trip through the Astral Plane nent location among the planes of existence, the - dimen e thre t firs e th s bypas o t r use e th g in e onc , entered s i e plan e th r afte y shortl e —onc f o s type y man y b d use y commonl s i e Plan l Astra sions and apparently cross any amount of at the midpoint of the journey, and once near space in very little time. However, this has lit- creatures- , botchar e h th morta n lwhe ano d als Immortal k Chec . . trip e th f o d en e th tle effect while the user is on the Astral Plane, The n onlyupo s creaturetravel r so describeo t r nea ds in thimove y s setpart ar so r acte e thre e th f o e on w no s i n dimensio t tha s a s nipper e ar e Plan l Astra e th n i n commo y ver any large solid within the plane. tele- astral , effect l spel w ne A . ones " "normal n mea t no s doe s thi t Bu . proteans l astra d an r encounte n a ; 1d6 l rol , randomly k chec o T e b y ma l spel teleport e th f o n variatio a port, that these e are determin tho t e % onld 1 yl oneRol . s1 a present s i t .resul e Yoth f ui s occur s i s thi t bu , arises y opportunit e th f i d learne should y creatma eM neD e w Th creature . s as desiredencountered e , ocreatur rt as exac e th t i , Plane l Astra e th n O . spell w ne y entirel n a needed. Th. eroll Astram l rando Plan a g e offerusin f o sd the ultimatinstea t resul ea t selec l norma e th r fo d describe t effec e sam e th s ha l unusua s it f o e becaus , design f o m freedo In the following chart, "Ref" lists the book d use f i t cos P P e sam e th h (wit l spel teleport . expanse e infinit d an s characteristic and page reference for a full description of the by an Immortal)l Astra . e th n i s encounter m rando r Fo creature. Be sure to review the notes given teleport d standar a , Plane l Astra e th n O plane, n uso es the followindetail e mor r g chartoffe h . Thwhic e , percentchart e -th r afte w ne o n n desig u yo f i y onl y appl n give s age y merel object) teleport g (includin t effec the creature(s) encountered. allows three-dimensional flight, as the fly spell description. A dimension door effect Random Encounters d spee e th f hal t a t bu , flight s enable o als levi- s enable y onl t effec fly l magica A . given , movement) l two-dimensiona w (slo tation . useless s i levitate a d an t poin s signpost o n , Plane l Astra e th n Withi n A . Planes r Inne r o r Oute e th o t y wa e th e becom y easil y ma r travele d inexperience - naviga l magica r othe r o wish A . lost y utterl tional aid can become critically important in this environment. A wish can also be used to change dimen- sional perspective, either back toward nor- mal or further by one increment. Magical - prob e th e sinc , effect o n e hav n visio o t s aid - dimen f o r rathe t bu t sigh f o e on t no s i m le sional orientation, a different matter entirely. With normal dimensional perspective, all magical movement aids function normally. Contents Similar to the Prime, the Astral Plane contains vast reaches of nearly empty space. All five Spheres and all four elements are represented. s object e hug l typica r othe d an , stars , Planets can be found. However, these may seem to be either flat surfaces or full three-dimensional objects, depending on their true dimensional - home C P e th o t r simila t plane A . position - appar s dimension e thre s it f o e on h wit , world ently missing, would appear as a flat surface of large size. The rarer four-dimensional solids l Astra e th n i l three-dimensiona r appea d woul Plane (just as do Immortal creatures). e th " "in d foun e b o als y ma s plane r Othe Astral Plane. Many of the Outer Planes are bubble-like and completely isolated, sur- rounded by the Astral. Planar boundaries are l Astral-Etherea e (th s section r late n i d describe . Boundaries) r Plana r Othe d an , Boundary

7 The Multiverse

determine the type. Mixed types often travel o t o g o t g separatin e befor e tim a r fo r togethe their respective tasks. Type d% Screaming 01-38 Croaking 39-65 Howling 66-82 Groaning 83-91 Hissing 92-96 Roaring 97-99 Whispering 00 Demon ruler: This may be Orcus (60%) or (40%), but either is accompa- nied by 2-8 lesser but powerful demons of mixed types, plus 1-4 groups of special fol- lowers (see page 35). Djinni, Greater: This pasha is accompanied r thei n o s i p grou e Th . djinn l norma 8 3-1 y b way to or from an of the Sphere of Thought. Draeden: This huge being will probably (80%) ignore anything it encounters, unless provoked. Dragon (any normal): Only large or huge dragons are found on the Astral Plane, and only Notese rescu a r eithe e ar s creature e Thes : Archons those using spells or special magic items which e b o t n know s being e som d ai o t t sen , party All encounters: Check the book reference protect and guide them. If heading toward the r o o t e rout n e e ar r o , Plane l Astra e th n i t los s one d constitute y newl e ar y the , Planes r Inne t Mos . game a n i e creatur e th g usin e befor . mission l specia a n o e Plan e Prim e th m fro require pre-planning and have a wide range from the Home Plane of a dragon ruler, about h Hierarc e th f o s agent l persona e th e ar y The wan- e b y ma y the , otherwise f I . service n begi o t of abilities. of Energy, who will not look kindly on any f o e capabl s being l Immorta f I Immortals: e th r fo g headin e b y ma r o , lost r and/o g derin interference by other . Immortalsruler r thei f o . e ThPlan e r Oute level and rank progression are encountered, archons probably (80%) have exceptional - ran y ma r o , each f o k ran e th t selec y ma u yo magic items to aid them in their journey. Dragon Ruler: Any ruler traveling outside domly determine it by rolling 1d% : the Home Plane is accompanied by 2-5 huge g wanderin e b y ma g thin s Thi : Blackball d% Rank powerful dragon aides. The group is heading g trackin e b ) (20% y ma r o , (80%) y randoml , sort e som f o n missio c specifi a m fro r o o t 01-50 Temporal , latter e th f I . deliberately e creatur r othe e som , existence f o e plan y an n o e b d coul h whic 51-75 Celestial C P e th f o e on e b y ma m victi d intende e th including the Astral. The group may (50%) 76-90 Empyreal party. be accompanied by 2-12 dragon spirits, 91-99 Eternal d ai l magica l powerfu t withou e invisibl y utterl 00e th e Se : Hierarch (Neh-Thalggu) r Collecto n Brai D&D®- Mastermate e Set (pagassum o t e e 42)abl fot r bu a summartruesight) y s oa f h (suc Adaptors: The home of these beings, though creature statistics. These odd beings are Night- rial form if needed. not the place of origin of the race as a whole, mare creatures (q.v.), but are native to the Efreeti, Greater: This amir is accompanied . Plane l Astra e th n withi s planet e th f o e on s i e th n o d foun u Neh-Thalgg . Plane l Etherea d boun s i p grou e Th . efreet l norma 8 3-1 y b This is either a group of explorers or a guard e thos n tha l powerfu e mor r fa e ar e Plan l Astra for or returning from an Outer Plane of the d an , lost t no , novices t no e ar y The . patrol described, as they may have collected 1-4 brains Sphere of Energy. l exceptiona y carr y The . surprised y easil t no d gaine y thereb e hav d an s Immortal m fro equipment, often technological, and are Power e anb dy extrma ar magifou e c th use f o . Furthermoree on y An ,: the Elemaster familiaf o r s withforce e moslif d t of thtrappe ee creatureth n scontai l encounstil y ma - s brain - ele e Th . alone s alway t almos d an , encountered tered ino t thie s planeunabl t .bu d unharme y relativel , Immortals masters usually travel in tiny form while on the ) (80% y probabl s i e creatur e Th . Plane l Astra Adventurers: Whether human (including free themselves from this living prison. f o e Plan e Hom r Oute e th m fro r o o t e rout n e demi-humans) or diaboli, this is a well- Demon (any lesser): These are en route to the Hierarch of the appropriate Sphere. h wit s character l high-leve f o p grou d rounde or from any plane of existence, but always appropriate equipment. They are extremely have a- specifiprob e car purposes .creature Ie f on theicarefre re wayThes t: o a Flickers y ma d an , trigger-happy e b y ma , cautious y the e anyon e evad o t y tr l wil y the , job - sim e ar y The . care t don' y the t bu , lost y abl . lost e b ) chance % (20 r numbe e th d fin u yo r Afte . encounter ply wandering or exploring, and will not be o t h eac r fo y separatel % d l rol , appearing . first d attacke s unles e hostil

8 The Multiverse s i e creatur t malevolen s Thi : Black , Hag e ar s nightshade o tw f I . assist o t s other s Titan . hostile y overtl e b r neve l wil t bu , tral probablt y en routdifferen r e fo to d or froboun me aar n y Outethe , r Plane encountered encountered on the Astral Plane always ) they r (o t I . reason c specifi a r fo , Entropy f o r fo r togethe g travelin y merel , destinations s task d assigne r thei e sinc , attacked f i t retrea may have magic items or exceptional spell safety.t ou k see r late y ma y the t bu , priority e hav use (greater than that given in the monster their attackers (often with allies) to settle e centipede-lik y tin f o e hord s Thi : Nippers - accompany e b ) (30% y ma d an , description) unfinished business. creatures will attack anything. They are ing a lich. . dangerous y extremel Tonals: The number appearing varies by the t bu l evi s i e creatur s Thi : Immortal , Hydrax - crea e th r pe s a , encountered s tonal f o ) type(s f o y primaril t consis l wil p grou s Thi : Notions e purpos c specifi a s ha y probabl t I . stupid t no ture description. Breves are never encoun- . notions e extrem r o , bizarre , outlandish for being in the Astral Plane, and if so, will tered alone, always accompanied by one or They are not hostile, but may be lost. avoid anyone encountered. It is probably more other types. The tonals are probably - appropri h wit , Time f o e Spher e th f o ) (90% , slow d an e predictabl s Thi : Astral , Protean (80%) of the wild, evil variety (atonals). Oth- ate powers. Select or randomly determine its but dangerous, life form is usually attacked erwise they are Lawful and friendly. Any rank, but reroll any result of 91 or more. on sigh- t wan b ye b Immortalsy simpl r o .e Proteanpurpos a se arhav e y thema l tona scourge of the Astral Plane. Determine Hit dering. y randoml r o t Selec : Sphere) y (an l Immorta Dice randomly (d% x 10), and note that A-M determine one of the four PC Spheres Undine, Immortal: This being is probably is 1 % per HD. (excluding Entropy), and one rank. All the (90%) of the Sphere of Time, with appropri- e sam e th f o e b l wil d encountere s Immortal d an , scavenger a s i e creatur s Thi : Repeater ate powers. It is Chaotic but always good. Sphert ei an g d rank (thouganythin k h attac o f) any leve(80% y l withinprobabl l wil s creature' e th e determin y randoml r o t Selec that rank). They are probably simply explor- encounters. It is just as likely to not pursue rank, but reroll any result of 91 or more. . mission a m fro r o o t e rout n e e b y ma t bu , ers mortal victims if they flee quickly. Vampires: The group encountered is always . first d attacke s unles e hostil e b t no l wil y The Soo: If soo are encountered, some form of of maximum size (9 HD). They are all spell d avoi y usuall s creature e Thes : Jumpers o t y likel % 90 s i ) clouds r o , liquid , (ice r wate users, either clerics or magic-users, and may encountero so se witTh . h ImmortalPlanet l s Astra unles e ssom then o y y are nearb e b o t h 25t m fro y usuall h thoug , level y an f o e b seeking employment or extremely hungry. normally avoid confrontation, but are notori- 36th (1d12+24). They are probably (80%) They will attack nearly any morta. l thethieves d y an rec s - liar s ou not lost, and are always in search of victims. . such s a e ogniz They may sometimes (10%) be pawns of a Spectral Hounds: In the Astral Plane, these more powerful undead, which need not be Kryst, Immortal: This being is probably creatures are up to five times normal (up to e th n o e somewher y certainl s i t bu y nearb (90%) of the Sphere of Matter, with appro- 25 HD) and take automatic minimum dam- . Plane l Astra priate powers. It is also probably good, and age from all mortal attack forms (similar to friendly as well. Select or randomly deter- demons). They are en route either to or from t resul y an l rerol t bu , rank s creature' e th e min the Barrier. The Outer Planes of 91 or more. Spiderse ,lif f Planaro y : variet e Sincwid ey they extremel ca e n th shiff o e t Becaus Lich: This creature or pair may (80%) be en betwee, n planesexistence anf o d s dimensionplane y sman ae t th will n i ,d thesfoun e s form route tk o osee r l fromwil d anan Outey r Planfriendl y e of Entropyusuall e ar s , or merchant , Planes r Oute f o r numbe e infinit e th d an - vic f o h searc n i g wanderin y simpl e otherwis e ar y The . information r and/o s valuable e trad o t . each r fo n give e b t canno s description l usefu 5 2- s carrie h Eac . mortal) y (preferabl s tim are never lost, and can offer directions to Home Planes of Immortals all have certain - magi r lesse l usefu 8 3- , items l magica l powerfu those who are—for a price, of course. A common characteristics, starting with those cal itemsc , ancleri de haon ss cast 0-1include 9s (1d20-1alway s ) spellspider s f io n p grou e thos , However . Book ' Players e th n i n give , encountered s i h lic e on f I . encounters s previou l leve ) (9th m maximu f o r magic-use e on d an notes apply only to a starting plane. Immor- k blac a s ha e otherwis r o , alone e b ) (70% y ma t i f I . Plane l Astra e th n o d encountere n whe s plane e hav s statu r highe d an l Celestia f o s tal hag (q.v.) for a companion. attackedn , ththa ed entire groudevelope e p wilmor l d shifan r t to anothelarge e ar rh whic 5 2- h throug g shiftin e continu l wil d an , plane r Oute e th f o t Mos . given s detail g startin e th Malfera: These Nightmare creatures are more , planesize s g and/orstartin dimension t tha n tha s r as a precaularge e ar -s Plane e ar d an , Plane e Prim e th o t e nativ y actuall tion. . smaller e b y ma e som h thoug probably (80%) lost in the Astral. They are exceptiona- crea l t specimensmalevolen , able e tThes o cas: 3) t f spello y s (an as t Spiri Dimensions - hor f o h Thoug . 28 o t 9 s level f o s magic-user tures (not to be confused with the general rid appearance, lost y , the definitel malfer e ar ) a will essence probabl e lif g y notmeanin m ter - five e ar s Plane r Oute e th f o ) (95% t Mos e nativ s it o t n retur o t y onl g seekin , hostile e b y b e Plan l Astra e th o int d wandere g havin e ar e Som . all t no t bu , spaces l dimensiona . dimension r and/o e plan accidente . thre They yonl e wilhav l w attacfe a kd an anyon , e they four-dimensional encounters , space excep l t superioDimensiona r being . s of Entropydimensions r . fewe r o Nightshade (Nightcrawler, Nightwalker, vary in the proportions listed on Table 10. or Nightwing)a e : determin Thi y s powerfurandoml r l o bu t t mortaSelec l: Titan You may want to develop weird adventures o t g headin s i y Entrop f o e Spher e th f o n minio Sphere for the titan to serve, ignoring d od n a o t s character r playe g sendin y b or from an Outer Plane of its Sphere. Its Entropy. The titan encountered has a specific dimensional plane. approximate location is known to at least one mission, and may contact his or her patron Of every billion Outer Planes, there are s i t servan s it f i w kno l wil o wh , demon . means c telepathi y b , time y an t a l Immorta 950 million pentaspaces, 47.5 million tetras- d sen r o e com ) (50% y ma o wh d an d attacke The titan's attitude may be friendly or neu- paces, 2,375,000 trispaces, 11,875 dispaces,

9 The Multiverse n ofte s i e typ t las s Thi . monospaces 0 6,25 d an t tha s system y planetar d an s star f o r numbe attoplanes are monospacial. The phrase completely undetectable from the Astral exist in- eacself h y outer planesimilarl s .i Wit " h this informagigaplane l - "trispacia h wit d discovere n bee y onl s ha d an , Plane r characte r playe l Immorta n a , hand n i n tio contradictory. great difficultys vastnes .e th e explor r o p develo o t n begi y ma A monospac- deter o t d e (one-dimensionause s i e plan a f o e lsiz e planTh . e of plane a f o Table 10: Percentage of Spatial s form e lif r Peculia . line a y simpl s i ) existence mine the power cost to make changes to the Planes are only found in 1 % of the known mono- natural laws of a plane as described in Home planes. System (page 5). l Tota f o e Percentag A dispace (two-dimensional plane of exist- The terms for the number and size of the Number of Outer s form e Lif . surface t fla y perfectl a s i ) ence g followin e th n o d foun e plan a f o s dimension Dimensions Planes have been found in about 10% of such tables may be used together. For example, a 5 95 spaces. bounded region of maximum size and dimen- 4 4.75 A trispace (three-dimensional plane of sions is called a pentaspacial teraplane. Some 3 0.2375 e th s i s thi s a , understood y easil s i ) existence e th f o e becaus , combined e b t canno s term 2 0.011875 apparenn t sizknow e oy f alonl l e planeth , s to theexample mortar Fo . l per-limits e siz 1 0.000625 % 90 n i d foun n bee e hav s form e Lif . spective of the known planes of this type. Humans and most other mortal beings can enter and Table 11: Terms for Sizes of Planes function within tridimensional space, but Size Size in Immortal Immortals can do so only with difficulty, as in miles other units Term o t r fou m (fro e siz r thei s compres t mus y the 0.000005 almost 1/3 in. Attoplane three dimensions) to do so. 0.005 26 1/2 feet Femtoplane f o e plan l (four-dimensiona e tetraspac A 5.0 26,400 feet Picoplane , Immortals y b d visualize y easil s i ) existence 5 thousand 208 + map hexes Nanoplane since they are four-dimensional beings. Life 5 million 26.S 8L Microplane forms are found in over 99% of the planes of 5 billion 71/H L 2 Milliplane this type. All known life forms can function 50 billion 74 1/2 LH Centiplane . spaces h suc n withi y easil 500 billion 745 LH Deciplane A pentaspace (five-dimensional plane of 5 trillion 0.85 LY e plan d Standar existence), the most common type by far, is 50 trillion 8 1/2 LY Dekaplane hard for Immortals to visualize fully, and the 500 trillion 85 LY Hectoplane e ar s form e Lif . mortals r fo e impossibl s i k tas 5 quadrillion Y L 1 85 Kiloplane - por l three-dimensiona n i t exis o t d believe 5 quintillion 851,000 LY Megaplane m for y an d an , type s thi f o s plane l al f o s tion 5 sextillion 851 mill. LY Gigaplane may be found. The three infinite planes are 5 septillion 851 bill. LY Teraplane pentaspaces. 1 Mile = 5,280 feet It is hypothesized that many pentaspaces 1 Map hex = 24 miles e th n tha s dimension r othe s posses y actuall s mile 2 186,28 - ) second t (Ligh S L 1 - can s dimension e thes e sinc t Bu . five n know 1 LH (Light hour) = 670,715,200 miles e ar y the , perceived r o n i d travele e b t no s mile 0 5,875,000,000,00 = ) year t (Ligh Y L 1 . pentaspaces e tru h wit d groupe There are no known hexaspaces (six- f o e becaus ) existence f o s plane e l Siz r dimensiona Plana f o n Determinatio m Rando : 12 e Tabl the existence of the Dimensional Vortex. t presen s dimension f o r Numbe Plane size 12345 Size Attoplane 01-05 f o e plan e singl a n withi s dimension e th f o l Al Femtoplane 06-14 01-06 existence are equal. The standard size of every Picoplane 15-32 07-17 01-08 - tril 5 t abou s i e Plan e Hom g startin s Immortal' Nanoplane 33-68 18-35 09-20 01-10 lion miles. Outer planes of various sizes have Microplane 69-86 36-65 21-37 11-23 01-12 been found. Their possible and average sizes Milliplane 87-95 66-83 38-62 24-39 13-26 . present s dimension f o r numbe e th y b y var Centiplane 96-97 84-87 63-68 40-45 27-30 s variou e thes g describin r fo s term l Immorta Deciplane 98-99 88-91 69-74 46-52 31-35 . 11 e Tabl n o d liste e ar , planes f o s size Std. plane 00 92-94 75-79 53-60 36-41 To randomly determine the size of the Dekaplane 95-97 80-84 61-67 42-48 . 12 e Tabl o t r refe , plane a n withi s dimension Hectoplane 98-99 85-88 68-72 49-54 Roll d% and find the result in the column Kiloplane 00 89-91 73-76 55-59 . present s dimension f o r numbe e th s give t tha Megaplane 92-00 77-89 60-74 Table 13 may be used to determine the Gigaplane 90-00 75-88 Teraplane 89-00

10 The Multiverse

Table 13: Contents of Planes 13A: Stars Roll the same way as for treasure types in mortal games. Check each entry for each plane. Find number only (all 100% chance) for Dekaplanes and . spaces r large

Type of Star Types Plane Micro Dwarf Standard Giant

Attoplane 30% 1 special Nil Nil Nil

Femtoplane 60% 1 Nil Nil Nil

Picoplane 60% 1-4 Nil Nil Nil 30% 1

Nanoplane 80% 2-5 Nil Nil Nil 10% 1

Microplane 99% 2-5 60% 1 Nil Nil

Milliplane 9 2- % 99 80% 1 4 1- % 30 Nil

Centiplane 99% 2-12 5 2- % 60 95% 1 10% 1 50% 1

Deciplane 99% 2-12 60% 3-6 5 2- % 10 40%. 1 80% 2-5 4 1- % 40 99 % 1

Standard plane 2-1% 99 2 4 1- % 80 50% 2-5 20% 1-4 90% 2-5 50% 1 70% 1 70% 1

Dekaplane ld20 + 2 2d6 3d10 2d8 + 2

Hectoplane 1d100 1d8 x 10 1d10 x 40 1d4 x 10

Kiloplane 1d6 1d14 0+ 1d20 + 20 ld8 + 4 or larger*

0 10 s time s result l al y multipl : Kiloplane * Megaplane: as kiloplane, times 1,000 n millio 1 s time , kiloplane s a : Gigaplane n billio 1 s time , kiloplane s a : Teraplane s Bodie r Othe : 13B s mas w lo f o r sta f dwar d Condense : Microstar Standard star: Typical and most common common tn oi boundee on , d planesastronomy bu n t raremoder elsen I -. type r sta e th s time ) 2 + 6 (1d 8 3- = s planet f o r Numbe where. Diameter 2 feet to 20 miles. Mass the Main Sequence. Diameter 250,000 to number of stars 3-30 times earth. Temperature range 5% 2,500,000 miles (1d10 x 250,000). Mass e th s time 0 1-1 = . etc , moons f o r Numbe r sun100o t ou f .%o e Temperatur . earth s time 0 100-1,00 number of planets (includes asteroids, Dwarf star: Very small and dense star. Diam- range 50% to 200% of our sun. comets, etc.) 5 1 + 0 (1d2 s mile 0 35,00 o t 0 16,00 r ete Giant star: Very large but nearly gaseous star. x l,000). Mass 100-400 times earth. Tem- Diameter 10 million to 390 million miles Explanations perature 0 range 120%1,000-10,00 ts o 200Mas . % of ourmillion) sun 10 .x l (2d20- Special (Attoplane only): A pinpoint star-like times earth. Temperature range 50% to - one n tha s les f o r diamete a h wit , object r sun100ou f .%o thousandth of an inch. Mass 10-1,000 r ou f o % 1 n tha s les e Temperatur . pounds sun.

11 The Multiverse s Dimension n o s Note r Othe Whatever the number of dimensions of a pal residents of these planes are located well e th , existence l rea s object' r o s plane' away from the distorted region. Dimension. gap a n s andcontai t Magino y ma c s number f o e sequenc Unfortunately, dimensional aberrations - dimen e th , Immortals e th y b d use s term n I n i e mov y the ; phenomena c stati t no e ar s mortal , Immortals o t n unknow s reason r Fo sions must be contiguous—not merely adja- waves. Magic-using residents of a plane may and Immortals who enter a plane with three cent, but adjacent at all points. This be subjected to regular cycles of limited or or fewer dimensions are unable to use magi- invariable law of dimensional contiguity has nonexistent magic, or may suffer a sudden e likewis s item l Magica . sort y an f o s power l ca . exceptions n know o n . power l magica f o l remova d unexpecte d an . spaces h suc n i l non-magica y entirel e becom - interdi t tha d discovere n bee r furthe s ha t I Similarly, an entire technological civilization Immortals who enter a tetraspace are simi- mensional travel must be contiguous. It is to in the midst of a dimensionally turbulent area larly limited to magical use by standard say thaty b to traved l to thpopulate e f fourtitsel h dimensiond fin y , yousuddenl y ma r rathe , casting d an n memorizatio . (i.e s mean h fift r o d thir e th h throug l trave t firs t mus magic-users when the aberration passes. than simple Power expenditure). dimension. Immortals may sometimes erect obstacles This phenomenon occurs because magic to block or reduce the effects of the waves of e th t tha ) dimension(s e th m fro r powe s draw dimensional distortion. e lif l two-dimensiona A . perceive t canno r use s Effect l Dimensiona l Unusua - turbu f o e typ s thi e produc s cause y Man form within a trispace might be able to use A one-dimensional object or plane has lence, including the very motion of stellar and powers which, from its limited perspective, h dept r no ) (direction h widt o n t bu , length a e lik , mass g fluctuatin A . bodies y planetar are the equivalent of magic. s i g bein l two-dimensiona a f I . (volume) quasar, is another common disruptive influ- l additiona e us n eve y ma c magi e Som l one-dimensiona a f o e edg e th y b k struc ence, producing an effect sometimes called dimensions beyon e fifth t becausdth bu , f o e s i t effec s Thi . half n i d slice e b y ma t i , object . dimensions t distor y ma t tha s wave y gravit - dimen e thes , vortex l sixth-dimensiona e th the same as described for a weapon with slic- Most of the planes of existence are free of sions may not be perceived nor traveled to. - success a e mak t mus m victi e ability—th ing major disturbances of this type, and many Visiting Planes with Fewer Dimensions ful unmodifiey totall e d ar savint tha s g throw vsdimension . e Deathav s h Rayplane r Oute Bothg mortalbein a , s and ImmortalHowever . points s t mahi ys hi visi f thal ae los r o stable. But the three most critical planes of plane with fewer dimensions than their form who exists in three or more dimensions is existence are affected by these distortions, by first compressing themselves with a wish completely unaffected by being struck by a and dimensional aberration is thus a natural y b r o , form l incorporea n i , means r othe r o one-dimensional object or. plane, andImmortals l isal alsf o oy enem possessing a creature native to the plane. Any unable to affect it by physical means. The other attempd bin s t results indimension failurg e andremainin th o e victitw s m creature' Boundaries must mak. eforce ag n Immortaseverin e th lt levelagains Constitutior togethe e n figur e th check r or suffer adventure 1-10 n 0 pointhuma l s of damagenorma a , . example r Fo n o r borde e existenc f o s plane n know l Al Unfortunately, such journeys often turn who discovers a monospacial plane or object other known planes, primarily the Astral and f o s los e th f o e becaus y wa e on e b o t t ou can reach through it, but cannot grasp it. Ethereal Planes. If a plane of existence does magic-using abilities. To return, either a per- An identical effect occurs if an object or not contact one of the other known planes of manent gate needs to be created ahead of plane limited to two-dimensional existence existence, it may not be reached by any time of ri someononly t ebu els, e musbeing l t rescue the travelethree-dimensiona a rs strike means, magical or power use. The plane has from a magical plane. . contacted s i e edg n a no reference point from which to determine . exist t no s doe s thu d an , location s it Dimensional Contiguity Dimensional Aberrations There is one exception, as explained in r avata l Immorta n a h whic n i Planes Home For a - plane, objectdimension e , ar oe r creaturexistenc ef o t os existplane , w itfe s e Som s dimension e th , is t tha ; asymmetrical y all on a plane with no access to other planes may dimensions must be numbered in sequence. . point e referenc a s a d use e b A typica- sim l a three-dimensiona s A . length e sam l e creaturth l al t eno e maar yn withi ple example, imagine a two-dimensional exist in dimensions 1,2, and 3 (such as Nor- s Boundarie r Plana s a h (suc 5 d an , 4 , 3 s dimension , humans) l ma s i , square t perfec a f o d instea , which e plan Nightmare creatures), or even dimensions 2, the silhouette of an hourglass. A similar effect A planar boundary is that region of a plane of 3, and 4 (such as nippers, native to the Astral can occur in some multidimensional planes of existence at which another plane is adjacent Plane, which seem to turn into squashed existencet no . d nee e plan A . entered e b y ma d an t i o t two-dimensionaf I . l bugvaries sn if viewedistortio d h frosuc m f Normao t effec l t ne e Th necessarily be contiguous. Two types of pla- y an o t n take n whe e perspectiv e Nightmar r o e sam e th t a s compres s dimension e multipl l Astra e th n i n see e b n ca s boundarie r na . plane) r othe point, severe visual distortions may appear. Plane—one unique type at the Ethereal Planed s an an t d objecteffec l s armagica e d not limitecurtaile r do td o Limite f o h eac f o e edg e th t a e typ r anothe d an , Plane three-dimensional existence, though most mor- ranges is the most common sympto. mPlanes r of Oute e th tals are three-dimensional creatures. Immortals dimensional aberration. This is most obvious are four-dimensional, and baaka are when magic-using residents of one part of a The Astral-Ethereal Boundary five-dimensional. Other strange creatures are plane find themselves unable to use magic in , ocean n a s a d imagine s i e Plan l Astra e th f I known to exist in only one or two dimensions. another part of the same plane. the Ethereal Plane is the sea bottom. If one This same principle th , e alsplanes e o applieinfinit sn to planeknow e th s f o fe thre l Al travels far enough through the Astral Plane existence, most often observed in the variety of Prime, Ethereal, and Astral, contain areas of toward the Inner Planes, the Ether eventually . sorts l al f o s object d an , Planes r Oute e th - princi e th f o t Mos . aberration l dimensiona

12 The Multiverse

appearse . The onlpentaspac y way y tEver o continu. eobserver i s e toth eithe y b rd ceive a powerful magical aid (such as truesight) is enter tha es a Ethe r r or observe bypas l s it bImmorta y l using norma a a magi o t s - appear used, some small part of the actual interior of cal gate.s Theappear Prime e andtetraspac ElementaA . solid l l Planes are four-dimensiona the plane can also be examined, to the range e th e Se . Plane l Astra e th o t t adjacen t no the same if its dimensiona. l orientatioemployed t neffec ie s th f eo t limi D&D Companion Set, DMC page 18, for reverse of normal (i.e. if it contains the 2nd more - on thedimen Ethereae th e l sinc Plane , . After enterindimensions) h 5t h g throug Dimensional Boundaries the Ethereae th t ltha Planee on e , asam e traveleth s i ) r 1st mae y(th s movlack e t i n sio directly to either the Prime or an Elemental Immortal observer also lacks (while in the A more perplexing situation arises with the . ether e th y b d overlappe e ar h whic e Plan Astral Plane). If the tetraspace is the first limits of the dimensions within a bounded t canno y boundar r plana a h Althoug . plane Sincs e the appear Astra t i , l and Ethereadimensions lh are fourt bot h h throug e th , existence f o e plan a n withi m fro n see e b o als s i y boundar s thi , size e infinit f o s plane three-dimensional, since the only common limit of its dimensions can be reached. To - magi k bloc t no s doe y boundar e Th . infinite dimensions are the 2nd, 3rd, and 4th. cal sight. From the Astral Plane the boundary By similar logic, the boundary of a trispace cross a planar boundary from within a plane f itsel r Ethe e th e becaus , gray l dul s a s appear may appear as a. three-dimensionapower r o c magi f o l e solidus e (ith fs it require In most cases, a plane contains a few stars is gray. Once found, it is thus unmistakeable. contains dimensions 2 through 4, or 3 From the Ether, the Astral Plane is visible at a throug. h 5) space or y as a empt two-dimensiona y b d l surrounde fla s t sur-planet d an distance, appearing as a shimmering light face (containing dimensions 1,2, and 3, the From within the plane, the emptiness seems to continue infinitely, despite the boundary that growy s brightesimilarl y ma r ae s approacheddispac A . . unseen) g bein t firs - ques a o t r answe e th , desire u yo f i , Or . limits l Astral-Etherea e th s cros y ma r travele A appear two- or one-dimensional, and the " edge? s world' e th d beyon s "What' f o n tio l usua e th y b n directio r eithe m fro y boundar boundary of a monospace (always t i t bu travel), plane s a h (suc s mean l magica s it f i n see e b y onl n ca ) one-dimensional might literally be "Nothing!" resists m allfro d non-magicaobserve e b ln attemptsca t tha e .on s i If n the dimensio n o t effec l practica e th , aside s effect l Optica those who approach the dimensional bound- boundary is damaged in any way, i. t automatPlane l - Astra e th l Astra e th f o e substanc e Th . itself s seal y icall All s of the action abov h esuc assumef o t s resul tha e t thTh e. observerelevant r s i y ar n withi s dimension f o r numbe e th n o s depend and Ethereal Planes will not mix, nor can a has a normal dimensional orientation. If permanent non-magical hole be made in the multiple observers have different orienta- the plane. e els e nowher s i e Ther . Stop : Monospace boundary. tions, a single planar boundary may be seen entirely differently by each. For example, to go except back; the creature is literally at s Boundarie r Plana r Othe r forme e on , Immortals f o r pai a t tha e suppos the end of the line. r togethe e ar , diabolus r forme e on d an n huma y instabilit t inheren e Th . Stretch : Dispace e th , Plane l Astra e th n i t viewpoin a m Fro of bounded dispacial planes causes an odd in the Astral Plane and observe the boundary boundary of any other pentaspace (except the of a trispaco t d e thaapplie t e containb y ma se dimensionpressur l s 1, Magica 2 . , result Ethereal, as described above) appears as a sil- and 3. The Immortal diabolus would the boundary, and enough pressure will cause y perfectl e b y ma e surfac s Thi . surface y ver e sinc , solid l three-dimensiona a s a t i e describ one dimension to enlarge, while the other smooth or may have edges. contracts. This may continue until the space its perspective lacks only the fifth dimension The size of this boundary bears no relation (irrelevant in this case). But the other would becomes very nearly monospacial, but not - bound e Th . it n withi e plan e th f o e siz e th o t d an t fla s a y boundar e th e perceiv s i n distortio e th e tim h whic t a , entirely stopped. Pressure may then be applied to the ary onl2 y s indicates dimension th y e amounonl g t seein o , f the plane two-dimensional which e is adjacenmov d t coul t os the Astradiabolu l l Plane. Immorta A e penTh -. 3 d an other boundary, with the effect of d size m maximu e (th e teraplan l taspacia behind the solid, suddenly vanishing into re-widening the plane. The total area of the five-dimensional space) may appear as a tiny - max e th d an , constant s remain s alway e plan thin air from the viewpoint of the Immortal ball if it has very few points adjacent to the imum length possible is given on Table 11. a r encounte o t e wer r pai e th f I . human Astral Plane. monospacial planar boundary existing only Trispace: Slip. The creature seems to This degree of adjacency may be reduced move, but it is illusory. Slippage occurs that in the first dimension, only the Immortal results in no actual distance traveled. by an y Immorta(normall l e throughexistenc s permanenit t detec d t Powecoul s r diabolu e th f o g shrinkin e th n i g resultin , expenditure observable , only bypossible Normals)s i t ! Movemen . Skip : Tetraspace planar boundarym fro .e observabl t no e ar s boundarie r Plana but only along another dimension from that Some Outer Planes are not adjacent to the of the original movement. A change of posi- within planes of existence except in the case Astral Plane at all, being adjacent only to tion results, but not in the direction intended. r borde e th s a h suc , contiguity e infinit f o another Outer Plane. Such areas are utterly Pentaspace: Loop. The creature continues . Planes e Prim d an l Etherea e th n betwee undetectablr e froOute mn a thf o e y Astral Planeboundar e th . f Ao n few Examinatio moving in the same apparent direction, but is have been invisi- discoveredetect s a d h bysuc Immortal, aid l s imagica n h thewit e plan actually moved from one end of the plane to course. of explorationcolor y silver e .th Tho t et Homtin t e Planesligh a s s of reveal ble, t movemen s a e sam e th s i t effec e Th . other e th some Hierarchs and Eternals have been around the interior of a cylinder in a direction - domi s i h whic e Spher e th s reveal r colo s Thi deliberately and successfully hidden in this nant in the plane: pink for Energy, tan for parallel to either end. e mor r o e on h throug y onl e accessibl , way n gree t ligh , Thought r fo e blu t ligh , Matter other Outer Planes. - multi n Whe . Entropy r fo y gra d an , Time r fo The number of apparent dimensions of a ple Spheres are present in perfect balance, a planarl boundarAstra . y are determineobserved e b n ca d s by thcolor ef o rela m - spectru tionshi- p betweepla f o g n the dimensionforewarnin n gai s ofthu th y e planma s e explorer containef I . d thereiplane a ng and thenterin ey dimensionactuall t s perwithou s - bia r na

13 The Campaign

Ethereal and four Elemental Planes. - Immor e involv y usuall s game f o s type l Al tal characters from various Spheres. The "All the world's a stage, o t e cooperat s sphere C P r fou e th f o s Hierarch a great extent, and may offer specific tasks to And all the men and women merely players; player characters. These tasks may be declined, but are usually sought after, since They have their exits and theire entrances,Ther . status d an r Powe f o s gain o t d lea y the And one man in his time plays many parts..." is no penalty for declining a task. Games with Immortal characters can be . players y man r o , two , one r fo n ru y easil As You Like It, Act 2 Sc 7 One-on-one games (one player and DM) can - espe , play f o l leve s thi t a e enjoyabl e quit e b William Shakespeare (1564-1616) cially since an Immortal character is able to do so many things alone. A blend of Spheres is helpful in an adventure, but not nearly as Immortal player characters may participate Games s involvinclasse r g Immortalcharacte f o n s falselectio ld intgoo oa tws a ol critica l norma r thei n I . game D D& f o e typ y an n i - mor g involvin o als e thos : categories l genera . party g adventurin l morta a n i y the , groups n i r o y singl g travelin , forms t withou e thos d an , creatures r Plana r Inne l ta explore and control the Outer Planes. Immor- them. Games of the second type usually take tals also assume mortal forms to watch and place in the Outer Planes, including the e Prim e th f o t developmen e th n i e participat n ofte t mos e ar e typ t firs e th f o e Thos . Astral Plane. in the Prime Plane, but may include the

Corrigenda Column 2, Paragraph 4 Page 14 The actions of every Immortal, whatever The various notes on responses may be In the D&D Master Set, some of the details his or her Sphere, always serve the greater t bu , mortals h wit s relation C NP o t d applie ) 13-15 s page M (MD s Immortal t abou n give t tha n actio o N . Immortals e th l al f o s goal any PC Immortal may respond as desired. were incorrect and/or oversimplified because would endanger the Prime is ever taken by - con e b s nevertheles d shoul s guideline e Thes of limits on space. any Immortal, including one of Entropy. sidered by the player, to maintain some bal- Page 13 Paragraph 6 ance and consistency. For example, mortals Column y 1, Paragraphgreatl e ar s 5form l materia n o s note e Thes may expect some small gift if their actions are The Prime Plane holds special interest for oversimplified, since the topic is rather com- exceedingly great, and the Immortal should bring a minor magic item (easily obtained Immortals note s d becausdetaile e r offo itk s centraboo ' l locatioPlayers e th e n Se in . plex the multiverse,. but thforms el Primemateria doef o sn not actucreatio e -th n o - meet e befor ) nearby n locatio r anothe m fro ally border all the other planes. Indeed, the Whenever an Immortal's form is slain on ing with the mortal. Immortal PCs should be similarly strict in their requirements, and reason the Immortals and many other beings the Prime Plane, the character should try to , Plane e Prim e th m fro d remove r fa o s l dwel e th , best t A . destruction r utte s it r fo e arrang may actually be instructed to turn down the s i , Existence f o s Plane t Outermos e th g amon form would leave clues about the existence mortal, however great the achievement. This e Prim e th r nea f o n withi e presenc r thei t tha and activitien i e s ofavailabl Immortalse ar s space , o ann dn powerfuwhe r loccu y ma can upseh wit t ite s perfecinterfer t balance y . seriousl d coul s mortal r occu o als y ma t bu , l Immorta e th The Prime is perfectly equidistant from all Immortal plans if sufficiently aroused. for other reasons. - multi e th n i e uniqu n positio a planes— r othe Paragraph 7 Page 15 verse. Thi- s perfecapproxi t n balanca s i n e producegive s day sf unusuao r l numbe e Th f o s facet e Th . elsewhere d matche t no s effect l trave l norma s include d an , average e mat Column 3, Paragraph 6 life t in no thy e ma typica e tim le campaigWhil . n Plane worl e d Hom ma e yth o bt ee tim An Immortal PC obviously need not retire e th n o y onl t bu , part n i e elsewher d reproduce e th , Prime e th n i s doe t i s a e plan t tha n o s pas e ar s rule l additiona e thes t tha w no , play m fro Prims i e e PlanePrim de o th sentien n o s t day humanoid t sequivalen occupf o r y numbe h paragrap e sam s thi n i d note s A . available and manipulate an environment composed of given in the text. Again, this is not an actual and the next, the PC may easily take a mortal all four elements in equal balance along with limit, but an average of observed results from form of any class and level of adventurer. . Spheres e fiv l al f o s power e th past occurrences0 10,00 . h eac r fo P P 1 s gain l Immorta e Th A . 40,000 r pe t no , adventuring d earne P X Paragraph 6 Column 3, Paragraphs 2-6 set bonus award also applies to each such Immortal- s dincor o y not passimpl e s ar throug n hherei ths e Primenote e th f ,o y Man "observer" adventure. but rather visit it with regularity. Once, in the rect. Most of the originally planned details e Prim e th n i d live s Immortal , past t distan were revised in the process of developing this and directle th e y influencesuperced t se s d ththi en i progresn give s s of mandetail l .Al . set - pre o t y simpl , departed y wisel r late y The Set. Master e th n i s note serve the unique environment, for this is the w ne h whic m fro e Existenc f o e Plan y onl Immortals dependably arise.

14 The Campaign

Goals of the Immortals Existing Identities of 50 PP by each Immortal, the usual amount . form a g inhabitin r fo One r overalInne l e goath n l o applie k tas sd to allassigne Immortan a m l perfor o T By using an appropriate Identity, an activities—tha e eassum preservatio r eithe y nma ol f the ImmortalImmorta n a , s Planes r characte y an f o m for e th e tak y ma l Immorta n i r powe f o n positio r thei f o d an , themselves new rolen , pretendinwhe l helpfu gy to ver b es i a s travelerThi . , level adven y an f -o e typ the multiverse, unknown . s Ali t l Immortalpas e whos g s (includinbein r othe r go , turer , characters l morta e hav s player e th f o t mos s goal r lesse e thre r fo e striv ) Entropy f o e thos or may take up the role of a creature that and one or two have Immortals but want to k wor d an , one r greate s thi o t e contribut t tha already exists. play in the same game. In a brief discussion to further thesh suc e goalr fo s d in theirprepare ow e n wayshav s . The Immortal e Th before the game, the DM gives the player a following goals are listed in order of priority. needs by establishing several pre-existing character sheet for an NPC that fits the par- k wor n ofte s Sphere t differen f o s Immortal identitiee th s f oo r s characterdetail e th s , whoswords e r formothe n may be needs—i s ty' together to explore the Outer Planes, but used b- y anestab y e Immortath f o n l grantedescriptio d e permissioncapsul A . . Identity f o s goal e th r furthe o t s want l Immorta h eac e th o t y specificall y appl s note g followin e Th o als s i d backgroun s hi d an y personalit d lishe s Individual . so g doin e whil e Spher n ow s hi homeworl- dplay r of mortaothe e th l, humankindproperly d . Buhandle tf I simi . - necessary n i e ris o t d an r Powe e mor r fo g vyin o als e ar lar situations i l s exisImmorta t n ina mant tha y w othekno r n areaeve s t ofno th y e ma s er e th l al f o s Immortal . Sphere r thei f o s rank e th Prime Plane, and in the Ethereal and Ele- present! Spheres may put aside their . differencewell s a s s ifPlane al menta e th l al , Identity n a s use l Immorta n a n Whe greater task requires it, such as a serious Many creatures around the world, human, physical characteristics of the prepared form threat to humanity from some force outside of demi-human, Class r , andArmo , monsterpoints t , hi g are actuallincludin , y used e ar . hierarchy l Immorta e th Immortalss . Somabilitie l e areSpecia avatars. scores , y but mosabilit l t are physica d an y multiversall e ar s goal e thes h Althoug Immortals who are responsible to maintain in must be either already possessed by the t perfec e produc t no o d y the , acknowledged e Prim e th f o s observer s a s position m long-ter Immortal or magically through Power use. e th e Quit . Spheres e th n betwee y harmon Plane and history. The identities of these The Immortal knows all the history of the - con e Spher h eac f o s member e th ; contrary " "natural r thei f o s detail s variou e th , beings a e b o t d discovere e b t canno d an r characte stantly strive to further their own goals, often lives withi. n society, usuallcross-examination l y belongecarefu dh to truthroug e d frau in conflice thes t l witcal hs the othersImmortal . . Thidied o s wh constan s being tl morta The player may make a few errors, but the - main r o e Spher s one' n strengthe o t g strivin character- s main Identities. n ca l WheImmorta e n Th th . e Immortalnot s doe r s characte tain the e us balanco t r e prefe o fy ththe e , SpheresIdentity n resulta e s creat i no t ae decid tain surface thoughts of mortal nature, to sat- - vari e wid A . Power f o w flo d an b eb t constan . way e obscur e som n i d die o wh e creatur a isfy any ESP check. An Immortal's o d y the s a g lon s a d permitte e ar s action f o y et e th t inhabi d an , reanimate , repair n ca y The r orde n i s Identity' e th h matc t mus t alignmen not endanger the Prime Plane of the actual form, or may simply create a new form that for the Immortal to be able to use the form. hierarchy of the Immortals. appears identical. Another option is to create If the form is slain while being used, the e th s pursue l Immorta h eac , addition n I an imaginara f I . y pasform l t and inserincorporea to verifyinint d force g s i fact l s Immorta d an r powe g accumulatin f o l goa l persona and memories in the proper places and per- raise dead is used, the Immortal may then e th f o s rank e th g amon t advancemen g gainin d an k tas x comple e mor r fa a s i s thi t bu , sons reinhabit the form (though at the standard 50 Immortalse th .h wit g meddlin f o t bi a e quit s involve PP cost). But any Immortal who destroys an s effect e th t abou e aris n ofte s Disagreement Prime itself. Though occasionally necessary, Identity not only loses all experience that of actions. For example, an Immortal of it is avoidede b o als . y ma t bu , thereby d gaine e b d woul e Prim e th n o t projec a t conduc y ma y Entrop - dif y man y b d use e b y ma y Identit e singl A e som f o s los t permanen e th y b d punishe Plane with a destructive objective, and may ferent Immortals over a period of time. When Power. claim r that sucobserve h actionm s arelong-ter necessara s hold y tl o main- Immorta e on Am Immortal using an Identity may, of tain balance- lend y .b k Immortalbrea a e s tak oy f othema e sh r r Sphereo e h , s position . needed n whe s abilitie l Immorta e us , course may either agree, not interfering with ing it ; to another fodiscouraged r y a speciastrongl l projects i s thi , wh , o However t preven r o e reduc o t t ac y ma r o , destruction s Sometime . done s i k tas e th n whe t i s return adventurers arc a crafty lot, and may be the damage. All Immortals agree that all five Immortals take turns maintaining the Iden- watching at any time. Powerful mortals who e disagre y onl y The . necessary e ar s Sphere tity foo t r relativelwishes e yus y shorma t s periodsaction s , turningsuspiciou ie t observ about the balance between them. over to- a nenoth wn Immortalear n ca y l the t ot plaBu . y every few explanations n gai years or so. In any case, the new Immortal ing if the Immortal has remained in character s Goal ' Immortals f o r Orde arrivesd aan t d a selectecreate o d wh time s , and Immortal th e e Th presen . ttimes l al t a l al d an m for e th r ove s turn y simpl t occupan maintain the Identity have used wishes to f o y integrit d an e existenc e th n maintai o T . 1 . history s character' t tha f o s detail maintain the secrets of the Identity. Wishes the Prime Plane and the creatures within If anf o Immorta e natur l needs toImmorta us e e atru n e Identityth l ,revea tht eno l wil , achievements r thei h throug , who t i charactee th r g must first maintainin trave r o l g to the appropriatinhabitin e forc e e lif e th replenish the ranks of the Immortals. location (usually on the Prime Plane). Since Identity. 2. To assist, protect, and develop the Sphere magic is theg usuausin ld mode oobserve f s traveli y , theIdentit norma n a f i , l However that one serves and other individuals, procedurd ean id s to assumdiscovere e eb ay materiama e h , l formpowers l for Immorta mortal or Immortal, who serve the same the journey- , aneffective d e theth ng traderuinin tha , t forpublic m e foth ro t th d e reveale Sphere. one being maintained for the Identity. The ness of the Identity. 3. To explore and develop the multiverse. Immortals involved can easily trade forms h suc h Eac . finished s i k tas e th e onc n agai maneuver requires a temporary expenditure

15 The Campaign s Mortal h Bot h Wit s Game acter should be a follower or independent, several ways in the game. The player might . force t dominan e otherwis r o r leade a t no think of a good tactic based on the current and Immortals events in the dominion, or the DM might f o e ar s Plane r Inne e th n o s activitie l Immorta Controllero t r splaye e th w allo d an s option l severa r offe two distinct types, Observation and Control. o t k chec m Wisdo a s use M D e th f I . choose Using the information they gain through see if the character chooses the proper course An Observer'h reac o t s n task actio i se to tak gathe s r informationImmortal e th , , observers avoiding interference. A Controller's task is of action, the check might be used as the only t bes e ar s action h suc r Wheneve . goals r thei determining factor, or might be used to pro- to causee som specifi y b r o c, changemen f o r s througleade a y b h d direct accomplishe f o s type h Bot . actions ) subtle y usuall h (thoug vide a second chance if the player chooses the other creature that greatly influences the fate wrong advice. h bot e includ t tha s game e involv s activitie of human- or demi-humankind, those in the . characters l Immorta d an l morta d use e b t no d shoul s check e scor y Abilit key positions who influence leaders are called very frequently; the adventure should be Controllers. Observers designed so that the player makes most of the Controllers tool t s may bconvenien e e sagesar s , ancheck e y charactethes t Bu . r choices , multiverse e th g managin f o s busines e th n I n dominio s relative , monsters l powerfu , class when the DM needs to resolve some action or the Immortals are concerned with many rulers, or other influential beings. Identities choice of which the character is usually capa- great and wondrous details. The scope of are almost always used, since a transient or ble, but which is too complex or detailed to be e whol e involv y ma d an , wide s i n concer h suc other being without a known . historplay yn i e can enjoyabl . existence f o s plane e entir n eve r o s galaxie rarely accomplish a desired task. Howeverr , Immortalmonste f o se dus o e trth y s ti o e keeher p e awarnot l e specia f O Combinations of all facets of existence, down to the smallest Identities, which are commonly used when scale. Though not all-knowing, Immortals the Immortals wish to present an adventurer An Immortal character's first experience have such great powers that, when applying or party with a specific and dangerous chal- with Observing is always carefully Observed n ca y the , ways d organize n i s power e thes lenge. f o Thi s s is actuallmember e ymor r ao o commoTw . n practicImmortals r e othe y b h suc n i d an y quickl o s n informatio r gathe when dealing with mortals who aspire to the mortal party will thus be Immortals using t omniscien m see y ma y the t tha l detai e minut e th n eve y possibl , Immortal n A . Immortality Identities. Other creatures and NPCs . perspective l morta e th m fro mortal's sponsor, plays the role of a monster encountered during the adventure may also The n cruciai d use l t partno s i oy f this Identit networ n a f I k. are thedefeated e b o t be Immortals. Temporals and Celestials. Characters of these this case, thl e Immortatria h suc n i l d may onlinvolve y s assume thImmortal ee th f o l Al ranks spend most of their time on the Inner form of his or her original mortal self while on situations scrupulously maintain their roles, s variou y b n informatio g gatherin , Planes m for d inhabite r othe y An . Plane e Prim e th h eac o t n eve s themselve reveal t no o d d an l powerfu e mor o t t i g relayin d an s mean e th s enter t firs l Immorta e th n whe s change e th f o l detai y ever f o t repor l ful A . other . it e analyz d an e integrat o wh , Immortals Prime. Though an Immortal could certainly adventure will eventually reach the sponsor Characters may be assigned duties of simple shapechange. intobserved og anbein y l monster Immorta desired g , thfledglin e e th f o s i n informatio l genera e wher , scanning originar l fo for s m basi reappear a s a d s wheuse e b n l thewil monstet repor rs isthi d An desired, or studying, when specific informa- slain, and . this is obviouslassignments e y futur unacceptable d an d rewar .r powe tion is needed. Characters are free to refuse Although an Immortal could create and ani- An Immortal's first job as Controller is h throug s i t i s a , not o d t Mos . assignments mate as monsterImmortal (any b dy this iusuall s t indeebu , d done,observed oe n likewis - experi d an r powe n gai y the t tha s task h suc y especiall , Identities r monste , occasion) - pre e ar l Al . status r highe r o l Empyrea f o ence. dragonse , providsever d e ashoul mucn hactio cheapee r animmediat de mortak o et d pare An Observer's task may be to study a given easily controlled alternative. problems arise. In no case will they take , topic r othe e som r o , item , race , person , area e tak y ma r o e activ y ver e b y ma s Controller m fro r characte e th t preven t tha s action - usu s i r Observe e Th . specific r o d broa r eithe very little action, depending on the magni- behaving properly, or from having to solve e th r fo m for l morta a e assum o t d require y all tude and nature of the change involved. the problems presented himself. They will duratioe n olittl f s tha ee task. Tinterfer oo t mak r e prefe th s e necessaralway s y Immortal , mistakes e mak o t r characte e th w allo o als y an f o e b y ma t assignmen e th , observations m fro s result m maximu g obtainin , possible s a and watch to see if they are recognized and length of time, from a single day to many dec- minimu- m neces action f i t Bu . . But alone ir n every characte Controllee th y b d r correcte ades. Pre-existing Identities are commonly job, a change must be accomplished, and a sary they will use multiple wishes to repair - accept o als e ar s method r othe h thoug , used , difficult o to s i k tas a f I . exists r erro f o e chanc e extrem n I . errors e sever y an f o s effect e th able a- s lonWis gd asan thee y cause Intelligenc absolutel e requir yy noma ilM l D e th cases, they may even end the assignment, effectf s o o r no th y e Primeas s a e d Plane omodifie r ity s residentsusuall , . checks m do sending the character back to the Outer n a , studying r o g scannin r eithe e Whil average difficulty, to determine the results of Planes and taking control of the Identity Immortal using an Identity must continue to choices. involved. play the role of the identity assumed. This As an examplen o s , considesituation e r the followinsensitiv y g situ- exceptionall e Som may involve only normal everyday routines, ation presentee larg a f do te o thris ee playeth s a rh in suc a , one-on-onPlane e e Prim e th or may require participation in great adven- game - (one playerImmor e th , , one DM).individual Thl e Immortapowerfu r o le empir n eve r o , dungeons , wilderness h throug s ture - criti a t a , who e sag a f o y Identit e th s assume tals may use both Observers and Controllers e th , case y an n i t Bu . existence f o s plane r othe cal points , must advisindividual y ke e ae dominioTh . n rulersituation e . th Th e e guid o t DM ans d playeruler' e r th shoul o t d d botlea y h remembeeventuall t r thamus te advic are usually mortal, but may actually be sur- the goal is observation, not interference. The downfall, but must also seem quite plausible rounded by more Immortals (as aides, staff, - char e Th . this t reflec o t d playe e b d shoul e rol at the time. This could. be handlemortals n d tha i n) anetc. y , of servants

16 The Campaign

XP Awards and Penalties Standard XP awards for adventures also the Immortal ruler). apply, cumulative with the Immortal awards. Experience awards for Observer and Con- For example, if an Immortal PC using an troller jobs are based on the average gain per Games for Immortals Only adventurer Identity were to gain 30,000 gp as adventure, as determined by the DM using the share of the treasure gained in an adven- Exploration the Adventure Planning system (described on ture, the character would earn 3 PP extra (1 page 25). Awards are expressed as a percent- Both mortals and Immortals often explore per 10,000 XP). The cash and/or magic items age of this variable number. the Prime and Outer Planes, but rarely must be left with the Identity, to maintain its A PC Immortal serving as an Observer earns together. Although these new locations are continuity, but the character gets the experi- an award of 1 % of the calculated average PP different and challenging to both players and ence points. award per adventure (rounded up to the nearest their characters, the theme and activities are familiar, in a way. Explorations have proba- PP) per job successfully completed. The Tem- Projects poral in the example above would earn 1 PP for bly been the most common type of adven- a brief adventure with mortals. Long-term Immortals usually conduct various projects tures for mortal characters, and exploring Observer jobs are typically of months or years for their own benefit. "Project" is a general with Immortals can be a reassuring feeling in duration, but are usually held by NPCs only. term that applies to any sort of organized for players faced with the gamut of new situa- The XP earned is usually 2%-8% of the aver- ongoing activity, some business which con- tions presented in this set. age award per month. tinues while the Immortal performs many Explorations are common in the Prime, Controller jobs are considerably riskier, other tasks elsewhere. The maximum num- Ethereal, Astral, and Outer Planes. No and thus merit a 10% of the average award in ber of projects that may be undertaken at one exploration of the Elemental Planes is the short term. Long-term controller jobs are time is determined by an Immortal's Intelli- needed, since those bounded planes hold few similarly worth about 20%-80% of the aver- gence score. If an Immortal personally super- secrets. They are entirely known and con- age award per month of service. Controller vises a project continuously using an avatar, trolled by their respective Elemasters and ele- positions normally include Observation. the Immortal may acquire mortal allies to mental rulers. If an Identity is ruined by an Immortal help with the project. The maximum number As in mortal games, explorations are sim- user, the offender gets only half the usual of retainers is determined by each character's ply journeys into the unknown. The area award at best, and may gain no award if his Charisma score. If an avatar is not used, involved may be totally new, or may have or her negligence caused the loss. A form that allies may still be gained, but will act very been previously explored to a minor extent. is slain and then recovered by raise dead or independently interpreting the goal for them- However, Immortals are eager to explore other magical means taken by the mortals selves and developing their own strategies to new areas, and only reexamine an area if it does not count as a ruined Identity. Just the reach it. Projects begun and left to unsuper- presents a problem or puzzling situation of opposite; death during adventuring is com- vised development may go astray, and may some sort. mon enough, especially to high-level adven- require repairs when the Immortal returns to turers, and is an accepted and reparable part check on them. Investigation of normal activity. Typical projects include sponsoring a mor- Another type of game common to both mor- Failure at either type of job results in a tal on the route to Immortality (watching tal and Immortal play is the investigation. complete loss of all normal PP awards. It may over him, placing challenges in his path, Characters are asked to find more informa- also incur a penalty equal to a loss of Power etc.), accepting a long-term Observer or tion about a specific situation, and usually to up to five times the award that would other- Controller position, and developing an area solve any problem presented thereby. wise have been earned, based on the degree on one planet of the Home Plane. Many of the scenarios presented in the of failure. For example, if the Temporal men- In some circumstances, Immortal projects D&D Basic Set are again applicable, but on a tioned above were to try a Controller job of may be handled by the same game mechanics much grander scale. Others are certainly pos- running an empire for two months, but man- used for strongholds and Dominions (D&D sible, but consider just these few, from an aged to not only damage the empire but also Companion Set, DMC pages 3-11). Use the Immortal point of view. reveal his Immortal status in the process, the Machine Mass Combat System (DMC Identity is ruined, and many wishes (at the pages 12-17) as needed for large battles, or use 1. Investigate an Enemy Outpost very least) would be needed to restore the the BATTLESYSTEM™ Supplement (a sepa- empire and/or remove all memory of the rate product) to play such battles in detail. Beings hostile to the Immortals themselves events from the mortals affected. The unfor- Within one's Home Plane, an Immortal may could threaten the hierarchy, and may have tunate character would not gain the 88 PP freely and openly act as a king or emperor. an outpost hidden in the Astral or some that would have been awarded for success, Some modifications to the Dominion rules Outer Plane. Beings hostile to the human and may be penalized as much as 440 PP. may apply, and the DM should logically and race, possibly from a distant galaxy, could Such tasks are obviously not for Novices. reasonably modify details as needed. For begin to encroach on the home system. Bonuses can also be given. If a PC per- example, weather effects are easily countered forms exceptionally well, the standard award by Immortal power. The Confidence Level is 2. Recover Ruins may be doubled or tripled. Actions that pro- quite high (since it includes the ruler's ability Ancient remains, possibly of the Old Ones mote one's Sphere without interfering with scores, which are now quite large), and upris- but definitely predating the Immortals, could the primary objective also merit bonuses. ings are very unlikely. Revolts are neverthe- be discovered anywhere. A newly explored Bonuses are only awarded by Eternals or less possible if a dominion is neglected. Outer Plane might require development and Hierarchs, and only in a private session on Income from a dominion has normal effects cleansing before use by the Immortals. the superior Immortal's Home Plane. on XP gains (converted, of course, to PP for

17 The Campaign l Evi t Ancien n a y Destro . 3 s Enemie m fro e Escap . 5 escape (see 5.), and may require rescue. Characters may be asked to find an Immortal Similar to the situation of an enemy outpost, Immortals are very difficult creatures to trap, who was lost in the Dimensional Vortex. l smal r o e creatur e singl a e involv d coul s thi but it is possible. At the start of the game, group- . It macollec yn simplbrai a s ya bh e a (suc projec e t ocreatur f r ono em orite e som 7. Find a Lost Race more Immortald an , PCs se oth f d Entropycapture . y alread e hav y ma ) tor they must find a way to escape. In the course of general exploration, the char- t Ques a l Fulfil . 4 acters may find a new race of creatures. This 6. Rescue Prisoners type of game can be very challenging, as PCs d require e b y ma s PC l Immorta e mor r o e On must learn about the new race and decide to recover a valuable object or person, or per- Important mortals may be imprisoned in a how to handle them. Are they a potential form . some rescue othe t a s r servicattempt el for morta a l higheal s r levedefeat t l tha y wa ? destroyed r o d ignore e b y the d Shoul ? threat Immortal. . involved t ge o t e decid y ma s Immortal e Th Or are they potential Immortals, to be pro- f o s mean t withou d trappe e b y ma s Immortal tected at all costs?

e Justic l Immorta

Immortals have ample incentive for hard is the Hierarch of that Sphere. When an a punishment appropriate to the misdeed is y carr r Powe n i s Gain . service l loya d an k wor r o e h , misdeed e som f o d accuse s i l Immorta applied, often but not always being the per- benefits of various sorts, including prestige. she isr summonePowe f o t d to thamoun ee Hierarch'som f o l s Homremova t e manen But some Immortals are less suited to the reg- Plane,e ath s ard e thavoi er accusero p sto t s and canno superior d accuse s oe f thTh e. Points imented hierarchy than others, and some accused. When two or more Immortals seek a punishment, and gets no saving throw. Pen- - tenden y unrul d an s resentment y pett r bea y the , opinion f o e differenc r thei n o t judgmen alties can only be decided on and applied by cies, usually carried over from mortal life. must gd o an t o, the HierarcSphere s h anoffender' d e presenth f o h t their Hierarc e th Some few have even maliciously turned on cases. only within the Hierarch's Home Plane. . rare y extremel s i s thi h thoug , kind n ow r thei s refuse s misdeed f o d accuse l Immorta n a f I - opin t differen t presen s Immortal n Whe During the Initiate period, each fledgling to atteny d the th , e hearingjudgment , r anfo yk numbeas d an rh of ImmorHierarc a -o t s ion s right c basi d an s goal e th t taugh s i l Immorta n i g brin o t h Hierarc e th y b t sen e b y ma s tal - imple d an t accep o t e advanc n i g agreein e ar of all Immortals. Actions contrary to the let- the accusedh , Hierarc e forciblTh . y if necessaryjudgment s . Hierarch' On e eth t men e th f o s goal y primar e th f o t spiri r o r te if d grante y automaticall s i y dela a r fo t reques often decides such cases with a simple Immortals sunles ary e alwaypenalt l s punishedadditiona n a s . Otheincur t bu r , made "you're right, and you're wrong" approach, e mor r o o tw y An . punished y rarel e ar s action s Hierarch' e th n i , reason d goo a r fo e mad but may also order one, both, or all parties to Immortals who have a grievance may sole opinion, such as reducing Power Points, take some action, in the interest of fairness. requestg , and changin wil r o l , automaticallpoints t hi e y som receive y awa , g a strippin . applied e b o als y ma y penalt a , rare h Thoug hearinr g to decidcharacte e eth theio t n r case relatio bn yi s a superiobia s r Sphere' e th However, those who ask for penalties often Immortal. An Immortal may choose to for purposes of using spell-like effects. The become recipients instead, penalized for their change allegiance to a different Sphere, but at requesn t forWhe a . delay musattitudes ts be mademaliciou directlr o g y to unforgivin severe cost. The Immortal is reduced to Nov- the Hierarch, not to an intermediary, but dealing with a Hierarch, it is best to stick to ice Temporal status, and must begin anew need no- t sug b ed madavoi d e an in , person,situation magicaa of s l fact com e - simpl e th with 500 PP, 50% A-M, and a new Home munication being satisfactory. gesting solution. Plane. All the evidence is collected and carefully The sole judge of all Immortals of a Sphere weighed by the Hierarch. If found necessary,

18 The Campaign

New Magic of existence or through another dimension. form. Use to ruin or improve equipment or small terrain features. Use to modify material r matte living n withi y energ e Creat . 2b e hav s Master n Dungeo d an s player y Man to occupy either more or less space, or for - move c specifi r o l genera w besto o t e Us e Th . game e th r fo s effect l magica w ne d create deception. Use to modify tools and/or sup- r o n terrai h wit g copin n i d ai o t y abilit t men y man s suggest o als s Sphere e th f o k framewor . functional s les r o e mor r eithe e becom o t s plie attacking. Use to bestow the ability to move other possibilities. When creating spell-like 2b. Change living matter in form, appear- effectst , the DMmovemen muse t decidrestor o t e e onUs th. e finamatter l r othe . energy ) (level e lif d an l potentia ance, and/or actual substance. details, comparing the range, level, and effect . non-living o t r matte g livin e chang o t e Us o t d neede s a g modifyin d an s spell g existin o t f sel e mov o t y Energy/abilit . 1 Use to add or remove physical abilities which preserve game e balance(creatur r . othe e mov o t y Energy/abilit . 2 are dependent on form. Use to modify crea- e th f o e on y b d controlle s i t effec l magica y Ever or object) tures to occupy cither more or less space. Use four Spheres open to player characters. All the 3. Restore energy for life or movement , defense o t d ai n a s a r o , damage r repai o t magical effects listed in the charts (Reference movement, or physical abilities. book) were divided according to the following 3. Change Energy guidelines. Use these notes to categorize new Change existing energy in appearancr eMatte e or Mov . 3 magical effects of your own design. These guide- substance. lines will also provide suggestions for other magi- Cause matter to move in some (unlimited) Use to modify energy in air or matter. Use cal effects you might create. direction. To assign a base PP cost, a sense of game to augment destructive energy releases. Use o t y energ d soun r o , fire , light e chang o t 3a. Move any type of matter in any normal t firs a , Generally . required n agai s i e balanc direction. l leve h nint a ; cost P P 2 a s ha t effec l spel l leve d class-oriente e chang o t e Us . form r anothe n terrai r o , object , creature a e mov o t e Us f o t cos e bas a s ha t effec o N . PP 0 2 , effect energy to another form. feature in place or across any distance except greater than 20 PP, though very minor effects 4. Defeat Matter costing 1 PP each are certainly possible. . existence f o e plan r o n dimensio r anothe o int Use to bestow energy for movement upon s it r fo d modifie n ofte s i 8 2- s level f o c Magi Use to destroy the form and substance of ter- r simila o t d compare d an , effect e relativ rain, equipment,. and creaturescreature r o t . objec g non-livin y an . cost t exac e th g determinin n whe c magi 5. Aid Paragons 3b. Move any type of matter in a Be prepared to modify a cost you assign if, trans-dimensional or trans-planar direction. Bestow Ability Score bonuses to deserving s ha t effec l magica e th , play f o e cours e th n i n terrai r o , object , creature a e mov o t e Us mortals. less or greater power than you anticipated. y Appl . time f o t amoun l smal y ver a n i e featur y capacit e destructiv s ha h whic c magi w Ne B. Magic of Matter to large or small distances, and cither toward unlike other existing effects may be added to or from the user. the magic usable by Immortals ofr EntropyMatte e . Creat . 1 Cause new living or non-living matter to 4. Defeat Thought A. Magic of Energy materialize from no apparent source. Destroy or prevent the creation and/or r Ai n i y Energ e Creat . 1 y an f o s object s a r matte non-living e Creat . la spread of Thought in ideas, information, and m fro , air e th n i r appea o t y energ w ne e Caus type, size, shape, texture, and appearance. communication. no apparent source. Use to create any material tools and/or Use to destroy sensory organs and/or , weapons , garments g (includin s supplie effects produced by them, defeating their la. Creat, e Fire equipment) . misc d an , valuables , food functions. Use to defeat sight or sound, or Use - in conecrea g , sphere,non-livin o rd rectangulaan , devices r for, m to obstructions normal or artificial thought. . form l smal n i o als l Usefu . obstruct r o k attac tures. Use to create structures and large t Ligh e Creat . 1b masses. 5. Aid Polymaths Use in sphere, rectangular, or linear form 1b. Create living matter as whole creatures Bestow Ability Score bonuses on deserving o t e Us . destroy r o , obstruct , illuminate o t or parts thereof. mortals. reproduce images and communicate. Use to recreate or duplicate any existing 1c. Create Sound natural or magical creature, to create a new C. Magic of Thought . destroy r o , delay , distract , inform o t e Us type of creature, or to aidr movemenAi e tChang and/or o e r Creat . 1 - com d an , intensity , form g varyin h wit e Us combat abilities which are dependent on new plexity. . organs r o s part y bod Create new visible or invisible air. Change n compositio r o , movement , temperature e th 2. Create Energy in Matter 2. Change Matter of existing air. r o , air e explosiv r o s poisonou e creat o t e Us r matte g non-livin r o g livin n i y energ e Creat Cause o at change Us . e in onvision t e or morobstruc eo t materia r ai e l charvisibl e - creat o t as dynamic or static (potential) force. acteristics of existing living or non-living change air into matter, and vice versa. Use to matter. r matte non-living n withi y energ e Creat . 2a change the movements of large air masses. Use to improve material tools or, through 2a. Change non-living matter in form, Use to change air into fire or water. r matte e enabl o t e Us . utility r thei y destro , heat appearance, and/or actual substance. e plan r anothe m fro r o o t r matte r othe e mov o t g livin o t r matte g non-livin e restor o t e Us

19 The Campaign t Though e Acquir . 2 and draining of both life and sight energy. Home Planes g existin f o l detai r and/o e scop e th d Expan 5. Aid Heroes . thought r othe g addin y b t though The myriad details of developing a Home g deservin n upo s bonuse e scor y Abilit w Besto Plane are mostly left to the ingenuity of the 2a. Acquire thought from Air or Thought. - how , again e Onc . involved s DM d an s player mortals. Use to gain information from the thoughts ever, a few general details may be helpful. d an l genera n lear o t e Us . others r o f onesel f o e Tim f o c Magi . D o t d an , air g existin f o s characteristic c specifi Magical Effects deduce future ones from them. 1. Create Water The effects produced by some magic may be . Matter r o h Eart m fro t though e Acquir . 2b m fro r appea o t m for y an n i r wate w ne e Caus s hi f o s area g developin r characte a o t l helpfu r matte n i s change t interpre d an d fin o t e Us no apparens i e t source. disadvantag s obviou r Thei . Plane e Hom s thought g includin , creatures y b d cause Use n asca l ice or magica flui g d to attacAnythin . k or nature obstruct l .magica r thei encoded in matter as writing, tracks, art or Use to change terrain. be dispelled. Creatures made entirely of other means. Use to find the location of one magic are sterile, and cannot reproduce or more specific types of matter. Use to aid 2. Move or Change Water except by magical means unless permanent movement through and/or around matter. Move existing water in any form in any direc- expenditures of power are made. If desired, the DM may allow some magi- . Energy r o e Fir m fro t though e Acquir . 2c tion. Change water in any form in any way. - dura s instantaneou n tha r greate f o s effect l ca e th n i y energ t interpre r and/o d fin o t e Us Use to move small or large volumes of ice forms of visual, magical, or sound effects. or wate, r inform an l y normal ornon-magica unusua n i d l directioncreate e b o ,t n tio and at any speed. Use to change water to ice simply by requiring a permanent PP expend- . Time r o r Wate m fro t though e Acquir . 2d , weight , taste e th e chang o t r o , reverse e th r o d shoul s Thi . one y temporar a f o d instea e itur Use to learn general and specific character- r he r o s hi n o l Immorta n a y b e possibl e b y onl . water f o n locatio r o istics of existing water or time, and to deduce , balance e gam f o s reason r Fo . Plane e Hom past and future ones from them. 3. Create or Change Time costs may also be increased by a factor of 2, 5, 10, or more. t Though e Chang . 3 Create or changt e timepermanen o ra it sg effects onbestowin matter , , example r Fo Change existing thought in any form. energy, % an50 d t a thought y .silentl e mov o t y abilit l non-magica n (i h healt d an h strengt r fo s dynastie n i e Us g existin n a n upo ) Energy f o e (Spher y probabilit . self n i t though e Chang . 3a strife). Use generally to extend durations of non-magical creature would require a perma- Use to strengthen thought or its defenses, other t powerscos t no . d Use shoul to t modifbu , PP y 7 time'f o e s rate ofexpenditur t nen e chang o t e Us . capacity t though y modif o t r o passage. Use to create more time when time more, since this is a relatively insignificant thought to reality. gains in value. effect. The ability to use another dimension . creature r othe n i t though e Chang . 3b non-magically (such as dimension door of the - com r o , urge , emotion n a e produc o t e Us y Energ t Defea . 4 Sphere of Matter) should cost considerably pulsion, to control general behavior. Use to Defeat energy of any type and form. more than the base cost given of 5 PP—possibly ) (reorganize r repai r o ) (disorganize e damag t permanen f o P P 0 50 n eve r o P P 0 5 s a h muc s a thought. 4a. Defeat magical energy in general. expenditure, if the ability can be inherited. Use to destroy or dampen the effects of The DM may decide that certain effects . matter non-living n i t though e Chang . 3c magical energy in any form. are inalterably magical, and cannot be cre- r matte n i d encode t though y modif o t e Us ated in a non-magical form. No instantane- . methods r othe r o t ar , tracks , writing s a 4b. Defeat energy in the air in all forms. t agains d defen o t e Us . light y destro o t e Us ous effect can be exactly duplicated by non-magical means, though a similar but less 3d. Change thought in Energy. fire, light, sound, and environment. Use to modify thought (information) in powerful effect is often possible. r o y veracit y modif o t e Us . type y an f o y energ 4c. Defeat energy in non-living matter. content of communication, or to change vis- Use to stop or impede thl e movemenMateria t g of Addin ual images. objects or non-living creatures. Use to stop or destroy movement energy in objects. Use to Immortals frequently develop their planes by . thought e Mov . 3e . entropy l genera o t e resistanc d ai opening gates to elemental planes, and draw- Use to incapacitate by displacing thoughts. ing raw material from them for later use in Use to insert lif. e essencmatter g e (sellivin f n i o r y otherenerg ) t into Defea . 4d , star a s become e fir l Elementa . construction . objects g non-livin r o g livin Use , to destroasteroid yn a lif s e energybecome ,h to eart negat l e or elementa d an block l movemenwil r ai d an r t energywate l , or Elementa . to negatplanet r o e, moon 4. Defeat Water or Time defenses. .(i.e p tra y gravit a n withi t kep s unles e dispers . earth) f o s mas e sizeabl a n o . Water t Defea . 4a 5. Aid Dynaste b t s canno e plan l elementa n a o t gate e Th Use to destroy or block water, or to negate opened unless the elemental ruler of the plane its destructivg e deservin powers n upo s . bonuse e Scor y Abilit w Besto mortals. or portion of the plane gives its permission. 4b. Defeat Time. Because of the distance involved between the Use to block or destroy the effects of time l materia l elementa , Planes r Inne d an r Oute , paralysis , disease , poison g includin , attacks . stolen e b y simpl t canno

20 The Campaign

Moving a Plane plane, but the waves of aberration are tran- expenditure). sient and may stop by themselves after a per- Dimensional aberrations can be intro- The many Outer Planes lie within a frame of iod of time. Severe and recurrent aberrations duced to a plane. The cost applies per dimen- reference called the Astral Plane. Their posi- may be stopped by direct action, but this usu- sion affected, and only produces a transient tions may be stable, or the planes may drift in ally requires permanent PP expenditures. wave that automatically vanishes when it the Astral sea, or they may be deliberately If a plane in motion is stopped exactly adja- reaches the dimensional endpoint of the moved to hide their existence or to add to the cent to another plane, the collision is averted, plane. Players may think of other changes or size of the plane. and a non-magical connection can be opened limits they may wish to apply. If a plane contains an Immortal life force, between the two. A major change can be reversed or it is "anchored" in the Astral Plane, and can- removed at the same permanent PP cost not be moved. Infinite planes are also immo- Costs of Moving a Plane required to create it. Once again, this can bile. Any other plane can be moved, and only be performed by a Home Plane's Size Cost in PP even a Home Plane can be moved if the Immortal ruler, if any, or if none, by any Immortal departs from it completely, leaving Attoplane 10 creature who knows how. not even an avatar behind. Femtoplane 20 The cost of moving a plane of existence Picoplane 40 Planar Access corresponds to its dimensional size, as given Nanoplane 80 on the following table. The cost is a tempo- Microplane 160 The apparent size of an Outer Plane, when rary Power expenditure, not a permanent seen from the Astral Plane, corresponds only one. The cost may be shared by several Milliplane, to its accessibility from the Astral Plane. The Centiplane, Immortals working simultaneously. actual number of access points is equal to the The expenditure of Power imparts a very or Deciplane 320 number of square inches of apparent surface slow movement rate on the entire plane, rela- Standard plane, area. In other words, an astral Immortal who tive to the Astral Plane. From the Astral, the Dekaplane, or wants to enter an Outer Plane must touch the rate in feet per hour appears equal to the PP Hectoplane 640 planar boundary. The square inch of area expenditure. The rate does not change once touched corresponds to one specific volume created, but may be increased. The same Kiloplane 1,280 within that plane. If a visitor always touches expenditure is needed to stop the movement. Megaplane 2,560 the same point on the surface, the visitor will If a plane in motion collides with another Gigaplane 5,120 always appear in the same approximate loca- plane, the result depends on the anchoring of Teraplane 10,240 tion within that plane. The requisite magical that plane. If any Immortal life force is aid, plane travel, must be used in each case. present within the plane that is struck, the Major Changes The sole exception is when two Outer Planes plane in motion comes to a stop. Otherwise, The Immortal ruler of an Outer Plane may, are adjacent and a non-magical opening has the plane struck is pushed ahead by the other, through permanent PP expenditures, cause been created. both moving at a proportionately lesser rate major changes to his Home Plane's charac- Access points are fixed and evenly spaced if varying by the size of the planes involved. No teristics. The PP cost of any such change is the plane's dimensions are stable. If the plane creature can resist the movement of an entire 10% of the cost given for moving the plane is affected by dimensional aberrations, the plane, but the impact inflicts no damage. (q.v.), which depends on the size of the access points may be irregularly spaced, and If a plane in motion stops because of a colli- dimensions within it. A major change can may change. sion, it instantly and automatically loses one only be made by the ruler of a plane, not by An Immortal may change a plane so that it of its dimensions. For example, a tetraspace any other creature. Planes of infinite size can- has either more or fewer access points. The would suddenly become a trispace. This may not be affected, but any Outer Plane that is visual effect in the Astral Plane is that the sil- have drastic effects on the material and life not a Home Plane for an Immortal also may very sphere of the planar boundary gets forms within the plane, all of which are lim- be affected by any creature who knows how to larger or smaller. A Home Plane can only be ited by its dimensions. The contents are make the change. modified in this way by its Immortal ruler. physically unaffected if they have the same The most common major change involves Outer Planes that are not Home Planes can number or fewer dimensions than the new dimensional travel. An Immortal may pre- be modified by any Immortal of the Sphere limit, but may otherwise be suddenly com- vent the use of teleport, dimension door, and corresponding to the dominant Sphere of the pressed. Such a compression never inflicts similar effects. This is often an effective secu- plane. damage per se, but will cause confusion and rity device, for invaders unable to teleport The cost of decreasing or increasing the may cause insanity in intelligent creatures. within a plane may, depending on their point size of a planar boundary is 1 PP per square Magic use is another matter, as it requires of entry, be unable to attack the Immortal or inch added or removed. Each change must be one dimension more than those of the crea- his projects without first traveling across vast made separately; a large PP expense cannot tures using it. A sudden and total plane-wide distances, possibly for many years. It has its be made all at once. The time required to add disappearance of all magical objects and drawbacks, since everyone (including the or destroy one square inch of planar bound- powers is a unique characteristic of planar Immortal ruler) is affected. ary is 10 hours. The PP expenditure is per- collision. A lost dimension may be regained A planar boundary may be locked, and manent. by expending permanent PP equal to 10% of cannot thereafter be passed by the usual mag- It is certainly possible to decrease the num- the cost to move the plane. ical plane travel. It can be unlocked by any ber of Astral access points to zero. Before the The act of moving a plane invariably Immortal who expends the same amount of last step, the planar boundary appears as a causes dimensional aberrations within the Power used to lock it (again a permanent tiny sphere with only 1 square inch of area.

21 The Campaign s shrink y simpl t i , change l fina e th g Durin s i d involve d hazar e notabl e Th . vanishes d an that an Outer Plane with no Astral access is s unles , on n the m fro e inaccessibl y utterl e th f I . provided n bee s ha s acces r othe e som s thi n whe e plan e th n withi s i r rule l Immorta s acces e th e increas l stil y ma e sh r o e h , occurs - possi d (an h inc e squar e on o t o zer m fro e siz bly more thereafter) when desired. Some n a h suc o t y privac d desire e hav s Immortal extent that they now reside within such . contact f o t ou y completel , planes " "missing An Outer Plane that can only be reached f o t poin o n s ha d an e Plan r Oute r anothe m fro e b t canno , Plane l Astra e th m fro s acces gate. a a vi d reache l powerfu r othe y man d an s Hierarch t Mos Immortals have limited access to their Home Planes by shrinking the planar boundary. The most common situation is to move the e Plan r Oute r othe e som o t t i t connec o t e plan for access, and then to decrease the number w fe e Som . zero o t s point s acces l Astra f o Outer planes can only be reached by way of e th f o y wa y b t no t bu , planes r othe l severa Astral Plane. This method is also not without hazard. e b t mus e Plan r Oute y an o t s point s acces e Th permanent but magical gates. Any magical effect can be dispelled, and if the last remain- ing access points are destroyed thereby, the plane vanishes, inaccessible. Thus, any Immortal who eliminates Astral access to his or her Home Plane always leaves an avatar , happens r whateve t tha o s , plane e th n withi d an e plan e th n withi s i e forc e lif r he r o s hi able to reopen the access. To do otherwise risks the loss of the Home Plane, and total destruction of the Immortal becomes a fairly o zer o t r characte e th g reducin f o r matte y eas PP, hp, and ability scores. A plane with no Astral access cannot be , means y an y b e Plan l Astra e th m fro d detecte including truesight, wish, or otherwise. It is simply not there!

22 The Campaign

The Sphere of Entropy the only true Immortals, for Entropy shall For every Hit Die over 21, add 250 points continue until the last iota of matter, energy, to both the Base value and Bonus value. Use The four Sphere. sbe availablo t d e cease t os playeha t r characthough d an - , time the formulae below for fast calculation when h fift e Th . existence f o t mos n gover s ter . large s i e Dic t Hi f o r numbe e th Sphere, Entropy, balances all others. Mortal Forms Entropy is d than e , name legion fo e r ar al l y changeEntrop s f durino s g servant e Th 0 2,75 s minu ) 250 x D (H = e valu e Bas s Sphere e th f o e essenc l tota e th h whic are present in nearly every dimension and Bonus value = Base value minus 500 decreases. Simply put, everything runs plane of existence in the D&D game. Those down, breaks, or otherwise ceases to be. That on the Prime are knows n as the undeadOpponent .l Morta f o e Spher e th f o n domai e th s i s proces e entir The mortal servants of Entropy are (in Entropy, . Whatskeleton th: e othemost) o rt fout rleas Spherem fro , s givepower of ro r orde e th g determinin r fo s rule d standar e th e Us , Thought) d an , Time , Energy , (Matter e creat . , ghouladd o t ,s wightvalue ,s wraithbonu r ,o mummys ,asterisk specf o r - numbe Entropy takes away or destroys. tre, vampire, phantom, haunt, spirit, night- Add more asterisks for abilities that are com- y full d an e recogniz s Immortal r highe l Al d an e rar y ver , forms r Othe . lich d an , shade parable to those of the Immortals, as follows. understann a y db thd e neecreate dy for Entropyoccasionall e . ar Immortal , spowerful y ver h eac r fo k asteris e on d Ad : scores y Abilit l al f o s enemie y reall t no e ar e Spher t tha f o Immortad l foexcee rt a tha specifi ) up g c purpose—usuall(roundin s score y y as abilit o tw others, even though the conflict between an undeat tha e d forscor y m ever or f fo anothek asteris r r creaturanothe d e Ad . 20 f o t par s i t figh e Th . continuous y nearl s i m the s creature h Suc . etc.) , gargantua , (beholder t tha h eac r fo r anothe l stil d an , 50 s exceed n ofte s i e balanc e Th . process l natura e th - "Spe a s a , clerics l morta y b , Turned e b n ca y ever r fo k asteris e mor e on d Ad . 75 s exceed s a h suc , phrases c fatalisti y b d oversimplifie cial." . more r o 0 10 f o e scor y abilit - fit e th f o l "surviva r o " die, t mus s thing l "al Travel effects: If the mortal creature can s Form l Immorta test." The balance is often mistakenly called travel across planes or dimensions, whether The creature section gives full game statis- h wit d confuse s sometime s i d an , Neutrality by use of Power, magic, or other means, add tics for a sampling of these ultimate oppo- one asterisk. the druidic philosophy. To keep the balance of nents. All the levels of Immortals of Entropy h bot m fro e forc e b t mus e ther , existence r Powe e us n ca l morta e th f I : Power a vi c Magi are no- t describedaster f o r , fonumbe r a lac d kad o, f spaceeffect l . If youmagica a , ae s creat o t d will—an u yo f i " "evil, d an " sides—"good DM, choose to create other opponents, sure the forces must remain in conflict to preserve . level l spel t equivalen e th o t l equa s isk h wit e balanc n i e ar s characteristic r thei t tha - crea a f i s asterisk e fiv d Ad : combat r Powe all. the examples given. Note the variety of possi- Without Entropy, the positive forces would . attacks r Powe o t e immun y completel s i e tur d an , abilities r thei n o s limit e th , forms e bl e som t A . extremes o t e proliferat y quickl If a mortal can use Power only to Wrap defen- design corresponding details for your crea- sively, add one asterisk. If a creature can use a point, e conflicth ; tplay anr fo d d destructiorequire t nno wouls i k d wor result h Suc , . tions e Th . victorious e b d woul y Entrop d an Power attack against an opponent add five or demons given here should be more than ade- Immortals agree that steady attrition, though s creature' e th n o g dependin , asterisks e mor quate to fill the needs for difficult foes in permanent PP total, as follows. often tragic, must continue; for without it, games at the Immortal level. y inevitabl t bu y eventuall d woul e existenc r fou r othe e th e balanc y adequatel o T 1- 100 PP + 5 asterisks - destruc l tota y possibl d an c cataclysmi r suffe - num l norma e th e twic s ha y Entrop , Spheres P P 101 0 -50 + 10 asterisks tion. l tota e th , example r Fo . Immortals f o r be 501-1,000 PP + 15 asterisks Eache Immortather o s , 27 l s oi fe the SpherSpher a n i es of EntropEternal f o r y numbe 1,001 or more PP + 20 asterisks has its own Home Plane. Although the hier- are 54 Eternals of Entropy. The total num- archy oif ft that Spherrelevan e b e y is ma a t bibu t , differenused y t frorarel e mar s ber others, its members have equivalent posi- Immortal Opponents you run an epic battle involving many - abili r thei n o s restriction e th e Despit . tions demonsd . use s i t char t poin e experienc d standar e Th f o s Immortal e th f o e forc l tota e th , ties a n i n demo e on n eve e plac u yo e Befor l Immorta f o s value P X l tota e th e calculat o t e th l al f o m su e th s balance y exactl y Entrop game setting, be sure you understand how to opponents. forces of all four of the other Spheres. A . abilities l specia s it f o s mechanic e th e handl All this is not to say that demons are not properly run demon should be a challenging Base Value evil. Quite the opposite; each is a representa- d an s character l powerfu o t n eve t opponen e despicabl y thoroughl , Evil e ultimat f o e tiv Find the normal Base value determined by experienced players. Demons should be as the Hit Dice of the Immortal creature. in ever. y way. characters Thif o t s ibes s e bth y s a thei e r deliberatinventiv d an e r cleve choice. By being evil, they fulfill their own r Powe o t e immun t no s i l Immorta e th f I y wh n reaso y primar e th s i s Thi . purpose e th e divid , case) n commo t mos e (th s attack player characters s cannot entePoint r e the Sphere of Experienc creature's permanent PP total by 10 and e thes n i l Evi e th f o s depth e Th . Entropy e th y b e valu P X e Bas e th y Multipl . up d roun The basic XP system is unchanged for mortal - char l morta r fo y capacit e th d beyon s i s being result, and make a note of the total. a n whe d use e ar s addition h thoug , opponents acters and DMs, to even describe. The ways If the Immortal is completely immune to - Experi . Power l Immorta e us n ca e creatur of this Sphere are beyond the imagination of Power attacks, multiply the Base XP value by ence points for defeating Immortal oppo- mortal man. . result e th f o e not a e mak d an , 100 nents are calculated in a slightly different Whatever you imagine, demons are infi- If the Immortal's permanent PP total is manner, but use the same Base and Bonus nitely worse. They are the ultimate oppo- zero but the creature is not immune to Power n o n give s i t char P X d standar e Th . values d destroye , possible f i , and t fough e b o t , nents attacks, calculate the XP value as if the crea- page 25. as individuals. As a Sphere, they are perhaps ture were mortal in all respects.

23 The Campaign

Bonus Amounts or Immortal blows discarded. Decimals in the second and fur- Immune to low-level Immortal magic ther places (representing 100 XP or less) Standard bonuses (asterisks) are added in (such as those effects with base cost of 7 should always be discarded in Immortal-level three categories, which cover the range of PP or less) games. most Immortals. Other special bonuses may Movement rate greater than 1,200 feet per The DM and the players may decide also be added for certain Immortal creatures. round but less than 1 mile per round together whether to discard or keep track of The three basic categories are Magic, Power remainders to the permanent PP total. The combat, and Status. Five asterisks are added for each of the fol- amounts involved are insignificant to all but To find the total Bonus value, add up the lowing abilities: Temporals, but such characters may wish to number of asterisks and multiply the result Immune to mortal blows gain every possible morsel of Power. by the Bonus value as determined by the Immune to ability score attacks creature's Hit Dice. Immune to all mortal magic Examples Magic: If the Immortal can create magical Immune to medium-level Immortal magic effects by use of Power, find the highest PP The XP/PP value of a normal PC Tempo- (such as those effects with base costs 14 expenditure possible for creating a single ral (newly arrived) would be calculated as fol- PP or less) unmodified effect. This number is 160 for lows. Movement rate from 1 to 24 miles per Immortal PCs and most others, or 20 for round Base Value: 2,375 XP (for 20 HD) multiplied those restricted to effects of a single Sphere. times 50 (500 PP divided by 10), for a Divide that number by 10, and round up. Ten asterisks are added for each of the follow- Total Base Value of 118,750 XP. Add that number of asterisks for magic use. ing abilities: Bonuses: 28 asterisks (16 for Magic, 5 for Power combat: If the Immortal is immune Immune to all Immortal magic Power, 7 for Status) times 1,800 XP each to Power attacks, add 10 asterisks. Other- Immune to Immortal blows (for 20 HD), for a Total Bonus Value of wise, add one asterisk for each Power attack Movement rate greater than 24 miles per 50,400 XP. mode usable (even if only a defensive Wrap). round Total Value: 169,150 XP, or 16.9 PP Status: This general bonus represents all the benefits of Immortality (A-M and various Special Situations The minimum XP/PP value of the Hier- other resistances, high ability scores, Aura, arch of a Sphere (not counting special added and so forth). Find the Immortal's status on If the Immortal must expend only double PP bonuses, which are common at this rarefied the following chart, and add the number of cost to produce magical effects not of its height of existence) would be calculated as asterisks given. Sphere, 8 asterisks are added for magic use, follows. not 16. Initiate 6 If the Immortal's Wisdom or Intelligence Base Value: 8,500 XP (for 45 HD) multiplied Temporal score is 7 or less, the total XP value is halved. by 1,500(15,000 PP divided by 10), fora Novice or L1 7 If the Immortal's physical form limits the Total Base Value of 12,750,000. L2 or L3 8 creature's physical ability scores to half value Bonuses: 41 asterisks (16 for Magic, 5 for L4 or L5 9 or less, the total XP value is also halved. Power, 20 for Status) times 8,000 XP each Celestial If an Immortal who is using an Identity is (for 45 HD), for a Total Bonus Value of Novice or L1 10 defeated, he is only worth the XP value of the 328,000 XP. L2 or L3 11 Identity unless the Immortal was discovered Total Value: 13,078,000 XP, or 1307.8 PP L4 or L5 12 using Immortal powers. If discovered to be Empyreal an Immortal, then defeating the character, Avatars Novice or L1 13 award XP as if this was an avatar, dividing L4 or L5 15 the Identity's hit points by the Immortal's hit If the Immortal creature defeated is an ava- Eternal points to find the percentage. tar, only a small percentage of the total award Novice or L1 16 is earned. The percentage is equal to the per- L2 or L3 17 Total XP Value centage of hit points placed in the avatar, L4 or L5 18 compared to the Immortal's total. Example: Hierarch The total XP value is simply the sum of the An average 3rd level Empyreal has an XPV Novice to L4 19 multiplied Base value and the multiplied of 2,375,000, or 237.5 PP. If the Immortal Level 5 (Full) 20 Bonus value. Since Immortals measure XP places 60 of his 370 hit points in an avatar, the in Power Points, divide the total value by avatar's XPV is 60/370 of the original Other Bonuses 10,000 to find the PP value. (16.2%), or 385,135 XP (38.5 PP). Though Standard XP values (not PP) should be the avatar has comparatively few hit points, it Add the following additional bonuses to XP used in all games involving mortal adventur- is capable of using all 4,000 of the Empyreal's calculations for Immortal creatures with spe- ing parties. Amounts may be converted to PP Power points for magic, Power attacks, and cial characteristics. The DM may add others for games in which most or all of the PCs are so forth. as desired, but the balance and scope of the Immortal. XP totals are best kept to one deci- system should be carefully maintained. mal place (i.e. rounded to the nearest 1,000 XP) until the adventure is completed, when One asterisk is added for each of the following all the awards for creatures can be added abilities: together. Any leftover decimal should then be Takes only minimum damage from mortal

24 The Campaign

Note on Magnitude Experience Points for Creatures The XP values of Immortal creatures are Special Ability Special Ability obviously extremely large, and some DMs Monster's Base Bonus per Monster's Base Bonus per may feel inclined to lessen them. But try to Hit Dice XP Value Asterisk Hit Dice XP Value Asterisk resist the temptation, unless you play the Under 1 5 I 8 650 550 creatures much weaker than they actually 1 10 3 8 + 775 625 are. Consider the powers of a mere Novice 1+ 15 4 9 900 700 Temporal. 2 20 5 9+ to 10 1,000 750 With a quick and minor Power expendi- 2 + 25 10 10 + to 11 1.100 800 ture, the Temporal can make himself immune 3 35 I5 11 + to 12 1,250 875 to magic by increasing A-M to 100%. His 3 + 50 25 12+ to 13 l,350 950 natural Aura, requiring no PP expense, will 4 75 50 13 + to 14 1,500 1,000 eventually immobilize all mortals nearby. 4 + 125 75 14+ to 15 1,650 1,050 With one bare-handed punch he can inflict 5 175 125 15+ to 16 1,850 1,100 up to 6-36 points of damage. One simple 5- 5 + 225 175 16+ to 17 2,000 1,150 point Power attack acts as a death ray against 6 275 225 17+ to 18 2,125 1,350 a victim who cannot use Power—and the 6 + 350 300 18+ to 19 2,250 1,550 Temporal has 500 PP, and can produce Power 7 450 400 19+ to 20 2,375 1,800 attacks for a very long time, and at very long 7 + 550 475 20+ to 21 2,500 2,000 range. Finally, if his form is slain he is still an effective opponent (though incorporeal), For every Hit Die over 21, add 250 points since the Aura and Power abilities remain. to both the Base value and Bonus value. Small wonder, then, that such a creature has an XP value of nearly 170,000 points. And imagine the shock to a mortal who dis- covers that even the powerful Immortals fear other even greater opponents, such as the repeater (1.8 million XP) or draeden (up to 30 million)!

Adventure Planning The standard Adventure Planning method is the party. Sphere is irrelevant; all PC Immor- The numbers given apply only to good explained fully in the D&D Companion Set tals use the same progress chart. If the party play. If mere bad luck interferes with success, (DMC page 2). It is provided so that the DM is a mixed group, find the appropriate num- be prepared to add extra bonus awards for a may plan ahead, estimating the number of bers of each rank on separate charts, and total good attempt (though the total should still be game sessions needed for a character to gain the amounts indicated. The total figure is the less than for total success). If players make one level of experience. Too many sessions amount of Power Points that should be too many mistakes, or aren't properly play- can cause player frustration, while too few awarded for an entire game session. ing their character roles, you may penalize can make the game too easy, and thereby bor- In games for mortal characters, XP for the awards and/or the rate of progress to give ing. defeating monsters represented about 20% of them time to learn. In the Companion Set, one planning chart the total gain, the balance made up by trea- was given for all mortal characters of Name sure and other awards. In games for Immor- Extrapolation level or higher. The XP needs of Immortals of tals, little or no awards are gained for The charts cover rates from 2 to 8 sessions different ranks require separate charts, which treasure (the characters having gone beyond per level gained, and any size group from 1 to are given below. such mundane things), so the proportions 10 characters. Other numbers may be found To use the charts, first decide how many vary widely. Most of the total award will usu- by the following approximate method. Start adventures should be needed, on the average, ally be for completing a mission, aiding one's with a figure from the Extrapolation chart for an Immortal to gain a level of experience. Sphere, and so forth. below, based on the character's rank. Multi- Five is a recommended number for low The figures given on the charts represent ply the figure by the number of characters, levels, while six to eight are satisfying for amounts of Power Points, not XP. They and divide that result by the number of ses- higher levels. The DM may wish to poll the should be applied without modification to sions selected. Round up to the next whole opinions of the players. Once the number has parties consisting entirely of Immortals. number of PP. been chosen, it should apply to all adven- Whenever an Immortal character serves as tures. When you have played several games, an Observer (q.v.), assuming the part of a Extrapolation Chart and observed the results of your choice, the mortal in all respects, the standard award is number may be modified. 10% of the number given on the chart, Temporal 220 Empyreal 1,700 When planning for a game, find the chart rounded up. Celestial 900 Eternal 3,400 that represents the rank of the characters in Adventure Planning Charts

A. Temporals Number of Rate of Progress Characters 2345678 1 110 74 55 44 37 32 28 2 220 147 110 88 74 63 55 3 330 220 165 132 110 95 83 4 440 294 220 176 147 126 110 5 550 367 275 220 184 158 138 6 660 440 330 264 220 189 165 7 770 514 385 308 257 220 193 8 880 587 440 352 294 252 220 9 990 660 495 396 330 283 248 10 1,100 734 550 440 367 315 275

B. Celestials Number of Rate of Progress Characters 2345678

1 450 300 225 180 150 129 113 2 900 600 450 360 300 258 225 3 1,350 900 675 540 450 386 338 4 1,800 1,200 900 720 600 515 450 5 2,250 1,500 1,125 900 750 643 563 6 2,700 1,800 1,350 1,080 900 772 675 7 3,150 2,100 1,575 1,260 1,050 900 788 8 3,600 2,400 1,800 1,440 1,200 1,029 900 9 4,050 2,700 2,025 1,620 1,350 1,158 1,013 10 4,500 3,000 2,250 1,800 1,500 1,286 1,125

C. Empyreals Number of s Progres f o e Rat Characters 2345678

1 850 567 425 340 284 243 213 2 1,700 1,134 850 680 567 486 425 3 2,550 1,700 1,275 1,020 850 729 638 4 3,400 2,267 1,700 1,360 1,134 972 850 5 4,250 2,834 2,125 1,700 1,417 1,215 1,063 6 5,100 3,400 2,550 2,040 1,700 1,458 1,275 7 5,950 3,967 2,975 2,380 1,984 1,700 1,488 8 6,800 4,534 3,400 2,720 2,267 1,943 1,700 9 7,650 5,100 3,825 3,060 2,550 2,186 1,913 10 8,500 5,667 4,250 3,400 2,834 2,429 2,125

D. Eternals: Use Empyreals chart, but double all numbers

E. Hierarchs: Use values as if Eternals

26 Creatures

your logic is familiar, alien, simple, or are common in games at this level. Since Introductiot tha d fin l wil s n player r you d an u Yo . complex many of these creatures may eventually d title e b y accuratel t canno n sectio s Thi a logicad an l l multiversmorta h bot eg offers involvin fas r morgame n i er appea "monsters." Many of these beings are allies satisfaction, and is much more playable, than Immortal beings, the AC is always listed in r characte r playe f o s acquaintance r o a random creation. full form. Immortals, though some are monstrous foes indeed. Creature Descriptions Hit Dice: This number always determines a All the creatures described in the following n i t targe a t hi o t e chanc e bas s creature' e th n tha r othe s plane o t e nativ e ar s page The basic statistics for each creature are physical combat, applying standard d shoul e Non . man l morta f o e hom , Prime precedee b d t by detailmigh , s especiallhowever , y points relevan t Hi . t to procedures l usua n i y frequenc t grea y an h wit r appea games. that involvvariable a en Immortatha r lrathe characters , constant . a Th s a e n give D&D® games, those for mortal characters text describing each creature is divided and This is a common feature of many f i , effect d goo h wit d use e b d coul w fe A . alone labeled clearly for ease of reference. Immortals. If this line is immediately o t r Maste n Dungeo h enoug d skille a e ar u yo followed by another giving specific hit point inserte theth s i my properlyentr h eac r . fo Rean dgive e the nam notee Th s: Name figures, use these, and do not roll for hit carefullyn , whe however s . SomImmortal y e b o fd thuse e creaturem ter n s commo points. Otherwise, the range of hit points hereint simplintelligen y y cannoEver . t exiscreatures t h isuc n o t thg e referrin equals 1d8 for each Hit Die. d An . homeworld C P e th f o t environmen s alway , itself r fo e nam n ow s it s ha e rac some could destroy an entire planet in less different from the name given and often Moven previoui s A : s rule setse firsth ,t time than it has taken you to read this book. unpronounceable. figure is the distance the creature may move e th l al f o s creature d fin l wil u yo e Her r you o t t twis g interestin n a d ad t migh u Yo n i , figure d secon e Th . turn e 10-minut e on n i e th o int y neatl t fi y The . Power f o s Sphere a f o e nam e th g revealin t no y b s game s move e creatur a e distanc e th s i , parentheses great scheme of things, but some are entirely creature encountered. Encourage the players in one 10-second round. Movement rates are r eve e hav u yo g anythin m fro t differen e th t wha n o d base , each r fo s name t inven o t given in feet. Some creatures are so large or o n e hav d shoul u yo , this e Despit . imagined characters experienced. Then write this new fast that their movement rates may be given difficultd yan usin, g given the e mon in n play,commo ie f th yo ue firsbesid t e nam h suc l al n I . long t fee 0 5,28 h eac , miles n i become familiar with the new game rules for refer to the creature by that new name from cases, the number of miles is always a this level of play. When you encounter then onn . fractio e simpl a y usuall s i d an , 3 f o e multipl references you do not understand, turn to the or multiple of 24. This is for use with a Index d anan dl revieAstra we th f e o informatios creature nt on Mos th : e Sphere campaign map of standard scale, in which topic. Outer planes are affiliated with one of the five each hex is 24 miles across. e th r fo n give s i s being f o e rac e on y Onl , Time , Energy , Power—Matter f o s Sphere Remember that nearly any creature can Sphereg of Entropylivin t mos . h But thesThoug . e fearsomEntropy r eo foe , s Thought t a t no r o , rates w slo y ver t a e mov o t e choos should be more than enough to challenge things are composed of two or more Spheres, all. Few creatures reveal their full movement even the mightiest of player characters. nearly. every attacked Immorta r o d l hurrie creature ar y ethe s serveunles s l a potentia f o e Spher e th t abou n informatio l Genera . Sphere e singl r monste t tha h wit n give s i y Entrop Attacks: This figure is the number and type descriptione ar .d describe s creature e th f I : Status f I . creature e th y b e usabl s attack l physica f o Very few creatures given here are of the Immortall , theiphysica r y clasan se ous r equivaleno t e unabl t s statui e s is creatur e th t tha f o s being r Othe . Matter f o e Spher given. This may be used as a general guide to attacks, the type of attack it most commonly Sphere, are oftecreature ne th variation y b d s on presente th ee usual challeng e th uses is listed instead. If many attack forms are monsters. describeopponent d n ia n s a previou d s rulencountere e f i setsy . especiall possible, only the details of the physical ones Most of the creatures herein are from the . text e th n i d explaine e ar s Other . noted e ar other three Spheres—Energy, Time, and Power Points: Power and its uses are y ma s Sphere e thes f o s being e Som . Thought integran l partgive s r of D&Dnumbe game r o se at thirang s e leveTh l: of Damage y probabl l wil e thes d an , forms l materia k lac e b , Power h wit r familia t no e ar u yo f I . play applies to the types of attacks noted on the pose the greates. play t g challengestartin e s befor t i o n youlear ro t e sur previous line. For creatures of the Astral and imaginationd . fixe a s ha e creatur l Immorta y Ever Outer planes, damage is often "special," and f o w fe a y onl e ar s creature g followin e Th e figur s Thi . Points r Powe f o e rang r o r numbe . text e th n i d describe e th e populat t tha e lif f o s form e infinit e th g followin , status e th o t s correspond y normall vastness of the multiverse. A complete the guidelines s givecreature e n fothes r f alo l Immortalw Fe : s (TableAppearing . No cataloge woulhav s d no doubcreature l t spanmorta severay l entirel thic e k Som . 1) appear in dungeon settings, so only one volumes, an impossibl. e tasPower e k us fo o rt thiy s limiteabilit e th dd gaine s i e creatur e th f I . given s i e rang r o r numbe work. Therefore feel free to design your own one-of-a-kind, the word "unique" appears creatures, following either the guidelines Anti-Magic (A-M): Nearly any extra- next to the number appearing. n ow r you , prefer u yo f i , or t se s thi n i n give planar creature may be resistant to the effects , designing e Whil . realm y fantas s thi f o w vie - per a s alway s i n give r numbe e Th . magic f o s creature l morta r fo s throw g Savin : As e Sav a n withi t fi s creature r you t tha e sur e b e th n i n give e ar M A- n o s detail l Ful . centage are the same as for characters, and a class and developed logical framework that governs D&D Mastery ma s Set, MDcreature Ml page 2Immorta . . listed s i l leve r whethe e differenc e littl s make t I . existence . Immortals r o s mortal s a e sav s sometime Armor Class (AC): Negative Armor Classes

27 Creatures

Morale: Morale checks are fully explained in ers will find more inventive uses for the crea- Text: The details presented in the text are the revised D&D Basic Set (DMR page 19). ture's service than for their possessions. always given in the same order: Description You may also modify or omit Morale to (appearance, size, etc.), Abilities and Limits Alignment: This category lists a general reflect the situation. Nearly any intelligent (possible attack forms, senses, etc.), Resist- indication of the creature's behavior. By now creature will flee or bargain if its death seems ances (including the attack forms to which the you should know that behavior and motiva- imminent. An Immortal, however, must creature is wholly or partially immune), tion are different aspects of a creature. An weigh the factors carefully. He or she may Habits, and Background. The information in orderly, law-abiding creature may have good, choose to fight to the death of his material the last two categories offers your best guide evil, or selfish intentions. A Chaotic is usu- form, since a new form can be created. But for role playing and further development of ally disruptive, but may be good-hearted. the creature's current project may make such the creatures, and often explain how they fit Neutral is the most common alignment found a delay unacceptable, and in such cases sur- into the greater scheme of things. Small ideas in the multiverse, as most creatures act in vival of the form may be critical. presented here can easily stimulate your their own self-interest, whatever their inten- If your creatures always fight to the death, imagination, leading to great epic adven- tions. your games are too combat-oriented, and tures. probably contain very little role playing. XP Value: The number listed is always Whenever immunity to magical weapons Morale is an important factor in all good role- measured in Power Points, on an Immortal of a given strength is noted, this applies only playing games. scale. If the creature is defeated partially or to standard weaponry. Immortal strength can wholly by mortals, remember to multiply the propel most non-magical objects with enough Treasure Type: Treasure is not an impor- figure by 10,000 (adding four zeroes) before force to overcome such resistance. An tant element of Immortal-level games. Many dividing it among the participants. If you do Immortal's simple Punch attack, for exam- creatures native to planes other than the this, remember also to divide the share that ple, always inflicts damage when it hits, even Prime have treasures in forms that mortals applies to Immortal characters by 10,000 though his or her fist is a non-magical cannot appreciate. Immortals usually respect before announcing their total earned. weapon of sorts. every creature's right to life, and good play-

Archon These Lawful champions of goodness are sworn enemies of Chaos. They are native to the Home Plane of the Hierarch of Energy. Their full description is given in the D&D Master Set (MDM page 40). They are entirely mortal. In the opinion of the Hierarch (who has little experience in working with the substance of the other Spheres), his creations are shining examples of the perfect blend of beauty and power. Few other Immor- tals agree, but those of his Sphere dare not voice their opinions. Archons have very narrow views of what is acceptable behavior. They are so outraged by any neutral, chaotic, or evil behavior that they are avoided by all other creatures. Despite their good intentions, they manage to arouse resentment in nearly everyone they meet. And they are multiversally considered to be the most obnoxious creatures in all the Home Planes. Baak Sphere: Matter Status: Mortal Description: Baaka are living guardian-obstructions (walls, doors, Power Points: 5,000 tunnels) created and used by the Immortals of Matter. They are Anti-Magic: 100% (vs. mortal) or None made of reinforced diamond, so they are quite resistant to damage. Armor Class: -15 They are often black monoliths, but may be any one color. Hit Dice: 100 A baak may have nearly any shape, with a maximum volume of Move: None 1 million cubic feet. Common forms include a cube 100 feet on each Attacks: Magic or Power only side, a thin strip encircling an entire planet, or a huge rectangular Damage: By effect or Power attack solid floating independently in space. No. Appearing: 1(1) Save As: Empyreal 5 Abilities and Limits: Baaka never move or reason. They may Morale: 12 nevertheless use all forms of Power combat, and may use Power to Treasure Type: None create any magical effect listed for the Sphere of Matter in response Alignment: Lawful to attacks and other stimuli. Though they are mortal, baaka pro- XP Value: 566,000 vs. mortal opponents duce effects of Immortal levels. 457,250 (45 PP) vs. Immortal opponents 28 Creatures o s s score y abilit o n e hav a Baak : Resistances Habits: Baaka somehow have life without Background: An Immortal of Matter once . attacks e scor y abilit o t e immun e ar y the energy or thought, and successfully resist studied the forms of the elemental rulers of They are completely immune to mortal time. They are nearly the ultimate form of Earth and discovered how to condense that - mor m fro e damag m minimu e tak d an c magi order and solidity. form to make the baak. Created to serve as tal blows. s Baak suffeinstruction r normae th s l damagexecute y e whenperfectl k baa A nearly invulnerable guardians, baaka are attacked by Immortal blows or magic. of its creator, guarding various treasures and useless in any other capacity. a n upo d inflicte e damag f o t poin h eac r Fo . else g nothin y absolutel s doe d an , ways t secre baak, s a diamoncreature dl oal f k 1,000attac go pt valud e iordere s chippey d typicall s i t I - nor f hal o t d reduce e ar s point t hi s it f I . loose (except its creator) who approach within a mal or fewer, a baak cures itself magically given range and/or those with hostile inten- (employing a cureall for maximum effect). tions. Exact types of attacks may be specified t movemen g forcin s a h suc , instructions s it n i without physical damage.

Demon Screaming Croaking Howling

Sphere: Entropy Entropy Entropy Status: Temporal Temporal Celestial Power Points: 500 800 1,300 Anti-Magic: 50 55 60 Armor Class: 0 -1 -2 Hit Dice*: 20* 23* 26* Hit points: 100 130 180 Move: 120'(40') 60'(20') 60'(20') Flying: 180'(60') 60'(20') Attacks: e bit 1 talons/ 2 claws/ 2 2 claws/1 bite 2 pincers/2 horns/l bite Damage: 6 each/1- 8 each/1- 4 1- 1-3 each/4-16 8 each/1- 3 each/1- 2 2-1 No. Appearing: 1 or 1-3 3 1- r o 1 1 or 1-3 Save As: Novice Temporal 3 Celestial 1 Morale: Special Special Special Call Other: 10 20 30 : Type e Treasur B C D Alignment: Chaotic Chaotic Chaotic XP Value: 71,075(7 PP) 137,750(13 PP) 271,375(27 PP)

Groaning Hissing Roaring

Sphere: Entropy Entropy Entropy Status: Celestial Empyreal Empyreal Power Points: 2,200 3,500 5,000 Anti-Magic: 65 75 80 Armor Class: -3 -4 -5 Hit Dice*: 29* 32* 35* Hit points: 240 340 430 Move: 90'(30') 120'(40') 60'(20') Flying: 120'(40') 150'(50') Attacks: 2 claws/1 bite 1 tail/6 p whi 1 sword/ 1 weapons Damage: 1-4 each/2-8 + n weapo y 2-8/b 1-10/1-2 or poison & disease special No. Appearing: 3 1- r o 1 1 or 1-2 1 or 1-2 Save As: Celestial 4 Empyreal 2 Eternal Novice Morale: Special Special Special Call Other: 50 60 70 Treasure Type: E F G Alignment: Chaotic Chaotic Chaotic XP Value: 535,000(53 PP) 973,375 (97 PP) 1,568,750 (156 PP)

29 Creatures

Whispering Orcus Demogorgon Sphere: Entropy Entropy Entropy Status: Initiate Eternal Eternal : Points r Powe 400 9,500 5,000 per head Anti-Magic: 70 85 90 Armor Class: -6 -7 -8 Hit Dice*: 15* 39* 40* Hit points: 75 620 660 Move: 120'(40') 90'(30') 150'(50') Flying: 180'(60') 180'(60') 150'(50') Attacks: 2 talons See below See below Damage: 5-8 each + energy drain See below See below No. Appearing: 1 (solitary) 1 (unique) 1 (unique) Save As: Initiate Eternal 4 Eternal 5 Morale: Special Special Special : Other l Cal 40 Special Special Treasure Type: 1x2 I , G , F , E 3 1x , H , B Alignment: Chaotic Chaotic Chaotic XP Value: 39,300 (3 PP) 6,825,500 (682 PP) 7,466,000 (746 PP)

Abilities ofs i al t i l Demonse Ther . : creature l powerfu y ver a s i n demo a , Plane e Hom s it n I A + 1 bonus to surprise and initiative rolls immune to all mortal magic, can assume any form desired (as the 9th ) magic d an t (comba e us r Powe r pe p h 1 ( y quickl s regenerate d an , will) t a t bu , spell shapechange l leve Call Othe, r (percentagPlane e Hom s eit chancn i n e slai t os i summo y bod s n aid; sedemon' ee Tableth f I . s D2 anround) r d D3pe e ) Di t Hi g thin g livin r o d undea y an h wit Speak however, its life force can be pursued, caught, and permanently d undea l Contro destroyed. Infravision t i 120 t ' tha s name n ow s it s ha h eac d an , individual n a s i n demo h Eac Enter/leave Ethereal Plane at no cost 1/day bore in mortal and Immortal life. A demon never reveals any of its y 1/da t cos o n t a e Plan l Astra e Enter/leav f o l al f i t tha d rumore s i t i , However . threat e th r whateve , names e tru High ability scores (as other Immortals) the truenames of a demon are somehow known, that demon can be Regenerate 1 hp per day forced to obey or serve. Many powerful spells must also be used. . past e th o t t los w no , unknown e ar e Thes Resistances of all Demons: h throug d discovere e b y ma s demon g callin r fo s spell t ancien e Th Needs no sustenance (air, water, food) o als y ma s demon f o s name e Som . permits M D e th f i , research y costl y ra h deat , drain y energ , aging , disease , mind-reading o t e Immun be discovered through similar research, but this may draw the atten- Minimum damage from any mortal attack form tion of the demon involved. Such research is extremely dangerous, Anti-Magic but can produce results, given sufficient time, money, and energy. "Demon" is a common term once applied to nearly all monsters— A mortal cannot gain complete control over any Immortal, and that includinl gstil everythin s i s way ge frosom m n i d s to dragonsconstraine s . perhap I nd than e d D&D gamesummone ,n a demo a demon is an Immortal who serves the Sphere of Entropy. It dwells in free-willed. Legends describe the repeated attempts by mortals to con- n demo y An . Existence f o s Plane r Oute e th f o e on , place n ow s it trol demons. All who have ever dealt with demons have eventually encountered outside of its Home Plan. e is performindestroyed y g a servicpermanentl d ean o fy someutterl n bee sort, and was either sent or summoned by a more powerful demon or by an extremely powerful (or very foolish) mortal. Standard Abilities and Resistances r fo e us s demon t tha s bodie l norma e th e describ n give s statistic e Th s bodie e Thes . Planes e Hom r thei e outsid s appearance r thei f o t mos s effect l non-magica , natural e ar s characteristic g followin e th f o l Al unless noted otherwise. Many are normal powers of all Immortals. can be slain, but as with other Immortals, this is a mere inconven- m for l materia e th s abandon e forc e lif s demon' e th , occurs t i f I . ience s Score y Abilit and returns to its Outer Plane home. Even one or more wishes cannot Demon ability scores are determined in the same way as for other y bod w ne a s create n demo e th , time a r Afte . departure s thi t preven e ar y Entrop f o s Immortal f o s Talent r Greate e Th . Immortals . activities l norma s resume d an Strength, Intelligence, and Constitution. The physical scores Each demon was once a mortal, with a form much different than its (Strength, Dexterity, and Constitution) of a demon's form cannot e becam o wh s monster r o n me e wer s demon t Mos . one t curren exceed the number of Hit Dice given for that type. undead, and who were so evil and cunning that they achieved Immor- For most demons, Charisma cannot exceed half its Hit Dice. For tality. Mosd an s t demondemon sg have choseroarin e (th ne and abov earne d an ds theistatu r l ImmortaEmpyrea l positionsh Hig f o s , demon just as characters may aspire to other Spheres. demon rulers described herein), Charisma may equal their Hit Dice. - maxi a o t , Dice t Hi s it d excee y ma a Charism s demon' g whisperin A

30 Creatures

- nor e hav s statu r highe d an l Eterna f o s demon l Al . 25 f o e scor m mu Immunities mal Aura powers when in material form, but all other demons lack All demons are completely immune to all forms of mind reading, . incorporeal n whe a Aur l norma e hav s demon l Al . power s thi disease, aging, death rays, and energy draining. They are vulnerable A summary of typical ability scores is given in the general descrip- to mortal blows and to mortal magic (except the effects listed) but only n i s bonuse y Dexterit d an h Strengt e Us . demon f o e typ h eac f o n tio d standar e ar e Thes . attacks g damagin m fro e damag l minima r suffe e damag d an t Hi o t s a h (suc s procedure l norma o t g accordin e mele attributes of all Immortals of this Sphere. f o y Dexterit l typica e th s reflect y alread n give s Clas r Armo h Eac . rolls) Minimum Damage the form, and should not be adjusted except for situation modifiers. t tha e damag f o t amoun e th e determin o t d rolle e ar e dic r Wheneve Hit points likewise already include all adjustments. Refer to Tables 2 an attack form inflicts on a demon, each die is instead automatically . scores l al r fo s figure t exac r fo , modifiers e Scor y Abilit , 3 d an , applicable f i , penalties d an s Bonuse . rolled t no d an , 1 a s a d counte Call Other are applied normally and fully. Demons may not attempt a saving Any demon may mentally summon help, hoping that another throw vs. Physical Blow to reduce such damage by half. This special demon will hear and respond. There is a percentage chance (different effect supercedes that rule. . D2 e Tabl o t r Refe . answered s i l cal e th t tha ) demon f o e typ h eac r fo Only one demon responds, appearing within 60 feet of the summon- Number Appearing . rounds 2 1- n i n demo g in The demon rulers, who send the other demons to perform specific t a g Callin e continu y ma d an , round r pe e onc l Cal y ma n demo y An . required s abilitie e th s ha o wh n demo e on y onl d sen y usuall , tasks t no y ma n demo A . arrived y alread s ha d ai e som n whe n eve , rate t tha r lesse e thre o t e on , reason e som r fo e availabl t no s i e typ t tha n Whe Call inr the samnumbe l e rounnorma de itth use, s magidemon f o c e or maketyp y an sr afo Powe o S . r attacksent e b .y Eacma s h demon Call costs 10 Power Points, regardless of its success. Any demon appearing is only one. If that demon finds unexpected obstacles, or responding to a Call may, if convinced that the situation is dangerous, happens to encounter dangerous foes (such as high level adventurers), r suffe l wil p hel r fo s Call o wh n demo y an y Nearl . aid e mor n eve l Cal the demon may Call for aid. In this case, the total number appearing punishmen. types t t if the aidifferen d e isb t not absolutelmigh t presen y e necessarythos d an , , and more thu r o s o mostw e tb y ma demon. s treat thiappearing s r as a lasnumbe t a desperat t selec ey maneuverrandoml r . Thneve e , sole exceptiodemons g n iplacin s n Whe the whispering demon, who is poorly equipped to handle strong Always consider the reasons for their appearance. A . necessary n whe p hel r fo s Call n ofte s thu s i o wh d an s attacker If a demon ruler is encountered on any of the Inner Planes (an - dur y wa y an n i r Powe s u t canno r anothe r fo l Cal a s make o wh n demo extremely rare event, always involving some great task which ing the same round except to Wrap defensively. demands such exceptional force), he or she is normally attended by f o s other x si o t p u d an , demon g roarin e on , demon g whisperin e on d Undea l Contro various types. The two rulers never travel together, and no problem Any demon can attempt to control undead monsters as if it were a . presence r o n attentio d combine r thei d warrante r eve s ha M (MD Set Master D D& e th o t r Refe . itself e creatur d undea l powerfu pages 22-23) for detailed information on undead Lieges and Pawns. s Point r Powe Gaining this control requires the expenditure of 1 PP for each creature d standar n i t comba r Powe f o s form l al e us e Spher s thi f o s Immortal a o t p u l contro n ca ) 26 D (H n demo g howlin A : Example . controlled ways. total of 52 Hit Dice of undead, none being larger than 26 HD in size, As they are not affiliated with any of the four Spheres controlling and can maintain the control to a maximum range of 26 outdoor (24- n ca y the s effect l magica f o e typ e th n i d limite y ver e ar s demon , magic . hexes p ma ) mile produce. Furthermore, a demon can only expend a given maximum Orcus can automatically take control of up to 200 Hit Dice of e ar s effect l magica r fo s cost r Powe . effect e on y an r fo s point f o r numbe s a l contro n maintai n ca d an , them f o t fee 0 18 n withi s i e h if d undea always double the base cost. All possible magical effects, their fixed long as he remains anywhere in their plane of existence. e ar s type n demo l individua r fo s limit e th d an , demons) r (fo s cost 0 15 f o m maximu a f o l contro e tak y automaticall n ca n Demogorgo . Dla e Tabl n o n give - How . them f o t fee 0 12 n withi s i e sh f i e typ y an f o d undea f o e Dic t Hi The maximum expenditure applies only to Power used to produce ever, she can only maintain control to a maximum range of 500 miles magical effects. No limit applies to Power combat. (about 21 map hexes), and cannot control any undead already con- A demon must drop its A-M voluntarily when planning to create trolled by Orcus. magical effects, and must leave it down if personal effects are to be Enter/Leave Plane. s disappearance n sudde r thei g riskin t withou d maintaine Any demo- nini may yma magicalle Sh . yonce entet a s r or head leav h ebot thm e Ethereafro r Powe l Plane us y e atma willn , Demogorgo at no Power cost, once (each way) every 24 hours. From the Ether, a tiate two Power attacks per round, and may produce two magical demone maycreat enteo t r r thePowe e Astraus y l Planma s e in demon th l e Al sam . e fashionPower g usin , y ob r d may roun ente r pe rs effect the Ether from the Astra. l Plane—againattacking y , physicall onc r o eg (eachmovin waye )whil evers y effect 2 l 4 magica l magica t frequen e Mor . Points r Powe g usin t withou , most t a s hour . expenditure P P d standar y b e possibl y certainl s i l trave Regenerate e scor y abilit d an , Points r Powe , points t hi e regenerat s demon l Al Holy Water losses at standard Immortal rates. The bias of all inner and outer This substance can damage demons, but (as with all attacks) inflicts - nor s thu s i e rat e th d an , hostile s i ) planes e Hom r thei t (excep s plane only minimum damage, or 1 point per vial. Its use also enrages the . bias y friendl s provide , however , Darkness . day r pe t poin 1 y onl y mall demon, who immediately responds by attacking the individual who A demon who remains within utter darkness, whether normal or mag- used the holy water to attack it. If others interfere with this attack, the ical, regenerates at the fastest rate of 1 point per round. The same rate teleport- y b s a h (suc e possibl f i , them s pas o t y tr y usuall l wil n demo l loca r o e plan o N . Entropy f o e Plan r Oute y an n i n demo a o t s applie . them h throug y wa s it g fightin n tha r rathe ing),

31 Creatures

condition has neutral bias for demons. Since demons (and other Immortals) are regenerating creatures, certain weapons may inflict . reason s thi r fo m the t agains e damag a extr s Throw g Savin Demon forms are vulnerable to both mortal and Immortal attacks - nor m fro e damag o t e immun e ar s one n certai h thoug , types t mos f o mal or silvered weapons. Always apply Immortal saving throws to t no o d s Demon . origin l morta f o s i m for k attac e th f i even , demons y alread h whic w blo l physica l morta a . vs e sav l Immorta n a n gai r fo , Throws g Savin l Immorta o t r Refe . damage l minima y onl s inflict exact figures.

Speak with Anything e creatur d undea r o g livin y an h wit k spea , will t a , may n demo y An of any type.

Surprise e surpris r fo s roll l al o t s bonu 1 + a n gai e Spher s thi f o s Immortal l Al and initiative, even when in melee with Immortals of other Spheres.

Treasure Type , hours 8 4 n tha e mor r fo e Plan e Prim e th n o r lai a s ha n demo e th f I it has accumulated the treasure noted. Multiple demons of one type h wit y usuall t bu , given e treasur e th s time e fiv s a h muc s a e hav y ma Horror) Four-Armed Demon, (Fire Demon Howling . lair e singl a y occup r neve s demon f o s type t Differen . coins y man a , horns p shar , long h wit d hea s wolf a s ha m for n demo e bizarr s Thi Any demon encountered wandering (whatever the location or plane t fee 9 t abou s stand t I . legs n huma l norma t bu , body r muscula e larg of existence) may be wearing expensive jewelry and carrying other tall. It has four arms; two long arms are attached at its shoulders and - car e ar s item c magi l powerfu d an l usefu y ver y Onl . value f o s item m fro e protrud s arm n huma r smalle o tw d an , pincers e crablik n i d en ried, as they function occasionally at best, because of the demon's per- n i r neve , activities l norma n i y onl d use e ar s arm l smal e Th . chest s it sonal Anti-Magic. melee. The fire demon uses magical fire effects whenever possible, to ham- Physical al g l Descriptionforcin , howl e s fearsom a e produc n ca t I . opponents e damag r o r pe Screaming Demon (Air Demon, Winged Fury) within 180 feet to check Morale or flee (PCs are unaffected). In addi- s horn p shar , long s it h wit k attac y ma t i , attacks r pince o tw s it o t n tio l tal t fee 8 r ove g standin , form n i n ma t par d an d bir t par s i n demo s Thi as well as a bite. It often howls whenever any of these attacks miss. A on stork-like legs. Powerful claws adorn humanoid arms. Its feet are tal- four-armed horror can be damaged by magical or silvered weapons, oned. Its large feathered 30-foo: are t wingspreas score y d providesabilit l quicTypica . k flightones l . If norma th t e no t bu air demon can gain surprise, it Swoops down on on6 e opponent25-2 : Talent . r In a Greate h Eac Swoop, it attacks with two talons (only)) 6 ,+ gainin0 (1d2 g6 doubl7-2 : e damagDexterity ed onan m Wisdo e th r pe s a m victi r smalle r o d man-size a f of y carr n ca d an , hit h eac Charisma: 2-13(ldl2 + l) t i , surprise g Lackin . 45) g p , book M D Expert D (D& e rul k attac p Swoo screams in birdlike fashion as it dives to the attack. In melee it swings Groaning Demon (Forest Demon, Biter) both claws, leaps and strikes with its foot talons, and bites as well. A winged fury can be damaged by any sort of weapon. Abilities include: This is a tall humanoid with the torso and arms of an ape, a boar's Each Greater Talent: 15-20 (1d6 + 14) head, and goat-like legs. It stands 10 feet tall. Its favorite weapon of Wisdo- mvic s anit s d Dexteritycause h :whic 1-2d 0 (1d20soun t ) resonan h nightmaris a , groan s it s i r terro ) 2 + 8 3-10(ld : Charisma tims to shake uncontrollably, effectively paralyzed, for 1 turn. Victims of less than 4 Hit Dice get no saving throw. A victim of 4 to 7 + Hit Croaking Demon (Swamp Demon, Gobbler) Dice may attempt a saving throw vs. Death Ray to avoid the effect, . affected t no s i e Dic t Hi e mor r o 8 h wit e creatur y an d an This foul, slimy monster looks like a giant humanoid toad, standing The forest demon attacks with two claws and a slavering, poisonous about 7 feet tall. With surprise, it can lash out with its 10-foot-long bite laden with disease. Even if the victim makes the saving throw vs. magical tongue and, if it scores a hit, it pulls the victim into its jaws, Poison, avoiding immediate death, the disease still takes effect (no n i e tongu s it e us t no s doe t I . hit) c (automati e damag e doubl r fo g bitin saving throw). A diseased victim's wounds cannot be healed until the normal l meleeTypica ,. as that weapons par l t is easilmagica y b yy damageonl t hi e db (An Cca r 5). bite InA melee. cured , s thi e disease swamp demon uses two claws and a bite to attack. A gobble: are rs can score b ey abilit damaged by any weapon. Typical ability scores are: Each Greater Talent: 26-29 (1d4 + 25) Each Greater Talent: 9-23 (1d8 + 15) 9 )+ 0 (ld2 9 10-2 : Dexterity d an m Wisdo ) 2 + 0 (1d2 2 3-2 : Dexterity d an m Wisdo Charisma: 3-14(ldl2+2) Charisma: 2-11 (1d10 + l)

32 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, Gray Deceiver) This demon is never found with others of its kind, nor with hissing demons. It prefers to act alone or as the companion of another power- ful demon. Its natural form is that of a human female with small horns and great bat-like wings, but this form is rarely seen. It prefers to f o d an e femal r o e mal r eithe , mortal e seductiv y extremel n a s a r appea any race, as suits its goals. The touch of a gray deceiver causes an energy drain of 1 level (per round, as applicable), but the victim is completely unaware of the effect until 1 turn later (if still alive). In e lik a d an s point t hi 0 1-1 d cure s i ) damaged f (i n demo e th , turn e spell-lik s demon' e Th . drain h suc h eac h wit s Point r Powe f o t amoun - advan t grea o t d use e b can monster hold d an person charm of s power tage in combination with this energy drain effect. The charmer seeks to dupe its victims by convincing them it is good Destroyer) Demon, (Water Demon Hissing e fals n o s relie t I . captive a e b o t g pretendin s sometime , innocent d an y usuall t i , itself r fo g fightin n tha r Rathe . treachery d an s appearance r o e snak s poisonou t gian g 20-foot-lon a s a r eithe s appear n demo s Thi relies on a powerful companion or mistakenly beguiled allies to do the as part snaken o t , part opponen humanoid e . formidabl I na snake b n eca formt i , , it mahowever y , eitherforced bitf I . e it o r r spifo g t fightin poison t2 o + a f 30-fooo s t rangeweapon y b . Thy eonl spid t causeharme e sb blindnesn ca n s unlesdemo g s the victiwhisperin A m. own s it makes a successful savin: gare thros w score vs y . Poisonabilit l , andTypica . the bite venoenchantment m r is greate r o deadly (-4 penalty to the saving throw). Each Greater Talent: 10-15 (1d6 + 9) n huma e femal d six-arme a s i m for n semi-huma s demon' r wate e Th ) 7 + 8 8-15(1d : Dexterity d an m Wisdo torso (about 7 feet tall) atop a 10-foot-long snake body. Each of the six Charisma: 13-24 (1dl2 + 12) arms may wield any one-handed weapon, and a wide variety of weap- y an , Furthermore . net) , whip , swords g (includin d use n ofte e ar s on The Demon Rulers pair of hands may instead be used to wield a two-handed weapon. The demon s can changdemon r e froothe m e onth e l foral md to the othecomman s r in 1 roundindividual ,g and mafollowin y uso etw e Th a spell-lik- Eter e y poweman re atth f tho eo samtw t e bu timee ar .y Anthe , y weaponHowever s. used arsection es droppethi n i d d describe d damage e b n ca r destroye A . form e snak s assume r monste e th n whe . Sphere s thi f o s nal only by magical weapons. Typical ability scores are: Orcus (commonly called The Goat) is commander of all mortals of ) 24 + 8 (1d 2 25-3 : Talent r Greate h Eac the Sphere, which includes all undead monsters. He also commands a Wisdom and Dexterity: 13-32 (1d20 + 12) small body of loyal Immortals of various types. Demogorgon (com- Charismad : 5-16(ldldescribe s 2 +Immortal 4 e ) th f o t mos s command ) Child e Th d calle y monl here, and may technically command even Orcus, though great and Manslayer) Demon, (Mountain Demon Roaring . power n i l equa y nearl e ar s ruler o tw e Th . exist t mus e caus t sufficien . Eternal h Hig a s i n Demogorgo d an l Eterna l leve h 4t a s i s Orcu This fearsome fanged demon has a 12-foot-tall human body. Sharp The following abilities are usable at will by either demon ruler, at y leather e hug d an , head s it f o e sid h eac m fro t foo 1 e protrud s horn alignment, know invisible, detect magic, detect : Power n i t cos o n wings rise from its back. It is a reasonable creature, and rarely attacks true seeing, read languages, and read magic. Both rulers are tele- r surrende o t e chanc a s victim s it w allo o t g preferrin , surprise y b pathic, able to send and detect thoughts. Both are immune to mind- totally and unconditionally. If refused, it usually roars. This roaring reading. instantly summons one or both of two special weapons, a two-handed The demon rulers have all the standard abilities and immunities of e th h wit draining of whip a r o humans vs. 10 + +5, slicing of d swor to turn paralysis, , poison o t e immun o als e ar d an , demons r othe same bonusesr o 3 + .f Seo es the D&weapon Dy b Companion y onl d Setharme fo e rb detailn ca y s onThe slicin fear. g d anan d stone, draining abilities, and the attack forms of a whip. Either weapon greater enchantment. appears in the demon's hand when summoned (as the 7th level magic- These Eternals and all other Eternals of this Sphere possess Aura. r o d droppe if s vanishe y automaticall t bu object), summon l spel r use The physical forms described here are those most commonly taken from thshape- ey demon, commonl returnin h bot , g to theHowever demon' . s princes Hom n e Planedemo e th . y Ib t cad n employe use either of these weapons one-handed, and may use both at once. change to any form convenient to their purposes. All of Orcus' ability The mountain demon likes to perc. 95 he oar n s high peaks or Demogorgon' cragsf o l al , bot; 90 h e foar rs score tactical reasons and to assume a commanding position. It can speak Instead of the standard random Call Other ability of all demons, quite convincingly, and may use a spell-like power at the same time. It each ruler may choose the types of creatures to be Called, with vary- possesses leadership and domination abilities; its great power and ing chances of success (as listed on Table D3). If a Gargantuan is cho- - cha t rampan t mos e th even e forc r o e convinc o t t i e enabl a Charism o t r refe d an , responding e typ t exac e th e determin o t % d l rol , sen - weap c magi y b y onl d damage e b n ca r manslaye A . cooperate o t s otic r lesse y man l Cal y ma r rule n demo a , demons r othe e Unlik . D4 e Tabl ons of +2 or greater enchantment. Typical ability scores are: demons.

33 Creatures

Tabl4 e 1- D f 5o n givedrai s y statisticenerg n sa s for thcause et Speciahi y an t l Followerbu , s whichentanglement) r mao e y damag respond to a Call from a demon ruler. A page reference is given for levels (for mortal character types) or Hit Dice (for monsters). Any D (D& " "C d an Set) Basic D (D& " "B ; creature d normal-size h eac g correspondin e th d (an y permanentl e Di t Hi 1 s lose k struc l Immorta e Mor . sets e thos n i s rulebook M D e th o t r refe s listing Set) Companion amount of PP, hit points, etc.), and must successfully save vs. Power Compan- e th e se ; followers n gargantua r fo n give e ar s statistic d detaile e horribl a s inflict t hi e tentacl h Eac . permanently P P 0 10 e los r o n Drai ion Set- (DM(origi rulebooks victim' e , pgth f o . 32h ) for otheone-fourt s r detaildestroy sh on whic thes ) e creaturesthrow g savin .o (n t ro - gargan g Level-drainin . power n i e increas t no o d s drain y energ r Thei nal) hit points immediately and permanently. Only a wish will permit y b d Calle r o d create e b y onl n ca ) spectres d an , wraiths , ( s tuan curing of this damage. The blow affects mortals and Immortals . Immortal r lesse r o l morta y an y b t no , ruler n demo a equally (but an Immortal can create a new, undamaged form at a later Orcus (The Goat, Master of the Dead, Lord of Darkness, The time). Prince) Black , round e singl a n i s effect l magica o tw e creat n ca n demo e uniqu s Thi one with each head. Either head can instead be used to gaze to a 120- This demon's normal form is a 15-foot-tall fat goat-like humanoid. foot maximum range, producing a special effect as follows. The left . feature e recognizabl t mos s hi e ar s horn s ram' d curle t grea o tw s Hi - insan s cause e gaz s head' t righ e th ; mortal y an charm n ca e gaz s head' h wit , goatlike e ar s leg s Hi . human y ver t bu d giant-size e ar s arm s Hi ity for 1-6 turns. Either effect may be avoided if a successful saving s use e h , event) e rar a ( y personall t figh o t g willin n Whe . hooves t spli - caus , Immortals t affec o als n ca s gaze h Bot . made s i s Spell . vs w thro s hi s swing d an , hand h eac n i e on g wieldin , weapons t convenien y an ing a permanent drain of 1-6 ability score points. The left head affects . well s a ) throws g savin o t y penalt 6 (- l tai d barbe s poisonou y deadl Wisdom, and the right, Intelligence. The Immortal may attempt to h (wit y permanentl e Di t Hi 1 s lose l tai ' Orcus y b k struc l Immorta y An save vs. Mental Attack for each gaze, and success indicates that the y successfull t mus d an , etc.) , points t hi , Power f o s los g correspondin a effect is avoided. f o s losse y Temporar . more 3 e los y temporaril r o n Drai r Powe . vs e sav If Demogorgon does not create any magical effects in a round, both Hit Dice are restored automatically when the victim's PP total regen- heads may gaze in unison while twisting about. Against mortals, this erates enough to reflect this. If Orcus is not at full Power when this has the net effect of charming up to 300 Hit Dice of creatures within a occurs, he absorbs the victim's permanent Power losses (in the same 120-foot radius. A mortal victim with 30 or more Hit Dice or levels of . points) t hi s restore e cur l magica a t tha y wa , effect e th d avoi o t s Spell . vs w thro g savin a t attemp y ma e experienc t no , levels e us , characters l morta r Fo . roll e th o t y penalt 5 - a h wit t bu The King, Lizard The Souls, of Bane Child, (The Demogorgon - (includ e Dic t Hi r o s level 0 3 n tha s les h wit s victim l Morta . Dice t Hi Dark Lady) ing all demi-humans) have no saving throw. All charmed victims will - appar , child n huma a f o m for e th o int polymorphs n ofte n demo s Thi - per t no l wil e cours f o t bu , turn 1 r fo s command s Demogorgon' y obe ently thl al e s essencaffect e k of youtattac e h and innocencedouble-gaz s Thi . . When shactivity e chooses to fightself-destructiv y ,an m for however, she assumes her normal form—an 18-foot-tall reptilian Immortals in range as if each victim were attacked by both gazes. - tenta t grea o tw , necks y sinew p ato s head y monke o tw h wit , monster s Immortal d an s mortal f o p grou d mixe a t affec n ca n Demogorgo cles in place of arms, and a forked tail.. She form ca k n attacattac s k witthi h h onwit ey tail and simultaneousl both tentacles each round. The tail can strike as if a whip (either for

34 Creatures

Reference Tables: All Demons s Effect l Magica : Dl e Tabl ) Demons r (Lesse r Othe l Cal : D2 e Tabl Produced by Demons , Calling n i s succes f o e chanc e th k chec o t 0 1d10 l Rol . row p to e th n o g Callin n demo e th d Fin Dla. Limits to Magical Effects, by Demon given below each type. If a response is indicated, roll again and find the demon type which Type responds in the appropriate column.

Maximum PP Expenditure Calling Demon s Effect l Magica r fo e Typ n Demo Scream Croak Howl Groan Hiss Roar Whisper Demon Whispering 8 10% 20% 30% 60% 50% 70% 40% Responding Screaming 8 01-95 01-20 01-13 01-12 01-08 01-02 01 Screaming Croaking 14 96-99 21-95 14-40 13-30 09-20 03-05 02-03 Croaking Howling 20 00 96-99 41-91 31-55 21-37 06-25 04-06 Howling Groaning 26 00 92-99 56-88 38-60 26-90 07-65 Groaning Hissing 32 00 89-95 61-90 91-95 Hissing Roaring 38 96-98 91-97 66-97 Roaring Orcus 40 99-00 96-97 Whispering Demogorgon 40 98-99 98-99 98-99 Orcus 00 00 00 Demogorgon Dlb. All Magical Effects Usable by Immortals of the Sphere of Entropy (See Inside back cover for table Dlb.)

Tables D3-D7: Call Other (Orcus and Demogorgon) Table D5: Special Followers (Orcus and Demogorgon only) k chec o t 0 1d10 l rol d an 3 D e Tabl n o s categorie r fou e th f o e on e Choos the success of the Call. Refer to Table D4 for demons responding, or Select one type only, and roll to determine the number appearing. The . Followers l Specia r fo 7 D d an , D6 , D5 s Table response is automatic (100% success). Orcus Demogorgon g Respondin s Demon : D3 e Tabl 3-30 Mummys 4-24 Horned Chameleons 2-20 Spectres s Lizard a Tuatar 8 3-1 . for.. s succes f o e Chanc 2-12 Vampires 3-12 Wyverns n Demogorgo s Orcu s Responder e Possibl 1-6 Phantoms 2-8 Purple Worms n Demo g Roarin r o g Hissin . A 50 55% 1-3 Spirits 1-4 Small Dragons , Groaning , Croaking . B 1 Nightshade 1-2 Dragon Turtles Screaming, or Howling Demon 80 85% 1 Gargantuan 1 Gargantuan Snake C. Whispering Demon 90 ) D6 e Tabl 95e %(Se d Undea ) D6 e Tabl e (Se d Lizar r o r Followe l Specia . D 100 100%

Table D4: Demons Appearing to Orcus' or Demo- Table D6: Type of Gargantuan Responding (Orcus y Onl l Cal s gorgon' and Demogorgon Only) Roll 1d100 and refer to the appropriate column as determined by the Orcus d % Demogorgon choice made on Table D3. Use Table D5 for choice D (Special Fol- Skeleton 01-2a 8 Cobr g Spittin lower). Zombie 29-51 Pit Viper C B A r Numbe r Responde Ghoul 52-69 Gecko 70-83 Rattlesnake Croaking 2-5 01-20 Wraith 84-93 Python Groaning 1-3 21-70 94-99 Horned Chameleon Hissing 1-3 01-35 Spectre 00 Tuatara Howling 1-4 71-95 Roaring 1 36-00 01-02 Screaming 2-5 96-00 Whispering 1 03-00

35 Creatures s Follower l Specia f o s Statistic : D7 e Tabl D7a. Normal Followers Demogorgon Orcus Dragon (small): B28; AC 2/1/-1/-2; HD 7** to 11**; MV 90' /240' Mummy: X54; AC 3; HD 5 + 1**; MV 60'; THACO 14; AT 1 flying; THACO 13/12/11/10; AT 2 claws/1 bite e ( +breath)diseas + ; choos1dl2 g e Dm ; touch any Chaotic (Black, Green, Red, Brown) Nightshade: HD 20***** to 30***** Dragon Turtle: C31; AC -2; HD 30*; * MV12** 90'/30o t * ' 10** swimming D H ; C35 ; : Phantom 6 1d8/ld8/10d g Dm ; +breath) ( e bit 1 claws/ 2 T A ; 0 O THAC Spectre: X56; AC 2; HD 6**; MV 150'/300' flying; THACO 14; T A ; 15 O 120'/THAC V M ; 5* D H ; 2 C A ; B32 : Chameleon d Horne AT 1 touch; Dmg 1d8 + drain (2 levels) 1 bite/1 horn; Dmg 2d4/ld6 Spirit: C37; HD 14**** to 18**** / bite 1 T A ; 8 O THAC ; 60' V M ; 15* D H ; 6 C A ; X55 : Worm e Purpl Vampire: X57; AC 2; HD 7** to 9**; MV 120'/180' flying; THACO n poiso + 8 2d8/ld g Dm ; tail 1 ) levels 2 ( n drai + 0 1d1 g Dm ; touch 1 T A ; 13 Tuatara Lizard: B32; AC 4; HD 6; MV 90'; THACO 14; AT 2 r fo n descriptio r monste e th o t r Refe : Spirit r o m Phanto , Nightshade claws/1 bite; Dmg 1d4/ld4/2d6 details. Randomly select one of the three possible types of each crea- 1 T A ; 13 O THAC ; flying ' 90'/240 V M ; 7* D H ; 3 C A ; Wyvern:X57 ture. bite/ 1 tail: Dmg 2d8/ld6+ poison

s Follower n Gargantua . D7b Type AC HD MV THACO AT Dmg XPV Cobra 7 8** 180' 12 1 bite 3d4 + poison 1,750 Gecko 5 25* 240' 3 1 bite 4d8 9,500 Ghoul 6 16** 180' e bit 1 7 claw/ 2 3d4/3d4/3d4 + paralysis 3,250 Chameleon 2 40** 240' 3 2 bites 4d8/4d6 20,750 Mummy 3 41*** 120' 2 1 touch 4dl2 + disease 28,500 Pit Viper 6 16** 180' 7 1 bite 2d8 + poison 3,250 Python 6 40** 8 180' 2d8/4d e squeez 21 bite/ 1 20,750 Rattler 5 32** 240' 2 2 bites n poiso + 8 2d8/2d 14,750 Skeleton 7 8* 120' 12 1 weapon 4d6 1,200 Spectre 2 48*** 300' 2 1 touch ) (2 n drai y energ + 8 4d 35,500 Tuatara 4 48* 180' e bit 1 2 claw/ 2 2d8/2d8/6d8 26,750 Wight 5 24** 180' 3 1 touch ) (1 n drai y energ + 4 1d 8,750 Wraith 3 32*** 240' 2 1 touch ) (1 n drai y energ + 6 4d 19,500 Zombie 8 16* 180' 7 1 claw 4d8 2,300

36 Creatures

Diabolus amount spent cartwheeling. Sphere: None Resistances: Each diabolus saves either as a normal man or as its Status: Mortal corresponding character class and level. All other resistances applica- Power Points: None ble to mortal humans apply also to the diaboli. Anti-Magic:l norma a n 100tha % r (vs.bette normalsy slightl ), o8 rs i 0 s Clas r Armo e bas ' diabolus A human's because of natural defensive skills (gaining + 2 to their AC). : Class r Armo 8 (base; see below) Diaboli wear various types of armor and can thus improve their base Hit Dice: 9 o t 1 AC to a maximum of -3 (with shield and their equivalent of suit Move: 120'(40') (and see below) armor). Attacksl tai 1 : weapon/ r o e bit 1 All diaboli are utterly unaffected by magical effects produced by l Damagespecia + :4 1-10/1- r o 6 1- creatures from the Normal dimension. Similarly, magical effects of No. Appearing: Any diabolic origin cannot affect normals. No immunity or exceptional Save As: Character class and level resistance applies to magical effects of Immortal origin. Morale: Any : Type e Treasur Any Habits: The diaboli are a cheerful, well-meaning race. As with most Alignmentr : disorde l natura Ane th y s i (mostl s yChao t Chaotictha e ) believ y the , creatures e Nightmar XP Valueo t e : receptiv e ar Bo y wh clas l al so ant s d levejoy s it l g brin o t y tr y the d an , things l al f o such ideas. They do not generally force their beliefs on those who dis- - crea e Nightmar f o e rac d humanoi a e ar i diabol e Th : Description dain them. - well e hav i Diabol . humans n i d foun e rang e th o t l equa s size f o , tures Diabolic interrelations and culture are similar to humans' in many muscled arms and legs, and their skin is bright red, shiny, and ways, but strikingly different in others. They promote chaos, chance, e hav s hand r thei d an , pig's a e lik s hoove t spli e hav t fee r Thei . hairless and inspiration, viewing order, laws, and disciplines as evil. They do only three fingers each but are otherwise entirely human. The pupils practice customs, though a chaotic society, but each time a custom is s i e nos e Th . reptiles n certai o t r simila , slits l vertica e ar s eye r thei f o practiced, it changes slightly. The diaboli have no set organization or usually longer and lumpier than a human's. A long, forked tongue, rulers, of course, but they seem to manage very well without them. another reptilian feature, is equipped with the various senses of smell, f o p to e th m fro e protrud s horn l smal o Tw . detection t hea d an , sound Background: Though both are native to the Prime Plane, the the head, but these are merely vestigial remains from early evolution, human and diaboli worlds are separate. The segregation is further and are nearly useless. Each diabolus has a tail just slightly longer aided by the opposed dimensional viewpoints of the races, as they thus than its legs. have only one dimension in common. Although diaboli have existed The diaboli are natives of the Prime Plane, but live in fifth dimen- for nearly as long as mankind, contact is extremely rare. Diaboli are sional space, a space made up of the third, fourth, and fifth dimension aware of the existence of other planes, but only visit them occasionally and referred to as the dimension of Nightmare. The homeworld(s) of by using magic. They strongly prefer their homeworlds. player characters are near to, but never coincide with, those of the The diaboli have little interest in war or weaponry, and follow a diaboli.r Becausfa s i e ebas ol f the alien perspectivtechnologica r Thei . e of the dimensionon-interference f o ne of cod Night l -mora t stric - hid s a s creature e Nightmar w vie e spac l Norma m fro s creature , mare more primitive than man's, but their art forms, generosity, philoso- eous monsters, even as the peaceful diaboli view Normal creatures as phy, and tolerant attitudes surpass those of humankind. grotesque monstrosities- occa e rar n o .s human d encountere e hav s explorer i diabol w fe e Som sions, and mutual horror was the natural result. Human legends have Abilities and Limits: Diaboli abilities are mostly identical to those exaggerated these events, and the diaboli are thus much feared and of normal men. Adventurous adult diaboli advance through the same maligned. They tell similar tales to their own young, describing the character classes as those available to humans, and gain exactly the horrible hairy beings who invent all manner of tools to ensure the same abilities thereby. Diaboli are slightly more physically capable destruction of all life. Some diaboli religions maintain that humans than humans, and can attack with bite and tail if no weapons are are agents of evil. The misunderstandings will probably never be available. The tail is poisonous even to other Nightmare creatures, resolved on either side. and a victim stung by the tail must save or be paralyzed for 1-6 Some diaboli have achieved Immortality by following routes very rounds. All diaboli are immune to this venom. similar to those available to humans and demi-humans. However, The preferred tool of all adult diaboli is a barbless trident with an their Chaotic nature makes most diaboli unsuited to long periods elongated handle. This can be used to attack (damage 1-10 plus within the Immortal hierarchy. They may be found in every Sphere, e enhanc , communicate o t d use e b o als y ma t bu , bonus) h strengt but are generally looked upon with suspicion. movement, and defend. If a diabolus does not attack in a round, it The mortal diaboli are constantly watched and tended by the . Class r Armo s it o t s bonu 5 - a g gainin , trident e th h wit d defen y ma r fo e sourc e alternativ e viabl a e b o t them r conside o wh s Immortal The trident can be used for silent but quite detailed communication, Immortals if the primary experiment with humans fails—should the t adul l al y b d understoo s motion r othe d an g twirlin f o m syste a g usin overly aggressive humans eventually succeed in their apparently self- diaboli.d Ban y , using course bot f o h , its this tai l lal anf o d e its tridentunawar e , ar a i diaboludiabol se caTh n . use agoals fore m destructiv of acrobatic cartwheel movement at double the normal running rate, though they may eventually mature and inherit control of the multi- s thi g usin n whe e concentrat t mus s diabolu e Th . round r pe t fee 0 24 r o verse, they will not (as a race) be ready for this responsibility for many maneuver, and thus no other action is possible at the same time. Cart- eons. wheel movement incurs the same fatigue as running and it can be maintained for 30 rounds (5 minutes) at most, and must be followed e th s time x si s equal t res r fo d require e tim f o t amoun e Th . rest y b

37 Creatures

k chec e th f I . 1d100) g usin d an d (unmodifie k chec m Wisdo d standar a e th g failin e thos l Al . form e tru s draeden' e th s see r viewe e th , succeeds check believe that they see the deadliest, most invulnerable being imaginable. For most Immortals, draedens appear to be huge and powerful enemies from the Sphere of Entropy, usually Eternals or Hierarchs. Mortal humans and demi-humans usually see them as huge dragons. n draede e Th . it t ea o t s trie y usuall t i r matte s encounter n draede a f I may choose either a bite or swallow attack for each of its mouths, and may thus attack up to 20 different opponents with each end of its body. The flexible strands may reach far to each side, to a maximum range of one-third the creature's total length. A target cannot be swallowed l wil n draede A . dimension y an n i t fee 0 1,00 n tha e mor s measure t i f i not knowingly swallow anything that could pose a threat thereafter, preferring to bite until the target is dead. A simple bite attack inflicts 1-100 points of damage. A swallow attack inflicts only 1-10 points initially, but the target takes 1-100 . fluids e digestiv c acidi s monster' e th m fro r thereafte d roun r pe s point The draeden's interior is AC -10. . race s it o t e uniqu e b o t d believe y abilit r Powe a s ha e creatur e Th By expending only 5 PP, a draeden can reproduce the exact type and strength of any incoming Power attack. In play, this new form of Draeden Power attack is called "Reflect." Example: An Immortal declares a Sphere- : What . Reflect o t Though s tchoose M D e Th . draeden e th t agains k attac r Powe Status: M D e th , Empyreaattacker e th y b l od r Eternareveale s li k attac f o e typ d an e forc r eve Power Points: 30 per HD (3,030-6,000) reveals an identical effect and force, but only deducts 5 PP as the cost Anti-Magic: 99% to the monster. a s a t Reflec e duplicat e otherwis r o , learn , use t canno s Immortal Armor Class: -20 . option t comba r Powe Hit Dice: 101-200 Draedens can also employ all normal options of Power combat if Move: 18 miles (6 miles) they so choose. They may create all magical effects by using Power, Attacksr : plana r o l Up todimensiona 40y blowan s s cros n ca n draede A . so o d y rarel t bu Damagel :wil n draede a , 1-100 eacthreatened h y seriousl f I . PP 0 1 g expendin y b y boundar No. Appearing: usually use magic to escape across dimensions or planar boundaries if Save As: Immortal of equivalent PP total (Novice possible. ) 1 l Eterna o h t l whic y wa Empyrea n unknow e som n i s surrounding r thei e sens s Draeden Morale: cannot be blocked by any known means, magical or otherwise. They : Type e Treasur y The . encounter Specia y the le languag y an k spea o t s mouth r thei e us n ca Alignmentr pe 1 :( e rat m Chaotimaximu t ca s score y abilit d an , points t hi , PP e regenerat XP Value: . 101 HD: 7,587,50dimensions d an , 0 (75planes , 6 PP) environments l al n i , round) ) PP 0 (1,69 0 16,904,80 : HD 0 15 % 99 , scores y 20abilit 0 d HDan :s 30,126,50Clas r 0Armo (3,01h hig s 2 PP) draeden' A : Resistances A-M, and unique Power ability serve to protect it from most attack Description: Draedens are feared and respected by all who are forms. It cannot be affected by normal weapons or poison, but has no e appearanc n rarely-see t bu e tru s draeden' A . existence r thei f o e awar other special immunities. A draeden saves as if it were a Novice is a clustee th r, of 20 tubulaImmortal e ar r strandsy the f I . , all symmetricallmortal y apparentl y s i attache t i h d at althoug a , cen- Empyreal tral node and fanning out at both ends. Each strand has a mouth at Home Planes of the draeden are among the infinite number of Outer . node l centra e th o t g leadin e passag e digestiv a s contain d an , end h eac planes as yet unexplored by the Immortals. (The discovery of one The node is the equivalent of a stomach, and contains several thou- would be an event of the greatest magnitude, but even after millions of 0 1-2 m fro e siz n i e rang s boulder e Thes . digestion d ai o t s boulder d san years of nearly constant searching, the Immortals have not succeeded feet, and are made of solid diamond, worn to perfect smoothness by in doing so.) the acidic fluids. A draeden's intelligence resides throughout a neural network that spans most of the form. The creature's total length is Habits: Draedens despise all elemental material, and dislike the sub- about 1,00e th r 0 feet wande pe o rt Hir t Dieprefe .y TheThe . width planes a tl the centraAstra d an ll node isEtherea 10e %th f o fe stanc the total l length.Elementa d an e Prim e th f o e thos y especiall , vacuum t perfec f o s depth r fo e inappropriat e ar s score y abilit d standar x si e th h Althoug planes. . (100) s Immortal r fo m maximu s a h eac t trea , form e lif s thi g describin - occa e ar t bu , projects r thei d an s Immortal d avoi y usuall s Draeden No ability score modifiers apply to a draeden's attacks in melee. sionally encountered randomly. They sometimes attack Immortal Draedens have no Aura, but can understand Aura communication projects for no apparent reason. Many Immortals have chosen to used b. y Immortalsdraedens g . offendin e th t confron n tha r rathe s project r mino n abando s exist y technicall e truc f o e stat a s a , rare y ver e ar s attack h Suc e mak t mus n draede a s see o wh e creatur h Eac : Limits d an s Abilitie . race e fearsom s thi d an s Immortal e th n betwee

38 Creatures

Thesen creaturewhe s allie s d aran e s very rarelattendant l y encounteredsevera g brin s , andalway s almosthu d t an alway, Plane s e Prim travel singly. The only known instances of multiple draeden appear- visiting. ing have occurred when they deliberately gather to attack some Habits: Each of the dragon rulers has its own Home Plane. Immor- Immortal outpost or project. As many as 20 draeden have united in e th s a s Plane r Oute t adjacen r fou f o p grou s thi o t r refe y generall s tal s ha e typ s thi f o t even o N . past t distan e th n i e onc t leas t a y wa s thi Draconian Cluster, or simply the Four. They welcome visitors who occurred for over 200 million years. are well-behaved. But woe to the disrespectful invader who may be Obviously of incredibly high intelligence, draedens sometimes attacked by thousands of dragons at once! - sta l Immorta f o d an s numerou e ar s opponent f i n negotiatio o t e agre Each plane of the four is populated by the disembodied spirits of all tus. However, they are quite arrogant and self-centered, and may y sta t alignmen e singl a f o e thos l Al . past e th n i d die e hav t tha s dragon suddenly reject all proposals for no apparent reason. e matur t mos , bravest , largest e Th . ruler r thei f o e plan e th n withi Backgrounde : privileg Draedene th n s are theheroes—ear c descendantepi f o t s of beingequivalen n s thadraconia t e existed dragons—th r o t par d create y actuall e hav y ma o wh s being , Immortals e th e befor f o s population n drago e Th . One t Grea e th h wit g livin d an g servin f o - num t bu , unknown s i n populatio t exac r Thei . multiverse e th f o l al . equal y approximatel e ar e plan h eac e b o t e multivers e entir e th r conside l stil s Draeden . 1,000 t leas t a s ber Once every 20 hours on the Outer Planes each spirit dragon can their domaine ar s . Whespirit n n ImmortalDrago . turn s 1 assume o t p u r d fo th em responsibilitfor l morta l y fororigina als lit oe f assum d an e strif g lon r afte t Bu . resentful e becam s draeden e th , existence reincarnated in mortal form once every 10,000 years and inhabit negotiations, they agreed to peace. They plan to outlast their enemies every Inner plane and many Outer planes. Dragon spirits bear no by simply waiting until the Immortals destroy themselves, leaving the grudges against the slayers of their former mortal forms. . again e onc s draeden e th o t e multivers s creature e thos d an , reason y an r fo n draede k attac r neve s Dragon treat dragons with the same respect. Dragoe nar Rules r draeden d an s dragon t tha e believ s Immortal : Background Name Status XP Value vs. Immortal closely related, despite the extreme differences in their physical forms - neu e wer y the s a , Immortals e predat y opponentcertainl s s Dragon . abilities d an Pearl, the Moondragon Temporal 4 349,750 (34 PP) tral bystanders during the great Draeden-Immortal war of the distant Opal, - theful , Sundragoexist y n merel y the ; Celestial 2irrelevant e b o t y histor r 438,500conside (4s 3 PP)Dragon . past Diamond, the Stardragon Celestial 5 526,000 (52 PP) filling their function in the multiverse. They are party of the natural n Drago t Grea e Th Eternal 5 846,500 (84 PP) cycle of life. They provide a challenge to mortals to strive toward greatness in Immortality. D D& e th n i d describe e ar d dragonkin f o s ruler e Th : Description Master Set (MDM pages 28-29). As noted there, all are Immortal. Elemental Creatures Dragons and dragon rulers are not affiliated with any one Sphere. The dragon rulers do not progress within any hierarchy; all the statis- Some of the elemental beings described in previous sets are capable of tics given are unvarying. . possible t bu , rare y ver s i s Thi . Immortality g reachin . Sphere e singl a o t s correspond l materia l elementa f o e typ h Eac Abilities and Limits: The dragon rulers have no Power Points, but Elemental races that are not true Elementals are thus limited to are completelo t s yroute unaffectee Th . d bySpheres g Power. Any opponencorrespondin r thei n t usinwithi g s a Powestatu l r Immorta attacke againsthos m t a fro drago t n ruledifferen rt deducts somewha th e ar amoun s t ofcreature P Pe chosethes r nfo foy r the Immortalit attack form used, but then immediately realizes that the attack had no available to player characters, but are not detailed here. effect, although no responding attack occurs. Probes used against Normal Elementals are not ambitious, and cannot reach this level. them produco t t e normaconten e ar l resultsSet) . ThMaster e creatureD D& e th s cannon i d t shield(describe themselves ruler l s Elementa . probes t agains serve as lords of their own kind. Their lifespans are so long that they dragoa f I ne ruler'rac h seac fort s Homeplany it mBu slais t an i . lifs en bu it n,eo Immortality o t e rout t difficul e th w follo o t n reaso o n e se h Eac . Immortal y an f o t tha s a t jus , Plane e Hom e th o t s return e forc of elementals has an Immortal sponsor and protector. These beings, e th g destroyin y b m for l physica w ne a e creat o t y abilit e th s ha r rule . elemasters e th d calle e ar spirit of one loyal follower and converting the resulting essence. Some exceptional individuals of other races native to the elemental e th f o s spirit n drago e th , victim e th s destroy y totall s thi h Althoug e ar s race e Thes . Immortality e achiev y occasionall d an k see o d s plane Home i Planssha ed finan u d it haou a e greath e t honoinclud d r tan o sacrificSet, e themselveCompanion ® sD&D foe rth thein i d r describe liege. It is a joyous occasion, not a sad one. Luckily, it is rarely neces- (air), horde-beings and kryst (earth), helions (fire), and hydrax and - dam d avoi d an s subject r thei r fo y deepl e car s ruler n drago e th s a , sary r thei y onl , (fire) t efree d an ) (air n djin y noteworth e th f O . (water) s undine . possible r wheneve e ag . Immortality r fo e striv y ma , (respectively) s amir d an s pasha e th , rulers Resistancese : Thesinclud eo t being h wis s u havyo f eI n. o A-Mset s thi . In ni additiod ndescribe tt o thno e previar s - being e Thes o t e immun e ar y the , immunities n weapo d an l spel d publishe y ousl them in your Immortal games, use the same procedures for convert- e ar s ruler n drago r Lesse . origin l Immorta f o s effect l magica n certai o t ) 14 e pag , Book s (Player s statu l Immorta o t s character l morta g in immun- e tocrea e magicathes f o l l effectAl . s for needed whic s a s h the power bas d ead cosd an t , is 7 PP or lessdescriptions r ; the monste e th Great Dragon is immune to effect which costs 15 PP or less. The base tures have mental ability scores, usually in the same range as mortal cost is. always usehumans' n d tha t or determingreate s e immunitiespoint 6 - 1 e ar s , nevescore l r the totaphysica r l costThei . . characters Dragor n rulerwide e th s s sava t e los a se theiar , r Immortaeffects l spel l g status equivalentincludin , sabilities l (givenspecia t on tha e Not the chart above) against attacks of Immortal origin. . Ogained ne anar ys planepower bul t Immorta y an m fro e damag e th e reduc o t e sav e likewis y ma y the , Prime e th e pag n o r appea , phoenix e th , creature l elementa r anothe n o s Note physical attack by half. They do not enjoy this benefit when on the 46.

39 Creatures

Elemastey r sufficientl f i , that r fea r fo d an n reaso s thi r fo m the e tolerat s Immortal e th n i s element e th f o e balanc e th t upse y ma r elemaste n a , irritated Sphere: Element equivalent . plane e Prim Status: Hierarch 2 : Points r Powe 12,000 Flicker Anti-Magic: 90% Sphere: Energy : Class r Armo -18 Status: Mortal Hit Dice: 42 Power Points: 100-1,000 (1d10 x 100) Move: As Immortal ) effects Anti-Magicy Energ . vs e : (Non % 100 Attacks: 4 fist strikes Damage: Up to 100 (each) Armor Class: None No. Appearing: 1 (unique) Hit Dice: 9 Save As: Hierarch 2 Move: Any (see below) Morale: Special Attacks) : only r (Powe e Non : Type e Treasur Special Damage: None Alignment: Neutral No. Appearing: 1-4 XP Value: 9,539,250 (953 PP) Save As: N/A Morale: 9 y directl o wh s aide g high-rankin e ar s elemaster e Th : Description Treasure Type: Nil f o l al e rul d an t represen y The . Spheres e th f o s Hierarch l Ful e th e serv Alignment: Chaotic . multiverse e th f o s elemental e th XP Value: 8,600 An elemaster's normal form is similar to its elemental type, but 20 feet tall. It is able to shrink or grow at will, to a minimum height of one Description: A flicker is a being composed entirely of light energy. It , non-magical , innate s i y abilit s Thi . feet 0 30 f o m maximu a d an , inch h inc 4 1/ y onl s i d stran s Thi . light d multi-colore f o d stran a s a s appear and require- sIntelli ns o Powercreature' expendituree th o t l equa . g lon t fee f o r numbe a t bu , diameter n i . score e genc Abilities and Limits: An elemaster can use all forms of Power com- One end of the light strand moves in a complex path within a small s it n withi t effec l magica y an e creat o t r Powe d expen y ma d an , bat - fol o t s appear d stran e th f o t res e th d an , feet) c cubi 0 10 t (abou e spac e creat y ma s Elemaster . up) d (rounde t cos l norma f hal t a , Sphere low the leading end's path. Movement may be very slow or extremely e (cumulativ t cos l usua e th s time 0 1 t a t bu , Spheres r othe f o s effect o t r appea s thu y ma e creatur e Th . itself t ligh s a t fas s a , rapid—indeed with the multiplier for dominance). . word n writte a s a r o l symbo g glowin a s a n visio l norma The elemasters' normal forms are carefully designed and expensive The maximum movement rate of a flicker is half that of an incor- to create so they are careful to avoid this destruction if possible. Each y usuall s Flicker . round r pe ) miles 2 (1 t fee 0 Immortal—63,36 l porea has the full ability scores of the elemaster, all of which are 75 ( + 13 e lif r othe f o e thos o t r simila s rate t a , slowly e mor h muc e mov o t e choos modifier). Each elemaster has standard Aura power. Any ability score forms nearby, unless seriously threatened. They may accelerate to full check manipulating the represented element is never penalized for . instantly d spee difficulty (though bonuses for ease apply frequently). For example, if the Earthmastef o e thos o t r r tries tosimila hurs l amind n e asteroihav s d with creature a e massThes o : f billionLimits s d ofan ton s s Abilitie h Strengt s it o t l (equa s succes f o e chanc % 75 e bas e th , opponent n a t a Immortals, with Intelligence and Wisdom scores ranging from 17-28 score)- appliecre t s withoucanno t bu , t penaltycombat .r Powe f o s form l al e us y ma y The . 16) + 2 (1dl Thougr h oplana f s "trainecros o t er HierarchPowe e us "o t statusd , learne the e elemasterhav y The . s cannoeffect l t progmagica y - an e at . Hierarchs l Ful e becom r neve n ca d an , further ress s los r Powe . way l non-magica e uniqu a n i t bu , cost) P P 0 (5 s boundarie or usage regenerates at standard rates. if t i e negat y usuall t bu , A-M % 90 e hav s elemaster e Th : Resistances Since flickers have no material forms, the abilities and statistics l al o t e immun y completel e ar y The . effects l magica e creat o t n pla y the o d y actuall y The . creatures e thes o t y appl t no o d n thereo t dependen mortal magic. They are immune to magical effects of Immortal origin h wit t i h throug e mov o t e abl e ar d an , way y an n i r matte e sens t no that have a base cost of 15 PP or less. In addition, they are unaffected ease. t tha c magi l al , attacks e scor y abilit t direc t excep s attack d min l al y b could cause instant death (including disintegrate), and blows from Resistances: Flickers are completely immune to the effects of matter, weaponr s Fo o . f + 4 oEnergy r f lesseo e r enchantmentthos n tha r othe s . All standareffect l dmagica Immortal al d an , l savingthought , time throws apply as well. each full round that a flicker remains within fire or any magical - perma r o e damag e regenerat r eithe y ma e creatur e th , effect y energ Habits: The business of the elemasters is primarily administrative, o d s Flicker . PP) 0 1,00 f o m maximu a o (t t Poin r Powe 1 n gai y nentl d an g visitin e tim s thi f o h muc d spen y The . vast e ar s realm r thei s a not otherwise regenerate, and are not classified as regenerating crea- g masqueradin d an s aura r thei g stiflin n ofte , subjects r thei g examinin tures. d (detaile s plane l elementa e th f o s ruler l loca e Th . elementals g youn s a in the D&D Master Set) are aware of this, and never shirk their Habits: Flickers communicate with each other by the patterns . observation t secre r unde e b y the t les , duties formed by their movements. These patterns can be understood by Immortals (in a manner similar to that used in Aura communication), d an , ago g lon y Immortalit d achieve s elemaster e Th : Background or by anyone using read magic. - Ele e tru r othe y an g preventin y b s position d exalte r thei t protec w no - self d an n vai e ar y The . status l Immorta g reachin m fro s mental e Th . tasks r thei t a b super d an l powerfu y extremel t bu , centered

40 Creatures

A flicker's mood can be detected without magical aid. Its patterns Some of the first beings encountered by new Immortal player char- . peaceful r o y happ s i e creatur e th n whe s line g flowin , smooth n contai r thei f o s Temporal d an s Initiate r othe e th , peers r thei e ar s acter The patterns become jagged and irregular as the flicker's excitement Spheres. Draw on your experience as a , simply or irritation increases. Color is another good indicator of mood, but recast old but memorable personalities in these new roles. By using the meanings of all the subtle hues of which the creature is capable are characters that were portrayed by former players, or those provided in . fully t interpre o t t difficul some published game adventures, you can create NPCs with person- This- life Intro for . m is commomotivations e n in the Astraunderstandabl y lb Planen ,drive o andals e occasionallar o wh d an y s alitie found in Outer Planes of Energy and the Elemental Plane of Fire. duce them with care, for unlike the low-level NPCs whose exit can be Flickers do not enter any other plane voluntarily, and die immediately as hasty and ill-planned as their entrance, these NPCs may be around e fir n i n immersio l tota y b d protecte y carefull s unles o s o d o t d force f i for a while—possibly forever! or energy. Everyone likes to know who's in charge, and new PC Immortals will be no exception. Thus, select Hierarchs for the Spheres before n a f o e Plan e Hom e th n i , ago g lon , began e rac s Thi : Background you start play. If you use a blend of various myths, the following indi- Immortal of Energy. They developed intelligence through evolution, viduals are recommended. They are vague enough to be unpredicta- and eventually learned to leave their own plane. Their existance is y an r Fo . myths t ancien f o s figure r majo e th o t r simila e ar t bu , ble well-known to Immortals, many of whom treat them (somewhat Hierarch, all powers and ability scores should be at maximum level. insultingly) as pets. Finally, be sure to assign positions to the names of Immortals that players recal beins a l g creator Knowe th f so n Artifacts. Their person- alities should be appropriate to their sphere. The powers and ability scores of these lesser Immortals should be typical for their respective levels. Sphere of Matter Full Hierarch: Mother Earth, Terra, 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, Pyro, Solarios Empyreal 3: The Korrigans (9 , creator of the Comb) Empyreal 1: Ninsun (creator of Glaring Eye) ) Pileus f o r (creato s Saturniu : 3 l Celestia Celestial 4: Idraote (creator of Girdle) Time of Sphere Full Hierarch: Father Time, Grim Reaper, Khoronus Empyreal 5: Verthandi (creator of Invincible Hourglass) Celestial 3: Simurgh (creator of the Claw) Celestial 2: Hymir (creator of Steaming Cauldron) Thought of Sphere Immortals a Noumen , News : Hierarch l Ful Eternal 2: Tyche (creator of Diamond Orb) f o l al r o e som f o r roste a e creat o t h wis y ma u yo , Master n Dungeo s A Empyreal 4: Ssu-Ma (creator of Tome) r you g creatin y B . power f o s Sphere e fiv e th f o s Immortal 0 2,00 e th Celestial 1: Sinbad (creator of Rainbow Scarf) f o s individual h wit y hierarch l Immorta e th g populatin d an t lis n ow Sphere of Entropy your own design, you have a free hand. Yox uNy ma , y wisNick d h tOl o , researcNight : h and Hierarch l Ful use the beings of classic Greek myths, or you may prefer the Roman to Eternal 3: Masauwu (creator of Fiery Brand) populate your courts of Immortals. You will find much of mythologi- Celestial 3: Skuld (creator of Ortnit's lance) n a r prefe y ma u yo r o , Scandinavia t ancien f o s tale e th n i t interes l ca . invention n ow r you f o s being c fantasti f o n creatio l origina y entirel Not all Immortals of Entropy are demons. The ranks of demons are Or you may wish to mix several myths together, as we have done in merely one group of this Sphere's population. presenting the "known" artifacts of the D&D Master Set. By choos- e th s read o wh r playe e th f o l pitfal e th d avoi u yo , path n ow r you g in details of a published roster and acts according to knowledge of which the character would be ignorant. All that is given here is a starting point. The game details for NPC e th o t r refe o s , PCs r fo e thos s a e sam e th e ar l leve y ever f o s Immortal - informa h suc d nee u yo n whe s section r othe d an s Table e appropriat tion.

41 Creatures

PP to regain control. For each successful time-jump it causes, a jumper is cured of 5 hp of s a r manne e sam e th n i d applie e ar e Thes . PP 5 s regain d an e damag - maxi a o t , expended r o t los P P r o p h g restorin y onl , cures l norma . totals l origina s creature' e th f o m mu The creature may ignore any victim who is jumped ahead in time, d an , form d uninhabite e th o t e damag t inflic y onl n ca s attack s it s a produce no curative effect on the jumper. The jump effect is produced only by the creature's will, and can be omitted from the attack if the jumper chooses not to use it. h suc r fea y the t bu , combat r Powe f o s form l al e us y ma s Jumper g attackin r fo s motive r thei f I . power e littl o s e hav y the e becaus s attack . assault r thei g continuin e whil y defensivel p Wra y ma y the , strong e ar e creat t canno y The . 26 o t 1 2 y typicall l al e ar s score y abilit r Jumpe d an , flying l non-magica t bu d rapi y ver y b e mov y The . effects l magica communicate by telepathy. Resistances: Jumpers arc completely unaffected by most magic, but f o e Spher n ow r thei f o s effect l magica o t e resistanc l specia o n e hav Juniper Time. Standard saving throws apply, made as if the jumpers were Ini- Sphere: Time tiate Immortals. Despite this, they are entirely mortal. Status:- para s alway s i Morta t l self-interes e whos s thieve e ar s Jumper : Habits Powery Pointse usuall Di : t , Hi r units pe e 5 tim n i t paymen r fo d hire e b y ma y The . mount Anti-Magic: 100% (or None vs. Time magic) demanding 5-50 days per mission (per jumper). They normally insist Armo) r (arms Class 2 - r o : ) (body 7 - on payment before providing service, but they fear Immortals enough Hit Dice: 0 3 o t 1 1 that once paid, they can be relied upon. Hit points:e Di t Hi r pe 5 The payment can be contributed by up to two individuals per Move- : vic e th d aroun s 450'(150'arm e fiv s ) wrap y gentl e creatur e th , collect o T . jumper ) target r Attackspe 5 m s : (maximu s concentrate arm n 2 1 the d an , inflicted s i e damag l physica o n t tha o s , tim Damageg : savin o n s get ) 2-12 eacpayment h e + th Specia o t d l (seagree e g below(havin ) m victi e Th . deeply No. Appearingt amoun n : 1-8agreed-upo e th y b d forwar d jumpe y suddenl s i d an , throw Save As: Initiate after the jumper concentrates for a few rounds. Morale: 8 (vs. Immortals) or 1 1 jumpeA eacr fo total p r dayh 5 h e wit d Di ss h t an gain fulP Hi P l 1 s : Type e Treasur None of time that it eats. It gains a corresponding amount of hp, PP, and Alignment: Neutral physical size for each Hit Die gained. XP Value: 11 HD: 7,500 Background: These odd creatures were created by a former Hierarch - Initi f o s 20 HDcharacteristic : e 16,77som m 5 (the 1 d PP) grante o wh , Time f o e Spher e th f o 30 HD: 38,750(3 PP) ates for their own protection. They thrived and spread quickly, and are Descriptionw ne h : eac Jumper n Whe . s are planes intelligen l Astra d t lifan r e formOute e s th tha n o t s feed sight o nn time.commo w no They appear very similar to marine brittle-starfish, with small bodies Immortal of Time gains a Home Plane, a flock of these creatures (3-24, and long slender arms. Each is far larger than the aquatic version, the each with 11-18 Hit Dice) soon arrive to seek employment. If none are t foo 1 s arm e th d an , Die t Hi r pe s acros h inc 1 t abou g measurin y bod hired, they may retaliate as a group by stealing something. per Hit Die. The body has the shape of a dodecahedron (1dl2), and an arm extends from the center of each of the 12 sides. Megalith s arm e fiv f o m maximu a e us y ma r jumpe A : Limits d an s Abilitie Sphere: Matter against any one victim, but can otherwise attack up to 12 times per Status: Empyreal o als r jumpe e th , damage f o s point s inflict m ar s it h Thoug . round Power Points: 5,000 steals time from its victims. Any mortal victim is aged 10-40 years (no Anti-Magic: 75% r Powe . vs e sav t mus k struc l Immorta y An . hit r pe ) throw g savin ) Armo(mantle r Class5 1 + r :o ) (core 5 - Drain for each blow. If this roll is successful, the character temporar- Hi) t Dicebelow :e (se n Unknow 5 s jump ) (only e forc e lif s character' e th , fails t i f I . PP 0 1-1 s lose y il Move) : below c (se t Constan . time n i d forwar s round Attacks: See below - col m for s victim' e Th . effect g strikin a s ha p time-jum s thi , play n I Damage: See below lapses, and no trace of life force remains. But unlike a typical physical No. Appearing: 1 death, the life force cannot be found nearby. The life force reappears Save As: Empyreal 5 o als s i y bod e th f I . vanished t i r afte s round 5 n locatio e sam e th n i Morale: 12 + e th g durin d move s i y bod e th f I . immediately s animate t i , there Treasure Type: Self - re y ma m victi e Th . it f o e outsid s reappear e forc e lif e th , interim Alignment) : (Habits w belo e Se inhabit the form in the usual way, by moving into it and expending 50 XP Value: Not applicable

42 Creatures

Description: Megalith largese th e star known life multiforme th n si - will try to avoid unexpected movements while awake, for such can r orde r greate a f o e ar t bu , (q.v.) a baak o t d relate e b y ma y The . verse damage or destroy the life forms. The active phase lasts for 10,000- - mega A . form e lif t differen a s a d classifie t ye s a e ar d an , magnitude f o 1,000,000 years (1d100 x 10,000). lith may, at first sighting, appear to be a planetary body. In its long Near the end of its active cycle, a megalith loses interest in its sur- . planet a m fro e indistinguishabl e b y ma t i , phase t dorman roundings. It cools its outer parts by rotating with increasing speed, e th ; diameter n i s mile 0 3,00 t abou s i h megalit n know t smalles e Th , forms e lif , water s a h (suc l materia s extraneou l al r afte y onl g slowin largest, , overpoint l a millioncentra e . Thsom o et average forc e weighlif s it s t of a megalith'withdraw n the t sI for. m variediscarded ss i ) etc. from 100 to 500 pounds per cubic foot. Its exact Hit Dice are finally lapsing into a dormant phase (similar to hibernation). y b d believe e ar t bu , games n i e us l practica o n f o d an , unknown d aroun d an , on , within y activit t mos s ignore t i e phas s thi g Durin . diameter s creature' e th f o e mil r pe 1 t abou e b o t s Immortal d an y randoml g reactin t alignmen n i c Chaoti s become d an , itself A megalith's body ha. s twtell on distincca o wh t, partsnot r .o Its s centerdream t i , r in whichWhethe . the life instinctively essence resides, is a warm, solid core weighing almost 20% of the total Background: All the known megaliths were created at the same time n a y b d protecte s i , brain s creature' e th y effectivel , core s Thi . mass - near w no , megalith a s i s PC l al f o t plane e hom e Th . multiverse e th s a outer covering of mixed solid and liquid matter. This covering is ing the midpoint of its active phase. The Immortals made special e du k attac e imaginabl y an y nearl d withstan n ca d an , mantle s it d calle e befor , Urt s a m the o t n know s i o wh , creature s thi h wit s arrangement to its sheer size. . it n withi d an n upo s form e lif e cultivat o t g startin Over long periods of time, very thin layers of earth, water, and air col- g durin t presen s form e lif t transien t Mos . surface s creature' e th n o t lec Nightmare Creatures ______a megalith's active phase confine themselves to these added layers, and rarel, y third penetrat e th f o ed any largcomprise ee fractiospac l n of the dimensiona mantle h fift .n i e liv o wh s form e Lif - dimen e fiv e th e perceiv , Nightmare f o n dimensio h fift d an , fourth l al e us n ca h megalit a , phase e activ s it n I : Limits d an s Abilitie sions in a way exactly opposite to the human viewpoint. These are forms of Power attacks, and can create any magical effect within its commonly called Nightmare creatures. One such creature is the d measure s i s effect h suc f o e rang e Th . procedures d standar y b e Spher - diabo e th s i r anothe ; 34) e pag C DM Set, Companion D (D& a malfer from the creature's outer edge, not the core. A megalith in dormant lus, described earlier in this section. Beings such as humans are called phase is immune to Power and magical attacks. Normals for they live in Normal space comprised of the first three Megalith Strength and Constitution scores are extremely high. dimensions. y (virtuall 0 1,00 f o m minimu a h wit , size s creature' e th y b y var y The - malevo , horrible s a s Normal y b d viewe e ar s creature e Nightmar y Dexterit o n e hav s Megalith . Immortals) o t n eve e incomprehensibl lent beings. Some Immortals share this view, but the feeling is by no whatsoevere th o , t ann d are immunexceptio y e to direcnoteworth a t e attackar i s odiabol n e thath td abilitan , y scoreuniversal . s mean Mental ability scores, including Charisma, are of the usual range for general rule. The Nightmare creatures view all mortal normals and Empyreals (50 to 75). most Immortals with much the same horror. Some Nightmare crea- , gentle y b e communicat n ca h megalit a , phase e activ s it g Durin tures are indeed evil, but some are good, and most are neutrally moti- subtle, manipulationNormals o t s s odoe f t thi es a surfac e sam e e ofth ite s mantlethes o t s . Theapplie onlt y mortalAlignmen s. vated , druids d calle s specialist e ar " "speech h megalit d understan o t e abl though the Nightmare beings' views of behavior are again opposite to . implications e th r o s proces e th d understan y full t no o d y the n eve d an the views of Normals. They find Chaos to be the natural disorder of all Immortal intelligence, augmented by magical aids such as telepathy, things, and believe Law to be unnatural and often with evil motiva- . phase e activ n i s megalith h wit n communicatio y two-wa h establis n ca tion. Among Nightmare beings, the different viewpoints of behavior - com t a s attempt l al s reject h megalit a , phase t dorman s it g Durin and motivation occur in much the same proportions as they do in Nor- munication, and will instinctively use its mantle to defend itself or to mals. e hug d an s earthquake t grea e includ s attack l physica s It . irritants l repe e ar s Normal . Normals o t s poisonou e ar s creature e Nightmar l Al volcanic eruptions. The latter may be used to hurl large quantities of likewise poisonous to Nightmare creatures! This is not a commonly - mega e th o t l equa e rang m maximu a o t ) matter d liqui n (molte a lav known fact, for most adventurers use weapons, magic, and other lith's diameterd create y . The combineMagicall . d forcopponents e r andthei heaw cla t r oo f the ebit lavt no a causeo d d san , an devices y instantl s thu , Dice t Hi s megalith' e th o t l equa e damag f o t amoun e th , example r fo ; way s thi n i s poisonou t no e ar t sor y an f o s creature - arti n a n eve , object y an g obliteratin y utterl d an t hi m victi y an g slayin attacks of a gargoyle (a magically created construct) are not poisonous fact. An Immortal may make a Dexterity check to avoid being struck, to Nightmare creatures. Nightmare creatures are not poisonous to with bonuses or penalties based on the amount of warning indicated Immortals, and the reverse applies as well. by the circumstances. When a wish or other powerful magic is used to force a Nightmare o t e immun s i d an M A- % 75 s ha e cor s megalith' A : Resistances e mak t mus m victi e th , Normals f o e spac l dimensiona e th o int e creatur n tha r othe s defense l specia r othe o n s ha t bu , attacks y Dexterit t direc e creatur e th , fails t i f I . insane o g r o l Spel . vs w thro g savin l successfu a its protectivd an , e mantle. Onlcommunication y t a th s e core attempt lif l eal s force ignore ca , n be attacked uncontrollable bs y become Power oe r th abilit o t g y scorefightin attackss alway , , anit dd the procesaroun e s of physicalleveryon k attac yy reaching it automaticall l wil can be difficult. death. The same procedure and results apply when a Normal is forced e creatur y an , However . Nightmares f o e spac l dimensiona e th o int h Eac . cycles y b n broke s i e lif s megalith' a f o y monoton e Th : Habits - view l dimensiona r eithe m (fro y wa s thi n i s travel y voluntaril o wh , cycle e activ e th n I . dormant d an e activ , phases o tw f o s consist e cycl point) simply fails to enter the other dimension if the saving throw is s it s observe t I . alignment n i l Lawfu d an e awak y full s i h megalit e th failed, and suffers no ill effects. Only magical means can cure this e appearanc e th g notin , constantly f itsel s examine d an s surrounding insanity. - develop r thei g aidin t i n withi d an n o s form e lif f o e disappearanc d an ment and defending itself. Of generally good intentions, a megalith

43 Creatures

- Night f o e spac l dimensiona e th o t " "native s form e lif y man e Th simply vacating his or her material form. Damage to the form thereaf- D D& l norma n i d encountere e thos s a y variet n i e wid s a e ar s mare . force e lif s Immortal' e th t affec t no s doe r te t tha r remembe t bu , own r you f o s creature e creat y ma u Yo . games The young require 1 full turn to reach maturity. If still within a their origins and ancestors may differ wildly. fromagain s the mammaliareproduce h neac , host emphasis of the PC homeworlds, as should be evident from the descriptione sav sd oan f , the malferform k aattac any dan tho t ee diaboli.resistanc o n e hav s Nipper : Resistances Refer to page 4 for more information on the five dimensions of the only as 1st level mortal Fighters. They are not a disease, merely para- known multiverse. sites. They may be easily exterminated en masse by area effects if l magica d standar A . victim a n upo m swar n ca y the e befor d attacke Nippe. r them f o 0 21-3 e incinerat l wil s nipper f o k floc l typica a t a cast ball fire Nippers may also be located by probes and destroyed by Power Sphere: None attacks even after they enter a victim. However, a victim's A-M may Status: Mortal interfere with magical attempts to attack them at this late stage. Power Points: None Anti-Magic: None Habits: Nippers can apparently live in the Astral Plane indefinitely without sustenance of any sort. They may float about for years in Armor Class: 0 search of a host body. Unfortunately, nippers do not seem to like the Hit Dice: 1 (1 hit point) taste of proteans, and usually avoid them. They also have no apparent : (flying) e Mov t excep t 240'(80'environmen y an )n i y instantl e di s Nipper . draeden n o t effec Attacks: 1 swarm that of the Astral Plane, and thus pose no threat to most inhabited Damage: 1 and special worlds. No. Appearing: 3-60 Save Ass a :n disdai e sam e Fighteth h r muc 1 h wit s nipper w vie s Immortal : Background Morale: humans view insects. They are generally hated and occasionally sub- : Type e Treasur s survive s specie r Nonthei et bu , extermination t a s attempt s mas o t d jecte Alignment: Neutral nevertheless. Though they might originally have come from some 50 (1 PP per swarm) XP Value: . Astral e th o t e nativ w no e ar y the , plane r othe n i n commo t pes s dangerou y potentiall a s i r nippe e Th : Description Notion 2 1 h wit e centiped y tin a o t e appearanc n i r simila s i t I . Plane l Astra e th legs and jagged mandibles, but is rarely more than 1/4 inch long. Sphere: Thought Status: Initiate Abilities and Limits: Nippers are unintelligent. They ca: n sensPoints er Powe 250 a senses s nipper f o k floc a n Whe . motion y b d attracte e ar d an h warmt Anti-Magic: 40% victim, they quickly swarm to the attack. They all try to burrow into Armor Class: -12 s nipper f o m swar a , possible e ar s target e multipl f I . body s victim' e th Hit Dice: 0 5 o t 5 may attack two different ones, dividing into two swarms of roughly Move) : miles 4 (2 s mile 2 7 m swar r thei g splittin r neve , targets r othe e ignor y The . size l equa Attacks: 2 thoughts . once n tha e mor Damage) : below e (se l Specia s clas r armo e th , Instead . attack m swar e th r fo e mad s i l rol t Hi o N No. Appearing: 1-8 penetrated is indicated by the Hit roll number equal to the number of Save As: Initiate s nipper 0 1 f o k attac e th , example r Fo . victim e th g attackin s nipper Morale: 9 will automatically hit AC 9, 20 nippers hit AC -1 through -5, 30 nip- : Type e Treasur Nil pers hit AC -15 through -19, and so forth (refer each time to the stand- Alignment: Neutral ard Hit chart for creatures of 1 HD). If this non-random Hit roll XP Value*: 5 HD: 5,125 indicates success, the number of nippers that succeed in penetrating 25 HD: 105,500 (10 PP) r Armo s victim' e th n betwee e differenc e th o t l equa s i m victi r thei 50 HD: 299,250 (29 PP) Class and the Armor Class hit. For example, an Immortal with AC -3 attacked by 22 nippers (which can hit AC -7) is automatically infested * The DM may reduce or omit XP awards for defeating notions which by four nippers. The victim takes only 1 point of damage for each . play o t t insignifican y relativel r o n benig e ar invading nipper, and suffers no ill effects from nippers that do not pen- etrate. n ofte , thought e pur y nearl f o s creature e ar s Notion : Description Once a nipper is within a victim's body, it quickly reproduces and s appear n notio a , rest t A . Resistances) e (se e undetectabl y completel bears live young. It can accomplish this alone and at remarkable as a lacy network of strands of air, similar to a small and loosely woven h eac e mor 0 1-1 d an , round 1 n withi g youn 0 2-2 g producin , speed net. Its surface area is about 1 square foot per Hit Die. It may flutter y immediatel s feed r nippe g youn h Eac . thereafter s round 5 r fo d roun f o f fluf y air f o l bal y tin a o int p u l cur y ma r o , form s thi n i t abou - dam f o t poin 1 s take m victi e th , nipper n newbor h eac r Fo . birth r afte . size l smal y extremel - vic e th , failed f I . check n Constitutio d standar a e mak t mus d an e ag o s s i t effec e Th . Constitution f o s point 4 1- s lose y permanentl m ti t no , essence l actua s victim' l Immorta n a s affect s los e th t tha e sever y b e damag e extensiv d avoi n ca l Immorta n A . used m for e th y merel

44 Creatures d an e prob o t y onl r Powe e us n ca s Notion : Limits d an s Abilitie spondingly greater effects, increasing both the number of other vic- y automaticall d an , attacks r Powe e initiat o t e unabl e ar y The . shield tims and the intensity of the hatred. In this case, the hatred need not . effects l magica e produc t canno y The . way s thi n i d attacke n whe e los lead to attacks; the individual might instead make a few insults and 1 t abou s equal h (whic e Intelligenc t excep s score y abilit o n e hav y The e produc s themselve n i r neve d shoul s notion f o s effect e Th . off p stom e scor y abilit e inapplicabl l al o t e immun e ar d an , Die) t Hi r pe t poin irrational violence, though that may be the result if combined with cir- attacks. A notion flees immediately if its Intelligence is attacked cumstances. directly. Eac, h notiofire , n haearth sf o a t specialty, a environmen concep n a n i t e or emotioinvisibl s ni than t makenotio A s : up its Resistances essencee . Notioninnat y b sr an(o dd Immortalai l magica s refeh wit r tn o thisee se b specialt n ca t y bu a , s the notion'vacuum r o s, water f o d blen a s i n notio l individua h eac , similar e ar y man h Thoug . flavor , notions r fo d biase y neutrall e ar s area e Thes truesight). l Immorta specific1 f thoughtso e rat d . Notionstandar e s th wit t a hs relativelpoint t hi yd loan wr Hit Powe Dic f o en have weak regeneratio fla g - allowin vor (minor effect); those of high Hit Dice contain very strong flavor point per turn. In air, ether, or the Astral Plane a notion simply cannot (intense effect). In play, the greater the Hit Dice, the stronger the be detected by any normal or magical means. These areas are friendly . below d liste e ar s notion f o ) (effects s flavor l Typica . effect biased for notions, producing fast regeneration. The only areas host- Notions rarely attack with . evil intentEntropy f o , e but maSpher ye th attac f o e k simplthos e ar y d for biase y il - sim n notio A . creature r othe e som f o t reques e th t a r o t entertainmen A . Power f o e us y b d foun y accuratel e b y ma n locatio s notion' A s i m victi e th t tha s mean l rol t Hi l successfu A . victim a r nea s swoop y pl f o e chanc e th ; so o d o t l fai y ma n notio n unsee n a d fin o t d use e prob affectel d by the Immorta notion' e th , s essenceway s thi n .i Mortad llocate victims i n s gainotio e n th no savinOnce . 6 g n throwi 2 s i s , succes but thos. e of round Immorta h eac e l statuprob e sth mag y makrenewin e y ab modifien locatio d s Intelligencit w kno o t ee check continu y ma to avoid the effect. Apply standard difficulty modifiers to this check, However, if the creature uses Power to shield itself, it becomes utterly based on the Hit Dice of the attacking notion. Modify the check as undetectable. A wish may be used to overcome this by enhancing the d an , Dice t Hi 0 15-3 r fo e Averag , Dice t Hi 4 5-1 f o s notion r fo y Eas probe or negating the shield for one round. Difficult for notions of 31 or more Hit Dice. Notions can be affected by any magic that affects air or thought, but e th o t s react y immediatel k attac s notion' a y b d affecte m victi A . types r othe l al o t e immun e ar t i , strength l ful t a t no s i l tota r Powe t curren s notion' e th f I . notion regains 1-6 PP for each victim affected by it. It is unknown just where Habits: Notions are a friendly, inquisitive race, and mean no harm . loss o n s suffer m victi e th ; from s come r Powe s thi s sometime y The . unknown e ar s habit l persona r Thei . anyone o t Any- notiointer s n thi ma y y attack aOccasionall t . up tother o h twoeac t targeta g s peswoopin r roundy b y . Largsimpl e e reproduc notion. s may choose toinstantaneously floay t downapparentl o, n aone grouw ne pa os f targetscreate s , rathenotion o r thatw f o n n actio e siz l physica s notion' e th y b d limite s i s Thi . individuals t a g swoopin Depending on its exact scope, the new notion may have any number and by the locations of the victims. of Hit Dice, up to a maximum of the total of the parent notions. Thus - ran d determine s i k attac s notion' a f o t effec e th f o n duratio e Th l smal a r o , result y ma g nothin , together e com s notion o tw n whe domly. Mortal victims may make a saving throw vs. Spell once per inspired notion may result, or they may form a major new nation, h whic s proportion o t s decrease t effec e th t tha g indicatin s succes , hour d foun y rarel e ar e typ e singl a f o s Notion . before n tha x comple e mor can be f eitheo s r controlleother h wit de or ignorecongregat do t (player' r prefe so t choice) m see .s Immortalcreature e s maTh . y together save vs. Magic Spell each round, with the same results. . Therflavors t e are twdifferen oy widel races of notions, the white, or positive thought, and the gray, or Notions can be persuaded to perform services in exchange for pay- destructive- pref , n negativow r ethei thoughte hav s . notion l Individua . states l emotiona h hig n i t men erence for payment, usually from an emotion corresponding to their Typical Notion Flavors own makeup. A creature willing to pay the price will be unable to experience the emotion for 1-20 days per HD of the notion. n unconcer , alertness e hat , love t doub , certainty optimism, pessimism s hi h wit d bore w gre t Though f o l Immorta l powerfu A : Background n misinterpretatio , comprehension e rag , peace work, and chose to disperse his essence and return to mortal life. His e indifferenc , curiosity pleasure, sorrow well-meaning aide granted his new personality a minor gift to aid his e dislik , fondness pragmatism, absurdity survival, but the gift had a side effect. During a dream one fateful s evasivenes , honesty y insanit , sanity d an , Nightmares f o n Dimensio e th r ente o t e abl s wa d min s hi , night ) bad r o d (goo t judgmen his thoughts took on real forms which kept their existence after he awoke. The notions are the descendants of one of his more pleasant Thousands of other types are certainly possible. Space does not per- thoughts during that brief visit. mit full definitions of each term to be included here. Consult a good With the rise of human and demi-human powers, notions have dictionary for subtleties of meanings of these terms. t mos e th s perhap e ar y The . Plane e Prim e th n o n commo y ver e becom The DM should privately reveal the flavor and strength of a notion widespread life form in the Outer Planes of Thought, serving many to the player of the character affected. The exact Hit Dice of the crea- . Sphere t tha f o s Immortal ture need not be revealed. 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, and continuing until a saving throw indicates that the effect has abated. Example: A character affected by a 5 Hit Die notion of hate would . reason t apparen o n r fo n perso r othe e on h wit d irritate t bi a e becom - corre e produc d woul e Dic t Hi r greate y progressivel f o s notion e Hat

45 Creatures

Phoenix XP Value: Local (without Power) Astral HD 10: 500 HD 10: 5,000 Greater Lesser HD 100: 11,125(1 PP) HD 100: 337,375 Sphere: Energy Energy (33 PP) Status: Mortal Mortal Local (wit0 h Power use26,032,40 : ) 1,000 D H Power Points: 100 200 (2,603 PP) ) XPP P 1 Value: 11,400( : Lesser 0 4,25 o t 5 2,37 : 10 D H ) PP 2 ( 5 22,37 : Greater HD 100: 65,500 (6 PP) to 119,875(11 PP) e ar s phoenixe , 41) e pag M (MD Set Master D D& e th n i d describe s A d grante d an d create e wer y The . Fire f o e Plan l Elementa e th o t e nativ Half XP value is awarded for all form of Proteans because of their a limited use of Power by Phoebus, currently an . Eternal of EnergyIntelligence d . limite y ver s it l contro t canno x phoeni e th , intelligence l anima y merel g Havin Description: Proteans are the most widespread life form in the entire Powert . It usealmos s e itar instinctively y The . . Power alwayhomeworld(s) C P s radiatee th g s from includin it , as purPlane e e Prim - regener e creatur e Th . flame e intens f o e appearanc e th g takin , energy - micro o t d limite y usuall e ar y the e sinc , mortals o t n unknow y entirel ates Power at a rate which exactly matches its expenditure, 1 point per scopic size by the conditions of that plane. The few mortals even round. aware of the existence of proteans call them amoebas. When a phoenix' form is slain, a burst of additional Power is At rest, a protean has a form similar to a thin circular disc. Its thick- . 41) . pg , MDM n i d detaile s (a t effec e explosiv n a g creatin , released ness is about 1 % of its width. Its circumference is about 6 feet per Hit This uses an extra 5 PP, which do not fully return for 24 hours. The Die. When it moves or attacks, a protean's form is irregular. x phoeni e th d an fully, dead raise a s a t effec e sam e th s create n explosio Whatever their size, proteans are very simple single-celled orga- thus arisen i d s 1 round laterencountere y , alive andoccasionall full e ar y curey the d , once Plane again e . Prim A e phoenith n I x . nisms can be y permanentlnearl o t w y gro slain n ca ,y if the subjecte , Planes d r to enougOute d an hl "deathsAstra e "th n inI . quicsize k" "giant succession to drain all of its Power. any size. , paralysis) g (includin t sor y an f o y captivit s despise x phoeni e Th r fo s score n Constitutio d an h Strengt d assigne e b y ma s Protean and feare th s f Poweo e rDi attackst Hi r .pe It n thepoin even1 y t of eitherusuall s i ,e it instinctivelscor h Eac . y Wrappurposes st comba 5 g expendin , direction m rando a n i s teleport y immediatel d an f itsel monster, and scores over 100 are possible. Protean Intelligence, Wis- to door dimension e long-rang a f o t tha s i t effec e Th . process e th n i P P dom, Dexterity, and Charisma scores are negligible, and these cannot a place either 36,000 feet away (10 times normal) or, if that location is be attacked directly in ability score combat. e Th . direction e sam e th n i a are t vacan t nex e th o t , solid a y b d occupie r Powe t insufficien s unles k wor o t s fail r neve s thu t movemen l magica Abilities and Limits: A protean extends a finger of protoplasm to remains s to juice activat e e itdigestiv .c acidi s secrete d an , time e sam e th t a m victi s it p envelo Each such shift has a 1 % chance of error. If this occurs, the shift to consume its food. The damage given is used for both the attack and crosses the nearest planar boundary instead of a dimensional one. A each round while enveloped. phoenix may thus be occasionally found on planes other than its own. Astral proteans are able to attack multiple opponents simultane- y obviousl s i s proces e th t bu , alive d capture n bee e hav s Phoenixe t larges e Th . Dice t Hi 0 1 h eac r fo t targe 1 f o m maximu a o t , ously - Immor e wer s attempt e th n i s victor n know y onl e Th . difficult y ver known protean can attack up to 100 opponents each round. Only one tals, using complex and carefully planned strategies. attack can be made against any one opponent. An astral protean moves and attacks by using Power. Its intelli- Protean gence is rudimentary at best, but sufficient for this purpose. It is unable to probe or shield, but may use all types of Power attacks. It Local (Giant) Astral cannot produce magical effects. Sphere: None None Resistances: With 1% A-M per Hit Die, large proteans are effec- Status:s protean l Al . Mortasize r l shee r thei o t e du s Mortaeffect l l magica o t e immun y tivel Power. Pointshit o t :y eas y 0 orver 10-10 y 0 usuall e e ar Di t d Hi an r , pe 0 1 blows l norma y b d damage e b n ca Anti-Magic: None e Di t Hi r pe % 1 Proteans of 20 or more Hit Dice are effectively immune to poison, f o f hal t leas t A . occur n ca e damag e befor t i e isolat d an y identif o t e abl Armor. Class: poisoning m 10fro ts o 8 effect l il r suffe o t t i r 0fo d poisone e b t mus e volum s it Hit Dice: 10-100 10-1,000 Move:- predicta e 120'(30'quit s thu s i )d toan , 240'(60'thought )o n r 30'(10')peo e littl s ha n r Hit Diprotea A e : Habits Attackst : diges n ca d an 1 , sorts l al f o s object r fo h 1 pereac r y 10 Hit Diceinstinctivel l wil t I . ble Damage: 2-12 to 4-24 1 per Hit Die any solid or liquid. Proteans do not react to light or darkness. They No. Appearing. : such s a 1(1 t i )e recogniz y the f i r 1(1dange s ) seriou m fro t retrea o t d ten Save As: s point 8 f Fighteo m r 7 maximu a o t , feed y Fightethe s a e r 36 increas s point t hi n Protea Morale: 10 per Hit Die. When this limit is reached, a protean may reproduce. It Treasure Type: Nil Special requires 1 hour per Hit Die to prepare to reproduce. After this time, Alignment: Neutral Neutral the protean splits into two halves, each with exactly half the size, Hit

46 Creatures n tur 1 s take s proces n divisio e Th . original e th f o s point t hi d an , Dice - pro o tw , wings f o s pair r fou s ha t I . razor-like d an g lon e ar s claw d an per Hit Die. During division, a protean can. onllegs yf o attac t se kh a maximueac n mbetwee og f trudin one opponent per round. Abilities and Limits: The repeater can be a formidable opponent in Background: Proteans originated on the Prime Plane, and were physical combat. It makes one Hit roll for each of the six claws, and o t s effort l Immorta e Despit . life l anima f o s form t firs e th f o e som another for the bite, but each Hit roll determines the success of a dou- r discove o t s adventurer n huma t firs e th , therein s protean e quarantin ble attack routine. For example, if one Hit roll indicates that a claw and visie tth othey b n r planes successio o fk existencquic n i e broughtwic k t microscopistruc s i m victi ce proteanth , s witopponent h n a s hit e th f o s depth t vas e th n i w gre d an d survive s protean e Som . them l Al . miss s attack h bot , miss a s indicate l rol t Hi e th n Whe . claw e sam astral planeprolifio to widespread w an .c Theno e come b yar o dt - attacks can be directed at a single opponent, if desired, or divided . eliminated y pletel among up to seven (one per claw and one bite). The damage given in Most Immortals are well awar. ehits ot f ththa e w hazarblo h d eac pose r fo ds i b e y thesabov s e crea- statistic e th n soo e arriv s Immortal , Planes r Oute t visi s mortal r Wheneve . tures The repeater can use all forms of Power combat, and can use Power e b e plan e th t les , hunt n protea s mas a t conduc d an t depar y the r afte - detec y an e creat n ca t I . effects l magica f o r numbe d limite a e creat o t e cours e th n i , when e procedur d standar e becam s Thi . contaminated tion or movement aid, and can also produce any effect of the Sphere of r Oute f o r numbe e infinit e th f o n exploratio l Immorta e routin f o Time. It cannot create other magical effects. Planes, one was discovered to contain nothing but decomposing pro- This creature's most feared ability is its snort. The monster can tean matter—apparentle th o t s applie t ylimi thr e enothe do n resul d an t , of an round unstoppe e mele y dan infestationf o d en e th t . a t snor e lif l al n i t entrapmen f o g feelin d od n a s produce t snor s It . frequency t mus e rang n withi m victi h Eac . repeater e th f o t fee 0 30 n withi s form s resist m victi e th , successful f I . Spell c Magi . vs w thro g savin a e mak r repeate s infamou e th o t y pre s fall m victi e th , failed f i t bu ; trap e th effect. Any victim of the repeater effect must repeat all of the previous - compul h suc o n r unde s i , course f o , repeater e Th . actions s round' sion, and acts with deadly foreknowledge of its victim's actions. It e Th . snorts t i r afte d roun e th g durin t abou e mov , however , cannot Power attack it initiates (if any) must be the same one as in the pre- vious round. d an t Hi s round' s previou e th , snort e th y b d affecte m victi h eac r Fo t comba r Powe d an e us c magi l al d an , again e onc y appl s roll e damag - move e sam e th , occurred t movemen f I . exactly d repeate e ar s action t mos e Th . position t curren e th m fro g startin t bu , again n take s i t men dangerous part of such repetition is in Power combat, since the mon- ster knows what attack mode will be used against it, and can automati- cally select a winning strategy. The repeater can sense which members of a group have fallen into its trap, and favors them with its attacks if possible. It gains a +8 Repeater (or Ditto) bonus to all Hit rolls in melee against a victim. The creature will usually choose not to snort at the end of a round in Sphere: Time which it has been physically damaged, for the same damage would Status: Empyreal then recur. It will probably snort when subjected to Power attacks Power Points: 5,000 from multiple sources, as it can win them all if repeated. Anti-Magicg : savin w ne 75a e % mak y ma t effec r repeate e th y b d entrappe e Anyon throw (vs. Magic Spell) at the end of the round of repetition. If this is Armor Class: -13 successful, the effect ends at that time, and the victim can freely Hit Dice: 25 t repea t mus m victi e th , failed f I . round g comin e th r fo s action e choos Hit points: 400 e b y ma n actio f o s round f o r numbe y An . again s action e sam e th Move (flying): 360'(120') repeated in this way, and a repeater may snort every round if desired. t Attackssnor 1 :+ e bit 1 claws/ 6 Damage: 2-20 each/8-80 + special r Armo e respectabl d an M A- % 75 s it o t n additio n I : Resistances No. Appearing: 1-2 f o e Spher e th f o c magi y an y b d affecte e b t canno r repeate e th , Class Save As: Empyreal 5 Time except its own. It has the dangerous characteristic of automati- Morale: 11 - creat r o g castin s person e th t a k bac s attack y energ l al g reflectin y call Treasure Type: Teeth p dro s Immortal t mos r fo , deadly e b n ca t effec s thi , play n I . them g in Alignment: Lawful t a k bac d reflecte c magi e th d an , effects h suc g creatin e befor M A- r thei XP Value: 1,825,000(182 PP) the attacker often has severe effects. Description: The repeater, also called the ditto-monster, is a six- r Oute d an l Astra e th f o s scavenger s dangerou e ar s Repeater : Habits legged reptilian Immortal life form. It is 75 feet long and 15 feet wide. Planes. They do not usually attack Immortal projects, preferring to Its body is covered with shimmering multi-colored scales, and its teeth wander and search for single travelers or those in small groups.

47 Creatures

Repeatere larg s a enjo d y eatinoffere e g hav th d e forman , s liars create s d bynotoriou Immortalse ar o so e , Th bu : t also Background y man n i e convers n ca y The . demi-humans d an s human l morta r savo number of conflicting stories about their origin and background. languages, and also by telepathy, but usually find communication Their true story has probably been revealed but disbelieved with all unimportant. others. This habit has led to the Immortal expression, "not worth a soo." r and/o n draede o t d relate e b o t t though e ar s Repeater : Background dragons, but all three life forms deny the connection. Little else is Titan known about these creatures. Sphere: Any except Entropy Soo Status: Initiate Power Points: 250 Sphere: Time Anti-Magic: 25 % Status: Mortal Armor Class: -3 : Points r Powe 30-200 (10 per Hit Die) Hit Dice: 15 Anti-Magic: 50% Move: 150'(50') : Class r Armo -5 t effec l Attacksmagica 1 / : weapon 1 r o s fist 2 Hit Dice: 3 to 20 t effec l magica y b / Damageweapon y b r o :) (x2 h Punc y B Move: 180'(60') No. Appearing: 1-2(1-2) Swimming: 180'(360') Save As: F36 t Attackseffec l : magica 1 envelop/ 1 Morale: 11 Damaget : effec y Special/b ) below Treasure (se s egem Type0 : 10-10 r o l Ni No. Appearing: 1-3(1-4) Alignment: Any Save As: Thief 36 XP Value: 52,800 (5 PP) Morale: 10 Treasure Type: Potions (see below) Description: Titans are giants that appear very similar to attractive Alignment: Neutral humans, 21 to 30 feet tall. All their ability scores are 18-25 (1d8 + 17), XP Value- spe : e th e ar s HD3Titan . Die : t 24Hi 5 r pe ) 4 + 4 (1d 8 5- s alway e ar s point t hi d an HD 20: 36,575 (3 PP) cial servants of the Immortals, and share many Immortal characteris- tics. They cannot, however, progress beyond the details given here. Description: Soo are watery time-beings, and have no solid forms. Each Sphere (except Entropy) has approximately 20 titans. All the They appear as small dark spheres, each about 1 foot across per hit e ar s their d an , Plane e Hom n commo a e shar e Spher h eac f o s titan . time d an r wate f o y mostl d compose s i o so h Eac . die four of the largest of the Outer Planes. d an , combat r Powe f o s form l al e us y ma o so A : Limits d an s Abilitie Abilities and Limits: Titans are able to use Power to create magical f o e Spher e th r fo d liste s effect l magica e produc o t r Powe e us y ma effects, but are limited to those within their respective Spheres (thus Time (only). Its physical attack is simply to envelop its target. This t a s point t hi d an r Powe e regenerat y The . costs) e bas g applyin s alway s victim' e th k bloc y ma d an , suffocate o t r air-breathe n a e caus y ma . bias) d an e Spher o t g (accordin s rate d standar r othe o n s inflict t bu , effect) l spel darkness a f i s a t resul e th t (trea n visio Titans have no Aura, and are not able to create usable material cause e us y ma o so a , however , victim a h wit t contac n i e Onc . damage forms. If a titan's body is slain, the life force returns to the Home . effect y deadl h wit y possibl , attacks l magica r othe d an wounds Plane, but the titan must await Immortal assistance before another Although a soo's form is not magical, its substance can produce an form can be created and occupied. - deliber ) (90% o so t Mos . potion e on y an f o e thos o t l identica t effec poi- or form, gaseous ethereality, y usuall , effect h suc e on e choos y atel Resistances: Titans cannot be damaged by normal or silver weap- f o e cours e th n i s a h (suc t opponen n a y b d ingeste s i o so a f o t par f I son. r Thei . enchantment r lesse r o 2 + f o s weapon l magica y b r no , ons a bite attack), the potion takes effect immediately. The attacker may - unaf o als e ar s Titan . Immortal's y an n tha s les s i c Anti-Magi e innat make a saving throw vs. Poison (or Physical Attack, if Immortal) to f o s effect n ow r thei g (includin s spell l second-leve d an - first y b d fecte avoid the effect. Any effect produced in this way is magical, despite its this type). Against mortal magic, they save as 36th level fighters. non-magical origin, and may thus be dispelled or otherwise magically They use standard Initiate saving throws against attacks of Immortal countered. strength. A soo's form collapses when the creature is slain, forming a puddle s victor e th f I . environments t mos n i s disperse y rapidl h whic r wate f o r thei t excep s plane l al n o s pair n i r o y singl d foun e ar s Titan : Habits . remains e th m fro s potion 5 2- r gathe y ma y the , quickly t ac Homes. They freely reveal their common names to anyone encoun- tered, and strongly prefer to be addressed informally. Titans are - energy d an e fir l al o t e immun y completel e ar o so e Th : Resistances rarely encountered on the Prime Plane, but prefer to dwell with 2-8 based attack forms. They are somewhat resistant to magic (A-M Cyclopes (D&D Expert Set, page 47) when visiting. Each titan usually c magi g usin n whe o zer o t e resistanc s thi p dro y voluntaril t bu , 50%) carries 10-100 gems when encountered where valuables are useful, themselves. s type l al e us o t e abl e ar s titan h Thoug . else g anythin s carrie y rarel t bu n i d intereste y ver t no , creatures t independen r rathe e ar o So : Habits of weapons, they prefer to carry none. other life forms. They feed by absorbing water, and enjoy savoring its impurities.

48 Creatures

Background e titanTh : s aspir o fult e l Immortal status t nonbu , e Abilities and Limits: Each tonal may use all forms of Power com- have ever achieved it. All titans nevertheless maintain hope that even- bat, and may use Power to create some magical effects. In the latter t tha e achiev t ye y ma y the , service d an n devotio r thei h throug , tually . sound s negate r o s create h whic c magi o t d limite e ar y the e cas greatest of rewards. Some few titans secretly resent humans and demi- A tonal's normal non-magical attack form is a blast of sound, which humans because of this, although they successfully hide this attitude radiates evenly from the creature in all directions to a range in feet . Immortals e th m fro equal to the tonal's Hit Dice. No Hit roll is required; the blast always m victi h Eac . range n i s victim l al o t e damag f o t amoun d fixe a s inflict Tonalr fo w Blo l Physica , mortals r fo h Breat . (vs w thro g savin a e mak y ma Immortals) to take only half damage. However, a penalty of -8 applies Minim Semibreve Breve . effect s thi t agains s throw g savin l morta o t Sphere: Energy Energy Energy A tonal's blast attack is effective anywhere, even in a vacuum. Status: Eternal Empyreal Celestial Tonal ability scores follow the standard range for those of all : Points r Powe 8,000 4,000 2,000 Immortals. Anti-Magic: 80 70 50 Though most tonals are now Lawful (see Background), many older : Class r Armo -10 -8 -6 Chaotic tonals still wander the Outer and Astral Planes. These can be Hit Dice: 38 33 28 dangerous; they are often evil, and are usually cacophonous. They are Move: 60'(20') 120'(40') 240'(80') commonly called atonals, to distinguish them from their civilized Attacks: 1 blast 1 blast 1 blast counterparts. Damage: 64 + special 32 + special 16 + special No. Appearing: 2 r o 1 2 or 4 Resistances: Though a tonal's blast may be avoided by use of magi- Save As- : automati y Eternathe , l play 3n I . Empyreatonals o t e l adher 3 r neve Celestias effect h l 3suc , silence l ca Morale: 10 9 cally succeed in the saving throw, and may move out of the magically Treasure Type: Specia. l well s a y Speciaappl y lma M A- e Speciainnat r l Thei . area d affecte Alignment: Lawful Lawful Lawful Tonals cannot be damaged by normal weapons, and are immune to XP Value: 5,550,000 2,305,000 917,500 ability score attacks. Unarmed combat can force them to move, but (55) 5PP (23) 0PP (91 PP) cannot inflict damage.

Semiquaver Quaver Crotchet Habits: Most tonals are social creatures, found in groups of various Sphere: Energy Energy Energy sizes. Except for breves, all tonals congregate in even numbers. They Status: Temporal Temporal Initiate communicate by changing colors, a language understandable to oth- Power Points: 1,000 500 250 ers only with magical aid. Anti-Magic: 50 50 25 Tonals sing to each other frequently, producing harmonic sounds that do not inflict damage. This music is a favorite entertainment dur- : Class r Armo -4 -2 0 ing Olympic meets and other festive occasions. Hit Dice: 25 20 15 Move: 480'(160') 960'(320') 1,920'(640') Background: Tonals were created by Thalia, a famous High Eternal Attacks: 1 blast 1 blast 1 blast of Energy. Her work in developing the Prime Plane predates mortal Damage: 8 + special 4 + special 2 + special magic use. Tonals were originally utterly Chaotic, but were made No. Appearing: 2, 4, or 6 81 r o , 8 , 4 8, 16, or 32 Lawful by one of Thalia's aides, an Eternal with the common name of Save As: Temporal 5 Novice Temporal Initiate Guidarezzo. The creatures seem to enjoy their relatively new align- Morale: 8 7 6 ment, which has significantly improved their ability to communicate. : Type e Treasur Special Special Special . tonals l Lawfu e th h wit t conflic d avoi d an f o w kno s Immortal t Mos Alignment: Lawful Lawful Lawful However, the old wild and often evil atonals are considered fair game. XP Value: 398,000 (39 PP) 143,950(14 PP) 54,900 (5 PP) Tonals have no relation to the non-living sounds common to the Prime Plane, some of which bear similar names. Description: Tonals have physical forms very similar to bubbles of All tonals share a common Home Plane in the Outer Planes. In - sta s tonal' h eac o t g accordin r colo d an e siz n i y var s form e Thes . light addition to the usual protections, this plane is watched by Thalia her- tus. The color varies during communication, but the size is constant. self, and is considered unassailable by most Immortals. r o , semibreve , breve A . Die t Hi r pe t foo 1 s i l tona a f o r diamete e Th minim is pale in color, ranging from nearly pure white to pinkish yel- low. Crotchets, quavers, and semi-quavers are darker colored, rang- . black r o n brow o t e blu p dee m fro g in - sta l Al . Sphere r thei f o y hierarch e th n withi s progres t canno s Tonal tistics for each are permanent and unvariable. 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. This may then be used as a weapon, for it e siz d an h strengt a f o t blas l fina e on s release d an t impac n o s explode equal to the original tonal's. Remember to add the original tonal's size to the blast radius to find the resulting area of effect.

49 Creatures

Vortex Creatures Description: These odd beings appear as featureless black globes, each abou 5 fee t diametern i t e ImmortalTh . s know life theb e o mt e th s create e existenc y ver e whos , Barrier l dimensiona t grea e Th - commu t no o d y The . definition d broa y ver a n withi y onl t bu , forms n o d explaine s (a s dimension g missin e th f o x parado d an a dilemm nicate, but it is unknown whether this is by choice or lack of ability. page 3), is commonly called the Dimensional Vortex. The few life forms t knowcanno n t tobu aris , e froattacks m r dimensionaPowe l al e lus spacs e includinBlackball : g theLimits Vortexd an s , Abilitie s a d describe e b n ca s being e thes f o l Al . creatures x vorte d calle e ar y the g everythin disintegrating , slowly e mov y The . probe r o d shiel e us either minor or major. A typical minor vortex creature is the spectral touch (no saving throw). If a blackball touches an Immortal (whether houndl , describesuccessfu da ie n themak t D&Dmus l CompanionImmorta e th Set , (DMform) Cl page 36)incorporea . r Majoo l r physica n i vortext creaturecurren r she r aro e s incrediblhi f o d ythir a dangerou e los r o sn to Drai botr h Powe mortal . vs sw anthro d g savin Immortals. A typical example is the blackball (Master Set, MDM Power Points, whatever the amount. Success indicates that the page 40). Immortal has pulled away from the blackball, resisting the powerful Minor r vorteanothe , x creaturefailed s i sw arethro immung savin et tofirs firs ethi anf I d. coldpower (whethes hi g r nordrainin -n suctio mal or magical), and can only be struck by magical or silvered weap- must be made, with the same results. If three saving throws are failed ons. Majol r vorteblackbal e x th creature h sthroug cad n onlsucke ys i be e damageessenc s d by PoweImmortal' e rth attacks, , succession n i and are immune to all other forms of damage. and cast adrift in the Dimensional Vortex. The characteristics of all vortex creatures place them within the Resistances: As with all major vortex creatures, blackballs are - organiza t tha f o t par y actuall t no e ar y the h thoug , Entropy f o e Spher t Bu . attacks e scor y abilit d an , aura , physical , magical l al o t e immun tion. Yo. u mayeffects creatk e othernon-attac sd followinan e g this examplenon-aggressiv y b d . maneuvere e b y ma y the Blackbal- ten r l thei s i s blackball n i d observe t trai e predictabl y onl e Th : Habits s i e ther f I . possible n whe r Powe f o s source t grea d towar e mov o t y denc Sphere: Entropy no power present, they move randomly. However, they apparently do Status: . less r o P P Tempora 0 10 y b lr or Celestiadiffe t tha s l amount n betwee h distinguis t no Powe) rlevel Pointss (a 0 : 2,50 o t 0 50 Anti-Magice aris o :t m see s 50 or 6Blackball 0. (as rank)Immortals o t n eve , Unknown : Background Armorn Classbee e : hav d an , 10 space x Vorte l Dimensiona e th m fro y spontaneousl Hit Dice: 11 seen returning to it voluntarily. Immortals suspect that blackballs can XP Value: Temporal Novice: 71,000 (7 PP) pass through the Vortex, and that they serve the Old Ones, but all this Celestial 5: 295,000 (29 PP) is conjecture.

50 I. Source Material II. Additional References Acting: A Handbook of the Stanislavski Method, compiled by Toby Cole. Crown, y b s Miniature l Medieva r fo s Rule Chainmail . McHargue s Georges Neverby of Beasts The 1947. & Jeff Perren. Tactical Studies The Book of Imaginary Beings by Jorge Luis Armour & Weapons by Charles Ffoulkes. Rules, 1973. Borges. Oxford/Clarendon, 1909. Bullfinch'ss MythologyCharle by byCraft Thoma His s Bullfinchand . Armourer The s Rule s Miniature c Fantasti Spells & Swords . J.E y b Mythology Classical of Dictionary Ffoulkes. Methuen & Co. Ltd., 1912. . 1976 , (James R TS . Gygax y Gar y b Zimmerrnan. Harper & Row, 1964. Bible and Sword by Barbara W. Tuchman. h Josep y b Tales Fairy and Folk English . 1956 , Press . Univ k Yor w Ne - Origi e Gam ® DRAGONS & S DUNGEON Jacobs. Benthan's Handbook of Political Fallacies, nal Set by Gary Gygax & . Tac- Gods and Heroes by Gustav Schwab. edited by Harold A. Larrabee. Johns tical Studie. s Frazer Rules . G s , 1974Jame r . Si y b Bough Golden The Hopkins, 1952. Volume 1: Men & Magic Macrnillan, 1922. Castles by David Macauley. Volume 2: Monsters & Treasure The. Masks of God by Joseph Campbell. Pen- Creative Storytelling by Jack Maguire. s Wildernes & d Underworl e Th : 3 e Volum guin, 1976. Philip Lief Group, 1985. Adventures Volum. e 1: PrimitivTuchman . W a e MythologBarbar by y Mirror Distant A Volume 2: Oriental Mythology Ballantine, 1978. Volume 3: Occidental Mythology From Magic to Science by Charles Singer. 1. by Gary y GygaxMytholog e & RobCreativ : 4 e Volum Dover, 1958. Kuntz. TSR Games, 1975. Physicist the and Mystic, the Medium, The 2. by Dave Arneson. TSR The Meridian . Handbook1974 , Viking of . ClassicalLeShan e Lawrenc by Games, 1975. Mythologys Loui byy b Edward TrippMagicians .the of Morning The 3. Eldritch Wizardry, by Gary Gygax & Mythology by Edith Hamilton. Pauwels & Jacques Bergier. Avon, 1968. . 1976 , Games R TS . Blume n Bria The New Larousse Encyclopedia of A Reader's Guide to Fantasy by Baird Sea- 4. Gods, Demi-gods & Heroes, by Rob Mythology, translated by Robert . 1982 , Avon al. t e s rle Kuntz & James Ward. TSR (James, Aldingtoof n et Theory al. Social The Lightning: Stolen 1976. Scandinavian Folk & Fairy Tales, edited by Magic by Daniel L. O'Keefe. Contin- Claire Booss. Crown, 1984. uum, 1982. DUNGEONS & DRAGONS Game, Basic of Dictionary Standard s Wagnall' & k Fun Encyclopedia, Scientific s Nostrand' n Va Rules set (revisions) Folklore, n Mythology,Va . andConsidine Legend,. M s editeDougla dy b d edite Edited by Eric Holmes. TSR Hobbies, . Fried e Jerom d an h Leac a Mari y b Nostrand, 1976 (annual). 1977. The Woman's Encyclopedia of Myths and s Hobbie R TS . Moldvay m To y b d Edite & r Harpe . Walker . G a Barbar by Secrets Inc., 1981. Row, 1983.

51 Bibliography g Readin l Inspirationa . III Various fictional works were written or edited by the following authors. We heartily recommend that you at least sample, if not widely read, as many authors as possible. Most or all are represented at your local library. Fictional reading can provide ideas for character roles, settings, and adventures. d Richar , Adams Grahame, Kenneth Silverberg, Robert Aiken, Joan d Rolan , Green Smith, Clark Ashton Alexander, Lloyd r Ride . H , Haggard . C d Davi , Smith l Pou , Anderson e Isidor , Haiblum Smith, Thorne Anthony, Piers a Lind , Haldeman Springer, Nancy Asprin, Robert Hancock, Neil s Jame , Stephens k Fran . L , Baum l Pau , Hazel y Mar , Stewart Beagle, Peter S. Heinlein, Robert A. Stoker, Bram Beaumont, Charles Hodgson, William H. r Pete , Straub n Joh , Bellairs . E.T.A , Hoffmann e Theodor , Sturgeon Blackwood, Algernon Howard, Robert E. Swann, Thomas B. s Jame , Blish Ipcar, Dahlov . P h Rut , Thompson t Rober , Bloch c Eri , Iverson Tolkien, J.R.R. Bok, Hannes Jakes, John Vance, Jack Brackett, Leigh Jansson, Tove . E l Kar , Wagner Briggs, K.M. Jones, Diana W. h Hug , Walker Brooks, Terry King, Stephen Walton, Evangeline Brown, Fredric Kirk, Richard Wellman, Manly D. . D d Mildre , Broxon Kurtz, Katherine Wells, H.G. n Joh , Brunner Lafferty, R.A. Westall, Robert Burroughs, Edgar Rice Le Fanu, Sheridan . H e Theodor , White . B s Jame , Cabell Le Guin, Ursula K. s Charle , Williams a Moyr , Caldecott Lee, Tanith Williamson, Jack Campbell, J. Ramsey z Frit , Leiber . Q a Chelse , Yarbro s Lewi , Carroll Lewis, C. S. r Roge , Zelazny Carter, Lin p Belkna k Fran , Long Chambers, Rober) t W. Plunkett . (E.J.M.D y Dunsan d Lor Chant, Joy Lovecraft, H.P. Chapman, Vera Lumley, Brian Cherryh, CJ. e Georg , MacDonald Chute, B.J. Machen, Arthur Cook, Glenn Matheson, Richard n Susa , Cooper Mayne, William Copper, Basil e Ann , McCaffrey r Aleiste , Crowley a Patrici , McKillip Crowley, John Merritt, Alan Postscript m Avra , Davidson i Naom , Mitchison d boxe f o e lin e gam D D& e th s conclude s Thi e Spragu . L , Camp e d d Richar , Monaco r othe d an s adventure f o s Dozen . sets e rul . R l Samue , Delaney l Michae , Moorcock accessories are also available. With all at Derleth, August Moore, C.L. hand, and equipped with imagination and a Diamond, Graham Morris, William w no e ar s experience e gam r you , pencil r Pete , Dickinson Mundy, Talbot Dickson, Gordon R. Munn, H. Warner unlimited. Similar to the original set published in Donaldson, Stephen R. Nesbit, Edith s door y man s open t se d boxe l fina s thi , 1974 d Edwar , Eager y Larr , Niven without entering them. Many possiblities are Eddison, E.R. North, Joan mentioned, but limits on time and space (for Eisenstein, Phyllis Norton, Andre a mere mortal such as I) have limited the Farmer, Phillip Jose w Andre , Offutt n i n informatio e th p Develo . detail f o t amoun . G s Charle , Finney Peake, Mervyn any way you wish. If you find areas where Finney, Jack Powers, Tim more detail would be extremely helpful, Forster, E.M. Pratt, Fletcher write: Fox, Gardner n Hoffma . E , Price Garner, Alan Quinn, Seabury Immortals Rules, c/o TSR, Inc. e Jan , Gaskell Russ, Joanna POB 756, Lake Geneva, WI 53147 h Elizabet , Goudge Saberhagen, Fred

52 y Entrop f o e Spher e th f o s Immortal y b e Usabl s Effect l Magica l Al . Dlb

. given s i t effec h eac f o e Spher e Th . effects l magica g followin e th n o s detail r fo s chart e referenc d standar e th o t r Refe

PP PP PP Cost Sphere Effect t Effec e Spher t Cos Cost Sphere Effect

4 Time Blight* 16 Thought Communication 30 Time Anti-Magic 40% 4 * MatteFear e r Caus 16 Time Create Poison* l 30 Shel c Time Anti-Magi s 4 Wound t TimLigh ee Caus 16 Thought Detect Danger 30 Matter Create Normal Objects s 4 Wound t MatteLigh e r Cur 16 Matter Feeblemind 30 Matter Dance 4 Thought Remove Fear 16 * EnergMonster ye Fre 30d Clou Thoughe t Explosiv 4 Energy Ventriloquism 16 Time Lower Water 30 m ThoughChar s t Mas 4 Matter Web 16 Time Silence 15' Radius 30 Matter Polymorph Any Object 16 Matter Telekinesis 30 Time Victory 6 Time Anti-Magic 10% 6 Thought Confuse Alignment* l 18 Shel l Time Anti-Anima 32 Energy Disintegrate 6 Time Darkness* 18 t ThoughPlan m t Char 32 Thought Find the Path 6 Thought Detect Magic 18 Thought Cloudkill 32 d MatteFiel e r Forc 6 Matter Levitate 18 Matter Create Normal Monsters 32 d MatteWoo o t l r Meta 6 Time Sleep 18 Time Ice Storm 32 Thought Mind Barrier 6 d MatteWoo p r War 18 Matter Pass-Wall 32 * MatteMind n r Ope 18 Matter Polymorph Other 32 Energy Travel 8 n ThoughPerso m t Char 18 Matter Turn Wood 32 n ThoughVisio y t X-Ra 8 Matter Growth of Animal 8 n TimPerso e d Hol 20 d MatteDea e r Animat 34 Time Close Gate* 8 Time Hold Portal 20 Matter Babble* 34 Time Inertia Control 8 Matter Invisibility 20 l TimSpel eh Deat d 34 Blin d EnergWor r y Powe 8 Matter Knock 20h Deat Tim f o r e Finge 3l 4 Kil d EnergWor r y Powe 8 Thought Locate Object 20 Matter Flesh to Stone c Magi 3m 4 fro n Matter Protectio 8 Thought Obscure 20 Thought Lie Detection Detection 20 Energy Phantasmal Force 34 Matter Teleport Any Object 10 Time Cause Disease* 20 Matter Stone to Flesh 10 Time Cause Serious Wounds 36 Time Anti-Magic Ray 20 Matter Teleport 10 Thought Clairvoyance n c 0 3650,00 o t , Matter Container 20 Thought Truesight 10 Matter Confusion s 36 Monster . MatteMag e r Creat 10 Matter Cure Serious Wounds 22 Time Anti-Magic 30% 36 Matter Earthquake 10 Time Curse* 22 Time Dispel Magic 36 Time Obliterate* 10 Matter Dimension Door 22 Energl Bal ye Fir 36 Time Symbol 10 Thought ESP 2s 4 Object Matte e r Animat 38 Time Anti-Magic 50% 10 Energy Fly 24 Time Appear* 38 Energy Gate 10 Time Ice Wall 24 Energy Lightning Bolt 38 Matter Summon Object 10 Time Slow* 24 Matter Mass Invisibility 38 Matter Regeneration d 1Dea 0 e th h Thoughwit k t Spea n 24 Stu d EnergWor r y Powe 10 e EnergFir f o l y Wal 40 Energy Blasting 24 Matter Reverse Gravity r 40 Monste y MatteAn e r Creat 1l 2 Shel t Time Anti-Plan 24 Thought Speak with Monsters 40 Matter Cureall 12 Thought Charm Monster 24 Thought Treasure Finding 40 Time Immune to Breath Weap- 12 Time Continual Darkness* l Bal e 26Fir t EnergBlas d y Delaye ons 12 m MatteFor s r Gaseou 26 l MatteTrave e r Plan 40 Time Life Trapping 12 Energy Haste 26 Matter Polymorph Self Matter Maze 12 Time Neutralize Poison 40 26 Thought Remove Charm* Energy Meteor Swarm 12 Time Protection from Poison 40 40 Energy Prismatic Wall 12 Thought Speak with Plants 28 Matter Barrier 40 Matter Shapechange 28 Time Life Drain* 14 Time Anti-Magic 20% 40 Time Timestop 28 Thought Magic Jar s 1Wound 4 l TimCritica ee Caus 28e Imag Energ d y Projecte a 14Aur c EnergMagi e y Creat 2* 8 EnergBarrier e y Remov 14 Matter Cure Critical Wounds 28 Energy Remove Curse 14 Time Dissolve 28 Matter Statue 14 s ThoughTrap d t Fin 28 Matter Sword 14 Energy Hallucinatory Terrain 14 r TimMonste e d Hol 14 Matter Size Control 14 Matter Wall of Stone A H Adventur0 2 . e planning ...... s . Plane 2 5e Hom Charts ...... 26 Magical effects ...... 20 Astral Plane ...... 6 Moving a plane ...... 21 7 ...... s Content Planar access ...... 21 Creature5 . s ...... m . Syste 7 e Hom Effect on magic ...... 6 Movement within ...... 6 I Avatars ...... 24 Identities, existing ...... 15 7 1 ...... r fo s game , Immortals B Exploration ...... 17 Boundaries, of planes ...... 12 Investigation ...... 17 6 1 ...... s mortal h wit s Game C Immortal justice ...... 18 Immortal opponents ...... 23 Campaign, the ...... 14 3 ...... s dimension e Infinit 4 1 ...... s Combination Controllers ...... 16 M Creatures ...... 27 9 1 ...... w ne , Magic D Of energy ...... 19 Of matters ...... 19 2 1 ...... y Contiguit l Dimensiona Of thought ...... 19 Dimensions ...... 2 Of time ...... 20 Aberrations ...... 12 3 2 ...... s opponent l Morta And magic ...... 12 Movement ...... 6 2 1 ...... s Boundarie Multiverse ...... 2 2 1 ...... l Astral-Etherea Dimensional ...... 13 O Planar ...... 12 3 ...... e Infinit Observers ...... 16 Unusual effects ...... 2 1 . Outer Planes ...... 9 Dimensions ...... 9 Size ...... 10 Earth ...... 5 P 7 1 ...... s penaltie d an s award e Experienc Experience points ...... 23 Physical characteristics ...... 5 Immorta6 l opponent. s ...... e . 23Plan l Astra Mortal opponent9 . s ...... s . 23 Plane r Oute 5 ...... e Plan e Prim G Planes of existence ...... 2 Prime Plane ...... 5 Galaxy, the ...... 6 Projects ...... 17 5 1 ...... s Immortal e th f o s Goal

1017XXX1902

Reference Tables

TABLE 1: Rank Advancement Chart Greater Talent Rank Level PP HD hp A-M Scores Pop.** Initiate 15 75 50 (var) 7 Temporal Novice 500 20 100 25 1st level 600 21 110 24 2nd level 700 22 120 23 3rd level 800 23 130 22 4th level 900 24 140 21 High Temporal 5th level 1,000 25 150 20 Celestial Novice 1,050 25 160 60 25 19 1st level 1,300 26 180 18 2nd level 1,600 27 200 17 3rd level 1,900 28 220 16 4th level 2,200 29 240 15 High Celestial 5th level 2,500 30 260 14 Empyreal Novice 2,625 30 280 70 50 13 1st level 3,000 31 310 12 2nd level 3,500 32 340 11 3rd level 4,000 33 370 10 4th level 4,500 34 400 9 High Empyreal 5th level 5,000 35 430 8 Eternal Novice 5,250 35 460 75 7 1st level 6,000 36 500 6 2nd level 7,000 37 540 5 3rd level 8,000 38 580 4 4th level 9,000 39 620 3 High Eternal 5th level 10,000 40 660 2 Hierarch Novice 10,500 40 700 90 *(1) 1st level 11,000 41 750 2nd level 12,000 42 800 3rd level 13,000 43 850 4th level 14,000 44 900 Full Hierarch 5th level 15,000 45 1,000

* Each Sphere of Immortals has its own sole ruling Hierarch, 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.

2 TABLE 2: Modifiers based on TABLE 3: TABLE 4: Saving Throws Strength, Intelligence, Wisdom, Dexterity, Physical Power Mental Magic and Constitution scores Charisma Effects Attack Drain Attack Spell Ability Ability Retainers Initiate 14 16 18 20 Score Adjustment Score Reac Max Morale Aura Temporal 0 -5 1 -3 1 3 (+4) Novice 14 16 17 20 1 -4 2-3 -2 1 4 ( + 3) 1st level 14 15 17 19 2-3 -3 4-5 -1 2 5 ( + 2) 2nd level 13 15 16 19 4-5 -2 6-8 -1 3 6 ( + 1) 3rd level 13 14 16 18 6-8 -1 9-12 0 4 7 (0) 4th level 12 14 15 18 9-12 None 13-15 + 1 5 8 -1 5th level 12 13 15 17 13-15 + 1 16-17 + 1 6 9 -2 Celestial 16-17 18 + 2 7 10 -3 Novice 11 13 14 17 18 + 3 19-20 + 2 8 11 -4 1st level 11 12 14 16 19-20 + 4 21-23 + 3 9 12 -5 2nd level 10 12 13 16 21-23 + 5 24-27 + 3 10 ( + 1) -6 3rd level 10 11 13 15 24-27 + 6 28-32 + 4 11 ( + 2) -7 4th level 9 11 12 15 28-32 + 7 33-38 + 4 12 ( + 3) -8 5th level 9 10 12 14 33-38 + 8 39-45 + 5 13 ( + 4) -9 Empyreal 39-45 + 9 46-53 + 5 14 ( + 5) -10 Novice 8 10 11 14 46-53 + 10 54-62 + 6 15 ( + 6) -11 1st level 8 9 11 13 54-62 + 11 63-70 + 6 16 ( + 7) -12 2nd level 7 9 10 13 63-70 + 12 71-77 + 7 17 (+8) -13 3rd level 7 8 10 12 71-77 + 13 78-83 + 7 18 ( + 9) -14 4th level 6 8 9 12 78-83 + 14 84-88 + 8 19 ( + 10) -15 5th level 6 7 9 11 84-88 + 15 89-93 + 8 20 ( + 11) -16 Eternal 89-93 + 16 94-96 + 9 21 ( + 12) -17 Novice 5 7 8 11 94-96 + 17 97-98 + 9 22 ( + 13) -18 1st level 5 6 8 10 97-98 + 18 99 + 10 23 ( + 14) -19 2nd level 4 6 7 9 99 + 19 100 + 10 24 ( + 15) -20 3rd level 4 5 7 8 100 + 20 4th level 3 5 6 7 5th level 3 4 5 6 Hierarch (all) 2 3 4 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 8 9 10 11 12 13 14 15 16 17 18 19 20 20 15 + to 17 7 8 9 10 11 12 13 14 15 16 17 18 19 20 17 + to 19 6 7 8 9 10 11 12 13 14 15 16 17 18 19 19 + to 21 5 6 7 8 9 10 11 12 13 14 15 16 17 18 21 + to 23 4 5 6 7 8 9 10 11 12 13 14 15 16 17 23 + to 25 3 4 5 6 7 8 9 10 11 12 13 14 15 16 25 + to 27 2 3 4 5 6 7 8 9 10 11 12 13 14 15 27 + to 29 2 2 3 4 5 6 7 8 9 10 11 12 13 14 29 + to 31 2 2 2 3 4 5 6 7 8 9 10 11 12 13 31 + to 33 2 2 2 2 3 4 5 6 7 8 9 10 11 12 33 + to 35 2 2 2 2 2 3 4 5 6 7 8 9 10 11 35 + to 37 1 2 2 2 2 2 3 4 5 6 7 8 9 10 37 + to 39 0 1 2 2 2 2 2 3 4 5 6 7 8 9 39 + to 41 1* 0 1 2 2 2 2 2 3 4 5 6 7 8 41 + to 43 2* 1* 0 1 2 2 2 2 2 3 4 5 6 7

Creature's Negative AC Hit HD 14 15 16 17 18 19 20 21 22 23 24 25 26 27 13 + to 15 20 20 20 21 22 23 24 25 26 27 28 29 30 30 15 + to 17 20 20 20 20 21 22 23 24 25 26 27 28 29 30 17 + to 19 20 20 20 20 20 21 22 23 24 25 26 27 28 29 19 + to21 19 20 20 20 20 20 21 22 23 24 25 26 27 28 21 + to 23 18 19 20 20 20 20 20 21 22 23 24 25 26 27 23 + to 25 17 18 19 20 20 20 20 20 21 22 23 24 25 26 25 + to 27 16 17 18 19 20 20 20 20 20 21 22 23 24 25 27 + to 29 15 16 17 18 19 20 20 20 20 20 21 22 23 24 29 + to 31 14 15 16 17 18 19 20 20 20 20 20 21 22 23 31 + to 33 13 14 15 16 17 18 19 20 20 20 20 20 21 22 33 + to 35 12 13 14 15 16 17 18 19 20 20 20 20 20 21 35 + to 37 11 12 13 14 15 16 17 18 19 20 20 20 20 20 37 + to 39 10 11 12 13 14 15 16 17 18 19 20 20 20 20 39 + to 41 9 10 11 12 13 14 15 16 17 18 19 20 20 20 41 + to 43 8 9 10 11 12 13 14 15 16 17 18 19 20 20 * Automatic hit unless rolling a natural 1, add number given to damage. Index to Magical Effects

Sphere Spell Name e Nam l Spel e Spher All Ability Score Bonuses Matter Dance t ThoughServan l t Aeria Time Darkness, Continual Darkness Time Age Change Time Death Spell Matter Animate (Dead or Object) Time Delay s Shell t Plan d an Timl e Anti-Anima s Enemie , Magic , Invisible , Evil , ThoughDanger t t Detec y Ra r o , Shell , (10%-50%) e Timpercentag c e Anti-Magi Thought Detect Slopes, New Construction, Gems, Metal, Time Appear Shifting Walls & Rooms Time Armor Class Bonus (2 to 10) r MatteDoo n r Dimensio Matter Babble Matter Disarm Attack Matter Barrier Energy Disintegrate Energy Bearhug Energy Dispel Evil Energy Blasting Timc e Magi l Dispe Matter Blend with Surroundings Energy Displacement Energy Bless Time Dissolve Time Blight Time Dodge Missiles, Directional Attacks Time Breath Weapon, Acid or Ice Matter Earthquake Energy Breath Weapon, Fire Matter Elasticity Thought Breath Weapon, Poison Gas Thought ESP Time Bug Repellant d ThoughClou e t Explosiv Matter Buoyancy (various amounts) Matter Feeblemind Energy Burrowing Thought Find Path, Secret Door, Trap (spell ability) Thought Call Lightning h TimDeat ef o r Finge Thought Calm Others Energy Fire Ball, Delayed Blast Fire Ball Time Cancellation Matter Flesh to Stone Time Cause Disease Matter Floating Disc Matter Fea r e Caus Energy Fly ) Critical , Serious , (Light s Time Wound e Caus Matted rFiel e Forc Thought Change Odors Energy Free Monster, Free Person Time Change Tastes Matter Gaseous Form Thought Charm Monster, Person, Plant, Mass Charm Energy Gate n Optio Though t Bes e t Choos t ThoughQues r o ts Gea Thought Clairaudience t Plan f o h Growt , MatteAnimal f o rh Growt Thought Clairvoyance Energy Hallucinatory Terrain ) (70%-120% Energ s Wall y b Clim Thought Harden Matter Clone Energy Haste Time Close Gate Matter Heal Thought Cloudkill Thought Hear Noise (50%-140%) Thought Commune Energy Heat Metal Thought Communication Matter Hide in Shadows (30%-100%) Thought Confuse Alignment ) HD r pe 3 + o t 1 + ( s TimBonu et Poin t Hi Matter Confusion Energy Hit Rolls Bonus ( + 2 to +10) Thought Conjure Elemental Time Hold Animal, Monster, Person, Portal Thought Contact Other Plane Energy Holy Word ) cn 0 Matte(5,000-50,00 r r Containe l Wal Tim r o em Stor e Ic Time Contingency Thought Identify , Humans , Giants , Dragons , ThoughAnimals l t Contro Time Immune to Aging Attack Plants Time Immune to Breath Weapons Thought Control Temperature 10' Radius Thought Immune to Disease, Paralysis, Time Time Control Undead (Lesser or Greater) Time Immune to Energy Drain & Poison Thought Control Time Immunity Matter Create Animal, Monster, or Normal Object l Timecontro a Inerti Matter Create Food Thought Infravision Energy Create Magic Aura Thought Insect Plague n TimePoiso e Creat Matter Invisibility, Inv. 10' Radius, Mass Inv. Time Create Water r ThoughStalke e t Invisibl m ThoughDoo g t Creepin Matter Knock l Cureal c MatteAutomati , r Cureall Thought Know Alignment Thought Cure Blindness ) bonus l rol t Hi h (wit ' Energ120 o t ' y30 p Lea Mattee rDiseas e Cur Matter Levitate ) Critical , Serious , (Light s MatterWound e Cur Thought Lie Detection Time Curse Time Life Drain

4 Index to Magical Effects e Nam l Spel e Spher e Nam l Spel e Spher g Time Trappin e Lif Thought Resist Cold Energy Light, Continual Light Time Resist Fire t EnergBol g y Lightnin Energy Restore t Objec e Locat , ThoughPlant/Animal e t Locat Matter Reverse Gravity Thought Lore Time Rulership Timr e Wate r Lowe Time Saving Throws Bonus ( + 2 to +6) Time Luck Energy Security Energy Magic Door ) (50%-90% p MatteTra l r Norma t Se Thought Magic Jar Matter Shapechange Time Magic Lock Time Shelter e MatteMissil r c Magi Time Shield Thought Mapmaking Matter Shrink Plants Energy Massmorph s TimRadiu ' e15 e Silenc Matter Maze Matter Size Control s Level l Spel 0 +1 o t 1 Though+ e t Memoriz Time Sleep Matter Merging Time Slow Matter Metal to Wood Energy Smash Attack Energy Meteor Swarm Thought Snake charm Thought Mind Barrier, Mindmask Thought Speak with Animal, Dead, Monster, Plant Energy Mirror Image e Di r Pe 4 + o t 1 + s Bonu Energe yDamag l Spel Matter Move Earth Time Spell Turning ) (50%-100% y EnergySilentl e Mov Matter Statue Time Neutralize Poison Matter Sticks to Snakes Time Obliterate Matter Stone to Flesh Thought Obscure Energy Striking ) Energ(60%-120% s yLock n Ope Thought Summon Animal, Elemental, Weather Matted rMin n Ope t MatteObjec n r Summo Time Paralysis Time Survival Matter Parry Matter Sword Energy Pass Plant Time Symbol Matter Pass-Wall Matter Telekinesis Time Permanence Matter Teleport, Teleport Object e EnergForc l y Phantasma Time Timekeeping Energy Pick Pockets (50%-100%) Time Timestop Matter Plane Travel Thought Tracking Energy Plant Door Energy Transport Through Plants Time Poison Energy Travel f Sel , Other , MatteObject h r Polymorp Thought Treasure Finding Energy Power Word Blind, Kill, Stun t Energy movemen e Tre Thought Predict Weather Thought Truesight Energy Prismatic Wall Time Turn Undead (as Cleric L6, 12, 24, 36) Energe Fir e y Produc Time Turn Undead bonus + 2 to +6, + 1d6 to +3d6 Energy Projected Image HD ) all , most , many , (some s Creature m TimFro n e Protectio Matter Turn Wood Time Protection from Evil, Prot. from Evil 10' Radius Energy Ventriloquism g Lightnin m Timfro n e Protectio Time Victory Time Protection from Lycanthropes Energy Wall of Fire Matter Protection from Magic Detection e Ston Matte , Iron rf o l Wal Time Protection from Normal Missiles Matter Warp Wood Time Protection from Poison Thought Water Breathing Time Protection from Undead Energy Weapon bonus (to damage or strength) Thought Purify Food & Water l ThoughContro r t Weathe y Full d Dea e Rais Energ , yDead e Rais Matter Web Thought Read Languages Energy Web movement Thought Read Magic Thought Wish Matter Regeneration Thought Wizard Eye Matter Reincarnation Time Wizard Lock Energy Remove Barrier, Curse, Traps (50%-100%) Energy Wizardry t Ques , Geas , Fear , ThoughCharm e t Remov Matter Word of Recall Matter Repair Object (normal or magical) Thoughn Visio y t X-Ra 5 Charts S1-S4: Magical Effects by Sphere

S1. Energy % M5100 3, Walls b 8 Clim R 0, DR 12T la. Spells of Energy M53 11 Climb Walls, 110% R 0, DR 12T M53 14 Climb Walls, 120% R 0, DR 12T PP a M5aur 2c magi e 7 Creat T 120f3 R R D , e Nam l Spel t Cos f Re Range & Duration X63 10 Displacement D, R0 T I R X5 2 Bless T 6 60fR R D , M52 12 Fire breath R 30f, DR Inst X6 8 Continual Light R 120f, DR Perm 2 M5+ s 2 bonu s 4Roll t Hi R 0, DR IT C22 13 Delayed Blast Fire Ball R 240f, DR 0-60r M52 6 Hit Rolls bonus + 3 R 0, DR 1T X16 16 Disintegrate R 60f, DR Inst M52 8 Hit Rolls bonus + 4 R 0, DR 1T X8 l Evi l 8 Dispe T I 30f R R D , M52 10 Hit Rolls bonus + 5 R 0, DR 1T X11 11 Fire Ball R 240f, DR Inst M52 12 Hit Rolls bonus + 6 T 1 R D , 0 R X12 5 Fly R 0, DR ld6T+1 T/L M52 14 Hit Rolls bonus + 7 R 0, DR 1T X15 8 Free Monster* R 120f, DR Perm M52 16 Hit Rolls bonus +8 R 0, DR 1T X12 5 Free Person* R 180f, DR Inst M52 18 Hit Rolls bonus + 9 R 0, DR 1T C26 19 Gate R 30f, DR 1 or 1d% T M52 20 Hit Rolls bonus + 10 T 1 R D , 0 R X13 7 Hallucinatory Terrain R 240f, DR to Touch M52 5 Leap 30', +2 Hit T 1 R D , 0 R X12 6 Haste R 240f, DR 3T M52 10 Leap 60', +4 Hit T 1 R D , 0 R M4 5 Heat Metal r 7 30f R R D , M52 15 Leap 90', +6 Hit R 0, DR 1T C13 d Wor 1 9y Hol R 0, DR Inst M52 20 Leap 120', +8 Hit T 1 R D , 0 R B40 4 Light R 120f, DR 6T + 1T/L M53 7 Move Silent, 50% T 6 R D , 0 R X1t 2 Bol g 12 Lightnin R 180f, DR Inst M53 9 Move Silent, 60% T 6 R D , 0 R C22 r Doo c 8 Magi e us 7 10fR R D , M53 11 Move Silent, 70% T 6 R D , 0 R X13 6 Massmorph e Con R D , 240f R M53 13 Move Silent, 80% R 0, DR 6T C26 20 Meteor Swarm R 240f, DR Inst M53 15 Move Silent, 90% R 0, DR 6T B42e Imag r 5 Mirro R 0, DR 6T M53 17 Move Silent, 100% R 0, DR 6T C16 7 Pass Plant R 0, DR Inst % M560 3, Locks 2n Ope R 0, DR 6T B42 10 Phantasmal Force e Con R D , 240f R M53 5 Open Locks, 70% T 6 R D , 0 R C15 4 Plant Door R 0, DR 1T/L M53 8 Open Locks, 80% T 6 R D , 0 R d C25Blin d Wor 1r 7 Powe R 120f, DR 2hr-4/day M53 11 Open Locks, 90% T 6 R D , 0 R l C26Kil d Wor 1r 7 Powe R 120f, DR Perm M53 14 Open Locks, 100% R 0, DR 6T C22 12 Power Word Stun R 120f, DR 2d6/ld6T M53 17 Open Locks, 110%; T 6 R D , 0 R M9 Wall c 20 Prismati T 6 60f R R D , % M5120 3 , Locks 1 9n Ope T 6 R D , 0 R C15 3 Produce Fire R 0, DR 2T/L M53 6 Pick Pockets, 50% T 6 R D , 0 R X1e 6 Imag d 14 Projecte R 240f, DR 6T % M575 3, 1Pockets 1 k Pic R 0, DR 6T C12 12 Raise Dead R 120f, DR Perm . M5100% 3, 1Pockets 6 k Pic R 0, DR 6T y C1SFull d Dea 1 7e Rais R 60f, DR Perm 20 Pick Pockets perfectly T 6 R D , 0 R X14 14 Remove Curse R 0, DR Perm M53 6 Remove Traps, 50% T 6 R D , 0 R C12 14 Remove Barrier* R 60f, DR Perm M53 12 Remove Traps, 75%; R 0, DR 6T C13 18 Restore R 0, DR Perm M53 18 Remove Traps, 100%T 6 R D , 0 R X7 6 Striking R 30f, DR 1T M53 6 Security r Va R D , 0 R C16 9 Transport Through Plants R 0, DR Inst M53k Attac 1h 7 Smas R 0, DR 1T M8 16 Travel R 0, DR 1T/L M53 6 Spell damage bonus + 1/die R = Spell, DR Inst B40 2 Ventriloquism R 60f, DR 2T M53 11 Spell damage bonus + 2/die R = Spell, DR Inst X14 5 Wall of Fire R 60f, DR Cone M53 16 Spell damage t bonuIns sR +D , 3/dieSpell = R M4 18 Wizardry T 1 R D , 0 R M53 20 Spell damage bonut Ins sR +D , 4/dieSpell = R M54 3 Tree movement T 12 R D , 0 R Ib. Non-Spell Magic M54 3 Weapon damage + 2 R 0, DR 1T M54 5 Weapon damage + 3 D, R0 T 1 R PP M54 7 Weapon damage + 4 T 1 R D , 0 R Ref Cost Spell Name Range & Duration M54 9 Weapon damage + 5 R 0, DR 1T ) GT n i 1 ( s bonu y 4 Abilit T 6 R D , 0 R 6 + M5e 4 damag n 11 Weapo R 0, DR 1T ) GT n i 2 ( s bonu y 8 Abilit T 6 R D , 0 R M54 13 Weapon damage + 7 R 0, DR 1T 12 Ability bonus (all 3 GTT 6 ) R D , 0 R M54 15 Weapon damage + 8 D, R0 T 1 R ) LT 3 l (al s bonu y 16 Abilit R 0, DR 6T M54 17 Weapon damage + 9 R 0, DR 1T 20 Ability bonus (all 6) T 6 R D , 0 R M54 19 Weapon damage + 10 R 0, DR 1T ) GT n i 1 ( y penalt y 4 Abilit T 6 R D , 0 R M54 9 Weapon damage x2 D, R0 T 1 R 8 Ability penalty (2 in GT) R 0, DR 6T M54 12 Weapon damage x3 T 1 R D , 0 R 12 Ability penalty (all 3 GT) R 0, DR 6T M54 15 Weapon damage x4 D, R0 T 1 R 16 Ability penalty (all 3 GTT 6 )R D , 0 R M54 18 Weapon damage x5 D, R0 T 1 R 20 Ability penalty (all 6) R 0, DR 6T 1 + M5h 4 strengt n 5 Weapo R 0, DR 1T M51 5 Bearhug R 0, DR 1T M54 8 Weapon strength + 2 T 1 R D , 0 R M51 20 Blasting R 60f, DR Inst 3 + M5h 4 strengt n 11 Weapo T 1 R D , 0 R M51 12 Burrowing T 6 R D , 0 R M54 14 Weapon strength + 4 R 0, DR 1T % M570 , 3 Walls b 2 Clim R 0, DR 12T M54 17 Weapon strength + 5 T 1 R D , 0 R M53 4 Climb Walls, 80% R 0, DR 12T M54 20 Weapon strength + 6 R 0, DR 1T M53 5 Climb Walls, 90% D, R0 12R T M54 7 Web movement R 0, DR 12T

6 S2. Matter r Matte f o s Spell . 2a 2b. Non-Spell Magic PP PP Ref Cost Spell Namen Duratio & e Rang e Nam l Spel t Cos f Re Range & Duration X14 10 Animate Dead R 60f, DR Perm 4 Ability bonus (1 in GT) R 0, DR 6T s X9 Object e 12 Animat T 6 60fR R D , 8 Ability bonus (2 in GT) R 0, DR 6T X9 10 Babble* R 60f, DR 1T/L ) GT 3 l (al s bonu y 12 Abilit T 6 R D , 0 R C12 14 Barrier R 60f, DR 12T 16 Ability bonus (all 3 LTT 6 ) R D , 0 R X5 2 Cause Fear* T 2 120f R R D , ) 6 l (al s bonu 2y 0 Abilit T 6 R D , 0 R M6 16 Clone R 10f, DR Perm 4 Ability penalty (1 in GT) R 0, DR 6T X13 5 Confusion r 12 120f R R D , ) GT n i 2 ( y penalt y 8 Abilit R 0, DR 6T M8 20 Create Any Monster R 90f, DR 3T 12 Ability penalty (all 3 GT) R 0, DR 6T X8 d Foo e 7 Creat R 10f, DR Perm ) GT 3 l (al y penalt y 16 Abilit T 6 R D , 0 R s Monster M l 7 Magica e 18 Creat T 2 60fR R D , ) 6 l (al y penalt 2y 0 Abilit R 0, DR 6T s Animal C1 l 2 Norma e 8 Creat R 30f, DR 10T M51 20 Automatic Healing R 0, DR Perm s Monster C2 l 2 Norma e 9 Creat R 30f, DR 1IT M51 18 Blend with Surroundings R 0, DR 6T s C1Wound 2l Critica 7e Cur R 0, DR Perm M51 3 Buoyancy to 10,000 cT n6 R D , 0 R X6e Diseas 4e Cur R 30f, DR Perm n c 0 M520,00 1 o t y 6 Buoyanc R 0, DR 12T B26 3 Cure Light Wounds R 0, DR Perm M51 9 Buoyancy to 40,000 cn R 0, DR 1ST X7 5 Cure Serious Wounds R 0, DR Perm n c 0 M580,00 1 o t y 12 Buoyanc T 24 R D , 0 R M9 20 Cureall R 0, DR Perm t weigh M5y an 1 o t y 15 Buoyanc T 36 R D , 0 R C24 15 Dance R 0, DR3-7 r M51 2 Container, to 5,000 T cn36 R D , 0 R X13 5 Dimension Door r I 10fR R D , M51 4 Container, to 10,000T c36 n R D , 0 R C13 18 Earthquake R 360f, DR 1T n c 0 M515,00 1o t , 6 Container T 36 R D , 0 R C20 8 Feeblemind R 240f, DR Perm M51 8 Container, to 20,000 cn R 0, DR 36T X16 10 Flesh to Stone R 120f, DR Perm n c 0 M525,00 1o t , 10 Container R 0, DR 36T B39 2 Floating Disc T 6 R D , 0 R n c 0 M530,00 1o t , 12 Container T 36 R D , 0 R M8 16 Force Field R 120f, DR 6T M51 14 Container, to 35,000T c36 n R D , 0 R X6 4 Growth of Animal T 12 120f R R D , M51 16 Container, to 40,000 cn R 0, DR 36T s X13Plant f o h 5 Growt R 120f, DR Perm n c 0 M550,00 1o t , 18 Container T 36 R D , 0 R B41 4 Invisibility R 240f, DR Perm s M5Object l 2 Norma 1e 5 Creat R 30f, DR Perm s X1radiu ' 210 y 5 Invisibilit R 120f, DR Perm M5k 2 Attac m 5 Disar T 6 R D , 0 R B41 4 Knock R 60f, DR Var M52 9 Elasticity D, R0 12R T B41 3 Levitate R 0, DR 6T+1T/L M52 6 Gaseous Form T 3 R D , 0 R B40 3 Magic Missile r 1 150f R R D , M53 6 Hide in Shadows, 30% R 0, DR 6T C22 12 MasProtection/Magis Invisibility R 240f, DR Perm M53 9 Hide in Shadowsc, Detectio 50% R 0, DR 6T n C26 20 Maze R 60f, DR lr-6T M53 12 Hide in Shadows, 70% R 0, DR 6T C1d 6 Woo o t 1l 6 Meta R 120f, DR Perm % 90 , M53 Shadows n 1i 5 e Hid R 0, DR 6T C21 10 Move Earth R 240f, DR 6T 18 Hide in Shadows PerfectlT 6 R yD , 0 R C24* Mind 1 6n Ope R 0, DR 6T/L M53 8 Merging D, R0 1SR T X15 9 Pass-Wall R 30f, DR 3T M53 5 Parry T 6 R D , 0 R t Objec C2y 5An h 15 Polymorp R 240f, DR 1T/L-Prm M53l Trave 1 3e Plan R 0, DR Inst r X13Othe h 9 Polymorp R 60f, DR Perm M53 17 R 0, DR 6T X1f 4Sel h 13 Polymorp R 0, DR6T + 1T/L M53 19 Regeneration R 0, DR 1T C21 15 Reincarnation R 10f, DR Perm s M5Object l 3 Norma r 2 Repai R 0, DR Perm C2y 2 Gravit e 12 Revers R 90f, DR 2 sec c Magi y M53 Temporar r 8 Repai R 0, DR Perm M9 20 Shapechange 1T/R D L, 0 R c Magi t M53 Permanen r 14 Repai R 0, DR Perm X13 5 Shrink Plants* R 120f, DR Perm M53 4 Set Normal Trap 50% R 2f, DR Perm C23 14 Statue R 0, DR 2T/L % 70 M5p 3Tra l 8Norma t Se R 2f, DR Perm Xs 8 Snake o t s 7 Stick R 120f, DR6T M53 13 Set Normal Trap 90% R 2f, DR Perm X16 10 Stone to Flesh R 120f, DR Perm M53l Contro 7 e Siz R 0, DR 6T t C23 Objec n 19 Summo R Inf, DR Inst C24 14 Sword 30f1r/R R D L, C2 8 Telekinesis R 120f, DR 6r X15 10 Teleport R 10f, DR Inst C24 17 Teleport any Object R 0, DR Inst M5 d Woo 9n Tur 30f1T/R R D , L C21 10 Wall of Iron R 120f, DR Perm X15 7 Wall of Stone R 60f, DR Perm C15 d Woo p 3 War R 240f, DR Perm B42 2 Web R 10f, DR 48T X9 18 Word of Recall R 0, DR Inst

7 S3. Thought t Though f o s Spell . 3a 3b. Non-Spell Magic PP PP Ref Cost Spell Name Range & Duration Ref Cost Spell Name n Duratio & e Rang C1t 2 Servan l 14 Aeria R 60f, DR 1 day/L 4 Ability bonus (1 in GT) R 1 cr, DR 6T C15 12 Call Lightning R 360f, DR 1T/L ) GT n i 2 ( s bonu y 8 Abilit T 6 R D , cr 1 R X13 6 Charm Monster r 120fVa R R D , 12 Ability bonus (all 3T 6 GT R )D , cr 1 R B39 4 Charm Person R 120f, DR Var 16 Ability bonus (all 3 LT) R 1 cr, DR 6T C21 9 Charm Plant n mo 120f3 R R D , 20 Ability bonus (all 6T )6 R D , cr 1 R X11 5 Clairvoyance R60f, DR 12T 4 Ability penalty (1 in GT) R var, DR 6T X14 9 Cloudkill T 6 R D , 1f R 8 Ability penalty (2 in GT) R var, DR 6T X8 18 Commune T 3 R D , 0 R 12 Ability penalty (all 3 GT) T 6 varR R D , * X5 Alignment e 3 Confus 1T/R D L, 0 R 16 Ability penalty (all 3 GT) R var, DR 6T X14 12 Conjure Elemental R 240f, DR Cone 20 Ability penalty (all 6) T 6 varR T D , C20 17 Contact Other Plane R 0, DR Var M51 6 Calm Others R 120f, DR Perm X61 7 Control Plants T 20 R D , 0 R M51 3 Change Odors R 120f, DR Perm C15 7 Control Temperature 10' ra D, dR0 1T/R L M51 9 Choose Best Option R 0, DR Inst C16 6 Control Winds 1T/R D L , 0 R X61 3 Clairaudience R 60f, DR 12T C16 20 Creeping Doom 120fR 1r/R D ,L s M51 Animal l 12 Contro T 20 60fR R D , X6 4 Cure Blindness R 0, DR Perm M51 19 Control Dragons T 120f20 R R D , M4 8 Detect Danger R 5f/L, DR 6T/3T M51 17 Control Giants R 120f, DR20T B41l Evi t 3 Detec T 6 R D , 0 R M51 20 Control Humans R 120f, DR20T e B41 Invisibl t 7 Detec R 0, DR 6T M51 8 Communication R 0, DR 6T B3c 9 Magi t 3 Detec T 2 R D , 0 R s B45 Enemie t 7 Detec R60f, DR 1r B41 5 ESP R 60f, DR 12T X60 3 Detect Gems R 60f, DR 3T d C24Clou e 15 Explosiv T 6 R D , 1f R X62 4 Detect Metal R 20f, DR 6r X9 16 Find the Path R 0, DR 6T + 1T/L M52 2 Detect New ConstructioT 36 nR D , 0 R X5 s Trap 7d Fin T 2 R D , 0 R X60 5 Detecting Shifting Stone r 1 10f R R D , X9,16 10 Geas or Quest R 30f, DR Var M52 3 Detect Slopes T 36 R D , 0 R C20 6 Harden m Per R D , 240f R M52 7 Find Secret Doors T 6 R D , 0 R X12 4 Infravision R 0, DR 1 day % M50 5 , 3 Traps 2d Fin R 0, DR 6T X8 8 Insect Plague R 480f, DR 1 day M53 4 Find Traps, 60% R 0, DR 6T X16 10 Invisible Stalker R 0, DR Var M53 6 Find Traps, 70% T 6 R D , 0 R X5 4 Know Alignment R 0, DR 1r M53 8 Find Traps, 80% R 0, DR 6T C15 2 Locate T 6 R D , 0 R M53 10 Find Traps, 90% R 0, DR 6T X6 4 Locate Object T 6 R D , 0 R M53 12 Find Traps, 100% T 6 R D , 0 R C22 14 Lore R 0, DR Perm M53 14 Find Traps, 110% T 6 R D , 0 R X15 14 Magic Jar R 30f, DR Var M53 5 Hear Noise, 50% D, R0 12R T C24m Char 1s 5 Mas R 120f, DR Var M53 10 Hear Noise, 90% R 0, DR 24T C24 16 Mind Barrier 6T/10fR R D ,L M53 15 Hear Noise, 140% T 36 R D , 0 R X11 3 Mindmask* D, R0 12R T C54 5 Identify R60f, DR 1r C15 4 Obscure 1T/R D L , 0 R k attac g M5Agin 2o t e 10 Immun R 0, DR 18T C15 2 Predict Weather R 0, DR 12hr e M5Diseas 2o t e 4 Immun R 0, DR 18T r Wate B2& 7d Foo y 2 Purif R 10f, DR Perm s M5Paralysi 2o t e 6 Immun T 6 R D , 0 R B40 2 Read Languages R 0, DR 2T M52 10 Lie Detection R 0, DR 3T B40 2 Read Magic R 0, DR 1T M52 11 Mapmaking R 0, DR 1T * C24 Charm e 13 Remov R 120f, DR Perm/1 T M52 2 Memorize + 1 spell level R 0, DR 1 study B2r 7 Fea e 2 Remov R 0, DR 2T M52 4 Memorize + 2 spell levels R 0, DR 1 study X9,16 9 Remove Geas or Quest* R 30f, DR Perm M52 6 Memorize + 3 spell levels R 0, DR 1 study B27d Col t 2 Resis T 6 R D , 0 R M52 8 Memorize + 4 spell levels R 0, DR 1 study X6 3 Snake Charm R 60f, DR 2-5r,T M52 10 Memorize + 5 spell levels R 0, DR 1 study X6 3 Speak with T 6 R D , 0 R M52 12 Memorize + 6 spell levels R 0, DR 1 study d Dea e X7th h wit k 5 Spea R 10f, DR 1r/L M52 14 Memorize + 7 spell levels R 0, DR 1 study X9 12 Speak with Monsters D, R0 1r/R L M52 16 Memorize + 8 spell levels R 0, DR 1 study X8 6 Speak with Plants R 0, DR 3T M52 18 Memorize + 9 spell levels R 0, DR 1 study s M5 Animal n 6 Summo R 360f, DR 3T M52 20 Memorize + 10 spell levels R 0, DR 1 study M5 16 Summon Elemental R 240f, DR 6T h M5Breat 3s Ga n 10 Poiso R 0, DR 3r r C16Weathe n 11 Summo R 5mi/L-14, DR 6T/L M54 6 Tracking 90 %, 50 % indoor R 0, DR 36T C12 10 Truesight R 0, DR 1T + 1r/L M54 14 Tracking 90% anywherT 36 eR D , 0 R g X12 Breathin r 3 Wate R 30f, DR 1 day M54 12 Treasure Finding T 6 R D , 0 R l C16 Contro r 16 Weathe R 0, DR Cone M5n 4 Visio y 16 X-Ra D, R0 T 1 R M10 20 Wish R 0, DR Any X14 6 Wizard Eye R 240f, DR 6T

8 S4. Time e Tim f o s Spell . 4a X62 8 Age Change (2-20 years) R touch, DR Perm ) years 0 X62(3-3 e 1Chang 2 e Ag R touch, DR Perm PP X62 16 Age Change (4-40 years) R touch, DR Perm Range & Duration e Nam l Spel t Cos f Re ) years 0 X62(5-5 e 2Chang 0 e Ag R touch, DR Perm C16 9 Anti-Animal Shell R 0, DR 1T/L M51 18 Anti-Magic Ray R 60x10f, DR IT X15 15 Anti-Magic Shell D, R0 12R T M51 3 Anti-Magic 10% R 0, DR 6T C16 6 Anti-Plant Shell D, R0 Ir/R L M51 7 Anti-Magic 20% T 6 R D , 0 R C22 12 Appear* R 240f, DR Perm M51 11 Anti-Magic 30% R 0, DR 6T X5 2 Blight* R 60f, DR 6T M51 15 Anti-Magic 40% T 6 R D , 0 R C12 7 Cause Critical Wounds R 0, DR Inst M51 19 Anti-Magic 50% R 0, DR 6T X6 5 Cause Disease* R 30f, DR P2dl2d M51 4 AC bonus -2 R 0, DR 6T s X5Wound t Ligh e 2 Caus R 0, DR Inst M51 6 AC bonus -3 R 0, DR 6T s XWound 7s Seriou e 6 Caus R 0, DR Perm M51 8 AC bonus -4 R 0, DR 6T C26 17 Close Gate* R 30f, DR Perm M51 10 AC bonus -5 R 0, DR 6T M8 20 Contingency r Va R D , 0 R M51 12 AC bonus -6 R 0, DR 6T X6 6 Continual Darkness* R 120f, DR Perm M51 14 AC bonus -7 T 6 R D , 0 R X8 8 Create Poison* R 0, DR Perm M51 16 AC bonus -8 T 6 R D , 0 R X7 4 Create Water R 10f, DR 6T M51 18 AC bonus -9 T 6 R D , 0 R X14 5 Curse* r Va R D , 0 R M51 20 AC bonus -10 R 0, DR 6T X11 3 Darkness* R 120f, DR 6T+1T/L M51 5 Bug Repellant R 0, DR 40T X16 10 Death Spell t Ins R D , 240f R B45 20 Cancellation (one item) R touch, DR Perm X8 c Magi l 11 Dispe R 120f, DR Perm M5s 1 taste e 3 Chang R 60f, DR Perm C20 7 Dissolve R 240f, DR 3-18 day r Lesse , M51 Undead l 14 Contro T 20 120fR R D , C1h 2 Deat f o r 10 Finge R 60f, DR Perm M51 18 Control Undead, Greater R 120f, DR 20T X12l Anima 3d Hol 180f1T/R R D , L t C50Effec l Spel 2/ y r Dela R Spell, DR l-10r X15 7 Hold Monster R 120f, DR 6T+1T/L M52 7 Dodge normal missiles R 0, DR 1T X12 4 Hold Person R 180f, DR 9T,1T/L M52 10 Dodge any missiles T 1 R D , 0 R B39 l Porta 4d Hol R 10f, DR 2d6T M52 13 Dodge directional attacks D, R0 T 1 R X13 9 Ice Storm r 1 R 120fR D , M52 6 Hit point bonus + 1 peT 1 r HR DD , 0 R X13 5 Ice Wall R 120f, DR 12T M52 12 Hit point bonus +2 per HD R 0, DR 1T M9 20 Immunity R 0, DR 1T/L M52 18 Hit point bonus + 3 per HD R 0, DR 1T C13 14 Life Drain* R 0, DR Perm M52 11 Ice breath R 30f, DR Inst X16r Wate r 8 Lowe R 240f, DR 10T s Weapon h M52Breat o t e 20 Immun R 0, DR 1T C22 12 Magic Lock* R 10f, DR 7 use n Drai y M52Energ o t e 16 Immun R 0, DR 6T n X8 Poiso e 6 Neutraliz R 0, DR Perm M52 8 Immune to Poison T 18 R D , 0 R C13 18 Obliterate* R 60f, DR Inst M52 17 Inertia control R 0, DR 24T C25 18 Permanence R 10f, DR Perm M52g 2Trappin 0 e Lif R 0, DR Var s g d radiu l ' Evi 10 B4 l Lightnin Undea m 0m m fro fro fro n 2 Protectio Protection/Evi Protection Protection/NormaProtection/somProtection/manProtection/mosProtection/alProtection from poisoln Missiles R 0, DR 12T, 6T M52 20 Luck le t ycreature creaturecreaturecreatures sss R 0, DR 1T X8 5 R 0, DR 12T B44 10 Paralysis r 5 R 60fR D , C15 8 R 0, DR 1T/1 ) B44save 2 (- s 15 Paralysi T 1 120fR R D , X12 4 T 12 R 30fR D , B44 20 Paralysis (-4 save) R 180f, DR 15r X5 e Fir t 3 Resis R 30f, DR 2T t B4effec l 3 specia , 6 Poison R touch, DR l-12r B40 2 Shield R 0, DR 2T ) pt/PP 1 ( B4 e 3 damag , 12 Poison R touch, DR Perm X6 8 Silence 15' radius T 12 180fR R D , ) save 2 B4(- 3y deadl , 18 Poison R touch, DR Perm B40 3 Sleep T 4d4 R D , 240f R M53 4 T 6 R D , 0 R X12 5 Slow* R 240f, DR 3T M53 8 R 0, DR 6T M3 13 Survival 6T/R D L , 0 R M53 12 R 0, DR 6T C25 18 Symbol R 0, DR Perm M53 17 T 6 R D , 0 R M10 20 Timestop R 0, DR 2-5r B44 9 B42 k Loc d 6 Wizar R 10f, DR Perm Lycanthropes T 6 10fR R D , M5 6 R 0, DR 1T/L c Magi l Non-Spel . 4b B44 13 R 10f, DR 6T M53 10 Rulership R 1 obj, DR 1 check PP M53 5 Saving Throws bonus T +6 2R D , 0 R Ref Cost Spell Name Range & Duration M53 10 Saving Throws bonus T +6 4R D , 0 R 4 Ability bonus (1 in GT) R 1 cr, DR 6T 6 + s M5bonu s 3 Throw g 15 Savin T 6 R D , 0 R 8 Ability bonus (2 in GT) R 1 cr, DR 6T M53 7 Shelter D, R0 2R r 4h 12 Ability bonus (all 3 GT) R 1 cr, DR 6T X62 20 Spell Turning R 0, DR 1 spell 16 Ability bonus (all 3 LT) R 1 cr, DR 6T M54 2 Timekeeping R 0, DR 24hr 20 Ability bonus (all 6)T 6 R D , cr 1 R 6 L c Cleri M5s a 4d Undea 4n Tur R Sight, DR 3T ) GT n i 1 ( y penalt y 4 Abilit R var, DR 6T M54 9 Turn Undead as Cleric LI2 R Sight, DR 3T 8 Ability penalty (2 in GT) T 6 R varR D , 4 L2 c Cleri M5 s a 4d Undea 1 4n Tur R Sight, DR 3T ) GT 3 l (al y penalt y 12 Abilit T 6 R varR D , 6 L3 c Cleri M5 s a 4d Undea 1 9n Tur R Sight, DR 3T 16 Ability penalty (all 3 GT) R var, DR 6T D H 6 1d + M5, +2 4 s bonu 4n Tur R Sight, DR 1T 20 Ability penalty (all 6) T 6 R varT D , M54 8 Turn bonus + 4, + 2d6 HD R Sight, DR 1T M51 13 Acid breath r l R 30fR D , D H 6 3d + M5, +6 4 s bonu 1 2n Tur R Sight, DR 1T X62 4 Age Change (1-10 years) R touch, DR Perm M54 15 Victory R 0, DR 1 check

9