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Fantasy Adventure Game

Dungeon Master's Guide to ImmortalsBy Frank Mentzer

TABLE OF CONTENTS

T h e Multiverse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Physical Characteristics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Other Notes on Dimensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

T h e Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Goals of the Immortals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Immortal Justice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .New Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .The Sphere of Entropy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Experience Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Adventure Planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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14151819232325

center of bookReference Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Creature Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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inside back coverSpells o f Entropy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Editing: Anne Gray McCreadyDevelopment: Harold JohnsonCover Art: Larry ElmoreIllustrations: Jeff Easley

Larry ElmoreTypesetting: Linda Bakk

Kim Lindau

C1986 TSR, Inc. All Rights Reserved.

This book has been designed for use with theDUNGEONS & DRAGONS® Basic, Expert,Companion, and Master Sets. It does not explainhow to play the game. You must have the Basic,Expert, Companion, and Masters rules before youcan use this set.

DUNGEONS & DRAGONS® and D&D® are registeredtrademarks owned by TSR, Inc. BATTLESYSTEM andthe TSR logo are trademarks owned by TSR, Inc. ®1986TSR, Inc. All Rights Reserved.

This book is protected under the copyright laws of theUnited States of America. Any reproduction or otherunauthorized use of the material or artwork containedherein is prohibited without the express written consent ofTSR, Inc.

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

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

TSR, Inc. TSR UK, Ltd.PO Box 756 The Mill, Rathmore RoadLake Geneva, WI Cambridge, UK53147 CB14AD

The Multiverse

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

CatoJoseph Addison (1672-1719)

Before you study th i s section, you should befamil iar wi th the notes in the D&D® Com-panion Set which describe the Ethereal andElemental Planes, vortices, and wormholes(DMC pages 18-19). You should also befamiliar wi th the five Spheres of Power, asdescribed in this set. Before we break newground, a brief review is in order, and somenew details are added to these now-familiartopics.

Planes of ExistenceIn game terms, the phrase "plane of exist-ence" (or simply Plane) refers to an area seenby mortal beings as a three-dimensional vol-ume of unmeasurable size. This is differentthan in geometry, in which a plane is a flattwo-dimensional area. One Plane containsthe PC homeworlds, other planets, moons,stars, other objects, and vast distancesbetween them in which there is almost noth-ing. This plane is called the Prime Plane (ormerely the Prime).

Any attempt at f inding an end to this spacewill fail, for it extends without end in all nor-mal directions (height, width, etc.). Any suchplane of inf ini te size is tailed a universe.

One other plane, the Ethereal, touches thePrime at all points. Most adventurers fromthe Prime are quite familiar with the Ether,for it can be entered by using various magicaleffects and devices. The Ether is also an areathrough which characters must pass to reachthe nearby planes of the four elements. ThePrime and Elemental planes are connectedby tubes that reach through the Ether, form-ing a branching network very similar to theroots of a tree.

From a greater perspective, this group of

six planes of existence—the Prime, Ether,and the four Elemental Planes—are collec-tively called the Inner Planes.

The Inner Planes are surrounded by theAstral Plane, which is connected to the Ele-mental and Ethereal Planes but not to thePrime. Ear beyond the Inner Planes, acrossthis vast "astral ocean," are other planes ofexistence, the homes of the Immortals andother beings. These other planes are com-monly called the Outer Planes, a provincialand relative term that is nevertheless in com-mon use because of the Prime-planar originof most Immortals.

Only three of the known planes of exist-ence are inf ini te in size—the Prime, Ethe-real, and Astral. All others are limited, or"bounded" planes, or pocket universes.

Together, all these planes, bounded andinf in i te , Inner and Outer, is collectivelycalled the Multiverse.

The Importance of the PrimeThe Prime Plane is special in several ways. Itis the only one in which the five Spheres ofPower (Matter, Energy, Time, Thought, andEntropy) all blend together perfectly, in pre-cisely equal proportions. It is also the onlyplane in which the four elements of Air,Earth, Fire, and Water blend perfectly, againin equal proportions. Every other plane ofexistence contains some imbalance in ele-ments, Spheres, or both.

All Immortals, including those of Entropy,are extremely careful not to disturb the bal-ance of all things in the Prime Plane. Theircaution is in their own self-interest, for thePrime Plane is the only plane from which newImmortals consistently arise. For Immortalscannot create Immortal offspring. The only

way Immortals can replenish their numbers,to maintain their commanding positions ascontrollers of all of existence, is by finding,encouraging, and testing exceptional mortalswho wish to achieve Immortality.

Breeding experiments have not improvedthe odds. On the rare occasions when Immor-tals have masqueraded as mortals (as docu-mented by dozens of ancient myths), theiroffspring were mortals and neither more norless likely to achieve Immortality than otherhumans of purely mortal origin. Such med-dling poses dangers to the balance of thePrime that such at tempts were abandonedlong ago.

Potential Immortals are often discoveredin planes other than the Prime, but few ofthese succeed in reaching Immortal i ty. Thosewho do reach I m m o r t a l i t y have neverachieved greatness within the Immortal hier-archy. Immortals believe that this is becauseof the flaws caused by the imbalances in thenative planes of such creatures.

DimensionsJust as the five Spheres govern the mul t i -verse, five dimensions govern each plane ofexistence. Each dimension is a way of mea-suring physical size or distance. Each dimen-sion is a real direction perpendicular to everyother. Time, often mistakenly called thefourth dimension, is not a direct ion, but oneof the Spheres.

Imagine one dimension as a straight lineon a piece of paper. Another l ine crossing it ata 90 degree angle shows a second direction,forming a plus sign on the paper. To add athird direction perpendicular to both, imag-ine a line passing through the center of theplus, leading above and below the fiat paper

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The Multiverse

Easy so far, for most of us. But the nextdimension is in a direction perpendicular toall three of those lines, a direction that we asplayers are simply not equipped to see. Wecan, however, assume that our Immortalcharacters can see, use, live within, and evenignore this dimension as naturally as we dothe first three.

Thus, a mortal can be simply defined as abeing who is equipped to perceive only threedimensions at once. An Immortal can per-ceive four dimensions at once—but four only.

However, a fifth direction lurks around thecorner, perpendicular to all of the first fourdimensions. It is normally as impossible forImmortals to see this fifth direction as it is forhumans to perceive the fourth. Its effect onmortals, who rarely but occasionally catchglimpses of its existence, can be horrifying.Mortals commonly call this fifth direction theDimension of Nightmares. This bothersomename does not denote a place; it is a simpletag attached, through ignorance, to a direc-tion that no mortal or Immortal can perceive.

Although all five directions are real, mea-surable distances, the latter two are com-monly called "imaginary" dimensions bymortals. This is merely a natural refusal toadmit their reality; they exist nevertheless.

The five known dimensions have beengiven names to define what each dimension iscommonly used to measure when used inconjunction with other dimensions. The firstdimension measures length or dis tancebetween two points, and thus has a beginningand an end. The second dimension measuresbreadth and direction of the object in the firstdimension. The third dimension measuresvolume or magnitude or size of an object.The fourth dimension defines the relationbetween two objects, finding all points of sim-ilarity, or convergence. And finally, the fifthdimension measures the unique nature oressence of an object in relation to all others,or divergence.

If an object exists in only a few of the fivedimensions, the first dimension by which it ismeasured—even if this is actually the secondor third dimension—is viewed by creatureswho perceive dimensions from the same per-spective as the object, as the object's length.Dimensions that cannot be perceived do notappear to exist to the character's perceptions.

Infinite DimensionsLet's back up a bit. When you imagined aline to represent one dimension, you alsoimagined the line to be somewhere—on apiece of paper, for example. But that paperexists in at least two dimensions. Thus, for a

line to have any real location or meaning, itmust exist within a two-dimensional or largerspace. The line itself describes only onedimension, but its location must be describedby two.

Similarly, a two-dimensional plus sign cancertainly exist alone, but to have real mean-ing, it must be located w i t h i n athree-dimensional space from which it maybe observed.

The conclusion of this line of reasoning isthat any being who perceives a given numberof dimensions must exist in a space that has agreater number of dimensions to perceivethose dimensions; at least one more and pos-sibly several. From this, it is easily provedthat Immortals, who can perceive fourdimensions, must exist in five or more.

Immortal discussions of mathematics, phi-losophy, and other topics led them to this con-clusion. They fur ther deduced that aninfinite number of dimensions must exist,since each depends on the one "above" it toexist. They have attempted to explore the fiveobvious dimensions and to discover others.

Immortals quickly encountered creatureswho naturally perceive three dimensions, butwhose viewpoint is entirely different thanhumans'. These life forms consider the fivedimensions in a way exactly opposite to themortal view. Similar to mortals, they per-ceive and accept a three-dimensional world.But the dimensions that normal mortals callthe f if th, fourth, and third, these beings per-ceive as their first , second, and third. Theyare disturbed by their fourth dimension(what normal mortals call the second), andhorrified by the fifth (what normal mortalscall the first).

Many of these beings, the so-called Night-mare creatures, were discovered coexistingalready on the Prime Plane itself. This wasstartling but not entirely unexpected, sincethe planes and dimensions are two entirelydifferent things. The Immortals now watchover and protect these beings, admit t ing theirinability to understand them fully but accept-ing them as natural life forms of the inviolatePrime Plane.

Immortals realize problems posed by thevery existence of these creatures. No lifeforms seemed to consider the second, third,or fourth dimensions as their " s t a r t ingpoint," as it were. Why, then, this apparentimportance of the fifth? Perhaps the fivedimensions and five Spheres are somehowrelated, but no evidence has been found tosupport this theory. However, a peculiar phe-nomena has been discovered—somethingthat strikes fear into even the most powerfulof Immortals, millions of years since the first

explorations of the d imensions .They found a barr ier t hey c a n n o t pene-

trate.

The Secret of theMultiverseImmortals have imagined much of the follow-ing, and have in fact deduced most of thet ru th , but have never found real evidence tosupport their theories. They remain uneasy,in te l lec tua l ly capable bu t unable to f u l l yaccept their own deductions.

Coming from a place now lost in the m i s t sof forgotten t ime and memory, the f i r s tImmortals found the mul t iverse ; they did notcreate it. They found i t w i t h o u t order, andwithout purpose, so they made the achieve-ment of these things their highest goal. Themany planes of existence are s t i l l be ingexplored by the Immor ta l s . The OuterPlanes seem to be innumerable . Wi th eachpassing mil lenium, the Immortals grow evermore awed by the apparently in f in i t e size andvariety of this vast creation.

Someone must have been here before, theyreason. Someone or some group, or perhapssome thing, made all of th i s . The Immortalscall them the Old Ones—beings to whomeven the power of the Immortals is but a dropin an ocean.

The Immortals are correct. Wi th s u c hpower, the Old Ones knew that the Immor-tals would come. They saw t h i s as an oppor-t u n i t y . For desp i t e t h e i r u n i m a g i n a b l eabilities, the Old Ones are tragically similarto Immortals in one respect. They cannotreproduce and the only way f o r other beingsto achieve their level of power is through atest of t ime, exper ience , and w i l l . Ju s t asImmortals await and desperately desire theappearance of exceptional morta ls , so do theOld Ones watch and wait for the greatest andbest of all the Immortals .

But knowing t h a t Immorta l power couldtranscend all boundaries, the Old Ones set al imi t to restr ict the Immor ta l s to help themconcentrate their e f for ts . This is the Barrier.

Withdrawing themselves i n t o the s i x t h andhigher dimensions, the Old Ones created atype of wall between themselves and the restof existence. Whenever an Immorta l tries topass beyond the first f ive dimensions, he orshe enters a special realm. Immortals per-ceive this realm as a whirlpool of i n f i n i t e size.made of a watery form of ether. Some Immor-tals have been lost in the huge swir l ing massfor many years; they are known to s t i l l l ive ,but are missing, and presumed unrecovera-ble. The I m m o r t a l s have made many

3

The Multiverse

attempts to explore, penetrate, and solve themystery of this vast whirlpool, but have neversucceeded. This swirling chaos is called theDimensional Vortex.

Perhaps even worse than the existence ofthe barrier is the simple fact that some crea-tures, presumably life forces but of a type dif-ferent from all others, enter and leave theDimensional Vortex. Simply called vortexcreatures by Immortals, these beings arepowerful and greatly feared. The Immortalsbelieve that the vortex creatures are servantsof the Old Ones, sent to observe, correct, ordestroy.

In creating the barrier, the Old Ones knewthat its existence would produce certain oddeffects—most notably the evolution of lifeforms with a new dimensional viewpoint, theNightmare creatures. They saw this asanother opportunity. Immortals have begunto look at Nightmare creatures as an alternatestock from which Immortals may arise oncethey have reached the level of evolution of theNormal dimensional creatures. The barrierwill not be removed until this great experi-ment of the Old Ones has reached a conclu-sion, for it has been successful in creating newOld Ones.

Approximately one Immortal per 10,000reaches Full Hierarch status. Most of thesebeings are content in this exalted post. Butsome very few Hierarchs have become dissat-isfied with their fate. They sought evengreater power, and wondered about the para-dox of the great barrier. Most of these over-came their concerns and curiosity, but afew—perhaps one of each hundred or two—chose to prove their ultimate superiority, onthe remote chance that some greater powermight be watching. They dispersed their lifeessences into their Home Planes, and rein-carnated themselves as mere mortal humansonce again.

Most of these daring individuals perishedin the process, for they indeed became meremortals, with no better chance to survive andachieve Immortality than any other mortalman. Only a handful both desired andreached Immortal status a second time. Andof these, only a few reached Hierarch status asecond time. And finally, of these few, onlytwo dared once again to seek more. They sawthe coming of the blackballs as their punish-ment and final destruction, and the otherImmortals s t i l l believe that this is whatoccurred. But unbeknownst to all, theypassed beyond the barrier, and exist now withthe Old Ones.

One success could have been chance, butthe second arrival proved that the greatexperiment known as the Multiverse would

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The Multiverse

serve its purpose. The Old Ones continue towatch and wait for other daring Hierarchs.And someday when they are satisfied, whentheir unknown goals have been reached—someday the Old Ones will return.

SummaryThis set does not attempt to fully describe theOld Ones. We cannot even fully describetheir servants, the Immortals, nor their vastrealm of the Multiverse. And no future vol-ume will provide details on the Old Ones, fortheir powers transcend the framework of anymere game. To reduce them to game termswould trivialize their power, which is of anorder far greater than the Immortals'.

The Old Ones are prepared to wait indefi-nitely, for Time has no hold over them. If anyplayer character succeeds in the great jour-ney, not merely achieving Hierarch status butproving his or her superiority by doing ittwice—well, no higher goal can be attained,and no reward is too great. The player winsand his character vanishes. And that is thefinal end of this game.

One fact remains for you, as DungeonMaster, to decide. Who are the Old Ones?Are they indeed the greatest and most power-ful beings of all? Or perhaps, as they waitsecure in their power, do even the Old Onesnaively fail to see the most obvious fact of all?Can they really believe that no higher Beingwatches them?

One who also watches... and waits...

PhysicalCharacteristicsThe number of planes of existence is infinite.Immortal explorations of the bounded OuterPlanes continually find previously undiscov-ered ones. The infinite realms of the Prime,Ethereal, and Astral Planes are also beingexplored by both mortal and Immortalbeings. The Immortals ' chosen task ofexploring the multiverse will thus never end,lasting as long as the Immortals themselves.

The Prime PlaneThe Prime Plane alone, limited only by itsperfect balance of Spheres and elements,offers incredible variety. It houses the entirerealm of existence which we, the humans ofthe real world, have studied and catalogued.The possibilities are amazing—black holesand quasars, galaxies and nebulae, standardand variant planetary and stellar configura-tions, and so forth. Double and triple star sys-

tems can produce effects so outlandish as toseem entirely fantastic, but may be entirelyreal. Vast empires, both planet-bound andgalaxy-wide, can exist for millions or billionsof years without ever becoming aware of eachothers' existence, if separated by the vastdepths of intergalactic space.

Unlike* the real world, teleportation ispossible in this game. The Prime Plane cantherefore be explored on a large scale, andcontact can be made even between civiliza-tions in separate galaxies. Such occurrencesare very unlikely by random chance, but theImmortals as a group can serve to monitormany races and either prevent or encouragetheir interaction.

When we consider the further possibilitiesopened by other planes of existence, the ele-mental theory of matter, the common use ofmagic, and the imbalances of the Spheres, lit-erally anything is possible. So for the DM,the problem of designing new worlds, lifeforms, and other game elements is not "Is itpossible?" but rather "Where does it occur?"

* An assumption with which some readerswill no doubt disagree. But no concrete evi-dence has yet come to light, only allegations.

EarthThe home world of human player charactersas portrayed in the D&D Basic, Expert,Companion, and Master sets is merely one ofmany possibilities. Within its limited scope,this world is simply our real one, but at apoint in the far past. The land masses dia-grammed in the Companion set are a roughdepiction of the ancient world of Pangea. Thecontinents have only begun to drift from theirearly unified position, following the moderntheories of the shifting tectonic plates.

Although the earth as portrayed in thisgame has been designed as if it were an actualpredecessor to our real one, the DM may eas-ily change this. It may be a parallel world,located at a far distance from our real one butbearing many similar characteristics. Thismethod can be used to resolve various dis-crepancies between the game world and ourreal one. For example, names from ancientmyths have been suggested for variousImmortals, simply for familiarity, but thespecified era predates such cultures by mille-nia. The possible invention and use of explo-sives can also pose a problem unless analternate earth postulate is accepted wheregunpowder does not exist. But these prob-lems can be solved in other ways, even whilemaintaining the campaign world as it isdescribed. The final choice is the DM's.

We have added the elements of fantasy tothis likely early configurat ion, and the resultis the campaign world described in the boxedrule sets and adventures. This period ofearth's history is therefore known as the Ageof Magic. Political and social developmentsare another matter, left almost entirely to thedevelopment of individual Dungeon Mas-ters. The real fun of a good fantasy game liesin dealing with the scope of human activities,independent of mere geographical details.

Home SystemFor convenience, the star and other bodies ofthe solar system that contains the PC home-world are essentially identical to that withwhich we are familiar. We assume that onemoon orbits the earth, though you may pre-fer to add others. However, we chose onebecause of its pervasive influence on our his-tory. According to some, the lunar cycle mayhave affected man both physically and men-tally. It has certainly had widespread effectson the measurement of time, the agriculturaland marine cycles, and other aspects of ourworld. So instead of reexamining all aspectsof human life, and possibly changing theminto details too alien to entertain us as a gameform, we maintain the use of a single, famil-iar moon.

We also assume that most of the same plan-ets exist. Three noteworthy exceptions arementioned below, followed by a brief chart ofthe mass and position of each body of thehome system.

A. A planet lies between Mars and Jupiter, inthe area we now call the asteroid belt. I f theDM desires, it may be the home of anadvanced civilization. But this planet will bedestroyed in the future—possibly in a fewyears, or perhaps in a few thousand; possiblyby natural means, or perhaps by the actionsof its residents. Its remains will form a haz-ardous region of floating debris, and largepieces wi l l swing about the sun incollision-prone orbits for millions of years.For these and other reasons, let us call thisdoomed planet Damocles.

B. At the time of this game setting, the bodiesnow called Mercury and Pluto do not exist.When Damocles is destroyed, the two largestpieces will fly in opposite directions. The oneheading toward the sun will be caught in anunusual orbit, and will be later known asMercury. The other will almost escape thesolar system entirely, but after passing nearbyUranus and Neptune it will also end up inorbit, to be later called Pluto.

Some large chunks of Damocles will be

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The Multiverse

captured by gravity, becoming the infamous"retrograde moons" (which rotate in a direc-tion opposite that of the other bodies of thesolar system) of Jupiter and other planets.And many pieces will become asteroids andcomets with elliptical solar orbits, the flyingshrapnel now called Eros, Amor, Albert,Apollo, Icarus, Adonis, and Hermes (listedin order of size).

C. Beyond the orbit of Neptune lies the tenthplanet, called Charon. It is slightly largerthan Mars. Its location is accurate to themethod of prediction known as Bode's Rela-tion, but it will remain undiscovered until thesolar system can be re-explored by use oftechnology, many thousands of years after thepassing of the Age of Magic.

System Diameter Distance from sunBody in miles in millions of

milesThe SunVenusEarthMarsDamoclesJupiterSaturnUranusNeptuneCharon

864,0007,5817,9264,2006,103

88,67075,06229,57727,5895,320

6793141257484887

1,7833,2307105

The GalaxySo little is known about the nature of the "MilkyWay," the galactic home of humanity, that theDM may add details with great freedom.

The galaxy is a large thin disc, 100,000light years* (LY) across, with a central nodethat is 20,000 LY thick. The outer portionstaper slowly, averaging 2,000-3,000 LY inthickness. The galaxy contains 125 billionstars, but only 125 million earthlike planets.Only 125,000 have produced intelligent lifeforms, and only about 125 of the races areable to use magic and/or technology to con-trol their own destinies.

The stars closest to man's are (to use ourmodern names for them) Alpha Centauri (4.3LY), Sirius (8.6 LY), Epsilon Eridani (10.7LY), Procyon (11 LY), 61 Cygni (11.1 LY),Tau Ceti (11.2 LY), and Altair (15.7 LY). Itmay be noteworthy that Centauri, Sirius,Procyon, and Cygni are all double star sys-tems. The closest civilization able to usemagic (counting only those outside the homesystem of humanity) is on several planetsorbiting Epsilon Eridani.

The home system of man is far removedfrom the galactic hub, hidden among manyother stars in one of its several great arms.

Life forms similar to or compatible withhumankind are only common in remote areasof this sort. The stars and systems of the cen-tral hub of the galaxy are much closertogether, and would thus seem to have agreater chance of interaction between differ-ent life forms (and a corresponding greatertheoretical chance of housing a galactic net-work or empire). However, the amount ofhazardous radiation and incidence of stellarcollisions are also correspondingly higher forthose in the hub. It is much safer, albeit muchquieter and lonelier, out in the sparsely set-tled backwaters of the galactic mass.

* One light-year (LY) is 5,875,000,000,000 miles.

The Astral PlaneThe great gulf between the Inner and Outerplanes of existence is the Astral Plane. It isthe only known infinite plane outside of theInner Planes.

Like most other planes, the Astral Plane isa pentaspace (five-dimensional volume).However, the Astral Plane has a unique effecton all beings who enter i t . It shifts their per-spective by one dimension but not their phys-ical reality, producing several unusual effects.

Within the Astral Plane, a mortal per-ceives the second, third, and fourth dimen-sions, and lacks the ability to see the first.(The Nightmare creatures are just the oppo-site, lacking the ability to see the fifth dimen-sion.) A human sees himself as a flat,two-dimensional thing, unable to sec one ofhis natural dimensions. Since Immortals arefour-dimensional beings, mortals whoencounter them on the Astral Plane see themas solid, three-dimensional creatures. It isthus easy to tell whether a creature encoun-tered on the Astral Plane is mortal or Immor-tal; the difference is immediately visible.

The change in dimensional perspectivecauses all things on the Astral Plane to appearoutlined in a sparkling, shimmering substance.No such substance actually exists; the effect ismerely illusory, a matter of perception.

Effect on MagicMaterial objects taken to the Astral Planeundergo the same shift, and some character-istics are changed. Magic items are especiallyaffected. The magical s t rength of anyenchanted item is reduced by one; for exam-ple, a sword + 4 is treated as a sword +3 inall respects while on the Astral Plane. Anyitem of + 1 enchan tmen t is effect ivelynon-magical. The magic is still there, not dis-pelled or suppressed, but has no effect.

Other magic items and spells of mortal ori-

gin may produce effects different from theirstandard forms, all of which can be logicallydeduced by the shift in dimensional perspec-t ive . In all cases, the "missing dimension"alters the ef fec t so that it appears parallel tothe two-dimensional spellcaster. For exam-ple, a fire ball spell cast by a mortal adven-turer would create a perfectly thin disc-likeexplosion, similar to the blade of a circularsaw. Potential v ic t ims might not be damagedeven when very near the center of the explo-sion. A spell caster may practice spells whileon the Astral Plane, and may learn to rotatethe effect after 3 to 6 uses. Wi th the previousfire ball, for example, the two-dimensionaleffect would i n i t i a l l y be parallel to thetwo-dimensional caster, but the caster couldthereafter cause the explosion to occur in anynon-parallel direction.

Though the fireball actually exists in threedimensions, even mortals may be able to saveto take no damage because they can see thedirection in the fourth dimension that theymust move to evade the spell.

For an area effect, this dimensional changealso changes the result of the saving throw. Ifthe saving throw is successful, the victimtakes no damage at all, having avoided theeffect entirely.

For all aspects of melee, both physical andmagical, normal unmodified Hit and damagerolls apply.

Immortals, who perceive four dimensions,can see the fifth dimension but cannot see the"missing" first dimension. (Again, the reverseapplies to Immortal Nightmare creatures, butthe end result is the same.) Magical effects ofImmortal origin are three-dimensional, existingin the second, third, and fourth dimensions.Any magical effect of Immortal origin appearsin normal, unmodified form; for example, anImmortal's fire ball would explode in a full nor-mal three-dimensional way.

On the Astral Plane, a -5 penalty applies toall mortal saving throws vs. magical effects ofImmortal origin.

Finally, all magical aids to movement suf-fer modification, as described in the followingsection.

MovementNormal movement within the Astral Plane(such as walking) is only possible when somesurface is present. The usual means of travel isflight. Gravity is only present when some solidis nearby, and only has minor effect (similar tothe relationship between Prime-Plane gravityand the nearby Ether, as described in the D&DCompanion Set).

6

The Multiverse

One quite noteworthy alteration in magicaltravel occurs on the Astral Plane. All magical tra-vel loses, in effect, one dimension of its capacity.

A teleport or dimension door effect opens apathway across the fourth dimension, allow-ing the user to bypass the first three dimen-sions and apparently cross any amount ofspace in very little time. However, this has lit-tle effect while the user is on the Astral Plane,as that dimension is now one of the three"normal" ones. A new spell effect, astral tele-port, a variation of the teleport spell may belearned if the opportunity arises, but this isan entirely new spell. On the Astral Plane, ithas the same effect described for the normalteleport spell (with the same PP cost if usedby an Immortal).

On the Astral Plane, a standard teleporteffect (including teleport object) merelyallows three-dimensional flight, as the flyspell description. A dimension door effectalso enables flight, but at half the speedgiven. A magical fly effect only enables levi-tation (slow two-dimensional movement),and a levitate is useless.

Within the Astral Plane, no signposts pointthe way to the Outer or Inner Planes. Aninexperienced traveler may easily becomeutterly lost. A wish or other magical naviga-tional aid can become critically important inthis environment.

A wish can also be used to change dimen-sional perspective, either back toward nor-mal or further by one increment. Magicalaids to vision have no effect, since the prob-lem is not one of sight but rather of dimen-sional orientation, a different matter entirely.With normal dimensional perspective, allmagical movement aids function normally.

ContentsSimilar to the Prime, the Astral Plane containsvast reaches of nearly empty space. All fiveSpheres and all four elements are represented.Planets, stars, and other typical huge objectscan be found. However, these may seem to beeither flat surfaces or full three-dimensionalobjects, depending on their true dimensionalposition. A planet similar to the PC home-world, with one of its three dimensions appar-ently missing, would appear as a flat surface oflarge size. The rarer four-dimensional solidswould appear three-dimensional in the AstralPlane (just as do Immortal creatures).

Other planes may also be found "in" theAstral Plane. Many of the Outer Planes arebubble-like and completely isolated, sur-rounded by the Astral. Planar boundaries aredescribed in later sections (the Astral-EtherealBoundary, and Other Planar Boundaries).

CreaturesThe Astral Plane is the native plane of a few oddcreatures, but most of the beings encounteredtherein are transient visitors. Because of its promi-nent location among the planes of existence, theAstral Plane is commonly used by many types ofcreatures, both mortal and Immortal.

The only creatures described in this set asvery common in the Astral Plane are nippersand astral proteans. But this does not meanthat these are the only ones present. Youshould create new creatures as desired, or asneeded. The Astral Plane offers the ultimatefreedom of design, because of its unusualcharacteristics and infinite expanse.

For random encounters in the Astralplane, use the following chart. The percent-ages given apply only if you design no new

creatures. The chart has extra spaces whereinyou may insert the creatures you add, and anextra column for you to revise percentages.

Check for random encounters three timesduring any trip through the Astral Plane—once shortly after the plane is entered, onceat the midpoint of the journey, and once nearthe end of the trip. Check also when the char-acter or party moves near to or travels uponany large solid within the plane.

To check randomly, roll 1d6; an encounteroccurs if the result is a 1. Roll 1 d % to determinethe exact creature encountered. The DM mayselect a result instead of using a random roll.

In the following chart, "Ref" lists the bookand page reference for a full description of thecreature. Be sure to review the notes givenafter the chart, which offer more details onthe creature(s) encountered.

Random Encounters

7

The Multiverse

Notes

All encounters: Check the book referencebefore using the creature in a game. Mostrequire pre-planning and have a wide rangeof abilities.

Immortals: If Immortal beings capable oflevel and rank progression are encountered,you may select the rank of each, or may ran-domly determine it by rolling 1d% :

d% Rank01-5051-7576-9091-9900

TemporalCelestialEmpyrealEternalHierarch

Adaptors: The home of these beings, thoughnot the place of origin of the race as a whole,is one of the planets within the Astral Plane.This is either a group of explorers or a guardpatrol. They are not novices, not lost, andnot easily surprised. They carry exceptionalequipment, often technological, and arefamiliar with most of the creatures encoun-tered in this plane.

Adventurers: Whether human (includingdemi-humans) or diaboli, this is a well-rounded group of high-level characters withappropriate equipment. They are extremelycautious, may be trigger-happy, and may(20% chance) be lost.

Archons: These creatures are either a rescueparty, sent to aid some beings known to belost in the Astral Plane, or are en route to orfrom the Prime Plane on a special mission.They are the personal agents of the Hierarchof Energy, who will not look kindly on anyinterference by other Immortals. Thearchons probably (80%) have exceptionalmagic items to aid them in their journey.

Blackball: This thing may be wanderingrandomly (80%), or may (20%) be trackingsome other creature deliberately. If the latter,the intended victim may be one of the PCparty.

Brain Collector (Neh-Thalggu): See theD&D® Master Set (page 42) for a summary ofcreature statistics. These odd beings are Night-mare creatures (q.v.), but are native to theEthereal Plane. Neh-Thalggu found on theAstral Plane are far more powerful than thosedescribed, as they may have collected 1-4 brainsfrom Immortals and have thereby gainedPower and extra magic use. Furthermore, thebrains may still contain the trapped life forces ofImmortals, relatively unharmed but unable tofree themselves from this living prison.

Demon (any lesser): These are en route toor from any plane of existence, but alwayshave a specific purpose. If on their way to ajob, they will try to evade anyone theyencounter. After you find the numberappearing, roll d% separately for each to

determine the type. Mixed types often traveltogether for a time before separating to go totheir respective tasks.

Type d%ScreamingCroakingHowlingGroaningHissingRoaringWhispering

01-3839-6566-8283-9192-9697-9900

Demon ruler: This may be Orcus (60%) orDemogorgon (40%), but either is accompa-nied by 2-8 lesser but powerful demons ofmixed types, plus 1-4 groups of special fol-lowers (see page 35).

Djinni, Greater: This pasha is accompaniedby 3-18 normal djinn. The group is on theirway to or from an Outer Plane of the Sphereof Thought.

Draeden: This huge being will probably(80%) ignore anything it encounters, unlessprovoked.

Dragon (any normal): Only large or hugedragons are found on the Astral Plane, and onlythose using spells or special magic items whichprotect and guide them. If heading toward theInner Planes, they are newly constituted onesfrom the Home Plane of a dragon ruler, aboutto begin service. If otherwise, they may be wan-dering and/or lost, or may be heading for theOuter Plane of their ruler.

Dragon Ruler: Any ruler traveling outsidethe Home Plane is accompanied by 2-5 hugepowerful dragon aides. The group is headingto or from a specific mission of some sort,which could be on any plane of existence,including the Astral. The group may (50%)be accompanied by 2-12 dragon spirits,utterly invisible without powerful magical aid(such as truesight) but able to assume mate-rial form if needed.

Efreeti, Greater: This amir is accompaniedby 3-18 normal efreet. The group is boundfor or returning from an Outer Plane of theSphere of Energy.

Elemaster: Any one of the four may beencountered, and almost always alone. The ele-masters usually travel in tiny form while on theAstral Plane. The creature is probably (80%)en route to or from the Outer Home Plane ofthe Hierarch of the appropriate Sphere.

Flickers: These carefree creatures are prob-ably lost, but they don't care. They are sim-ply wandering or exploring, and will not behostile unless attacked first.

8

The Multiverse

Hag, Black: This malevolent creature isprobably en route to or from an Outer Planeof Entropy, for a specific reason. It (or they)may have magic items or exceptional spelluse (greater than that given in the monsterdescription), and may (30%) be accompany-ing a lich.

Hydrax, Immortal: This creature is evil butnot stupid. It probably has a specific purposefor being in the Astral Plane, and if so, willavoid anyone encountered. It is probably(90%) of the Sphere of Time, with appropri-ate powers. Select or randomly determine itsrank, but reroll any result of 91 or more.

Immortal (any Sphere): Select or randomlydetermine one of the four PC Spheres(excluding Entropy), and one rank. All theImmortals encountered will be of the sameSphere and rank (though of any level withinthat rank). They are probably simply explor-ers, but may be en route to or from a mission.They will not be hostile unless attacked first.

Jumpers: These creatures usually avoidencounters with Immortals unless they areseeking employment or extremely hungry.They will attack nearly any mortal they rec-ognize as such.

Kryst, Immortal: This being is probably(90%) of the Sphere of Matter, with appro-priate powers. It is also probably good, andfriendly as well. Select or randomly deter-mine the creature's rank, but reroll any resultof 91 or more.

Lich: This creature or pair may (80%) be enroute to or from an Outer Plane of Entropy, orare otherwise simply wandering in search of vic-tims (preferably mortal). Each carries 2-5 usefulpowerful magical items, 3-8 useful lesser magi-cal items, and has cast 0-19 (1d20-1) spells inprevious encounters. If one lich is encountered,it may (70%) be alone, or otherwise has a blackhag (q.v.) for a companion.

Malfera: These Nightmare creatures areactually native to the Prime Plane, and areprobably (80%) lost in the Astral. They areexceptional specimens, able to cast spells asmagic-users of levels 9 to 28. Though of hor-rid appearance, the malfera will probably notbe hostile, seeking only to return to its nativeplane and/or dimension.

Nightshade (Nightcrawler, Nightwalker,or Nightwing): This powerful but mortalminion of the Sphere of Entropy is heading toor from an Outer Plane of its Sphere. Itsapproximate location is known to at least onedemon, who will know if its servant isattacked and who may (50%) come or send

others to assist. If two nightshades areencountered, they are bound for differentdestinations, merely traveling together forsafety.

Nippers: This horde of tiny centipede-likecreatures will attack anything. They areextremely dangerous.

Notions: This group will consist primarily ofoutlandish, bizarre, or extreme notions.They are not hostile, but may be lost.

Protean, Astral: This predictable and slow,but dangerous, life form is usually attackedon sight by Immortals. Proteans are thescourge of the Astral Plane. Determine HitDice randomly (d% x 10), and note that A-Mis 1 % per HD.

Repeater: This creature is a scavenger, andwill probably (80%) attack anything itencounters. It is just as likely to not pursuemortal victims if they flee quickly.

Soo: If soo are encountered, some form ofwater (ice, liquid, or clouds) is 90% likely tobe nearby on some Astral Planet. The soonormally avoid confrontation, but are notori-ous liars and thieves.

Spectral Hounds: In the Astral Plane, thesecreatures are up to five times normal (up to25 HD) and take automatic minimum dam-age from all mortal attack forms (similar todemons). They are en route either to or fromthe Barrier.

Spiders, Planar: Since they can shiftbetween planes and dimensions at will, thesemerchants are usually friendly and will seekto trade valuables and/or information. Theyare never lost, and can offer directions tothose who are—for a price, of course. Agroup of spiders always includes one clericand one magic-user of maximum (9th) levelwhen encountered on the Astral Plane. Ifattacked, the entire group will shift to anotherplane, and will continue shifting through 2-5more planes and/or dimensions as a precau-tion.

Spirit (any of 3): These malevolent crea-tures (not to be confused with the generalterm meaning life essence) are definitely lost,having wandered into the Astral Plane byaccident. They will attack anyone theyencounter, except superior beings of Entropy.

Titan: Select or randomly determine aSphere for the titan to serve, ignoringEntropy. The titan encountered has a specificmission, and may contact his or her patronImmortal at any time, by telepathic means.The titan's attitude may be friendly or neu-

tral, but will never be overtly hostile. Titansencountered on the Astral Plane alwaysretreat if attacked, since their assigned taskshave priority, but they may later seek outtheir attackers (often with allies) to settleunfinished business.

Tonals: The number appearing varies by thetype(s) of tonals encountered, as per the crea-ture description. Breves are never encoun-tered alone, always accompanied by one ormore other types. The tonals are probably(80%) of the wild, evil variety (atonals). Oth-erwise they are Lawful and friendly. Anytonal may have a purpose or simply be wan-dering.

Undine, Immortal: This being is probably(90%) of the Sphere of Time, with appropri-ate powers. It is Chaotic but always good.Select or randomly determine the creature'srank, but reroll any result of 91 or more.

Vampires: The group encountered is alwaysof maximum size (9 HD). They are all spellusers, either clerics or magic-users, and maybe of any level, though usually from 25th to36th (1d12+24). They are probably (80%)not lost, and are always in search of victims.They may sometimes (10%) be pawns of amore powerful undead, which need not benearby but is certainly somewhere on theAstral Plane.

The Outer PlanesBecause of the extremely wide variety of lifeforms found in the many planes of existence,and the infinite number of Outer Planes,descriptions cannot be given for each.

Home Planes of Immortals all have certaincommon characteristics, starting with thosegiven in the Players' Book. However, thosenotes apply only to a starting plane. Immor-tals of Celestial and higher status have planeswhich are larger and more developed thanthe starting details given. Most of the OuterPlanes are larger than that starting size,though some may be smaller.

DimensionsMost (95%) of the Outer Planes are five-dimensional spaces, but not all. Some arefour-dimensional, and a few have only threeor fewer dimensions. Dimensional spacesvary in the proportions listed on Table 10.You may want to develop weird adventuresby sending player characters to an odddimensional plane.

Of every billion Outer Planes, there are950 million pentaspaces, 47.5 million tetras-paces, 2,375,000 trispaces, 11,875 dispaces,

9

The Multiverse

and 6,250 monospaces. This last type is oftencompletely undetectable from the AstralPlane, and has only been discovered withgreat difficulty.

A monospace (one-dimensional plane ofexistence) is simply a line. Peculiar life formsare only found in 1 % of the known mono-planes.

A dispace (two-dimensional plane of exist-ence) is a perfectly flat surface. Life formshave been found in about 10% of suchspaces.

A trispace (three-dimensional plane ofexistence) is easily understood, as this is theapparent size of all planes to the mortal per-spective. Life forms have been found in 90%of the known planes of this type. Humansand most other mortal beings can enter andfunction within tridimensional space, butImmortals can do so only with difficulty, asthey must compress their size (from four tothree dimensions) to do so.

A tetraspace (four-dimensional plane ofexistence) is easily visualized by Immortals,since they are four-dimensional beings. Lifeforms are found in over 99% of the planes ofthis type. All known life forms can functioneasily within such spaces.

A pentaspace (five-dimensional plane ofexistence), the most common type by far, ishard for Immortals to visualize fully, and thetask is impossible for mortals. Life forms arebelieved to exist in three-dimensional por-tions of all planes of this type, and any formmay be found. The three infinite planes arepentaspaces.

It is hypothesized that many pentaspacesactually possess other dimensions than theknown five. But since these dimensions can-not be traveled in or perceived, they aregrouped with true pentaspaces.

There are no known hexaspaces (six-dimensional planes of existence) because ofthe existence of the Dimensional Vortex.

SizeAll of the dimensions within a single plane ofexistence are equal. The standard size of everyImmortal's starting Home Plane is about 5 tril-lion miles. Outer planes of various sizes havebeen found. Their possible and average sizesvary by the number of dimensions present.Immortal terms for describing these varioussizes of planes, are listed on Table 11.

To randomly determine the size of thedimensions within a plane, refer to Table 12.Roll d% and find the result in the columnthat gives the number of dimensions present.

Table 13 may be used to determine the

number of stars and planetary systems thatexist in each outer plane. With this informa-tion in hand, an Immortal player charactermay begin to develop or explore the vastnessof a plane. The size of a plane is used to deter-mine the power cost to make changes to thenatural laws of a plane as described in HomeSystem (page 5).

The terms for the number and size of thedimensions of a plane found on the followingtables may be used together. For example, abounded region of maximum size and dimen-sions is called a pentaspacial teraplane. Someterms cannot be combined, because of thesize limits. For example, the only known

attoplanes are monospacial. The phrase"trispacial gigaplane" is similarly self-contradictory.

Table 10: Percentage of SpatialPlanes

Percentage of TotalNumber of Outer

Dimensions Planes54321

954.750.23750.0118750.000625

Table 11: Terms for Sizes of PlanesSizein miles

Size inother units

ImmortalTerm

0.0000050.0055.05 thousand5 million5 billion50 billion500 billion5 trillion50 trillion500 trillion5 quadrillion5 quintillion5 sextillion5 septillion

almost 1/3 in.26 1/2 feet26,400 feet208 + map hexes26.8 LS71/2 LH74 1/2 LH745 LH0.85 LY8 1/2 LY85 LY851 LY851,000 LY851 mill. LY851 bill. LY

AttoplaneFemtoplanePicoplaneNanoplaneMicroplaneMilliplaneCentiplaneDeciplaneStandard planeDekaplaneHectoplaneKiloplaneMegaplaneGigaplaneTeraplane

1 Mile = 5,280 feet1 Map hex = 24 miles1 LS (Light second) - 186,282 miles1 LH (Light hour) = 670,715,200 miles1 LY (Light year) = 5,875,000,000,000 miles

Table 12: Random Determination of Planar SizeNumber of dimensions present

Plane size 1 2 3 4 5AttoplaneFemtoplanePicoplaneNanoplaneMicroplaneMilliplaneCentiplaneDeciplaneStd. planeDekaplaneHectoplaneKiloplaneMegaplaneGigaplaneTeraplane

01-0506-1415-3233-6869-8687-9596-9798-99

00

01-0607-1718-3536-6566-8384-8788-9192-9495-9798-99

00

01-0809-2021-3738-6263-6869-7475-7980-8485-8889-9192-00

01-1011-2324-3940-4546-5253-6061-6768-7273-7677-8990-00

01-1213-2627-3031-3536-4142-4849-5455-5960-7475-8889-00

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Table 13: Contents of Planes13A: 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 andlarger spaces.

Type of

Plane Micro Dwarf

Star Types

Standard Giant

Attoplane

Femtoplane

Picoplane

Nanoplane

Microplane

Milliplane

Centiplane

Deciplane

Standard plane

Dekaplane

Hectoplane

Kiloplaneor larger*

30% 1 special

60% 1

60% 1-430% 1

80% 2-510% 1

99% 2-5

99% 2-9

99% 2-12

99% 2-1280% 2-5

99% 2-1290% 2-5

ld20 + 2

1d100

1d6

Nil

Nil

Nil

Nil

60% 1

80% 1

60% 2-550% 1

60% 3-640% 1-4

80% 1-450% 1

2d6

1d8 x 10

1d10 + 4

Nil

Nil

Nil

Nil

Nil

30% 1-4

95% 1

10% 2-599 %

50% 2-570% 1

3d10

1d10 x 40

1d20 + 20

Nil

Nil

Nil

Nil

Nil

Nil

10% 1

40%. 11

20% 1-470% 1

2d8 + 2

1d4 x 10

ld8 + 4

* Kiloplane: multiply all results times 100Megaplane: as kiloplane, times 1,000Gigaplane: as kiloplane, times 1 millionTeraplane: as kiloplane, times 1 billion

13B: Other Bodies

Number of planets = 3-8 (1d6 + 2) times thenumber of stars

Number of moons, etc. = 1-10 times thenumber of planets (includes asteroids,comets, etc.)

Explanations

Special (Attoplane only): A pinpoint star-likeobject, with a diameter of less than one-thousandth of an inch. Mass 10-1,000pounds. Temperature less than 1 % of oursun.

Microstar: Condensed dwarf star of low masscommon to bounded planes but rare else-where. Diameter 2 feet to 20 miles. Mass3-30 times earth. Temperature range 5%to 100% of our sun.

Dwarf star: Very small and dense star. Diam-eter 16,000 to 35,000 miles (1d20 + 15x l,000). Mass 100-400 times earth. Tem-perature range 120% to 200% of our sun.

Standard star: Typical and most commonstar type. In modern astronomy, one inthe Main Sequence. Diameter 250,000 to2,500,000 miles (1d10 x 250,000). Mass100-1,000 t imes ea r t h . Temperaturerange 50% to 200% of our sun.

Giant star: Very large but nearly gaseous star.Diameter 10 million to 390 million miles(2d20-l x 10 mill ion). Mass 1,000-10,000times earth. Temperature range 50% to100% of our sun.

11

Other Notes on DimensionsDimensions and MagicFor reasons unknown to Immortals, mortalsand Immortals who enter a plane with threeor fewer dimensions are unable to use magi-cal powers of any sort. Magical items likewisebecome entirely non-magical in such spaces.Immortals who enter a tetraspace are simi-larly limited to magical use by standardmeans (i.e. memorization and casting, ratherthan simple Power expenditure).

This phenomenon occurs because magicdraws power from the dimension(s) that theuser cannot perceive. A two-dimensional lifeform within a trispace might be able to usepowers which, from its limited perspective,are the equivalent of magic.

Some magic may even use additionaldimensions beyond the f if th, but because ofthe sixth-dimensional vortex, these dimen-sions may not be perceived nor traveled to.

Visiting Planes with Fewer DimensionsBoth mortals and Immortals may visit a

plane with fewer dimensions than their formby first compressing themselves with a wishor other means, in incorporeal form, or bypossessing a creature native to the plane. Anyother attempt results in failure and the victimmust make an Immortal level Constitutioncheck or suffer 1-100 points of damage.

Unfortunately, such journeys often turnout to be one way because of the loss ofmagic-using abilities. To return, either a per-manent gate needs to be created ahead oftime or someone else must rescue the travelerfrom a magical plane.

Dimensional ContiguityFor a plane, object, or creature to exist, itsdimensions must be numbered in sequence.A typical three-dimensional creature mayexist in dimensions 1 , 2 , and 3 (such as Nor-mal humans), dimensions 3, 4, and 5 (such asNightmare creatures), or even dimensions 2,3, and 4 (such as nippers, native to the AstralPlane, which seem to turn into squashedtwo-dimensional bugs if viewed from Normalor Nightmare perspective when taken to anyother plane).

Planes and objects are not limited tothree-dimensional existence, though most mor-tals are three-dimensional creatures. Immortalsare four-dimensional, and baaka arefive-dimensional. Other strange creatures areknown to exist in only one or two dimensions.This same principle also applies to planes ofexistence, most often observed in the variety ofthe Outer Planes, and objects of all sorts.

Whatever the number of dimensions of aplane's or object's real existence, thesequence of numbers may not contain a gap.In terms used by the Immortals, the dimen-sions must be contiguous—not merely adja-cent, but adjacent at all points. Thisinvariable law of dimensional contiguity hasno known exceptions.

It has further been discovered that interdi-mensional travel must be contiguous. It is tosay that to travel to the fourth dimension, youmust first travel through the third or fifthdimension.

Unusual Dimensional EffectsA one-dimensional object or plane haslength, but no width (direction) nor depth(volume). If a two-dimensional being isstruck by the edge of a one-dimensionalobject, it may be sliced in half. This effect isthe same as described for a weapon with slic-ing ability—the victim must make a success-ful unmodified saving throw vs. Death Rayor lose half his hit points. However, a beingwho exists in three or more dimensions iscompletely unaffected by being struck by aone-dimensional object or plane, and is alsounable to affect it by physical means. Thecreature's two remaining dimensions bindthe figure together against the severing force.For example, a normal human adventurerwho discovers a monospacial plane or objectcan reach through it, but cannot grasp it.

An identical effect occurs if an object orplane limited to two-dimensional existencestrikes a three-dimensional being, but only ifan edge is contacted.

Dimensional AberrationsSome few planes of existence are dimension-ally asymmetrical; that is, the dimensionswithin are not all the same length. As a sim-ple example, imagine a two-dimensionalplane which, instead of a perfect square, isthe silhouette of an hourglass. A similar effectcan occur in some multidimensional planes ofexistence.

The net effect of such distortion varies. Ifmultiple dimensions compress at the samepoint, severe visual distortions may appear.Limited or curtailed magical effect andranges is the most common symptom ofdimensional aberration. This is most obviouswhen magic-using residents of one part of aplane find themselves unable to use magic inanother part of the same plane.

All three of the known infinite planes, thePrime, Ethereal, and Astral, contain areas ofdimensional aberration. Most of the princi-

pal residents of these planes are located wellaway from the distorted region.

Unfortunately, dimensional aberrationsare not static phenomena; they move inwaves. Magic-using residents of a plane maybe subjected to regular cycles of limited ornonexistent magic, or may suffer a suddenand unexpected removal of magical power.Similarly, an entire technological civilizationin the midst of a dimensionally turbulent areamay suddenly find itself populated bymagic-users when the aberration passes.

Immortals may sometimes erect obstaclesto block or reduce the effects of the waves ofdimensional distortion.

Many causes produce this type of turbu-lence, including the very motion of stellar andplanetary bodies. A fluctuating mass, like aquasar, is another common disruptive influ-ence, producing an effect sometimes calledgravity waves that may distort dimensions.

Most of the planes of existence are free ofmajor disturbances of this type, and manyOuter planes have dimensions that are totallystable. But the three most critical planes ofexistence are affected by these distortions,and dimensional aberration is thus a naturalenemy of all Immortals.

BoundariesAll known planes of existence border on

other known planes, primarily the Astral andEthereal Planes. If a plane of existence doesnot contact one of the other known planes ofexistence, it may not be reached by anymeans, magical or power use. The plane hasno reference point from which to determineits location, and thus does not exist.

There is one exception, as explained inHome Planes in which an Immortal avataron a plane with no access to other planes maybe used as a reference point.

Planar BoundariesA planar boundary is that region of a plane ofexistence at which another plane is adjacentto it and may be entered. A plane need notnecessarily be contiguous. Two types of pla-nar boundaries can be seen in the AstralPlane—one unique type at the EtherealPlane, and another type at the edge of each ofthe Outer Planes.

The Astral-Ethereal BoundaryIf the Astral Plane is imagined as an ocean,

the Ethereal Plane is the sea bottom. If onetravels far enough through the Astral Planetoward the Inner Planes, the Ether eventually

12

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The Multiverse

appears. The only way to continue is to eitherenter the Ether or bypass it by using a magi-cal gate. The Prime and Elemental Planes arenot adjacent to the Astral Plane. See theD&D Companion Set, DMC page 18, formore on the Ethereal Plane. After enteringthe Ethereal Plane, a traveler may movedirectly to either the Prime or an ElementalPlane which are overlapped by the ether.

Since the Astral and Ethereal are bothplanes of infinite size, this boundary is alsoinfinite. The boundary does not block magi-cal sight. From the Astral Plane the boundaryappears as dull gray, because the Ether itselfis gray. Once found, it is thus unmistakeable.From the Ether, the Astral Plane is visible at adistance, appearing as a shimmering lightthat grows brighter as approached.

A traveler may cross the Astral-Etherealboundary from either direction by the usualmagical means (such as plane travel), but itresists all non-magical attempts. If theboundary is damaged in any way, it automat-ically seals itself. The substance of the Astraland Ethereal Planes will not mix, nor can apermanent non-magical hole be made in theboundary.

Other Planar BoundariesFrom a viewpoint in the Astral Plane, the

boundary of any other pentaspace (except theEthereal, as described above) appears as a sil-very surface. This surface may be perfectlysmooth or may have edges.

The size of this boundary bears no relationto the size of the plane within it. The bound-ary only indicates the amount of the planewhich is adjacent to the Astral Plane. A pen-taspacial teraplane (the maximum sizedfive-dimensional space) may appear as a tinyball if it has very few points adjacent to theAstral Plane.

This degree of adjacency may be reducedby an Immortal through permanent Powerexpenditure, resulting in the shrinking of theplanar boundary.

Some Outer Planes are not adjacent to theAstral Plane at all, being adjacent only toanother Outer Plane. Such areas are utterlyundetectable from the Astral Plane. A fewhave been discovered by Immortals in thecourse of exploration. The Home Planes ofsome Hierarchs and Eternals have beendeliberately and successfully hidden in thisway, accessible only through one or moreother Outer Planes.

The number of apparent dimensions of aplanar boundary are determined by the rela-tionship between the dimensions of the planecontained therein and the dimensions per-

ceived by the observer. Every pentaspaceappears to a normal Immortal observer as afour-dimensional solid. A tetraspace appearsthe same if its dimensional orientation is thereverse of normal (i.e. if it contains the 2ndthrough 5th dimensions), since the dimen-sion it lacks (the 1st) is the same one that theImmortal observer also lacks (while in theAstral Plane). If the tetraspace is the firstthrough fourth dimensions, it appearsthree-dimensional, since the only commondimensions are the 2nd, 3rd, and 4th.

By similar logic, the boundary of a trispacemay appear as a three-dimensional solid (if itcontains dimensions 2 through 4, or 3through 5) or as a two-dimensional flat sur-face (containing dimensions 1 , 2 , and 3, thefirst being unseen). A dispace may similarlyappear two- or one-dimensional, and theboundary of a monospace (alwaysone-dimensional) can only be seen if itsdimension is one that can be observed fromthe Astral Plane.

All of the above assumes that the observerhas a normal dimensional orientation. Ifmultiple observers have different orienta-tions, a single planar boundary may be seenentirely differently by each. For example,suppose that a pair of Immortals, one formerhuman and one former diabolus, are togetherin the Astral Plane and observe the boundaryof a trispace that contains dimensions 1, 2,and 3. The Immortal diabolus woulddescribe it as a three-dimensional solid, sinceits perspective lacks only the fifth dimension(irrelevant in this case). But the other wouldperceive the boundary as flat andtwo-dimensional, seeing only dimensions 2and 3. The Immortal diabolus could movebehind the solid, suddenly vanishing intothin air from the viewpoint of the Immortalhuman. If the pair were to encounter amonospacial planar boundary existing onlyin the first dimension, only the Immortaldiabolus could detect its existence (normallyobservable only by Normals)!

Planar boundaries are not observable fromwithin planes of existence except in the caseof infinite contiguity, such as the borderbetween the Ethereal and Prime Planes.

Examination of the boundary of an Outerplane with magical aid, such as detect invisi-ble, reveals a slight tint to the silvery color.This color reveals the Sphere which is domi-nant in the plane: pink for Energy, tan forMatter, light blue for Thought, light greenfor Time, and gray for Entropy. When multi-ple Spheres are present in perfect balance, aspectrum of colors can be observed. Astralexplorers may thus gain forewarning of pla-nar bias without actually entering a plane. If

a powerful magical aid (such as truesight) isused, some small part of the actual interior ofthe plane can also be examined, to the rangelimit of the effect employed.

Dimensional BoundariesA more perplexing situation arises with the

limits of the dimensions within a boundedplane. Although a planar boundary cannotbe seen from within a plane of existence, thelimit of its dimensions can be reached. Tocross a planar boundary from within a planerequires the use of magic or power.

In most cases, a plane contains a few starsand planets surrounded by empty space.From within the plane, the emptiness seemsto continue infinitely, despite the boundarylimits. Or, if you desire, the answer to a ques-tion of "What's beyond the world's edge?"might literally be "Nothing!"

Optical effects aside, the practical effect onthose who approach the dimensional bound-ary is relevant. The result of such actionsdepends on the number of dimensions withinthe plane.

Monospace: Stop. There is nowhere elseto go except back; the creature is literally atthe end of the line.

Dispace: Stretch. The inherent instabilityof bounded dispacial planes causes an oddresult. Magical pressure may be applied tothe boundary, and enough pressure will causeone dimension to enlarge, while the othercontracts. This may continue until the spacebecomes very nearly monospacial, but notentirely, at which time the distortion isstopped. Pressure may then be applied to theother boundary, with the effect ofre-widening the plane. The total area of theplane always remains constant, and the max-imum length possible is given on Table 11.

Trispace: Slip. The creature seems tomove, but it is illusory. Slippage occurs thatresults in no actual distance traveled.

Tetraspace: Skip. Movement is possible,but only along another dimension from thatof the original movement. A change of posi-tion results, but not in the direction intended.

Pentaspace: Loop. The creature continuesmoving in the same apparent direction, but isactually moved from one end of the plane tothe other. The effect is the same as movementaround the interior of a cylinder in a directionparallel to either end.

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The Campaign

"All the world's a stage,And all the men and women merely players;They have their exits and their entrances,And one man in his time plays many parts..."

As You Like It, Act 2 Sc 7William Shakespeare (1564-1616)

Immortal player characters may participatein any type of D&D game. In their normalforms, traveling singly or in groups, theyexplore and control the Outer Planes. Immor-tals also assume mortal forms to watch andparticipate in the development of the PrimePlane.

Games involving Immortals fall into twogeneral categories: those also involving mor-tal Inner Planar creatures, and those withoutthem. Games of the second type usually takeplace in the Outer Planes, including theAstral. Those of the first type are most oftenin the Prime Plane, but may include the

Ethereal and four Elemental Planes.All types of games usually involve Immor-

tal characters from various Spheres. TheHierarchs of the four PC spheres cooperate toa great extent, and may offer specific tasks toplayer characters. These tasks may bedeclined, but are usually sought after, sincethey lead to gains of Power and status. Thereis no penalty for declining a task.

Games with Immortal characters can beeasily run for one, two, or many players.One-on-one games (one player and DM) canbe quite enjoyable at this level of play, espe-cially since an Immortal character is able todo so many things alone. A blend of Spheresis helpful in an adventure, but not nearly ascritical as a good selection of character classesin a mortal adventuring party.

CorrigendaIn the D&D Master Set, some of the detailsgiven about Immortals (MDM pages 13-15)were incorrect and/or oversimplified becauseof limits on space.

Page 13

Column 1, Paragraph 5The Prime Plane holds special interest for

Immortals because of its central location inthe multiverse, but the Prime does not actu-ally border all the other planes. Indeed, thereason the Immortals and many other beingsdwell so far removed from the Prime Plane,among the Outermost Planes of Existence, isthat their presence within of near the Primecan upset its perfect balance.

The Prime is perfectly equidistant from allother planes—a position unique in the multi-verse. This perfect balance produces unusualeffects not matched elsewhere. The facets oflife in the typical campaign world may bereproduced elsewhere in part, but only on thePrime Plane do sentient humanoids occupyand manipulate an environment composed ofall four elements in equal balance along withthe powers of all five Spheres.

Paragraph 6Immortals do not pass through the Prime,

but rather visit it with regularity. Once, in thedistant past, Immortals lived in the Primeand directly influenced the progress of man.They later wisely departed, simply to pre-serve the unique environment, for this is theonly Plane of Existence from which newImmortals dependably arise.

Column 2, Paragraph 4The actions of every Immortal, whatever

his or her Sphere, always serve the greatergoals of all the Immortals. No action thatwould endanger the Prime is ever taken byany Immortal, including one of Entropy.

Paragraph 6These notes on material forms are greatly

oversimplified, since the topic is rather com-plex. See the Players' book for detailed noteson the creation of material forms.

Whenever an Immortal's form is slain onthe Prime Plane, the character should try toarrange for its utter destruction. At best, theform would leave clues about the existenceand activities of Immortals, and powerfulmortals could seriously interfere withImmortal plans if sufficiently aroused.

Paragraph 7The number of days given is an approxi-

mate average, and includes normal traveltime to the Home Plane. While time may notpass on that plane as it does in the Prime, thenumber of equivalent days on the Prime isgiven in the text. Again, this is not an actuall imit , but an average of observed results frompast occurrences.

Column 3, Paragraphs 2-6Many of the notes herein are simply incor-

rect. Most of the originally planned detailswere revised in the process of developing thisset. All details given in this set supercede thenotes in the Master Set.

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The various notes on responses may beapplied to NPC relations with mortals, butany PC Immortal may respond as desired.These guidelines should nevertheless be con-sidered by the player, to maintain some bal-ance and consistency. For example, mortalsmay expect some small gift if their actions areexceedingly great, and the Immortal shouldbring a minor magic item (easily obtainedfrom another location nearby) before meet-ing with the mortal. Immortal PCs should besimilarly strict in their requirements, andmay actually be instructed to turn down themortal, however great the achievement. Thismay occur when no spaces are available inthe Immortal hierarchy, but may also occurfor other reasons.

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Column 3, Paragraph 6An Immortal PC obviously need not retirefrom play, now that these additional rules areavailable. As noted in this same paragraphand the next, the PC may easily take a mortalform of any class and level of adventurer.

The Immortal gains 1 PP for each 10,000XP earned adventuring, not per 40,000. Aset bonus award also applies to each such"observer" adventure.

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The Campaign

Goals of the ImmortalsOne overall goal applies to all Immortalactivities—the preservation of the Immortalsthemselves, and of their position of power inthe multiverse. All Immortals (includingthose of Entropy) strive for three lesser goalsthat contribute to this greater one, and workto further these goals in their own ways. Thefollowing goals are listed in order of priority.

Immortals of different Spheres often worktogether to explore the Outer Planes, buteach Immortal wants to further the goals ofhis own Sphere while doing so. Individualsare also vying for more Power and to rise inthe ranks of their Sphere. Immortals of all theSpheres may put aside their differences if agreater task requires it, such as a seriousthreat to humanity from some force outside ofthe Immortal hierarchy.

Although these goals are multiversallyacknowledged, they do not produce perfectharmony between the Spheres. Quite thecontrary; the members of each Sphere con-stantly strive to further their own goals, oftenin conflict with the others. This constantstriving to strengthen one's Sphere or main-tain the balance of the Spheres results in aconstant ebb and flow of Power. A wide vari-ety of actions are permitted as long as they donot endanger the Prime Plane of the actualhierarchy of the Immortals.

In addition, each Immortal pursues thepersonal goal of accumulating power andgaining advancement among the ranks of theImmortals.

Disagreements often arise about the effectsof actions. For example, an Immortal ofEntropy may conduct a project on the PrimePlane with a destructive objective, and mayclaim that such actions are necessary to main-tain balance. Immortals of other Spheresmay either agree, not interfer ing withdestruction, or may act to reduce or preventthe damage. All Immortals agree that all fiveSpheres are necessary. They only disagreeabout the balance between them.

Order of Immortals' Goals1. To maintain the existence and integrity of

the Prime Plane and the creatures withinit who, through their achievements,replenish the ranks of the Immortals.

2. To assist, protect, and develop the Spherethat one serves and other individuals,mortal or Immortal, who serve the sameSphere.

3. To explore and develop the multiverse.

Existing IdentitiesTo perform an assigned task on the InnerPlanes, an Immortal may either assume anew role, pretending to be a traveler, adven-turer, or other being whose past is unknown,or may take up the role of a creature thatalready exists.

The Immortals have prepared for suchneeds by establishing several pre-existingidentities or characters whose form may beused by any Immortal granted permission.The following notes apply specifically to thehomeworld of mortal humankind. But simi-lar situations exist in many other areas of thePrime Plane, and in the Ethereal and Ele-mental Planes as well.

Many creatures around the world, human,demi-human, and monster, are actuallyImmortals. Some are avatars, but most areImmortals who are responsible to maintain inlong-term positions as observers of the PrimePlane and history. The identities of thesebeings, the various details of their "natural"lives within society, usually belonged to truemortal beings who died. Immortals call thesecharacters Identities. When the Immortalsdecide to create an Identity, they prefer to usea creature who died in some obscure way.They can repair, reanimate, and inhabit theform, or may simply create a new form thatappears identical. Another option is to createan imaginary past and insert verifying factsand memories in the proper places and per-sons, but this is a far more complex task andinvolves quite a bit of meddling with thePrime itself. Though occasionally necessary,it is avoided.

A single Identity may be used by many dif-ferent Immortals over a period of time. Whenone Immortal holds a long-term observerposition, he or she may take a break by lend-ing it to another for a special project, whoreturns it when the task is done. SometimesImmortals take turns maintaining the Iden-tity for relatively short periods, turning itover to a new Immortal to play every fewyears or so. In any case, the new Immortalarrives at a selected time, and the presentoccupant simply turns over the form and alldetails of that character's history.

If an Immortal needs to use an Identity, thecharacter must first travel to the appropriatelocation (usually on the Prime Plane). Sincemagic is the usual mode of travel, the normalprocedure is to assume a material form forthe journey, and then trade that form for theone being maintained for the Identity. TheImmortals involved can easily trade formsagain once the task is finished. Each suchmaneuver requires a temporary expenditure

of 50 PP by each Immortal, the usual amountfor inhabi t ing a form.

By using an appropr ia te Ident i ty , anImmortal may take the form of any charactertype of any level. This is very helpful whenmost of the players have mortal characters,and one or two have Immortals but want toplay in the same game. In a brief discussionbefore the game, the DM gives the player acharacter sheet for an NPC that fits the par-ty's needs—in other words, the details of theIdentity. A capsule description of the estab-lished personality and his background is alsonecessary. If handled properly, the other play-ers may not even know that an Immortal ispresent!

When an Immortal uses an Identity, all thephysical characteristics of the prepared formare used, including hit points, Armor Class,and physical ability scores. Special abilitiesmust be either already possessed by theImmortal or magically through Power use.The Immortal knows all the history of thecharacter and cannot be discovered to be afraud through careful cross-examination.The player may make a few errors, but thecharacter does not. The Immortal can main-tain surface thoughts of mortal nature, to sat-isfy any ESP check. An Immor ta l ' salignment must match the Ident i ty ' s in orderfor the Immortal to be able to use the form.

If the form is slain while being used, theImmortal is forced in to incorporeal form. If araise dead is used, the Immortal may thenreinhabit the form (though at the standard 50PP cost). But any Immortal who destroys anIdent i ty not only loses all experience thatwould be gained thereby, but may also bepunished by the permanent loss of somePower.

Am Immortal using an Iden t i ty may, ofcourse, use Immortal abilities when needed.However, t h i s is s t r o n g l y discouraged;adventurers arc a c ra f ty lot, and may bewatching at any t ime. Powerful mortals whoobserve suspicious actions may use wishes togain explanations. But they can learn noth-ing if the Immortal has remained in characterat all times. The Immortals who created andmaintain the Identi ty have used wishes tomaintain the secrets of the Identity. Wisheswill not reveal the true Immortal nature ofthe life force inhabi t ing or maintaining theIdentity.

However, if an Ident i ty is observed usingImmortal powers, he may be discovered andrevealed to the public, ruining the effective-ness of the Identity.

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The Campaign

Games With Both Mortalsand ImmortalsImmortal activities on the Inner Planes are oftwo distinct types, Observation and Control.An Observer's task is to gather information,avoiding interference. A Controller's task isto cause specific changes through direct(though usually subtle) actions. Both types ofactivities involve games that include bothmortal and Immortal characters.

ObserversIn the business of managing the multiverse,the Immortals are concerned with manygreat and wondrous details. The scope ofsuch concern is wide, and may involve wholegalaxies or even entire planes of existence.

However, Immortals do try to keep awareof all facets of existence, down to the smallestscale. Though not all-knowing, Immortalshave such great powers that, when applyingthese powers in organized ways, they cangather information so quickly and in suchminute detail that they may seem omniscientfrom the mortal perspective.

The crucial parts of this network are theTemporals and Celestials. Characters of theseranks spend most of their time on the InnerPlanes, gathering information by variousmeans and relaying it to more powerfulImmortals, who integrate and analyze it.Characters may be assigned duties of simplescanning, where general information isdesired, or studying, when specific informa-tion is needed. Characters are free to refuseassignments. Most do not, as it is throughsuch tasks that they gain power and experi-ence.

An Observer's task may be to study a givenarea, person, race, item, or some other topic,either broad or specific. The Observer is usu-ally required to assume a mortal form for theduration of the task. To make the necessaryobservations, the assignment may be of anylength of time, from a single day to many dec-ades. Pre-existing Identities are commonlyused, though other methods are also accept-able as long as they cause absolutely no illeffects on the Prime Plane or its residents.

While either scanning or studying, anImmortal using an Identity must continue toplay the role of the identity assumed. Thismay involve only normal everyday routines,or may require participation in great adven-tures through wilderness, dungeons, or evenother planes of existence. But in any case, theDM and player should both remember thatthe goal is observation, not interference. Therole should be played to reflect this. The char-

acter should be a follower or independent,not a leader or otherwise dominant force.

ControllersUsing the information they gain throughobservers, the Immortals take action to reachtheir goals. Whenever such actions are bestaccomplished by a leader of men, or by someother creature that greatly influences the fateof human- or demi-humankind, those in thekey positions who influence leaders are calledControllers.

Controllers may be sages, any characterclass, powerful monsters, relatives dominionrulers, or other influential beings. Identitiesare almost always used, since a transient orother being without a known history canrarely accomplish a desired task.

Of special note here is the use of monsterIdentities, which are commonly used whenthe Immortals wish to present an adventureror party with a specific and dangerous chal-lenge. This is actually a common practicewhen dealing with mortals who aspire toImmortality. An Immortal, possibly even themortal's sponsor, plays the role of a monsterto be defeated. If an Identity is not used inthis case, the Immortal may only assume theform of his or her original mortal self while onthe Prime Plane. Any other inhabited formchanges when the Immortal first enters thePrime. Though an Immortal could certainlyshapechange into any monster desired, theoriginal form reappears when the monster isslain, and this is obviously unacceptable.Although an Immortal could create and ani-mate a monster (and this is indeed done, onoccasion), monster Identities, especiallydragons, provide a much cheaper and moreeasily controlled alternative.

Controllers may be very active or may takevery little action, depending on the magni-tude and nature of the change involved.Immortals always prefer to interfere as littleas possible, obtaining maximum results fromminimum action. But in every Controllerjob, a change must be accomplished, and achance of error exists. If a task is too difficult,the DM may require Intelligence and Wis-dom checks, usually modified as easy or ofaverage difficulty, to determine the results ofchoices.

As an example, consider the following situ-ation presented to the player in a one-on-onegame (one player, one DM). The Immortalassumes the Identity of a sage who, at a criti-cal point, must advise a dominion ruler. Theadvice must eventually lead to the ruler'sdownfall, but must also seem quite plausibleat the time. This could be handled in any of

several ways in the game. The player mightthink of a good tactic based on the currentevents in the dominion, or the DM mightoffer several options and allow the player tochoose. If the DM uses a Wisdom check tosee if the character chooses the proper courseof action, the check might be used as the onlydetermining factor, or might be used to pro-vide a second chance if the player chooses thewrong advice.

Ability score checks should not be usedvery frequently; the adventure should bedesigned so that the player makes most of thechoices. But these checks are convenient toolswhen the DM needs to resolve some action orchoice of which the character is usually capa-ble, but which is too complex or detailed to beenjoyable in play.

CombinationsAn Immortal character's first experiencewith Observing is always carefully Observedby other Immortals. Two or more members ofthe mortal party will thus be Immortals usingIdentities. Other creatures and NPCsencountered during the adventure may alsobe Immortals.

All of the Immortals involved in such trialsituations scrupulously maintain their roles,and do not reveal themselves even to eachother. A full report of every detail of theadventure will eventually reach the sponsorof the fledgling Immortal being observed.And this report will be used as a basis forpower reward and future assignments.

An Immortal's first job as Controller islikewise observed, but usually by Immortalsof Empyreal or higher status. All are pre-pared to take immediate action should severeproblems arise. In no case will they takeactions that prevent the character frombehaving properly, or from having to solvethe problems presented himself. They willalso allow the character to make mistakes,and watch to see if they are recognized andcorrected by the character alone. But if neces-sary they will use multiple wishes to repairthe effects of any severe errors. In extremecases, they may even end the assignment,sending the character back to the OuterPlanes and taking control of the Identityinvolved.

Some exceptionally sensitive situations onthe Prime Plane, such as the rise of a largeempire or powerful individual, the Immor-tals may use both Observers and Controllersto guide the situation. The key individualsare usually mortal, but may actually be sur-rounded by more Immortals (as aides, staff,servants, etc.) than mortals.

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The Campaign

XP Awards and PenaltiesExperience awards for Observer and Con-troller jobs are based on the average gain peradventure, as determined by the DM usingthe Adventure Planning system (described onpage 25). Awards are expressed as a percent-age of this variable number.

A PC Immortal serving as an Observer earnsan award of 1 % of the calculated average PPaward per adventure (rounded up to the nearestPP) per job successfully completed. The Tem-poral in the example above would earn 1 PP fora brief adventure with mortals. Long-termObserver jobs are typically of months or yearsin duration, but are usually held by NPCs only.The XP earned is usually 2%-8% of the aver-age award per month.

Controller jobs are considerably riskier,and thus merit a 10% of the average award inthe short term. Long-term controller jobs aresimilarly worth about 20%-80% of the aver-age award per month of service. Controllerpositions normally include Observation.

If an Identity is ruined by an Immortaluser, the offender gets only half the usualaward at best, and may gain no award if hisor her negligence caused the loss. A form thatis slain and then recovered by raise dead orother magical means taken by the mortalsdoes not count as a ruined Identity. Just theopposite; death during adventuring is com-mon enough, especially to high-level adven-turers, and is an accepted and reparable partof normal activity.

Failure at either type of job results in acomplete loss of all normal PP awards. It mayalso incur a penalty equal to a loss of Powerup to five times the award that would other-wise have been earned, based on the degreeof failure. For example, if the Temporal men-tioned above were to try a Controller job ofrunning an empire for two months, but man-aged to not only damage the empire but alsoreveal his Immortal status in the process, theIdentity is ruined, and many wishes (at thevery least) would be needed to restore theempire and/or remove all memory of theevents from the mortals affected. The unfor-tunate character would not gain the 88 PPthat would have been awarded for success,and may be penalized as much as 440 PP.Such tasks are obviously not for Novices.

Bonuses can also be given. If a PC per-forms exceptionally well, the standard awardmay be doubled or tripled. Actions that pro-mote one's Sphere without interfering withthe primary objective also merit bonuses.Bonuses are only awarded by Eternals orHierarchs, and only in a private session onthe superior Immortal's Home Plane.

Standard XP awards for adventures alsoapply, cumulative with the Immortal awards.For example, if an Immortal PC using anadventurer Identity were to gain 30,000 gp asthe share of the treasure gained in an adven-ture, the character would earn 3 PP extra (1per 10,000 XP). The cash and/or magic itemsmust be left with the Identity, to maintain itscontinuity, but the character gets the experi-ence points.

ProjectsImmortals usually conduct various projectsfor their own benefit. "Project" is a generalterm that applies to any sort of organizedongoing activity, some business which con-tinues while the Immortal performs manyother tasks elsewhere. The maximum num-ber of projects that may be undertaken at onetime is determined by an Immortal's Intelli-gence score. If an Immortal personally super-vises a project continuously using an avatar,the Immortal may acquire mortal allies tohelp with the project. The maximum numberof retainers is determined by each character'sCharisma score. If an avatar is not used,allies may still be gained, but will act veryindependently interpreting the goal for them-selves and developing their own strategies toreach i t . Projects begun and left to unsuper-vised development may go astray, and mayrequire repairs when the Immortal returns tocheck on them.

Typical projects include sponsoring a mor-tal on the route to Immortality (watchingover him, placing challenges in his path,etc.), accepting a long-term Observer orController position, and developing an areaon one planet of the Home Plane.

In some circumstances, Immortal projectsmay be handled by the same game mechanicsused for strongholds and Dominions (D&DCompanion Set, DMC pages 3-11). Use theWar Machine Mass Combat System (DMCpages 12-17) as needed for large battles, or usethe BATTLESYSTEM™ Supplement (a sepa-rate product) to play such battles in detail.Within one's Home Plane, an Immortal mayfreely and openly act as a king or emperor.

Some modifications to the Dominion rulesmay apply, and the DM should logically andreasonably modify details as needed. Forexample, weather effects are easily counteredby Immortal power. The Confidence Level isquite high (since it includes the ruler's abilityscores, which are now quite large), and upris-ings are very unlikely. Revolts are neverthe-less possible if a dominion is neglected.Income from a dominion has normal effectson XP gains (converted, of course, to PP for

the Immortal ruler).

Games for Immortals OnlyExplorationBoth mortals and Immortals often explorethe Prime and Outer Planes, but rarelytogether. Although these new locations aredifferent and challenging to both players andtheir characters, the theme and activities arefamiliar, in a way. Explorations have proba-bly been the most common type of adven-tures for mortal characters, and exploringwith Immortals can be a reassuring feelingfor players faced with the gamut of new situa-tions presented in this set.

Explorations are common in the Prime,Ethereal, Astral, and Outer Planes. Noexploration of the Elemental Planes isneeded, since those bounded planes hold fewsecrets. They are entirely known and con-trolled by their respective Elemasters and ele-mental rulers.

As in mortal games, explorations are sim-ply journeys into the unknown. The areainvolved may be totally new, or may havebeen previously explored to a minor extent.However, Immortals are eager to explorenew areas, and only reexamine an area if itpresents a problem or puzzling situation ofsome sort.

InvestigationAnother type of game common to both mor-tal and Immortal play is the investigation.Characters are asked to find more informa-tion about a specific situation, and usually tosolve any problem presented thereby.

Many of the scenarios presented in theD&D Basic Set are again applicable, but on amuch grander scale. Others are certainly pos-sible, but consider just these few, from anImmortal point of view.

1. Investigate an Enemy Outpost

Beings hostile to the Immortals themselvescould threaten the hierarchy, and may havean outpost hidden in the Astral or someOuter Plane. Beings hostile to the humanrace, possibly from a distant galaxy, couldbegin to encroach on the home system.

2. Recover Ruins

Ancient remains, possibly of the Old Onesbut definitely predating the Immortals, couldbe discovered anywhere. A newly exploredOuter Plane might require development andcleansing before use by the Immortals.

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The Campaign

3. Destroy an Ancient Evil

Similar to the situation of an enemy outpost,this could involve a single creature or smallgroup. It may simply be a project of one ormore Immortals of Entropy.

4. Fulfill a Quest

One or more Immortal PCs may be requiredto recover a valuable object or person, or per-form some other service for a higher levelImmortal.

Immortals have ample incentive for hardwork and loyal service. Gains in Power carrybenefits of various sorts, including prestige.But some Immortals are less suited to the reg-imented hierarchy than others, and somebear petty resentments and unruly tenden-cies, usually carried over from mortal life.Some few have even maliciously turned ontheir own kind, though this is extremely rare.

During the Initiate period, each fledglingImmortal is taught the goals and basic rightsof all Immortals. Actions contrary to the let-ter or spirit of the primary goals of theImmortals are always punished. Otheractions are rarely punished. Any two or moreImmortals who have a grievance mayrequest, and will automatically receive, ahearing to decide their case by a superiorImmortal. An Immortal may choose tochange allegiance to a different Sphere, but atsevere cost. The Immortal is reduced to Nov-ice Temporal status, and must begin anewwith 500 PP, 50% A-M, and a new HomePlane.

The sole judge of all Immortals of a Sphere

5. Escape from Enemies

Immortals are very difficult creatures to trap,but it is possible. At the start of the game,some item or creature (such as a brain collec-tor) may have already captured the PCs, andthey must find a way to escape.

6. Rescue Prisoners

Important mortals may be imprisoned in away that defeats all mortal attempts at rescue.The Immortals may decide to get involved.Immortals may be trapped without means of

Immortal Justice

is the Hierarch of that Sphere. When anImmortal is accused of some misdeed, he orshe is summoned to the Hierarch's HomePlane, as are the accusers and superiors of theaccused. When two or more Immortals seek ajudgment on their difference of opinion, theymust go to the Hierarch and present theircases.

If an Immortal accused of misdeeds refusesto attend the hearing, any number of Immor-tals may be sent by the Hierarch to bring inthe accused, forcibly if necessary. Onerequest for a delay is automatically granted ifmade, but incurs an additional penalty unlessmade for a good reason, in the Hierarch'ssole opinion, such as reducing Power Points,stripping away some hit points, or changingthe Sphere's bias in relation to the characterfor purposes of using spell-like effects. Therequest for a delay must be made directly tothe Hierarch, not to an intermediary, butneed not be made in person, magical com-munication being satisfactory.

All the evidence is collected and carefullyweighed by the Hierarch. If found necessary,

escape (see 5.), and may require rescue.Characters may be asked to find an Immortalwho was lost in the Dimensional Vortex.

7. Find a Lost Race

In the course of general exploration, the char-acters may find a new race of creatures. Thistype of game can be very challenging, as PCsmust learn about the new race and decidehow to handle them. Are they a potentialthreat? Should they be ignored or destroyed?Or are they potential Immortals, to be pro-tected at all costs?

a punishment appropriate to the misdeed isapplied, often but not always being the per-manent removal of some amount of PowerPoints. The accused cannot stop or avoid thepunishment, and gets no saving throw. Pen-alties can only be decided on and applied bythe Hierarch of the offender's Sphere, andonly within the Hierarch's Home Plane.

When Immortals present different opin-ions to a Hierarch and ask for judgment, theyare agreeing in advance to accept and imple-ment the Hierarch's judgment. The Hierarchoften decides such cases with a simple"you're right, and you're wrong" approach,but may also order one, both, or all parties totake some action, in the interest of fairness.Though rare, a penalty may also be applied.However, those who ask for penalties oftenbecome recipients instead, penalized for theirunforgiving or malicious attitudes. Whendealing with a Hierarch, it is best to stick tothe simple facts of a situation, and avoid sug-gesting solution.

18

New MagicMany players and Dungeon Masters havecreated new magical effects for the game. Theframework of the Spheres also suggests manyother possibilities. When creating spell-likeeffects, the DM must decide on the finaldetails, comparing the range, level, and effectto existing spells and modifying as needed topreserve game balance.

Every magical effect is controlled by one of thefour Spheres open to player characters. All themagical effects listed in the charts (Referencebook) were divided according to the followingguidelines. Use these notes to categorize newmagical effects of your own design. These guide-lines will also provide suggestions for other magi-cal effects you might create.

To assign a base PP cost, a sense of gamebalance is again required. Generally, a firstlevel spell effect has a 2 PP cost; a ninth leveleffect, 20 PP. No effect has a base cost ofgreater than 20 PP, though very minor effectscosting 1 PP each are certainly possible.Magic of levels 2-8 is often modified for itsrelative effect, and compared to similarmagic when determining the exact cost.

Be prepared to modify a cost you assign if,in the course of play, the magical effect hasless or greater power than you anticipated.New magic which has destructive capacityunlike other existing effects may be added tothe magic usable by Immortals of Entropy.

A. Magic of Energy1. Create Energy in Air

Cause new energy to appear in the air, fromno apparent source.

la. Create FireUse in cone, sphere, or rectangular form to

attack or obstruct. Useful also in small form.

1b. Create LightUse in sphere, rectangular, or linear form

to illuminate, obstruct, or destroy. Use toreproduce images and communicate.

1c. Create SoundUse to inform, distract, delay, or destroy.

Use with varying form, intensity, and com-plexity.

2. Create Energy in Matter

Create energy in living or non-living matteras dynamic or static (potential) force.

2a. Create energy within non-living matterUse to improve material tools or, through

heat, destroy their utility. Use to enable matterto move other matter to or from another plane

of existence or through another dimension.

2b. Create energy within living matterUse to bestow general or specific move-

ment ability to aid in coping with terrain orattacking. Use to bestow the ability to moveother matter. Use to restore movementpotential and life (level) energy.

1. Energy/ability to move self2. Energy/ability to move other (creature

or object)3. Restore energy for life or movement

3. Change Energy

Change existing energy in appearance orsubstance.

Use to modify energy in air or matter. Useto augment destructive energy releases. Useto change light, fire, or sound energy toanother form. Use to change class-orientedenergy to another form.

4. Defeat Matter

Use to destroy the form and substance of ter-rain, equipment, and creatures.

5. Aid Paragons

Bestow Ability Score bonuses to deservingmortals.

B. Magic of Matter1. Create Matter

Cause new living or non-living matter tomaterialize from no apparent source.

la. Create non-living matter as objects of anytype, size, shape, texture, and appearance.

Use to create any material tools and/orsupplies (including garments, weapons,food, valuables, and misc. equipment),obstructions, devices, and non-living crea-tures. Use to create structures and largemasses.

1b. Create living matter as whole creaturesor parts thereof.

Use to recreate or duplicate any existingnatural or magical creature, to create a newtype of creature, or to aid movement and/orcombat abilities which are dependent on newbody parts or organs.

2. Change Matter

Cause a change in one or more material char-acteristics of existing living or non-livingmatter.

2a. Change non-living matter in form,appearance, and/or actual substance.

Use to restore non-living matter to living

form. Use to ruin or improve equipment orsmall terrain features. Use to modify materialto occupy either more or less space, or fordeception. Use to modify tools and/or sup-plies to become either more or less functional.

2b. Change living matter in form, appear-ance, and/or actual substance.

Use to change l iving matter to non-l iving.Use to add or remove physical abilit ies whichare dependent on form. Use to modify crea-tures to occupy cither more or less space. Useto repair damage, or as an aid to defense,movement, or physical abilities.

3. Move Matter

Cause matter to move in some (un l imi ted)direction.

3a. Move any type of matter in any normaldirection.

Use to move a creature, object, or terrainfeature in place or across any distance exceptinto another dimension or plane of existence.Use to bestow energy for movement uponany non-living object or creature.

3b. Move any type of m a t t e r in atrans-dimensional or trans-planar direction.

Use to move a creature, object, or terrainfeature in a very small amount of t ime. Applyto large or small distances, and cither towardor from the user.

4. Defeat Thought

Destroy or prevent the creation and/orspread of Thought in ideas, information, andcommunication.

Use to destroy sensory organs and/oreffects produced by them, defeating thei rfunctions. Use to defeat sight or sound, ornormal or artificial thought .

5. Aid Polymaths

Bestow Abili ty Score bonuses on deservingmortals.

C. Magic of Thought1. Create or Change Air

Create new visible or invisible air. Changethe temperature, movement, or compositionof existing air.

Use to create poisonous or explosive air, orto create visible air to obstruct vision. Use tochange air into matter, and vice versa. Use tochange the movements of large air masses.Use to change air in to fire or water.

The Campaign

19

The Campaign

2. Acquire Thought

Expand the scope and/or detail of existingthought by adding other thought.

2a. Acquire thought from Air or Thought.Use to gain information from the thoughts

of oneself or others. Use to learn general andspecific characteristics of existing air, and todeduce future ones from them.

2b. Acquire thought from Earth or Matter.Use to find and interpret changes in matter

caused by creatures, including thoughtsencoded in matter as writing, tracks, art orother means. Use to find the location of oneor more specific types of matter. Use to aidmovement through and/or around matter.

2c. Acquire thought from Fire or Energy.Use to find and/or interpret energy in the

forms of visual, magical, or sound effects.

2d. Acquire thought from Water or Time.Use to learn general and specific character-

istics of existing water or time, and to deducepast and future ones from them.

3. Change Thought

Change existing thought in any form.

3a. Change thought in self.Use to strengthen thought or its defenses,

or to modify thought capacity. Use to changethought to reality.

3b. Change thought in other creature.Use to produce an emotion, urge, or com-

pulsion, to control general behavior. Use todamage (disorganize) or repair (reorganize)thought.

3c. Change thought in non-living matter.Use to modify thought encoded in matter

as writing, tracks, art or other methods.

3d. Change thought in Energy.Use to modify thought (information) in

energy of any type. Use to modify veracity orcontent of communication, or to change vis-ual images.

3e. Move thought.Use to incapacitate by displacing thoughts.

Use to insert life essence (self or other) intoliving or non-living objects.

4. Defeat Water or Time

4a. Defeat Water.Use to destroy or block water, or to negate

its destructive powers.

4b. Defeat Time.Use to block or destroy the effects of time

attacks, including poison, disease, paralysis,

and draining of both life and sight energy.

5. Aid Heroes

Bestow Ability score bonuses upon deservingmortals.

D. Magic of Time1. Create Water

Cause new water in any form to appear fromno apparent source.

Use as ice or fluid to attack or obstruct.Use to change terrain.

2. Move or Change Water

Move existing water in any form in any direc-tion. Change water in any form in any way.

Use to move small or large volumes of iceor water in any normal or unusual direction,and at any speed. Use to change water to iceor the reverse, or to change the taste, weight,or location of water.

3. Create or Change Time

Create or change time or its effects on matter,energy, and thought.

Use in dynasties for strength and health (instrife). Use generally to extend durations ofother powers. Use to modify time's rate ofpassage. Use to create more time when timegains in value.

4. Defeat Energy

Defeat energy of any type and form.

4a. Defeat magical energy in general.Use to destroy or dampen the effects of

magical energy in any form.

4b. Defeat energy in the air in all forms.Use to destroy light. Use to defend against

fire, light, sound, and environment.

4c. Defeat energy in non-living matter.Use to stop or impede the movement of

objects or non-living creatures. Use to stop ordestroy movement energy in objects. Use toaid resistance to general entropy.

4d. Defeat energy in living matter.Use to destroy life energy, to negate or

block movement energy, or to negatedefenses.

5. Aid Dynasts

Bestow Ability Score bonuses upon deservingmortals.

Home PlanesThe myriad details of developing a HomePlane are mostly left to the ingenuity of theplayers and DMs involved. Once again, how-ever, a few general details may be helpful.

Magical EffectsThe effects produced by some magic may behelpful to a character developing areas of hisHome Plane. Their obvious disadvantage istheir magical nature. Anything magical canbe dispelled. Creatures made entirely ofmagic are sterile, and cannot reproduceexcept by magical means unless permanentexpenditures of power are made.

If desired, the DM may allow some magi-cal effects of greater than instantaneous dura-tion to be created in non-magical form,simply by requiring a permanent PP expend-iture instead of a temporary one. This shouldonly be possible by an Immortal on his or herHome Plane. For reasons of game balance,costs may also be increased by a factor of 2, 5,10, or more.

For example, bestowing a permanentnon-magical ability to move silently at 50%probability (Sphere of Energy) upon an existingnon-magical creature would require a perma-nent expenditure of 7 PP, but should not costmore, since this is a relatively insignificanteffect. The ability to use another dimensionnon-magically (such as dimension door of theSphere of Matter) should cost considerablymore than the base cost given of 5 PP—possiblyas much as 50 PP or even 500 PP of permanentexpenditure, if the ability can be inherited.

The DM may decide that certain effectsare inalterably magical, and cannot be cre-ated in a non-magical form. No instantane-ous effect can be exactly duplicated bynon-magical means, though a similar but lesspowerful effect is often possible.

Adding MaterialImmortals frequently develop their planes byopening gates to elemental planes, and draw-ing raw material from them for later use inconstruction. Elemental fire becomes a star,and elemental earth becomes an asteroid,moon, or planet. Elemental water and air willdisperse unless kept within a gravity trap (i.e.on a sizeable mass of earth).

The gate to an elemental plane cannot beopened unless the elemental ruler of the planeor portion of the plane gives its permission.Because of the distance involved between theOuter and Inner Planes, elemental materialcannot simply be stolen.

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The Campaign

Moving a PlaneThe many Outer Planes lie within a frame ofreference called the Astral Plane. Their posi-tions may be stable, or the planes may drift inthe Astral sea, or they may be deliberatelymoved to hide their existence or to add to thesize of the plane.

If a plane contains an Immortal life force,it is "anchored" in the Astral Plane, and can-not be moved. Infinite planes are also immo-bile. Any other plane can be moved, andeven a Home Plane can be moved if theImmortal departs from it completely, leavingnot even an avatar behind.

The cost of moving a plane of existencecorresponds to its dimensional size, as givenon the following table. The cost is a tempo-rary Power expenditure, not a permanentone. The cost may be shared by severalImmortals working simultaneously.

The expenditure of Power imparts a veryslow movement rate on the entire plane, rela-tive to the Astral Plane. From the Astral, therate in feet per hour appears equal to the PPexpenditure. The rate does not change oncecreated, but may be increased. The sameexpenditure is needed to stop the movement.

If a plane in motion collides with anotherplane, the result depends on the anchoring ofthat plane. If any Immortal life force ispresent within the plane that is struck, theplane in motion comes to a stop. Otherwise,the plane struck is pushed ahead by the other,both moving at a proportionately lesser ratevarying by the size of the planes involved. Nocreature can resist the movement of an entireplane, but the impact inflicts no damage.

If a plane in motion stops because of a colli-sion, it instantly and automatically loses oneof its dimensions. For example, a tetraspacewould suddenly become a trispace. This mayhave drastic effects on the material and lifeforms within the plane, all of which are lim-ited by its dimensions. The contents arephysically unaffected if they have the samenumber or fewer dimensions than the newlimit, but may otherwise be suddenly com-pressed. Such a compression never inflictsdamage per se, but will cause confusion andmay cause insanity in intelligent creatures.Magic use is another matter, as it requiresone dimension more than those of the crea-tures using it. A sudden and total plane-widedisappearance of all magical objects andpowers is a unique characteristic of planarcollision. A lost dimension may be regainedby expending permanent PP equal to 10% ofthe cost to move the plane.

The act of moving a plane invariablycauses dimensional aberrations within the

plane, but the waves of aberration are tran-sient and may stop by themselves after a per-iod of time. Severe and recurrent aberrationsmay be stopped by direct action, but this usu-ally requires permanent PP expenditures.

If a plane in motion is stopped exactly adja-cent to another plane, the collision is averted,and a non-magical connection can be openedbetween the two.

Costs of Moving a Plane

Size Cost in PPAttoplane 10Femtoplane 20Picoplane 40Nanoplane 80Microplane 160

Milliplane,Centiplane,or Deciplane 320

Standard plane,Dekaplane, orHectoplane 640

Kiloplane 1,280Megaplane 2,560Gigaplane 5,120Teraplane 10,240

Major ChangesThe Immortal ruler of an Outer Plane may,through permanent PP expenditures, causemajor changes to his Home Plane's charac-teristics. The PP cost of any such change is10% of the cost given for moving the plane(q.v.), which depends on the size of thedimensions within it. A major change canonly be made by the ruler of a plane, not byany other creature. Planes of infinite size can-not be affected, but any Outer Plane that isnot a Home Plane for an Immortal also maybe affected by any creature who knows how tomake the change.

The most common major change involvesdimensional travel. An Immortal may pre-vent the use of teleport, dimension door, andsimilar effects. This is often an effective secu-rity device, for invaders unable to teleportwithin a plane may, depending on their pointof entry, be unable to attack the Immortal orhis projects without first traveling across vastdistances, possibly for many years. It has itsdrawbacks, since everyone (including theImmortal ruler) is affected.

A planar boundary may be locked, andcannot thereafter be passed by the usual mag-ical plane travel. It can be unlocked by anyImmortal who expends the same amount ofPower used to lock it (again a permanent

expenditure).Dimensional aberrations can be intro-

duced to a plane. The cost applies per dimen-sion affected, and only produces a transientwave that automatically vanishes when itreaches the dimensional endpoint of theplane. Players may think of other changes orlimits they may wish to apply.

A major change can be reversed orremoved at the same permanent PP costrequired to create it. Once again, this canonly be performed by a Home Plane'sImmortal ruler, if any, or if none, by anycreature who knows how.

Planar AccessThe apparent size of an Outer Plane, whenseen from the Astral Plane, corresponds onlyto its accessibility from the Astral Plane. Theactual number of access points is equal to thenumber of square inches of apparent surfacearea. In other words, an astral Immortal whowants to enter an Outer Plane must touch theplanar boundary. The square inch of areatouched corresponds to one specific volumewithin that plane. If a visitor always touchesthe same point on the surface, the visitor willalways appear in the same approximate loca-tion within that plane. The requisite magicalaid, plane travel, must be used in each case.The sole exception is when two Outer Planesare adjacent and a non-magical opening hasbeen created.

Access points are fixed and evenly spaced ifthe plane's dimensions are stable. If the planeis affected by dimensional aberrations, theaccess points may be irregularly spaced, andmay change.

An Immortal may change a plane so that ithas either more or fewer access points. Thevisual effect in the Astral Plane is that the sil-very sphere of the planar boundary getslarger or smaller. A Home Plane can only bemodified in this way by its Immortal ruler.Outer Planes that are not Home Planes canbe modified by any Immortal of the Spherecorresponding to the dominant Sphere of theplane.

The cost of decreasing or increasing thesize of a planar boundary is 1 PP per squareinch added or removed. Each change must bemade separately; a large PP expense cannotbe made all at once. The time required to addor destroy one square inch of planar bound-ary is 10 hours. The PP expenditure is per-manent.

It is certainly possible to decrease the num-ber of Astral access points to zero. Before thelast step, the planar boundary appears as atiny sphere with only 1 square inch of area.

21

The Campaign

During the final change, it simply shrinksand vanishes. The notable hazard involved isthat an Outer Plane with no Astral access isutterly inaccessible from then on, unlesssome other access has been provided. If theImmortal ruler is within the plane when thisoccurs, he or she may still increase the accesssize from zero to one square inch (and possi-bly more thereafter) when desired. SomeImmortals have desired privacy to such anextent that they now reside within such"missing" planes, completely out of contact.An Outer Plane that can only be reachedfrom another Outer Plane and has no point ofaccess from the Astral Plane, cannot bereached via a gate.

Most Hierarchs and many other powerfulImmortals have limited access to their HomePlanes by shrinking the planar boundary.The most common situation is to move theplane to connect it to some other Outer Planefor access, and then to decrease the numberof Astral access points to zero. Some fewOuter planes can only be reached by way ofseveral other planes, but not by way of theAstral Plane.

This method is also not without hazard.The access points to any Outer Plane must bepermanent but magical gates. Any magicaleffect can be dispelled, and if the last remain-ing access points are destroyed thereby, theplane vanishes, inaccessible. Thus, anyImmortal who eliminates Astral access to hisor her Home Plane always leaves an avatarwithin the plane, so that whatever happens,his or her life force is within the plane andable to reopen the access. To do otherwiserisks the loss of the Home Plane, and totaldestruction of the Immortal becomes a fairlyeasy matter of reducing the character to zeroPP, hp, and ability scores.

A plane with no Astral access cannot bedetected from the Astral Plane by any means,including truesight, wish, or otherwise. It issimply not there!

22

The Campaign

The Sphere of EntropyThe four Spheres available to player charac-ters govern most of existence. The fifthSphere, Entropy, balances all others.Entropy is the name for all changes duringwhich the total essence of the Spheresdecreases. Simply put, everything runsdown, breaks, or otherwise ceases to be. Thatentire process is the domain of the Sphere ofEntropy. What the other four Spheres give orcreate (Matter, Energy, Time, and Thought),Entropy takes away or destroys.

All higher Immortals recognize and fullyunderstand the need for Entropy. Immortalsof that Sphere are not really enemies of allothers, even though the conflict betweenthem is nearly continuous. The fight is part ofthe natural process. The balance is oftenoversimplified by fatalistic phrases, such as"all things must die," or "survival of the fit-test." The balance is often mistakenly calledNeutrality, and is sometimes confused withthe druidic philosophy. To keep the balance ofexistence, there must be force from bothsides—"good" and "evil," if you will—andthe forces must remain in conflict to preserveall.

Without Entropy, the positive forces wouldquickly proliferate to extremes. At somepoint, conflict and destruction would result,and Entropy would be victorious. TheImmortals agree that steady attrition, thoughoften tragic, must continue; for without it,existence would eventually but inevitablysuffer cataclysmic and possibly total destruc-tion.

Each Immortal of the Sphere of Entropyhas its own Home Plane. Although the hier-archy of that Sphere is a bit different fromothers, its members have equivalent posi-tions. Despite the restrictions on their abili-ties, the total force of the Immortals ofEntropy exactly balances the sum of all theforces of all four of the other Spheres.

All this is not to say that demons are notevil. Quite the opposite; each is a representa-tive of ultimate Evil, thoroughly despicablein every way. This is by their deliberatechoice. By being evil, they fulfill their ownpurpose. This is the primary reason whyplayer characters cannot enter the Sphere ofEntropy. The depths of the Evil in thesebeings is beyond the capacity for mortal char-acters and DMs, to even describe. The waysof this Sphere are beyond the imagination ofmortal man.

Whatever you imagine, demons are infi-nitely worse. They are the ultimate oppo-nents, to be fought and, if possible, destroyedas individuals. As a Sphere, they are perhaps

the only true Immortals, for Entropy shallcontinue until the last iota of matter, energy,time, and thought has ceased to be.

Mortal FormsThe servants of Entropy are legion, and

are present in nearly every dimension andplane of existence in the D&D game. Thoseon the Prime are known as the undead.

The mortal servants of Entropy are (inorder of power, from least to most): skeleton,zombie, ghoul, wight, wraith, mummy, spec-tre, vampire, phantom, haunt, spirit, night-shade, and lich. Other forms, very rare andvery powerful, are occasionally created by anImmortal for a specific purpose—usually asan undead form of another creature(beholder, gargantua, etc.). Such creaturescan be Turned, by mortal clerics, as a "Spe-cial."

Immortal FormsThe creature section gives full game statis-

tics for a sampling of these ultimate oppo-nents. All the levels of Immortals of Entropyare not described, for lack of space. If you, asDM, choose to create other opponents, surethat their characteristics are in balance withthe examples given. Note the variety of possi-ble forms, the limits on their abilities, anddesign corresponding details for your crea-tions. Such work is not required for play; thedemons given here should be more than ade-quate to fill the needs for difficult foes ingames at the Immortal level.

To adequately balance the other fourSpheres, Entropy has twice the normal num-ber of Immortals. For example, the totalnumber of Eternals in a Sphere is 27, so thereare 54 Eternals of Entropy. The total num-bers are rarely used, but may be relevant ifyou run an epic battle involving manydemons.

Before you place even one demon in agame setting, be sure you understand how tohandle the mechanics of its special abilities. Aproperly run demon should be a challengingopponent even to powerful characters andexperienced players. Demons should be asclever and inventive as the best of characters.

Experience PointsThe basic XP system is unchanged for mortalopponents, though additions are used when acreature can use Immortal Power. Experi-ence points for defeating Immortal oppo-nents are calculated in a slightly differentmanner, but use the same Base and Bonusvalues. The standard XP chart is given onpage 25.

For every Hit Die over 21, add 250 pointsto both the Base value and Bonus value. Usethe formulae below for fast calculation whenthe number of Hit Dice is large.

Base value = (HD x 250) minus 2,750Bonus value = Base value minus 500

Mortal OpponentsUse the standard rules for determining thenumber of asterisks or bonus values to add.Add more asterisks for abilities that are com-parable to those of the Immortals, as follows.

Ability scores: Add one asterisk for eachtwo ability scores (rounding up) that exceed20. Add another asterisk for every score thatexceeds 50, and still another for each thatexceeds 75. Add one more asterisk for everyability score of 100 or more.

Travel effects: If the mortal creature cantravel across planes or dimensions, whetherby use of Power, magic, or other means, addone asterisk.

Magic via Power: If the mortal can use Powerto create a magical effect, add a number of aster-isks equal to the equivalent spell level.

Power combat: Add five asterisks if a crea-ture is completely immune to Power attacks.If a mortal can use Power only to Wrap defen-sively, add one asterisk. If a creature can use aPower attack against an opponent add five ormore asterisks, depending on the creature'spermanent PP total, as follows.

Immortal OpponentsThe standard experience point chart is usedto calculate the total XP values of Immortalopponents.

Base ValueFind the normal Base value determined bythe Hit Dice of the Immortal creature.

If the Immortal is not immune to Powerattacks (the most common case), divide thecreature's permanent PP total by 10 andround up. Multiply the Base XP value by theresult, and make a note of the total.

If the Immortal is completely immune toPower attacks, multiply the Base XP value by100, and make a note of the result.

If the Immortal's permanent PP total iszero but the creature is not immune to Powerattacks, calculate the XP value as if the crea-ture were mortal in all respects.

1- 100 PP101- 500 PP

501-1,000 PP1,001 or more PP

+ 5 asterisks+ 10 asterisks+ 15 asterisks+ 20 asterisks

23

Bonus AmountsStandard bonuses (asterisks) are added inthree categories, which cover the range ofmost Immortals. Other special bonuses mayalso be added for certain Immortal creatures.The three basic categories are Magic, Powercombat, and Status.

To find the total Bonus value, add up thenumber of asterisks and multiply the resultby the Bonus value as determined by thecreature's Hit Dice.

Magic: If the Immortal can create magicaleffects by use of Power, find the highest PPexpenditure possible for creating a singleunmodified effect. This number is 160 forImmortal PCs and most others, or 20 forthose restricted to effects of a single Sphere.Divide that number by 10, and round up.Add that number of asterisks for magic use.

Power combat: If the Immortal is immuneto Power attacks, add 10 asterisks. Other-wise, add one asterisk for each Power attackmode usable (even if only a defensive Wrap).

Status: This general bonus represents allthe benefits of Immortality (A-M and variousother resistances, high ability scores, Aura,and so forth). Find the Immortal's status onthe following chart, and add the number ofasterisks given.

InitiateTemporal

Novice or L1L2 or L3L4 or L5

CelestialNovice or L1L2 or L3L4 or L5

EmpyrealNovice or L1L4 or L5

EternalNovice or L1L2 or L3L4 or L5

HierarchNovice to L4Level 5 (Full)

6

789

101112

1315

161718

1920

Other BonusesAdd the following additional bonuses to XPcalculations for Immortal creatures with spe-cial characteristics. The DM may add othersas desired, but the balance and scope of thesystem should be carefully maintained.

One asterisk is added for each of the followingabilities:

Takes only minimum damage from mortal

or Immortal blowsImmune to low-level Immortal magic

(such as those effects with base cost of 7PP or less)

Movement rate greater than 1,200 feet perround but less than 1 mile per round

Five asterisks are added for each of the fol-lowing abilities:

Immune to mortal blowsImmune to ability score attacksImmune to all mortal magicImmune to medium-level Immortal magic

(such as those effects with base costs 14PP or less)

Movement rate from 1 to 24 miles perround

Ten asterisks are added for each of the follow-ing abilities:

Immune to all Immortal magicImmune to Immortal blowsMovement rate greater than 24 miles perround

Special SituationsIf the Immortal must expend only double PPcost to produce magical effects not of itsSphere, 8 asterisks are added for magic use,not 16.

If the Immortal's Wisdom or Intelligencescore is 7 or less, the total XP value is halved.

If the Immortal's physical form limits thecreature's physical ability scores to half valueor less, the total XP value is also halved.

If an Immortal who is using an Identity isdefeated, he is only worth the XP value of theIdent i ty unless the Immortal was discoveredusing Immortal powers. If discovered to bean Immortal, then defeating the character,award XP as if this was an avatar, dividingthe Identity's hit points by the Immortal's hitpoints to find the percentage.

Total XP ValueThe total XP value is simply the sum of themultiplied Base value and the multipliedBonus value. Since Immortals measure XPin Power Points, divide the total value by10,000 to find the PP value.

Standard XP values (not PP) should beused in all games involving mortal adventur-ing parties. Amounts may be converted to PPfor games in which most or all of the PCs areImmortal. XP totals are best kept to one deci-mal place (i.e. rounded to the nearest 1,000XP) until the adventure is completed, whenall the awards for creatures can be addedtogether. Any leftover decimal should then be

discarded. Decimals in the second and fur-ther places (representing 100 XP or less)should always be discarded in Immortal-levelgames.

The DM and the players may decidetogether whether to discard or keep track ofremainders to the permanent PP total. Theamounts involved are insignificant to all butTemporals, but such characters may wish togain every possible morsel of Power.

Examples

The XP/PP value of a normal PC Tempo-ral (newly arrived) would be calculated as fol-lows.

Base Value: 2,375 XP (for 20 HD) multipliedtimes 50 (500 PP divided by 10), for aTotal Base Value of 118,750 XP.

Bonuses: 28 asterisks (16 for Magic, 5 forPower, 7 for Status) times 1,800 XP each(for 20 HD), for a Total Bonus Value of50,400 XP.

Total Value: 169,150 XP, or 16.9 PP

The minimum XP/PP value of the Hier-arch of a Sphere (not counting special addedbonuses, which are common at this rarefiedheight of existence) would be calculated asfollows.

Base Value: 8,500 XP (for 45 HD) multipliedby 1,500(15,000 PP divided by 10), fo raTotal Base Value of 12,750,000.

Bonuses: 41 asterisks (16 for Magic, 5 forPower, 20 for Status) times 8,000 XP each(for 45 HD), for a Total Bonus Value of328,000 XP.

Total Value: 13,078,000 XP, or 1307.8 PP

AvatarsIf the Immortal creature defeated is an ava-tar, only a small percentage of the total awardis earned. The percentage is equal to the per-centage of hit points placed in the avatar,compared to the Immortal's total. Example:An average 3rd level Empyreal has an XPVof 2,375,000, or 237.5 PP. If the Immortalplaces 60 of his 370 hit points in an avatar, theavatar 's XPV is 60/370 of the original(16.2%), or 385,135 XP (38.5 PP). Thoughthe avatar has comparatively few hit points, itis capable of using all 4,000 of the Empyreal'sPower points for magic, Power attacks, andso forth.

24

The Campaign

The Campaign

Note on Magnitude

The XP values of Immortal creatures areobviously extremely large, and some DMsmay feel inclined to lessen them. But try toresist the temptation, unless you play thecreatures much weaker than they actuallyare. Consider the powers of a mere NoviceTemporal.

With a quick and minor Power expendi-ture, the Temporal can make h imsel f immuneto magic by increasing A-M to 100%. Hisnatural Aura, requiring no PP expense, willeventually immobilize all mortals nearby.With one bare-handed punch he can inflictup to 6-36 points of damage. One simple 5-point Power attack acts as a death ray againsta victim who cannot use Power—and theTemporal has 500 PP, and can produce Powerattacks for a very long t ime, and at very longrange. Finally, if his form is slain he is still aneffective opponent (though incorporeal),since the Aura and Power abilities remain.

Small wonder, then, that such a creaturehas an XP value of nearly 170,000 points.And imagine the shock to a mortal who dis-covers that even the powerful Immortals fearother even greater opponents, such as therepeater (1.8 million XP) or draeden (up to30 million)!

The standard Adventure Planning method isexplained fully in the D&D Companion Set(DMC page 2). It is provided so that the DMmay plan ahead, estimating the number ofgame sessions needed for a character to gainone level of experience. Too many sessionscan cause player frustration, while too fewcan make the game too easy, and thereby bor-ing.

In the Companion Set, one planning chartwas given for all mortal characters of Namelevel or higher. The XP needs of Immortals ofdifferent ranks require separate charts, whichare given below.

To use the charts, first decide how manyadventures should be needed, on the average,for an Immortal to gain a level of experience.Five is a recommended number for lowlevels, while six to eight are satisfying forhigher levels. The DM may wish to poll theopinions of the players. Once the number hasbeen chosen, it should apply to all adven-tures. When you have played several games,and observed the results of your choice, thenumber may be modified.

When planning for a game, find the chartthat represents the rank of the characters in

Adventure Planningthe party. Sphere is irrelevant; all PC Immor-tals use the same progress chart. If the partyis a mixed group, find the appropriate num-bers of each rank on separate charts, and totalthe amounts indicated. The total figure is theamount of Power Points that should beawarded for an entire game session.

In games for mortal characters, XP fordefeating monsters represented about 20% ofthe total gain, the balance made up by trea-sure and other awards. In games for Immor-tals, l i t t l e or no awards are gained fortreasure (the characters having gone beyondsuch mundane things), so the proportionsvary widely. Most of the total award will usu-ally be for completing a mission, aiding one'sSphere, and so forth.

The figures given on the charts representamounts of Power Points, not XP. Theyshould be applied without modification toparties consisting entirely of Immortals.Whenever an Immortal character serves asan Observer (q.v.), assuming the part of amortal in all respects, the standard award is10% of the number given on the chart,rounded up.

The numbers given apply only to goodplay. If mere bad luck interferes with success,be prepared to add extra bonus awards for agood attempt (though the total should still beless than for total success). If players maketoo many mistakes, or aren' t properly play-ing their character roles, you may penalizethe awards and/or the rate of progress to givethem time to learn.

Extrapolation

The charts cover rates from 2 to 8 sessionsper level gained, and any size group from 1 to10 characters. Other numbers may be foundby the following approximate method. Startwith a figure from the Extrapolation chartbelow, based on the character's rank. Multi-ply the figure by the number of characters,and divide that result by the number of ses-sions selected. Round up to the next wholenumber of PP.

Extrapolation Chart

Temporal 220Celestial 900

Empyreal 1,700Eternal 3,400

Experience Points for CreaturesSpecial Ability

Monster's Base Bonus perHit Dice XP Value Asterisk

Special AbilityMonster's Base Bonus perHit Dice XP Value Asterisk

Under 1

2 +3

3 +4

4 +5

5 +6

6 +7

7 +

51 10

1+ 152 20

25 35 5075 50

125175225275350450550

I345

10I5

25

75125175225300400475

88 +

99+ to 10

10 + to 1111 + to 1212+ to 1313 + to 1414+ to 1515+ to 1616+ to 1717+ to 1818+ to 1919+ to 2020+ to 21

650775900

1,0001.1001,250l ,3501,5001,6501,8502,0002,1252,2502,3752,500

550625700750800875950

1,0001,0501,1001,1501,3501,5501,8002,000

For every Hit Die over 21, add 250 pointsto both the Base value and Bonus value.

Adventure Planning Charts

A. Temporals

Number of Rate of ProgressCharacters 2 3 4 5 6 7 8

12345678910

1102203304405506607708809901,100

74147220294367440514587660734

55110165220275330385440495550

4488132176220264308352396440

3774110147184220257294330367

326395126158189220252283315

285583110138165193220248275

Rate of ProgressB. Celestials

Number ofCharacters 2 3 4 5 6 7 8

12345678910

450900

1,3501,8002,2502,7003,1503,6004,0504,500

300600900

1,2001,5001,8002,1002,4002,7003,000

225450675900

1,1251,3501,5751,8002,0252,250

180360540720900

1,0801,2601,4401,6201,800

150300450600750900

1,0501,2001,3501,500

129258386515643772900

1,0291,1581,286

113225338450563675788900

1,0131,125

Rate of Progress

C. Empyreals

Number ofCharacters 2 3 4 5 6 7 8

12345678910

8501,7002,5503,4004,2505,1005,9506,8007,6508,500

5671,1341,7002,2672,8343,4003,9674,5345,1005,667

425850

1,2751,7002,1252,5502,9753,4003,8254,250

340680

1,0201,3601,7002,0402,3802,7203,0603,400

284567850

1,1341,4171,7001,9842,2672,5502,834

243486729972

1,2151,4581,7001,9432,1862,429

213425638850

1,0631,2751,4881,7001,9132,125

26

D. Eternals: Use Empyreals chart, butdouble all numbers

E. Hierarchs: Use values as if Eternals

Creatures

IntroductionThis section cannot accurately be titled"monsters." Many of these beings are alliesor acquaintances of player characterImmortals, though some are monstrous foesindeed.

All the creatures described in the followingpages are native to planes other than thePrime, home of mortal man. None shouldappear with any great frequency in usualD&D® games, those for mortal charactersalone. A few could be used with good effect, ifyou are a skilled enough Dungeon Master toinsert them properly. Read the notescarefully, however. Some of the creaturesherein simply cannot exist in theenvironment of the PC homeworld. Andsome could destroy an entire planet in lesstime than it has taken you to read this book.

Here you will find creatures of all theSpheres of Power. They fit neatly into thegreat scheme of things, but some are entirelydifferent from anything you have everimagined. Despite this, you should have nodifficulty using them in play, if you firstbecome familiar with the new game rules forthis level of play. When you encounterreferences you do not understand, turn to theIndex and review the information on thetopic.

Only one race of beings is given for theSphere of Entropy. But these fearsome foesshould be more than enough to challengeeven the mightiest of player characters.General information about the Sphere ofEntropy is given with that monsterdescription.

Very few creatures given here are of theSphere of Matter. Other beings of thatSphere are often variations on the usualmonsters described in previous rule sets.Most of the creatures herein are from theother three Spheres—Energy, Time, andThought. Some beings of these Spheres maylack material forms, and these will probablypose the greatest challenges to yourimagination.

The following creatures are only a few ofthe infinite forms of life that populate thevastness of the multiverse. A completecatalog would no doubt span several thickvolumes, an impossible task for this limitedwork. Therefore feel free to design your owncreatures, following either the guidelinesgiven in this set or, if you prefer, your ownview of this fantasy realm. While designing,be sure that your creatures fit within adeveloped logical framework that governsexistence. It makes little difference whether

your logic is familiar, alien, simple, orcomplex. You and your players will find thata logical multiverse offers far moresatisfaction, and is much more playable, thana random creation.

Creature DescriptionsThe basic statistics for each creature arepreceded by details especially relevant togames that involve Immortal characters. Thetext describing each creature is divided andlabeled clearly for ease of reference.

Name: The name given for each entry is thecommon term used by Immortals whenreferring to such creatures. Every intelligentrace has its own name for itself, alwaysdifferent from the name given and oftenunpronounceable.

You might add an interesting twist to yourgames by not revealing the name of acreature encountered. Encourage the playersto invent names for each, based on what thecharacters experienced. Then write this newname beside the common one given, andrefer to the creature by that new name fromthen on.

Sphere: Most creatures of the Astral andOuter planes are affiliated with one of the fiveSpheres of Power—Matter, Energy, Time,Thought, or Entropy. Though most livingthings are composed of two or more Spheres,nearly every Immortal creature serves asingle Sphere.

Status: If the creatures described areImmortal, their class or equivalent status isgiven. This may be used as a general guide tothe challenge presented by the creature,especially if encountered as an opponent.

Power Points: Power and its uses areintegral parts of D&D games at this level ofplay. If you are not familiar with Power, besure to learn it before starting play.

Every Immortal creature has a fixednumber or range of Power Points. This figurenormally corresponds to the status, followingthe guidelines given for all Immortals (Table1). Some entirely mortal creatures havegained the ability to use Power.

Anti-Magic (A-M): Nearly any extra-planar creature may be resistant to the effectsof magic. The number given is always a per-centage. Full details on A-M are given in theD&D Master Set, MDM page 2.

Armor Class (AC): Negative Armor Classes

are common in games at this level. Sincemany of these creatures may eventuallyappear in games involving both mortal andImmortal beings, the AC is always listed infull form.

Hit Dice: This number always determines acreature's base chance to hit a target inphysical combat, applying standardprocedures. Hit points, however, might begiven as a constant, rather than a variable.This is a common feature of manyImmortals. If this line is immediatelyfollowed by another giving specific hit pointfigures, use these, and do not roll for hitpoints. Otherwise, the range of hit pointsequals 1d8 for each Hit Die.

Move: As in previous rule sets, the firstfigure is the distance the creature may movein one 10-minute turn. The second figure, inparentheses, is the distance a creature movesin one 10-second round. Movement rates aregiven in feet. Some creatures are so large orfast that their movement rates may be givenin miles, each 5,280 feet long. In all suchcases, the number of miles is always amultiple of 3, and is usually a simple fractionor multiple of 24. This is for use with acampaign map of standard scale, in whicheach hex is 24 miles across.

Remember that nearly any creature canchoose to move at very slow rates, or not atall. Few creatures reveal their full movementpotential unless they are hurried or attacked.

Attacks: This figure is the number and typeof physical attacks usable by the creature. Ifthe creature is unable to use any physicalattacks, the type of attack it most commonlyuses is listed instead. If many attack forms arepossible, only the details of the physical onesare noted. Others are explained in the text.

Damage: The range or number givenapplies to the types of attacks noted on theprevious line. For creatures of the Astral andOuter planes, damage is often "special," anddescribed in the text.

No. Appearing: Few of these creaturesappear in dungeon settings, so only onenumber or range is given. If the creature isone-of-a-kind, the word "unique" appearsnext to the number appearing.

Save As: Saving throws for mortal creaturesare the same as for characters, and a class andlevel is listed. Immortal creatures maysometimes save as mortals or Immortals.

27

Creatures

Morale: Morale checks are fully explained inthe revised D&D Basic Set (DMR page 19).You may also modify or omit Morale toreflect the situation. Nearly any intelligentcreature will flee or bargain if its death seemsimminent. An Immortal, however, mustweigh the factors carefully. He or she maychoose to fight to the death of his materialform, since a new form can be created. Butthe creature's current project may make sucha delay unacceptable, and in such cases sur-vival of the form may be critical.

If your creatures always fight to the death,your games are too combat-oriented, andprobably contain very little role playing.Morale is an important factor in all good role-playing games.

Treasure Type: Treasure is not an impor-tant element of Immortal-level games. Manycreatures native to planes other than thePrime have treasures in forms that mortalscannot appreciate. Immortals usually respectevery creature's right to life, and good play-

ers will find more inventive uses for the crea-ture's service than for their possessions.

Alignment: This category lists a generalindication of the creature's behavior. By nowyou should know that behavior and motiva-tion are different aspects of a creature. Anorderly, law-abiding creature may have good,evil, or selfish intentions. A Chaotic is usu-ally disruptive, but may be good-hearted.Neutral is the most common alignment foundin the multiverse, as most creatures act intheir own self-interest, whatever their inten-tions.

XP Value: The number listed is alwaysmeasured in Power Points, on an Immortalscale. If the creature is defeated partially orwholly by mortals, remember to multiply thefigure by 10,000 (adding four zeroes) beforedividing it among the participants. If you dothis, remember also to divide the share thatapplies to Immortal characters by 10,000before announcing their total earned.

Text: The details presented in the text arealways given in the same order: Description(appearance, size, etc.), Abilities and Limits(possible attack forms, senses, etc.), Resist-ances (including the attack forms to which thecreature is wholly or partially immune),Habits, and Background. The information inthe last two categories offers your best guidefor role playing and further development ofthe creatures, and often explain how they fitinto the greater scheme of things. Small ideaspresented here can easily stimulate yourimagination, leading to great epic adven-tures.

Whenever immunity to magical weaponsof a given strength is noted, this applies onlyto standard weaponry. Immortal strength canpropel most non-magical objects with enoughforce to overcome such resistance. AnImmortal's simple Punch attack, for exam-ple, always inflicts damage when it hits, eventhough his or her fist is a non-magicalweapon of sorts.

These Lawful champions of goodness are sworn enemies of Chaos.They are native to the Home Plane of the Hierarch of Energy. Theirfull 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 workingwith the substance of the other Spheres), his creations are shiningexamples 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. Theyare so outraged by any neutral, chaotic, or evil behavior that they areavoided by all other creatures. Despite their good intentions, theymanage to arouse resentment in nearly everyone they meet. And theyare multiversally considered to be the most obnoxious creatures in allthe Home Planes.

Archon

BaakSphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Move:Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:XP Value:

MatterMortal5,000100% (vs. mortal) or None

-15100NoneMagic or Power onlyBy effect or Power attack1(1)Empyreal 512NoneLawful566,000 vs. mortal opponents457,250 (45 PP) vs. Immortal opponents

Description: Baaka are living guardian-obstructions (walls, doors,tunnels) created and used by the Immortals of Matter. They aremade of reinforced diamond, so they are quite resistant to damage.They are often black monoliths, but may be any one color.

A baak may have nearly any shape, with a maximum volume of1 million cubic feet. Common forms include a cube 100 feet on eachside, a thin strip encircling an entire planet, or a huge rectangularsolid floating independently in space.

Abilities and Limits: Baaka never move or reason. They maynevertheless use all forms of Power combat, and may use Power tocreate any magical effect listed for the Sphere of Matter in responseto attacks and other stimuli. Though they are mortal, baaka pro-duce effects of Immortal levels.

28

Creatures

Resistances: Baaka have no ability scores sothey are immune to ability score attacks.They are completely immune to mortalmagic and take minimum damage from mor-tal blows. Baak suffer normal damage whenattacked by Immortal blows or magic.

For each point of damage inflicted upon abaak, a diamond of 1,000 gp value is chippedloose. If its hit points are reduced to half nor-mal or fewer, a baak cures itself magically(employing a cureall for maximum effect).

Habits: Baaka somehow have life withoutenergy or thought, and successfully resisttime. They are nearly the ultimate form oforder and solidity.

A baak perfectly executes the instructionsof its creator, guarding various treasures andsecret ways, and does absolutely nothing else.It is typically ordered to attack all creatures(except its creator) who approach within agiven range and/or those with hostile inten-tions. Exact types of attacks may be specifiedin its instructions, such as forcing movementwithout physical damage.

Background: An Immortal of Matter oncestudied the forms of the elemental rulers ofEarth and discovered how to condense thatform to make the baak. Created to serve asnearly invulnerable guardians, baaka areuseless in any other capacity.

DemonScreaming Croaking Howling

Sphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice*:Hit points:Move:

Flying:Attacks:Damage:No. Appearing:Save As:Morale:Call Other:Treasure Type:Alignment:XP Value:

Sphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice*:Hit points:Move:

Flying:Attacks:

Damage:

No. Appearing:Save As:Morale:Call Other:Treasure Type:Alignment:XP Value:

EntropyTemporal

50050

020*100

120'(40')180'(60')

2 claws/2 talons/1 bite1-4 each/1-8 each/1-6

1 or 1-3NoviceSpecial

10B

Chaotic71,075(7 PP)

Groaning

EntropyTemporal

80055

-123*130

60'(20')60'(20')

2 claws/1 bite1-3 each/4-18

1 or 1-3Temporal 3

Special20C

Chaotic137,750(13 PP)

Hissing

EntropyCelestial

1,30060

-226*180

60'(20')

2 pincers/2 horns/l bite2-12 each/1-3 each/1-6

1 or 1-3Celestial 1

Special30D

Chaotic271,375(27 PP)

Roaring

EntropyEmpyreal

5,00080

-535*430

60'(20')150'(50')

1 sword/1 whip

1-10/1-2 orspecial1 or 1-2

Eternal NoviceSpecial

70G

Chaotic1,568,750 (156 PP)

EntropyEmpyreal

3,50075

-432*340

120'(40')

1 tail/6weapons

2-8/by weapon

1 or 1-2Empyreal 2

Special60F

Chaotic973,375 (97 PP)

29

EntropyCelestial

2,20065

-329*240

90'(30')120'(40')

2 claws/1 bite

1-4 each/2-8 +poison & disease

1 or 1-3Celestial 4

Special50E

Chaotic535,000(53 PP)

Creatures

Sphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice*:Hit points:Move:

Flying:Attacks:Damage:No. Appearing:Save As:Morale:Call Other:Treasure Type:Alignment:XP Value:

EntropyInitiate

40070

-615*75

120'(40')180'(60')2 talons

5-8 each + energy drain1 (solitary)

InitiateSpecial

401x2

Chaotic39,300 (3 PP)

WhisperingEntropyEternal9,500

85-7

39*620

90'(30')180'(60')See belowSee below1 (unique)Eternal 4SpecialSpecial

E, F, G, IChaotic

6,825,500 (682 PP)

OrcusEntropyEternal

5,000 per head90

-840*660

150'(50')150'(50')See belowSee below1 (unique)Eternal 5SpecialSpecial

B, H, 1x3Chaotic

7,466,000 (746 PP)

Demogorgon

Abilities of all Demons:A + 1 bonus to surprise and initiative rollsPower use (combat and magic)Call Other (percentage chance to summon aid; see Tables D2 and D3)Speak with any undead or living thingControl undeadInfravision 120'Enter/leave Ethereal Plane at no cost 1/dayEnter/leave Astral Plane at no cost 1/dayHigh ability scores (as other Immortals)Regenerate 1 hp per day

Resistances of all Demons:Needs no sustenance (air, water, food)Immune to mind-reading, disease, aging, energy drain, death rayMinimum damage from any mortal attack formAnti-Magic

"Demon" is a common term once applied to nearly all monsters—including everything from gargoyles to dragons. In the D&D game, ademon is an Immortal who serves the Sphere of Entropy. It dwells inits own place, one of the Outer Planes of Existence. Any demonencountered outside of its Home Plane is performing a service of somesort, and was either sent or summoned by a more powerful demon orby an extremely powerful (or very foolish) mortal.

The statistics given describe the normal bodies that demons use formost of their appearances outside their Home Planes. These bodiescan be slain, but as with other Immortals, this is a mere inconven-ience. If it occurs, the demon's life force abandons the material formand returns to its Outer Plane home. Even one or more wishes cannotprevent this departure. After a time, the demon creates a new bodyand resumes normal activities.

Each demon was once a mortal, with a form much different than itscurrent one. Most demons were men or monsters who becameundead, and who were so evil and cunning that they achieved Immor-tality. Most demons have chosen and earned their Immortal positions,just as characters may aspire to other Spheres.

In its Home Plane, a demon is a very powerful creature. There it isimmune to all mortal magic, can assume any form desired (as the 9thlevel shapechange spell, but at will), and regenerates quickly (1 hp perHit Die per round). If the demon's body is slain in its Home Plane,however, its life force can be pursued, caught, and permanentlydestroyed.

Each demon is an individual, and each has its own names that itbore in mortal and Immortal life. A demon never reveals any of itstrue names, whatever the threat. However, it is rumored that if all ofthe truenames of a demon are somehow known, that demon can beforced to obey or serve. Many powerful spells must also be used.These are unknown, now lost to the past.

The ancient spells for calling demons may be discovered throughcostly research, if the DM permits. Some names of demons may alsobe discovered through similar research, but this may draw the atten-tion of the demon involved. Such research is extremely dangerous,but can produce results, given sufficient time, money, and energy.

A mortal cannot gain complete control over any Immortal, and thata demon summoned and perhaps constrained in some ways is stillfree-willed. Legends describe the repeated attempts by mortals to con-trol demons. All who have ever dealt with demons have eventuallybeen utterly and permanently destroyed.

Standard Abilities and ResistancesAll of the following characteristics are natural, non-magical effects

unless noted otherwise. Many are normal powers of all Immortals.

Ability ScoresDemon ability scores are determined in the same way as for other

Immortals. The Greater Talents of Immortals of Entropy areStrength, Intelligence, and Consti tution. The physical scores(Strength, Dexterity, and Constitution) of a demon's form cannotexceed the number of Hit Dice given for that type.

For most demons, Charisma cannot exceed half its Hit Dice. Fordemons of High Empyreal status and above (the roaring demons anddemon rulers described herein), Charisma may equal their Hit Dice.A whispering demon's Charisma may exceed its Hit Dice, to a maxi-

30

Creatures

mum score of 25. All demons of Eternal and higher status have nor-mal Aura powers when in material form, but all other demons lackthis power. All demons have normal Aura when incorporeal.

A summary of typical ability scores is given in the general descrip-tion of each type of demon. Use Strength and Dexterity bonuses inmelee according to normal procedures (such as to Hit and damagerolls). Each Armor Class given already reflects the typical Dexterity ofthe form, and should not be adjusted except for situation modifiers.Hit points likewise already include all adjustments. Refer to Tables 2and 3, Ability Score modifiers, for exact figures for all scores.

Call OtherAny demon may mentally summon help, hoping that another

demon will hear and respond. There is a percentage chance (differentfor each type of demon) that the call is answered. Refer to Table D2.Only one demon responds, appearing within 60 feet of the summon-ing demon in 1-2 rounds.

Any demon may Call once per round, and may continue Calling atthat rate, even when some aid has already arrived. A demon may notCall in the same round it uses magic or makes a Power attack. EachCall costs 10 Power Points, regardless of its success. Any demonresponding to a Call may, if convinced that the situation is dangerous,Call even more aid. Nearly any demon who Calls for help will sufferpunishment if the aid is not absolutely necessary, and thus mostdemons treat this as a last desperate maneuver. The sole exception isthe whispering demon, who is poorly equipped to handle strongattackers and who is thus often Calls for help when necessary. Ademon who makes a Call for another cannot us Power in any way dur-ing the same round except to Wrap defensively.

Control UndeadAny demon can attempt to control undead monsters as if it were a

powerful undead creature itself. Refer to the D&D Master Set (MDMpages 22-23) for detailed information on undead Lieges and Pawns.Gaining this control requires the expenditure of 1 PP for each creaturecontrolled. Example: A howling demon (HD 26) can control up to atotal of 52 Hit Dice of undead, none being larger than 26 HD in size,and can maintain the control to a maximum range of 26 outdoor (24-mile) map hexes.

Orcus can automatically take control of up to 200 Hit Dice ofundead if he is within 180 feet of them, and can maintain control aslong as he remains anywhere in their plane of existence.

Demogorgon can automatically take control of a maximum of 150Hit Dice of undead of any type if she is within 120 feet of them. How-ever, she can only maintain control to a maximum range of 500 miles(about 21 map hexes), and cannot control any undead already con-trolled by Orcus.

Enter/Leave PlanesAny demon may magically enter or leave the Ethereal Plane at will,

at no Power cost, once (each way) every 24 hours. From the Ether, ademon may enter the Astral Plane in the same fashion, or may enterthe Ether from the Astral Plane—again, once (each way) every 24hours at most, without using Power Points. More frequent magicaltravel is certainly possible by standard PP expenditure.

Holy WaterThis substance can damage demons, but (as with all attacks) inflicts

only minimum damage, or 1 point per vial. Its use also enrages thedemon, who immediately responds by attacking the individual whoused the holy water to attack it. If others interfere with this attack, thedemon will usually try to pass them, if possible (such as by teleport-ing), rather than fighting its way through them.

ImmunitiesAll demons are completely immune to all forms of mind reading,

disease, aging, death rays, and energy draining. They are vulnerableto mortal blows and to mortal magic (except the effects listed) but onlysuffer minimal damage from damaging attacks. These are standardattributes of all Immortals of this Sphere.

Minimum DamageWhenever dice are rolled to determine the amount of damage that

an attack form inflicts on a demon, each die is instead automaticallycounted as a 1, and not rolled. Bonuses and penalties, if applicable,are applied normally and fully. Demons may not attempt a savingthrow vs. Physical Blow to reduce such damage by half. This specialeffect supercedes that rule.

Number AppearingThe demon rulers, who send the other demons to perform specific

tasks, usually send only one demon who has the abilities required.When that type is not available for some reason, one to three lesserdemons may be sent. So for any type of demon, the normal numberappearing is only one. If that demon finds unexpected obstacles, orhappens to encounter dangerous foes (such as high level adventurers),the demon may Call for aid. In this case, the total number appearingmay be two or more, and those present might be different types.When placing demons, never randomly select a number appearing.Always consider the reasons for their appearance.

If a demon ruler is encountered on any of the Inner Planes (anextremely rare event, always involving some great task whichdemands such exceptional force), he or she is normally attended byone whispering demon, one roaring demon, and up to six others ofvarious types. The two rulers never travel together, and no problemhas ever warranted their combined attention or presence.

Power PointsImmortals of this Sphere use all forms of Power combat in standard

ways.As they are not affiliated with any of the four Spheres controlling

magic, demons are very limited in the type of magical effects they canproduce. Furthermore, a demon can only expend a given maximumnumber of points for any one effect. Power costs for magical effects arealways double the base cost. All possible magical effects, their fixedcosts (for demons), and the limits for individual demon types aregiven on Table Dla.

The maximum expenditure applies only to Power used to producemagical effects. No limit applies to Power combat.

A demon must drop its A-M voluntarily when planning to createmagical effects, and must leave it down if personal effects are to bemaintained without risking their sudden disappearance.

Demogorgon may use Power from both heads at once. She may ini-tiate two Power attacks per round, and may produce two magicaleffects per round by using Power. All demons may use Power to createmagical effects while moving or physically attacking.

RegenerateAll demons regenerate hit points, Power Points, and ability score

losses at standard Immortal rates. The bias of all inner and outerplanes (except their Home planes) is hostile, and the rate is thus nor-mally only 1 point per day. Darkness, however, provides friendly bias.A demon who remains within utter darkness, whether normal or mag-ical, regenerates at the fastest rate of 1 point per round. The same rateapplies to a demon in any Outer Plane of Entropy. No plane or local

31

Creatures

condition has neutral bias for demons. Since demons (and otherImmortals) are regenerating creatures, certain weapons may inflictextra damage against them for this reason.

Saving ThrowsDemon forms are vulnerable to both mortal and Immortal attacks

of most types, though certain ones are immune to damage from nor-mal or silvered weapons. Always apply Immortal saving throws todemons, even if the attack form is of mortal origin. Demons do notgain an Immortal save vs. a mortal physical blow which alreadyinflicts only minimal damage. Refer to Immortal Saving Throws, forexact figures.

Speak with AnythingAny demon may, at will, speak with any living or undead creature

of any type.

SurpriseAll Immortals of this Sphere gain a + 1 bonus to all rolls for surprise

and initiative, even when in melee with Immortals of other Spheres.

Treasure TypeIf the demon has a lair on the Prime Plane for more than 48 hours,

it has accumulated the treasure noted. Multiple demons of one typemay have as much as five times the treasure given, but usually withmany coins. Different types of demons never occupy a single lair.

Any demon encountered wandering (whatever the location or planeof existence) may be wearing expensive jewelry and carrying otheritems of value. Only very useful and powerful magic items are car-ried, as they function occasionally at best, because of the demon's per-sonal Anti-Magic.

Physical DescriptionsScreaming Demon (Air Demon, Winged Fury)

This demon is part bird and part man in form, standing over 8 feet tallon stork-like legs. Powerful claws adorn humanoid arms. Its feet are tal-oned. Its large feathered 30-foot wingspread provides quick flight. If theair demon can gain surprise, it Swoops down on one opponent. In aSwoop, it attacks with two talons (only), gaining double damage oneach hit, and can carry off a man-sized or smaller victim as per theSwoop attack rule (D&D Expert DM book, pg 45). Lacking surprise, itscreams in birdlike fashion as it dives to the attack. In melee it swingsboth claws, leaps and strikes with its foot talons, and bites as well. Awinged fury can be damaged by any sort of weapon. Abilities include:

Each Greater Talent: 15-20 (1d6 + 14)Wisdom and Dexterity: 1-20 (1d20)Charisma: 3-10(ld8 + 2)

Croaking Demon (Swamp Demon, Gobbler)This foul, slimy monster looks like a giant humanoid toad, standingabout 7 feet tall. With surprise, it can lash out with its 10-foot-longmagical tongue and, if it scores a hit, it pulls the victim into its jaws,biting for double damage (automatic hit). It does not use its tongue innormal melee, as that part is easily damaged (AC 5). In melee, theswamp demon uses two claws and a bite to attack. A gobbler can bedamaged by any weapon. Typical ability scores are:

Each Greater Talent: 9-23 (1d8 + 15)Wisdom and Dexterity: 3-22 (1d20 + 2)Charisma: 2-11 (1d10 + l)

Howling Demon (Fire Demon, Four-Armed Horror)

This bizarre demon form has a wolfs head with long, sharp horns, alarge muscular body, but normal human legs. It stands about 9 feettall. It has four arms; two long arms are attached at its shoulders andend in crablike pincers, and two smaller human arms protrude fromits chest. The small arms are used only in normal activities, never inmelee.

The fire demon uses magical fire effects whenever possible, to ham-per or damage opponents. It can produce a fearsome howl, forcing allwithin 180 feet to check Morale or flee (PCs are unaffected). In addi-tion to its two pincer attacks, it may attack with its long, sharp hornsas well as a bite. It often howls whenever any of these attacks miss. Afour-armed horror can be damaged by magical or silvered weapons,but not normal ones. Typical ability scores are:

Each Greater Talent: 25-26Wisdom and Dexterity: 7-26 (1d20 + 6)Charisma: 2-13(ldl2 + l)

Groaning Demon (Forest Demon, Biter)

This is a tall humanoid with the torso and arms of an ape, a boar'shead, and goat-like legs. It stands 10 feet tall. Its favorite weapon ofterror is its groan, a nightmarish resonant sound which causes its vic-tims to shake uncontrollably, effectively paralyzed, for 1 turn. Victimsof less than 4 Hit Dice get no saving throw. A victim of 4 to 7 + HitDice may attempt a saving throw vs. Death Ray to avoid the effect,and any creature with 8 or more Hit Dice is not affected.

The forest demon attacks with two claws and a slavering, poisonousbite laden with disease. Even if the victim makes the saving throw vs.Poison, avoiding immediate death, the disease still takes effect (nosaving throw). A diseased victim's wounds cannot be healed until thedisease is cured. A biter can be hit only by magical weapons. Typicalability scores are:

Each Greater Talent: 26-29 (1d4 + 25)Wisdom and Dexterity: 10-29 (ld20 + 9)Charisma: 3 -14 ( ld l2+2)

32

Creatures

Hissing Demon (Water Demon, Destroyer)

This demon appears either as a 20-foot-long giant poisonous snake oras part snake, part humanoid. In snake form, it may either bite or spitpoison to a 30-foot range. The spit causes blindness unless the victimmakes a successful saving throw vs. Poison, and the bite venom isdeadly (-4 penalty to the saving throw).

The water demon's semi-human form is a six-armed female humantorso (about 7 feet tall) atop a 10-foot-long snake body. Each of the sixarms may wield any one-handed weapon, and a wide variety of weap-ons are often used (including swords, whip, net). Furthermore, anypair of hands may instead be used to wield a two-handed weapon. Thedemon can change from one form to the other in 1 round, and may usea spell-like power at the same time. Any weapons used are droppedwhen the monster assumes snake form. A destroyer can be damagedonly by magical weapons. Typical ability scores are:

Each Greater Talent: 25-32 (1d8 + 24)Wisdom and Dexterity: 13-32 (1d20 + 12)Charisma: 5-16(ldl2 + 4)

Roaring Demon (Mountain Demon, Manslayer)

This fearsome fanged demon has a 12-foot-tall human body. Sharphorns protrude 1 foot from each side of its head, and huge leatherywings rise from its back. It is a reasonable creature, and rarely attacksby surprise, preferring to allow its victims a chance to surrendertotally and unconditionally. If refused, it usually roars. This roaringinstantly summons one or both of two special weapons, a two-handedsword of slicing +5, + 10 vs. humans or a whip of draining with thesame bonuses. See the D&D Companion Set for details on slicing anddraining abilities, and the attack forms of a whip. Either weaponappears in the demon's hand when summoned (as the 7th level magic-user spell summon object), but automatically vanishes if dropped ortaken from the demon, returning to the demon's Home Plane. It canuse either of these weapons one-handed, and may use both at once.

The mountain demon likes to perch on high peaks or crags, both fortactical reasons and to assume a commanding position. It can speakquite convincingly, and may use a spell-like power at the same time. Itpossesses leadership and domination abilities; its great power andCharisma enable it to convince or force even the most rampant cha-otics to cooperate. A manslayer can be damaged only by magic weap-ons of +2 or greater enchantment. Typical ability scores are:

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 hissingdemons. 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 hornsand great bat-like wings, but this form is rarely seen. It prefers toappear as an extremely seductive mortal, either male or female and ofany race, as suits its goals. The touch of a gray deceiver causes anenergy drain of 1 level (per round, as applicable), but the victim iscompletely unaware of the effect until 1 turn later (if still alive). Inturn, the demon (if damaged) is cured 1-10 hit points and a likeamount of Power Points with each such drain. The demon's spell-likepowers of charm person and hold monster can be used to great advan-tage in combination with this energy drain effect.

The charmer seeks to dupe its victims by convincing them it is goodand innocent, sometimes pretending to be a captive. It relies on falseappearances and treachery. Rather than fighting for itself, it usuallyrelies on a powerful companion or mistakenly beguiled allies to do thefighting for it. If forced, however, it can be a formidable opponent onits own. A whispering demon can be harmed only by weapons of + 2or greater enchantment. Typical ability scores are:

Each Greater Talent: 10-15 (1d6 + 9)Wisdom and Dexterity: 8-15(1d8 + 7)Charisma: 13-24 (1dl2 + 12)

The Demon RulersThe two following individuals command all the other demonsdescribed in this section. However, they are but two of the many Eter-nals of this Sphere.

Orcus (commonly called The Goat) is commander of all mortals ofthe Sphere, which includes all undead monsters. He also commands asmall body of loyal Immortals of various types. Demogorgon (com-monly called The Child) commands most of the Immortals describedhere, and may technically command even Orcus, though great andsufficient cause must exist. The two rulers are nearly equal in power.Orcus is a 4th level Eternal and Demogorgon is a High Eternal.

The following abilities are usable at will by either demon ruler, atno cost in Power: detect magic, detect invisible, know alignment,true seeing, read languages, and read magic. Both rulers are tele-pathic, able to send and detect thoughts. Both are immune to mind-reading.

The demon rulers have all the standard abilities and immunities ofother demons, and are also immune to poison, paralysis, turn tostone, and fear. They can be harmed only by weapons of + 3 orgreater enchantment.

These Eternals and all other Eternals of this Sphere possess Aura.The physical forms described here are those most commonly

employed by the demon princes. However, both commonly shape-change to any form convenient to their purposes. All of Orcus' abilityscores are 90; all of Demogorgon's are 95.

Instead of the standard random Call Other ability of all demons,each ruler may choose the types of creatures to be Called, with vary-ing chances of success (as listed on Table D3). If a Gargantuan is cho-sen, roll d% to determine the exact type responding, and refer toTable D4. Unlike other demons, a demon ruler may Call many lesserdemons.

33

Creatures

Table D5 gives statistics for the Special Followers which mayrespond to a Call from a demon ruler. A page reference is given foreach normal-sized creature; "B" (D&D Basic Set) and "C" (D&DCompanion Set) listings refer to the DM rulebooks in those sets. Moredetailed statistics are given for gargantuan followers; see the Compan-ion Set (DM rulebook, pg. 32) for other details on these creatures.Their energy drains do not increase in power. Level-draining gargan-tuans (wights, wraiths, and spectres) can only be created or Called bya demon ruler, not by any mortal or lesser Immortal.

Orcus (The Goat, Master of the Dead, Lord of Darkness, TheBlack Prince)

This demon's normal form is a 15-foot-tall fat goat-like humanoid.His two great curled ram's horns are his most recognizable feature.His arms are giant-sized but very human. His legs are goatlike, withsplit hooves. When willing to fight personally (a rare event), he usesany convenient weapons, wielding one in each hand, and swings hisdeadly poisonous barbed tail (-6 penalty to saving throws) as well.Any Immortal struck by Orcus' tail loses 1 Hit Die permanently (witha corresponding loss of Power, hit points, etc.), and must successfullysave vs. Power Drain or temporarily lose 3 more. Temporary losses ofHit Dice are restored automatically when the victim's PP total regen-erates enough to reflect this. If Orcus is not at full Power when thisoccurs, he absorbs the victim's permanent Power losses (in the sameway that a magical cure restores hit points).

Demogorgon (The Child, Bane of Souls, The Lizard King, TheDark Lady)

This demon often polymorphs into the form of a human child, appar-ently the essence of youth and innocence. When she chooses to fight,however, she assumes her normal form—an 18-foot-tall reptilianmonster, with two monkey heads atop sinewy necks, two great tenta-cles in place of arms, and a forked tail. She can attack with one tail andboth tentacles each round. The tail can strike as if a whip (either for

damage or entanglement), but any hit causes an energy drain of 1-4levels (for mortal character types) or Hit Dice (for monsters). AnyImmortal struck loses 1 Hit Die permanently (and the correspondingamount of PP, hit points, etc.), and must successfully save vs. PowerDrain or lose 100 PP permanently. Each tentacle hit inflicts a horriblerot (no saving throw) which destroys one-fourth of the victim's (origi-nal) hit points immediately and permanently. Only a wish will permitcuring of this damage. The blow affects mortals and Immortalsequally (but an Immortal can create a new, undamaged form at a latertime).

This unique demon can create two magical effects in a single round,one with each head. Either head can instead be used to gaze to a 120-foot maximum range, producing a special effect as follows. The lefthead's gaze can charm any mortal; the right head's gaze causes insan-ity for 1-6 turns. Either effect may be avoided if a successful savingthrow vs. Spells is made. Both gazes can also affect Immortals, caus-ing a permanent drain of 1-6 ability score points. The left head affectsWisdom, and the right, Intelligence. The Immortal may attempt tosave vs. Mental Attack for each gaze, and success indicates that theeffect is avoided.

If Demogorgon does not create any magical effects in a round, bothheads may gaze in unison while twisting about. Against mortals, thishas the net effect of charming up to 300 Hit Dice of creatures within a120-foot radius. A mortal victim with 30 or more Hit Dice or levels ofexperience may attempt a saving throw vs. Spells to avoid the effect,but with a -5 penalty to the roll. For mortal characters, use levels, notHit Dice. Mortal victims with less than 30 levels or Hit Dice (includ-ing all demi-humans) have no saving throw. All charmed victims willobey Demogorgon's commands for 1 turn, but of course will not per-form any self-destructive activity. This double-gaze attack affects allImmortals in range as if each victim were attacked by both gazes.Demogorgon can affect a mixed group of mortals and Immortalssimultaneously with this attack form.

34

Creatures

Reference Tables: All Demons

Table Dl: Magical EffectsProduced by DemonsDla. Limits to Magical Effects, by DemonType

Maximum PP ExpenditureDemon Type for Magical EffectsWhisperingScreamingCroakingHowlingGroaningHissingRoaringOrcusDemogorgon

88

14202632384040

Dlb. All Magical Effects Usable byImmortals of the Sphere of Entropy (SeeInside back cover for table Dlb.)

Tables D3-D7: Call Other (Orcus and Demogorgon)

Choose one of the four categories on Table D3 and roll 1d100 to checkthe success of the Call. Refer to Table D4 for demons responding, orTables D5, D6, and D7 for Special Followers.

Table D3: Demons RespondingChance of success for...

Possible Responders Orcus DemogorgonA. Hissing or Roaring DemonB. Croaking, Groaning,Screaming, or Howling DemonC. Whispering DemonD. Special Follower

50

8090

100

55%

85%95%

100%

Table D4: Demons Appearing to Orcus' or Demo-gorgon's Call OnlyRoll 1d100 and refer to the appropriate column as determined by thechoice made on Table D3. Use Table D5 for choice D (Special Fol-lower).

Responder Number A B CCroakingGroaningHissingHowlingRoaringScreamingWhispering

2-51-31-31-4

12-5

1

01-35

36-00

01-2021-70

71-95

96-0001-02

03-00

Table D2: Call Other (Lesser Demons)Find the demon Calling on the top row. Roll 1d100 to check the chance of success in Calling,given below each type. If a response is indicated, roll again and find the demon type whichresponds in the appropriate column.

Calling DemonScream Croak Howl Groan Hiss Roar Whisper Demon

10% 20% 30% 60% 50% 70% 40% Responding01-9596-99

00

01-2021-9596-99

00

01-1314-4041-9192-99

00

01-1213-3031-5556-8889-9596-9899-00

01-0809-2021-3738-6061-9091-97

98-9900

01-0203-0506-2526-9091-95

96-9798-99

00

0102-0304-0607-65

66-97

98-9900

ScreamingCroakingHowlingGroaningHissingRoaring

WhisperingOrcus

Demogorgon

Table D5: Special Followers (Orcus and Demogorgononly)Select one type only, and roll to determine the number appearing. Theresponse is automatic (100% success).

Orcus Demogorgon3-30 Mummys2-20 Spectres2-12 Vampires1-6 Phantoms1-3 Spirits1 Nightshade1 Gargantuan

Undead (See Table D6)

4-24 Horned Chameleons3-18 Tuatara Lizards3-12 Wyverns2-8 Purple Worms1-4 Small Dragons1-2 Dragon Turtles1 Gargantuan Snakeor Lizard (See Table D6)

Table D6: Type of Gargantuan Responding (Orcusand Demogorgon Only)Orcus d % DemogorgonSkeletonZombieGhoulWightWraithMummySpectre

01-2829-5152-6970-8384-9394-99

00

Spitting CobraPit ViperGeckoRattlesnakePythonHorned ChameleonTuatara

35

Creatures

Table D7: Statistics of Special FollowersD7a. Normal Followers

Demogorgon

Dragon (small): B28; AC 2/1/-1/-2; HD 7** to 11**; MV 90' /240'flying; THACO 13/12/11/10; AT 2 claws/1 bite ( +breath); chooseany Chaotic (Black, Green, Red, Brown)

Dragon Turtle: C31; AC -2; HD 30*; MV 90'/30' swimming;THACO 0; AT 2 claws/1 bite ( +breath); Dmg 1d8/ld8/10d6

Horned Chameleon: B32; AC 2; HD 5*; MV 120'/THACO 15; AT1 bite/1 horn; Dmg 2d4/ld6

Purple Worm: X55; AC 6; HD 15*; MV 60'; THACO 8; AT 1 bite/1 tail; Dmg 2d8/ld8 + poison

Tuatara Lizard: B32; AC 4; HD 6; MV 90'; THACO 14; AT 2claws/1 bite; Dmg 1d4/ld4/2d6

Wyvern:X57; AC 3; HD 7*; MV 90'/240' flying; THACO 13; AT 1bite/ 1 tail: Dmg 2d8/ld6+ poison

Orcus

Mummy: X54; AC 3; HD 5 + 1**; MV 60'; THACO 14; AT 1touch; Dmg 1dl2+ disease

Nightshade: HD 20***** to 30*****Phantom: C35; HD 10*** to 12***

Spectre: X56; AC 2; HD 6**; MV 150'/300' flying; THACO 14;AT 1 touch; Dmg 1d8 + drain (2 levels)

Spirit: C37; HD 14**** to 18****Vampire: X57; AC 2; HD 7** to 9**; MV 120'/180' flying; THACO

13; AT 1 touch; Dmg 1d10 + drain (2 levels)

Nightshade, Phantom or Spirit: Refer to the monster description fordetails. Randomly select one of the three possible types of each crea-ture.

D7b. Gargantuan Followers

Type AC HD MV THACO AT Dmg XPVCobraGeckoGhoulChameleonMummyPit ViperPythonRattlerSkeletonSpectreTuataraWightWraithZombie

75623665724538

8**25*16**40**

41***16**40**32**

8*48***

48*24**

32***16*

180'240'180'240'120'180'180'240'120'300'180'180'240'180'

1237327221222327

1 bite1 bite2 claw/1 bite2 bites1 touch1 bite1 bite/1 squeeze 2d8/4d82 bites1 weapon1 touch2 claw/1 bite1 touch1 touch1 claw

3d4 + poison4d83d4/3d4/3d4 + paralysis4d8/4d64dl2 + disease2d8 + poison20,7502d8/2d8 + poison4d64d8 + energy drain (2)2d8/2d8/6d81d4 + energy drain (1)4d6 + energy drain (1)4d8

1,7509,5003,250

20,75028,500

3,250

14,7501,200

35,50026,7508,750

19,5002,300

36

Creatures

DiabolusSphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Move:Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:XP Value:

NoneMortalNone100% (vs. normals) or 0

8 (base; see below)1 to 9120'(40') (and see below)1 bite or weapon/1 tail1-6 or 1-10/1-4 + specialAnyCharacter class and levelAnyAnyAny (mostly Chaotic)By class and level

Description: The diaboli are a humanoid race of Nightmare crea-tures, of sizes equal to the range found in humans. Diaboli have well-muscled arms and legs, and their skin is bright red, shiny, andhairless. Their feet have split hooves like a pig's, and their hands haveonly three fingers each but are otherwise entirely human. The pupilsof their eyes are vertical slits, similar to certain reptiles. The nose isusually longer and lumpier than a human's. A long, forked tongue,another reptilian feature, is equipped with the various senses of smell,sound, and heat detection. Two small horns protrude from the top ofthe head, but these are merely vestigial remains from early evolution,and are nearly useless. Each diabolus has a tail just slightly longerthan its legs.

The diaboli are natives of the Prime Plane, but live in fifth dimen-sional space, a space made up of the third, fourth, and fifth dimensionand referred to as the dimension of Nightmare. The homeworld(s) ofplayer characters are near to, but never coincide with, those of thediaboli. Because of the alien perspective of the dimension of Night-mare, creatures from Normal space view Nightmare creatures as hid-eous monsters, even as the peaceful diaboli view Normal creatures asgrotesque monstrosities.

Abilities and Limits: Diaboli abilities are mostly identical to thoseof normal men. Adventurous adult diaboli advance through the samecharacter classes as those available to humans, and gain exactly thesame abilities thereby. Diaboli are slightly more physically capablethan humans, and can attack with bite and tail if no weapons areavailable. The tail is poisonous even to other Nightmare creatures,and a victim stung by the tail must save or be paralyzed for 1-6rounds. All diaboli are immune to this venom.

The preferred tool of all adult diaboli is a barbless trident with anelongated handle. This can be used to attack (damage 1-10 plusstrength bonus), but may also be used to communicate, enhancemovement, and defend. If a diabolus does not attack in a round, itmay defend with the trident, gaining a -5 bonus to its Armor Class.The trident can be used for silent but quite detailed communication,using a system of twirling and other motions understood by all adultdiaboli. By using both its tail and its trident, a diabolus can use a formof acrobatic cartwheel movement at double the normal running rate,or 240 feet per round. The diabolus must concentrate when using thismaneuver, and thus no other action is possible at the same time. Cart-wheel movement incurs the same fatigue as running and it can bemaintained for 30 rounds (5 minutes) at most, and must be followedby rest. The amount of time required for rest equals six times the

amount spent cartwheeling.

Resistances: Each diabolus saves either as a normal man or as itscorresponding character class and level. All other resistances applica-ble to mortal humans apply also to the diaboli.

A diabolus' base Armor Class is 8, slightly better than a normalhuman's because of natural defensive skills (gaining + 2 to their AC).Diaboli wear various types of armor and can thus improve their baseAC to a maximum of -3 (with shield and their equivalent of suitarmor).

All diaboli are utterly unaffected by magical effects produced bycreatures from the Normal dimension. Similarly, magical effects ofdiabolic origin cannot affect normals. No immunity or exceptionalresistance applies to magical effects of Immortal origin.

Habits: The diaboli are a cheerful, well-meaning race. As with mostNightmare creatures, they believe that Chaos is the natural disorderof all things, and they try to bring its joys to all who are receptive tosuch ideas. They do not generally force their beliefs on those who dis-dain them.

Diabolic interrelations and culture are similar to humans' in manyways, but strikingly different in others. They promote chaos, chance,and inspiration, viewing order, laws, and disciplines as evil. They dopractice customs, though a chaotic society, but each time a custom ispracticed, it changes slightly. The diaboli have no set organization orrulers, of course, but they seem to manage very well without them.

Background: Though both are native to the Prime Plane, thehuman and diaboli worlds are separate. The segregation is furtheraided by the opposed dimensional viewpoints of the races, as they thushave only one dimension in common. Although diaboli have existedfor nearly as long as mankind, contact is extremely rare. Diaboli areaware of the existence of other planes, but only visit them occasionallyby using magic. They strongly prefer their homeworlds.

The diaboli have little interest in war or weaponry, and follow astrict moral code of non-interference. Their technological base is farmore primitive than man's, but their art forms, generosity, philoso-phy, and tolerant attitudes surpass those of humankind.

Some few diaboli explorers have encountered humans on rare occa-sions, and mutual horror was the natural result. Human legends haveexaggerated these events, and the diaboli are thus much feared andmaligned. They tell similar tales to their own young, describing thehorrible hairy beings who invent all manner of tools to ensure thedestruction of all life. Some diaboli religions maintain that humansare agents of evil. The misunderstandings will probably never beresolved on either side.

Some diaboli have achieved Immortality by following routes verysimilar to those available to humans and demi-humans. However,their Chaotic nature makes most diaboli unsuited to long periodswithin the Immortal hierarchy. They may be found in every Sphere,but are generally looked upon with suspicion.

The mortal diaboli are constantly watched and tended by theImmortals who consider them to be a viable alternative source forImmortals if the primary experiment with humans fails—should theoverly aggressive humans eventually succeed in their apparently self-destructive goals. The diaboli are unaware of all this, of course, andthough they may eventually mature and inherit control of the multi-verse, they will not (as a race) be ready for this responsibility for manyeons.

37

Creatures

DraedenSphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Move:Attacks:Damage:No. Appearing:Save As:

Morale:Treasure Type:Alignment:XP Value:

ThoughtEmpyreal or Eternal30 per HD (3,030-6,000)99%

-20101-20018 miles (6 miles)Up to 40 blows1-100 each

Immor ta l of equivalent PP total (NoviceEmpyreal to Eternal 1)

SpecialChaotic101 HD: 7,587,500 (756 PP)150 HD: 16,904,800 (1,690 PP)200 HD: 30,126,500 (3,012 PP)

Description: Draedens are feared and respected by all who areaware of their existence. A draeden's true but rarely-seen appearanceis a cluster of 20 tubular strands, all symmetrically attached at a cen-tral node and fanning out at both ends. Each strand has a mouth ateach end, and contains a digestive passage leading to the central node.The node is the equivalent of a stomach, and contains several thou-sand boulders to aid digestion. These boulders range in size from 1-20feet, and are made of solid diamond, worn to perfect smoothness bythe acidic fluids. A draeden's intelligence resides throughout a neuralnetwork that spans most of the form. The creature's total length isabout 1,000 feet per Hit Die. The width at the central node is 10% ofthe total length.

Although the six standard ability scores are inappropriate fordescribing this life form, treat each as maximum for Immortals (100).No ability score modifiers apply to a draeden's attacks in melee.Draedens have no Aura, but can understand Aura communicationused by Immortals.

Abilities and Limits: Each creature who sees a draeden must make

a standard Wisdom check (unmodified and using 1d100). If the checksucceeds, the viewer sees the draeden's true form. All those failing thecheck believe that they see the deadliest, most invulnerable beingimaginable. For most Immortals, draedens appear to be huge andpowerful enemies from the Sphere of Entropy, usually Eternals orHierarchs. Mortal humans and demi-humans usually see them ashuge dragons.

If a draeden encounters matter it usually tries to eat it. The draedenmay choose either a bite or swallow attack for each of its mouths, andmay 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 rangeof one-third the creature's total length. A target cannot be swallowedif it measures more than 1,000 feet in any dimension. A draeden willnot 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 swallowattack inflicts only 1-10 points initially, but the target takes 1-100points per round thereafter from the monster's acidic digestive fluids.The draeden's interior is AC -10.

The creature has a Power ability believed to be unique to its race.By expending only 5 PP, a draeden can reproduce the exact type andstrength of any incoming Power attack. In play, this new form ofPower attack is called "Reflect." Example: An Immortal declares aPower attack against the draeden. The DM chooses to Reflect. What-ever force and type of attack is revealed by the attacker, the DMreveals an identical effect and force, but only deducts 5 PP as the costto the monster.

Immortals cannot use, learn, or otherwise duplicate Reflect as aPower combat option.

Draedens can also employ all normal options of Power combat ifthey so choose. They may create all magical effects by using Power,but rarely do so. A draeden can cross any dimensional or planarboundary by expending 10 PP. If seriously threatened, a draeden willusually use magic to escape across dimensions or planar boundaries ifpossible.

Draedens sense their surroundings in some unknown way whichcannot be blocked by any known means, magical or otherwise. Theycan use their mouths to speak any language they encounter. Theyregenerate PP, hit points, and ability scores at maximum rate (1 perround), in all environments, planes, and dimensions.

Resistances: A draeden's high Armor Class and ability scores, 99%A-M, and unique Power ability serve to protect it from most attackforms. It cannot be affected by normal weapons or poison, but has noother special immunities. A draeden saves as if it were a NoviceEmpyreal, although it is apparently mortal. If they are Immortal, theHome Planes of the draeden are among the infinite number of Outerplanes as yet unexplored by the Immortals. (The discovery of onewould be an event of the greatest magnitude, but even after millions ofyears of nearly constant searching, the Immortals have not succeededin doing so.)

Habits: Draedens despise all elemental material, and dislike the sub-stance of the Ethereal and Astral planes. They prefer to wander thedepths of perfect vacuum, especially those of the Prime and Elementalplanes.

Draedens usually avoid Immortals and their projects, but are occa-sionally encountered randomly. They sometimes attack Immortalprojects for no apparent reason. Many Immortals have chosen toabandon minor projects rather than confront the offending draedens.Such attacks are very rare, as a state of truce technically existsbetween the Immortals and this fearsome race.

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These creatures are very rarely encountered, and almost alwaystravel singly. The only known instances of multiple draeden appear-ing have occurred when they deliberately gather to attack someImmortal outpost or project. As many as 20 draeden have united inthis way at least once in the distant past. No event of this type hasoccurred for over 200 million years.

Obviously of incredibly high intelligence, draedens sometimesagree to negotiation if opponents are numerous and of Immortal sta-tus. However, they are quite arrogant and self-centered, and maysuddenly reject all proposals for no apparent reason.

Background: Draedens are the descendants of beings that existedbefore the Immortals, beings who may have actually created part orall of the multiverse. Their exact population is unknown, but num-bers at least 1,000. Draedens still consider the entire multiverse to betheir domain. When Immortals assumed the responsibility for all ofexistence, the draedens became resentful. But after long strife andnegotiations, they agreed to peace. They plan to outlast their enemiesby simply waiting until the Immortals destroy themselves, leaving themultiverse to the draedens once again.

Dragon RulerName Status XP Value vs. Immortal

opponentsPearl, the MoondragonOpal, the SundragonDiamond, the StardragonThe Great Dragon

Temporal 4Celestial 2Celestial 5Eternal 5

349,750 (34 PP)438,500 (43 PP)526,000 (52 PP)846,500 (84 PP)

Description: The rulers of dragonkind are described in the D&DMaster Set (MDM pages 28-29). As noted there, all are Immortal.

Dragons and dragon rulers are not affiliated with any one Sphere.The dragon rulers do not progress within any hierarchy; all the statis-tics given are unvarying.

Abilities and Limits: The dragon rulers have no Power Points, butare completely unaffected by Power. Any opponent using a Powerattack against a dragon ruler deducts the amount of PP chosen for theattack form used, but then immediately realizes that the attack had noeffect, although no responding attack occurs. Probes used againstthem produce normal results. The creatures cannot shield themselvesagainst probes.

If a dragon ruler's form is slain on any plane but its Home, its lifeforce returns to the Home Plane, just as that of any Immortal. Eachruler has the ability to create a new physical form by destroying thespirit of one loyal follower and converting the resulting essence.Although this totally destroys the victim, the dragon spirits of theHome Plane find it a great honor to sacrifice themselves for theirliege. It is a joyous occasion, not a sad one. Luckily, it is rarely neces-sary, as the dragon rulers care deeply for their subjects and avoid dam-age whenever possible.

Resistances: These beings have no A-M. In addition to the previ-ously published spell and weapon immunities, they are immune tocertain magical effects of Immortal origin. Lesser dragon rulers areimmune to magical effects for which the base cost is 7 PP or less; theGreat Dragon is immune to effect which costs 15 PP or less. The basecost is always used to determine immunities, never the total cost.

Dragon rulers save as their Immortal status equivalents (given onthe chart above) against attacks of Immortal origin. On any plane butthe Prime, they may likewise save to reduce the damage from anyphysical attack by half. They do not enjoy this benefit when on the

Creatures

Prime Plane, and thus always bring several attendants and allies whenvisiting.

Habits: Each of the dragon rulers has its own Home Plane. Immor-tals generally refer to this group of four adjacent Outer Planes as theDraconian Cluster, or simply the Four. They welcome visitors whoare well-behaved. But woe to the disrespectful invader who may beattacked by thousands of dragons at once!

Each plane of the four is populated by the disembodied spirits of alldragons that have died in the past. All those of a single alignment staywithin the plane of their ruler. The largest, bravest, most maturedragons—the draconian equivalent of epic heroes—earn the privilegeof serving and living with the Great One. The dragon populations ofeach plane are approximately equal.

Once every 20 hours on the Outer Planes each spirit dragon canassume its original mortal form for up to 1 turn. Dragon spirits arereincarnated in mortal form once every 10,000 years and inhabitevery Inner plane and many Outer planes. Dragon spirits bear nogrudges against the slayers of their former mortal forms.

Dragons never attack draeden for any reason, and those creaturestreat dragons with the same respect.

Background: Immortals believe that dragons and draedens areclosely related, despite the extreme differences in their physical formsand abilities. Dragons certainly predate Immortals, as they were neu-tral bystanders during the great Draeden-Immortal war of the distantpast. Dragons consider history to be irrelevant; they merely exist, ful-filling their function in the multiverse. They are party of the naturalcycle of life. They provide a challenge to mortals to strive towardgreatness in Immortality.

Elemental CreaturesSome of the elemental beings described in previous sets are capable ofreaching Immortality. This is very rare, but possible.

Each type of elemental material corresponds to a single Sphere.Elemental races that are not true Elementals are thus limited toImmortal status within their corresponding Spheres. The routes toImmortality for these creatures are somewhat different from thoseavailable to player characters, but are not detailed here.

Normal Elementals are not ambitious, and cannot reach this level.Elemental rulers (described in the D&D Master Set) are content toserve as lords of their own kind. Their lifespans are so long that theysee no reason to follow the difficult route to Immortality. But each raceof elementals has an Immortal sponsor and protector. These beings,are called the elemasters.

Some exceptional individuals of other races native to the elementalplanes do seek and occasionally achieve Immortality. These races aredescribed in the D&D® Companion Set, and include the haouu and sshai(air), horde-beings and kryst (earth), helions (fire), and hydrax andundines (water). Of the noteworthy djinn (air) and efreet (fire), only theirrulers, the pashas and amirs (respectively), may strive for Immortality.

These beings are not described in this set. If you wish to includethem in your Immortal games, use the same procedures for convert-ing mortal characters to Immortal status (Players Book, page 14) tothe monster descriptions, and add powers as needed. All of these crea-tures have mental ability scores, usually in the same range as mortalcharacters. Their physical scores are 1 -6 points greater than humans'.Note that special abilities, including spell effects, are lost as the widerImmortal powers are gained.

Notes on another elemental creature, the phoenix, appear on page46.

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Creatures

ElemasterSphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Move:Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:XP Value:

Element equivalentHierarch 212,00090%

-1842As Immortal4 fist strikesUp to 100 (each)1 (unique)Hierarch 2SpecialSpecialNeutral9,539,250 (953 PP)

Description: The elemasters are high-ranking aides who directlyserve the Full Hierarchs of the Spheres. They represent and rule all ofthe elementals of the multiverse.

An elemaster's normal form is similar to its elemental type, but 20feet tall. It is able to shrink or grow at will, to a minimum height of oneinch, and a maximum of 300 feet. This ability is innate, non-magical,and requires no Power expenditure.

Abilities and Limits: An elemaster can use all forms of Power com-bat, and may expend Power to create any magical effect within itsSphere, at half normal cost (rounded up). Elemasters may createeffects of other Spheres, but at 10 times the usual cost (cumulativewith the multiplier for dominance).

The elemasters' normal forms are carefully designed and expensiveto create so they are careful to avoid this destruction if possible. Eachhas the full ability scores of the elemaster, all of which are 75 ( + 13modifier). Each elemaster has standard Aura power. Any ability scorecheck manipulating the represented element is never penalized fordifficulty (though bonuses for ease apply frequently). For example, ifthe Earthmaster tries to hurl an asteroid with a mass of billions of tonsat an opponent, the base 75% chance of success (equal to its Strengthscore) applies without penalty.

Though of "trainee Hierarch" status, the elemasters cannot prog-ress further, and can never become Full Hierarchs.

Resistances: The elemasters have 90% A-M, but usually negate it ifthey plan to create magical effects. They are completely immune to allmortal magic. They are immune to magical effects of Immortal originthat have a base cost of 15 PP or less. In addition, they are unaffectedby all mind attacks except direct ability score attacks, all magic thatcould cause instant death (including disintegrate), and blows fromweapons of + 4 or lesser enchantment. All standard Immortal savingthrows apply as well.

Habits: The business of the elemasters is primarily administrative,as their realms are vast. They spend much of this time visiting andexamining their subjects, often stifling their auras and masqueradingas young elementals. The local rulers of the elemental planes (detailedin the D&D Master Set) are aware of this, and never shirk theirduties, lest they be under secret observation.

Background: The elemasters achieved Immortality long ago, andnow protect their exalted positions by preventing any other true Ele-mentals from reaching Immortal status. They are vain and self-centered, but extremely powerful and superb at their tasks. The

Immortals tolerate them for this reason and for fear that, if sufficientlyirritated, an elemaster may upset the balance of the elements in thePrime plane.

FlickerSphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Move:Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:XP Value:

EnergyMortal100-1,000 (1d10 x 100)100% (None vs. Energy effects)

None9Any (see below)None (Power only)None1-4N/A9NilChaotic8,600

Description: A flicker is a being composed entirely of light energy. Itappears as a strand of multi-colored light. This strand is only 1/4 inchin diameter, but a number of feet long equal to the creature's Intelli-gence score.

One end of the light strand moves in a complex path within a smallspace (about 100 cubic feet), and the rest of the strand appears to fol-low the leading end's path. Movement may be very slow or extremelyrapid—indeed, as fast as light itself. The creature may thus appear tonormal vision as a glowing symbol or as a written word.

The maximum movement rate of a flicker is half that of an incor-poreal Immortal—63,360 feet (12 miles) per round. Flickers usuallychoose to move much more slowly, at rates similar to those of other lifeforms nearby, unless seriously threatened. They may accelerate to fullspeed instantly.

Abilities and Limits: These creatures have minds similar to those ofImmortals, with Intelligence and Wisdom scores ranging from 17-28(1dl2 + 16). They may use all forms of Power combat, but cannot cre-ate any magical effect. They have learned to use Power to cross planarboundaries (50 PP cost), but in a unique non-magical way. Power lossor usage regenerates at standard rates.

Since flickers have no material forms, the abilities and statisticsdependent thereon do not apply to these creatures. They actually donot sense matter in any way, and are able to move through it withease.

Resistances: Flickers are completely immune to the effects of matter,time, thought, and all magical effects other than those of Energy. Foreach full round that a flicker remains within fire or any magicalenergy effect, the creature may either regenerate damage or perma-nently gain 1 Power Point (to a maximum of 1,000 PP). Flickers donot otherwise regenerate, and are not classified as regenerating crea-tures.

Habits: Flickers communicate with each other by the patternsformed by their movements. These patterns can be understood byImmortals (in a manner similar to that used in Aura communication),or by anyone using read magic.

40

Creatures

A flicker's mood can be detected without magical aid. Its patternscontain smooth, flowing lines when the creature is happy or peaceful.The patterns become jagged and irregular as the flicker's excitementor irritation increases. Color is another good indicator of mood, butthe meanings of all the subtle hues of which the creature is capable aredifficult to interpret fully.

This life form is common in the Astral Plane, and occasionallyfound in Outer Planes of Energy and the Elemental Plane of Fire.Flickers do not enter any other plane voluntarily, and die immediatelyif forced to do so unless carefully protected by total immersion in fireor energy.

Background: This race began, long ago, in the Home Plane of anImmortal of Energy. They developed intelligence through evolution,and eventually learned to leave their own plane. Their existance iswell-known to Immortals, many of whom treat them (somewhatinsultingly) as pets.

ImmortalsAs Dungeon Master, you may wish to create a roster of some or all ofthe 2,000 Immortals of the five Spheres of power. By creating yourown list and populating the Immortal hierarchy with individuals ofyour own design, you have a free hand. You may wish to research anduse the beings of classic Greek myths, or you may prefer the Roman topopulate your courts of Immortals. You will find much of mythologi-cal interest in the tales of ancient Scandinavia, or you may prefer anentirely original creation of fantastic beings of your own invention.Or you may wish to mix several myths together, as we have done inpresenting the "known" artifacts of the D&D Master Set. By choos-ing your own path, you avoid the pitfall of the player who reads thedetails of a published roster and acts according to knowledge of whichthe character would be ignorant.

All that is given here is a starting point. The game details for NPCImmortals of every level are the same as those for PCs, so refer to theappropriate Tables and other sections when you need such informa-tion.

Some of the first beings encountered by new Immortal player char-acters are their peers, the other Initiates and Temporals of theirSpheres. Draw on your experience as a Dungeon Master, simplyrecast old but memorable personalities in these new roles. By usingcharacters that were portrayed by former players, or those provided insome published game adventures, you can create NPCs with person-alities and who are also driven by understandable motivations. Intro-duce them with care, for unlike the low-level NPCs whose exit can beas hasty and ill-planned as their entrance, these NPCs may be aroundfor a while—possibly forever!

Everyone likes to know who's in charge, and new PC Immortalswill be no exception. Thus, select Hierarchs for the Spheres beforeyou start play. If you use a blend of various myths, the following indi-viduals are recommended. They are vague enough to be unpredicta-ble, but are similar to the major figures of ancient myths. For anyHierarch, all powers and ability scores should be at maximum level.

Finally, be sure to assign positions to the names of Immortals thatplayers recall as being creators of the Known Artifacts. Their person-alities should be appropriate to their sphere. The powers and abilityscores of these lesser Immortals should be typical for their respectivelevels.

Sphere of MatterFull Hierarch: Mother Earth, Terra, DjaeaHierarch 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 EnergyFull Hierarch: Light, Pyro, SolariosEmpyreal 3: The Korrigans (9 elves, creator of the Comb)Empyreal 1: Ninsun (creator of Glaring Eye)Celestial 3: Saturnius (creator of Pileus)Celestial 4: Idraote (creator of Girdle)

Sphere of TimeFull Hierarch: Father Time, Grim Reaper, KhoronusEmpyreal 5: Verthandi (creator of Invincible Hourglass)Celestial 3: Simurgh (creator of the Claw)Celestial 2: Hymir (creator of Steaming Cauldron)

Sphere of ThoughtFull Hierarch: News, NoumenaEternal 2: Tyche (creator of Diamond Orb)Empyreal 4: Ssu-Ma (creator of Tome)Celestial 1: Sinbad (creator of Rainbow Scarf)

Sphere of EntropyFull Hierarch: Night, Old Nick, NyxEternal 3: Masauwu (creator of Fiery Brand)Celestial 3: Skuld (creator of Ortnit's lance)

Not all Immortals of Entropy are demons. The ranks of demons aremerely one group of this Sphere's population.

41

JuniperSphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Hit points:Move:Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:XP Value:

TimeMortal5 per Hit Die100% (or None vs. Time magic)

-7 (body) or -2 (arms)11 to 305 per Hit Die450'(150')12 arms (maximum 5 per target)2-12 each + Special (see below)1-8Ini t ia te8 (vs. Immortals) or 1 1NoneNeutral11 HD: 7,50020 HD: 16,775 (1 PP)30 HD: 38,750(3 PP)

Description: Jumpers are intelligent life forms that feed on time.They appear very similar to marine brittle-starfish, with small bodiesand long slender arms. Each is far larger than the aquatic version, thebody measuring about 1 inch across per Hit Die, and the arms 1 footper Hit Die. The body has the shape of a dodecahedron (1dl2), andan arm extends from the center of each of the 12 sides.

Abilities and Limits: A jumper may use a maximum of five armsagainst any one victim, but can otherwise attack up to 12 times perround. Though its arm inflicts points of damage, the jumper alsosteals time from its victims. Any mortal victim is aged 10-40 years (nosaving throw) per hit . Any Immortal struck must save vs. PowerDrain for each blow. If this roll is successful, the character temporar-ily loses 1-10 PP. If it fails, the character's life force (only) jumps 5rounds forward in time.

In play, this time-jump has a striking effect. The victim's form col-lapses, and no trace of life force remains. But unlike a typical physicaldeath, the life force cannot be found nearby. The life force reappearsin the same location 5 rounds after it vanished. If the body is alsothere, it animates immediately. If the body is moved during theinterim, the life force reappears outside of it. The victim may re-inhabit the form in the usual way, by moving into it and expending 50

PP to regain control.For each successful time-jump it causes, a jumper is cured of 5 hp of

damage and regains 5 PP. These are applied in the same manner asnormal cures, only restoring hp or PP lost or expended, to a maxi-mum of the creature's original totals.

The creature may ignore any victim who is jumped ahead in time,as its attacks can only inflict damage to the uninhabited form, andproduce no curative effect on the jumper. The jump effect is producedonly by the creature's will, and can be omitted from the attack if thejumper chooses not to use i t .

Jumpers may use all forms of Power combat, but they fear suchattacks because they have so little power. If their motives for attackingare strong, they may Wrap defensively while continuing their assault.

Jumper ability scores are all typically 21 to 26. They cannot createmagical effects. They move by very rapid but non-magical flying, andcommunicate by telepathy.

Resistances: Jumpers arc completely unaffected by most magic, buthave no special resistance to magical e f fec ts of their own Sphere ofTime. Standard saving throws apply, made as i f the jumpers were Ini-tiate Immortals. Despite this, they are entirely mortal.

Habits: Jumpers are thieves whose self-interest is always para-mount. They may be hired for payment in t ime uni t s , usuallydemanding 5-50 days per mission (per jumper). They normally insiston payment before providing service, but they fear Immortals enoughthat once paid, they can be relied upon.

The payment can be contributed by up to two individuals perjumper. To collect, the creature gently wraps five arms around the vic-t im, so that no physical damage is infl icted, and then concentratesdeeply. The victim (having agreed to the payment) gets no savingthrow, and is suddenly jumped forward by the agreed-upon amountafter the jumper concentrates for a few rounds.

A jumper with full PP and hp totals gains 1 Hit Die for each 5 daysof time that it eats. It gains a corresponding amount of hp, PP, andphysical size for each Hit Die gained.

Background: These odd creatures were created by a former Hierarchof the Sphere of Time, who granted them some characteristics of In i t i -ates for their own protection. They thrived and spread quickly, and arenow common sights on the Outer and Astral planes. When each newImmortal of Time gains a Home Plane, a flock of these creatures (3-24,each with 11-18 Hit Dice) soon arrive to seek employment. If none arehired, they may retaliate as a group by stealing something.

MegalithSphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Move:Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:XP Value:

MatterEmpyreal5,00075%

-5 (core) or + 15 (mantle)Unknown (see below)Constant (sec below)See belowSee below1Empyreal 512 +SelfSee below (Habits)Not applicable

42

Creatures

Description: Megaliths are the largest known life forms in the multi-verse. They may be related to baaka (q.v.), but are of a greater orderof magnitude, and are as yet classified as a different life form. A mega-lith may, at first sighting, appear to be a planetary body. In its longdormant phase, it may be indistinguishable from a planet.

The smallest known megalith is about 3,000 miles in diameter; thelargest, over a million. The average weight of a megalith's form variesfrom 100 to 500 pounds per cubic foot. Its exact Hit Dice areunknown, and of no practical use in games, but are believed byImmortals to be about 1 per mile of the creature's diameter.

A megalith's body has two distinct parts. Its center, in which the lifeessence resides, is a warm, solid core weighing almost 20% of the totalmass. This core, effectively the creature's brain, is protected by anouter covering of mixed solid and liquid matter. This covering iscalled its mantle, and can withstand nearly any imaginable attack dueto its sheer size.

Over long periods of time, very thin layers of earth, water, and air col-lect on the creature's surface. Most transient life forms present duringa megalith's active phase confine themselves to these added layers,and rarely penetrate any large fraction of the mantle.

Abilities and Limits: In its active phase, a megalith can use allforms of Power attacks, and can create any magical effect within itsSphere by standard procedures. The range of such effects is measuredfrom the creature's outer edge, not the core. A megalith in dormantphase is immune to Power and magical attacks.

Megalith Strength and Constitution scores are extremely high.They vary by the creature's size, with a minimum of 1,000 (virtuallyincomprehensible even to Immortals). Megaliths have no Dexteritywhatsoever, and are immune to direct attacks on that ability score.Mental ability scores, including Charisma, are of the usual range forEmpyreals (50 to 75).

During its active phase, a megalith can communicate by gentle,subtle manipulations of the surface of its mantle. The only mortalsable to understand megalith "speech" are specialists called druids,and even they do not fully understand the process or the implications.Immortal intelligence, augmented by magical aids such as telepathy,can establish two-way communication with megaliths in active phase.

During its dormant phase, a megalith rejects all attempts at com-munication, and will instinctively use its mantle to defend itself or torepel irritants. Its physical attacks include great earthquakes and hugevolcanic eruptions. The latter may be used to hurl large quantities oflava (molten liquid matter) to a maximum range equal to the mega-lith's diameter. The combined force and heat of the lava causes anamount of damage equal to the megalith's Hit Dice, thus instantlyslaying any victim hit and utterly obliterating any object, even an arti-fact. An Immortal may make a Dexterity check to avoid being struck,with bonuses or penalties based on the amount of warning indicatedby the circumstances.

Resistances: A megalith's core has 75% A-M and is immune todirect Dexterity attacks, but has no other special defenses other thanits protective mantle. Only the core life force can be attacked byPower or ability score attacks, and the process of physically reaching itcan be difficult.

Habits: The monotony of a megalith's life is broken by cycles. Eachcycle consists of two phases, active and dormant. In the active cycle,the megalith is fully awake and Lawful in alignment. It observes itssurroundings and examines itself constantly, noting the appearanceand disappearance of life forms on and within it aiding their develop-ment and defending itself. Of generally good intentions, a megalith

will try to avoid unexpected movements while awake, for such candamage or destroy the life forms. The active phase lasts for 10,000-1,000,000 years (1d100 x 10,000).

Near the end of its active cycle, a megalith loses interest in its sur-roundings. It cools its outer parts by rotating with increasing speed,slowing only after all extraneous material (such as water, life forms,etc.) is discarded. It then withdraws its life force to some central point,finally lapsing into a dormant phase (similar to animal hibernation).During this phase it ignores most activity within, on, and arounditself, and becomes Chaotic in alignment reacting randomly andinstinctively. Whether it dreams or not, who can tell.

Background: All the known megaliths were created at the same timeas the multiverse. The home planet of all PCs is a megalith, now near-ing the midpoint of its active phase. The Immortals made specialarrangements with this creature, who is known to them as Urt, beforestarting to cultivate life forms upon and within it.

Nightmare Creatures _____________________Life forms who live in fifth dimensional space comprised of the third,fourth, and fifth dimension of Nightmare, perceive the five dimen-sions in a way exactly opposite to the human viewpoint. These arecommonly called Nightmare creatures. One such creature is themalfera (D&D Companion Set, DMC page 34); another is the diabo-lus, described earlier in this section. Beings such as humans are calledNormals for they live in Normal space comprised of the first threedimensions.

Nightmare creatures are viewed by Normals as horrible, malevo-lent beings. Some Immortals share this view, but the feeling is by nomeans universal, and the diaboli are a noteworthy exception to thegeneral rule. The Nightmare creatures view all mortal normals andmost Immortals with much the same horror. Some Nightmare crea-tures are indeed evil, but some are good, and most are neutrally moti-vated. Alignment applies to these the same as it does to Normals,though the Nightmare beings' views of behavior are again opposite tothe views of Normals. They find Chaos to be the natural disorder of allthings, and believe Law to be unnatural and often with evil motiva-tion. Among Nightmare beings, the different viewpoints of behaviorand motivation occur in much the same proportions as they do in Nor-mals.

All Nightmare creatures are poisonous to Normals. Normals arelikewise poisonous to Nightmare creatures! This is not a commonlyknown fact, for most adventurers use weapons, magic, and otherdevices, and do not bite or claw their opponents. Magically createdcreatures of any sort are not poisonous in this way; for example, theattacks of a gargoyle (a magically created construct) are not poisonousto Nightmare creatures. Nightmare creatures are not poisonous toImmortals, and the reverse applies as well.

When a wish or other powerful magic is used to force a Nightmarecreature into the dimensional space of Normals, the victim must makea successful saving throw vs. Spell or go insane. If it fails, the creaturebecomes uncontrollable, ignores all attempts at communication, andwill automatically attack everyone around it, always fighting to thedeath. The same procedure and results apply when a Normal is forcedinto the dimensional space of Nightmares. However, any creaturewho voluntarily travels in this way (from either dimensional view-point) simply fails to enter the other dimension if the saving throw isfailed, and suffers no ill effects. Only magical means can cure thisinsanity.

Creatures

43

Creatures

The many life forms "native" to the dimensional space of Night-mares are as wide in variety as those encountered in normal D&Dgames. You may create creatures of your own, but remember thattheir origins and ancestors may differ wildly from the mammalianemphasis of the PC homeworlds, as should be evident from thedescriptions of the malfera and the diaboli.

Refer to page 4 for more information on the five dimensions of theknown multiverse.

NipperSphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Move (flying):Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:XP Value:

NoneMortalNoneNone

01 (1 hit point)240'(80')1 swarm1 and special3-60Fighter 1

NoneNeutral50 (1 PP per swarm)

Description: The nipper is a potentially dangerous pest common inthe Astral Plane. It is similar in appearance to a tiny centipede with 12legs and jagged mandibles, but is rarely more than 1/4 inch long.

Abilities and Limits: Nippers are unintelligent. They can sensewarmth and are attracted by motion. When a flock of nippers senses avictim, they quickly swarm to the attack. They all try to burrow intothe victim's body. If multiple targets are possible, a swarm of nippersmay attack two different ones, dividing into two swarms of roughlyequal size. They ignore other targets, never splitting their swarmmore than once.

No Hit roll is made for the swarm attack. Instead, the armor classpenetrated is indicated by the Hit roll number equal to the number ofnippers attacking the victim. For example, the attack of 10 nipperswill automatically hit AC 9, 20 nippers hit AC -1 through -5, 30 nip-pers hit AC -15 through -19, and so forth (refer each time to the stand-ard Hit chart for creatures of 1 HD). If this non-random Hit rollindicates success, the number of nippers that succeed in penetratingtheir victim is equal to the difference between the victim's ArmorClass and the Armor Class hit. For example, an Immortal with AC -3attacked by 22 nippers (which can hit AC -7) is automatically infestedby four nippers. The victim takes only 1 point of damage for eachinvading nipper, and suffers no ill effects from nippers that do not pen-etrate.

Once a nipper is within a victim's body, it quickly reproduces andbears live young. It can accomplish this alone and at remarkablespeed, producing 2-20 young within 1 round, and 1-10 more eachround for 5 rounds thereafter. Each young nipper feeds immediatelyafter birth. For each newborn nipper, the victim takes 1 point of dam-age and must make a standard Constitution check. If failed, the vic-tim permanently loses 1-4 points of Constitution. The effect is sosevere that the loss affects an Immortal victim's actual essence, notmerely the form used. An Immortal can avoid extensive damage by

simply vacating his or her material form. Damage to the form thereaf-ter does not affect the Immortal's life force.

The young require 1 full turn to reach maturity. If still within ahost, each reproduces again.

Resistances: Nippers have no resistance to any attack form, and saveonly as 1st level mortal Fighters. They are not a disease, merely para-sites. They may be easily exterminated en masse by area effects ifattacked before they can swarm upon a victim. A standard magicalfire ball cast at a typical flock of nippers will incinerate 21-30 of them.

Nippers may also be located by probes and destroyed by Powerattacks even after they enter a victim. However, a victim's A-M mayinterfere with magical attempts to attack them at this late stage.

Habits: Nippers can apparently live in the Astral Plane indefinitelywithout sustenance of any sort. They may float about for years insearch of a host body. Unfortunately, nippers do not seem to like thetaste of proteans, and usually avoid them. They also have no apparenteffect on draeden. Nippers die instantly in any environment exceptthat of the Astral Plane, and thus pose no threat to most inhabitedworlds.

Background: Immortals view nippers with much the same disdain ashumans view insects. They are generally hated and occasionally sub-jected to mass attempts at extermination, but their species survivesnevertheless. Though they might originally have come from someother plane, they are now native to the Astral.

NotionSphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Move:Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:XP Value*:

ThoughtInitiate25040%

-125 to 5072 miles (24 miles)2 thoughtsSpecial (see below)1-8Initiate9NilNeutral5 HD: 5,12525 HD: 105,500 (10 PP)50 HD: 299,250 (29 PP)

* The DM may reduce or omit XP awards for defeating notions whichare benign or relatively insignificant to play.

Description: Notions are creatures of nearly pure thought, oftencompletely undetectable (see Resistances). At rest, a notion appearsas a lacy network of strands of air, similar to a small and loosely wovennet. Its surface area is about 1 square foot per Hit Die. It may flutterabout in this form, or may curl up into a tiny ball of airy fluff ofextremely small size.

44

Creatures

Abilities and Limits: Notions can use Power only to probe andshield. They are unable to initiate Power attacks, and automaticallylose when attacked in this way. They cannot produce magical effects.They have no ability scores except Intelligence (which equals about 1point per Hit Die), and are immune to all inapplicable ability scoreattacks. A notion flees immediately if its Intelligence is attackeddirectly.

Each notion has a specialty, a concept or emotion that makes up itsessence. Notions and Immortals refer to this specialty as the notion'sflavor. Though many are similar, each individual notion is a blend ofspecific thoughts. Notions with relatively low Hit Dice have weak fla-vor (minor effect); those of high Hit Dice contain very strong flavor(intense effect). In play, the greater the Hit Dice, the stronger theeffect. Typical flavors (effects) of notions are listed below.

Notions rarely attack with evil intent, but may attack simply forentertainment or at the request of some other creature. A notion sim-ply swoops near a victim. A successful Hit roll means that the victim isaffected by the notion's essence. Mortal victims gain no saving throw,but those of Immortal status may make a modified Intelligence checkto avoid the effect. Apply standard difficulty modifiers to this check,based on the Hit Dice of the attacking notion. Modify the check asEasy for notions of 5-14 Hit Dice, Average for 15-30 Hit Dice, andDifficult for notions of 31 or more Hit Dice.

A victim affected by a notion's attack immediately reacts to thenotion. If the notion's current Power total is not at full strength, itregains 1-6 PP for each victim affected by it. It is unknown just wherethis Power comes from; the victim suffers no loss.

Any notion may attack at up to two targets per round. Largenotions may choose to float down on a group of targets, rather thanswooping at individuals. This is limited by the notion's physical sizeand by the locations of the victims.

The duration of the effect of a notion's attack is determined ran-domly. Mortal victims may make a saving throw vs. Spell once perhour, success indicating that the effect decreases to proportions whichcan be either controlled or ignored (player's choice). Immortals maysave vs. Magic Spell each round, with the same results. There are tworaces of notions, the white, or positive thought, and the gray, ordestructive, negative thought.

Typical Notion Flavors

alertness, unconcerncertainty, doubtcomprehension, misinterpretationcuriosity, indifferencefondness, dislikehonesty, evasivenessjudgment (good or bad)

love, hateoptimism, pessimismpeace, ragepleasure, sorrowpragmatism, absurditysanity, insanity

Thousands of other types are certainly possible. Space does not per-mit full definitions of each term to be included here. Consult a gooddictionary for subtleties of meanings of these terms.

The DM should privately reveal the flavor and strength of a notionto the player of the character affected. The exact Hit Dice of the crea-ture need not be revealed. The player should make every attempt toadd that effect to the character's reaction in a degree equal to the hitdice of the creature, and continuing until a saving throw indicates thatthe effect has abated.

Example: A character affected by a 5 Hit Die notion of hate wouldbecome a bit irritated with one other person for no apparent reason.Hate notions of progressively greater Hit Dice would produce corre-

spondingly greater effects, increasing both the number of other vic-tims and the intensity of the hatred. In this case, the hatred need notlead to attacks; the individual might instead make a few insults andstomp off. The effects of notions should never in themselves produceirrational violence, though that may be the result if combined with cir-cumstances.

Resistances: A notion is invisible in an environment of earth, fire,water, or vacuum, but can be seen with magical aid (or by innateImmortal truesight). These areas are neutrally biased for notions,allowing regeneration of Power and hit points at the standard rate of 1point per turn. In air, ether, or the Astral Plane a notion simply cannotbe detected by any normal or magical means. These areas are friendlybiased for notions, producing fast regeneration. The only areas host-ily biased are those of the Sphere of Entropy.

A notion's location may be accurately found by use of Power. Aprobe used to find an unseen notion may fail to do so; the chance ofsuccess is 2 in 6. Once the notion is located in this way, the Immortalmay continue to know its location by renewing the probe each round.However, if the creature uses Power to shield itself, it becomes utterlyundetectable. A wish may be used to overcome this by enhancing theprobe or negating the shield for one round.

Notions can be affected by any magic that affects air or thought, butare immune to all other types.

Habits: Notions are a friendly, inquisitive race, and mean no harmto anyone. Their personal habits are unknown. They sometimesreproduce simply by swooping at each other. Occasionally this inter-action of two notions creates a new one, apparently instantaneously.Depending on its exact scope, the new notion may have any numberof Hit Dice, up to a maximum of the total of the parent notions. Thuswhen two notions come together, nothing may result, or a smallinspired notion may result, or they may form a major new nation,more complex than before. Notions of a single type are rarely foundtogether. The creatures seem to prefer to congregate with others ofwidely different flavors.

Notions can be persuaded to perform services in exchange for pay-ment in high emotional states. Individual notions have their own pref-erence for payment, usually from an emotion corresponding to theirown makeup. A creature willing to pay the price will be unable toexperience the emotion for 1-20 days per HD of the notion.

Background: A powerful Immortal of Thought grew bored with hiswork, and chose to disperse his essence and return to mortal life. Hiswell-meaning aide granted his new personality a minor gift to aid hissurvival, but the gift had a side effect. During a dream one fatefulnight, his mind was able to enter the Dimension of Nightmares, andhis thoughts took on real forms which kept their existence after heawoke. The notions are the descendants of one of his more pleasantthoughts during that brief visit.

With the rise of human and demi-human powers, notions havebecome very common on the Prime Plane. They are perhaps the mostwidespread life form in the Outer Planes of Thought, serving manyImmortals of that Sphere.

45

Creatures

PhoenixLesser Greater

Sphere:Status:Power Points:XP Value:

EnergyMortal100Lesser: 11,400(1 PP)Greater: 22,375 (2 PP)

EnergyMortal200

As described in the D&D Master Set (MDM page 41), phoenixes arenative to the Elemental Plane of Fire. They were created and granteda limited use of Power by Phoebus, currently an Eternal of Energy.

Having merely animal intelligence, the phoenix cannot control itsPower. It uses it instinctively. Power always radiates from it as pureenergy, taking the appearance of intense flame. The creature regener-ates Power at a rate which exactly matches its expenditure, 1 point perround.

When a phoenix' form is slain, a burst of additional Power isreleased, creating an explosive effect (as detailed in MDM, pg. 41).This uses an extra 5 PP, which do not fully return for 24 hours. Theexplosion creates the same effect as a raise dead fully, and the phoenixthus arises 1 round later, alive and fully cured once again. A phoenixcan be permanently slain, if subjected to enough "deaths" in quicksuccession to drain all of its Power.

The phoenix despises captivity of any sort (including paralysis),and fears Power attacks. In the event of either, it instinctively Wrapsitself and immediately teleports in a random direction, expending 5PP in the process. The effect is that of a long-range dimension door toa place either 36,000 feet away (10 times normal) or, if that location isoccupied by a solid, to the next vacant area in the same direction. Themagical movement thus never fails to work unless insufficient Powerremains to activate it.

Each such shift has a 1 % chance of error. If this occurs, the shiftcrosses the nearest planar boundary instead of a dimensional one. Aphoenix may thus be occasionally found on planes other than its own.

Phoenixes have been captured alive, but the process is obviouslyvery difficult. The only known victors in the attempts were Immor-tals, using complex and carefully planned strategies.

Protean

Sphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Move:Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:

Local (Giant)NoneMortal0 or 10-100None

10 to 810-100120'(30') to 240'(60')12-12 to 4-241(1)Fighter 710NilNeutral

AstralNoneMortal10 per Hit Die1 % per Hit Die

010-1,00030'(10')per Hit Die1 per 10 Hit Dice1 per Hit Die1(1)Fighter 36

SpecialNeutral

XP Value: Local (without Power)HD 10: 500HD 100: 11,125(1 PP)

Local (with Power use)

HD 10: 2,375 to 4,250HD 100: 65,500 (6 PP)

to 119,875(11 PP)

AstralHD 10: 5,000HD 100: 337,375

(33 PP)HD 1,000: 26,032,400

(2,603 PP)

Half XP value is awarded for all form of Proteans because of theirvery limited Intelligence.

Description: Proteans are the most widespread life form in the entirePrime Plane, including the PC homeworld(s). They are almostentirely unknown to mortals, since they are usually limited to micro-scopic size by the conditions of that plane. The few mortals evenaware of the existence of proteans call them amoebas.

At rest, a protean has a form similar to a thin circular disc. Its thick-ness is about 1 % of its width. Its circumference is about 6 feet per HitDie. When it moves or attacks, a protean's form is irregular.

Whatever their size, proteans are very simple single-celled orga-nisms. In the Prime Plane, they are occasionally encountered in"giant" size. In the Astral and Outer Planes, they can grow to nearlyany size.

Proteans may be assigned Strength and Constitution scores forcombat purposes. Each score is usually 1 point per Hit Die of themonster, and scores over 100 are possible. Protean Intelligence, Wis-dom, Dexterity, and Charisma scores are negligible, and these cannotbe attacked directly in ability score combat.

Abilities and Limits: A protean extends a finger of protoplasm toenvelop its victim at the same time, and secretes acidic digestive juicesto consume its food. The damage given is used for both the attack andeach round while enveloped.

Astral proteans are able to attack multiple opponents simultane-ously, to a maximum of 1 target for each 10 Hit Dice. The largestknown protean can attack up to 100 opponents each round. Only oneattack can be made against any one opponent.

An astral protean moves and attacks by using Power. Its intelli-gence is rudimentary at best, but sufficient for this purpose. It isunable to probe or shield, but may use all types of Power attacks. Itcannot produce magical effects.

Resistances: With 1% A-M per Hit Die, large proteans are effec-tively immune to magical effects due to their sheer size. All proteanscan be damaged by normal blows, and are usually very easy to hit.Proteans of 20 or more Hit Dice are effectively immune to poison,able to identify and isolate it before damage can occur. At least half ofits volume must be poisoned for it to suffer ill effects from poisoning.

Habits: A protean has little or no thought, and is thus quite predicta-ble. It will instinctively reach for objects of all sorts, and can digestany solid or liquid. Proteans do not react to light or darkness. Theytend to retreat from serious danger if they recognize it as such.

Protean hit points increase as they feed, to a maximum of 8 pointsper Hit Die. When this limit is reached, a protean may reproduce. Itrequires 1 hour per Hit Die to prepare to reproduce. After this time,the protean splits into two halves, each with exactly half the size, Hit

46

Creatures

Dice, and hit points of the original. The division process takes 1 turnper Hit Die. During division, a protean can only attack a maximum ofone opponent per round.

Background: Proteans originated on the Prime Plane, and weresome of the first forms of animal life. Despite Immortal efforts toquarantine proteans therein, the first human adventurers to discoverand visit other planes of existence brought microscopic proteans withthem. Some proteans survived and grew in the vast depths of theastral plane. They are now too prolific and widespread to be com-pletely el iminated.

Most Immortals are well aware of the hazard posed by these crea-tures. Whenever mortals visit Outer Planes, Immortals arrive soonafter they depart and conduct a mass protean hun t , lest the plane becontaminated. This became standard procedure when, in the courseof routine Immortal exploration of the infinite number of OuterPlanes, one was discovered to contain nothing but decomposing pro-tean matter—apparently the end result of an unstopped infestation.

Repeater (or Ditto)Sphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Hit points:Move (flying):Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:XP Value:

TimeEmpyreal5,00075%

-1325400360'(120')6 claws/1 bite + 1 snort2-20 each/8-80 + special1-2Empyreal 511TeethLawful1,825,000(182 PP)

Description: The repeater, also called the ditto-monster, is a six-legged reptilian Immortal life form. It is 75 feet long and 15 feet wide.Its body is covered with shimmering multi-colored scales, and its teeth

and claws are long and razor-like. It has four pairs of wings, two pro-truding between each set of legs.

Abilities and Limits: The repeater can be a formidable opponent inphysical combat. It makes one Hit roll for each of the six claws, andanother for the bite, but each Hit roll determines the success of a dou-ble attack routine. For example, if one Hit roll indicates that a clawhits an opponent, the victim is struck twice in quick succession by thesame claw. When the Hit roll indicates a miss, both attacks miss. Allattacks can be directed at a single opponent, if desired, or dividedamong up to seven (one per claw and one bite). The damage given inthe statistics above is for each blow that hits.

The repeater can use all forms of Power combat, and can use Powerto create a limited number of magical effects. It can create any detec-tion or movement aid, and can also produce any effect of the Sphere ofTime. It cannot create other magical effects.

This creature's most feared ability is its snort. The monster cansnort at the end of any melee round, and no other l imit applies to thefrequency. Its snort produces an odd feeling of entrapment in all lifeforms within 300 feet of the repeater. Each victim within range mustmake a saving throw vs. Magic Spell. If successful, the victim resiststhe trap; but if failed, the victim falls prey to the infamous repeatereffect.

Any victim of the repeater effect must repeat all of the previousround's actions. The repeater, of course, is under no such compul-sion, and acts with deadly foreknowledge of its victim's actions. Itcannot, however, move about during the round after it snorts. ThePower attack it initiates (if any) must be the same one as in the pre-vious round.

For each victim affected by the snort, the previous round's Hit anddamage rolls apply once again, and all magic use and Power combatactions are repeated exactly. If movement occurred, the same move-ment is taken again, but starting from the current position. The mostdangerous part of such repetition is in Power combat, since the mon-ster knows what attack mode will be used against i t , and can automati-cally select a winning strategy.

The repeater can sense which members of a group have fallen intoits trap, and favors them with its attacks if possible. It gains a +8bonus to all Hit rolls in melee against a victim.

The creature will usually choose not to snort at the end of a round inwhich it has been physically damaged, for the same damage wouldthen recur. It will probably snort when subjected to Power attacksfrom multiple sources, as it can win them all if repeated.

Anyone entrapped by the repeater effect may make a new savingthrow (vs. Magic Spell) at the end of the round of repetition. If this issuccessful, the effect ends at that time, and the victim can freelychoose actions for the coming round. If failed, the victim must repeatthe same actions again. Any number of rounds of action may berepeated in this way, and a repeater may snort every round if desired.

Resistances: In addition to its 75% A-M and respectable ArmorClass, the repeater cannot be affected by any magic of the Sphere ofTime except its own. It has the dangerous characteristic of automati-cally reflecting all energy attacks back at the persons casting or creat-ing them. In play, this effect can be deadly, for most Immortals droptheir A-M before creating such effects, and the magic reflected back atthe attacker often has severe effects.

Habits: Repeaters are dangerous scavengers of the Astral and OuterPlanes. They do not usually attack Immortal projects, preferring towander and search for single travelers or those in small groups.

47

Creatures

Repeaters enjoy eating the forms created by Immortals, but alsosavor mortal humans and demi-humans. They can converse in manylanguages, and also by telepathy, but usually find communicationunimportant.

Background: Repeaters are thought to be related to draeden and/ordragons, but all three life forms deny the connection. Little else isknown about these creatures.

SooSphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Move:

Swimming:Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:XP Value:

TimeMortal30-200 (10 per Hit Die)50%

-53 to 20180'(60')180'(360')1 envelop/1 magical effectSpecial/by effect1-3(1-4)Thief 3610Potions (see below)NeutralHD3: 245HD 20: 36,575 (3 PP)

Description: Soo are watery time-beings, and have no solid forms.They appear as small dark spheres, each about 1 foot across per hitdie. Each soo is composed mostly of water and time.

Abilities and Limits: A soo may use all forms of Power combat, andmay use Power to produce magical effects listed for the Sphere ofTime (only). Its physical attack is simply to envelop its target. Thismay cause an air-breather to suffocate, and may block the victim'svision (treat the result as if a darkness spell effect), but inflicts no otherdamage. Once in contact with a victim, however, a soo may use causewounds and other magical attacks, possibly with deadly effect.

Although a soo's form is not magical, its substance can produce aneffect identical to those of any one potion. Most soo (90%) deliber-ately choose one such effect, usually ethereality, gaseous form, or poi-son. If part of a soo is ingested by an opponent (such as in the course ofa bite attack), the potion takes effect immediately. The attacker maymake a saving throw vs. Poison (or Physical Attack, if Immortal) toavoid the effect. Any effect produced in this way is magical, despite itsnon-magical origin, and may thus be dispelled or otherwise magicallycountered.

A soo's form collapses when the creature is slain, forming a puddleof water which rapidly disperses in most environments. If the victorsact quickly, they may gather 2-5 potions from the remains.

Resistances: The soo are completely immune to all fire and energy-based attack forms. They are somewhat resistant to magic (A-M50%), but voluntarily drop this resistance to zero when using magicthemselves.

Habits: Soo are rather independent creatures, not very interested inother life forms. They feed by absorbing water, and enjoy savoring itsimpurities.

Background: The soo are notorious liars, and have offered a largenumber of conflicting stories about their origin and background.Their true story has probably been revealed but disbelieved with allothers. This habit has led to the Immortal expression, "not worth asoo."

TitanSphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Move:Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:XP Value:

Any except EntropyInitiate25025 %

-315150'(50')2 fists or 1 weapon/ 1 magical effectBy Punch (x2) or by weapon/ by magical effect1-2(1-2)F3611Nil or 10-100 gems (see below)Any52,800 (5 PP)

Description: Titans are giants that appear very similar to attractivehumans, 21 to 30 feet tall. All their ability scores are 18-25 (1d8 + 17),and hit points are always 5-8 (1d4 + 4) per Hit Die. Titans are the spe-cial servants of the Immortals, and share many Immortal characteris-tics. They cannot, however, progress beyond the details given here.

Each Sphere (except Entropy) has approximately 20 titans. All thetitans of each Sphere share a common Home Plane, and theirs arefour of the largest of the Outer Planes.

Abilities and Limits: Titans are able to use Power to create magicaleffects, but are limited to those within their respective Spheres (thusalways applying base costs). They regenerate Power and hit points atstandard rates (according to Sphere and bias).

Titans have no Aura, and are not able to create usable materialforms. If a titan's body is slain, the life force returns to the HomePlane, but the titan must await Immortal assistance before anotherform can be created and occupied.

Resistances: Titans cannot be damaged by normal or silver weap-ons, nor by magical weapons of + 2 or lesser enchantment. Theirinnate Anti-Magic is less than any Immortal's. Titans are also unaf-fected by first- and second-level spells (including their own effects ofthis type). Against mortal magic, they save as 36th level fighters.They use standard Initiate saving throws against attacks of Immortalstrength.

Habits: Titans are found singly or in pairs on all planes except theirHomes. They freely reveal their common names to anyone encoun-tered, and strongly prefer to be addressed informally. Titans arerarely encountered on the Prime Plane, but prefer to dwell with 2-8Cyclopes (D&D Expert Set, page 47) when visiting. Each titan usuallycarries 10-100 gems when encountered where valuables are useful,but rarely carries anything else. Though titans are able to use all typesof weapons, they prefer to carry none.

48

Creatures

Background: The titans aspire to full Immortal status, but nonehave ever achieved it. All titans nevertheless maintain hope that even-tually, through their devotion and service, they may yet achieve thatgreatest of rewards. Some few titans secretly resent humans and demi-humans because of this, although they successfully hide this attitudefrom the Immortals.

TonalBreve Semibreve Minim

Sphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Move:Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:XP Value:

EnergyEternal8,00080

-103860'(20')1 blast64 + special

Eternal 3

SpecialLawful5,550,000(555 PP)

EnergyEmpyreal4,00070

-833120'(40')1 blast32 + special1 or 2Empyreal 310SpecialLawful2,305,000(230 PP)

EnergyCelestial2,00050

-628240'(80')1 blast16 + special2 or 4Celestial 39SpecialLawful917,500

(91 PP)

Crotchet Quaver SemiquaverSphere:Status:Power Points:Anti-Magic:

Armor Class:Hit Dice:Move:Attacks:Damage:No. Appearing:Save As:Morale:Treasure Type:Alignment:XP Value:

EnergyTemporal1,00050

-425480'(160')1 blast8 + special2, 4, or 8Temporal 58SpecialLawful398,000 (39 PP)

EnergyTemporal50050

-220960'(320')1 blast4 + special4, 8, or 16Novice Temporal7SpecialLawful143,950(14 PP)

EnergyInitiate25025

0151,920'(640')1 blast2 + special8, 16, or 32Initiate6SpecialLawful54,900 (5 PP)

Description: Tonals have physical forms very similar to bubbles oflight. These forms vary in size and color according to each tonal's sta-tus. The color varies during communication, but the size is constant.The diameter of a tonal is 1 foot per Hit Die. A breve, semibreve, orminim is pale in color, ranging from nearly pure white to pinkish yel-low. Crotchets, quavers, and semi-quavers are darker colored, rang-ing from deep blue to brown or black.

Tonals cannot progress within the hierarchy of their Sphere. All sta-tistics for each are permanent and unvariable.

A tonal's form collapses when its hit points reach zero. Its flimsyouter skin may be gathered and compressed to form a small objectsimilar to a sling stone. This may then be used as a weapon, for itexplodes on impact and releases one final blast of a strength and sizeequal to the original tonal's. Remember to add the original tonal's sizeto the blast radius to find the resulting area of effect.

Abilities and Limits: Each tonal may use all forms of Power com-bat, and may use Power to create some magical effects. In the lattercase they are limited to magic which creates or negates sound.

A tonal's normal non-magical attack form is a blast of sound, whichradiates evenly from the creature in all directions to a range in feetequal to the tonal's Hit Dice. No Hit roll is required; the blast alwaysinflicts a fixed amount of damage to all victims in range. Each victimmay make a saving throw (vs. Breath for mortals, Physical Blow forImmortals) to take only half damage. However, a penalty of -8 appliesto mortal saving throws against this effect.

A tonal's blast attack is effective anywhere, even in a vacuum.Tonal ability scores follow the standard range for those of all

Immortals.Though most tonals are now Lawful (see Background), many older

Chaotic tonals still wander the Outer and Astral Planes. These can bedangerous; they are often evil, and are usually cacophonous. They arecommonly called atonals, to distinguish them from their civilizedcounterparts.

Resistances: Though a tonal's blast may be avoided by use of magi-cal silence, such effects never adhere to tonals. In play, they automati-cally succeed in the saving throw, and may move out of the magicallyaffected area. Their innate A-M may apply as well.

Tonals cannot be damaged by normal weapons, and are immune toability score attacks. Unarmed combat can force them to move, butcannot inflict damage.

Habits: Most tonals are social creatures, found in groups of varioussizes. Except for breves, all tonals congregate in even numbers. Theycommunicate by changing colors, a language understandable to oth-ers only with magical aid.

Tonals sing to each other frequently, producing harmonic soundsthat do not inflict damage. This music is a favorite entertainment dur-ing Olympic meets and other festive occasions.

Background: Tonals were created by Thalia, a famous High Eternalof Energy. Her work in developing the Prime Plane predates mortalmagic use. Tonals were originally utterly Chaotic, but were madeLawful by one of Thalia's aides, an Eternal with the common name ofGuidarezzo. The creatures seem to enjoy their relatively new align-ment, which has significantly improved their ability to communicate.

Most Immortals know of and avoid conflict with the Lawful tonals.However, the old wild and often evil atonals are considered fair game.

Tonals have no relation to the non-living sounds common to thePrime Plane, some of which bear similar names.

All tonals share a common Home Plane in the Outer Planes. Inaddition to the usual protections, this plane is watched by Thalia her-self, and is considered unassailable by most Immortals.

49

Creatures

Vortex CreaturesThe great dimensional Barrier, whose very existence creates thedilemma and paradox of the missing dimensions (as explained onpage 3), is commonly called the Dimensional Vortex. The few lifeforms known to arise from dimensional space including the Vortex,are called vortex creatures. All of these beings can be described aseither minor or major. A typical minor vortex creature is the spectralhound, described in the D&D Companion Set (DMC page 36). Majorvortex creatures are incredibly dangerous to both mortals andImmortals. A typical example is the blackball (Master Set, MDMpage 40).

Minor vortex creatures are immune to fire and cold (whether nor-mal or magical), and can only be struck by magical or silvered weap-ons. Major vortex creatures can only be damaged by Power attacks,and are immune to all other forms of damage.

The characteristics of all vortex creatures place them within theSphere of Entropy, though they are not actually part of that organiza-tion. You may create others following this example.

BlackballSphere:Status:Power Points:Anti-Magic:Armor Class:Hit Dice:XP Value:

EntropyTemporal or Celestial500 to 2,500 (as level)50 or 60 (as rank)1011Temporal Novice: 71,000 (7 PP)Celestial 5: 295,000 (29 PP)

Description: These odd beings appear as featureless black globes,each about 5 feet in diameter. The Immortals know them to be lifeforms, but only within a very broad definition. They do not commu-nicate, but it is unknown whether this is by choice or lack of ability.

Abilities and Limits: Blackballs use all Power attacks, but cannotuse shield or probe. They move slowly, disintegrating everything theytouch (no saving throw). If a blackball touches an Immortal (whetherin physical or incorporeal form), the Immortal must make a successfulsaving throw vs. Power Drain or lose a third of his or her currentPower Points, whatever the amount. Success indicates that theImmortal has pulled away from the blackball, resisting the powerfulsuction draining his power. If this first saving throw is failed, anothermust be made, with the same results. If three saving throws are failedin succession, the Immortal's essence is sucked through the blackballand cast adrift in the Dimensional Vortex.

Resistances: As with all major vortex creatures, blackballs areimmune to all magical, physical, aura, and ability score attacks. Butthey may be maneuvered by non-aggressive and non-attack effects.

Habits: The only predictable trait observed in blackballs is their ten-dency to move toward great sources of Power when possible. If there isno power present, they move randomly. However, they apparently donot distinguish between amounts that differ by 100 PP or less.

Background: Unknown, even to Immortals. Blackballs seem to arisespontaneously from the Dimensional Vortex space, and have beenseen returning to it voluntarily. Immortals suspect that blackballs canpass through the Vortex, and that they serve the Old Ones, but all thisis conjecture.

50

I. Source MaterialChainmail Rules for Medieval Minia tures byGary Gygax & Jeff Perren. Tactical StudiesRules, 1973.

Swords & Spells Fantas t ic Miniatures Rulesby Gary Gygax. TSR (James, 1976.

DUNGEONS & DRAGONS® Game Origi-nal Set by Gary Gygax & Dave Arneson. Tac-tical Studies Rules, 1974.

Volume 1: Men & MagicVolume 2: Monsters & TreasureVolume 3: The Underworld & Wilderness

Adventures

1. Greyhawk by Gary Gygax & RobKuntz . TSR Games, 1975.

2. Blackmoor by Dave Arneson. TSRGames, 1975.

3. Eldritch Wizardry, by Gary Gygax &Brian Blume. TSR Games, 1976.

4. Gods, Demi-gods & Heroes, by RobKuntz & James Ward. TSR (James,1976.

DUNGEONS & DRAGONS Game, BasicRules set (revisions)

Edited by Eric Holmes. TSR Hobbies,1977.

Edited by Tom Moldvay. TSR HobbiesInc. , 1981.

II. Additional ReferencesThe Beasts of Neverby Georgess McHargue.The Book of Imaginary Beings by Jorge Luis

Borges.Bullfinch's Mythology by Thomas Bullfinch.Dictionary of Classical Mythology by J.E.

Zimmerrnan. Harper & Row, 1964.English Folk and Fairy Tales by Joseph

Jacobs.Gods and Heroes by Gustav Schwab.The Golden Bough by Sir James G. Frazer.

Macrnillan, 1922.The. Masks of God by Joseph Campbell. Pen-

guin, 1976.Volume 1: Primitive Mythology

Volume 2: Oriental MythologyVolume 3: Occidental MythologyVolume 4: Creative Mythology

The Meridian Handbook of ClassicalMythology by Edward Tripp.

Mythology by Edith Hamilton.The New Larousse Encyclopedia ofMythology, translated by RobertAldington et al.

Scandinavian Folk & Fairy Tales, edited byClaire Booss. Crown, 1984.

Funk & Wagnall's Standard Dictionary ofFolklore, Mythology, and Legend, editedby Maria Leach and Jerome Fried.

The Woman's Encyclopedia of Myths andSecrets by Barbara G. Walker. Harper &Row, 1983.

Acting: A Handbook of the StanislavskiMethod, compiled by Toby Cole. Crown,1947.

Armour & Weapons by Charles Ffoulkes.Oxford/Clarendon, 1909.

The Armourer and His Craft by CharlesFfoulkes. Methuen & Co. Ltd., 1912.

Bible and Sword by Barbara W. Tuchman.New York Univ. Press, 1956.

Benthan's Handbook of Political Fallacies,edited by Harold A. Larrabee. JohnsHopkins, 1952.

Castles by David Macauley.Creative Storytelling by Jack Maguire.Philip Lief Group, 1985.

A Distant Mirror by Barbara W. Tuchman.Ballantine, 1978.

From Magic to Science by Charles Singer.Dover, 1958.

The Medium, the Mystic, and the Physicistby Lawrence LeShan. Viking, 1974.

The Morning of the Magicians by LouisPauwels & Jacques Bergier. Avon, 1968.

A Reader's Guide to Fantasy by Baird Sea-rles e t al. Avon, 1982.

Stolen Lightning: The Social Theory ofMagic by Daniel L. O'Keefe. Contin-uum, 1982.

Van Nostrand's Scientific Encyclopedia,edited by Douglas M. Considine. VanNostrand, 1976 (annual).

51

Bibliography

III. Inspirational ReadingVarious fictional works were written or edited by the following authors. We heartily recommend that you at least sample, if not widely read, asmany authors as possible. Most or all are represented at your local library. Fictional reading can provide ideas for character roles, settings, andadventures.

Adams, RichardAiken, JoanAlexander, LloydAnderson, PoulAnthony, PiersAsprin, RobertBaum, L. FrankBeagle, Peter S.Beaumont, CharlesBellairs, JohnBlackwood, AlgernonBlish, JamesBloch, RobertBok, HannesBrackett, LeighBriggs, K.M.Brooks, TerryBrown, FredricBroxon, Mildred D.Brunner, JohnBurroughs, Edgar RiceCabell, James B.Caldecott, MoyraCampbell, J. RamseyCarroll, LewisCarter, LinChambers, Robert W.Chant, JoyChapman, VeraCherryh, CJ.Chute, B.J.Cook, GlennCooper, SusanCopper, BasilCrowley, AleisterCrowley, JohnDavidson, Avramde Camp, L. SpragueDelaney, Samuel R.Derleth, AugustDiamond, GrahamDickinson, PeterDickson, Gordon R.Donaldson, Stephen R.Eager, EdwardEddison, E.R.Eisenstein, PhyllisFarmer, Phillip JoseFinney, Charles G.Finney, JackForster, E.M.Fox, GardnerGarner, AlanGaskell, JaneGoudge, Elizabeth

Grahame, KennethGreen, RolandHaggard, H. RiderHaiblum, IsidoreHaldeman, LindaHancock, NeilHazel, PaulHeinlein, Robert A.Hodgson, William H.Hoffmann, E.T.A.Howard, Robert E.Ipcar, DahlovIverson, EricJakes, JohnJansson, ToveJones, Diana W.King, StephenKirk, RichardKurtz, KatherineLafferty, R.A.Le Fanu, SheridanLe Guin, Ursula K.Lee, TanithLeiber, FritzLewis, C. S.Long, Frank BelknapLord Dunsany (E.J.M.D. Plunkett)Lovecraft, H.P.Lumley, BrianMacDonald, GeorgeMachen, ArthurMatheson, RichardMayne, WilliamMcCaffrey, AnneMcKillip, PatriciaMerritt, AlanMitchison, NaomiMonaco, RichardMoorcock, MichaelMoore, C.L.Morris, WilliamMundy, TalbotMunn, H. WarnerNesbit, EdithNiven, LarryNorth, JoanNorton, AndreOffutt, AndrewPeake, MervynPowers, TimPratt, FletcherPrice, E. HoffmanQuinn, SeaburyRuss, JoannaSaberhagen, Fred

Silverberg, RobertSmith, Clark AshtonSmith, David C.Smith, ThorneSpringer, NancyStephens, JamesStewart, MaryStoker, BramStraub, PeterSturgeon, TheodoreSwann, Thomas B.Thompson, Ruth P.Tolkien, J.R.R.Vance, JackWagner, Karl E.Walker, HughWalton, EvangelineWellman, Manly D.Wells, H.G.Westall, RobertWhite, Theodore H.Williams, CharlesWilliamson, JackYarbro, Chelsea Q.Zelazny, Roger

PostscriptThis concludes the D&D game line of boxedrule sets. Dozens of adventures and otheraccessories are also available. With all athand, and equipped with imagination and apencil, your game experiences are nowunlimited.

Similar to the original set published in1974, this final boxed set opens many doorswithout entering them. Many possiblities arementioned, but limits on time and space (fora mere mortal such as I) have limited theamount of detail. Develop the information inany way you wish. If you find areas wheremore detail would be extremely helpful,write:

Immortals Rules, c/o TSR, Inc.POB 756, Lake Geneva, WI 53147

52

Dlb. All Magical Effects Usable by Immortals of the Sphere of Entropy

Refer to the standard reference charts for details on the following magical effects. The Sphere of each effect is given.

PPCost Sphere Effect

PPCost Sphere Effect

PPCost Sphere Effect

4444444

6666666

88888888

10101010101010101010101010

121212121212121214141414141414141414

TimeMatterTimeMatterThoughtEnergyMatter

TimeThoughtTimeThoughtMatterTimeMatter

ThoughtMatterTimeTimeMatterMatterThoughtThought

TimeTimeThoughtMatterMatterTimeMatterThoughtEnergyTimeTimeThoughtEnergy

TimeThoughtTimeMatterEnergyTimeTimeThought

TimeTimeEnergyMatterTimeThoughtEnergyTimeMatterMatter

Blight*Cause Fear*Cause Light WoundsCure Light WoundsRemove FearVentriloquismWeb

Anti-Magic 10%Confuse Alignment*Darkness*Detect MagicLevitateSleepWarp Wood

Charm PersonGrowth of AnimalHold PersonHold PortalInvisibilityKnockLocate ObjectObscure

Cause Disease*Cause Serious WoundsClairvoyanceConfusionCure Serious WoundsCurse*Dimension DoorESPFlyIce WallSlow*Speak with the DeadWall of Fire

Anti-Plant ShellCharm MonsterContinual Darkness*Gaseous FormHasteNeutralize PoisonProtection from PoisonSpeak with Plants

Anti-Magic 20%Cause Critical WoundsCreate Magic AuraCure Critical WoundsDissolveFind TrapsHallucinatory TerrainHold MonsterSize ControlWall of Stone

1616161616161616

1818181818181818

20202020202020202020

222222

2424242424242424

26262626

2828282828282828

ThoughtTimeThoughtMatterEnergyTimeTimeMatter

TimeThoughtThoughtMatterTimeMatterMatterMatter

MatterMatterTimeTimeMatterThoughtEnergyMatterMatterThought

TimeTimeEnergy

MatterTimeEnergyMatterEnergyMatterThoughtThought

EnergyMatterMatterThought

MatterTimeThoughtEnergyEnergyEnergyMatterMatter

CommunicationCreate Poison*Detect DangerFeeblemindFree Monster*Lower WaterSilence 15' RadiusTelekinesis

Anti-Animal ShellCharm PlantCloudkillCreate Normal MonstersIce StormPass-WallPolymorph OtherTurn Wood

Animate DeadBabble*Death SpellFinger of DeathFlesh to StoneLie DetectionPhantasmal ForceStone to FleshTeleportTruesight

Anti-Magic 30%Dispel MagicFire Ball

Animate ObjectsAppear*Lightning BoltMass InvisibilityPower Word StunReverse GravitySpeak with MonstersTreasure Finding

Delayed Blast Fire BallPlane TravelPolymorph SelfRemove Charm*

BarrierLife Drain*Magic JarProjected ImageRemove Barrier*Remove CurseStatueSword

3030303030303030

32323232323232323434343434

34

363636363636

38383838

40404040

404040404040

TimeTimeMatterMatterThoughtThoughtMatterTime

EnergyThoughtMatterMatterThoughtMatterEnergyThought

TimeTimeEnergyEnergyMatter

Matter

TimeMatterMatterMatterTimeTime

TimeEnergyMatterMatter

EnergyMatterMatterTime

TimeMatterEnergyEnergyMatterTime

Anti-Magic 40%Anti-Magic ShellCreate Normal ObjectsDanceExplosive CloudMass CharmPolymorph Any ObjectVictory

DisintegrateFind the PathForce FieldMetal to WoodMind BarrierOpen Mind*TravelX-Ray Vision

Close Gate*Inertia ControlPower Word BlindPower Word KillProtection from MagicDetectionTeleport Any Object

Anti-Magic RayContainer, to 50,000 cnCreate Mag. MonstersEarthquakeObliterate*Symbol

Anti-Magic 50%GateSummon ObjectRegeneration

BlastingCreate Any MonsterCureallImmune to Breath Weap-onsLife TrappingMazeMeteor SwarmPrismatic WallShapechangeTimestop

A

Adventure planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Charts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

Astral Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Effect on magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Movement within . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Avatars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

B

Boundaries, of planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

C

Campaign, the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Combinations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Controllers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

D

Dimensional Contiguity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Dimensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

Aberrations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12And magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Boundaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Astral-Ethereal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Dimensional . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Planar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Infinite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Unusual effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Earth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Experience awards and penalties . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Experience points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Immortal opponents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Mortal opponents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

G

Galaxy, the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Goals of the Immortals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

H

Home Planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Magical effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Moving a plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Planar access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Home System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

I

Identities, existing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Immortals, games for . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Exploration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Investigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Games with mortals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Immortal justice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18Immortal opponents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Infinite dimensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

M

Magic, new . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Of energy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Of matters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Of thought . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Of time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

Mortal opponents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Multiverse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

O

Observers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Outer Planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

Dimensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

P

Physical characteristics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Astral Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Outer Planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Prime Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Planes of existence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Prime Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

1017XXX1902

Reference TablesTABLE 1: Rank Advancement Chart

GreaterTalent

Rank Level PP HD hp A-M Scores Pop.**

Initiate

Temporal

HighTemporal

Celestial

HighCelestialEmpyreal

HighEmpyreal

Eternal

HighEternalHierarch

FullHierarch

Novice1st level2nd level3rd level4th level

5th level

Novice1st level2nd level3rd level4th level

5th level

Novice1st level2nd level3rd level4th level

5th level

Novice1st level2nd level3rd level4th level

5th level

Novice1st level2nd level3rd level4th level

5th level

500600700800900

1,000

1,0501,3001,6001,9002,200

2,500

2,6253,0003,5004,0004,500

5,000

5,2506,0007,0008,0009,000

10,000

10,50011,00012,00013,00014,000

15,000

15

2021222324

25

2526272829

30

3031323334

35

3536373839

40

4041424344

45

75

100110120130140

150

160180200220240

260

280310340370400

430

460500540580620

660

700750800850900

1,000

50

60

70

90

(var)

25

50

75

7

2524232221

20

1918171615

14

131211109

8

76543

2

*(1)

* Each Sphere of Immortals has its own sole ruling Hierarch, who always has one "trainee" (an aide or apprentice) who can assume the seniorposition whenever necessary.

** Population refers to the total number of Immortals that may exist at each level.

2

TABLE 2: Modifiers based onStrength, Intelligence, Wisdom, Dexterity,and Constitution scores

AbilityScore Adjustment

01

2-34-56-8

9-1213-1516-17

1819-2021-2324-2728-3233-3839-4546-5354-6263-7071-7778-8384-8889-9394-9697-98

99100

-5-4-3-2-1

None+ 1

+ 3+ 4+ 5+ 6+ 7+ 8+ 9

+ 10+ 11

+ 12+ 13+ 14+ 15+ 16+ 17+ 18+ 19+ 20

TABLE 3:Charisma Effects

Ability RetainersScore Reac Max Morale Aura

12-34-56-8

9-1213-1516-17

1819-2021-2324-2728-3233-3839-4546-5354-6263-7071-7778-8384-8889-9394-9697-98

99100

-3-2-1-10

+ 1+ 1+ 2+ 2+ 3+ 3+ 4+ 4+ 5+ 5+ 6+ 6+ 7+ 7+ 8+ 8+ 9+ 9+ 10+ 10

1123456789101112131415161718192021222324

3456789101112( + 1)( + 2)( + 3)( + 4)( + 5)( + 6)( + 7)(+8)( + 9)( + 10)( + 11)( + 12)( + 13)( + 14)( + 15)

(+4)( + 3)( + 2)( + 1)(0)-1-2-3-4-5-6-7-8-9-10-11-12-13-14-15-16-17-18-19-20

TABLE 4: Saving ThrowsPhysical Power Mental MagicAttack Drain Attack Spell

Initiate 14 16 18 20Temporal

Novice1st level2nd level3rd level4th level5th level

CelestialNovice1st level2nd level3rd level4th level5th level

EmpyrealNovice1st level2nd level3rd level4th level5th level

EternalNovice1st level2nd level3rd level4th level5th level

Hierarch (all)

141413131212

1111101099

887766

5544332

161515141413

131212111110

1099887

7665543

171716161515

141413131212

1111101099

8877654

201919181817

171616151514

141313121211

111098765

TABLE 5: Hit RollsCreature's Negative AC Hit

HD 0 1 2 3 4 5 6 7 8 9 10 11 12 13

13 + to 1515 + to 1717 + to 1919 + to 2121 + to 2323 + to 2525 + to 2727 + to 2929 + to 3131 + to 3333 + to 3535 + to 3737 + to 3939 + to 4141 + to 43

87654322222101*2*

987654322222101*

1098765432222210

11109876543222221

121110987654322222

1312111098765432222

14131211109876543222

151413121110987654322

1615141312111098765432

17161514131211109876543

181716151413121110987654

1918171615141312111098765

20191817161514131211109876

202019181716151413121110987

Creature's Negative AC HitHD 14 15 16 17 18 19 20 21 22 23 24 25 26 2713 + to 1515 + to 1717 + to 1919 + to2121 + to 2323 + to 2525 + to 2727 + to 2929 + to 3131 + to 3333 + to 3535 + to 3737 + to 3939 + to 4141 + to 43

2020201918171615141312111098

20202020191817161514131211109

202020202019181716151413121110

212020202020191817161514131211

222120202020201918171615141312

232221202020202019181716151413

242322212020202020191817161514

252423222120202020201918171615

262524232221202020202019181716

272625242322212020202020191817

282726252423222120202020201918

292827262524232221202020202019

302928272625242322212020202020

303029282726252423222120202020

* Automatic hit unless rolling a natural 1, add number given to damage.

Index to Magical Effects

Sphere Spell Name

AllThoughtTimeMatterTimeTimeTimeTimeMatterMatterEnergyEnergyMatterEnergyTimeTimeEnergyThoughtTimeMatterEnergyThoughtThoughtTimeTimeMatterTimeThoughtTimeThoughtThoughtThoughtThoughtEnergyMatterTimeThoughtThoughtThoughtThoughtMatterThoughtThoughtMatterTimeThought

ThoughtTimeThoughtMatterMatterEnergyTimeTimeThoughtMatterThoughtMatterMatterTime

Ability Score BonusesAerial ServantAge ChangeAnimate (Dead or Object)Anti-Animal and Plant ShellsAnti-Magic percentage (10%-50%), Shell, or RayAppearArmor Class Bonus (2 to 10)BabbleBarrierBearhugBlastingBlend with SurroundingsBlessBlightBreath Weapon, Acid or IceBreath Weapon, FireBreath Weapon, Poison GasBug RepellantBuoyancy (various amounts)BurrowingCall LightningCalm OthersCancellationCause DiseaseCause FearCause Wounds (Light, Serious, Critical)Change OdorsChange TastesCharm Monster, Person, Plant, Mass CharmChoose Best OptionClairaudienceClairvoyanceClimb Walls (70%-120%)CloneClose GateCloudkillCommuneCommunicationConfuse AlignmentConfusionConjure ElementalContact Other PlaneContainer (5,000-50,000 cn)ContingencyControl Animals, Dragons, Giants, Humans,PlantsControl Temperature 10' RadiusControl Undead (Lesser or Greater)Control WindsCreate Animal, Monster, or Normal ObjectCreate FoodCreate Magic AuraCreate PoisonCreate WaterCreeping DoomCureall, Automatic CureallCure BlindnessCure DiseaseCure Wounds (Light, Serious, Critical)Curse

MatterTimeTimeTimeThoughtThought

MatterMatterEnergyEnergyTimeEnergyTimeTimeMatterMatterThoughtThoughtMatterThoughtTimeEnergyMatterMatterEnergyMatterEnergyMatterEnergyThoughtMatterEnergyThoughtEnergyMatterThoughtEnergyMatterTimeEnergyTimeEnergyTimeThoughtTimeTimeThoughtTimeTimeTimeThoughtThoughtMatterThoughtMatterThoughtEnergyMatterThoughtTime

Sphere Spell Name

DanceDarkness, Continual DarknessDeath SpellDelayDetect Danger, Evil, Invisible, Magic, EnemiesDetect Slopes, New Construction, Gems, Metal,Shifting Walls & RoomsDimension DoorDisarm AttackDisintegrateDispel EvilDispel MagicDisplacementDissolveDodge Missiles, Directional AttacksEarthquakeElasticityESPExplosive CloudFeeblemindFind Path, Secret Door, Trap (spell ability)Finger of DeathFire Ball, Delayed Blast Fire BallFlesh to StoneFloating DiscFlyForce FieldFree Monster, Free PersonGaseous FormGateGeas or QuestGrowth of Animal, Growth of PlantHallucinatory TerrainHardenHasteHealHear Noise (50%-140%)Heat MetalHide in Shadows (30%-100%)Hit Point Bonus ( + 1 to + 3 per HD)Hit Rolls Bonus ( + 2 to +10)Hold Animal, Monster, Person, PortalHoly WordIce Storm or WallIdentifyImmune to Aging AttackImmune to Breath WeaponsImmune to Disease, Paralysis, TimeImmune to Energy Drain & PoisonImmunityInertia controlInfravisionInsect PlagueInvisibility, Inv. 10' Radius, Mass Inv.Invisible StalkerKnockKnow AlignmentLeap 30' to 120' (with Hit roll bonus)LevitateLie DetectionLife Drain

4

Index to Magical Effects

Sphere Spell Name

TimeEnergyEnergyThoughtThoughtTimeTimeEnergyThoughtTimeMatterThoughtEnergyMatterThoughtMatterMatterEnergyThoughtEnergyMatterEnergyTimeTimeThoughtEnergyMatterTimeMatterEnergyMatterTimeEnergyEnergyMatterEnergyTimeMatterEnergyThoughtEnergyEnergyEnergyTimeTimeTimeTimeMatterTimeTimeTimeThoughtEnergyThoughtThoughtMatterMatterEnergyThoughtMatter

Life TrappingLight, Continual LightLightning BoltLocate Plant/Animal, Locate ObjectLoreLower WaterLuckMagic DoorMagic JarMagic LockMagic MissileMapmakingMassmorphMazeMemorize + 1 to +10 Spell LevelsMergingMetal to WoodMeteor SwarmMind Barrier, MindmaskMirror ImageMove EarthMove Silently (50%-100%)Neutralize PoisonObliterateObscureOpen Locks (60%-120%)Open MindParalysisParryPass PlantPass-WallPermanencePhantasmal ForcePick Pockets (50%-100%)Plane TravelPlant DoorPoisonPolymorph Object, Other, SelfPower Word Blind, Kill, StunPredict WeatherPrismatic WallProduce FireProjected ImageProtection From Creatures (some, many, most, all)Protection from Evil, Prot. from Evil 10' RadiusProtection from LightningProtection from LycanthropesProtection from Magic DetectionProtection from Normal MissilesProtection from PoisonProtection from UndeadPurify Food & WaterRaise Dead, Raise Dead FullyRead LanguagesRead MagicRegenerationReincarnationRemove Barrier, Curse, Traps (50%-100%)Remove Charm, Fear, Geas, QuestRepair Object (normal or magical)

ThoughtTimeEnergyMatterTimeTimeEnergyMatterMatterTimeTimeMatterTimeMatterTimeTimeEnergyThoughtThoughtEnergyTimeMatterMatterMatterEnergyThoughtMatterTimeMatterTimeMatterMatterTimeTimeThoughtEnergyEnergyThoughtEnergyThoughtTimeTime

MatterEnergyTimeEnergyMatterMatterThoughtEnergyThoughtMatterEnergyThoughtThoughtTimeEnergyMatterThought

Sphere Spell Name

Resist ColdResist FireRestoreReverse GravityRulershipSaving Throws Bonus ( + 2 to +6)SecuritySet Normal Trap (50%-90%)ShapechangeShelterShieldShrink PlantsSilence 15' RadiusSize ControlSleepSlowSmash AttackSnake charmSpeak with Animal, Dead, Monster, PlantSpell Damage Bonus + 1 to + 4 Per DieSpell TurningStatueSticks to SnakesStone to FleshStrikingSummon Animal, Elemental, WeatherSummon ObjectSurvivalSwordSymbolTelekinesisTeleport, Teleport ObjectTimekeepingTimestopTrackingTransport Through PlantsTravelTreasure FindingTree movementTruesightTurn Undead (as Cleric L6, 12, 24, 36)Turn Undead bonus + 2 to +6, + 1d6 to +3d6HDTurn WoodVentriloquismVictoryWall of FireWall of Iron, StoneWarp WoodWater BreathingWeapon bonus (to damage or strength)Weather ControlWebWeb movementWishWizard EyeWizard LockWizardryWord of RecallX-Ray Vision

5

Charts S1-S4: Magical Effects by SphereS1. Energyla. Spells of Energy

PPRef Cost Spell Name Range & Duration

X5X6C22X16X8X11X12X15X12C26X13X12M4C13B40X12C22X13C26B42C16B42C15C25C26C22M9C15X16C12C1SX14C12C13X7C16M8B40X14M4

28

13168

11585

19765

194

1286

2057

104

17171220

314121714141869

1625

18

BlessContinual LightDelayed Blast Fire BallDisintegrateDispel EvilFire BallFlyFree Monster*Free Person*GateHallucinatory TerrainHasteHeat MetalHoly WordLightLightning BoltMagic DoorMassmorphMeteor SwarmMirror ImagePass PlantPhantasmal ForcePlant DoorPower Word BlindPower Word KillPower Word StunPrismatic WallProduce FireProjected ImageRaise DeadRaise Dead FullyRemove CurseRemove Barrier*RestoreStrikingTransport Through PlantsTravelVentriloquismWall of FireWizardry

R 60f, DR 6TR 120f, DR PermR 240f, DR 0-60rR 60f, DR InstR 30f, DR ITR 240f, DR InstR 0, DR ld6T+1 T/LR 120f, DR PermR 180f, DR InstR 30f, DR 1 or 1d% TR 240f, DR to TouchR 240f, DR 3TR 30f, DR 7rR 0, DR InstR 120f, DR 6T + 1T/LR 180f, DR InstR 10f, DR 7 useR 240f, DR ConeR 240f, DR InstR 0, DR 6TR 0, DR InstR 240f, DR ConeR 0, DR 1T/LR 120f, DR 2hr-4/dayR 120f, DR PermR 120f, DR 2d6/ld6TR 60f, DR 6TR 0, DR 2T/LR 240f, DR 6TR 120f, DR PermR 60f, DR PermR 0, DR PermR 60f, DR PermR 0, DR PermR 30f, DR 1TR 0, DR InstR 0, DR 1T/LR 60f, DR 2TR 60f, DR ConeR 0, DR 1T

Ib. Non-Spell Magic

PPRef Cost Spell Name Range & Duration

M51M51M51M53M53M53

48

12162048

121620

52012245

Ability bonus (1 in GT)Ability bonus (2 in GT)Ability bonus (all 3 GT)Ability bonus (all 3 LT)Ability bonus (all 6)Ability penalty (1 in GT)Ability penalty (2 in GT)Ability penalty (all 3 GT)Ability penalty (all 3 GT)Ability penalty (all 6)BearhugBlastingBurrowingClimb Walls, 70%Climb Walls, 80%Climb Walls, 90%

R 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 1TR 60f, DR InstR 0, DR 6TR 0, DR 12TR 0, DR 12TR 0, DR 12T

6

M53M53M53M52X63M52M52M52M52M52M52M52M52M52M52M52M52M52M52M53M53M53M53M53M53M53M53M53M53M53M53M53M53M53M53

M53M53M53M53M53M53M53M53M53M54M54M54M54M54M54M54M54M54M54M54M54M54M54M54M54M54M54M54M54M54

81114

71012468

101214161820

5101520

79

11131517

258

111417196

1116206

12186

176

111620

33579

11131517199

12151858

11141720

7

Climb Walls, 100%Climb Walls, 110%Climb Walls, 120%Create magic auraDisplacementFire breathHit Rolls bonus + 2Hit Rolls bonus + 3Hit Rolls bonus + 4Hit Rolls bonus + 5Hit Rolls bonus + 6Hit Rolls bonus + 7Hit Rolls bonus +8Hit Rolls bonus + 9Hit Rolls bonus + 10Leap 30', +2 HitLeap 60', + 4 HitLeap 90', +6 HitLeap 120', +8 HitMove Silent, 50%Move Silent, 60%Move Silent, 70%Move Silent, 80%Move Silent, 90%Move Silent, 100%Open Locks, 60%Open Locks, 70%Open Locks, 80%Open Locks, 90%Open Locks, 100%Open Locks, 110%;Open Locks, 120%Pick Pockets, 50%Pick Pockets, 75%Pick Pockets, 100%.Pick Pockets perfectlyRemove Traps, 50%Remove Traps, 75%;Remove Traps, 100%SecuritySmash AttackSpell damage bonus + 1/dieSpell damage bonus + 2/dieSpell damage bonus + 3/dieSpell damage bonus + 4/dieTree movementWeapon damage + 2Weapon damage + 3Weapon damage + 4Weapon damage + 5Weapon damage + 6Weapon damage + 7Weapon damage + 8Weapon damage + 9Weapon damage + 10Weapon damage x2Weapon damage x3Weapon damage x4Weapon damage x5Weapon strength + 1Weapon strength + 2Weapon strength + 3Weapon strength + 4Weapon strength + 5Weapon strength + 6Web movement

R 0, DR 12TR 0, DR 12TR 0, DR 12TR 120f, DR 3TR 0, DR ITR 30f, DR InstR 0, DR ITR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR VarR 0, DR 1TR = Spell, DR InstR = Spell, DR InstR = Spell, DR InstR = Spell, DR InstR 0, DR 12TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 12T

S2. Matter

2a. Spells of Matter

PPRef Cost Spell Name Range & Duration

X14X9X9C12X5M6X13M8X8M7C12C22C12X6B26X7M9C24X13C13C20X16B39M8X6X13B41X12B41B41B40C22C26C16C21C24X15C25X13X14C21C22M9X13C23X8X16C23C24C2X15C24M5C21X15C15B42X9

101210142

165

207

18897435

20155

188

102

164545433

12201610169

159

13151220

514

71019148

10179

10732

18

Animate DeadAnimate ObjectsBabble*BarrierCause Fear*CloneConfusionCreate Any MonsterCreate FoodCreate Magical MonstersCreate Normal AnimalsCreate Normal MonstersCure Critical WoundsCure DiseaseCure Light WoundsCure Serious WoundsCureallDanceDimension DoorEarthquakeFeeblemindFlesh to StoneFloating DiscForce FieldGrowth of AnimalGrowth of PlantsInvisibilityInvisibility 10' radiusKnockLevitateMagic MissileMass InvisibilityMazeMetal to WoodMove EarthOpen Mind*Pass-WallPolymorph Any ObjectPolymorph OtherPolymorph SelfReincarnationReverse GravityShapechangeShrink Plants*StatueSticks to SnakesStone to FleshSummon ObjectSwordTelekinesisTeleportTeleport any ObjectTurn WoodWall of IronWall of StoneWarp WoodWebWord of Recall

R 60f, DR PermR 60f, DR 6TR 60f, DR 1T/LR 60f, DR 12TR 120f, DR 2TR 10f, DR PermR 120f, DR 12rR 90f, DR 3TR 10f, DR PermR 60f, DR 2TR 30f, DR 10TR 30f, DR 1ITR 0, DR PermR 30f, DR PermR 0, DR PermR 0, DR PermR 0, DR PermR 0, DR3-7 rR 10f, DR IrR 360f, DR 1TR 240f, DR PermR 120f, DR PermR 0, DR 6TR 120f, DR 6TR 120f, DR 12TR 120f, DR PermR 240f, DR PermR 120f, DR PermR 60f, DR VarR 0, DR 6T+1T/LR 150f, DR 1rR 240f, DR PermR 60f, DR lr-6TR 120f, DR PermR 240f, DR 6TR 0, DR 6T/LR 30f, DR 3TR 240f, DR 1T/L-PrmR 60f, DR PermR 0, DR6T + 1T/LR 10f, DR PermR 90f, DR 2 secR 0, DR 1T/LR 120f, DR PermR 0, DR 2T/LR 120f, DR6TR 120f, DR PermR Inf, DR InstR 30f, DR 1r/LR 120f, DR 6rR 10f, DR InstR 0, DR InstR 30f, DR 1T/LR 120f, DR PermR 60f, DR PermR 240f, DR PermR 10f, DR 48TR 0, DR Inst

2b. Non-Spell Magic

PPRef Cost Spell Name Range & Duration

M51M51M51M51M51M51M51M51M51M51M51M51M51M51M51M51M52M52M52M52M53M53M53M53

M53M53M53M53M53M53M53M53M53M53M53M53

48

121620

48

1216202018369

12152468

10121416181559669

12151885

131719

28

1448

137

Ability bonus (1 in GT)Ability bonus (2 in GT)Ability bonus (all 3 GT)Ability bonus (all 3 LT)Ability bonus (all 6)Ability penalty (1 in GT)Ability penalty (2 in GT)Ability penalty (all 3 GT)Ability penalty (all 3 GT)Ability penalty (all 6)Automatic HealingBlend with SurroundingsBuoyancy to 10,000 cnBuoyancy to 20,000 cnBuoyancy to 40,000 cnBuoyancy to 80,000 cnBuoyancy to any weightContainer, to 5,000 cnContainer, to 10,000 cnContainer, to 15,000 cnContainer, to 20,000 cnContainer, to 25,000 cnContainer, to 30,000 cnContainer, to 35,000 cnContainer, to 40,000 cnContainer, to 50,000 cnCreate Normal ObjectsDisarm AttackElasticityGaseous FormHide in Shadows, 30%Hide in Shadows, 50%Hide in Shadows, 70%Hide in Shadows, 90%Hide in Shadows PerfectlyMergingParryPlane Travel

P r o t e c t i o n / M a g i c D e t e c t i o n

RegenerationRepair Normal ObjectsRepair Temporary MagicRepair Permanent MagicSet Normal Trap 50%Set Normal Trap 70%Set Normal Trap 90%Size Control

R 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR PermR 0, DR 6TR 0, DR 6TR 0, DR 12TR 0, DR 1STR 0, DR 24TR 0, DR 36TR 0, DR 36TR 0, DR 36TR 0, DR 36TR 0, DR 36TR 0, DR 36TR 0, DR 36TR 0, DR 36TR 0, DR 36TR 0, DR 36TR 30f, DR PermR 0, DR 6TR 0, DR 12TR 0, DR 3TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 1STR 0, DR 6TR 0, DR InstR 0, DR 6TR 0, DR 1TR 0, DR PermR 0, DR PermR 0, DR PermR 2f, DR PermR 2f, DR PermR 2f, DR PermR 0, DR 6T

7

S3. Thought

3a. Spells of Thought

PPRef Cost Spell Name Range & Duration

C12C15X13B39C21X11X14X8X5X14C20X61C15C16C16X6M4B41B41B39B41C24X9X5X9,16C20X12X8X16X5C15X6C22X15C24C24X11C15C15B27B40B40C24B27X9,16B27X6X6X7X9X8M5M5C16C12X12C16M10X14

141264959

183

1217

776

20483735

1516

710648

10424

14141516342222

13292335

1266

1611103

16206

Aerial ServantCall LightningCharm MonsterCharm PersonCharm PlantClairvoyanceCloudkillCommuneConfuse Alignment*Conjure ElementalContact Other PlaneControl PlantsControl Temperature 10' radControl WindsCreeping DoomCure BlindnessDetect DangerDetect EvilDetect InvisibleDetect MagicESPExplosive CloudFind the PathFind TrapsGeas or QuestHardenInfravisionInsect PlagueInvisible StalkerKnow AlignmentLocateLocate ObjectLoreMagic JarMass CharmMind BarrierMindmask*ObscurePredict WeatherPurify Food & WaterRead LanguagesRead MagicRemove Charm*Remove FearRemove Geas or Quest*Resist ColdSnake CharmSpeak with AnimalsSpeak with the DeadSpeak with MonstersSpeak with PlantsSummon AnimalsSummon ElementalSummon WeatherTruesightWater BreathingWeather ControlWishWizard Eye

R 60f, DR 1 day/LR 360f, DR 1T/LR 120f, DR VarR 120f, DR VarR 120f, DR 3 monR60f, DR 12TR 1f, DR 6TR 0, DR 3TR 0, DR 1T/LR 240f, DR ConeR 0, DR VarR 0, DR 20TR 0, DR 1T/LR 0, DR 1T/LR 120f, DR 1r/LR 0, DR PermR 5f/L, DR 6T/3TR 0, DR 6TR 0, DR 6TR 0, DR 2TR 60f, DR 12TR 1f, DR 6TR 0, DR 6T + 1T/LR 0, DR 2TR 30f, DR VarR 240f, DR PermR 0, DR 1 dayR 480f, DR 1 dayR 0, DR VarR 0, DR 1rR 0, DR 6TR 0, DR 6TR 0, DR PermR 30f, DR VarR 120f, DR VarR 10f, DR 6T/LR 0, DR 12TR 0, DR 1T/LR 0, DR 12hrR 10f, DR PermR 0, DR 2TR 0, DR 1TR 120f, DR Perm/1 TR 0, DR 2TR 30f, DR PermR 0, DR 6TR 60f, DR 2-5r,TR 0, DR 6TR 10f, DR 1r/LR 0, DR 1r/LR 0, DR 3TR 360f, DR 3TR 240f, DR 6TR 5mi/L-14, DR 6T/LR 0, DR 1T + 1r/LR 30f, DR 1 dayR 0, DR ConeR 0, DR AnyR 240f, DR 6T

3b. Non-Spell Magic

PPRef Cost Spell Name Range & Duration

M51M51M51X61M51M51M51M51M51B45X60X62M52X60M52M52M53M53M53M53M53M53M53M53M53M53C54M52M52M52M52M52M52M52M52M52M52M52M52M52M52M52M53M54M54M54M54

48

12162048

121620

6393

12191720

873425372468

1012145

10155

1046

10112468

101214161820106

141216

Ability bonus (1 in GT)Ability bonus (2 in GT)Ability bonus (all 3 GT)Ability bonus (all 3 LT)Ability bonus (all 6)Ability penalty (1 in GT)Ability penalty (2 in GT)Ability penalty (all 3 GT)Ability penalty (all 3 GT)Ability penalty (all 6)Calm OthersChange OdorsChoose Best OptionClairaudienceControl AnimalsControl DragonsControl GiantsControl HumansCommunicationDetect EnemiesDetect GemsDetect MetalDetect New ConstructionDetecting Shifting StoneDetect SlopesFind Secret DoorsFind Traps, 50 %Find Traps, 60%Find Traps, 70%Find Traps, 80%Find Traps, 90%Find Traps, 100%Find Traps, 110%Hear Noise, 50%Hear Noise, 90%Hear Noise, 140%IdentifyImmune to Aging attackImmune to DiseaseImmune to ParalysisLie DetectionMapmakingMemorize + 1 spell levelMemorize + 2 spell levelsMemorize + 3 spell levelsMemorize + 4 spell levelsMemorize + 5 spell levelsMemorize + 6 spell levelsMemorize + 7 spell levelsMemorize + 8 spell levelsMemorize + 9 spell levelsMemorize + 10 spell levelsPoison Gas BreathTracking 90 %, 50 % indoorTracking 90% anywhereTreasure FindingX-Ray Vision

R 1 cr, DR 6TR 1 cr, DR 6TR 1 cr, DR 6TR 1 cr, DR 6TR 1 cr, DR 6TR var, DR 6TR var, DR 6TR var, DR 6TR var, DR 6TT var, DR 6TR 120f, DR PermR 120f, DR PermR 0, DR InstR 60f, DR 12TR 60f, DR 20TR 120f, DR 20TR 120f, DR20TR 120f, DR20TR 0, DR 6TR60f, DR 1rR 60f, DR 3TR 20f, DR 6rR 0, DR 36TR 10f, DR 1rR 0, DR 36TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 12TR 0, DR 24TR 0, DR 36TR60f, DR 1rR 0, DR 18TR 0, DR 18TR 0, DR 6TR 0, DR 3TR 0, DR 1TR 0, DR 1 studyR 0, DR 1 studyR 0, DR 1 studyR 0, DR 1 studyR 0, DR 1 studyR 0, DR 1 studyR 0, DR 1 studyR 0, DR 1 studyR 0, DR 1 studyR 0, DR 1 studyR 0, DR 3rR 0, DR 36TR 0, DR 36TR 0, DR 6TR 0, DR 1T

8

S4. Time

4a. Spells of Time

PPRef Cost Spell Name Range & Duration

C16X15C16C22X5C12X6X5X7C26M8X6X8X7X14X11X16X8C20C12X12X15X12B39X13X13M9C13X16C22X8C13C25B40X8C15X12X5B40X6B40X12M3C25M10B42

9156

1227526

172068453

1011

710374495

20148

126

1818258432835

1318206

Anti-Animal ShellAnti-Magic ShellAnti-Plant ShellAppear*Blight*Cause Critical WoundsCause Disease*Cause Light WoundsCause Serious WoundsClose Gate*ContingencyContinual Darkness*Create Poison*Create WaterCurse*Darkness*Death SpellDispel MagicDissolveFinger of DeathHold AnimalHold MonsterHold PersonHold PortalIce StormIce WallImmunityLife Drain*Lower WaterMagic Lock*Neutralize PoisonObliterate*PermanenceProtection from EvilProtection/Evil 10' radiusProtection from LightningProtection/Normal Missiles

Resist FireShieldSilence 15' radiusSleepSlow*SurvivalSymbolTimestopWizard Lock

R 0, DR 1T/LR 0, DR 12TR 0, DR Ir/LR 240f, DR PermR 60f, DR 6TR 0, DR InstR 30f, DR P2dl2dR 0, DR InstR 0, DR PermR 30f, DR PermR 0, DR VarR 120f, DR PermR 0, DR PermR 10f, DR 6TR 0, DR VarR 120f, DR 6T+1T/LR 240f, DR InstR 120f, DR PermR 240f, DR 3-18 dayR 60f, DR PermR 180f, DR 1T/LR 120f, DR 6T+1T/LR 180f, DR 9T,1T/LR 10f, DR 2d6TR 120f, DR 1rR 120f, DR 12TR 0, DR 1T/LR 0, DR PermR 240f, DR 10TR 10f, DR 7 useR 0, DR PermR 60f, DR InstR 10f, DR PermR 0, DR 12T, 6TR 0, DR 12TR 0, DR 1T/1R 30f, DR 12TR 30f, DR 2TR 0, DR 2TR 180f, DR 12TR 240f, DR 4d4TR 240f, DR 3TR 0, DR 6T/LR 0, DR PermR 0, DR 2-5rR 10f, DR Perm

4b. Non-Spell Magic

PPRef Cost Spell Name Range & Duration

M51X62

48

121620

48

121620134

Ability bonus (1 in GT)Ability bonus (2 in GT)Ability bonus (all 3 GT)Ability bonus (all 3 LT)Ability bonus (all 6)Ability penalty (1 in GT)Ability penalty (2 in GT)Ability penalty (all 3 GT)Ability penalty (all 3 GT)Ability penalty (all 6)Acid breathAge Change (1-10 years)

R 1 cr, DR 6TR 1 cr, DR 6TR 1 cr, DR 6TR 1 cr, DR 6TR 1 cr, DR 6TR var, DR 6TR var, DR 6TR var, DR 6TR var, DR 6TT var, DR 6TR 30f, DR lrR touch, DR Perm

X62X62X62X62M51M51M51M51M51M51M51M51M51M51M51M51M51M51M51M51B45M51M51M51C50M52M52M52M52M52M52M52M52M52M52M52M52M52B44B44B44B43B43B43M53M53M53M53B44

M5B44M53M53M53M53M53X62M54M54M54M54M54M54M54M54M54

81216201837

111519468

1012141618205

203

1418

2/r7

10136

12181120168

1720201015206

121848

12179

613105

1015

720

249

141948

1215

Age Change (2-20 years)Age Change (3-30 years)Age Change (4-40 years)Age Change (5-50 years)Anti-Magic RayAnti-Magic 10%Anti-Magic 20%Anti-Magic 30%Anti-Magic 40%Anti-Magic 50%AC bonus -2AC bonus -3AC bonus -4AC bonus -5AC bonus -6AC bonus -7AC bonus -8AC bonus -9AC bonus -10Bug RepellantCancellation (one item)Change tastesControl Undead, LesserControl Undead, GreaterDelay Spell EffectDodge normal missilesDodge any missilesDodge directional attacksHit point bonus + 1 per HDHit point bonus + 2 per HDHit point bonus + 3 per HDIce breathImmune to Breath WeaponsImmune to Energy DrainImmune to PoisonInertia controlLife TrappingLuckParalysisParalysis (-2 save)Paralysis (-4 save)Poison, special effectPoison, damage (1 pt/PP)Poison, deadly (-2 save)

P r o t e c t i o n / s o m e creaturesP r o t e c t i o n / m a n y creaturesP r o t e c t i o n / m o s t creaturesP r o t e c t i o n / a l l creaturesProtection from

Lycanthropes

Protection from poisonProtection from Undead

RulershipSaving Throws bonus + 2Saving Throws bonus + 4Saving Throws bonus + 6ShelterSpell TurningTimekeepingTurn Undead as Cleric L6Turn Undead as Cleric LI2Turn Undead as Cleric L24Turn Undead as Cleric L36Turn bonus + 2 , + 1d6 HDTurn bonus + 4, + 2d6 HDTurn bonus +6, + 3d6 HDVictory

R touch, DR PermR touch, DR PermR touch, DR PermR touch, DR PermR 60x10f, DR ITR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 40TR touch, DR PermR 60f, DR PermR 120f, DR 20TR 120f, DR 20TR Spell, DR l-10rR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 0, DR 1TR 30f, DR InstR 0, DR 1TR 0, DR 6TR 0, DR 18TR 0, DR 24TR 0, DR VarR 0, DR 1TR 60f, DR 5rR 120f, DR 1TR 180f, DR 15rR touch, DR l -12rR touch, DR PermR touch, DR PermR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 6T

R 10f, DR 6TR 0, DR 1T/LR 10f, DR 6TR 1 obj, DR 1 checkR 0, DR 6TR 0, DR 6TR 0, DR 6TR 0, DR 24 hrR 0, DR 1 spellR 0, DR 2 4 h rR Sight, DR 3TR Sight, DR 3TR Sight, DR 3TR Sight, DR 3TR Sight, DR 1TR Sight, DR 1TR Sight, DR 1TR 0, DR 1 check

9