Planescape - Welcome to Planewalker | .Planescape using Mage: The Ascension rules ... 2 Planewalker

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    Planewalker Conversion

    Planescape using Mage: The Ascension rules

    G M R u l e s S e c t i o n By James O'Rance

    This is not a complete game in itself. The Planescape Campaign Setting Boxed Set and at least one of the Storyteller system rulebooks are required to use this work.

    Mage: The Ascension and the Storyteller system are trademarks of White Wolf Game Studios.

    Planescape, the illustrations within this document, and all related concepts are trademarks of Wizards of the Coast.

    No challenge to the copyrights of these fine companies is intended by the production of this

    work. You are free to distribute this work to others, provided that you do not attempt to profit

    from it, plagiarize it, or take credit for it in any way.

    Visit the White Wolf website - http://www.white-wolf.com

    Visit the Wizards of the Coast website - http://www.wizards.com

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    Planewalker Conversion

    Table of Contents

    Introduction ............................................................................................ 3

    Magic in the Planes ................................................................................. 4

    Transitive Planes .................................................................................. 4

    Inner Planes ............................................................................................ 4

    Outer Planes .......................................................................................... 6

    Monsters and Beasts ............................................................................... 8

    Animals ..................................................................................................... 8

    Planar Monsters ................................................................................... 17

    Prime Material Monsters .................................................................. 38

    Creating New Creatures.................................................................... 41

    Tables and Charts .................................................................................. 52

    Bibliography ............................................................................................. 56

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    Planewalker Conversion

    Introduction

    This document contains information that Game Masters may wish to use when running

    PLANESCAPE campaigns using my conversion notes for the Mage: the Ascension rules. As a GM Section, it is by necessity incomplete; there are so many planar beasties, so many special

    situations, and so many different ways of handling things that one person cannot come up with

    enough material to deal with them all. With this document, you dont have to. It was not just

    intended to give the PLANESCAPE GM enough monsters and rules to run a campaign; the real purpose of this document is to give you a few of my own ideas how things can be done, so

    that everyone out there can find a way to run PLANESCAPE campaigns that they are happy with.

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    Planewalker Conversion

    Magic in the Planes

    The magic rules for using Mage: the Ascension PLANESCAPE refer to making adjustments to magical effects based on the current plane of the characters, the Spheres used, and their beliefs.

    These adjustments are intended to express the different magical nature of each plane. However,

    in the main rules document, there are no guidelines for deciding which spells are altered,

    diminished, or enhanced on a particular plane. This was not an oversight - this information was

    deliberately kept separate from material that the players might read, and can be found below. The

    Game Master can reveal this information to players in any way that he wishes; keep it a secret; or

    make any desired changes to it without confusing players by conflicting with the rules.

    Below, altered, diminished, and enhanced spells are described plane by plane. Theres no need to

    memorise all of this information; just keep to hand details about the planes that the player

    characters are likely to visit during a game session, and refer to them as needed.

    Game Masters should apply these guidelines on a case-by-case basis. Sometimes a player will

    come up with a spell that strictly speaking, is diminished or even negated on his current plane.

    However, if the spell matches the character or conditions of the plane, or if the spell is inspired

    by a powerful Belief of the character, then the GM might decide to apply the standard difficulty.

    Transitive Planes

    The Transitive Planes connect the Outer and Inner planes to the Prime Material. They have

    unique affects on the spells cast there.

    Astral

    Altered: Prime 1 is useless, as everything

    radiates magic on this plane.

    Diminished: Cosmology spells used to

    summon creatures from other planes.

    Enhanced: Entropy spells.

    Negated: All Correspondence spells; magic

    that accesses the Ethereal and Inner Planes.

    Ethereal

    Enhanced: Mind illusion spells last without

    concentration; a botch causes illusions to

    assume independent life.

    Negated: Magic that accesses the Astral or

    Outer Planes (many Cosmology spells).

    Inner Planes

    The Inner Planes have no connection to the Astral or the Outer planes, and so spells that involve

    aspects of those planes always fail.

    Elemental: Air

    Diminished: Matter spells involving

    elements other than Air.

    Enhanced: Matter spells involving Air.

    Elemental: Earth

    Diminished: Matter spells involving

    elements other than Earth.

    Enhanced: Matter spells involving Earth.

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    Planewalker Conversion

    Elemental: Fire

    Diminished: Matter spells involving

    elements other than Fire.

    Enhanced: Matter spells involving Fire

    Negated: Matter spells involving Water.

    Elemental: Water

    Altered: Forces spells involving electricity

    make electrical globes.

    Enhanced: Matter spells involving Water.

    Negated: Matter spells involving Fire.

    The paraelemental planes are a mix of two elemental planes, and so spells are affected according

    to aspects of both parent planes.

    Paraelemental: Ice

    Diminished: Forces spells involving cold or

    heat; Matter spells involving Fire.

    Negated: Spells that access the Astral or

    Outer Planes.

    Paraelemental: Smoke

    No unusual modifications.

    Paraelemental: Magma

    Diminished: Forces spells that reduce heat.

    Enhanced: Forces spells that increase heat.

    Paraelemental: Ooze

    Diminished: Matter spells involving Fire.

    The quasi-elemental planes are a mix of an elemental plane and a positive or negative plane.

    Quasi Elemental: Lightning

    Enhanced: Forces spells involving

    electricity.

    Negated: Light-based invisibility spells.

    Quasi Elemental: Mineral

    Diminished: Matter spells involving

    elements other than Earth

    Enhanced: Matter spells involving Earth.

    Quasi Elemental: Radiance

    Diminished: Forces spells involving

    darkness.

    Enhanced: Forces spells involving light.

    Quasi Elemental: Steam

    Diminished: Matter spells involving Fire.

    Negated: Spells that access the Astral or

    Outer Planes.

    The positive and negative planes are planes of ultimate life and death and so they strongly affect

    spells related to those concepts.

    Positive Energy

    Diminished: Spells that inflict damage.

    Enhanced: Healing spells.

    Negated: Spells that access the Astral or

    Outer Planes; solid objects created

    magically explode in a burst of light.

    Negative Energy

    Diminished: Spells that inflict damage.

    Enhanced: Healing spells.

    Negated: Spells that access the Astral or

    Outer Planes; objects created magically

    crumble to nothingness inn 1 round.

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    Planewalker Conversion

    The quasi-elemental planes are a mix of an elemental plane and a positive or negative plane, and

    so spells are affected according to aspects of both parent planes.

    Quasi Elemental: Ash

    Altered: Matter spells involving fire have a

    maximum duration of one round.

    Enhanced: Forces spells involving cold.

    Negated: Forces spells involving heat.

    Quasi Elemental: Dust

    Altered: Matter/Prime spells that create solid

    objects have a maximum duration of 5

    rounds, unless Forces 3 is also used.

    Negated: Spells that access the Astral or

    Outer Planes.

    Quasi Elemental: Salt

    Diminished: Matter spells involving water

    or ice have a maximum duration of 2

    rounds.

    Negated: Spells that access the Astral or

    Outer Planes.

    Quasi Elemental: Vacuum

    Negated: Matter spells involving Air and

    Fire.

    Outer Planes

    Cosmology spells used to summon individuals or creatures to the caster can only draw from

    adjacent planes.

    Matter/Cosmology spells used to summon elementals do not call upon the same beings as those

    summoned on the Prime Material or Inner Planes. Instead, they create a pseudo elemental from

    the current plane.

    Pseudo elementals adopt the alignment of the plane where they are created, and refuse to do

    anything that would contradict that alignment.

    Lastly, Life spells, whether harmful or beneficial, have absolutely no effect upon petitioners.

    The Abyss

    Altered: Life spells often corrupt the

    re