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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