Help yourself to my Planescape Character Generator for MS-DOS.
Planewalker, the most active Planescape site, is back up! Todd Stewart,
the developer, is my cyberfriend. Thanks!
Pathfinder Outer Planes.
The best from many contributors, including here.
There is no death, only a change of worlds.
-- attributed to Chief Seattle
Truly, your deeds will be brought back to you, as if you
yourself were the creator of your own punishment.
-- attributed to Muhammad
Hell, while also a specific dimension, is primarily a state of mind.
When we die, we are bound by what we think.
In mortality the more solid our thoughts become, as we act upon them --
allowing darkness to develop in others and in ourselves --
the more damning they are. I had been in hell long before I died,
and I hadn't realized it because I had escaped many of the consequences
up until the point that I took my life. But when we die, our state of
mind grows far more obvious because we are gathered together with those who think
as we do. This ordering is completely natural and is consistent with
how we choose to live while we are in this world. Our time is but a heartbeat in the
eternal scheme of creation, and yet it is the crucial moment of truth,
the turning point.
--Angie Fenimore [near-death survivor]
I breathe sin. It seeps through every pore of my flesh, weighing my soul to the unclean earth. It blinds me to the nature of my own deeds, and deafens me to the cries of those truly in need. It tempts to me to kneel before unworthy lords, and drives me to fight when other options exist. My sins are many, but in trying to overcome them I find redemption in small doses. No man has an excuse not to do so. | ![]() |
TSR Hobbies' "Planescape" campaign milieu focuses on ideals, ideologies, and living well rather than on bloodshed and magic.
Many fantasy worlds and games portray imaginary worlds that actually mirror aspects of our own. "Planescape" develops the other-worlds theme to show the appeal of kindness and love, and the ugliness of hate, greed, and cruelty.
The planes are as alien as any science fiction scenario. And they are as familiar as our own introspection.
My cyberfriend Elton Robb, who is a Mormon, a scientist, and an adventure-gamer, tells me that his faith teaches that every person goes to the heaven that he/she wants. Many Anglicans (members of my denomination) think that in the intermediate state, our attitudes determine our experiences and we continue to grow and serve until our final entry into heaven (or our final refusal of love and entry into hell.) Perhaps these ideas are the same.
Even in this life, it's love, rather than physical pleasures, that brings happiness. The heaven of the pseudo-Islamic terrorists, with eighty zombie wives and everybody with a hateful attitude just like your own, would be hell for any decent human being. Yes, really. Think about it in terms of your own experience.
A good "Planescape" gaming session will unfold much as a good college bull session, in which young people examine various beliefs and attitudes in a setting of friendship and trust. Li Po and I believe that whenever our world is examined fairly and thoughtfully, most people will choose goodness and love over selfishness and hate.
The milieu uses the "alignments" of classic D&D. It builds them as worlds in which players can see their ethical and moral commitments lived out in adventures, and talk about what they value the most.
Li Po, who appears here as a plane-traveller, hopes you will adventure in the "Planescape" milieu, and that you will respect the rights of TSR and all other copyright owners. It's not just the law... it's what's right.
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The Astral: The silver void, extending from our own worlds to the alignment planes. Colored pools provide entry. On the astral float the remains of history's discarded ideals and ideologies. |
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The Inhabitants of the Outer Planes -- Role-Playing Suggestions
Some living character-types are born off the prime plane. These folk are called "planars". For the duration of their natural lives, they will be subject to "dispel good" and so forth when away from their home plane. They may sometimes be whisked away by "Monster Summoning" spells (if killed during these interludes, they merely reform wherever they were called from). Their home plane is wherever their sect headquarters are located, and this can change as their morals, ethics, and beliefs change. (Sect headquarters takes precedence over faction headquarters.) If they are not strongly identified with any sect or alignment, their home plane tends to be the Outlands.
On the outer planes, the living mingle freely with the dead. Characters who have "gone to their rewards" may be found on any plane, and areas controlled by them will resemble communities on the prime planes.
In depriving the dead of their memories, the "Planescape" authors followed Homer rather than most other writers. For role-players, this was probably a mistake. At a referee's discretion, the dead ("petitioners") might reasonably:
NOTE: Members of the planar races (holy angels, fiends, modrons, slaadi, rilmani, and so forth) derive their special abilities from their alignment fidelity, rather than merely having a particular temperment. Occasionally a rogue modron (ordinarily lawful neutral) or slaad (chaotic neutral) will choose good or evil. And occasionally a guardinal (neutral good) or yugoloth (neutral evil) will choose law or chaos. The races exemplifying the extreme alignments will not vary, i.e., baatezu and rakshasas are always lawful evil. In "Paradise Lost", the fallen angels transform over time into diabolic forms because their alignment has changed, and perhaps this happens automatically to those members of spiritual races that might reconsider their ethics or morals. Monte Cook suggests that the Lord of Flies and Lies was once an angel who became overproud, and found himself suddenly in a new home on the lower planes and possessing fly-eyeballs. And we read of a rogue modron of the second-highest rank who has become ultra-good and is a leader in Jovar's City of Time.The new "Forgotten Realms" setting has the baatezu recruit the newly-dead into their race, striking bargains and unable to deceive or coerce. Maybe all the strongly-aligned races do this, and their members are those who (unlike most people) have made a conscious commitment to an alignment. Perhaps the transformation is like what happens to wrongdoers in "Ravenloft".
We read almost nothing about either the angelic or fiendish races serving "the gods" of pagan or gaming lore.
Abashed the Devil stood, and felt how awful goodness is, and saw virtue in her shape how lovely.
-- Paradise Lost IV 846-848
The holy angels guard the upper planes and carry out the great works of goodness. They have as their primary aim the defense and support of kindness, forgiveness, contrition, and humility, and those who exemplify and promote goodness. Each possesses intuitive knowledge as required, complete immunity to magical control, and (probably) the ability to call as much help as needed to ensure the ultimate security of the upper planes and their inhabitants. They can travel anywhere they want in the service of goodness, even to places of vilest evil -- if they have a reason, i.e., the rescue of good or contrite souls, or to keep those who are not good from tormenting each other too much. They take no harm in doing so, though unholy water or unholy items do cause damage that is regenerated normally. Probably the angels should be immune to magic missiles, electricity, negative and positive energy, normal weapons, and all attacks except magical cold and fire (half-0 damage) and unholy things. All should be immune to scrying. They often travel our world incognito, seeking to win souls for goodness.
Role-playing encounters with the holy angels can be enjoyable for players and referees alike. These distinguished, powerful minions of goodness are splendid conversationalists, always interested in ordinary people (good and not-yet-good), and able to get people to talk about their interests. They will never deceive or try to dominate those to whom they minister. They will use kindness, interest, and suggestions -- "Is that really how you want to live your life?" "Has this really brought you satisfaction?" Lawful ones will talk especially about people's opportunities to work together for the good of all. Chaotic ones will talk about developing one's individuality and promoting the rights and freedoms of each person.
The angels are not at all naive about evil, but they will not talk about it unless there is a reason. In-depth conversation will reveal that they have a greater awareness, knowledge and understanding of the wrongs of the multiverse than do even the fiends. This should be jarring to players who may have felt for a long time that they were in the presence of simple-minded goodness. It should also be most enjoyable and helpful.
According to modern ideas about angels, especially in conservative Christian circles, they have power to help in direct proportion to the commitment to good by particular communities -- expressed in prayer and in action. Whatever players and referees may think of this, it could provide a basis for some fine role-playing. Here's one idea.
For we do not wrestle against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this age, against spiritual hosts of wickedness in the heavenly places.
-- Ephesians 6:12
The foul fiends are most interesting as our own spiritual enemies. They have as their primary aim the corruption of souls, and as a lesser aim, the destruction of all that is good, kind, forgiving, and noble. They do this through deception, half-truths, and appeals to our bad instincts. Their power comes from our own unconfessed, unrepented sins. "Ravenloft" authors in particular remind us that few people consider their behavior to be evil -- even when it clearly hurts others. Monte Cook's "Book of Vile Darkness" is a profoundly moral work, which re-emphasizes that corrupting human beings is the chief aim of the fiends. People seem to need only a little bit of coaxing to justify unjustifiable behavior. The medieval world-view, on which most AD&D campaigns are based, also considered this to be the fiends' principal work.
Evil is more than just a focus on self-interest, the stuff of neutrality. Evil regards life as a zero-sum game, where "enlightened" beings know they must hurt others to escape being hurt themelves. Evil regards love and altruism as cynical deceptions, or rank stupidity. And it invites "superior individuals" to find meaning in the dark pleasures of vanity, hatred, depravity, and the spreading of pain.
As people choose evil alignments, the corresponding ranks of fiends are gratified and strengthened. Individual fiends in turn derive their strengths from fidelity to their alignments.
It may well be that the Lower Planes are prisons, even for their "Lords", in a universe that is ultimately well-governed and where even the vilest creatures may come to their senses. Fighting evil, in the familiar world or on its own turf, ultimately builds goodness in heroes.
Encounters with the fiends can produce some of the finest role-playing. Here are some ideas that may prove helpful.
For role-playing the fiends, and characters aligned like them, consider their possible agendas:
Lawful Evil: | A universe dominated by our race / our corporation / "the true religion". We offer clear thinking, high technology, commerce, artistic enterprise, and the dark joys of cruelty. | Evil, Lawful Tendencies: | Our gang stays on top. We aren't one anothers' friends, but we work together for our mutual benefit. | Neutral Evil: | A universe of excellence, with no trace of love. | Evil, Chaotic Tendencies: | We will take the cruellest imaginable revenge on every one of you. | Chaotic Evil: | When we are done corrupting and destroying everything else, we will destroy one another, until no one is left -- the perfect society! |
I do not think anybody would want to role-play these attitudes as an ongoing player character. For an examplar of the chaotic evil ideology, see Peter Sellars as the Ghost of the Christmas Yet to Come in Rod Serling's Carol for Another Christmas (1964).
A fiend uses only his knowledge and his "creation" spells to corrupt a town in Stephen King's "Needful Things". The theme recurs in Ray Bradbury's "Something Wicked This Way Comes." Evil is defeated by exposing the evil spiritual power and rejecting it. This is far more interesting than monster-bashing.
Our world's medieval milieu, the historical source for most AD&D worlds, considered that human misbehavior is driven by seven deadly sins. These are the underlying reasons that people hurt other people. The list remains strikingly contemporary.
Traditional name | Better known today as... | As a root of crime |
PRIDE | Ego-tripping |
There is no reason you
should not enjoy your own genuine abilities and genuine achievements.
You got your genes and your family by dumb luck. If you have
achieved by your own efforts, be thankful for the opportunity.
It is better both for you and for those around you. Anyway, taking yourself so seriously doesn't make you or anybody else happier. It much more fun to be able to laugh at yourself. |
ENVY | Entitlement | Genuine oppression
and injustice still exist, and we do not have to accept this.
But our world is far more full of
opportunity than ever before. Today's street losers, and
even "cultures",
define themselves in terms of resentments
and past injustices
rather than work and achievements. If you have the grace to rejoice in somebody else's achievement or good fortune as well as your own, you'll be far happier. Or the examples of others can spur you on to achieve by your own well-placed efforts. If you're still envious, try simply passing out genuine compliments. |
WRATH | Abuse; Violence; Racial / Sectarian Hatred | We do not have
to be passive when we are wronged. Usually there are laws
to help us. But people may define themselves
in terms of their individual or group hatreds. Criminals
often focus on this. People may wrong us out of weakness or stupidity, or out of actual malice. In the latter case, think about making a conscious decision to forgive, and turn any needed revenge over to the Good Lord to handle as is best, while you pray for that person to find a better life. Find somebody who has tried this, and ask what happened. You may hear an amazing story. |
SLOTH | Whining | "Get a life."
We do not have to work constantly. But the world is full
of people who simply complain and do not take advantage of
the many opportunities that life presents. This is
typical of criminals. You'll be a lot happier, and more fun to be around, if you grab some of the real opportunities that life offers. It's only hard for a few minutes. |
AVARICE | Greed; Materialism | There is no reason
to go without the basics that you need to live a healthy life.
But today,
entire cultures define your worth in terms of your possessions
and earning power, and reject you if you're not making money.
This is yet another root of crime. I went to college with a lot of really rich, really spoiled boys and girls. Believe me, you're not doing your kids a favor. |
GLUTTONY | Addiction | There is no
need to explain how addictions of all kinds hurt those
around the addict. The usual cure for
an addiction is another addiction. I suggest Alcoholics Anonymous,
Narcotics Anonymous, good religion, exercise,
skydiving, or whatever doesn't
hurt others. The good addictions are as much fun as the bad ones, and are much better for you and those around you. |
LUST | Many synonyms. | Only a few religionists
insist that all sexual expression be within marriage and only for
the purpose of bearing children. But many (not all) forms of sexual
expression are likely to hurt people. Today we're told
(wrongly, I think) that we're
not complete, fulfliled people if we do not "get our loving",
or that we do not need to love responsibly. Even today, some people approach others with the understanding that they're not looking primarily for sex, and would not even consider sex except in the setting of an established, quality relationship. This makes for quality friendships, and (I'd imagine) the highest-quality romantic life as well. |
If Hollywood usually shows the good people winning in the end, Madison Avenue appeals more to our evil side. "You need thus-and-so to be really you." "Be better than others by owning thus-and-so." "You should want thus-and-so." Appeals are made to each of the seven sins.
What is the "blood war"? Some ideas:
The conversation of the residents of the alignment planes is most revealing. Creatures of the upper planes speak passionately about virtues. They are generally nice and eager to help, but have high expectations. Evil-tending chaotics are crazy, good-tending chaotics want to party and fight, and good-tending lawfuls are militants. Creatures of lawful evil are always organizing for conquest, and so forth. Lawful planes in particular require careful preparation by the referee.
Good creatures visiting non-good planes make those in authority there most uncomfortable. They will not be held prisoner, at least for long. And the fiends will be unwilling to kill them, hoping instead to recruit them. As a last resort, the evil spiritual powers may send a good party back home, perhaps to a bitter welcome of some kind.
The original AD&D game introduced material components as an amusing sidelight for spellcasters. Early adventures ("Queen of the Demonweb Pits") and publications ("Manual of the Planes") discussed how magic might work differently on the various planes. This was fun and helped remind adventurers about where they were.
"Planescape" introduced keys that opened gates to other dimensions. Like material components, they were picturesque and entertaining, and could themselves be the subjects of adventures.
Wizardly magic works differently on the alignment planes. Sometimes the problem is the geography of the planes. "Shadow monsters" cannot be created on planes remote from the Plane of Shadows.
At other times, the reason for the change is the ethos of the plane itself. On Mount Celestia, all divinations give true answers. In Elysium, the land of pure goodness (and probably the other upper planes as well), the locals cannot be forced by magic to act against their will, even if brought by "Monster Summoning".
Perhaps similar changes take place in alike-aligned places of worship on the prime plane. And perhaps there are many bona-fide places of worship that coexist on the prime and on the alignment plane, and where an action by one of the faithful can change who is present and/or where the exits lead.
Spell keys were introduced to enable wizards (and perhaps priests) to deal with the problems of using magic on alien planes. Exactly how they work is up to the referee.
Referees might want to consider these ideas.
There's something else.
Like our world, only much more intense and far more extreme?
Where souls find themselves brought together by common interests and
especially by shared moral and ethical commitments?
Where the terrain alters itself to match
the attitudes of the inhabitants?
If you know what I'm writing about, then you will understand my special
interest in the "Planescape" literature. Perhaps you were as surprised
as I was. And you also know how important
it is that we treat others kindly, right in the here-and-now. Be thankful.
This material is from my 1980's campaign, which inclined toward
gentleness and laughter. They may provide
useful ideas for referees today.
The following transmutation
spells will require a check for chaotic result
on chaotic planes. On chaotic planes, roll once. On
chaotic-tending planes, or chaotic-tending places of worship,
roll twice and choose the lower value. Chaotic results are
typically permanent until dispelled.
Affect normal fires: (1-2) Works normally (3) Fire never burns
out (4) fire burns a hole in the pocket, most
difficult-to-obtain material component falls out (5) Caster is
surrounded for the rest of the day by harmless flames (6)
pyrotechnics (7) pretty colors, as per fire charm, everybody who
fails save vs. wisdom looks at it for one round, then snuffed (8)
blows up as fireball
Animate object: (1-2) Works normally (3) Attacks randomly
(4) exceptionally strong (5) runs away (6) runs and gets help
(7) Becomes monster and fights for caster (8) Becomes monster
and attacks caster
Burning hands: (1-4) Works normally (5) double damage, saving
throw allowed (6) 1 hp damage only (7) Pyrotechnics -- bright
light (8) Smoke only
Call lightning (1-3) Works normally (4) colored (5) hits and
heals caster (6) heals opponent (7) hits and injures caster (8)
bronze/copper/blue dragon with electric breath appears and joins
party, HD and hp equal to caster
Cloudburst: (1-4) Works normally (5) perfume/cool water/stench
(6) cleric pours holy water/fake holy water/unholy water
(3d6 damage where applicable) (7) healing potion/paint/poison
(8) rains cats and dogs, equivalent of "slow" spell on
non-natives while the animals are dispersing
Comprehend languages: (1-5) Works normally (6) recipient can
speak and read the language for the rest of the day
(7) recipient turned into appropriate creature type for one
round/level (8) recipient turned into appropriate creature type,
"dispel magic" required
Create water: (1) Works normally (2) carbonated water
(3) canteens (4) Gunga Din (5) monster appears and dispenses it
(6) grape juice/beer/onion juice (7) healing nectar (1d8 hp
worth per level)/blood/poison (1d8 hp damage per level)
(8) perfume/stain/foul slime
Dancing lights: (1-5) Works normally (6) one party member per
level gets a one-day flashlight (7) Permanent until dispelled
(8) Explode for stun/1 point/1d4 damage in 10' radius
Darkness: (1-4) Works normally (5) sunglasses appear all around
(6) the lights flicker (7) Nearest enemies are struck blind
(8) Party are all struck blind
Disintegrate: (1-2) Works normally (3) Object is teleported
(4) disintegrates something else (5) Object is animated and
fights for caster (6) Object is animated and fights against you
(7) Object disintegrated, caster assumes its old form (8) As
"polymorph any object", DM's choice
Enlarge: (1-3) Works normally (4) slight effect (5) wrong
object enlarged (6) gargantuan (7) reduces (8) Changes it into
something else
Entangle: (1-5) Works normally (6) Fall flat (7) Plants
entangle one another (8) Plants animate and demand to know what
is happening
Erase (1-4) Works normally (5) changes the ink's color
(6) changes to something useful (7) changes to gibberish
(8) changes to hagiography/history/insults
Explosive runes (1-6) Works normally (7) form of energy
appropriate to the plane (8) 1 hp only
Fabricate: (1-5) Works normally -- get what caster intended
(6) Get something else that could be used instead (7) Get
something useful for some other purposes (8) Get something
useless for any party purpose
Faerie fire: (1-6) Works normally (7) odd color (8) heals (1 hp
per level) / paints / harms (1 hp per level)
Feather fall: (1-4) Works normally (5) large pillow
(6) trampoline (7) super-ball, bounces back up (8) Becomes a
bird/bug/bat
Fly: (1-4) Works normally (5) Grows wings (bird/bug/bat)
(6) Obtains airplane (7) Turned into large flying bird/bug/bat
(8) Turned into flying monster with all abilities and liabilities
Glassee (1-4) Works normally (5) two way mirror (6) one way
mirror, works the other way (7) hole (8) wall of force
Gust of wind: (1-6) works normally (7) electric fan (8) monster
breath
Haste: (1-7) Works normally (8) Otto's dance instead
Heat metal: (1-4) Works normally (5-8) heats something else
Hold portal (1-4) Works normally (5) sign, "Keep out"
(6) padlock (7) barricade (8) door is replaced by solid wall
Invisibility to animals: (1-6) Works normally (7) Turns into
something un-interesting for 1 round/level (8) Turns into
something un-interesting, "dispel magic" required
Jump: (5) Works normally (6) recipient gets pogo stick
(7) recipient rides a kangaroo (8) recipient becomes a giant flea
Knock: (1-2) Works normally (3) key that fits (4) key that
doesn't fit, but fits another lock nearby (5) set of useful
tools (6) set of useless tools (7) assistant (8) something else
gets knocked open
Levitate: (1-3) Works normally (4) grows wings and flies (5) no
control, too low (6) no control, too high (7) no control, is lost
(8) balloon
Light (continual light, dancing lights): (1-5) normal
(6) unusual color (7) blinking light (8) sparkler. Regardless
of result, on good planes it is brilliant. On evil planes it is
dim.
Lower water: (1-6) Works normally (7) Giant sponge (8) Magician
drinks water, can regurgitate later (equivalent of "Push" spell)
Magic mouth: (1-4) Works normally (5) adds something
nice/odd/nasty (6) different message (7) won't stop talking
(8) monster
Mending: (1-6) Works normally (7) Becomes something else,
useful (8) Becomes something else, worthless
Move earth (1-6) Works normally (7) work crew (8) bulldozer,
mage must check vs. intelligence to operate
Neutralize poison: (1-4) Normal (5) poison becomes potion,
suitable for that plane (7) Recipient turns into the type of
creature that injected the poison (8) Same as "7", but recipient
then accidentally bites the cleric.
Obscurement (1-6) Works normally (7) stinking cloud (8) poison
gas, 1d6/round damage
Otiluke's sphere: (1-7) Works normally (8) explodes in the
magician's hand
Part water: (1-5) works normally (6-8) mishap, DM's choice
Plant growth: (1-6) Works normally (7-8) Plants demand to be fed
or they will attack
Polymorph other (1d10): (1) Works normally, check vs.
intelligence to see whether victim's mind is transformed (2)
Victim's mind is automatically transformed (3) Victim's body and
mind are both transformed, becomes powerless, no intelligence
check (4) Victim's body unaffected, but is convinced has been
transformed (5) Victim's body transformed to intended shape,
keeps mind and all powers (6) Victim's body transformed to
random shape, keeps mind and all powers (7) Victim's body is
transformed to resemble party member, keeps all powers
(8) something else is polymorphed (9) Caster's mind is
transformed, but keeps own body (10) Caster is transformed,
keeps own mind
Polymorph self (check for each attempt at transformation): (1-
4) Works normally (5) Assumes a random form (DM's choice),
thinks like new creature (6) Assumes intended shape, mind
becomes that of new shape (7) Real shape change, with all powers
of new form, keeps original mind (8) Real shape change, with all
powers of new form, forgets old aims
Precipitation (1-6) Works normally (7) Perfume/odd color/stench
(8) cleric with holy/fake holy/unholy water (1d6/round damage
where applicable)
Produce fire: (1-6) works normally (7) fizzles (8) permanent
Produce flame: (1-6) works normally (7) fizzles (8) no control,
starts a fire
Project image: (1-6) works normally (7-8) damage is real
Pyrotechnics (1-6) Works normally (7) Duration of bright light
is one round per level (8) Continuous display of bright light
until dispelled
Regenerate: (1-6) Works normally (7-8) Monster part -- roll on
reincarnation table
Repel insects: (1-5) Works normally (6) marigolds grow around
caster (7) spray cans to each party member (8) Caster
polymorphed to marigold 1 round/level NOTE: This seldom works on
alignment planes
Reverse gravity: NOTE: This seldom works on alignment planes. (1-
6) works normally (7) sideways (8) DM's choice
Shatter: (1-5) Works normally (6) hammer (7) elephant
(8) flying shards, check vs. dexterity or take 1 point damage if
within 30'.
Shillelagh: (1-4) Works normally (5) Animated, fights for the
caster as cleric of same level, for one round per level (6) As
before, but fights as fighter (7) attacks nearest creature as
cleric of same level (8) Animates, attacks caster as cleric of
same level for one round
Shocking grasp: (1-7) normal (8) caster takes the same amount of
damage when discharged
Silence 15' radius: (1-4) normal (5) earplugs only (6) no effect,
sign appears "Quiet, please" (7) gags (8) rock band disrupts all
speech and spellcasting
Slow: (1-5) normal (6) glue (7) molasses (8) The Drunkards
Speak with: (1-5) Normal (6) Cleric turns into that creature
type (7) entire party (8) Creature type turns human
Spider climb: (1-5) Functions normally (6) web appears, all can
climb (7) Arms and legs become those of a spider (8) Becomes
spider
Statue: (1-6) Works normally (7) stone golem (8) gray ooze
Sticks to snakes: (1-4) Normal (5-8) Becomes some other animal
type (DM's choice)
Stone shape: (1-4) Normal (5-8) Get something else, DM's choice
Stone to flesh: (1-5) Normal effect (6) Body is changed, roll on
reincarnation table but no useful new abilities (7) becomes stone
golem, no "slow", HD as before, 5 hp/HD (8) Becomes gray ooze
Strength: (1-6) works normally (7) polymorphed to ape
(8) polymorphed to ox
Telekinesis: (1-6) works normally (7) wrong thing is moved (8)
magician is moved
Tenser's transformation: (1-5) Works normally (6) Permanent
until dispelled (7) Polymorphed into monster, keeps own mind
(8) Polymorphed into monster appropriate to the plane
Tongues: (1-5) Works normally (6) change race, lasts until
dispelled (7) wrong language (8) wrong content
Transmute metal to wood: (1-6) works normally (7) useful item
(8) something else transmuted
Transmute rock to mud: (1-5) normal (6) colored (7) glue (8) gray
ooze
Transmute water to dust: (1-6) normal (7) dust of healing (1
hp/level) / obscurement / poison (save vs. constitution or
asphyxiate) (8) Sam Shock's Lyophilization
Tree: (1-6) normal (7) permanent (8) bears fruit (1/level) that
heal 1d8 damage / 1 point strength / poison grenades, damage 1d6;
picking each does one point damage to tree
Turn wood: (1-6) Normal (7) DM's choice, harmless (8) DM's
choice, harmful
Warp wood: (1-4) Normal (5-6) Other useful item (7) Decorative
item (8) wrap around nearest creature
Water breathing (1-6) normal (7) grow gills (8) monster
Wizard lock: see hold portal
"Reincarnation" by clergy or magicians requires the
following tables, or perhaps others. The creature will have the
form and abilities, but will not be subject to clergy (usually),
will always have a mind like a person, will not transmit
lycanthropy, and will progress as a monster player-character. On
"tending planes", choose the plane closer to neutral-good,
neutral-evil. Roll d20:
Lawful good: Neutral good: Chaotic good: Lawful neutral: True neutral: Roll d-100 Chaotic neutral: Lawful evil: Neutral evil Chaotic evil: Roll d100
At the DM's discretion, there is a 1-100% chance that the
reincarnated form will match the particular locale. In the
beastlands, an animal would be likely, at the dwarven forge, a
dwarf would be likely. Non-good spell-casters on evil planes may
raise characters who have died unholy deaths as undead monsters.
Running Night Below.
The party had just been defeated by the Slavers, and went back to the
Gnomes to lick their wounds.
Divination and Contact revealed that the dragon was most likely a shadow
dragon, and with only one 5/4 Cleric- Mage, Negative Plane Protection is
right out.
So they went back up top, and surprised the total ____ out of me by
bargaining with the New Mire Green Dragon - One year of service if they
could prove that she was wrong about everything by answering nine
questions truthfully. The contest started with all ten characters, and
if they could not truthfully prove that they had ever done, felt, or
thought about her questions, they were eliminated. (Even if all failed a
single question, only one would be eliminated)
Holy ____! Ten minutes on your site rapidly scribbling notes equalled a
whole night of insight and opened everyone's eyes to how they play, the
effect their actions have, and so much more.
Thanks,
----- You are most welcome, cyberfriend. I am most grateful
to those people who, through my life, have helped get me back on the right track.
May your dice come up 20's.
If you like the silly artwork, help yourself. You can use
your favorite graphics program to replace Li Po with
your own character. Happy adventuring!
The Inner Planes
are under development, along with the
Temple of Elemental Goodness, an Arabian Nights-style
fantasy ministry focused
on kindness and religious tolerance.
Reshaping the Multiverse --
What "Planescape" could be
Chaotic Results
Reincarnation
1 Blink dog
2 Couatl
3-5 Dwarf
6 Elf
7-9 Gnome
10 Guardian naga
11-13 Halfling
14-17 Human
18 Ki Rin
19 Lammasu
20 Shedu
1 Baku
2 Dragon horse
3 Dwarf
4-5 Elf
6-7 Gnome
8-9 Halfling
10-15 Human
16 Moondog
17 Phoenix
18 Pseudodragon
19 Sprite
20 Sylph
1 Androsphinx
2 Centaur
3 Dwarf
4-9 Elf
10 Foo dog
11 Foo lion
12 Gnome
13 Halfling
14-15 Human
16 Pegasus
17 Storm giant
18 Titan
19 Treant
20 Werebear
1-20 Modron territory: Modron (assumes human
fighter form at 5th level; strength,
dexterity, constitution all 14)
Other territory: As per the local laws!
1-38 Animal (other players decide type)
39 Criosphinx
40-45 Dinosaur (other players decide type)
46 Displacer beast
47 Doppleganger
48 Griffon
49 Gynosphinx
50 Hippogriff
51-72 Human
73 Hydra
74 Leprechaun
75-81 Lizard man
82 Mimic
83 Owlbear
84-88 Pixie
89 Remorrhaz
90 Rust monster
91-92 Satyr
93 Shambling mound
94-96 Stone giant
97 Water naga
98 Wereboar
99 Weretiger
100 Yeti
1 Bugbear
2-6 Elf
7-15 Human
16 Gnoll
17 Gremlin
18 Ogre
19 Slaad
20 Troll
1 Dwarf (gray)
2 Fire giant
3-6 Goblin
7 Hellhound
8-9 Hobgoblin
10-12 Kobold
13 Manticore
14 Mindflayer
15 Ogre mage
16-19 Orc
20 Wererat
1-2 Bugbear
3 Formarian giant
4 Gnoll
5-6 Goblin
7-8 Hobgoblin
9-11 Kobold
12 Kuo-toa
13-17 Orc
18 Ogre
19 Troll
20 Wyvern
1-15 Bugbear
16-18 Chimera
19-36 Elf (dark)
37-39 Frost giant
40-42 Gargoyle
43-48 Gnoll
49-51 Harpie
52-55 Heiracosphinx
56-57 Hill giant
58-60 Jackalwere
60-61 Lamia
62-63 Leucrotta
64-68 Ogre
69-71 Minotaur
72-74 Peryton
75-76 Roper
77-79 Spirit naga
80-84 Troglodyte
85-91 Troll
92-94 Umber hulk
95-97 Werewolf
98-00 Will-o-wisp
I have been stealing ideas for four years now - my latest came out so
incredibly well!
New visitors to www.pathguy.com
reset Jan. 30, 2005:
The Inner Planes
Panhistoria --Online campaigns by Chayla Hamilton
Planescape Rules were
developed by Wojciech Kozlowski for third edition. I think this is substantially better
than the third-edition "Manual of the Planes". The link is now down.
The Alignment Planes
The Abyss -- Chaotic Evil
Acheron -- Lawful, Evil Tendencies
Arborea -- Chaotic Good
Arcadia -- Lawful, Good Tendencies
Baator -- Lawful Evil
The Beastlands -- Good, Chaotic Tendencies
Bytopia -- Good, Lawful Tendencies
Carceri -- Evil, Chaotic Tendencies
Elysium -- Neutral Good
Gehenna -- Evil, Lawful Tendencies
The Gray Waste -- Neutral Evil
Limbo -- Chaotic Neutral
Mechanus -- Lawful Neutral
Mount Celestia -- Lawful Good
The Outlands -- True Neutral
Pandemonium -- Chaotic, Evil Tendencies
Ysgard -- Chaotic, Good Tendencies
The Inner Planes
What "Planescape" could be
AD&D and the Religious Right
Li Po's Hermitage (character generators, more)
Fourth Edition
Third edition: DD3.5, d20 Modern, Dragonlance, Eberron, Forgotten Realms, lots more.
AD&D2 Generic Character Generator for MS-DOS.
AD&D2 for very limited machines for MS-DOS.
Alternity Science Fiction Character Generator for MS-DOS.
Birthright Character Generator for MS-DOS.
Dark Sun 2 Character Generator and
documentation for MS-DOS.
Planescape Character Generator for MS-DOS.
Psionics Character Generator for MS-DOS.
Red Death Character Generator for MS-DOS.
Lankhmar Character Generator
Jakandor Character Generator
Skills & Powers Character Generator for MS-DOS.