the Planewalker's Handbook
by James O'Rance
dragon-dreamer@geocities.com
Index | The Factions | New Races | Planar Skills | Magical Adjustments | Magical Items | New Spells | Planewalking Equipment |
Magical Adjustments
General Conditions
Arcane Magic and the Planes
Planar Pathways: Planewalking wizards and sorcerers have a lot to remember. Certain spells use the Astral or the Ethereal Planes to work. Both planes are accessible from the Prime Material, but this isn't true everywhere. If an Astral-linked spell is cast on a plane where the Astral Plane isn't accessible, the spell fails.
Alterations by School: Arcane spellcasters must also deal with the changes that occur to the various schools of magic on certain planes. Each plane has its own set of physical laws and interactions with the forces of magic. Certain schools of magic can be nulled, enhanced, diminished, or somehow altered. The DM can find complete information for each Outer Plane's magical changes in the DM Guide to the Planes.
Spell Keys
Divine Magic and the Planes
Wizards and clerics receive magical power in different ways. A wizard learns them from books, and must contend with the fact that his spells might be altered or nullified, depending on the planar modifications when he casts a spell. A cleric, on the other hand, receives his spells from his deity, and it's simply divine will that the magic isn't affected by planar conditions.
Contacting their gods to receive spells isn't the problem for clerics – wandering into enemy territory is. Here's the chant – the planes – Inner, Outer, and even some of the demiplanes – are territory specifically beholden to one group of powers or another, deities that don't look kindly on interlopers, especially not provocateurs from some other plane. Some deities, especially those down on the Lower Planes, have enough trouble holding to a truce with rivals on their own plane, let aone with gods from planes that differ both morally and physically. All the sodding clerics out to impress their high–ups could make the Outer Planes a very bloody place. Still, putting every priest in the dead–book's only going to make trouble for a deity, and since it's not possible to lock all the doors to a plane, the powers find other ways to suppress the meddling agents of their rivals.
When a cleric character is on a plane other than where his deity resides, his spellcasting power is reduced for every plane between himself and his deity's home plane.
For example, Nayla the Righteous is a priest leading a band of faithful warriors into the heart of Pandemonium. She is normally a 7th-level cleric. The home plane of Nayla's deity is Bytopia. Moving around the outside of the Great Ring, Elysium, the Beastlands, Arborea, Ysgard, and Limbo all lie between Bytopia and Pandemonium. Therefore, while on Pandemonium Nayla's effective casting level is reduced by 5, and she loses both of her 4th-level spells, and all three of her 3rd-level spells. Nayla casts spells as a 2nd-level cleric (although she has more prepared spells than a true 2nd-level cleric can have).
Note that Nayla's "power conduit" doesn't trace the shortest route to her home plane, like magical items do. Why? Because the gods don't want it to work that way! It stands to reason that a priest from Bytopia should have a tougher time casting spells on Pandemonium than on Limbo – not everything that powers do is unfathomable, berk. On the other hand, if a priest's deity resides on one of the Inner Planes, he only suffers a –3 penalty to his spellcasting level, as the Astral, Prime, and Ethereal lie between him and his power source. The same limitation applies to those clerics of the Outer Planes who visit the Inner Planes.
Scrolls and magical item are not affected by any of this rival–power/plane stuff, for their powers don't flow from a deity. On the other hand, scrolls are subject to planar conditions, just as arcane spells are.
Absolute Prohibitions
Power Keys
A cleric, because a plane's home to his high-up man, can also discover power keys. A power key doesn't key doesn't restore a spell to its normal effect (as a spell key does); it makes a divine spell work even better than before. For instance, a cleric who has the right key can cast Cure Light Wounds and get the maximum effect every time. Power keys are rare, very rare, and the cleric who knows one should count himself a lucky soul. Three kinds of power keys exist, some of them stronger than others:
The gods use power keys to reward faithful services or as extra muscle on a particularly dangerous quest, and they only pass them out to those who deserve them. A cleric can't request a power key or even find one in a treasure trove. The best guess as to why power keys are so carefully guarded is that each is a direct link to the deity, and costs the deity a tiny portion of its might. Not many powers relish the idea of weakening themselves, so power keys are pretty rare.
Spellcasting on the planes relies on three basic principles: Who's native to the plane, where the plane is in relation to other planes, and (in the case of realms) what conditions have been imposed by the deity who resides there. These principles, explained below, apply to both arcane and divine magic.
Just like a prime is native to the Prime Material Plane, everything has a home plane. Regardless of where a creature is now, it is always a native of its plane of origin.
A creature on its home plane is never considered extraplanar. A spellcaster cannot banish a tanar'ri from its home plane of the Abyss. Spells like banshment, binding, dispel evil, holy word, and protection from evil have reduced or negated effectiveness against creatures native to the plane that they are cast on. Note that primes are a strange exception to this rule; no matter where they stabd, they are never considered extraplanar (although this does not make them natives of the plane they are standing on, either).
On all planes but the Prime Material, spells that summon creatures can only call up monsters native to the plane on which the spell is cast, or on a directly adjoining plane. The gate spell is an exception to this rule.
Elemental summonings are altered because of this principle as well. When a character summons an elemental on an Outer Plane, she draws upon the forces on whatever plane she's on to create the elemental. The "elemental" takes on some of the aspects of the plane from which it's created, including alignment.
The powers dictate the magical conditions in their own realms, imposing penalties and benefits as they see fit. Conditions of the surrounding plane may be completely absent, or they may be twice as potent. These conditions utterly depend on the nature of the deity who controls the realm, and may not be overcome save by the deity's own whim.
It's easy enough to figure out if these two planes (also called planar pathways) are accessible or not. All of the Outer Planes are connected to the Astral Plane, but none of the Inner Planes are. Similarly, all of the Inner Planes are connected to the Ethereal Plane, but none of the Outer Planes are.
In general, though, the following conditions apply.
Spell keys allow a character to bypass some of the above restrictions. Spell keys enable a character to cast spells so that they function normally on planes where such magic is altered or even completely ineffective, whether the limitation is due to planar pathway restriction or a school alteration. They do this by "attuning" a character's spells to the magical emanations of a given plane.
As extra requirements, virtually all spell keys require a partial action to use. Some spell keys prove far more useful than others to arcane spellcasters:
For each plane between the cleric and his deity's home plane, his effective casting level for his spells is reduced by 1. Furthermore, for each separating plane, the cleric loses one prepared spell of the highest level (player's choice).
If Nayla the Righteous leaves Pandemonium and travels to Limbo, there are only four planes separating her from Bytopia. Thus, the penalty to her spellcasting level is reduced to –4, although she doesn't regain any lost spells. If Nayla then moves on to the Abyss, her penalty increases to –6, and she loses one more of her highest-level prepared spells.
Furthermore, some magic simply can't overcome the conditions of the plane or location where it's cast – not even with a power key (see above). These conditions are called absolute prohibitions; fortunately, only a few such restrictions exist.
* Except in air-filled pockets
Plane
Prohibition
Elemental Fire
No water spells
Elemental Water
No fire spells*
Paraelemental Magma
No water spells
Quasielemental Vacuum
No air spells
Outlands
Gradual nullification of the Spire
Sigil
No interplanar transport spells
Specific power keys affect one spell and one spell only. The spell works at maximum power, range, and duration whenever the cleric uses its key in the casting, at the cleric's normal casting level. Specific spell keys are the least likely to be changed by a deity, for they siphon the least amount of the deity's power.
General power keys apply to one entire Domain of spells, improving any spell cast from the group and allowing the cleric to cast spells at his normal level. For example, a cleric with a power key for the Healing Domain could cast everyting from Cure Light Wounds to True Resurrection at maximum potency.
Greater power keys are the mightiest and rarest power keys. They actually reduce the penalties that accumulate as a cleric moves from plane to plane. Depending on the strength of the key, it can bolster a cleric who is separated from his deity by one, two, three, or even four intervening planes. In other words, with the strongest possible greater power key, the reduction to spell casting levels (and the prepared spells lost) caused by travelling the planes is reduced by 4. But those keys are usually reserved for proxies on urgent missions. Most priests should consider themselves lucky to be granted a power key that reduces penalties by even 1.
Power keys are created by the powers themselves, and can change anytime the deity wills it – there's no promise that a cleric can use the same key forever. Odin might teach one of his clerics a rune that's a power key to improve all divinations. If that cleric should foolishly go out and teach this to all his disciples, Odin might get offended and change the power key so that the character's rune no longer works.
Index
The Factions
New Races
Planar Skills
Magical Adjustments
Magical Items
New Spells
Planewalking Equipment