Planescape Planescape Pre-order Page Shows Off The Books!

You can now pre-order Planescape: Adventures in the Multiverse from D&D Beyond. The set comes out on October 17th.

Scroll down through the comments to see more various peeks at the books!



  • Discover 2 new backgrounds, the Gate Warden & the Planar Philosopher, to build planar characters in the D&D Beyond character builder
  • Channel 7 otherworldly feats, new intriguing magic spells & more powered by planar energies
  • Explore 12 new ascendant factions, each with distinct cosmic ideologies
  • Face over 50 unusual creatures including planar incarnates, hierarch modrons, and time dragons in the Encounter Builder
  • Journey across the Outlands in an adventure for characters levels 3-10 and 17
  • Adds adventure hooks, encounter tables, maps of Sigil and the Outlands & more to your game
This 3 books set comprises:
  • Sigil and the Outlands: a setting book full of planar character options with details on the fantastic City of Doors, descriptions of the Outlands, the gate-towns that lead to the Outer planes, and more
  • Turn of the Fortunes Wheel: an adventure set in Sigil and the Outlands designed for character levels 3-10 with a jump to level 17
  • Morte’s Planar Parade: Follow Morte as he presents over 50 inhabitants of the Outer Plane, including incarnates, hierarch modrons, time dragons, and more with their stats and descriptions


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The Outlands are becoming interesting to me because the closer you get to Sigil, the less magic works and the more neutral-bargaining-ground they become. The further you get from Sigil, the more magic works, and the weirder things become as they bleed into the outer planes.

I also REALLY want to play with an idea of the Outlands as liminal space, a la the Backrooms.

This is a place that overlaps with the Material Plane / Wildspace AND the Astral Sea as the space between Outer Planes, and yet it is functionally VERY different from those spaces. It's a great compare and contrast with both the Radiant Citadel within the Deep Ethereal and Spelljammer's exploration of Wildspace and the Astral Sea.

And Ravnica.
 

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And Ravnica.
Ravnica and the Blind Eternities are indeed another world between. Ravnica and Sigil share a lot of similarities too, but have their own factions. I could see some people using material from GGtR but substituting the Planescape factions and just Torus-ing the city to make it work. Heck, the Centaurs in Ravnica can practically be reskinned as Bauriars…
 




Has TSR or WotC ever detailed what these meeting spaces might look like? I picture ancient Greek amphitheaters, fallen into semi-ruin, with every possible ambush point and place of tactical advantage removed over the centuries.
I believe they have; I was just reading a lore article about the Outlands on Dump-Stat Adventures a few days ago, and that site coalesces information from published articles and books to make a comprehensible overview of each Planes. See the following four pages from their planes series:


In past editions, powerful Wizards would build/buy their Walking Castles only as close to Sigil as their most powerful spell slot allowed. There are RINGS of magical depletion where on each ring you get closer, a spell level's spell slots are locked, until by the time you're at the Spire, all spell slots are locked and Gods are powerless (save overgods). 2e's transition to 3e had a whole adventure path about restoring the Outlands and Sigil and the Lady of Pain into a more balanced place after the chaos of Planescape: Torment and various past Planescape adventures in late 2e, much the way 4e's transition to 5e had The Sundering that split Returned Returned Abeir to Abeir from Toril and ended the effects of the Spellplague (and seemingly fixed 3e and 4e's shrunken scales so that the Realms would be much further between than those editions suggested they were).

This is the language that their Outlands article says about it, though it doesn't detail what that looks like:

"The Outlands is actually made up of ten layers that circle around the spire every 100 miles, though they tend to ebb and flow slightly by a few miles. At 1,000 miles out from the spire, all magic works like normal, but for every 100 miles you get closer to the spire, powerful spells begin losing their potency and stop working. In the 9th ring, at least 901 miles from the spire and beyond, magic functions completely normally. Once you move 1 mile closer to the spire, you enter the second layer, known as the 8th ring, though there is no physical barrier or sign of such an event, only that 9th-level spells can no longer be cast. As travelers continue to move closer to the spire, additional magic can no longer be cast, this even has a strange effect on the gods, limiting their own power if they journey too close to the spire.

9th Ring - 901+ Miles Out / Magic functions as normal

8th Ring - 801-900 Miles Out / 9th-level spells annulled

7th Ring - 701-800 Miles Out / 8th-level spells annulled

6th Ring - 601-700 Miles Out / 7th-level spells annulled

5th Ring - 501-600 Miles Out / 6th-level spells annulled

4th Ring - 401-500 Miles Out / 5th-level spells annulled, poisons no longer work

3rd Ring - 301-400 Miles Out / 4th-level spells annulled, demigods lose their magical offensive power, conjurations spells no longer function

2nd Ring - 201-300 Miles Out / 3rd-level spells annulled, lesser deities lose their magical offensive power, no creature can reach the astral plane from here

1st Ring - 101-200 Miles Out / 2nd-level spells annulled, all deities lose their magical offensive powers

Spire - 0-100 Miles Out / All magic annulled, deities lose all magical powers

The closer to the spire that someone gets, the more power they lose until they leave the circles, even the gods are restrained by such power. Due to this strange phenomenon, many deities and proxies of opposing powers may meet in the 3rd or 2nd ring of the Outlands in order to come to agreements or talk about plans. No one likes to journey into the 1st ring, as it leaves gods completely powerless, not even their godly immunities to a simple club would function in this ring. Deities only meet here for the direst of circumstances, and not for very long at that."
 
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Typically PS has a handful of portal-related spells or some location-specific for color pools etc. Not really a need for more than that in a setting book.

How many portal spells do you need?

That would be lame, absolutely need more setting spells then that.

It just occurred to me that we could get new conjuration spells and also the unique spells from Planescape torment update for 5e!
 

How many portal spells do you need?

That would be lame, absolutely need more setting spells then that.

It just occurred to me that we could get new conjuration spells and also the unique spells from Planescape torment update for 5e!
Universally-applicable spells should be available to setting-neutral supplements. If it's useful outside of Planescape, it shouldn't require you to purchase Planescape to use it. Planescape is all about portal shenanigans. Maybe add some Razorvine. There were very few spells in 2E's PS material.
 

"The Outlands is actually made up of ten layers that circle around the spire every 100 miles, though they tend to ebb and flow slightly by a few miles. At 1,000 miles out from the spire
Do the Outlands extend only 1,000 (or 1,100) miles from the spire? Is it an infinite plane or a finite one?

If it doesn't extend further, what's the edge? Does it butt up against Oceanus and Styx? Is there a wall? Is there a drop off? And if there's a drop off, where do you go when you drop? The Astral Plane?

And if there's not an edge, what is life like 5,000 miles from the Spire? Do they even know of the Spire?

(Yes, if I were writing for Planescape, things would get weird and probably all the traditionalists would throw stuff and boo.)
 

Do the Outlands extend only 1,000 (or 1,100) miles from the spire? Is it an infinite plane or a finite one?

If it doesn't extend further, what's the edge? Does it butt up against Oceanus and Styx? Is there a wall? Is there a drop off? And if there's a drop off, where do you go when you drop? The Astral Plane?

And if there's not an edge, what is life like 5,000 miles from the Spire? Do they even know of the Spire?

(Yes, if I were writing for Planescape, things would get weird and probably all the traditionalists would throw stuff and boo.)
The Outlands are infinite, but only the area on the Outlands map is explored. As you get further rimward, you run into more ruins of unknown provenance and very few have returned from there. I think later editions tied that into the Far Realms?

Regarding close to the spire: Tales from the Infinite Staircase also has one adventure set in a ruined Rilmani city in the first circle (no magic above 2nd level), exploring a magic library from an even older race while being chased by chain devils. Not much the city and its functions alas!
 

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