One of the peculiarities of Planescape is how geographical location determined your level in regards to divine spells - an 8th level cleric who was five planes away from their deity's realm (as counted on the Great Wheel) would cast spells as a 3rd level cleric. While there are Fluff Reasons for this, it seems like it would be a giant headache to track in play.
We we are going to be starting up a 5e Planescape campaign soon. Does anyone have experience with this and can offer some guidance or suggestions? Is it as big a pain as it sounds? Or are there ways within the 5e system to achieve the same sort of concept - the farther from home you are, the less powerful you are? Any ideas would be appreciated, thanks!
Yes, I have experience DMing AD&D Planescape and a brief run of 5e Planescape.
I unequivocally recommend throwing out that bit about "clerics and magic distant from their home-plane suffer drawbacks." Terrible design for a setting all about exploring the planes. Never played with it in AD&D, didn't play with in in 5e.
OTOH, what I *do* recommend paying attention to are spell changes on the planes, spell keys, and the cleric version "power keys" (in my version spell keys & power keys are just different terminology to describe the same thing). Rather than going strictly by what the boxed sets say, I recommend using the boxed sets (Planes of Law, Planes of Chaos, Planes of Conflict) as inspiration for your own adventures &
specific planar sites.
The goal isn't to punish, it's to introduce a challenge that facilitates a bit of storytelling. Here's a quick example of adapting the lair of the bitter old balor Kalphazor (and his court of alu-fiend slaves) on the 435th layer of the Abyss.
Abyss, 435th layer
To begin, we have the Abyssal Corruption rules in the 5e DMG. Basically, it's a little roleplaying element, and a timer – if a PC gets corrupted, the party now has 3-6 days to get out of the Abyss before turning chaotic evil. Personally, I'd change the saving throw vs. Abyssal Corruption from a long rest to making a "wicked" choice...instead of simple time corrupting a soul, the DM should be trying to engineer twisted scenarios and dilemmas that make them become their own undoing. It just fits better IMHO.
There's also the classic risk of dying in the Abyss. Good-aligned adventurers who die in the Abyss classically became bodaks.
Then, the AD&D Planes of Chaos details possible changes by spell school. Here are my 5e adaptations:
- Abjuration – No change.
- Conjuration – When summoning creatures, you must draw from Abyssal stock (unless you have a spell key). However, there may be a % chance of a demon being summoned instead of the intended creature; I would have this be a CE succubus or alu-fiend trying to pass herself off for the creature the caster intended to summon.
- Divination – When targeting a demon lord (in this case the balor Kalphazor) with a divination spell, the demon lord automatically recognizes it (unless you have a spell key) and may have the option to cast an spell through the link...usually in the case of scry. Also, detect thoughts cast on demons (or just demon lords, if you prefer) might requires some kind of a sanity check / Wisdom saving throw against short-term madness or a feeblemind effect.
- Enchantment – No change. Except possibly demon lords & their proxies are immune to being charmed (though this could just be Condition Immunity: Charmed in the stat-bl).
- Evocation – No change. Except possibly damage dealing spells might do an extra die of damage...Not sure, I might make that if the damage type suits the layer/site on the Abyss you're visiting.
- Illusion – I'd have these work normally. The book says "illusions operate at 1 level higher", but that seems like a sufficiently minor change (and one not necessarily thematic to the entire Abyss) that I'd just ignore it.
- Necromancy – Casting animate dead allows a manes, petitioner, or other lesser Abyssal monster to take control of the corpse (unless you have a spell key). Also, casting reincarnation causes the target to return as a demon (unless you have a spell key).
- Transmutation – The willing recipient of a beneficial transmutation spell must make a Charisma saving throw or there is an added corruptive / gross / demonic element to the transmutation (unless you have a spell key).