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Planescape: Fantasy Taken to the Edge (5e conversion)
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<blockquote data-quote="Quickleaf" data-source="post: 6381083" data-attributes="member: 20323"><p>[MENTION=6779939]jabelincoln[/MENTION] [MENTION=40359]kenmarable[/MENTION]</p><p></p><p>I agree that the following rules should just be ignored outright:</p><ul> <li data-xf-list-type="ul">Priest spell level loss by how far they are from their deity's home plane.</li> <li data-xf-list-type="ul">Weapon enchantment loss by how far from plane of construction.</li> </ul><p></p><p>Also I would keep the unique effects of each plane as described in the original Planescape books. Very little tweaking is needed to make these work in 5e. </p><p></p><p>That leaves the more complex question of spells which required planar pathways in 2e. Traditionally, the Inner Planes are cut off from the Astral Plane (and thus the Outer Planes) while the Outer Planes are cut off from the Ethereal (and thus the Inner Planes). These spells generally came in four types:</p><ul> <li data-xf-list-type="ul">Spells requiring access to the Astral.</li> <li data-xf-list-type="ul">Spells requiring access to the Ethereal.</li> <li data-xf-list-type="ul">"Dual" Spells potentially requiring access to either/or the Astral and Ethereal.</li> <li data-xf-list-type="ul">Spells creating extradimensional spaces (which don't work on the Astral).</li> </ul><p></p><p>Here's a list of those spells. Spells with 5e versions/equivalents are in <strong>bold face</strong>.</p><p></p><p>[sblock=Spells requiring an Astral connection]</p><p>Astral spell ( <strong>Astral projection</strong>)</p><p>Astral window</p><p><strong>Divination</strong></p><p>Duo-dimension</p><p><strong>Find familiar</strong></p><p><strong>Identify</strong></p><p>Join with astral traveler</p><p><strong>Raise dead</strong></p><p><strong>Reincarnate</strong></p><p>[/b]Resurrection[/b]</p><p>Speak with astral traveler</p><p><strong>Speak with dead</strong>[/sblock]</p><p>Personally, the only one I would make require an Astral connection in 5e is the Astral projection spell, since it explicitly states so. </p><p></p><p>[SBLOCK=Spells requiring an Ethereal connection]</p><p><strong>Etherealness</strong></p><p>Aerial servant</p><p>Chariot of Sustarre</p><p><strong>Conjure elemental / Conjure minor elementals</strong></p><p>Demishadow magic</p><p>Demishadow monsters</p><p>Distance distortion</p><p>Elemental swarm</p><p>Energy drain</p><p>Estate transference</p><p>Etherwalk</p><p>Invisible stalker</p><p>Khazid's procurement</p><p>Lorloveim's creeping shadow</p><p>Lorloveim's shadowy transformation</p><p>Major creation / Minor creation (<strong>Creation</strong></p><p>Negative plane protection</p><p>Reflecting pool</p><p>Restoration (<strong>Lesser Restoration / Greater Restoration</strong>)</p><p>Shades</p><p>Shadowcat</p><p>Shadow engines</p><p>Shadow magic</p><p>Shadow monsters</p><p>Shadow walk</p><p>Summon shadow</p><p>Vanish</p><p>[/SBLOCK]</p><p>The only spells I would make require an ethereal connection are Etherealness, of course, and Conjure elemental / Conjure minor elemental, because in Planescape spell keys were often used to summon elementals on the Outer Planes and these elementals had personalities reflecting the plane summoned on.</p><p></p><p>[SBLOCK="Dual" spells requiring access to either/or the Astral or Ethereal]</p><p><strong>Augury</strong></p><p>Commune</p><p><strong>Contact other plane</strong></p><p>Dismissal (<strong>Banishment</strong>)</p><p>Divine inspiration</p><p><strong>Drawmij's instant summons</strong></p><p>Draw upon holy might</p><p>Ensnarement</p><p>Hornung's random dispatcher</p><p>Sanctify (<strong>Hallow</strong>)</p><p>Vision</p><p>[/SBLOCK]</p><p>Personally, I don't think any of these spells should be limited by Astral/Etheral access. In fact, <strong>Drawmij's instant summons</strong> explicitly states it works regardless of being on different planes, suggesting the design philosophy of 5e is to simplify such things.</p><p></p><p>The 5e <strong>Conjure fey</strong> spell should probably be on this list too. That one might require access to the Ethereal/Astral (meaning it can't be used on any layer below the 1st of an Outer Plane), but I'd be tempted to break that rule if in a thematically "fey" environment.</p><p></p><p>[SBLOCK=Spells creating extradimensional spaces]</p><p>Deep pockets</p><p>Extradimensional detection</p><p>Extradimensional manipulation</p><p>Extradimensional pocket</p><p><strong>Leomund's secret chest</strong></p><p><strong>Maze</strong></p><p><strong>Mordenkainen's magnificent mansion</strong></p><p><strong>Rope trick</strong></p><p>Seclusion</p><p>Transformation</p><p>[/SBLOCK]</p><p>These spells need to be considered on a case-by-case basis.</p><p></p><p><strong>Leomund's secret chest</strong> in 5e explicitly requires an Ethereal connection.</p><p></p><p><strong>Maze</strong> mentions "demiplane" but in the 5e cosmology demiplanes are not tied to the Ethereal, existing as their own things. Thus, Maze should work wherever you cast it.</p><p></p><p><strong>Mordenkainen's magnificent mansion</strong> and <strong>Rope trick</strong> both mention "extradimensional" but in the 5e cosmology so far we don't know if that means it will work on the Astral or not.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6381083, member: 20323"] [MENTION=6779939]jabelincoln[/MENTION] [MENTION=40359]kenmarable[/MENTION] I agree that the following rules should just be ignored outright: [list][*]Priest spell level loss by how far they are from their deity's home plane. [*]Weapon enchantment loss by how far from plane of construction.[/list] Also I would keep the unique effects of each plane as described in the original Planescape books. Very little tweaking is needed to make these work in 5e. That leaves the more complex question of spells which required planar pathways in 2e. Traditionally, the Inner Planes are cut off from the Astral Plane (and thus the Outer Planes) while the Outer Planes are cut off from the Ethereal (and thus the Inner Planes). These spells generally came in four types: [list][*]Spells requiring access to the Astral. [*]Spells requiring access to the Ethereal. [*]"Dual" Spells potentially requiring access to either/or the Astral and Ethereal. [*]Spells creating extradimensional spaces (which don't work on the Astral). [/list] Here's a list of those spells. Spells with 5e versions/equivalents are in [b]bold face[/b]. [sblock=Spells requiring an Astral connection] Astral spell ( [b]Astral projection[/b]) Astral window [b]Divination[/b] Duo-dimension [b]Find familiar[/b] [b]Identify[/b] Join with astral traveler [b]Raise dead[/b] [b]Reincarnate[/b] [/b]Resurrection[/b] Speak with astral traveler [b]Speak with dead[/b][/sblock] Personally, the only one I would make require an Astral connection in 5e is the Astral projection spell, since it explicitly states so. [SBLOCK=Spells requiring an Ethereal connection] [b]Etherealness[/b] Aerial servant Chariot of Sustarre [b]Conjure elemental / Conjure minor elementals[/b] Demishadow magic Demishadow monsters Distance distortion Elemental swarm Energy drain Estate transference Etherwalk Invisible stalker Khazid's procurement Lorloveim's creeping shadow Lorloveim's shadowy transformation Major creation / Minor creation ([b]Creation[/b] Negative plane protection Reflecting pool Restoration ([b]Lesser Restoration / Greater Restoration[/b]) Shades Shadowcat Shadow engines Shadow magic Shadow monsters Shadow walk Summon shadow Vanish [/SBLOCK] The only spells I would make require an ethereal connection are Etherealness, of course, and Conjure elemental / Conjure minor elemental, because in Planescape spell keys were often used to summon elementals on the Outer Planes and these elementals had personalities reflecting the plane summoned on. [SBLOCK="Dual" spells requiring access to either/or the Astral or Ethereal] [b]Augury[/b] Commune [b]Contact other plane[/b] Dismissal ([b]Banishment[/b]) Divine inspiration [b]Drawmij's instant summons[/b] Draw upon holy might Ensnarement Hornung's random dispatcher Sanctify ([b]Hallow[/b]) Vision [/SBLOCK] Personally, I don't think any of these spells should be limited by Astral/Etheral access. In fact, [b]Drawmij's instant summons[/b] explicitly states it works regardless of being on different planes, suggesting the design philosophy of 5e is to simplify such things. The 5e [b]Conjure fey[/b] spell should probably be on this list too. That one might require access to the Ethereal/Astral (meaning it can't be used on any layer below the 1st of an Outer Plane), but I'd be tempted to break that rule if in a thematically "fey" environment. [SBLOCK=Spells creating extradimensional spaces] Deep pockets Extradimensional detection Extradimensional manipulation Extradimensional pocket [b]Leomund's secret chest[/b] [b]Maze[/b] [b]Mordenkainen's magnificent mansion[/b] [b]Rope trick[/b] Seclusion Transformation [/SBLOCK] These spells need to be considered on a case-by-case basis. [b]Leomund's secret chest[/b] in 5e explicitly requires an Ethereal connection. [b]Maze[/b] mentions "demiplane" but in the 5e cosmology demiplanes are not tied to the Ethereal, existing as their own things. Thus, Maze should work wherever you cast it. [b]Mordenkainen's magnificent mansion[/b] and [b]Rope trick[/b] both mention "extradimensional" but in the 5e cosmology so far we don't know if that means it will work on the Astral or not. [/QUOTE]
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