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[Planescape] Squaring the Circle Redux - IC
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<blockquote data-quote="Sephiroth no Miko" data-source="post: 1771198" data-attributes="member: 4796"><p><strong>Supplementary Campaign Info</strong></p><p></p><p><strong>Magical Conditions on the Planes</strong></p><p></p><p>Each plane has its own set of physical laws and interactions with the forces of magic. Certain types of magic can be nulled, enhanced, diminished, or simply altered. The actual changes vary as much as the planes themselves but in general, the following conditions apply:</p><ul> <li data-xf-list-type="ul"><em>Nulled</em> means that certain spells simply don't work on a given plane. These are usually based on elemental or philosophical opposites. For example, water spells never work on the plane of Fire. Certain "null" spells may be restored with spell keys, such as illusion magic on Mechanus.<br /> </li> <li data-xf-list-type="ul"><em>Diminished</em> spells function at one level lower than normal. This occurs when a plane's composition and physics aren't conducive to that particular school of magic, but not to such a degree that the spells cannot function at all. For example, fire spells are diminished on the plane of Earth, so a <em>fireball</em> cast by a 5th-level wizard there inflicts only 4d6 points of damage. In addition, spells higher 4th level cannot be cast at all by anyone.<br /> </li> <li data-xf-list-type="ul"><em>Enhanced</em> spells always function as though cast at one level higher than the caster's actual level. This happens on planes where that type of spell is conducive to the environment due to similarity or general fostering of such effects; for example, violent evocations on Gehenna mirror the violence of the plane. Thus, a <em>fireball</em> cast by a 5th-level wizard inflicts 6d6 points of damage, and the target's saving throw is made with a -1 penalty.<br /> </li> <li data-xf-list-type="ul"><em>Alterations</em> are by far the most common changes to spells, and their effects vary so much it's impossible to catalogue them here. Spells so changed by the plane can manifest in a number of different ways. These effects shift from plane to plane and spell to spell, but some consistent patterns exist: For example, all fire spells on the plane of Ice produce explosions of steam rather than fire. Sometimes, only the appearance of the spell's effect changes, while other times, the general nature of the spell itself changes. On some planes, change to their opposite in effect or intent. On Mount Celestia, for example, death magic always reflects back upon the caster. Or the reliability of the magic itself may diminish, making any attempt at spellcasting an unsure proposition-- like casting transmutation spells in the Abyss.</li> </ul><p><strong>Special Note:</strong> Under 2e, magical conditions only affect arcane spellcasters but I have expanded them to include all types of magic (both arcane and divine) in this adventure because I removed power level loss from the divine casters. Magical conditions usually do not apply to spell-like abilities or supernatural abilities, unless it's absolute prohibition (see below).</p><p></p><p></p><p><strong>Spell Keys</strong></p><p>Spell keys allow a caster to bypass some of the above restrictions. See, it's possible to learn the particulars of a plane's alterations and adapt spellcasting to those conditions. Spell keys enable the spellcaster to cast spells where such magic is altered or even completely ineffective, whether the limitation is due to a planar pathway restriction or a school alteration. These keys must be added to incantations, gesticulations, or required material components used to cast a spell and take different forms depending on where they're required. For example, on Ysgard spell keys are runes that are traced in the air or spoken aloud. On Mechanus they take the form of mathematical formulae traced on tiny cogs. On Limbo they constantly change, reflecting that plane's chaotic nature.</p><p></p><p>Some spell keys prove far more useful than others to a spellslinger. <em>General</em> keys allow a cutter to effectively cast any spell from a group of spells, while <em>specific</em> keys only affect one particular spell. A general key might restore all the spells of a particular school of magic-- such as all conjuration spells on Baator-- while another key might affect all wall-related spells on Limbo. A specific spell key would only restore <em>invisibility</em> on Arcadia or <em>power word: kill</em> on Mount Celestia, for example.</p><p></p><p>There isn't a spell key for every spell or school that suffers alterations, however. A few spells simply won't work on certain planes, no matter what a body does. These are planar absolutes and can never be bypassed (while even "null" spell types can be restored with spell keys). The most commonly known absolute prohibitions are listed below:</p><p></p><p>[code]Elemental Fire No water spells</p><p>Elemental Water No fire spells</p><p>PE: Magma No water spells</p><p>QE: Vacuum No air spells</p><p>Sigil No interplanar transport spells</p><p> ([i]gate, plane shift, teleport,[/i] etc.)</p><p>Outlands Special by ring</p><p> (as one gets closer and closer to the Spire, </p><p> magic start to fail based on spell level)[/code]</p><p><strong>Planescape Sites</strong></p><p><a href="http://www.mimir.net/main.shtml" target="_blank">Mimir.net</a></p><p><a href="http://www.pathguy.com/lipo.htm#planescape" target="_blank">Li Po's Hermitage</a></p><p><a href="http://www.deathstar.org/~krlipka/ps/index.html" target="_blank">On the Wings of Mephits</a></p><p><a href="http://www.planewalker.com" target="_blank">Planewalker.com</a></p><p><a href="http://www.portalseeker.com" target="_blank">Portalseeker.com</a></p><p><a href="http://users.erols.com/aburner/planescape/index.html" target="_blank">The Roaming Genasi Tavern</a></p></blockquote><p></p>
[QUOTE="Sephiroth no Miko, post: 1771198, member: 4796"] [b]Supplementary Campaign Info[/b] [b]Magical Conditions on the Planes[/b] Each plane has its own set of physical laws and interactions with the forces of magic. Certain types of magic can be nulled, enhanced, diminished, or simply altered. The actual changes vary as much as the planes themselves but in general, the following conditions apply: [list] [*][i]Nulled[/i] means that certain spells simply don't work on a given plane. These are usually based on elemental or philosophical opposites. For example, water spells never work on the plane of Fire. Certain "null" spells may be restored with spell keys, such as illusion magic on Mechanus. [*][i]Diminished[/i] spells function at one level lower than normal. This occurs when a plane's composition and physics aren't conducive to that particular school of magic, but not to such a degree that the spells cannot function at all. For example, fire spells are diminished on the plane of Earth, so a [i]fireball[/i] cast by a 5th-level wizard there inflicts only 4d6 points of damage. In addition, spells higher 4th level cannot be cast at all by anyone. [*][i]Enhanced[/i] spells always function as though cast at one level higher than the caster's actual level. This happens on planes where that type of spell is conducive to the environment due to similarity or general fostering of such effects; for example, violent evocations on Gehenna mirror the violence of the plane. Thus, a [i]fireball[/i] cast by a 5th-level wizard inflicts 6d6 points of damage, and the target's saving throw is made with a -1 penalty. [*][i]Alterations[/i] are by far the most common changes to spells, and their effects vary so much it's impossible to catalogue them here. Spells so changed by the plane can manifest in a number of different ways. These effects shift from plane to plane and spell to spell, but some consistent patterns exist: For example, all fire spells on the plane of Ice produce explosions of steam rather than fire. Sometimes, only the appearance of the spell's effect changes, while other times, the general nature of the spell itself changes. On some planes, change to their opposite in effect or intent. On Mount Celestia, for example, death magic always reflects back upon the caster. Or the reliability of the magic itself may diminish, making any attempt at spellcasting an unsure proposition-- like casting transmutation spells in the Abyss.[/list] [b]Special Note:[/b] Under 2e, magical conditions only affect arcane spellcasters but I have expanded them to include all types of magic (both arcane and divine) in this adventure because I removed power level loss from the divine casters. Magical conditions usually do not apply to spell-like abilities or supernatural abilities, unless it's absolute prohibition (see below). [b]Spell Keys[/b] Spell keys allow a caster to bypass some of the above restrictions. See, it's possible to learn the particulars of a plane's alterations and adapt spellcasting to those conditions. Spell keys enable the spellcaster to cast spells where such magic is altered or even completely ineffective, whether the limitation is due to a planar pathway restriction or a school alteration. These keys must be added to incantations, gesticulations, or required material components used to cast a spell and take different forms depending on where they're required. For example, on Ysgard spell keys are runes that are traced in the air or spoken aloud. On Mechanus they take the form of mathematical formulae traced on tiny cogs. On Limbo they constantly change, reflecting that plane's chaotic nature. Some spell keys prove far more useful than others to a spellslinger. [i]General[/i] keys allow a cutter to effectively cast any spell from a group of spells, while [i]specific[/i] keys only affect one particular spell. A general key might restore all the spells of a particular school of magic-- such as all conjuration spells on Baator-- while another key might affect all wall-related spells on Limbo. A specific spell key would only restore [i]invisibility[/i] on Arcadia or [i]power word: kill[/i] on Mount Celestia, for example. There isn't a spell key for every spell or school that suffers alterations, however. A few spells simply won't work on certain planes, no matter what a body does. These are planar absolutes and can never be bypassed (while even "null" spell types can be restored with spell keys). The most commonly known absolute prohibitions are listed below: [code]Elemental Fire No water spells Elemental Water No fire spells PE: Magma No water spells QE: Vacuum No air spells Sigil No interplanar transport spells ([i]gate, plane shift, teleport,[/i] etc.) Outlands Special by ring (as one gets closer and closer to the Spire, magic start to fail based on spell level)[/code] [b]Planescape Sites[/b] [URL=http://www.mimir.net/main.shtml]Mimir.net[/URL] [URL=http://www.pathguy.com/lipo.htm#planescape]Li Po's Hermitage[/URL] [URL=http://www.deathstar.org/~krlipka/ps/index.html]On the Wings of Mephits[/URL] [URL=http://www.planewalker.com]Planewalker.com[/URL] [URL=http://www.portalseeker.com]Portalseeker.com[/URL] [URL=http://users.erols.com/aburner/planescape/index.html]The Roaming Genasi Tavern[/URL] [/QUOTE]
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