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Lost Books

The Tome of the Mad Gods 5

TToommeeooffTthe Mad Gods


History of the Tome
To a mortal the power of the gods may seem infinite, but there are forces in the
multiverse that even the most powerful deities fear; questions so dangerous that even
the vast intellect of a god should not contemplate the answers. While most gods know
better than to open the doors to such forbidden knowledge, there are still those who
were once driven to go where others do not dare. Gods that attempted to understand
the very nature of existence in their search for raw power or knowledge, only to be
driven mad by the glimpse of the forbidden that they possess.
A god possessing the secrets of all creation is dangerous, and one driven mad with
the power he possesses even more so. Deities from all pantheons fear the implications
of such knowledge, and they do their best to remove the threat whenever it arises.
Some mad gods are simply killed, the dead husks of their corpses left to rot on the
planes they once commanded. The more powerful are exiled, sent into a remote plane
of pure chaos and pain where they will be forever tormented by what they know.
Halgo Torke was a diviner and planar scholar driven by a need for personal power,
a dwarf with a desire to master magic that lesser men scorned or feared. Like many
Requires the use of the Dungeons and mortals he dreamed of achieving godhood, establishing himself as part of the divine
Dragons Third Edition Core Books, host and living forever beyond the reach of the lesser beings who taunted him for his
published by Wizards of the Coast, Inc. interest in magic as a child. He turned to the diviner’s path in order to find the secrets
of immortality and the multiverse alike, and unlike many men who set such goals,
Dungeons and Dragons and Wizards of
Halgo almost succeeded in his quest.
the Coast are registered trademarks of
Wizards of the Coast, Inc, in the United Wise men often note that there are some prices that are to high to pay in the quest
States and are used with Permission for knowledge, but those concerns meant little to Halgo. The dwarven wizard dealt
with demons and fiends of all kinds, trading his soul and his services a dozen times
‘d20 System ’ and the ‘d20 System ’ logo over in his search for raw power. He dabbled with the life essences of dead gods,
are trademarks of Wizards of the Coast, warped the souls of man and dwarf alike, and eventually found the one source of
Inc. and are used according to the terms
knowledge that had eluded him for the decades of his career. The path to Realm of
of the d20 System License version 6.0. A
copy of this License can be found at Mad Gods; a planar prison used to hold the deranged gods whose understanding of
www.wizards.com/d20. reality had shattered their minds and made them a threat to all existence if they were
permitted to act unchecked.

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The Tome of the Mad Gods

Halgo traveled to the Realm of Mad Gods, learning much Bardic Knowledge/Knowledge (arcana, the planes)
about the nature of reality and how it can be broken through the
Characters with the Bardic Knowledge ability, Knowledge
use of magic. While the alien realm took a toll on the dwarf’s
(arcana) or Knowledge (the planes) may already be familiar with
sanity, his communion with the slumbering deities imprisoned
Halgo and the Tome of Mad Gods. The first time a character
there revealed new avenues of power that could be used to create
hears of either, have them make a check and consult the
his own spells. Returning to his planar home, Halgo penned the
following table.
Tome of Mad Gods so that others could one day follow in his
DC 15: The Tome of the Mad Gods was written by the
footsteps.
dwarven diviner Halgo Torke, who claimed to have visited an
Scribing the Tome took Halgo the better part of fifteen
eldritch realm where deranged gods slept in an eternal torpor and
years, and in that time his sanity was slowly chipped away with
revealed the secrets of the universe to anyone who could find a
each word he committed to paper. When it was complete he
way into their dreams.
bequeathed the book to the planar library known as Libris
DC 20: Halgo succeeded in finding a path to the Realm of
Veltane, then disappeared from public view forever.
Mad Gods, a planar prison that sends divine beings into a
What happened to Halgo Torke has been the subject of
catatonic torpor and is used to imprison those that could unravel
much debate, although many believe that he was exiled to the
the very fabric of reality with the forbidden knowledge they
Mad Gods' Realm himself after his book was completed. The
possess. He created a variety of spells during his quest to find
wardens of Libris Veltane refused to copy the book, placing it in
the Realm, most of which are contained within the tome.
a secure chamber protected from planar travel and divination in
DC 25: The Tome of the Mad Gods was given to the planar
an effort to contain the knowledge held within. It lay there for
library known as Libris Veltane when it was completed, where
nearly a century before the librarians discovered that the book
the librarians immediately sealed it and locked it away from
was missing, and no attempt to divine its fate or location has
curious eyes. It was later stolen, although no-one has
succeeded since it disappeared.
determined who took the tome or where it was taken. Rumors
It is known that several prominent planar wizards claimed to
suggest that the Mad Gods themselves removed it, subtly using
have studied the Tome, and the occasional scrap of Halgo’s
their powers in the hopes that someone may one day destroy the
planar lore or magic is found among the belongings of a defeated
universe and free them from their prison.
demon or infernal wizard who traded with the dwarven wizard in
his search. Desperate planar scholars and doomsday cultists
alike continue to search for the Tome, hoping to discover some Description
scrap of knowledge that will elevate them above their peers or The Tome of the Mad Gods is a heavy tome five times
give them the ability to destroy worlds. Most sane creatures live thicker than a conventional spellbook. Bound with covers of
in fear that one will eventually succeed. thick dragon-bone, it is a faded yellow and bears the star-filled
eye that was Halgo Torke’s sigil burned into the center of its
cover.

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Spells
The thousand pages of the Tome are filled with a wild,
The Tome of the Mad Gods contains the following spells: 0
scrawling script that speaks volumes of the dwarf’s mental state
– Acid splash, arcane mark, detect magic, ghost sound, read
when he composed the tome. Meaning is often difficult to
magic, touch of fatigue; 1 – Chill touch, color spray,
determine, requiring the reader to rely on their interpretation of
comprehend languages, endure elements, identify, mage armor,
obscure clues and references to planar lore. The only truly
magic aura, magic weapon, obscuring mist, protection from
coherent records are the details of the spells used, all of which
chaos/evil/good/law, shield, true strike; 2 – Detect thoughts,
are printed in a kind of stiff certainty and clarity.
invisibility, locate object, misdirection, resist energy, see
If viewed with spells that detect alignment, the Tome of
invisibility, spectral hand, summon swarm, touch of idiocy; 3 –
Mad Gods has a dim chaotic aura.
Arcane sight, dispel magic, greater magic weapon, haste,
Value: 54,000 gp (53,100 gp for spells, +900 for lore) nondetection, protection from energy, soul ward*, suggestion; 4
Hardness: 7 – Arcane eye, crushing despair, detect scrying, dimensional
Hit Points: 10 anchor, inspired madness*, locate creature, phantasmal killer,
Weight: 7 lbs remove curse, scrying; 5 – Break enchantment, contact other
Special: The Tome of the Mad Gods contains a vast amount plane, dismissal, dominate person, echoes of the past*,
of planar lore, with details of Torke’s deals and trades with some feeblemind, lesser planar binding, mages private sanctum, mind
of the vilest creatures known to man or god. If the Tome of the fog, prying eyes, teleport, voice of the lost*; 6 – Analyze
Mad Gods is consulted for one hour while researching a question dweomer, antimagic field, deranged flesh*, disintegrate, guards
regarding an evil or chaotic outsider, the user gains a +2 and wards, legend lore, planar binding, true seeing; 7 –
circumstance bonus to their check due to the extensive details on Banishment, ethereal jaunt, finger of death, greater arcane
such creatures contained within the tome. The Tome of the Mad sight, greater teleport, insanity, instant summons, limited wish,
Gods also contains the true name of over a dozen devils and planar fusion*, plane shift, sequester, simulacrum, vision; 8 –
demons, allowing the reader to summon and bind these creatures Antipathy, dimensional lock, binding, discern location,
with the greater planar binding spell. elemental fusion*, greater planar binding, horrid wilting, Mad
By reading the entire Tome and making a successful God’s doom*, mind blank, moment of prescience, one with the
Knowledge (the planes) check (DC 25), a creature can follow the Mad Gods*, pact of the eternal essence*, symbol of insanity,
confusing and many-layered path to the Realm of Mad Gods that temporal stasis, trap the soul; 9 - Astral projection,
Halgo recorded. Attempting to access the plane without this etherealness, freedom, foresight, gate, imprisonment, mages
information is risky, as the Realm shares planar borders with disjunction, planar bastion*, planar rift*, soul bind, time stop,
only a scattered few demi-planes and direct travel to the Realm weird, wish.
via planar magic is nearly impossible. *Indicates a new spell introduced in this product.
The Tome of the Mad Gods contains over a thousand pages,
but not all are filled with spells. If you would prefer to limit the
book to the normal 100 pages common to spellbooks, treat the
tome as a collection of books with a common author.

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New spells A shapechange or stoneskin spell does not cure an afflicted


creature but fixes its form for the duration of the spell.
Deranged Flesh A victim can regain its own shape by taking a standard action
Transmutation to attempt a DC 20 Charisma check. A success reestablishes the
Level: Sor/Wiz 6 creature’s normal form for 1 round + their Charisma bonus. On a
Components: V, S, M failure, the victim can still repeat this check each round until
Casting Time: 1 standard action successful. Victims that successfully establish their original
Range: Close (25 ft. + 5 ft./level) form do not suffer Wisdom drain until their physical form fails
Target: One creature again.
Duration: Concentration This spell requires you to focus the attention of a Mad God
Saving Throw: Fortitude negates directly upon the victim, using your own mind as a conduit.
Spell Resistance: Yes Doing so requires you to concentrate on the victim (a standard
You harness the warped and twisted visions of the Mad Gods, action) and places your consciousness dangerously close to the
using their deranged insight to warp the physical form of a deranged sentience of the Mad Gods’ Realm. Each round that
creature you choose. The target must make a Fortitude save or the spell continues, the caster must make an Intelligence check
have their physical form start to wildly mutate and warp. Their (DC 15, +1 for each additional round the spell is maintained) or
flesh melts, flows, writhes and boils, spreading in all directions suffer 1d3 points of Intelligence and Charisma damage.
as the target gradually becomes an amorphous mass. Material Component: An ounce of flesh taken from a chaos
An affected creature is unable to hold or use any item. beast.
Clothing, armor, rings and helmets become useless. Large items
worn or carried – armor, backpacks, even shirts – hamper more Echoes of the Past
than help, reducing the victim's Dexterity score by 4. Soft or Divination
misshapen feet and legs reduce speed to 10 feet or one-quarter Level: Sor/Wiz 5
normal, whichever is less. Searing pain courses along the nerves, Components: V, S
so strong that the victim cannot act coherently. The victim Casting Time: 1 minute
cannot cast spells or use magic items, and it attacks blindly, Range: Close (25 ft. + 5 ft./2 levels)
unable to distinguish friend from foe (–4 penalty on attack rolls Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on
and a 50% miss chance, regardless of the attack roll). you
Each round the victim spends in an amorphous state causes 1 Duration: Concentration, up to 10 minutes per level
point of Wisdom drain from mental shock. If the victim’s
Saving Throw: Will negates (See below)
Wisdom score falls to 0, their amorphous form is permanent and
Spell Resistance: No.
they continue to suffer the effects of the spell until a restoration,
You tap into the psychic imprint of a location, allowing you
heal, or greater restoration spell removes the affliction (a
to see past events that occurred there being played out as a
separate restoration is necessary to restore any drained points of
ghostly montage around you. You pick a starting time anywhere
Wisdom).
within the location’s history, and once it is selected the ghostly

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replay starts flowing around you at a rate of one year per minute. You fuse your body and soul with elemental energy,
The vision of the event is dreamlike and shadowy. You do not transforming yourself into a creature of primal energy.
gain special knowledge of those involved in the vision, though Regardless of the type of element you select, you gain 60 ft.
you might be able to read large banners or other writing if they darkvision, immunity to poison, sleep effects, paralysis and
are in your language. stunning attacks, as well as immunity to critical hits and
At any point during the duration of the spell, you can halt the flanking. Your elemental form is resistant to damage from
passing vision and ask questions of the creatures involved. You normal weapons, giving you a damage reduction of 5/- and a +4
may ask one question per two caster levels during the spell’s natural armor bonus to armor class. As long as you are fused
duration, choosing to ask them all of one creature or spreading with elemental energy you no longer need to eat, sleep or
them across multiple creatures seen during the spell’s duration. breathe and you are treated as an elemental for the purposes of
Unasked questions are wasted if the duration expires. spell effects and supernatural abilities.
The ghostly vision-creatures are limited to answering You gain additional abilities based upon the type of element
questions about what they knew and were doing while they were you fuse with.
in the location, and may only answer in the languages they spoke If you choose to fuse with air your physical form becomes
while there (if any). Answers are usually brief, cryptic or pale, as though you were composed of slowly shifting clouds.
repetitive. If the creature’s alignment was different from yours, You gain a +6 enhancement bonus to Dexterity and the ability to
the vision-creature gets a Will save to resist the spell as if it were fly with a base speed of 100 feet and perfect maneuverability.
a living creature. If you choose to fuse with earth your physical form grows
This spell does not let you actually speak to the person. heavier, as though you were composed of rock and stone. You
Instead it draws upon the psychic imprint the person left on the gain a +6 enhancement bonus to Strength, your natural armor
area and thus cannot answers questions beyond the creature’s bonus increases from +4 to +6 and you gain the ability to walk
knowledge of the location and their plans while passing through through earth and natural stone as easily as a fish swimming
the area. through water.
If you choose to fuse with fire your physical form grows
Elemental Fusion warm to the touch, skin glowing red and hair dancing like a
Transmutation [see text] burning torch flame. You gain a +6 enhancement bonus to
Level: Sor/Wiz 8 Dexterity and add 30 feet to your base movement. The heat
generated by your elemental form is strong enough to inflict an
Components: V, S, M
additional 1d6 points of fire damage whenever you make a
Range: Personal
successful melee attack.
Target: You If you choose to fuse with water your form becomes pale,
Duration: 1 round/level rippling when you move and echoing with the sound of a roaring
Saving Throw: None wave. You gain a +6 enhancement bonus to Constitution, the
Spell Resistance: No ability to breath underwater and a swim speed of 90 feet. You
can put out ordinary fires equal to your size or smaller with a

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simple touch, and your elemental body allows you to dispel d% Behavior
magical fire as it touches you (treat as a dispel magic using your 01–20 Attack nearest creature with melee or ranged
caster level). weapons, or target them with one spell selected at
The elemental fusion spell has the descriptor of the element random from those remaining on your spell list (or
you choose. close with the nearest creature if attack is not
Material Component: A handful of the element you wish to possible).
fuse with, taken from the appropriate elemental plane. 20–70 Act normally.
71–85 Do nothing but babble incoherently.
Inspired Madness 86–100 Flee directly away from nearest creature at top
Transmutation possible speed.
Level: Sor/Wiz 4 Material Component: A page of text written by a madman
Components: V, S, M who was driven insane by contact with the minds of the Mad
Casting Time: 1 standard action Gods.
Range: Personal
Target: You Mad God’s Doom
Duration: 1 minute/level Conjuration [Mind-Affecting]
Saving Throw: None Level: Sor/Wiz 8
Spell Resistance: No Components: V, S, M
You release yourself from the boundaries of rational thought Casting Time: 1 standard action
and begin making unexpected revelations and connections when Range: Close (25 ft. + 5 ft./2 levels)
contemplating a problem. You gain a +8 inherent bonus to Target: One creature
Intelligence, but suffer a –4 penalty to Wisdom and Charisma Duration: Instantaneous
due to your tendency towards distraction and introspection. Saving Throw: Will partial
You are easily confused and prone to irrational behavior as Spell Resistance: Yes
long as the inspired madness is upon you. The initial burst of You plunge the target's consciousness into the swirling eddies
insight that occurs when this spell is cast is overwhelming, of the Mad Gods’ dreams, imbuing them with a momentary
leaving you stunned for 2d8 rounds and unable to do anything insight into the terrifying knowledge that can break the mind of a
beyond contemplating the sudden sublimity of your deity.
understanding. Creatures that fail a Will save have their consciousness
You remain easily distracted even after you have recovered burned away by the devastating understanding of what they have
from the initial burst of understanding, and if you are forced into seen. Their Intelligence, Wisdom and Charisma scores all drop
a stressful situation (such as combat) you roll on the following to 1, reducing them to little more than mindless automatons that
table to determine exactly what your reaction to the stimulus is. seem barely aware of the world around them.

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The affected creature is unable to use any Intelligence or One with the Mad Gods
Charisma skills, cast spells, understand language or Divination
communicate coherently. While they may recognize friends and Level: Sor/Wiz 8
allies on an instinctive level and follow them, they are pliable Components: V
enough that they will follow the orders of anyone who thinks to Casting Time: 10 Minutes
tell them what to do. Creatures that make the Will save are Range: Personal
merely turned into babbling madmen by the experience, acting Target: You
as though they are under the effects of a continual confusion Duration: Concentration
effect, as the spell, for 1d4 rounds plus 1 additional round per Saving Throw: Will negates (see below)
two caster levels.
Spell Resistance: Yes (see below)
Creatures with 10 or more ranks in Knowledge (the Planes)
You create a mental link to the realm of the Mad Gods,
suffer a –4 penalty on their saving throw, as their advanced
projecting your consciousness into the roiling chaos in order to
understanding of the nature of the multiverse allows them to
receive visions, advice and information from the alien intellects
comprehend more of what they see. Creatures with an
that reside there. This connection allows you to ask questions of
Intelligence score of two or lower are immune to the effects of
the Mad Gods or beseech them to reveal a momentary image of
this spell.
a creature or place familiar to you.
The effects of this spell are permanent until a miracle or wish
The Mad Gods speak to you in a language you understand,
spell is used to cancel the effects.
but their fractured intellects answer in broken sentences, obtuse
Material Component: A flask filled with air taken from the
omens and cryptic rhymes. You must concentrate on maintaining
realm of Mad Gods.
the spell (a standard action) in order to ask questions or scry a
creature or location. Questions are asked at the rate of one per
round and are answered by the Mad Gods in the same round.
You may ask one question per caster level. Visions of creatures
or specific locations can be maintained for up to ten rounds, but
are considered to be two questions for the purposes of the spell's
duration.
Visions of a creature granted by the Mad Gods allow you to
see and hear the subject regardless of the distance or planar
barriers between you. Its effects are similar to those of a scry
spell, except targets are always treated as though you are
familiar or have firsthand knowledge of them due to the vast
awareness of the consciousnesses you are engaging with.
Objects that ordinarily offer a Will save modifier due to a
connection with the target, such as a picture or a lock of hair,
have no affect on scry attempts made using this spell.

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Visions of a specific place are seen through a circular rate of a 1-foot-radius per day to an initial maximum radius of
aperture up to four feet wide. This one-way magical hole allows 180 feet as the fledgling plane draws substance from
you to look into the desired location, and always provides you surrounding ethereal vapors and protomatter.
with the most unobstructed view of the location possible. Any The character determines the environment in the demiplane
creature with an Intelligence of 12 or higher can notice the when he or she first casts planar bastion, reflecting most any
presence of the window by making an Intelligence check (DC desire he or she can visualize. The caster determines factors such
20). Even if the creature notices the window, it cannot see as atmosphere, water, temperature, and the shape of the general
through it nor affect it in any way. The vision granted by the terrain. However, the spell cannot create life, nor can it create
Mad Gods is one way, so the creature is only ever aware that construction. If desired, these must be brought in by some other
someone is viewing them. means.
Direct contact with the minds of the Mad Gods is dangerous, Once the basic demiplane reaches its maximum size, the
with the potential to drive the caster mad or snuff out their character can continue to cast this spell to enlarge the demiplane
intellect like a candle-flame. Each round that the spell if he or she is inside the boundaries of the demiplane. In such a
continues, the caster must make an Intelligence check (DC 15, case, the radius of the demiplane increases by 60 feet for each
+1 for each additional round the spell is maintained) or suffer subsequent casting.
1d6 points of Intelligence and Charisma damage. A second casting of this spell in the same demiplane gives an
enhanced magic trait keyed directly to your own spells. All
Planar Bastion spells you cast while you are in the planar bastion demiplane are
Conjuration (Creation) treated as they were maximized as long as their effects are local
Level: Sor/Wiz 9 to the demiplane and do not extend beyond its borders.
A third casting of this in the same demiplane may also be
Components: V, S, XP
used to create a planar bastion, altering the demiplane's traits to
Casting Time: 1 week (8 hours/day)
give it the highly alterable morphic planar trait while you are
Range: 180 ft.
present, allowing you to change the appearance and environment
Effect: A demiplane on the Ethereal Plane centered on your of the plane with a very thought. The demiplane altered in this
location way responds directly to your thoughts and emotions, taking on
Duration: Instantaneous physical form in reaction to your own desires. Although you
Saving Throw: None may not create life in this way, you can create structures out of
Spell Resistance: No elemental matter or control the effects of weather.
This spell creates an immobile, finite plane with limited For more information about planar traits, consult the
access—a demiplane. appendix on page 13.
Demiplanes created by this power are very small, minor If the spell is cast again while outside an existing demiplane,
planes. A character can cast this spell only on the Ethereal Plane. the casting creates a separate bubble that does not touch or
When he or she casts it, a local density fluctuation precipitates overlap any previously created demiplane.
the creation of a demiplane. At first, the demiplane grows at a XP Cost: 5,000 XP.

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Planar Fusion Example: Halgo is locked in a battle with several vampire


Level: Sor/Wiz 7 knights and wishes to turn the battle in his favor. After casting
Components: V, S, M planar fusion, he decides to fuse the material plane with the
Casting Time: 1 full round essence of the Positive Energy Plane he visited not three weeks
Range: Close (25 ft. + 5 ft./2 levels) before. The area within the spell then takes on the planar traits
Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on of the selected plane, which includes the major-positive
you dominant trait, and alters the effects of magic that uses positive
Duration: 1 round/level and negative energy.
Saving Throw: No Alternatively he could try and fuse the prime with the essence
Spell Resistance: None of the home plane of the Planatar Erishibon, which is strongly
You thin the boundaries between the material plane and good aligned, enhances all spells with the Good descriptor and
another plane of existence, creating a localized area where the hinders those with the Evil descriptor, and is strongly air-
traits of the second plane are prominent on the prime. For the dominant.
duration of the spell, any creature within the area is affected by Material Component: An ounce of matter taken from the
the elemental, energy, alignment and magical traits of another plane you are attempting to fuse with.
plane selected by the caster.
You may only fuse the prime plane with a plane that you have Planar Rift
either visited, or that you are have studied intensely. In the latter Conjuration [Calling]
case, you must make a successful Knowledge (the planes) check Level: Sor/Wiz 9
(DC 30) for the spell to work. If you attempt to use this spell on Components: V, S, XP
a transitive plane such as the Astral plane or the Ethereal plane it Casting Time: 1 standard action
automatically fails. Range: 180 ft.; see text
Effect: A section of the Prime Plane, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a small rift in the planar weave, siphoning a breath
of the entropic air of the Mad God’s realm that starts to expand
and devour everything in its path. The expanding boundary of
the rift destroys all inanimate objects and constructions, turns
water to dust and causes the natural landscape to crumble into
insubstantial mist as it passes.
The area of entropy grows at a rate of 1 foot per day, to a
maximum radius of 180 feet. All matter and energy native to the
prime plane are canceled out by the expanding border of the rift,

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creating a cankerous dead spot in the natural landscape. The There are three types of pacts that can be utilized with this
expanding boundary of the planar rift wipes out all construction, spell, each granting different powers based upon the type of
crumbles natural land formations and evaporates water. outsider whose essence is being used.
All that remains is a swirling maelstrom of entropic energy, Abyssal Pact: A creature who has made a pact with a demon
hungry to destroy and filled with an uncontrolled psychic energy gains immunity to poison and electricity, as well as energy
capable of driving a sentient creature mad. While living resistance 10 against cold, fire and acid. They gain the ability to
creatures that pass the boundary of the planar rift are unaffected speak telepathically with any creature in a 100-foot radius that
by its transformative properties, the atmosphere in the area is understands abyssal, grow scales that give them a +4 natural
devoid of breathable air and has no elements capable of armor bonus and gain damage reduction 10/good or cold iron.
sustaining life. For the duration of the spell they appear as a chaotic and evil
Creatures that walk into the expanding area of a planar rift are outsider when viewed with detect alignment and similar
assaulted by the sight of creation unraveling itself. While they divinatory magic. When used with an abyssal pact, pact of the
are immune to the destruction being wrought, the sight puts an eternal essence gains the chaotic and evil descriptors.
enormous strain on their psyche. Every round a creature spends Angelic Pact: A creature who has made a pact with an angel
in the area of the planar rift, they must make a successful gains immunity to acid, cold and petrifaction, as well as energy
Intelligence check (DC 20) or suffer 1 point of Intelligence and resistance 10 against electricity and fire. The creature possesses
Charisma damage. a holy aura that gives them a +4 deflection bonus to armor class,
XP Cost: 5,000 XP. gains damage reduction 10/evil, and may speak with any
creature that has a language as though they were under the
Pact of the Eternal Essence effects of a tongues spell. For the duration of the spell they
Transmutation [see text] appear as a good outsider when viewed with detect alignment
Level: Sor/Wiz 8 and similar divinatory magic. When used with an angelic pact,
Components: V, S, M pact of the eternal essence gains the good descriptor.
Casting Time: 1 standard action Infernal Pact: A creature who has made a pact with a devil
Range: Personal gains immunity to fire and poison, as well as energy resistance
Target: You 10 against acid and cold. They gain the ability to see in darkness
Duration: 1 round/level of any kind, including that created by a deeper darkness spell,
Saving Throw: None and grow scales that give them a +3 natural armor bonus. They
gain damage reduction 10/good or silver, and the ability to speak
Spell Resistance: No
telepathically with any creature in a 100-foot radius that can
Outsiders are often seen as manifestations of eternal
understand infernal. For the duration of the spell they appear as
questions, powered by powers and beliefs far beyond the
a lawful and evil outsider when viewed with detect alignment
comprehension of most mortals. The pact of the eternal essence
and similar divinatory magic. When used with an infernal pact,
allows you to borrow the spiritual essence of an outsider, fusing
pact of the eternal essence gains the lawful and evil descriptors.
it with your own soul in order to take on the same traits an
outsider possesses by virtue of its existence.

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For the duration of this spell, the outsider that has transferred Voice of the Lost
their power to you loses access to all their super-natural and Conjuration [Mind-Affecting, Sonic]
spell-like abilities, as well as any damage reductions or energy Level: Sor/Wiz 5
immunities they possess as a result of their eternal nature. Components: V, S, M
Material Component: An official contract signed by the Casting Time: 1 standard action
donating outsider with a minimum of 12 Hit Dice. Gaining Range: Close (25 feet + 5 feet/two levels)
these contracts can be difficult, although they can be created as Area: 20-foot-radius burst
the equivalent of a major service when promising a planar Duration: Instantaneous
creature release from a planar binding spell. Saving Throw: Will partial
Spell Resistance: Yes
Soul Ward The realm of the Mad Gods is filled with an unholy
Abjuration cacophony, a thousand voices screaming and gibbering as the
Level: Clr 3, Sor/Wiz 3 comprehension of the multiverse tears their brains apart. You
Components: V, S, M/DF channel a fragment of this cacophony into a devastating blast,
Casting Time: 1 standard action causing pain and madness in all who hear it.
Range: Personal Anyone who hears the voices suffers 1d6 points of sonic
Target: You damage per caster level (to a maximum of 10d6) and must make
Duration: 1 hour/level a Will save or be seized by a series of seizures that leaves them
Saving Throw: None gibbering and plagued with jerks and twitches for 1 round per
Spell Resistance: No caster level. While in the grip of the seizures creatures suffer a –
You create a ward around your soul, protecting it from the 2 penalty to Armor Class and attack rolls as well as a –4 penalty
planar essences that surround you. While the soul ward is in on all Reflex saves.
place, you are immune to the effects of the plane's Alignment Material Component: The hair of a madman.
Traits. For all intents and purposes, your moral and ethical traits
are assumed to be compatible with the plane you are on. The Tome of the Mad Gods
Material Component: A piece of strong iron engraved with Written by Peter M. Ball
protective runes. Edited by Adam Windsor & Terry Ball

For details on upcoming Lost Books PDF’s, visit our website at


www.clockworkgolem.com.

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The Tome of the Mad Gods

Appendix I: The Realm of Mad Gods • Highly Morphic: The Realm of Mad Gods is constantly
The realm of Mad Gods is a swirling maelstrom of chaotic changing. A specific area reacts to the thoughts and spells of
energy and warped matter, the sole permanent objects the living beings that travel through it. A creature can establish
catatonic forms of dreaming deities that float through the chaos control over a fragment of the Realm by making a successful
like floating islands amid a sea of madness. A plane of Wisdom check (DC 20). Those that succeed can impose their
primordial energies and elemental fluctuations, the Realm would will on the plane in a 10-foot radius around them. Those that
have been ignored by sentient beings if it wasn’t for one unique beat the DC by 5 or more control an additional 10 feet in all
trait – even the most powerful deities that find their way there directions for every point by which they beat the DC.
find themselves locked in an eternal torpor that prevents them In areas where two or more creatures attempt to assert
from doing anything but dream. their dominance, opposed Wisdom checks are made to determine
The Realm of Mad Gods has been used to imprison whose vision becomes reality. Often these checks are made
deranged deities and other powerful creatures that threaten the against the dreaming gods that float through the realm, making it
existence of the multiverse for millennia. As a result the natural difficult for most mortals to make their thoughts reality.
chaos of the plane has grown even wilder and more nightmarish, • Strongly Chaos Aligned: Lawful and Neutral creatures
reacting to the dark and deranged dreams of the gods that are in the Realm of Mad Gods suffer a –2 penalty on all Charisma-
imprisoned there. The only permanent residents are the based checks, as well as all Intelligence and Wisdom-based
slumbering deities, the temporary life-forms that are created as a checks.
result of their dreams, and hordes of chaos beasts and other • Wild Magic: Any spell or spell-like ability used in the
creatures that can survive among the fluctuating nightmares of Realm of Mad gods may go awry. The spellcaster must make a
the imprisoned Mad Gods. level check (1d20 + spellcaster level) against a DC of 20 + the
The Realm of Mad Gods stretches out into infinity, and has level of the attempted spell. If the caster fails the check, roll on
no visible layers. It is possible to mark out temporary the wild magic table found in appendix II.
boundaries where the dreams of two deities clash, but these • Impeded magic: Conjuration Spells and spell-like
divides are temporary at best. abilities that attempt to open a gate or portal from the Realm of
Mad Gods to another plane are impeded. To cast an impeded
Planar Traits spell, the caster must make a Spellcraft check (DC 20 + the level
The Realm of Mad Gods has the following traits. of the spell). If the check fails, the spell does not function but is
• The Realm of Mad Gods is infinite still lost as a prepared spell or spell slot. If the check succeeds,
the spell functions normally. Impeded spells may still suffer the
• Subjective Directional Gravity
effects of Wild Magic if successfully cast.
• Timeless: Locked in an eternal nightmare, time does not
• Madness: The minds of mortal creatures are often unable
pass in the Realm of Mad Gods. Age, hunger, thirst, poison and
to withstand the howling madness of the Realm of Mad Gods.
natural healing don’t function in the plane, though they resume
Every round a creature spends in the Realm they must make an
functioning normally when a traveler leaves the plane.
Intelligence check (DC 20) or suffer 1 point of Intelligence and
Wisdom damage.

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The Tome of the Mad Gods

• Divine Torpor: Any creature with a divine rank of 0 or Features of the Realm of Mad Gods
greater that finds themselves in the Realm of Mad Gods falls The Realm of Mad Gods is composed of a single, infinite layer
into a torpor, sleeping but still conscious inside their own that stretches out towards an endless boundary. Travelers find
dreams. Although sleeping divine creatures cannot actively themselves floating in a sea of swirling color, unless they have
attempt to control their surroundings, the malleable reality of the the misfortune to arrive in the midst of a god-dream that has
Realm always changes to reflect the dreams of the gods shaped the plane around a deity’s slumbering form. The
slumbering within. gargantuan forms of slumbering gods float through the sea of
entropy, with those in the grip of more violent nightmares visible
Links to the Realm of Mad Gods for leagues distant as matter reshapes itself around them.
There are few known links to the Realm of Mad Gods from
other planes, and the secrets of traveling there are usually well- The House of Torke
hidden by those that know. Apart from the Tome of Mad Gods, This large, stone edifice resembles a dwarven head nearly sixty
it’s theorized that a scattered handful of divine beings may know feet wide, with open portals where the mouth should be and
how to create a Gate to the realm, but they are known to be stern clear blue crystals for eyes. It is one of the few permanent
and dutiful powers that guard their secrets carefully. constructions in the Realm of Mad Gods
Leaving the Realm is just as difficult as finding it, often The house was a place to rest and recuperate for Halgo while
requiring a great deal of luck or knowledge. It is known that the he was researching the secrets of the Realm, and has numerous
Realm occasionally drifts and becomes coterminous with other small rooms carved into the interior. Halgo abandoned the
planes, but such linkages are brief and nearly impossible to House after he completed his research, leaving its exterior in an
predict. imposing copy of his own features as a monument to his
achievements.
Inhabitants of the Realm of Mad Gods The House is maintained by the brain of a powerful psychic
The Realm of Mad Gods has few native creatures, although dragon, removed from the corpse and reanimated with powerful
large numbers of chaos beasts seem to thrive in the environment. necromantic magic. The brain has a Wisdom score of 42, and its
Occasionally a nightmarish parody of mortal races spring up, the sole function is to maintain the integrity of the edifice against the
product of a particularly powerful divine dream, but they are will of other creatures. In can be found in a pool of necromantic
little more than phantoms that disappear the moment a dream fluid in the very heart of the House.
shifts. Visitors to the Realm of Mad Gods often use the House as a
There are over seventy divine beings known to be imprisoned camp, although few have attempted to completely explore the
in the Realm of Mad Gods, and there is the potential for rooms beyond the chambers easily accessible from the portal by
hundreds more to exist in the deep reaches of the entropic gloom the mouth.
that most creatures never visit.

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The Tome of the Mad Gods

Appendix II: Easy Reference Planar Rules Gravity: The direction of gravity’s pull may be unusual, and
it might even change directions within the plane itself.
The Realm of Lost Gods and some of the spells presented here Normal Gravity: Most planes have gravity similar to that of
make use of the rules for inner and outer planes. While these the Material Plane. The usual rules for ability scores, carrying
rules are fully covered in the core rules, we have reprinted the capacity, and encumbrance apply. Unless otherwise noted in a
relevant rules here so you can quickly reference them without description, it is assumed every plane has the normal gravity
searching for the right page in the rulebook. trait.
There is no new material presented here, and anyone familiar Heavy Gravity: The gravity on a plane with this trait is much
with these rules can safely skip this section. Its intended to serve more intense than on the Material Plane. As a result, Balance,
as a convenience for those using this PDF at the game table, not Climb, Jump, Ride, Swim, and Tumble checks incur a –2
an expansion on the existing rules. circumstance penalty, as do all attack rolls. All item weights are
effectively doubled, which might affect a character’s speed.
PLANAR TRAITS Weapon ranges are halved. A character’s Strength and Dexterity
Each plane of existence has its own properties—the natural scores are not affected. Characters who fall on a heavy gravity
laws of its universe. plane take 1d10 points of damage for each 10 feet fallen, to a
Planar traits are broken down into a number of general areas. maximum of 20d10 points of damage.
All planes have the following kinds of traits. Light Gravity: The gravity on a plane with this trait is less
Physical Traits: These traits determine the laws of physics intense than on the Material Plane. As a result, creatures find
and nature on the plane, including how gravity and time that they can lift more, but their movements tend to be ungainly.
function. Characters on a plane with the light gravity trait take a –2
Elemental and Energy Traits: These traits determine the circumstance penalty on attack rolls and Balance, Ride, Swim,
dominance of particular elemental or energy forces. and Tumble checks. All items weigh half as much. Weapon
Alignment Traits: Just as characters may be lawful neutral ranges double, and characters gain a +2 circumstance bonus on
or chaotic good, many planes are tied to a particular moral or Climb and Jump checks.
ethical outlook. Strength and Dexterity don’t change as a result of light
Magic Traits: Magic works differently from plane to plane, gravity, but what you can do with such scores does change.
and magic traits set the boundaries for what it can and can’t do. These advantages apply to travelers from other planes as well as
natives.
Falling characters on a light gravity plane take 1d4 points of
Physical Traits damage for each 10 feet of the fall (maximum 20d4).
The two most important natural laws set by physical traits are No Gravity: Individuals on a plane with this trait merely float
how gravity works and how time passes. Other physical traits in space, unless other resources are available to provide a
pertain to the size and shape of a plane and how easily a plane’s direction for gravity’s pull.
nature can be altered.

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Objective Directional Gravity: The strength of gravity on a Normal Time: This trait describes the way time passes on the
plane with this trait is the same as on the Material Plane, but the Material Plane. One hour on a plane with normal time equals
direction is not the traditional “down” toward the ground. It may one hour on the Material Plane. Unless otherwise noted in a
be down toward any solid object, at an angle to the surface of the description, every plane has the normal time trait.
plane itself, or even upward. Timeless: On planes with this trait, time still passes, but the
In addition, objective directional gravity may change from effects of time are diminished. How the timeless trait can affect
place to place. The direction of “down” may vary. certain activities or conditions such as hunger, thirst, aging, the
Subjective Directional Gravity: The strength of gravity on a effects of poison, and healing varies from plane to plane.
plane with this trait is the same as on the Material Plane, but The danger of a timeless plane is that once one leaves such a
each individual chooses the direction of gravity’s pull. Such a plane for one where time flows normally, conditions such as
plane has no gravity for unattended objects and nonsentient hunger and aging do occur retroactively.
creatures. This sort of environment can be very disorienting to Flowing Time: On some planes, time can flow faster or
the newcomer, but is common on “weightless” planes. slower. One may travel to another plane, spend a year there, then
Characters on a plane with subjective directional gravity can return to the Material Plane to find that only six seconds have
move normally along a solid surface by imagining “down” near elapsed. Everything on the plane returned to is only a few
their feet. If suspended in midair, a character “flies” by merely seconds older. But for that traveler and the items, spells, and
choosing a “down” direction and “falling” that way. Under such effects working on him, that year away was entirely real.
a procedure, an individual “falls” 150 feet in the first round and When designating how time works on planes with flowing
300 feet in each succeeding round. Movement is straight-line time, put the Material Plane’s flow of time first, followed by the
only. In order to stop, one has to slow one’s movement by same flow in the other plane.
changing the designated “down” direction (again, moving 150 Erratic Time: Some planes have time that slows down and
feet in the new direction in the first round and 300 feet per round speeds up, so an individual may lose or gain time as he moves
thereafter). between the two planes. The following is provided as an
It takes a DC 16 Wisdom check to set a new direction of example.
gravity as a free action; this check can be made once per round. d% Time on Time on
Any character who fails this Wisdom check in successive rounds Material Erratic Time
receives a +6 bonus on subsequent checks until he or she Plane Plane
succeeds. 01–10 1 day 1 round
11–40 1 day 1 hour
Time: The rate of time’s passage can vary on different 41–60 1 day 1 day
planes, though it remains constant within any particular plane. 61–90 1 hour 1 day
Time is always subjective for the viewer. The same subjectivity 91– 1 round 1 day
applies to various planes. Travelers may discover that they’ll 100
pick up or lose time while moving among the planes, but from To the denizens of such a plane, time flows naturally and the
their point of view, time always passes naturally. shift is unnoticed.

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The Tome of the Mad Gods

If a plane is timeless with respect to magic, any spell cast Magically Morphic: Specific spells can alter the basic
with a noninstantaneous duration is permanent until dispelled. material of a plane with this trait.
Shape and Size: Planes come in a variety of sizes and Divinely Morphic: Specific unique beings (deities or similar
shapes. Most planes are infinite, or at least so large that they great powers) have the ability to alter objects, creatures, and the
may as well be infinite. landscape on planes with this trait. Ordinary characters find
Infinite: Planes with this trait go on forever, though they may these planes similar to alterable planes in that they may be
have finite components within them. Or they may consist of affected by spells and physical effort. But the deities may cause
ongoing expanses in two directions, like a map that stretches out these areas to change instantly and dramatically, creating great
infinitely. kingdoms for themselves.
Finite Shape: A plane with this trait has defined edges or Static: These planes are unchanging. Visitors cannot affect
borders. These borders may adjoin other planes or hard, finite living residents of the plane, nor objects that the denizens
borders such as the edge of the world or a great wall. possess. Any spells that would affect those on the plane have no
Demiplanes are often finite. effect unless the plane’s static trait is somehow removed or
Self-Contained Shape: On planes with this trait, the borders suppressed. Spells cast before entering a plane with the static
wrap in on themselves, depositing the traveler on the other side trait remain in effect, however.
of the map. A spherical plane is an example of a self-contained, Even moving an unattended object within a static plane
finite plane, but there can be cubes, toruses, and flat planes with requires a DC 16 Strength check. Particularly heavy objects may
magical edges that teleport the traveler to an opposite edge when be impossible to move.
he crosses them. Sentient: These planes are ones that respond to a single
Some demiplanes are self-contained. thought— that of the plane itself. Travelers would find the
plane’s landscape changing as a result of what the plane thought
Morphic Traits: This trait measures how easily the basic of the travelers, either becoming more or less hospitable
nature of a plane can be changed. Some planes are responsive to depending on its reaction.
sentient thought, while others can be manipulated only by
extremely powerful creatures. And some planes respond to Elemental and Energy Traits
physical or magical efforts. Four basic elements and two types of energy together make up
Alterable Morphic: On a plane with this trait, objects remain everything. The elements are earth, air, fire, and water. The
where they are (and what they are) unless affected by physical types of energy are positive and negative.
force or magic. You can change the immediate environment as a The Material Plane reflects a balancing of those elements and
result of tangible effort. energies; all are found there. Each of the Inner Planes is
Highly Morphic: On a plane with this trait, features of the dominated by one element or type of energy. Other planes may
plane change so frequently that it’s difficult to keep a particular show off various aspects of these elemental traits. Many planes
area stable. Such planes may react dramatically to specific have no elemental or energy traits; these traits are noted in a
spells, sentient thought, or the force of will. Others change for plane’s description only when they are present.
no reason.

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The Tome of the Mad Gods

Air-Dominant: Mostly open space, planes with this trait have positive-dominant plane is a riotous explosion of life in all its
just a few bits of floating stone or other elements. They usually forms. Colors are brighter, fires are hotter, noises are louder, and
have a breathable atmosphere, though such a plane may include sensations are more intense as a result of the positive energy
clouds of acidic or toxic gas. Creatures of the earth subtype are swirling through the plane. All individuals in a positive-
uncomfortable on air-dominant planes because they have little or dominant plane gain fast healing 2 as an extraordinary ability.
no natural earth to connect with. They take no actual damage, Major positive-dominant planes go even further. A creature
however. on a major positive-dominant plane must make a DC 15
Earth-Dominant: Planes with this trait are mostly solid. Fortitude save to avoid being blinded for 10 rounds by the
Travelers who arrive run the risk of suffocation if they don’t brilliance of the surroundings. Simply being on the plane grants
reach a cavern or other pocket within the earth. Worse yet, fast healing 5 as an extraordinary ability. In addition, those at
individuals without the ability to burrow are entombed in the full hit points gain 5 additional temporary hit points per round.
earth and must dig their way out (5 feet per turn). Creatures of These temporary hit points fade 1d20 rounds after the creature
the air subtype are uncomfortable on earth dominant planes leaves the major positive- dominant plane. However, a creature
because these planes are tight and claustrophobic to them. But must make a DC 20 Fortitude save each round that its temporary
they suffer no inconvenience beyond having difficulty moving. hit points exceed its normal hit point total. Failing the saving
Fire-Dominant: Planes with this trait are composed of flames throw results in the creature exploding in a riot of energy, killing
that continually burn without consuming their fuel source. Fire- it.
dominant planes are extremely hostile to Material Plane Negative-Dominant: Planes with this trait are vast, empty
creatures, and those without resistance or immunity to fire are reaches that suck the life out of travelers who cross them. They
soon immolated. tend to be lonely, haunted planes, drained of color and filled
Unprotected wood, paper, cloth, and other flammable with winds bearing the soft moans of those who died within
materials catch fire almost immediately, and those wearing them. As with positive-dominant planes, negative-dominant
unprotected flammable clothing catch on fire. In addition, planes can be either minor or major. On minor negative-
individuals take 3d10 points of fire damage every round they are dominant planes, living creatures take 1d6 points of damage per
on a fire-dominant plane. Creatures of the water subtype are round. At 0 hit points or lower, they crumble into ash.
extremely uncomfortable on fire-dominant planes. Those that are Major negative-dominant planes are even more severe. Each
made of water take double damage each round. round, those within must make a DC 25 Fortitude save or gain a
Water-Dominant: Planes with this trait are mostly liquid. negative level. A creature whose negative levels equal its current
Visitors who can’t breathe water or reach a pocket of air will levels or Hit Dice is slain, becoming a wraith. The death ward
likely drown. Creatures of the fire subtype are extremely spell protects a traveler from the damage and energy drain of a
uncomfortable on water-dominant planes. Those made of fire negative-dominant plane.
take 1d10 points of damage each round.
Positive-Dominant: An abundance of life characterizes planes
with this trait. The two kinds of positive-dominant traits are
minor positive-dominant and major positive-dominant. A minor

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The Tome of the Mad Gods

Alignment Traits Neutral-Aligned: A mildly neutral-aligned plane does not


Some planes have a predisposition to a certain alignment. apply a circumstance penalty to anyone.
Most of the inhabitants of these planes also have the plane’s The Material Plane is considered mildly neutral-aligned,
particular alignment, even powerful creatures such as deities. In though it may contain high concentrations of evil or good, law or
addition, creatures of alignments contrary to the plane have a chaos in places.
tougher time dealing with its natives and situations. A strongly neutral-aligned plane would stand in opposition to
The alignment trait of a plane affects social interactions there. all other moral and ethical principles: good, evil, law, and chaos.
Characters who follow other alignments than most of the Such a plane may be more concerned with the balance of the
inhabitants do may find life more difficult. alignments than with accommodating and accepting alternate
Alignment traits have multiple components. First are the points of view. In the same fashion as for other strongly aligned
moral (good or evil) and ethical (lawful or chaotic) components; planes, strongly neutral-aligned planes apply a –2 circumstance
a plane can have either a moral component, an ethical penalty to Intelligence-, Wisdom-, or Charisma-based checks by
component, or one of each. Second, the specific alignment trait any creature that isn’t neutral. The penalty is applied twice (once
indicates whether each moral or ethical component is mildly or for law/chaos, and once for good/evil), so neutral good, neutral
strongly evident. evil, lawful neutral, and chaotic neutral creatures take a –2
Good-Aligned/Evil-Aligned: These planes have chosen a side penalty and lawful good, chaotic good, chaotic evil, and lawful
in the battle of good versus evil. No plane can be both good- evil creatures take a –4 penalty.
aligned and evil-aligned.
Law-Aligned/Chaos-Aligned: Law versus chaos is the key Magic Traits
struggle for these planes and their residents. No plane can be A plane’s magic trait describes how magic works on the plane
both law-aligned and chaos-aligned. compared to how it works on the Material Plane. Particular
locations on a plane (such as those under the direct control of
Each part of the moral/ethical alignment trait has a descriptor, deities) may be pockets where a different magic trait applies.
either “mildly” or “strongly,” to show how powerful the Normal Magic: This magic trait means that all spells and
influence of alignment is on the plane. supernatural abilities function as written. Unless otherwise noted
Mildly Aligned: Creatures who have an alignment opposite in a description, every plane has the normal magic trait.
that of a mildly aligned plane take a –2 circumstance penalty on Wild Magic: On a plane with the wild magic trait spells and
all Charisma-based checks. spell-like abilities function in radically different and sometimes
Strongly Aligned: On planes that are strongly aligned, a –2 dangerous ways. Any spell or spell-like ability used on a wild
circumstance penalty applies on all Charisma-based checks magic plane has a chance to go awry. The caster must make a
made by all creatures not of the plane’s alignment. In addition, level check (DC 15 + the level of the spell or effect) for the
the –2 penalty affects all Intelligence-based and Wisdom-based magic to function normally. For spell-like abilities, use the level
checks, too. or HD of the creature employing the ability for the caster level
The penalties for the moral and ethical components of the check and the level of the spell-like ability to set the DC for the
alignment trait do stack. caster level check. Failure on this check means that something

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The Tome of the Mad Gods

strange happens; roll d% and consult the Wild Magic Table on Natives of a plane with the enhanced magic trait are aware of
the previous page. which spells and spell-like abilities are enhanced, but planar
Impeded Magic: Particular spells and spell-like abilities are travelers may have to discover this on their own.
more difficult to cast on planes with this trait, often because the If a spell is enhanced, certain metamagic feats can be applied
nature of the plane interferes with the spell. to it without changing the spell slot required or the casting time.
To cast an impeded spell, the caster must make a Spellcraft Spellcasters on the plane are considered to have that feat or feats
check (DC 20 + the level of the spell). If the check fails, the for the purpose of applying them to that spell. Spellcasters native
spell does not function but is still lost as a prepared spell or spell to the plane must gain the feat or feats normally if they want to
slot. If the check succeeds, the spell functions normally. use them on other planes as well.
Enhanced Magic: Particular spells and spell-like abilities are Limited Magic: Planes with this trait permit only the use of
easier to use or more powerful in effect on planes with this trait spells and spell-like abilities that meet particular qualifications.
than they are on the Material Plane.
Wild Magic Affects
d% Effect
01–19 Spell rebounds on caster with normal effect. If the spell cannot affect the caster, it simply fails.
20–23 A circular pit 15 feet wide opens under the caster’s feet; it is 10 feet deep per level of the caster.
24–27 The spell fails, but the target or targets of the spell are pelted with a rain of small objects (anything from flowers to rotten fruit), which disappear
upon striking. The barrage continues for 1 round. During this time the targets are blinded and must make Concentration checks (DC 15 + spell
level) to cast spells.
28–31 The spell affects a random target or area. Randomly choose a different target from among those in range of the spell or center the spell at a random
place within range of the spell. To generate direction randomly, roll 1d8 and count clockwise around the compass, starting with south. To generate
range randomly, roll 3d6. Multiply the result by 5 feet for close range spells, 20 feet for medium range spells, or 80 feet for long range spells.
32–35 The spell functions normally, but any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or
prepared spell can be used again). An item does not lose charges, and the effect does not count against an item’s or spell-like ability’s use limit.
36–39 The spell does not function. Instead, everyone (friend or foe) within 30 feet of the caster receives the effect of a heal spell.
40–43 The spell does not function. Instead, a deeper darkness and a silence effect cover a 30-foot radius around the caster for 2d4 rounds.
44–47 The spell does not function. Instead, a reverse gravity effect covers a 30-foot radius around the caster for 1 round.
48–51 The spell functions, but shimmering colors swirl around the caster for 1d4 rounds. Treat this a glitterdust effect with a save DC of 10 + the level of
the spell that generated this result.
52–59 Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up, and charges or uses from an
item are used up.
60–71 Nothing happens. The spell does not function. Any material components are not consumed. The spell is not expended from the caster’s mind (a
spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item’s or spell-like ability’s
use limit.
72–98 The spell functions normally.
99–100 The spell functions strongly. Saving throws against the spell incur a –2 penalty. The spell has the maximum possible effect, as if it were cast with
the Maximize Spell feat. If the spell is already maximized with the feat, there is no further effect.

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The Tome of the Mad Gods

Magic can be limited to effects from certain schools or Layered Planes: Infinities may be broken into smaller
subschools, to effects with certain descriptors, or to effects of a infinities, and planes into smaller, related planes. These layers
certain level (or any combination of these qualities). Spells and are effectively separate planes of existence, and each layer can
spell-like abilities that don’t meet the qualifications simply don’t have its own planar traits. Layers are connected to each other
work. through a variety of planar gates, natural vortices, paths, and
Dead Magic: These planes have no magic at all. A plane shifting borders.
with the dead magic trait functions in all respects like an Access to a layered plane from elsewhere usually happens on
antimagic field spell. Divination spells cannot detect subjects a specific layer: the first layer of the plane, which can be either
within a dead magic plane, nor can a spellcaster use teleport or the top layer or the bottom layer, depending on the specific
another spell to move in or out. The only exception to the “no plane. Most fixed access points (such as portals and natural
magic” rule is permanent planar portals, which still function vortices) reach this layer, which makes it the gateway for other
normally. layers of the plane. The plane shift spell also deposits the
spellcaster on the first layer of the plane.
HOW PLANES INTERACT
Separate Planes: Two planes that are separate do not overlap
or directly connect to each other. They are like planets in
different orbits. The only way to get from one separate plane to
the other is to go through a third plane.
Coterminous Planes: Planes that touch at specific points are
coterminous. Where they touch, a connection exists, and
travelers can leave one reality behind and enter the other.
Coexistent Planes: If a link between two planes can be
created at any point, the two planes are coexistent. These planes
overlap each other completely. A coexistent plane can be
reached from anywhere on the plane it overlaps. When moving
on a coexistent plane, it is often possible to see into or interact
with the plane it coexists with.

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The Tome of the Mad Gods

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symbols, designs, depictions, likenesses, formats, poses, 15. COPYRIGHT NOTICE
concepts, themes and graphic, photographic and other visual or 7. Use of Product Identity: You agree not to Use any Product Open Game License v 1.0a Copyright 2000, Wizards of the
audio representations; names and descriptions of characters, Identity, including as an indication as to compatibility, except as Coast, Inc.
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Open Game Content; (f) "Trademark" means the logos, names, Registered Trademark. The use of any Product Identity in Open
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