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CRE D I+ S

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INTROUUCIION ............. . .4 Planar Conduits ..................... .41 -f


.......... . .5 Vortices.. .............................

c
Using this Book .42
Paths and Pools ......................... .42
c
A PLANEWALKER’S GUIDE TO THE I L_..__ . . . . . . . . . .6 Caravans .............................. .43
Some Basic Concepts ..................... .6 Intraplanar Travel . . . . . . . . . . . . . . . . . . .
I
Three Truths ........................ .6
Who’s Who ......................... .8 GEmNC THERE4 OR JUST GEITINGBY: 1
What’s Where . . . . PLANEWALKER TIF’S . . .. .44
TheCage ............... Point One: What to Take ...................44
The Outlands ........ . . . . . . . . . . . ..IO Point Two: What Spells to Prepare ...........46
The Gate-Towns . , All Spellcasters ..................... .46
The Great Ring . . . . . . . Wizards ........................... .47
Priests ............................
Two Rivers, a Mountain,
and a Really Big Tree ...............I2
The Blood War ..................... .I4
.47
Point Three: What to Watch For . . . . . . . . . . . ..48
Point Four: Who to Talk To .................48
1
The Abyss ......................... .I4 Point Five: Who to Avoid ..................48
Acheron .......................... .15 Dealing With Others ..................... .49
Arborea .......................... .I6 Planar Time ........................... S3
c
Arcadia ............................ 17 The Cant ............................... 53
Baator ........................
L The Beastlands . . . . . . . . . TEFACTIONS......................
Bytopia ........... .... .20 Faction Central: Sigil .................... .5
Carceri ............... Sects .............................. 5
k Elysium.. ............. Belonging to a Faction ....................56
Gehenna ........................... Changing Factions ....................56

1
21
The Gray Waste ..................... .21 Avoiding Faction Membership ...........57
1 Limbo ............................. 22 TheAtbar ............................ ..57
Mechanus ...................... .23 The Believers of the Source . . . . . . . . . . . . . . . ..57 ,
Mount Celestia ... 23 The Bleak Cabal ........................ .58
Pandemonium.. .. 24 The Doomguard ........................ .58
25 The Dustmen,. ......................... .60 1
The Inner Planes ..... .. .25 The Fated ..... .............60 4
The Elemental Plan 25 TheFratem der ...............
The Elemental Plane of Earth . . . . . . . . . .2 7 The Free League ........................ ,151
The Elemental Plane of Fue . . . . . . . . . . ..27 The Harmonium . 1
The Elemental Plane of Water ...........28 The Mercykillers .
The Paraelemental Planes ............. .28 The Revolutionary League ................ . . 6 3
The Quasielemental Planes . . . . . . . . . . . ..29 The Sign of One ........................ .64
The Positive and Negative Energy Planes . .30 The Society of Sensation.. .................64
The Astral and the Ethereal The Transcendent Order .............. 64 1
The Silver Void . . . . . . . . . . . . . . ..31 The Xaositects .......................... .65
The Misty Shore ......... Outsiders .............................. .65
The Prime Material Pla Factions at a Glance ..................... .66

TRAVEWG THE MULTNERSE . . . . . . . . . . . . . . . . ..34 RACES ANU ARCHETYPES ..... . . . . . . . . . . . .68


.
Portals and Gates ....................... .34 Planar Populations ...................... .68
Finding and Opening a Portal . . . . . . . . . ..36 A Word about Planar Demihnmans . . . . . ..69
..............70 na
Portal Types and Destinations . . . . . . . . . . .36
Specific Portal Dangers . . . . . . . . . . . . . . ..38 Bariaur ............................. 71

-
Portal Tricks . . . . . . . . . . . . . . . . . .38 ................71
A Few Exceptions ... ...........38 ..............75
Spells and Magical Items ..................39 Planar Half-Elf ..................... .75 1
L Conduits ......... . . . . . . . . . . . . . .40
. Planar Human . . . ..............76
Rogue Modron . . . . . . . . . . . . . . . . . 76 . PLANEWALKING EQUIPMFNT. . . . . . . . . . . . . . . . . 132
.
Tiefling . . . . . . .... .......78 Tools oftheTrade ....................... 132
haracter Archetypes . . . . . . . . . . . . . .82. Baatorian Green Steel Items . . . . . . . . . . .132
Berk Without a Past . . . . . . . . . . . . . . . . . 82
. Bariaur Equipment . . . . . . . . . . . . . . . . . .134
.
Cager ............................. 82 Celestial Etheroscope . . . . . . . . . . . . . . . . .134
Modron Equipment ..................134
Chant Broker . . . . . . . . Sickles and Scythes . . . . . . . . . . . . . . . . . .135
Magical Items .......................... 136
What to Look For . . . . . . . . . . . . . . . . . . .136
New Items ......................... 137
Faction Slave .... Planar Protections . . . . . . . . . . . . . . . . . . 141
.
Planar Elitist . . . . . . . . . .86 PLANESCAPE" CAMPAIGNING . . . . . . . . .
Planar Hunter ....................... 87 The Power of Belief ...................... 142
Planar Trader ....................... 87 Belief on the Planes ..................143
PrimeBlood ........................ 87 Who Believes? ...................... 143
Proxy-In-Training . . . . . . . Player Character Beliefs ...............144
Refugee From Darkness . . . Belief Points ....................... 145
Spiv . . . . . . . . . . . . . . . . . . . .3 9 Conflicting Beliefs ...................147
Disregarding Belief ..................147
PLANAR KKj AND PROFICIENClES Starting a PLANESCAPE Campaign ............147
Planar Professions ........ Prime to Planar ..................... 147
lanewalking Kits ........ Planar Natives ...................... 148
Mixed Group . . . . . . . . . . . . .
Planewalker Wamor . . . Variant PLANES- Campaigns . . . . . . . . . . . . .148
Planewalker Wizard . . . . . . . . . . . . . . . . . 94
. Single Race Campaign . . . . . . . . . . . . .148
Planewalker Priest ...................95 Planar Creature Campaign . . . . . . . . . . . . .148
Planewalker Rogue . . . . . . . . . . . . . . . . . .96
. Single Goal Campaign . . . . . . . . . . . . . . . 149 .
Kits Based on Location . . . . . . . . Partial PLANESCAPE Campaign ...........149
Abyssal Wamor . Elemental Campaign .................149
Floating Sorcerer The One-Plane Campaign .............149
Hinterland Bandit ........ The Two-Plane Campaign . . . . . . . . . . . . .149
New Proficiencies
Existing Proficiencies .................... 101 Planar Glossary ......................... 150
Languages of the Planes ................ Cant Dictionary for the Clueless ............154
Planar Common . Index ................................ 158
Other Languages ....................
Tables
L MAGIC ON THE PLANES ..................... 102 XHUUL ALERATIONSBY PLANE. . . . . . . . . . . . . . 107
.
Magical Effects on the Planes . . . . . . . . . . . . . .102 MAGICAL ITEM Bows LOSS BY PLANE
General Conditions ..................102 (QUICKREFERENCE).................... 111
Mages and Magic ....................... 104 PLANAR ABSOLUTES ........................ 107
Dimensional Relations . . . . . .105 PRIESTLEVELLoss BY PLANE (QUICK REFERENCE) . . .109
Alterations By School . . . . . . .106 PRIESTSPELLSWITH PLANAR PATHWAYS . . . . . . . . . .110
Spell Keys .............. . .106 RACML TABLES ....................... < . . . .81
Powers and Priests ........... .
. 108 TIEFLWG TABLES ...................... .,. . . .80
Power Keys ........................ 109 WIZARD SPELLSw m PLANAR PATHWAYS . . . . . . . . .105
Magical Items .......................... 110
True Names ............................ 111 Charts
Last Word ............................. 112 PRIEST LEVELLOSS BY PLANE . . . . . . . . . . . . . . . . .156
Wizard Spells .......................... 112 MAGICAL ITEM Bows LOSS BY PLANE . . . . . . . . . . 157
.
Priest Spells ........................... 125

A
“And then there’s Limbo, where you don’t hear the chant so much as smell it.
. . .” Delmirsis leaned back in his chair. He loved these green primes, their
wide-eyed view of the Great Ring, and (most especially) their pursesfill of
jink. Sir of them sat in a circle around him, waiting to hear more. One exag-
gerated look toward his empty mug and the tall one was quick to order him
more bub.
“So, tell us more about the Abyss. We heard that’s where all the nasties
live,” the black-haired woman
said.
“Well,” Delmirsis began,
. v a=
“you’re right and then you’re
wrong. . .”
“Mostly wrong.” The voice.from the now-oven door-
way was deep and steady. “The real ‘nasties’ are
right here in Sigil, peeling clueless sods
like yourselves.” The

her face was even with that


of Delmirsis. Even the primes could see the contrast: His profile showed a few
days’ stubble and his breath stank of cheap bub and old cheese, while her face
was sharp with confidence and determination.
“You’re not wanted here, Tarsheva. I‘m hying to tell a sodding story to
these top-shelfyoung cutters. ”
“Herein the Cage, we call berks like Delmirsis ’cony-catchers:” Tarsheva
said to the newly am’ved adventurers. “Old Two-Fingers, as we call him, is try
ing to peel you. He hasn’t been out of town or beyond in years. He probably
hasn’t even been out of this tavern in days.” She turned back to Delmirsis.
“Pikeyour screed and get out, old man. Or I’ll show you the new way they’re
.._ .,HE treating fat, smelly bashers like yourselfin Avernus.”
WAV @ F + H E PLANES, Delmirsis knew Tarsheva Longreach‘s reputation. He grabbed his hat and
BERK!
shufled to the door without a word or n look back.

I _.- -
-W(B j Z I N 0 E RS she
The enperienced planewalker settled into the old man’s chair as
spoke. “Now,if you primes want the real chant. . .”

Planewalkers are the most knowledgeable bloods this side o f . . . well,


anywhere. If a body’s not stuck in the mire of some prime-material world, if he
knows the chant, then he knows a planewalker’s what he wants to be. Plane-
walkers know the dark of things. They’ve seen the acid pits of the Abyss and
the gold-leafed trees of Arborea. They wend their way in and out of faction in-
trigues. They make their homes on the twisting streets of Sigil, the city’s ever-
changing secrets their purview.
Planewalkers know the paths to power.
Planewalker’s Handbook is a guide for planewakers, beginning and expe-
rienced. It offers all manner of suggestions, advice, tips, and new information.
Think of it as a travelogue to the planes, a guidebook for planewalking, and a
training manual for bloods - all wrapped up into one source.
USING +HIS BeeK 4
“Youknow there’s more to reality than the place I
A where you were born. You have a grasp of the hue
scove of thinas.

- I
planewalker,
walked the Great Road and witnessed
the naked reality of the Inner Planes. You are a

“Planewalkerscan hold their own in afight


with a baatezu, share the chant with a githyanki,
and navigate their way through the diaphanous

I
Blade Maze of Therores in the heart of Ocanthus.
They are capable, hearty, intelligent, and knowl-
edgeable. Planewalkers know their way
Ik around afight, but they know when
to avoid a scufle
as well.
4 I(
They’re no
strangers to
magic, and they
know which side of a
sword-point to be on. The dark
of subtlety in word and deed is not lost on them.
“Theplanes are too big for anyone to know eveything about them - and
no trne planewalker ever claims to know everything about everything. The trick
is to know a little about a lot. That‘s what keeps a planewalker out of the dead-
book. The essence of the planewalker is knowing how to getfrom here to there,
who to talk to, who to avoid, and what to do to stay one step ahead. Knowledge
is power.”
- Tarsheva Longreach

I
WHE N @ rn E @ E As E It’s obvious that cutters can’t go everywhere in the course of
@ L D TW@-FINGERS their planewalking careers. Stdl, planewalkers need to have a
WHERE H E WAS FR@ITI, general sense of what’s what and what‘s where. Bashers have to
H E ’ D SAY, know the difference between Acheron and Arcadia to avoid getting lost -
‘ALL + H E PLANES in every sense of the word.
ARE m y CASE. BL@@D.’ m e following information comes from the renowned
planewalker, Tarsheva Longreach. She claims that it‘s all -
@ L D TW@-FINGERS NEEQED or at least mostly - accurate. She does extend the caution,
A G@@D LESS@N however, that things change quickly on the planes, some-
“‘I + H E W @ R D ‘INFINI-I-E’ times in major ways. Just because a body visited a
I F Y @ U ASK ITIE. town, realm, or even layer yesterday doesn’t mean
WHA-I- A S @ D D I M G I D [ @ + . that it’ll still he there today.

- TARSHEVA
Le N GREACH + SeIIIE BASIC CeNCEP+S +
Before learning the specifics, it’s essential to grasp a few multiversal truths and
get the hasics of “who” and ”where” straight.

THREE T R U * H S
The multiverse operates around &ee basic p
dr’ll have a head start on understanding ho

+6+
,E: Primes think their little worlds sit are the hand-picked servitors of the powers -
at the center of it all, but it ain’t true. Fact is, nothing sits at the those who some call gods. As servants of their deities, prox-
center of the multiverse - how can there be a “center”of an in- ies act in their powers’ interests and according to their
finite expanse? So, really, no place is more important than wishes. Some proxies retain their original forms, while others
anywhere else. By the same token, wherever a body stands is are reshaped into forms favored by the powers. Naturally,
the center of the multiverse - at least from his perspective. their personalities and intentions vary, depending on the
particular powers they serve. Regardless, it’s a sure thing that
THEUNITYOF RINGS: The multiverse tends to form endless proxies answer to their gods and only to their gods, and a
rings - whether physical or philosophical. Sigil, the Out- basher bad better treat ’em with the respect they’re due. Not
lands, the Outer Planes, and even the Elemental Planes form all berks have a direct pipeline to their deities, after all.
rings without beginning or end. Follow any ring, and a POWERS - whether a body worships them as gods or just
body’ll always end up where he started. thinks of them as really mighty bloods - are the high-ups of
the planes. They rule over certain areas, establishing their do-
RULEOF TIBEES: Things happen in threes. Simple enough? It‘s minion and enforcing their whims as their natures demand.
not logical, but it’s almost always true. They offer spells and abilities to those who worship them.
Within their realms, the powers rule supreme; no mortal cut-
W H W Swne ter’s wer going to come close to challenging their might.

PLANARS are natives of the Outer and Inner Planes - whether


they’re human, humanoid, or another shape altogether. Pla- WHA*’S WHERE
nars have a few special powers and restrictions that make PLANES are infinite expanses that usually represent a certain
them different from primes. First of all, they can see portals alignment or element, and maintain their own physical laws,
to other planes, as described in the “Traveling the Multi- environment, and natives. The Outer Plane of Arborea, for
verse” cbapter. example, exemplifies the qualities of chaos and goodness,
Second, it’s crucial to know where a planar was born, and in general the plane’s inhabitants exhibit characteristics
because he’s extraplanar everywhere else. This means that of individuality and virtue.
werywbere except on his home plane, a planar’s subject to LAYERSare portions of a plane, so to speak, that are
protection from evil, holy word, banishment, unwanted con- linked to the other layers of the plane yet maintain their own
tact other plane communications, and any other such spells unique environments. To continue the example above,
that specifically deal with extraplanar creatures. Arborea has the three layers of Olympus, a layer of green
Third, planars can be summoned without warning by forests and mountains; Ossa, an endless shallow sea; and Pe-
spells or psionic abilities designed to grab planar creatures lion, a stark white desert. All three layers are “infinite” unto
from the planes and b a d them to the caster’s location. Spells themselves, yet are contained within the larger plane.
of this nature include monster summonings cast on planes REALMSare smaller portions yet, occupying only a part
adjacent to the planar’s current position; or %mmon planar of a layer and unified by specific conditions and natives.
creature,” a psionic psychoportative science. Usually, “realm” refers to an area in which a power resides,
PRIMES, who’re often unfairly tagged “the Clueless,” are but realms aren’t absolutely limited to powers. In Arborea’s
simply natives of the Prime Material Plane. While they’re first layer of Olympus, both the Greek and the elven pan-
often considered know-nothing leatherheads and easy marks theons maintain their realms, which include the homes of the
for peelers, primes do have one big advantage over planars: gods, the proxies and planars who live there, and all the pe-
They’re not subject to any spells that summon, command, or titioners from all the countless Prime worlds who belong
banish extraplanar creatures, no matter where they go. For there. The realms of Olympus (Greeks) and Anrandor (elves)
example, a good-aligned prime in the Abyss isn’t subject to a appear just as infinite as the layer they rest in, yet much ex-
protection from good spell, whereas his planar companion ists on the layer besides rowdy Greeks and fey elves.
would be if that planar wasn’t an Abyssal native. ‘Course, SITESare smaller, very specific locales, often - but not
any sod in the Abyss has more to wony about than that. . . . always - within realms. Somewhere within the realm of Ar-
PETITIONERS are the spirits of deceased primes and pla- vandor lies the Evergold, a pool dedicated to the goddesses
nars who inhabit the plane of their deity or alignment. Peti- of beauty, which grants a body matchless comeliness and
tioners take many shapes but are usually indistinguishable charisma if she can find it. Outside of any realm but s t i i in
from other folks, at least at first. They don’t remember their the layer of Olympus, the Gilded Hall of the Sensate faction
former lives and only vaguely reflect their previous person- rings with continual revelry.
alities; tbey’re shaped into whatever form their power or Finally, there are TOWS,which wen the simplest addle-
their alignment requires. About the only thing they have to cove understands. Like sites, towns can be located within or
work toward is the hope of attaining union with their power outside of realms; the treant-town of Grandfather Oak flour-
or plane. They never leave their home planes for fear of per- ishes within Anrandor, while the philosophers of the town of
manent dissolution. Thrassos thrive just outside the realm of Olympus. The ulti-
I

mate town, however, is a place from which all cross-trading knights, and a population of generally surly
reached: a place known by many names, berks. Most say it’s the Lady who keeps everything working.
called Sigil. Maybe she even built the place.
Sigil’s informally separated into wards - The Lady’s
Ward, the Clerk’s Ward, the Lower Ward, the Guildhall and
+THE C A G E + ~
Market Wards (which are often counted as a single ward),
and the Hive Ward. Each ward has its own general purpose.
Every planewalker’s got to know the City of Doop. Even The Lady’s Ward is home to the wealthy upper classes and
hashers who hold no love for the place know that body’s many of the powerful individuals who scheme and plot for

4
got to take advantage of Sigil‘s location, its portals and its
services. Sigil’s referred to as the Cage by those ho live
here, and it ain’t much of a surprise why. For a plhce also
their perceived control of the city. The Clerk’s Ward houses
the city’s administrative offices and is the center of its bu-
reaucracy. All manner of goods are forged, built, or other-
called the City of Dooq getting in or out-isn’t alwits easy. wise produced in the Lower Ward. These goods - and
The only way in or out of Sigil is through others that have been imported from across the
the portals that show up in the doorways, multiverse - are sold in the Market Ward.
archways, windows, manholes, fire- In the Guildhall Ward, craftsmen
places, and other openings found I - gather and train apprentices. The
throughout the city. Nothing else - poor and lowest classes call kip
spells, magical items, innate in the Hive.
powers, or anything else - AH,, + H E CAGE.
The Cage is the center of
gets a body into or out of the N E xus @IF H E p LAN E s 1
faction activity. (See “The
Y@u’VE G@++A HA+E I + ...
-
Cage. That‘s the way the Lady Factions” chapter for more
wants it. on these philosophical
‘I’RYYK THE
The Lady of Pain calls kip in
Sigil. She runs the show, hut not in a direct
way like a mayor or queen. In fact, she doesn’t
*
S -
NE H U RLI €4 G B E RK hvners, H-onium and
and political groups.) The

Mercykillers are the self-


even show her death-dealing image around much. B$ Sigil’s appointed judges, enforcers, and executioners of Sigil.

4
hers, plain and simple. She controls the portals, a d keeps Equally (but not always so “officially”),the other factions all
every power or archfiend out. Those who cross her d or end fill a niche in the city’s workings. The Lady of Pain tolerates
up in the Mazes, extradimensional labyrinths fro which the factions, their assumptions of power, and their various
there’s no escape. Is she a power? Is she a fallen cele tial or a squabbles. As long as nothing they do threatens her goals -
reformed fiend? Nobody knows. Canny cutters do w this: whatever they are - or the city as a whole, she doesn’t pay
Leave her be. Don’t talk to her, don’t ask her for he p, don’t them any attention.
worship her, and certainly don’t antagonize her. Canny bashers should find Sigil a place of infinite op-
portunity. First off, a body can get anywhere from here. That
held by the d a h , humanoid creatures alone makes it the most important place in the multivene.
(At least, that’s how the natives see it - they’re at the “Cen-
ter of the Multiverse.”) Any berk should realize there’s more
smoothly. See, Sigil’s got lots of tricks built to it than that, though. Sigil’s a center of trade. Not only can
a body find whatever she’s looking for here, but she can find
somebody with a need for whatever she has - even if it’s
only a strong sword arm and a hit of smarts in her brain-
portals wherever she wishes, and somehow directs box. Lastly, the Cage is the place to come for the big chant -
the chant about anything and everything. Some well-lamed
the dabus, and don’t get in their way. They bloods live here, and a little garnish sometimes goes a long
way toward getting a Cager to rattle his hone-box. Usually,

i
bad side - and that’s no place to be. it’s more of a challenge to get him to pike it.
The city itself is built within a torus (that’s 1’ e a big TARSHEVA RECOMMENDS:First off, hire a tout. There’s no
wheel) that floats above the Spire at the center of e Out- point in wandering Sigil without a guide; that’s virtually a n
lands. How? Nobody knows. Many a graybeard has theory, invitation to be robbed, killed, or otherwise assaulted. Be
but no one can say for sure. Most agree that the city s ouldn’t wary, however, for many touts are either faction members
be able to exist where it does, and that magic and o er fun- who’ll give only their faction’s view of the city, or else
damental forces (maybe even life itselfl should be ered or knights of the cross-trade who’ll hob a sod the moment he
nulled or some such. The fact is, spells work just fin , and a turn his back
body has no problem living here, except for all th smoke A good tout’ll show a body where he needs to go to fill
and polluted air - and the razorvine, cranium rats fiends, virtually any need or want, but here’s two quick recommen-

+9+
dations: Geldab’s Bakely in The Lady’s Ward sells excellent the town around the gate to the Abyss is sinister and foul.
pastries and breads, magically preserved to stay fresh for The gate-town of Automata leads to Mechanus. It’s full
longer than normal (useful for planewalkers expecting a long of lawful, orderly, overly organized bashers who can’t strap
journey!); and modron armor and equipment may be com- on their own boots without filling out a form. In short, watch
missioned from Burl, a smith who lives in the Hive. out for the red tape. But it’s the only place outside of
Mechanus that a body can find the strange new clockwork
weapons that’ve been developed on the planes of law. Cross-
bows that tire more than one bolt (and more accurately, tool,
armor with built-in dart-throwers, and even stranger things
Sigil sits at - above, really - the Spire at the center of a can be found here, as long as the buyer’s extra-generous
plane called the Outlands, or the Land. Technically, the Out- with the jink (and is willing to fill out all the proper forms].
lands are part of the Great Ring, but since they exist at the Bedlam’s the gate-town to Pandemonium, and it’s a
“center” of the Ring, nobody ever thinks to include them in barmy place that doesn’t look quite right to a body wander-
it. As things count on the Outer Planes, the Outlands are ing about the streets. Don’t assume anyone here’s completely
realms of true neutrality, hut most folks think of them as sane, but don’t think they’re all deranged sods, either. If pos-
places with no alignment at all. The Outlands serve as meet- sible, contact a bariaur here named Thrist. He’s a little
ing places and common ground for any berk from the Outer touched, but more lucid than most, and for a price he’ll keep
Planes. Oh, the Land has its share of natives, and a good a sod out of the blinds.
number of powers, but most folks steer clear of actual Out- Curst leads to Carceri, and like that plane, is full of ex-
lander settlements except for the gate-towns (see below). iles and refugees. There’s said to be a slaver ring here that
The realms and towns of the plane all follow the same has ties all the way into the Inner Planes.
basic precept: The closer a body gets to the Spire, the more Ecstasy holds the gate to Elysium. The town’s known as
things cease to work. As a cutter travels spue- the City of Plinths for the tall stone and iron monuments that
ward, spells begin to fail, psionics cease to dot the burg. Here, bashers sit idly and contemplate the mul-
function. and eventuallv even the uowers’ tivene. Everyone else in town is equally as motivated -they
might dwindles. The plane is organized into nine do what they want, when they want, and generally enjoy

LL rings surrounding the Spire, and as a body passes through


each ring, more magic and abilities vanish. Learning these
borders isn’t a valuable way to spend a body’s time, however,
life. This isn’t a had place for a planewalker to take a break,
but don’t look for much from the local folks - they’re busy
with their own cares.
‘cause they move and change all the sodding time. Chant is, a In Mount Celestia’s gate-town, Excelsior, the streets are
race of unknown creatures lives near the base of the Spire. paved with gold-flecked brick and floating castles of paladin
These mysterious gray folk remain hidden because of their iso- lords keep the perimeter safe. In fact, a body can’t swing a

I lated location. Due to obvious reasons, they don’t use magic,


and have some other (more neutral) force at their disposal.
The realms of the Outlands mostly belong to powers of
neutrality, so most of ’em don’t care one way or another
about casual visitors. But other powers lair here too, and not
all of them are friendly. Plenty of small Outlands towns
dead vrock without hitting a paladin in Excelsior. If that‘s
not something a basher appreciates, she should just avoid the
place.
Although it looks like a ruin, Faunel is actually the
gate-town to the Beastlands. This burg’s been overgrown by
plants and is populated by more beasts than people. Here’s a
thrive here also, some of them attached to realms, some of fact some leatherheads can’t tumble to: The place is sup-
them standing on their own. And then, of course, there are posed to be wild. Berks trying to fuc the place up and estab-
the gate-towns, which see more traffic than most of the rest lish a real city wind up in the dead-book. The dark is that
of the Outlands put together. something here lurks in the shadows, championing the wild
TARSHEVARECOMMENDS: Any basher with a strong sword side, killing anyone that opposes it.
arm or command of a few spells can make a quick pile of Fortitude is the gate-town to Arcadia, although some
jink guarding the constant trade caravans (like those belong- bashen call it the Egg because the town’s wall makes a per-
ing to the Planar Trade Consortium) that crisscross the Out- fect oval shape. The burg’s a beautiful place, hut it’s an or-
lands. dered beauty. The trees line the parks in neat rows, the grass
is uniformly clipped, and the streets are polished to a shine.
An intolerant lot of berks live here - beware showing too
THE +E-T@WN S
much individuality.
Situated about the Outlands are burgs that contain gates Glorium’s got two gates to Ysgard. One’s on the wate
leading to the various other Outer Planes. Each gate-town big enough for ships to sail through, while the other is actu-
opens onto the first layer of its respective plane. The areas ally part of Yggdrasil [see page 12). The town’s a very small
around the gate-towns, as well as the burgs themselves, take anthill and there’s not much to see. Look for a blacksmith
on various aspects of the plane to which the gate leads. So the named Thumur who makes a nasty chiv for not a lot of jink
area around the gate to Mechanus is extremely orderly, while Some say he enchants his wares, hut Thumur denies it.
marsh. The gate to Gehenna hovers high off the ground,
making it a real challenge to get to it. Torch is full of spivs
and knights of the cross-trade, many of them well-lanned
about the Outlands and the Lower Planes. For information, Though plenty of gates allow bloods to travel between the
look for the top-shelf blood Badurth in the Festhall of the Outer Planes (if they know where to look), most planewakers
Falling Coins. know a few other ways to get around. In particular, four major
Bashers hoping to get to Bytopia might try Tradegate, but planar connections link several planes and allow a more con-
the gate’s real hard to use ’cause a berk’s got to find a cutter venient (if somewhat more dangerous) means of travel.
named the Master Trader first. Most folks just come here to The magical River Oceanus runs through a few of the
buy and sell, since this is the center of Outlands commerce. Upper Planes. Its crystal waters are smooth and calm, as well
Barmy’s the best way to describe Xaos, the gate-town to as unfathomably deep. Sailing down the river is a straightfor-
Limbo. There’s so much chaotic energy here that the town ward way of traveling through and across Elysium, the Beast-
shifts and changes in an eyeblink. The folks here can handle lands, and Arborea. What’s hard for some to understand is
it - lots of travelen can’t. that the river’s path is neither straight nor regular. It dips in
TARSHEVA RECOMMENDS: Gather a batch of newly grown and out of the planes it passes through without warning.
razorvine for the Cilenei brothers in Curst and have ‘em turn There’s no use trying to understand it, though; most find that
it into a bottle of hearfwine - it’s delicious! the river’s flow takes them just where they want to go without
really understanding how. Plenty of merchants use the river

+ THE GREA+I RING + to transport trade goods, and many others use it for regular
travel, so it’s not difficult to hire a boatman to take a traveler
along its course. Some folks say that certain creatures that
See, the multiverse has a thing about rings. Rings wrap live in the river sing a mystical song. If the music doesn’t
around evelything and everything is a ring wrapping around drive a sod banny, it‘ll give her some secret of the multiverse.
itself. (That’s the Unity of Rings at work.) But who needs phi- The River Styx, on the other hand, is not as pleasant or
losophy, right? What’s important is that the Outer Planes welcoming. Its wine- (or hlood-) red, dirty, and oily waters
form a ring - the Great Ring, or the Great Wheel. (That’s run through all of the Lower Planes in a twisted, aimless
outer as opposed to inner, as in the Inner Planes. It’s all in path. While its sister river, Oceanus, courses with pure, clear
relation to the Prime Material Plane, which everyone says water, one touch of Styx’s foul soup and a basher might for-
doesn’t rate, but it must, since so much adjoins it.) get his own name and whole life. Like Oceanus, the path of
The Outer Planes only appear as a ring when they’re the Styx is never constant and always unknowable. Some-
drawn out on paper. But just ’cause some leatherhead times it takes a body straight to his destination, and other
sketches a picture of the planes and puts Mechanus next to times its course meanders through a number of planes. Re-
Acheron, it doesn’t mean that a planewalker can just hop gardless, more than one blood has spilled the chant that it
across some physical border or boundary between the two. never takes more than a day to reach a desired location while
The infinitely big planes don’t really lay out like countries on moving along the Styx. Fewer f o l k travel by the Styx than
a map. Instead, they’re organized according to outlook, good by its upper-planar cousin, but the mysterious boatmen
versus evil, order versus chaos - get the picture? called mamenoloths transport anyone for a price.
There’re several ways to look at the ring. Most primes Mount Olympus, a mountain realm on the plane of Ar-
twig to the idea of the “good planes” and the “evil planes.” horea, holds a good number of planar pathways. Caverns
When a cutter refers to the Upper (or “good“) Planes, he’s within the mountain lead to Gehenna, the Gray Waste, and
talking about the planes of Arcadia, Mount Celestia, Bytopia, Carceri, while climbing along its slopes can take a traveler to
Elysium, the Beastlands, Arborea, and Ysgard. The Lower - any number of Prime worlds. As the paths shift into a new
or “evil“ - Planes are Acheron, Baator, Gehenna, the Gray plane, a traveler sees a round, colored portal. To see where
Waste, Carceri, the Abyss, and Pandemonium. That’s every- the path goes, a basher’s got to go through the portal. Luck-
thing but Limbo and Mechanus, respectively the planes of ily most, if not all, of the portals are two-way.
purest chaos and law. Similar paths can be found on Yggdrasil, the World
Another way to dissect the ring is hy the planes’ orienta- Ash - a gigantic plane-spanning tree. Its source lies in the
tion towards law or chaos, which is as least as important first layer of Ysgard, hut the branches and roots spread
(sometimes more so) to planewalkers than good and evil. On throughout many planes, layers, and realms - so many that
one side are the planes of law, which include Mount Celestia, no blood has ever been able to trace them all. The roots and
Arcadia, Mechanns, Acheron, and Baator. The planes of chaos branches are big enough to walk on or climb, and some
are Arborea, Ysgard, Limbo, Pandemonium, and the Abyss. branches even stretch to prime-material worlds. Yggdrasil
What’s left over - Bytopia, Elysium, the Beastlands, Gehenna, seems to far exceed the reach of Mount Olympus, and its
the Gray Waste, and Carceri - are the planes of conflict, paths are more frequently used. Nevertheless, if a body
sometimes called the planes of neutrality by berks who wants to use the World Ash, it’s best to have a guide or be
haven’t been caught between the extremes of law and chaos. ready to do some exploring.
GATE-TOWNS
1. Excelsior '5. Shurro 51. Niflheir
2. Tradegate 52. Pluton
3. Ecstasy 53. Khaias
4. Faunei 54. Chamada
5. Sylvania 55. Mungoth
6. Giorium 56. Krangath
7. Xaos 31. Brux 57. Avernus
0. Bedlam 32. Karasuthra 50. Dis
9. Plague-mort 33. Olympus 59. Minauros
NOTES:
10. Curst 34. Ossa 60. Phlegethos
The Abyss has innumer-
11. Hopeless 35. Peiion 61. 5tygia able layers; only the first is
12. Torch 36. Ysgard 62. Maibolge named here.
13. Ribcage 37. Muspeiheim 63. Maladomini Arcadia certainly h a s
14. Rigus 30. Nidavellir 64. Cania more than one layer, though
15. Automata 39. Pandesmos 65. Nessus the Harmonium and the inhab-
16. Fortitude 40. Cocytus 66. Avalas i t a n t s are peery of anyone try-
41. Phlegethon 67. Thuldanin ing t o travel beyond the first.
LA'
PLANAR 42. Agathio 60. Tintibulus Though Limbo has been
43. Plain o f j 69. Ocanthus divided into named sections
44. Othrys 70. Regulus by sages and scholars, t h e
45. Cathrys plane doesn't have layers in
46. Minethys the planar sense.
47. Colothys Mechanus c o n s i s t s o f
40. Porphatys countless gears, o f which
49. Agathys Regulus (the home o f t h e
50. Oinos modrons) is only one.
THB B L @ @ D WAR The Abyss is the home of the tanar'ri, creatures devoted
to death and destruction. A tanar'ri on its home plane is
Before a body learns about each of the individual planes, likely to slay a planewalker or force him into serving in the
there's one last thing to talk about: a bit of a hullabaloo on Blood War or some other homd duty. The best thing (for a
the Lower Planes that most folks refer to as the Blood War. traveler) about the tanar'ri is that they have no sense of re-
The principal inhabitants of the Abyss, the tanar'ri, battle the sponsibility, honor, or loyalty. They'll gladly accept a little
baatezu of Baator for nothing less than control of all of the garnish to look the other way - if the mood strikes them.
dark planes. This eternal struggle is best characterized by the Their behavior is always unpredictable. It's important to re-
following excerpt from an interview with Vemth, a human member, too, that what's deadly to a human or a githzerai
observer of the war: may literally be harmless to a tanar'ri. Just because they
dwell safely in an area doesn't mean that it's safe for other
"Tanar'ri die. Baatezu die. The war rages on with an in- planars. In fact, a number of layers of the Abyss are so ter-
fernal intensity. Each side leads legions of troops, mercenar- rible that nontanar'ri who enter them get put in the dead-
ies, conscripts, slaves, and servant monsters into horrendous book immediately. Therefore, even the toughest
battle for control of the Lower Planes. Most think bloods need to be -peew - about shuffling I

that it's a never-changing, futile about these layers.


stalemate, but each side has come The Abyss is the abode of a
close to defeating the other on nu- number of other monsters, in-
merous occasions. This war is a cluding eyewings,
real threat to all the planes."
THE B L @ @ D W A R I S fetches, fire shadows,
undead of all
be Blood War creates a great + H E GREA4-ES.t B L E S S I N G types, retrievers,
for supplies, weapons, troops, A N D W@RS.f CURSE bebiliths, and
eaders. Many bashers capitalize on +HA+ HAS E V E R BEFALLEN worse. It's also
ese needs to earn some jink of their own. + H E mUL-I-IVERSE. home to a number
Some brave (or barmy) planewalkers deal in
weapons or mercenaries with either or both sides.
Those who don't end up in the dead-book often
- VA LAXA
A D@VA
R*
of powers, particularly those
worshiped by chaotic monsters like
bugbears, beholders, lizard men, and
come out of it veTy rich. The yngoloths, natives of the Gray drow elves. Most of these powers have
Waste and Gehenna, devote a great deal of time and energy in their own layer or layers directly under their control.
helping both sides - but only so they can earn a fair profit. Crucial to planar travelers is the uppermost layer of the
Abyss, the Plain of Infinite Portals. Aside from being the eas-
THE ABYSS iest ingress and egress to the Astral, Carceri, and Pandemo-
nium, crevicelgates here lead down into the other layers of
No plane, rightly or wrongly, inspires as much fear as the the Abyss. Anyone passing through this layer should stop at
Abyss. Thii plane is the seat of ultimate chaos tainted by the Broken Reach, a fortress town run by a succubus (a type of
darkest evil.Its virtually endless layers spiral deep down into female tanar'ri) named Red Shroud. Her rule is harsh and ab-
the bowels of true vileness. No one knows whether the Abyss solute, but it's not a bad place to find food, rest, and safety.
truly has infinite layers, hut well over 600 have been cata- Don't cross her, and she'll probably leave a basher unscathed
logued. - which is about the best a body can hope for io the Abyss.
All of the Abyssal layers have their own unique yet bor- The tanar'ri lord Graz'zt rules three Abyssal layers, at
rific environments. No unifying theme persists other than least one of which is filled with trees with poisonous snakes
their harsh, inhospitable nature. A planewalker'll find lakes for branches. Despite the danger, though, Graz'zt is one of
of caustic acid, clouds of noxious fumes, caverns of razor- the few Abyssal lords who allows unhindered travel into and
sharp spikes, and landscapes of boiling rocks - and tbose're out of his realm. A planewalker willing to chance it can
some of the tamer dangers! Rusty, jagged pieces of metal make a hefty bit of jink bringing goods to the market here.
cover one particularly harsh layer, some big enough to build Besides, chant's that a powerful mage died among those
a city upon, others so small that they blow in the driving viper trees, and that his decomposing bones still hold an ar-
winds to lodge in a basher's flesh, mouth, and eyes. Other tifact that renders a cutter immune to the harsh environs of
layers have more hidden dangers, such as the layer that the Abyss itself.
slowly changes a body's alignment towards chaos and evil, There's also said to be a layer where time moves back-
or the one that infects a sod with an incurable wasting ward in regard to aging. This could be used to a body's ad-
plague. Nevertheless, a few particular layers have interest to vantage to restore lost youth. However, it is also said that the
planewalkers, and it's best to head to those destinations di- reverse aging moves at random speeds, and it's likely that a
rectly; "exploring" the Abyss or wandering into uncharted basher who stays too long will revelt to an infant, or be aged
regions is a good way to get killed fast (at best). back out of existence altogether.
PlanewaRers should take note
'ng in the Abyss to help
re (for whatever reason)

spells of illusion and 0th


to allow them to remain
in the Abyss. The trick is

the tanar'ri. Not

Look for a mock ca


(not his tme name,

garnish he'll show


reveal some of the
Chant is, he's got a

ors and looks

one reason,
lang and
ally, this
emal striking of sword against.
blade against blade. It also comes
sound of two of the gigantic iron
es that make up this plane smashing
y "against each other.
Each of Acheron's four layers consists of these
cubes, which float through an infinite, air-filled
void. Some of the cubes are small, but others
are huge enough to bold whole cities and king-
oms. Each face af a -be is habitable, and gravity is al-
ways directed toward the center of a cube. (Not all of the
ubes are actually cube-shaped - some are plates
and other geometric shapes, but since most are
es they're all called by the same name.)
Worse, the cubes constantly move and oc- Arborea’s a plane of
casionally collide, ringing a toll of disaster for extremes, whether one’s
anyone standing on one of the clashing cube- talking about the landscape or the
faces. The cubes are also riddled with tunnels and people. It‘s a land of huge trees, im-
caverns, providing more space to marsball forces and possibly deep chasms, unimaginably
fight battles. Travel between cubes is possible through use dense forests, and mountains taller
of special gates and spells. than any prime could comprehend.
Acberon is the home of the goblin and orc deities, as Everything’s big. The passionate inhabitants
well as similar evilly militaristic types. These powers send play hard, fight hard, live bard, and love hard. If these basb-
their petitioners into continual battles for dominance. An ers hate a body, she’s really in trouble, but if Arboreans take
Acheron petitioner cares little for form, only function. The a shine to her, she’s got it made.
beauty of a weapon matters little - what counts is only bow Not surprisingly, with terrain features like those men-
badly it wounds a foe that it strikes. While skill isn’t com- tioned above, travel’s not easy on Arborea. Magic’s the best
pletely overlooked, in the end, brute force is king. way to get around, although if a berks got access to a flying
The first layer of the plane, Avalas, is the most heavily mount or other means of taking to the air, that‘s not a had
populated, but it’s also where most of the fighting goes on. way to go.
Yugoloths, baatezu, modrons, dwarven einheriar, petitioners Arborea bas three layers: Olympus, Ossa, and Pelion.
(folks who died in unglorious baffle), and planar mercenaries Olympus is named for the main feature of the terrain, the
do baffle with the aforementioned humanoids as well as with well-known Mount Olympus, which not only serves as a
each other. There’re towns and fortresses throughout, but home for the Greek powers but also connects a number of
mostly it’s a layer of bafflefields. other planes in a vast planar pathway. The rowdy Greeks
The second layer of Acheron, Thuldanin, is of more in- form a powerful pantheon, closer to its worshipers than
terest to canny planewalkers. It’s the final resting place for most. ’Course, the attention of powers - particularly tempes-
more weapons and more types of weapons than a single tuous and chaotic ones such as these - isn’t always some-
cutter is ever going to know of or see. Machines and devices thing to be desired.
of war from endless conflicts throughout all the planes, in- This layer also holds the elven realm of Awandor. The
cluding the Prime, end up here. Scavenging for intact weap- elven powers are a particularly reclusive lot, so wigwagging
ons can be a valuable undertaking, since many of great with the elves isn’t a realistic goal. These bashers seem more
quality, fantastic power, and intriguing mechanisms can interested in the affairs of their brethren on the Prime Mate-
still be found and used, or at least copied. A word of warn- rial Plane than on planar happenings anyway. The Greek
ing, however - the dark of this layer is that anything (in- powers and the elves don’t associate much, and the realms
cluding equipment, weapons, and flesh] staying too long are separated from each other by endless miles of extreme
turns to stone. wilderness. All manner of nature spirits, sylphs, satyrs, cy-
Tintibulus and Ocanthus, the third and fourth layers of clopes, giants, titans, and other creatures often regarded as
Acheron, aren’t much visited. Folks who frequent such places legendary on the Prime also populate this layer.
aren’t the types to rattle their bone-boxes without some sig- The second layer, Ossa, is a huge but shallow sea, called
nificant gamish, so the chant remains dark. A few say that a Aquallor hy the elves. It’s the endpoint of the River Oceanus,
huge city on Ocanthus is home to a powerful, isolated race, which begins in the watery layer of Thalasia in Elysium. It’s
but this has never been confirmed. said that water funnels draw water (and unwary leather-
TARSHEVA RECOMMENDS: A cambion named Thrao sneaks heads) hack to Thalasia to flow down through the river once
about the plane looking for magical weapons. Chant is, he’s again in its never-ending cycle. Sea elves and all manner of
got one of the greatest boards on the Lower Planes (mostly aquatic creatures dwell here.
weapons of low power, but he makes up for it in quantity). Pelion blows white with sand and snow. It’s called
H i prices are high, but his selection is superb - and he has a Mithardir hy the elves, who tell visitors that the name means
number of odd magical weapons, l i e garrotes, pikes, blow- “white dust.” Chant’s that this was once a very different
guns, arquebuses, and more. place - a home to a group of long-gone powers whose dis-
appearance caused the layer to fall into eternal disintegra-
ARB@ REA tion. Curious planewalkers might want to explore this place
looking for clues and possibly even treasures left by the de-
Arborea scoffs at any basher who thinks he knows the dark parted powers.
of chaos. Thii chaotic plane isn’t a realm of destruction and TARSHEVA RECOMMENDS: A large reddish fruit called the
disharmony or a maelstrom of energy and cacophony, thane’s pear is said to cure many maladies when eaten,
but a place of personal freedom, independence, including all sorts of viruses and infections. It is
and individuality. It‘s a place of rare, and found only in the forests of
goodness as much as Arborea.
ARCADIA BAA+eR
I Whereas Arborea flourishes with wild forests and beautiful
scenery, Arcadia thrives with orchards of perfectly lined trees,
Here’s another place every smart planewalker wants to avoid
- but sometimes a body has to go places and do things he
straight-flowing streams, and orderly, pristine fields. If Ar- doesn’t want to in order to get by. This plane is known to
borea is a realm of individuality and emotion, Arcadia is based clueless herks as the Nine Hells. Clueless as they are, it‘s usu-
around the common good, conformity, and temperance. ally the first plane they want to visit.
Because of the importance of conformity, Arcadia’s not It’s true that the place bas nine layers, but that’s about
a realm for bashers who ain’t lawful good. The inhabitants all the Clueless have right. The native baatezu ain’t a bunch
tolerate chaotic and neutral good folks, but they escort true of stupid fiends, waiting passively for do-gooders to come
neutrals to the nearest portal and attack evil berks outright. and “clean out” the place. No, a fouler and cannier bunch of
To make matters more difficult, most if not all of the peti- creatures a blood won’t find anywhere - even in the Abyss.
tioners on this plane can tell a body’s moral and ethical out- These fiends disguise their dark hearts with a foundation of
look just by looking him up and down. Unless a nongood order, which at first might sound encouraging. Instead, it
planewalker can hide his alignment with magic, it might he makes the plane one of rigid and unyielding law, a realm
hest to just stay away. filled with smuggles for absolute, total domination far worse
Magic’s difficult on Arcadia. All spells take twice as than any Prime world’s most terrible totalitarian rule.
long to cast. Some spells won’t work unless they’re cast to A cutter’s got to know about two groups of beastly folk
benefit the common good. The natives of the plane, includ- when talking about Baator. First, there’s the Dark Eight -
ing the petitioners, can see right through illusions and phan- eight powerful pit fiends who control large armies of baatezu
tasms created by wizards. As an aside, a planewalker would and other creatures. These eight direct the baatezu forces of
do well to obtain an Arcadian watchdog, due to this immn- the Blood War. The other group comprises the fearsome be-
nity to Illusions. ings known as the Lords of the Nine. Each of these rules a
Travel, however, is fairly easy. Arcadia has the most layer of Baator, hovering in status somewhere between the
straightforward and organized system of roads on all the greatest of pit fiends and actual powers themselves. Much is
planes, although chaotic types have a little difficulty travers- unknown regarding these beings (including most of their
ing these orderly pathways. names), but that may be for the best - a planewalker’s better
Only the first layer of Arcadia is commonly traveled, al- off not even refemng to the Lords at all.
though certainly more layers exist beyond the first. It‘s not a Each of Baator’s nine layers has its own unique envi-
mystery because no one knows - it’s a mystery because no ronment, but they’re all inhospitable and deadly. The first
onek telling. The einheriar militia (upper-planar warrior layer’s known as Avemus, a blasted plain with a red sky and
spirits) and Harmonium patrols don’t let anyone get far explosive energies coursing through it. A host of baatezu
enough into Arcadia to ever find out. Why they’re keeping fills this layer, lead by the pit fiend Bel. Tiamat, dragon-
everyone out is the snhject of much speculation. queen of darkness, guards the passage to the next layer.
The known layer is home to such realms as the city of Planewalkers would do well to avoid her, and rumor has it
Marduk, which is also the name of the greater power who that a conduit to the second layer can also be found near a
makes his case here. Mount Clangeddm is another Arcadian monstrous landmark known as the Pillar of Skulls - hut
realm, this one brimming with dwarves and their halls, considering that Bel’s troops have an iron grip on the layer,
forges, and armories. The dwarves here are organized in a it’s probably guarded.
strict military structure, and quite effectively, too. These The next layer is Dis, also the name of the iron city at its
dwarves occasionally march into Acheron to do battle with heart. It’s a realm of endless toil and hardship for the peti-
the evil forces there, and can even be hired as stalwart mer- tioners found here, and the place’s evil ruler, Dispater, is
cenaries for a hefty pile of jink. merciless in the extreme. A rogue pit fiend is said to he se-
A few refuges offer an escape from the harsh strictures cretly marshalling forces to challenge Dispater’s d e .
of this plane’s inhabitants, though most are hidden and tem- Minauros is the name of the third layer, a horrible place
porary, conblantty on the move and running from the ein- (by now a body should begin to sense a theme) of acid rain
heriar patrols. One permanent settlement is called the Ghetto, and flesh-slicing hail. An immensely huge stone city, Minau-
hidden between two mountains and (so the chant goes) 10s the Sinking, rests here, forever descending into the foul
under the protection of Meriadar, the patron deity of hu- bog that fills the layer. The ruins underneath Minauros are
manoids that have given up their evil ways. This burg’s a said to contain vast riches - some say that the city under the
place of constant transition as different folks take up short- city was not originally of Baator, but of the Outlands (though
term residences. Still, it’s a haven for trading, and a refuge none know how or why it ended up where it is).Another city,
from the regimented life of the plane. Jangling Hiter, is made entirely of chains and suspended
TARSHEVA RECOMMENDS: In the Ghetto, a tavern called The from unknown supports over the marshy landscape. If a
Long Night offers fine food and safe rmt fnr rpaconable basher needs chain< nf m i n l i t v .lanolin@Hitgr makes the best
prices. in the multiverse.
Phlegethos, a layer of fire and pain, is more akin to the propaganda, legal loopholes, and other tricks and manipnla-
Elemental Plane of Fire than any other place on the Great tions. Supposedly, the school also keeps the dark of every
Ring. The city of Abriymoch, built within an nearly extinct gate in and out of Baator and other knowledge unique to the
volcano, is said to lie on the spot where a power died, and baatezu, though a mortal basher shouldn't count on learning
the pit fiend that rules the burg does nothing to quell such those secrets.
tales. If a planewalker has the misfortune of finding himself The eighth and ninth layers remain mostly undescrihed;
in Abriymoch, he should look for a place marked by a simple not too many cutters have returned to tell tales of things this
sign with the word "Greth." This mysterious little sign is a deep in Baator. Caina, the eighth, is a frozen realm, much
front for a hidden magic shop, where the proprietor (Greth?) colder than Stygia. And the largest and most horrible fortre-"
sells items of surprising power right under the noses of the on all the planes is said to rest in the lowest pit, Nessus.
baatezu who run the town. Presumably, the shopkeeper has TARSHEVA RECC'--Ds: Remember, no safe place exists
some magical item or spell that keeps the fiends from scrag- on this plane. Peric
ging him and customers from pulling a peel.
The River Styx flows sluggishly through the frozen
THE BEAS+I.LANDS
wasteland of Stygia, the fifth layer's cold chilling its fetid
waters. Occasionally, icy swamps form in warmer areas A harmless place filled with cute little fumy animals, right?
where rugged plants manage to survive the harsh climate. Berks with that attitude won't last long here. Yes, the Beast-
The City of Ice, also known as Tantlin, is plagued with war- lands abound with animals - hut they're as deadly and as
fare among various gangs of haatezu and planars -
cunning as animals can be.
who fight for control oftthe city. Despite this, the Remember, dinosaurs are
city remains an important trading point on the
I Y ~ U R E, '?just animals." No spell or
+W@-LEGS.
Styx. Merchants (and their caravans) travel to
and from Tantlin with goods from the other
Lower Planes. The chant is that the lord of
- REIDE * H E PUmA, beasts
training can tame the
here, either. Animals
brought here from other
this layer is forever frozen within an ice floe, planes go wild as soon as
but even so, continues to rule his domain in
such a state. *
B E A S LA €4 D S
they arrive. Even plane-
waken need to beware the influ-
Deeper into the pits is Malbolge, an ence this plane can have over a
endless rocky slope. Cascades of boulders body's "wild side."
roll down the slope, crushing anything in Beast lords and special guardians watc..
their path. Not surprisingly, no cities survive here, over the animals to make sure that the ecosystem
unless one believes the rumors of the ancient places remains balanced and that sodding- leatherheads
built underneath the slope, where monsters older than even don't get it into their brait-boxes that the Beastlands' crea-
the baatezu supposedly dwell. One thing is for certain - the tures are pushovers. There're also such animal-related mon-
surface is dotted with copper citadels filled with fiends sters as lycanthropes, lizard men, centaurs, and more. All pe-
whose main occupation is keeping the boulders from crush- titioners on the Beastlands take the forms of animals or ani-
ing them. mal-related creatures, like centaurs or wemics. The mortai,
Ruined cities dot the seventh layer of Maladomini. Ser- mighty cloudlike beings, fill the skies of the Beastlands, pre-
vants of Maladomini's lord constantly tear apart the blasted siding over the entire plane, and in particular its skies and
landscape for minerals with which to build ever-greater weather. Lastly, some aasimon and powers make their homi
cities. As each is finished, however, the dark lords dissatis- here as well.
faction forces his subjects to hegin anew. It's said that the This is the plane of Nature incarnate; everything about
ruins around and under the newest city of Malagard swarm the Beastlands is wild and untamed. The only society is the
with all sorts of terrible creatures. hierarchy of predator and prey, the natural order of the ani-
In another part of Maladomini stands a burg of greater mals. The few intelligent beings here live in relative seclu-
interest to planewalken. The policies of Grenpoli, the City of sion or in very small, rugged frontier towns.
Diplomacy, prohibit weapons or offensive spells and utterly The three layers of the Beastlands reflect the dominion
forbid strife and conflict. That might make the place seem of the sun and moon over nature. The first layer, Krigala,
l i e a paradise of peace, and in some ways it's just what it bakes under an eternal sunny noon. The second layer of
appears to he, hut there's more here than meets the eye. Brux glows with the rosy reds of a perpetual dawn or twi-
(There always is on Baator, friend.) The city thrives on poli- light (depending on whether a berk's predisposed to see the
tics and political intrigue rather than on combat and des'rmc- proverbial glass as half empty or half full). The third layer is
tion. Trickery and deceit reach the level of art, wielded with Karasuthra, the layer of night. Each layer is inhabited by
uncanny finesse to become more dangerous than any physi- beasts suited for the environment.
cal weapon. For the right price, the Political School will TARSHEVA RECOMMENDS: There's said to be a magical
teach a hasher about maneuvering and deception, as well as spring in the nocturnal layer of Karasuthra whose waters, so

+ IR+
the chant goes, restore life to a fallen comrade. The beasts of
the plane avoid it, however, fearing its power, its guardian, look for a gnome craftsman named Thinnoc Silvereye in a
or perhaps a curse laid upon it long ago. Some also tell tales town called Cambrook.
of a powerfnl red dragon and even the presence of some foul
tanar’ri in this layer.
CARCEKI

I BY*@PIA
Bytopia’s home to hardworking, ethical, moral sorts. Those
who favor this plane are the types referred to as the “salt of
the earth,” and the ‘backhone of society.” Folks here generally
,,ere’s the dark of Carceri, cutter - nohod
to be. The exiled, the shunned, and the
here. It’s the prison plane - the universe’s biggest birdca
The plane’s residents plot and scheme to leave Carceri
find their way back to their homes and positions. A sm
keep to themselves, but help a neighbor when there’s need. planewalker notices that while a lot of gates lead to Carc
Not as wild as the Beastlands, but not as ordered as Ar- blessed few leave - and herks who’ve been banished he
3 cadia, either,,Bytopia’s two layers are sprinkled with towns can’t even use those.
i and villages, which seem randomly dropped among beautiful Carceri’s got six layers, each nested withm the one b
forests, babbling brooks, and elegant mountains. Most bash- fore it. Worse, each layer is made up of a series of orbs
ers will find something beautill about the plane. little like the worlds of the Prime Material Plane, althou
But not everything is peaceful and easy on Bytopia. not as far apart. A traveler can fly from orb to orb in the
First, the place is industrious. If a body doesn’t like work, same layer, assuming he’s got the means. Chant is that bo
then this ain’t the place for him. Folks here don’t take to ble things lay imprisoned in the spaces between the o
berks who don’t pull their own weight. This means that they which sometimes call out seductively to planewalkers mak-
don’t care for spivs who make their way by “adventuring.” ing the trip between them. Most experienced cutters sa
On Bytopia, “adventurer” is synonymous with ”someone tq- that’s just screed.
ing to avoid an honest job.” But real dangers exist here, one The only true native intelligent creatures of Carceri a
being the problem of simply getting from one layer to the the gehreleths, a disgusting bunch of fiends that’re th
other. Few gates or conduits exist here, cutter. On Bytopia, a fully found in small numbers, and infrequently at that.
body gets to the next layer the hard way - he climbs. o n e s of Carceri include the Titans, a group of near-powe
See, the twin layers of this plane - Dothion and Shur- status beings imprisoned here long ago by the powe
rock - hover over one another, like a sandwich with no Mount Olympus. All of the petitioners on this plane are
middle. A cutter can look up and see the other layer, just as oners, unable to leave even if they wanted to. Each petition
though she were looking down at it from above. At certain is sent to a different layer depending on why and on
places, tall mountains from each layer meet and merge to he turned stag during his previous life. Other residents
form columns joining the two layers. This enables a basher plane include evil giants, cruel hunters serving the
to climb up one mountain and down the other to get from Malar, horrible jungle creatures called vaath, and the st
layer to layer. It’s not all that easy, though, for a body’s got desert-dwelling gautiere.
to he prepared when the gravity of one layer shifts over to Planewalkers shouldn’t plan a trip to Carceri with0
the other. One minute, a climber is going up; the next, she’s making sure that they know how to get back home - o
going down. The reorientation can be dangerous, especially least off the plane - first. If a cutter‘s assured of that,
to ruhes who’ve never experienced it before. might want to visit the Bastion of Last Hope, a fortress in
Worse, flying beasts that aren’t subject to gravity’s pull control of the Revolutionary League. Here a planewalker c
hover about such areas, waiting for berks to hit the obtain all manner of forged documents, surgical alteratio
changeover point. Canny planewalkers keep a peery eye out to aid disguise, and various other nefarious enterprises. It’
for such dangers, ’cause it doesn’t take much for an already good place to hire assassins, thieves, and other characters
off-balance sod to get pushed off a column altogether. ill repute.
The usual list of upper-planar critters can be found on TARSHEVA RECOMMENDS: A basher named Veddish duBr
Bytopia as well - hollyphants, baku, treants, and even an can be found in Carceri’s first layer. He claims to have a key
aasimon or two. Bytopia is also the home of a small handful for any and every lock in the multiverse, available fo
of good-aligned powers, hut they’re even more reclusive right iink. While his claims seem unlikely, no one’s bee
than the people and petitioners of the plane.
A note to discriminating bloods: If a body needs quality
manufactured goods, Bytopia’s the place to shop - specifically
in a burg called Yeoman. Great veins of metals and minerals,
as well as fine woods, provide the local folks (mostly peti- The plane of Peaceful Rest. The best night’s sleep a ber
tioner gnomes] with ample materials for their skillful crafts. going to get. The Big Nothing. Various planewalkers ha
Don’t tq to cheat them, though. These mercantile people are given Elysium these names, dependent on their outlo
wise to such peels and react hmhly to scragged thieves. Good bashers find this plane of harmony and peace a fitt
rest to a life’s work well done. Less altruistic berks find the grow cold and dead by the fourth. No level ground exists on
place dreary and dull, with little excitement. The funny thing any of the layers, each (seemingly deliberately) as inhos-
is, they’re both a little right and a little wrong. pitable as possible. Travelers to this plane’ve got to watch
The great River Oceanus joins Elysium’s four laxers. In- out for lava flows, gaseous explosions, burning grounds on
habitants commonly use the riverway as transport, albd build the hot furnaces, and acidic snow and bitter cold on the
burgs right upon its shores. Yggdrasil also connects with all cooling -or cold ones.
four layers, making travel back and forth between layers eas- The yugoloths live on Gehenna, although some claim
ier than on most planes. Getting around on the planie, how- the Gray Waste was their original case. The yugoloths remain
ever, can still be difficult. A magical effect called the trav- neutral in the Blood War, but that doesn’t mean they’re not
the traveler’s travail) prevents folks of evil involved. They hire themselves as mercenaries to either side,
alignment or intent from getting anywhere on Elysiupl. They profiting greatly from the baatezu and tanar’ri war. In fact,
can walk, run, fly, or whatever they want, but they never re- it’s rumored they had more to do with the beginning of the
ally get anywhere. Good beings can get wherever thty want Blood War than the baatezu and tanar’ri themselves.
pretty quickly - they don’t even have to know how to get A planewalker won’t find much here but pain. One ex-
there. Just think about it and go. Stopping to perfom good ception is the orb-town of Nimicri, which floats above the
deeds gets a body there even quicker. It don’t have Uo make second layer. Its surprisingly organized and unified people
sense - that’s just the way it is. run a fairly well-stocked bazaar, something not too common
Magic’s affected in much the same way. In gleneral, on the Lower Planes. Even better is the Teardrop Palace, the
spells cast to promote goodness are enhanced, while evil realm of Sung Chiang; anything stolen is likely to be found
magic is diminished, canceled, and sometimes even reflected here. On the other band, the Tower of the Arcanaloths holds
back upon the caster. The very plane itself is the sttongest great lore but also a messy death - chant is these yugoloths
opponent of evil that there is, so good folks always know don’t take to visitors kindly, and thieves less so. One merce-
they can rest easy here. nary company claims to have been there once, having es-
If that isn’t enough might in the face of darhness, a caped with a completely new and different type of magic.
body can always rely on the guardinals. As the native beings Most of these bashers have since disappeared, but it’s said
of Elysium, the guardinals embody the essence of thu plane. that the dark of this new wizardry is not necessarily com-
Like fiends, they serve no power but rather the great& force pletely lost.
that governs their home. In the guardinals’ case, that Force is TARSHEVA RECOMMENDS: A few travelers have reported
goodness, and they sewe with might and steadfastne9s. “dead areas“ within this plane where its horrible effects are
The petitioners of Elysium live their lives in peace and lessened or even missing. Some say that this comes from
relaxation, more or less as they want - though nowbere on some sort of transference from the Gray Waste, as an
the plane is there anarchy or disharmony. The petitioners re- effect of the magic used in the Blood -
main happy and secure at no one’s expense. These bashers War. In any event, these
are pleasant and content, so much so that a nonnativt might areas could pro-
as well not even try to affect them. Even magic like cnam or vide a body with
hold spells won’t make an Elysian petitioner do anything she a moment’s
doesn’t want to. respite.
TARSHEVA RECOMMENDS: Many places on Elysium allow a
shrewd planewalker to improve his lot. At certain sites, the
p o w e energies
~ of various realms - or even the plane it-
self - can be used to (temporarily) boost a body’s personal If any plane defines the nature of true evil, this is it. The
might, intellect, or charisma. Magical items that dqplicate three layers - or “glooms” - of the Waste are permeated
the powers of the guardinals can be found, won, or bought with an apathetic, uncaring malevolence that crushes the
(if a berks got the right “flavor” jink, that is). Theirs is a spirit. Color leaches out of everything, leaving a dull gray
power worth having, so that’s no worthless dark. wash. The petitioners here suffer without hope, knowing
only quiet despair and eternal loss. Even visitors feel the
plane slowly sapping their will and draining their memories.
OEHENNA Ironically, this is one of the easiest planes to reach,
.
The Fourfold Furnaces, the Fires of Perdition . . these names given that three of the great paths - Yggdrasil, Mount Olym-
don’t begin to describe the horrors of Gehenna, where there’s pus, and the River Styx - all give access to the plane.
no escape from pain, no free will, and no mercy. The Gray Waste, in particular the fxst layer of Oinos, is
Each of Gehenna’s four layers resembles a volcano a plane ravaged by war. For reasons too many and too con-
floating freely in space, with a peak at both top and bottom. fusing to explain here, this is the central battlefield of the
The volcanoes are literally hundreds of thousands of miles Blood War. Fiends, their warrior-slaves, trained beasts, and
tall. As one proceeds from layer to layer away from dhe As- hired mercenaries gather here to wage horrific battles on an
tral Plane, the volcanoes s t a t out fiery and tempestuaus, but epic scale. These battles despoil the already-bleak terrain
I
giving even the most addle-coved herk a clue as to why it's
called the Gray Waste.
LIIIIB(B
Travelers here find larvae, night hags, hordlings, diakka, It's one thing to havc LU contend with evil, malicious fiends
nightmares, yugoloths (as well as other fiends), and even who want to deceive or even skewer a body at the end of a
more monsters and threats. The night hags seem to be the lance, fiery pits that consume all who come near, and icy
high-ups over the larvae (which they gather and sell), realms that reach into a chilling eternity. It's another thing to
hordlings, diakka, and nightmares (which they dominate). visit a place where hot and cold become meaningless, whel
Moreover, the Waste is full of disease and infestation.
Khin-Oin, the Wasting Tower, is a huge fortress buil'
.unreliable, and where even a basher
olves into nothing
eons ago by the yugoloths. It looks like a spinal column
miles high, and the chant is that's exactly what it 1
. .. ~ ,
Some even say that it's the backbone o <;,;.

amg
r tower is open to
travelers seeking
knowledge, it's not a
commended stop; the
yugoloths treat visitors as
lab animals at best, and at o out, it's smvlvable. It almo
worst - well, suffice to say it's makes a sort of sense in its lack of any logic or pattern [bi
safer to avoid Khin-Oin altogether. don't tell a Xaositect that!). A planewalker has to learn 1
h, look for a tiny town on the second layer called force Limbo to be what he wants it to be. Left alone, Limbo
Innocence. It may be one of the few bastions everything at once - flame, wave, wind, rock, life, deatl
! loss of hopelessness. Hurry, though, 'cause noise, silence - nothing and all-encompassing. Throng
the chant is that a power called He1 is sending trolls to attack conscious effort, intelligent visitors can stabilize a tiny sei
the place - she doesn't want,such a refnge to exist. tion of Limbo's maelstrom around them, forming a cocoon I
TARSHEVA RECOMMENDS: In Death of Innocence, an elderly sanity that travels with them through the plane. Some foll
woman creates cloaks that ward off the will-draining effects - called anarchs - are innately better at this than other sod
of the plane. They are extremely expensive, however, and the These bloods have even formed a guild to promote their se
woman is said to he completely barmy. vices in stabilizing Limbo's reality.
Limbo's inhabitants have two methods of dealing with have vegetation or native wildlife, but plenty of life thrives
the soup: Some become adept at mastering the chaos (like amid the machinery. The modrons control a place they call
the transplanted githzerai), while others reject the need for Regulus, which is home to the supreme modron, a high-up
any stabilized reality at all (like the native slaadi). called Primus. It may be that Regulus is a layer unto itself, or
The githzerai have a number of cities in Limbo, built on just a realm. See, on Mechanus it's impossible to tell. It's one
stabilized ground. Within one of these cities, Shra'kt'lor (the constantly turning clockwork, and the boundaries between
largest of the githzerai towns, with over two million inhahi- layers (if any layers exist) and realms aren't always clear.
tants), a githyanki mage operates a black market of sorts, The modrons, as a canny hasher might surmise, main-
supplied by his thefts of githzerai military goods. This per- tain a strict hierarchy. They're divided into well-organized
petually disguised wizard offers fantastic weapons and items ranks, each modron rank more intelligent and powerful (but
for very little jink. He's in it more to hurt his racial enemies, fewer in number) than the last. Despite the modrons, the
the githzerai, than to get rich. Those who don't mind stolen Guvners (and a few Mercykillers as well) like to feel that they
property can obtain completely barmy bargains here - if run the show on Mechanus.
they can find the mage. A planewalker needs to know one more thing about the
The slaadi homeland, called the Spawning Stone by modrons, and that's the Great March. Approximately every
some, lies deep within the chaos-stuff. Chant is a cutter who 289 years as they measure them in Sigil (or 17 cycles on
knows the dark can use the unique properties of the place to Mechanus), the modrons marshall a great host and leave their
achieve immortality here. 'Course, that just could be the case to march around the Great Ring. No one knows why they
screed of some addle-cove rattling his bone-box. march, especially since so few of 'em live to see the end of the
As a canny cutter might suspect, Limbo's soup plays trip. Many planewalkers follow the march, however, since in-
havoc with spellcasting. Bashers familiar with wild magic teresting things always happen as the Great March makes its
recognize this place as its true home - fact is, all magic is way through the planes, realms, and gate-towns.
wild here. Magical effects are always unpredictable, and Surprisingly, within this realm of perfect law, a place or
sometimes bizarre backlashes, or wild surges, result. It takes two exists for less orderly types. One such place is Haven,
a brave soul to -vel to Limbo, and a braver one yet to cast and while it's not a wild, chaotic town to most folks' eyes, on
spells here. Mechanus it's an anarchic cacophony of disruption and law-
Deep within Limbo, the site of Pinwheel remains fairly lessness. The city appears to be a huge cube, walled on all
stable without effort from some intelligent mind. Pinwheel's sides, including above and below. In order to keep the neu-
named for the way it spins through the chaotic energies of tral and chaotic visitors in town in check, they must have a
the plane with strands of jumbled matter whipping about its sponsor from among the lawful permanent residents of the
edges. This heavily forested "island" is filled with dangerous city. It's a good place for a planewalker to take refuge, if she
and powerful beasts. Nevertheless, Pinwheel remains an im- can convince a sponsor to let her into the burg.
portant spot to planewalkers, useful when a body's tired of TARSWEVA RECOMMENDS: In Haven lives a bard who, at one
stabilizing the chaos on her own and needs a bit o f solid time, was a priest of Lathander. It's said that if given good
ground. Also, the roots of Yggdrasil reach into Limbo here, reason, he'll call upon that power's abilities to help or heal
connecting the plane to the grand pathway o f the World Ash. those in great need for nothing in return.
TARSHEVA RECOMMENDS: In Shra'kt'lor, a tavern for non-
githzerai called Home Away From Home, run by a priestess
of Lliiia, provides a stark contrast to the harsh severity of the ,, , , ..",.
city - it's a nice, homey place. mis pktcembodies the ideals of ultimate lawful goodness.
Some berks call it the Seven Heavens, but these are usually
only primes with a certain world view. To some folks, this
IHECHANUS
place is anything but heaven.
Once a cutter's learned the dark of Limbo, he should forget The mountain is home to many creatures of good, such
everything he's learned and head for Mechanus. This is the as shedu, noctrals, lammasu, and all types of aasimon. The
borne of law, order, and clockwork precision. It's also the primary residents, the archons, are to Mount Celestia what
home of the modrons, native heings that maintain and guard the baatezu are to Baator or the tanar'ri are to the Abyss -
the plane and its workings. natives of the plane and purveyors of its ideals.
The place needs such monitors, for the entire plane con- The only way to reach Mount Celestia is by entering
sists of a series of endless gears, forever turning and driving from the Silver Sea that surrounds the lowest layer, Lunia.
. . . something. Some say the entire multiverse is driven by Very, very few gates, portals or conduits ever lead to any-
the gears: some say the cogs accomplish nothing. Someday a where on the plane but directly over the Silver Sea. Canny
planewalker may discover the dark, hut for now the gears planewalkers prepare to get wet when they use a portal to
simply turn. this plane. Creatures called zoveri aid travelers who've fallen
The inhabitants of Mecbanus make their homes on the into the water and keep them from drowning. Knowledge-
very cogs that make up the plane. The gears don't normally able planewalkers can always spot a fiend who's taken the

+ 23
plunge into these holy waters and survived, for the very im- There’s also no natural light on Pandemonium, and th.
print of the waves is still etched into its flesh. winds blow out torches and lanterns, so the only hope a berk
Mount Celestia’s seven layers ascend, one atop another, has of seeing is by magical light. These limitations on light
in the form of a mountain that rises from the endless silvery mean that a planewalker never sees much of Pandemonium
sea. It should be possible to see the layers above the one a at once. Only small areas are illuminated, with the rest al-
cutter’s currently in - except that a bank of luminescent fog ways remaining a shadowy mystery - and folks swear those
separates each layer. Only by climbing the mountain can a shadows move when glimpsed out of the comer of an eye.
body attain the next level. The folks who live on Pandemonium, for the most par
The trick to this is that each layer has a path leading up have been exiled here; at least, no one admits to being a na-
to the next layer, hut the path can be found only hy those tive. As a general rule, the plane’s population is insane. It‘s
who’ve been enlightened and have found some truth regard- simply a condition of life on the plane, and not every resi-
ing law and goodness. (These paths mysteriously take a cutter dent is a screaming, drooling barmy. Some seem stable and
from one layer to another - and some say they contain actual normal (at first, anyway), hut a planewalker has to assum
gates guarded by warden archons, the gate keys being various they’re all touched in some way by the wind madness.
levels of purity.) Therefore, as a body climbs to the top, she Pandemonium’s four layers are a network of caverns
becomes more and more pure until she reaches the pinnacle, and tunnels bored through solid rock. Gravity is always ori-
where all evil is washed away and she becomes a perfect ented to the ground under one’s feet, so a body can stand on
being in accordance with the alignment of the plane. That’s all sides of the passages and caverns. In general, as a traveler
the chant, anyway, hut no one knows for sure, since those goes deeper into the plane, the passages get smaller and less
who reach the top never return to confirm or deny it. accessible with each layer. The last layer is made up of cav-
So what does this mean to a planewalker who just wants erns within the stone without connecting passages. It’s m
io conduct some business here and he on his way? What if a mored that some of these isolated bubbles have both trea
berk doesn’t want to take years and years to purify himself in sures and prisoners stored within them, placed there by pow-
spirit just so he can get to the next layer? There’re a few ers hoping that the caverns would be forever inaccessible
short-cuts, hut they aren’t easy. The best one is the palace of and secret.
Bahamut, the power that presides over good dragons. Word In Phlegethon, the third layer of Pandemonium, stands a
is, somehow his home traverses the first few (some say three, town called Windglum. Like most islands of civilization on
some say four) layers of the Mount. If a traveler’s willing to the plane, Windglum’s characterized by an aura of suspicion.
pay some top-shelf music, the dragon-god allows him to use Everyone’s peery of strangers, and at least a little touched.
the palace as a short cut. The only reason to visit is the Scaly Dog Inn, where a plane-
TARSHEVA RECOMMENDS: Take note of the small fortresses walker can get a decent mug of hub and talk to others of her
located in the Silver Sea off the coast of Lunia. The sea elves profession, since many planewalkers use the Scaly Dog as ,.
who come to trade here from the Prime (through gates so se- meeting place. It’s a good place to gather mercenaries, he
cret that they’ll never reveal them) say that one particular come well-lanned, or seek employment.
castle is the home of a blood named Mahlhevik, a chaotic The latest chant regards a site called the Harmonica in
evil wizard who’s attempting to learn the path of goodness. the second layer of Cocytus. In this place, which was obvi-
While be’s sincerely attempting to reform, he’s got a long ously intentionally created long ago, the winds whip through
way to go, and still has many incorrect instincts and notions. a huge cavern with holes and tubes cut into various rock
Mahlhevik welcomes visitors and allows travelers of any columns, creating a noise worse than anywhere else on the
alignment to stay at his fortress. The chant is that even a plane. Somewhere within this horror of noise and wind, it is
fiend or two who’ve sunrived a drenching in the Silver Sea said, lies the secret to true planewalking - traveling the
have called kip here. Interesting trading occurs at Mablhe- planes without need of a gate or portal of any kind. This is,
vik‘s, and it‘s a good place to stay if a body’s not interested in all likelihood, just the screed of some addle-cove who
in dealing with archons, aasimon, lammasu, paladins, and spent too much time on the plane of madness.
other heavy-handed hashers and their philosophies. TARSHEVA RECOMMENDS: Vard gum, the sap of a tree found
on Carceri‘s second layer, is extremely useful in making
effective ealplugs against the maddening howl of Pandemo-
PAN D 8 Ill eN I U m nium’s winds. This gum can be
Pandemonium represents the b a m y side of chaos, the found for sale in
chaos of the mind - insanitv. Howling winds and hor- LIS+EN. ... many places, even
D@ Y @ U S K I E L L +HA+?
~

rible darkness await a planewalker here. The fierce in Sigil.


winds make it difficult to perform any action, let alone
something as delicate as spellcasting. Worse, after a
while, the noise that the winds make - whether it’s a low A
- LAGLe4-
N A + I V @ t8f
@+€I,

whine or the deafening roar of a gale - drives a body in- PANDB m $ N I UIll
sane. The lucky ones go deaf first.

+ 24 +
dictable - a body knows what to expect on the Inner Planes.
Since civilization in any form is rarer here than on the Outer
Some basher once pointed out that the planes seem to be ori- Planes, a planewalker should make sure she brings every-
ented toward warfare. Acberon’s one big battle, the Lower thing she needs with her.
Planes rage with conflict from the Blood War, and a number Each Elemental Plane is made up almost entirely of its
of the other planes are sealed up tight like infinite fortresses base element. The key here, ’course, is almost. Some folks
-witness Arcadia. Ysgard follows that pattern. It’s a lplace of call it slippage, some call it seepage, but the fact is that
heroes and the glories of battle and valor. The folks who call sometimes bits and bubbles of one element make their way
kip on this plane are as bloodthirsty as any fiend, in their onto the plane of another. For whatever reason, the Inner
own way. Planes’re full of leaks. Once they enter another plane, these
When a planewalker first gets to Ysgard, he might not elemental bits - or pockets - are subject to the conditions of
be able to distinguish it from Arborea. Tall mountains, deep that plane. This means that water seeping onto the plane of
gorges, mighty rivers, and thick forests make up the terrain. Fire becomes steam, and fire pockets on the plane of Water
Arborea’s got more of a good-natured attitude, however, and simply create hot water. Pockets of earth and air are harder
once a body meets the people, the differences becouye clear. to consume, and so create convenient places for plane-
The martial folk of Ysgard are more driven: celebn‘ating’s walkers to breathe and rest. The Paraelemental and Quasiele-
fine, hut only after the battle’s won. Glory’s the thing - mental Planes also leak into each other as well as the four
death means nothing. base planes.
Ysgards three layers show fewer signs of civilization The Inner Planes don’t have layers, but each is infinite
than Arborea, too. The populace, petitioners and planars in size and scope in its own right. Nevertheless, it is possible
alike, live in camps and rugged settlements with roqgh and to physically travel from one Elemental Plane to another.
wild conditions. The first layer (also called Ysgard) i4 by far How? Don’t ask. A graybeard’ll give an earful of explana-
the most heavily populated. One of the primary realn$s here, tions and a body still won’t know - mostly ,cause the gray-
Asgard (these herks are more interested in boning their battle beard really doesn’t know either. He’s bluffing. Some say
skills than coming up with original names, it would seem), is that no mortal can really understand how the planes work,
the home of the Norse pantheon of powers. Another realm, and nobody’s ever proved them wrong. The point is, these
Alfheim, is an elven case. Travelers should be real peery infinite planes really do have physical borders that a body
about this place, as visitors here sometimes disappear, Chant can cross over. Interestingly, this isn’t where the aforemen-
is, some spell charms them into becoming permaneht resi- tioned leaks are, since most of the time, the elemental pock-
dents (that is, servants) of the place. Giants, bariaur, and fen- ets are not comprised of elements from bordering planes.
sir all call Ysgard their home as well. Snake-women and a These border areas can be almost impossible to find
number of werebeasts guard the Gates of the Moon, a realm without a native guide or magic. (The elemental rift spell
which holds a planar pathway called the Infinite Stai#case. does the job nicely, although it’s not limited to taking a
The second layer, Muspelheim, is the abode of gi- basber to only bordering planes.) A canny cutter’ll notice
antkind, and is a fiery, inhospitable place. The last of the that as she travels through one plane toward another, the el-
three layers, Nidavellir, is a lightless place where dwarves emental material of the first plane begins to subtly change to
and elves of darkness (hut not necessarily evil bearts)sdwell. the element of the second. For example, a traveler joumey-
TARSHEVA RECOMMENDS: A dark elf in Nidavellir named ing from the plane of Earth to the plane of Ooze (assuming
Nivan not only takes guests into her home (for a prite), but she’s got a guide or knows where to go) notices that the earth
offers them valuable information as they talk arownd the and stone begin to get more fluid and more slimy as she
evening meal (again, at a price). heads in that direction. If a berks on her own, though, m n g

I
to get from one Inner Plane to another, her
best bet‘s to look for one of the ex-
HE I N N E R PLANES + tremely rare inter-elemental
vortices that’ll pop her right
The elements form the building blocks of the universe. They into another plane.
make up all that is, creating a foundation for all matter and
energy. The Elemental Planes represent form and elsence,
hut bold little thought and no ideology or high concepts. No THE ELEIlIEN+AL PLANE 8 P AIR
philosophies bind these planes, and unlike the Outer Planes, Picture an endless, air-filled void, the eternal sky disturbed
they represent no aspects of morality or ethics. They simply only by flying creatures that make their home here and by
are, representing the materials that comprise the Primle. random pockets of other elemental stuff that float forever
Sumiving on the Inner Planes is usually more of B chal- through the air. Among all the Inner Planes, this plane is the
lenge than on most of the Outer Planes, but certain means most hospitable to nonnative life.
(usually magical) make it possible. There’s nothing hos- Wind is the major danger here, as a gentle breeze can be-
pitable about a plane formed only of fire,hut at least it’s pre- come a bumcane-strength gale in no time. The most danger-
____----

e
; If a body thought of the Inner
,‘
I
Planes as a hollow sphere,
I and then separated t h e
sphere into halves, t h i s i5 how
t h e planes would look.
Assume t h a t t h e split
occurred a t t h e Elemental
Planes (Earth, Air, Fire, and
I
, Water) and the Paraelemental
Planes (Magma, Ooze,
Smoke, and Ice), which leaves
t h e Energy Planes a t t h e
“bottoms” o f each hollow
hemisphere.
ous maelstroms grab objects and carry them away forever.
Even the strongest- beings are hard-Dressed to escaue the
I

clutches of these storms, once caught in the whirling winds. A solid mass of rock and dirt, that’s all a berkll find here -
Belief equals power on the planes, and the plane of Air at least on first glance. But to a dwarf or a stone prince, it’s
goes a long way towards proving that. Here, if a bunch of the multiverse’s greatest treasure-trove. AU existing types of
bashers agree that a certain direction is down, then that’s stone - granite, graphite, flint, chalk, and marble, to name a
down - at least for them. It’s not the same for everyone, nor very few - can be found here. Within the rock itself run
does it need to he. The natives - air elementals, aerial ser- veins of valuable ores and metals, from the strongest iron to
vants, djinni, mephits, sylphs, and wind walkers (to name a the darkest ebony and the brightest sapphires and diamonds.
few) - have no need for up or down, but the numerous ex- The plane of Mineral has a much higher concentration of
traplauars who have taken up residence here prefer to have
some sort of orientation. Unfortunately, if there’s a down, a
berk can fall toward it. Those sods fall in the direction they
k
valuable tones, but the plane of Earth is far richer in every
variety f sand, dirt, clay, gravel, sediment, loamy soil, and
dry dust.
believe to he down until they hit something. Sometimes a A planewalker faces multitudinous challenges here:
leatherhead figures out how to reorient his belief in down, Without magic, breathing, seeing, and simply moving
but that’ll only start him falling in a new direction. through the rock become major trials. Thankfully, pockets of
Inanimate objects aren’t subject to this form of philo- air and water grant a planewalker refuge from the surround-
sophical direction, and so never “fall.” This means that if ing mass, and plenty of spells and magical items create
someone throws a stone here, it flies straight through the air spaces in which a body can move around. Relating to the na-
until its momentum runs out. Once a cutter gets used to this, tives can be another ordeal. In general, beings from the plane
she’ll find that it’s easier to be accurate with missile weapons of Earth are slow movers and slow t h i e r s . They’re not stu-
and any kind of hurled object. pid, just ponderous.
Nonnatives are more common on the plane of Air than Despite the hazards, there’re a handful of established
on the other Inner Planes. Many folks have adopted this realms and sites scattered about the plane. Bashers willing to
plane as their own, thinking its endless blue skies and majes- search for a while might look for the Bladi Palace, a fortress
tic cloud masses beautiful. They’ve built huge floating cities buried deep within a vein of obsidian. Supposedly created by
and fortresses, and have even filled the skies with beautiful a priest from the prime-material world of Oerth, the chant
birds, transplanted from prime-material worlds and other says that the crazy old coot rewards any cutter canny
planes. The djinni have similar palaces, the greatest of which enough to find the palace, figure out how to get in, and make
is the Citadel of Ice and Steel. his way through the magical barriers surrounding the center.
The number of extraplanar transplants gives rise to a On the other hand, a shrewd blood would do well to
high number of half-elemental wind dukes, who are far more avoid the Great Dismal Delve. The ruler of the dao, an evil
numerous than other elemental scions. (See the ”Races and slaver king, resides in this series of caverns. It’s said that the
Archetypes” chapter for more on the wind dukes, or air dao travel the Inner Planes as well as the Prime looking for
genasi.) Though they’re regarded with disdain by the natives, slaves to sell to various fiends through a githyanki contact
the wind dukes have the respect and admiration of many of on the Astral. This hunch of ruthless bashers is better left
the nonnatives dwelling on the plane of Air. alone.
Nonnatives without the ability to fly ride hippogriffs, TARSHEVA RECOMMENDS: Azeraak, a powerful wizard of
griffons, rocs, and other flying beasts. They also use huge earth elementalism, maintains a fortress in an air pocket on
flying ships constructed mainly of large gas-hags of heated this plane. He safeguards a village of humans, dwarves, and
air, A wind duke named Haalifith commands a fleet of these earth genasi; here travelers can find supplies, a wayfarer’s
ships and the current chant is that he’s attempting to con- inn, information, and guides.
quer huge sections of the plane. So far, no one’s made moves
to oppose him, as his forces haven’t yet claimed an area of
maior habitation.
TAXSHEVA RECOMMENDS: The natives and transplanted Hungrily consuming all it touches, fire rules supreme
natives here have a great fear of dragons and dragonkind here. If a thing can bum, it bums immediately upon en-
- even (or perhaps especially) those that have been tering the plane. Even some things that normally can’t
charmed or otherwise controlled and used as mounts. bum do so on the Elemental Plane of Fire. Sods travel-
Most are hunted down tirelessly as soon as they’re ing here unprotected suffer damage just by being on the
discovered. Apparently, the natives’re womed that plane. Worse, travelers have to figure out some way to
the importation of dragons will lead to the breathe fire or they’ll suffocate faster than they’ll burn to
reptilians taking up permanent residence
here, threatening everyhng floating Unlike the other three main Elemental Planes, Fire’s got
or flying. a definite up and down. Most of the plane is a huge ocean of
flame, hut occasionally one finds islands of burning,
scorched earth that have not yet been rendered into magma, crossover points to the planes of Ice or Steam. The water i.
or hard chunks of obsidian that resist the flames altogether. the plane supports both fresh- and salt water creatures in a
In such places, a planewalker encounters efreeti, hell hounds, way not fully understood, but doesn’t become noticeabl-.
and the settlements of flame lords. In the depths of the flame salty until one nears the border with the plane of Salt.
itself live fire mephits, elementals, fire minions, fire snakes, ’Course, there’re pockets of air (some filled with air-
haginn, and salamanders, to name a few. The plane of Fire breathers or surrounded by sea creatures normally associated
gives rise to more numerous and varied creatures than many with ocean surfaces) and earth (covered with aquatic plants
of the other Elemental Planes. and various forms of life such as eels and crustaceans) as
Of all the Inner Planes, this is the plane that berks fear well as steamy, scalding areas that originated as pockets of
most. Maybe it’s because of the monsters here, but it’s prob- flame. Other pockets include streams of ooze, briny pockets
ably ’cause every sodding rube knows what fire is, and how of salt, and lumps of cooled, hardened magma. Not uncom-
dangerous it can be. Not everyone knows what to expect if mon are the vast structures of coral that extend for miles in
they’re headed for the Negative Energy Plane (a far more every direction, built upon the skeletons of unimaginably
dangerous place than the plane of Fire), hut anybody can huge beasts.
imagine a place where everything’s aflame. For these rea- The Citadel of Ten Thousand Pearls is one such coral
sons, the plane of Fire is often thought of as an evil plane - reef, housing the palaces of many noble marids. Not surpris-
but a canny planewalker knows that all the Inner Planes are ingly, pearls are common here, and within huge clams one
beyond (or maybe beneath) alignments and similar high con- can find pearls of unbelievable size. Tbe marids don’t take
cepts. Fire just is, but that makes it no less dangerous or de- kindly to visitors robbing them of their treasures, however.
structive. TARSHEVA RECOMMENDS: Visit the City of Glass, an obvl
The most famous spot on this plane is the City of Brass, ous counterpart to the City of Brass on the plane of Fire. This
the realm of the efreeti. The efreeti have a spell that renders huge city is encased in a glass bubble that’s miles across and
a being immune to flame and heat as long as he remains in filled with air. Planars can dwell here comfortably and safely
the city. They use this magic upon their numerous captured (although there’s still no gravity), trading and interacting
slaves (and it keeps escape attempts to a minimum). Plane- with the marids, tritons, nereids, and other intelligent crea-
walker merchants keep a steady trade with the efreeti, bring- tures of the plane. These watery races have embassies float-
ing in goods (protected from fire) and taking away wonder- ing near the City of Glass for just such commerce. The city it-
fully forged metals and items crafted of a special material the self has a number of portals facilitating travel to and f r o r
etketi call white iron. other planes to this trading center.
Other fiery sites include the Molten Tower of Kossuth,
the tyrant-king of all fire elementals, where intruders are
burned alive in tires so hot that they scorch even tire-based
THE PARAELEHIENeAL PLANES
beings. Chant is that this is the hottest portion of the plane, a The planes of Smoke, Magma, Ooze, and Ice lie between the
place virtually unlivable to any but actual fire elementals. main Elemental Planes. They are realms of duality, in which
TARSHEVA RECOMMENDS:two forces have combined to make one. Less known and less
Avoid a delicacy here called traveled than the main four planes, they also hold fewer na
(of course) fire fruit. Thii tive inhabitants.
red-hot spiky, apple- Where Air and Fire meet, they produce Smoke. The
like fruit kills any plane of Smoke is similar to the plane of Air, except that (of
nonnative of the course) it‘s filled with foul smoke instead of pure air. A body
plane, burning him up from within. lAssassins have can’t breathe here without magical assistance - the hot,

r been known to use the fruit as a poison.) sooty atmosphere is completely saturated with choking
clouds and noxious fumes. Like on tbe plane of Air, down is
relative and beings have to fly in order to get around. Earth
THE ELEmENeAL PLANb pockets are few and far between, so if some barmy’s going to
eF WA-kER build a home here, it’ll probably have to be on a large cinder
Once a body comes up with a way to breathe, the plane of floating in from the plane of Ash. There’s little native life
Water is fairly survivable. Most folks have been underwater, here to do any building, except at a place called the Choking
and can imagine what it’d be like on this Elemental Plane. Palace, where Ehkahk the Smoldering Duke rules over smoke
There’s no gravity, so a body doesn’t have to worry about the mephits and other fume-based beasts.
pressure increasing as he dives deeper. In fact, deep isn’t re- Fire and Earth combine to form a plane even more in-
ally a concept on a plane where the water has no surface and hospitable than the plane of Fire. Imagine the plane of Fire
the ocean has no floor. It’s all deep here. with an unstable, semi-liquid surface underneath, constantly
Cumnts pose a major danger, capable of sweeping trav- churning and shifting - that’s the plane of Magma. The
elers far away before they can escape the powerful tides. efreeti and dao meet here to trade, and a few other creatures
Water temperature can vary wildly, particularly near the of earth and fire dwell on this plane rather than their own.
Otherwise, lava mephits are all one’s going to find here. A The plane of Lightning is often called the plane of
basher named Chilimba claims dominance over the entire Storms or the Vengeful Land by planewalkers and poets. It’s
plane, and nobody cares enough to challenge his rule. like the plane of Air in every way, except that there’s always
Earth and Water merge to form the Paraelemental Plane an electrical storm crashing down upon a body’s head. (Rain
of Ooze, a place as bad as it sounds - mud and slime fill an rarely accompanies the storms.) All visitors and objects have
ocean with no end in any direction. Conditions aren’t unlike crackling glows about them, and metal automatically at-
those on the plane of Water, but the substance here is opaque tracts lightning bolts, accompanied by temble thunder. The
and thick. Creatures drawn here through vortices drown in mysterious Tower of Storms is the only known structure
the sludge - virtually nothing can survive in the muck save here, but not even the native lightning mephits and shock.--
ooze mephits. No known cities or palaces exist, w e n in the know who lives inside.
few pockets of clear water or fresh air. The only *‘use”of this Planewalkers sometimes refer to the plane of Mineid,
place comes from its function as a prison. If a wizard‘s got a as the treasure-trove of the multiverse, but only to clueless
mean streak, she’s likely to dump her enemies here. If she’s rubes who don’t know the dark of it. Sure, the plane’s filled
really cruel, she’ll send ‘em here with some magic allowing with gems, gold, silver, and other treasures waiting to he
them to breathe but without anything to eat or drink. Such mined, but the place is extremely dangerous and well
banishments have lead to this plane’s pseudonym, the House guarded. Native creatures like xom, pecb, and dao don’t like
of Chambered Madness. The current chant is that there’s a leatberheads pouring onto their plane and carting off the
secret way into Sigil from this plane - one even the Lady of elemental stuff it comprises. Getting through and around it
Pain doesn’t know about. poses the same challenges as does the plane of Earth, except
Water and Air form the plane of Ice, which has a navi- everything has sharp edges that cut like knives. Much
gable surface and breathable air - and nothing else but ice worse, however, is that everything here fossilizes at an in-
and snow. Endless glaciers, ice flows, snow fields, and frozen credible rate, and sods remaining here too long turn to
seas make up the landscape, and digging down into the ice stone. Although the stone’s valuable, that‘s small consola-
won’t reveal anything more underneath. Occasional pockets tion to a petrified berk. Finally, Mineral hosts another of
of air or earth mar the landscape, but mostly the ice just goes those enigmatic fortresses; it’s said that forging done at the
on forever. At the heart of the plane, Cyronax rules over all Tower of Lead is far superior to that performed anywhere
ice elementals and mephits, hoping to extend his influence else on the planes.
even onto other planes. Rumors abound, however, of a race Cascading light, brilliant color, and mind-numbing ill
of powerful beings that even Cyronax knows nothing about, mination fill the plane of Radiance. Without protection, a
frozen forever under tnns of ice, waiting to be released from traveler will go blind, and quickly too. It’s both beautiful and
their cold prisoi horrible at once. Radiance is as empty as the plane of Air, but
TARSHEVA .6 ~ -,:The plane of Ice produces a rare as hot as the plane of Fire: only radiant mephits live on this
resource called eternal ice or unmelting cqrstal. Simply put, plane of heat, light, and color. Near the edge of the Positive
it’s ice that won’t melt at any temperature. It is likewise ex- Energy Plane stands the blue-lit palace called the Heart -f

tremely bard, almost unbreakable. Weapons and other items Light, where great healings are possible.
made of this substance are very valuable, although quite rare Much cooler is the Quasielemental Plane of Steam, a
because of the scarcity of the ice and the difficulty in obtain- chilly, misty place so thick with clammy vapor that a body
ing it and working it into a usable shape. runs the risk of drowning in it. Many bashers compare this
plane to the plane of Air for its relative emptiness - other
THE QUASIELEIIIEN+AL PLANES than the mist and the steam mephits, there’s little of interest
except for the Tower of Ice, which has some sort of magical
The raw elements intersect with the pure energies o f the Pos- effect over potions and other mixtures blended here.
itive or Negative Energy Planes to form the eight Quasiele- Vacuum is essentially a void of absolute nothingness
mental Planes, or quasiplanes. Air, Earth, Fire, and Water nothing to breathe, nothing to stand on, nothing to swim or
and positive energy mix to create the planes of Lightning, fly through. Nothing. At its edge, the Doomguards Citadel
Mineral, Radiance, and Steam, respectively. Similarly, Air, Exhalus, the Portal of the Last Breath, drifts anchored by a
Earth, Fire, and Water combine with negative energy to form thread between Vacuum and Negative Energy. If a cutter can
the planes of Vacuum, Dust, Ash, and Salt. Some are beauti- come up with a way to stay warm and do without breath
ful, some are horrible, and others are just deadly. All are (since there’s nothing here to convert to breathable atmos-
dangerous in one way or another to visitors. They’re also not phere), be can travel by sheer force of will, his mind taking
commonly frequented by planar travelers, although the him where be wants to go. Rumors say that beings of pure
Doomguard have built forfxesses within each of the quasi- thought, without mass or energy, dwell here, and possibly
planes influenced by the Negative Energy Plane. Likewise, travel out onto the other planes. No one knows for sure -
mysterious towers stand on all four of the positive quasi- bow could they?
planes, but their iinknnwn builders have annarmtlv long Travelers on the plane of Dust find themselves slowly
gone. disintegrating, their very forms breaking up into the dust of
.
2 ric direcrfy lo rlirsr IWO
mrs.
-a
‘&eFositlve Ertergy Planr is sriU
a dangerous terrible place IO visit, how-
c\ rr, despite its life-promutiti:: nalure. Irs en-
ergy is simply too strong. Visiron find this plane -
cvcn ntorr brilliant than the plaiic ot’ Rddi~itcr.wirh norh-
iiic hut
p”
the energy, literally burning the poor sods out. For the
However, if a traveler is injured, the energies heal the most part,
wounds - and quickly. If a planewalker can work out some however.
sort of system to transport wounded folks to the Positive En- the Astral @fC@URSE I+’S SAFE.
ergy Plane for just a few moments and then retrieve them, is a big WHA+ C B U L D HAPPEN +e Y @ U
she’ll have created an infallible healing system.
I N + H E AS+RAL?
empty
On the other hand, there’s nothing useful to a plane- space.
walker about the Negative Energy Plane. Further, there’s re- Plane- T H E R E ’ S N @ + H I N G DANGEReUS
@U+ + H E R E . . . .
-
ally no reason a basher’d ever want to come here. This walkers
place’s got a lot of names - the Black Barrier, the Great Void, canmaketheir A C@NY-CA+CHgR
the Cold Land, or just Death. This plane steals energy and de- way through it by
stroys the spirit. It is a black, formless plane of all-consum- merely thinking A+ W e R K
ing hunger, feeding upon life energy. Addle-coves who come about moving. There’s no
here without magical protection not only die, hut their spir- gravity, uo real directions, and no real physical difficulties
its are consumed forever, irrevocably - they’re never coming like lack of air or temperature extremes. Solid ground mostly
back. consists of the giant husks of former powers that float here -
Some sodding idiots have actually made it possible to such is the fate of powers that lose their worshipers or other-
visit this plane. The Dustmen know of secret portals to a wise fall from their lofty positions. Some native monsters,
citadel that they maintain here, called the Fortress of the like astral dreadnoughts and foo creatures, can prove haz-
Soul. Great expense and magic has gone into making this ardous to travelers. but in general they’re nothing compared
place livable. to the githyanki.
Surprisingly, there’s life, or at least inhabitants, on both The githyanki adopted this as their home plane, and no
of the Energy Planes. The xeg-ya is a creature of positive en- one knows it like they do. Githyanki sail the Astral in
ergy, and the xeg-yi one of negative. Further, undead such as thought-powered ships as though it were a vast sea. They
spectres, wights, and wraiths (and who knows what else) live in fortresses built upon chunks of matter brought in
hover forever on the bnnk of the Negative plane, waiting to from other planes, or even upon the bodies of the long-inert
he loosed upon other planes where they can drain the energy powers (which’re sometimes called the dead gods). These
of the living. evil, ruthless cutters would just as soon put a basher in the
TARSHEVA RECOMMENDS. Just avoid these planes, berk. dead-book as listen to why they shouldn’t.
A prime using the astral spell (or the psionic devotion
“astral projection”] for planar travel has a silver cord run-
ning through the Astral that connects her with the Prime. If
her astral body’s killed, she’ll head home in a big hurry -
whether she wants to or not. But if the silver cord is severed,
The Astral and Ethereal form the great highways of the both her astral body and her real one die.
, planes, the infinite paths that connect all other planes. Es- Planewalkers can find various bits of left-over weapons
j , sentially, they’re the spaces in between. Most planewalkers and equipment from Astral battles, as well as banished sods
don’t think of either plane as much more than a path to he and magical items thought to be a threat wherever they orig-
traveled to get where they’re going. If a body stopped to look inated. This stuffjust floats through the plane, and is usually
r around, though, he’d discover much more to these planes best left alone. If someone else didn’t want it, a body can fig-

I ’!
than that. ure that he doesn’t either. Sometimes valuable things can be
uncovered this way, though.
THE SILVER VeID TARSHEVA RECOMMENDS: Some of the lifeless god-isles
have plants growing on them; these hits of foliage are said to
The Astral Plane is a place of seeming nothingness - hut have vast curative properties, absorbed from the “ground”
things are often deceptive on the planes. There’s plenty to they’re rooted in. It’s a long shot at hest, hut if there’s no
see on the Astral if a body knows where to look. Like the other cure for a disease or poison, a basher might gather
Ethereal, the Astral fills the space between the planes it con- some leaves, brew an elixir, and hope for the best.
nects. It’s dotted with color pools that serve as gates to all
these planes, and thus can be used as a means of travel he-
tween them. Further, it’s crisscrossed with astral conduits
that connect the Prime with the Outer Planes. Cutters on the The Ethereal Plane is a foggy realm, filled with swirling en-
Astral see these conduits as snaky tubes running through the ergies of various colors. It’s been called an ocean of mist, not
plane. A planewalker can tell when a conduit’s occupied by only for its multicolored vapors, but also for the fact that it

I
planar travelers, because it thrashes about even more wildly has shallow and deep areas like a body of water. The shallow
than normal. area is the Border Ethereal, where the Ethereal intersects with
. . .:
I i’. ,
..
.,, , ....
+ . ...‘.,
..
+31 I

..,. .;&&;.
(.
,.. .
..
. ., I .s..
... ,
, ,

...i I ~ .::’ I .’
I the Prime and all the Inner Planes. In the Border Ethereal, a THE PRIIIIE IIIA.EERIAL
planewalker actually exists on both the Ethereal Plane and
the one it intersects with. She can see onto both (but not + PLANE +
physically touch or affect anything in the adjoining plane), Though planars look down upon primes and their clueless
although those on the intersecting plane usually cannot see ways, the Prime Material Plane cannot be completely disre-
her without special aid. (Planewalkers take note: Mmt ele- garded. It’s as wondrous and infinite a plane as any, with an
mental creatures on their endless variety of places to explore. A countless
home planes can see number of prime-material worlds float within sepa-
onto the Border Ethe-
T H E R E ’ S G@+ BE rate vast crystal spheres, which are themselves
real as it intersects with m @ R E H E R E +HAN contained in an ocean of fiery material called
that plane.) JS+ +HIS ...
-
pholgiston. Isolated as their worlds are, most
Crossing through a Prime inhabitants believe themselves to be at the
curtain of JlIULDDE RASCULI, center of the multiverse, and their
swirling eN FIRS* E N + g R I N G world the only one in existence.
colors, a + H e B e R D E R E+HERgAL And here’s a word of caution to
traveler arrogant planars: Each Prime world is
passes from a unique domain, with its own envi-
the Border to ronment and inhabitants. Traveling to the
the Deep Ethereal. Prime without information about the
This is the true part of destination is akin to casually~.jumping
. ~

plane - the portion that fills the through a portal into an unexplored layer of the Abyss and
spaces between the Inner Planes and the expecting to survive. That said, here’s a look at a few of the
Prime. Within this place, demiplanes float like strange is- more prominent prime-material worlds and their inhabitants.
lands of reality. While not infinite like “real” planes, they do
have their own sets of physical laws, inhabitants, and land- AEBRYNIS
scapes. The majority of these are minor pocket demiplanes, Hardly worth noting is Aebrynis, a world with very few por-
created by mortal wizards; but some are major demiplancs, tals or sites of interest for a planewalker. Because of a few
created by powers or primal forces - not unlike the Inner or local powers’ supposed demise, a number of heroes of this
Outer Planes. Sages think the latter sort may one day become world have special abilities related to their bloodlines and
real planes, but no one knows for sure. One such major they rule by this birthright. Aebrynis has connections to a
demiplaue, the so-called Demiplane of Dread, is the subject place the natives call the Shadow World, which is probably a
of much rumor and speculation. Plenty have heard of it, but demiplane (unrelated, most likely, to the Demiplane of
no one’s found it - at least, no one’s found it and come back. Shadow except in name).
Some berks say that another demiplaue, the Demiplane of
Shadow, touches every other plane through any shadow. If ATHAS
that’s true, a planewalker might he able to make use of the A secluded, hard-to-reach world called Athas is notable for a
place as the ultimate shortcut. couple of reasons. First, “hard-to-reach isn’tjust hyperbole;
A planewalker can leave one plane by passing through portals leading here arc rare in the e&eme, and spells that
the Border Ethereal, travel through the Deep Ethereal, and allow interplanar travel fail more than half the time. Re-
arrive on the “shores” of another plane touched by the Bor- cently, the githyanki attempted to reopen one of the few per-
der Ethereal. Traveling through the Deep Ethereal is accom- manent portals to this world from the Astral, but their efforts
plished by pure thought - distance and speed mean nothing were thwarted by the natives - which says a good deal for
here. Fmding one’s way is never a problem, since all it takes the inhabitants’ might. Also, while the priests here have in-
is thinking about where a body wants to go. teresting connections with the Inner Planes, they refer to a
But as usual, plenty of danger waits for an unwary sod. number of the Paraelemental Planes by different names - so
All manner of prime-material monsters can see into the Bor- don’t be confused if the sods talk about places called the
der Ethereal and attack herks there. Natives to the Deep Ethe- plane of Sun or Rain.
real, such as the chronolily, phase spider, terithan, and
thought eater attack travelers in both sections of the plane. KRYNN
Lastly, horrific storms called ether cyclones rage through the Krynn is a world preoccupied with its own problems and not
plane, hurling everything in their paths onto a random plane very active in regard to the planes. In fact, the inhabitants of
touched by the Ethereal. this world refer to practically any plane other than the Prime
TARSHEVA RECOMMENDS: Unless a body’s invited, avoid the as the Abyss, so they give new meaning to the term “clue-
wizard-created vocket demivlanes. Thev’re ” specificallv
- built less.” Aside from a few new spells and magical items, there’s
by high-up spellslingers who value their privacy - and not much here of interest - although ruins under the Blood
chances are they haven’t been left unguarded. Sea of Istar are said to contain great treasure.
II
I I +
MYSTAKA
Mystara is not as active as Toril or Oerth in
the planar sense, but it’s a world filled with
interesting magic, particularly in a realm called
Glan@i and in another fallen empire calhed Alphatia.
I

I
I
Both have their share of gates and planar accesses, but most
of the inhabitants of this world are too self-absorbed to leave
for long (at least on pnrpose).

1 J
F @ R A N P R l m E BERKS.
Oertb was the original home of the lich Vecna, who now
lives on the plane of Ash, in a citadel bordering the Nega-
tive Energy Plane. This Prime world is of special interest to
- RAESPH A-kHAIR,
PReVINO + A + PLANARS
a number of powers, not the least of whom are the drow CANBe c u#L#ss
goddess Lolth and Iuz, a demipower who originated here.
The chant says that there once was a wizard here so oower-
ful (and foolish) as to temporarily imprison some Abyssal
lords (including Graz’zt), a proxy or two, and even some
F-
powers’ avatars. Not surprisingly, no one’s heard from him A .
-1
in a while.
The world itself has a few permanent gates, but na-
tive heroes attempt to deseov or lock them when t h w can -
- the people here have a healthy fear of planar beings. A few ates to most of the planes.
that might still be open include gates to the main Elemental e, some of the portals still
Planes in the Temple of Elemental Evil, a conduit to the
Abyss found within the Vault of the Drow, and a few portals 1s here than a body could
to the Lower Planes m a ruin called Castle Greyhawk.

ORTHO o planars popping in and


Still think the Prime has no interest or influence on the articular respect for pla-
planes? It’s this world that gave Sigil the Harmonium (for
good or ill)! About 500 years ago, a bunch of cutters here de-
cided to “rid the country of chaos and bring peace to the r own right.) Further,
land.” Well, they succeeded, and went on to reshape their en- they’ve got their portals sodding well protected. But
tire world in the Harmonium’s image. Not satisfied with that, there’s no denying that one of the most magic-rich
they moved on to the planes, carrying their message of har-
mony through law with them. Now the Harmonium’s one of magical trinket or two.
the most important factions in Sigil, responsible for mam-
taining the peace and policing the city. The Harmonium ear to its inhabitants.
maintains a strong relaaonship with its prime roots: in fact,
the current Harmonium facto1 was born on Ortho. Needless
to say, Ortho embodies the Harmonium ideal of peace, har- point, probably somew
mony, and law - berks who can’t stomach these ideals ing as mundane as
(chaotic planewalkers and free spirits, mostly) should just
avoid rhi5 place. I
I
TrhiL
Of all the Prime worlds noted here, this one’s definitely of the
most interest to planewalkers. For one thing, it holds gates
and portals to virtually every plane. An elven island called
Evermeet’s got gates to Alfieim (on Ysgard) and to Arvandor
(on Arboreal. Some berk of a wizard has a number of open
portals in an underground place called Undermountain that
lead tn the Lower Planes. (Traveling between the Lower
Planes is possible by going through this labyrinth - hut it’s
not recommended.) And an ancient realm called Netheril had

+ 33 +
A
c
Planewalking implies movement, and for good
reason. Most bloods don’t stay in one place too
long. Multiple lifetimes worth of sights wait on
the planes, along with treasures to gain, secrets to learn, and adventures to
undertake.
For every site, there’s a way to reach
it - whether it’s by portals,
gates, spells, conduits, vortices,

&# lv RS @
magical items, or more esoteric
means. A few planar creatures
and beings can simply travel the
planes a t will: most require
some external impetus.
It‘s important to remember that even to an
experienced planewalker, how a body gets
from plane to plane isn’t as impor-
tant as what she
does once she

whether sht

gate, a conduit, a plane shift, or simply by following the


Great Road, her main concern should be
how she’s going to survive once she’s
there - although it‘s not a bad idea fc
her to

C@NDUI+, how she’s


P@R+AL, going to get back.
V@R+EX . . .
WHfB C A R € S ?
I+ GE+S ilIE + H E R E .
UGH+?

- ZAN+, SIBN IBF jDB+BR


A N D GALEES
Onginally (a long time ago), the term “portal” referred
only to a doorway leading to and from Sigil itself. This
distinguished portals from gates, which were any magical
links between two areas. If one end of the link wasn’t anchored in
the Cage, then it wasn’t really a portal, it was a gate. Nowadays,
“gate” and “portal” are virtually interchangeable terms. A few
people stick with the stnct original definitions, but most see no rea-
son to do so. The portals of Sigil work in the same way as gates
everywhere else. Planewalkers rarely make the distinction and use
both words, except the doorways are always called portals when
found in Sigil and always
towns of the Outlands.

+34 +
Some sources say they're found on
ways, at least in Sigil, but bloods I
can exist in any ar
WELL. I SUPP@SE
Y @ U C B U L D +RY 4-@ R I D E
F I N D I N G A N D $ P B N I N G A P(BR+AL mu+@? +@WN. SIR,
Bu+ FIRS+,
Portals are usually found in a fairly distinct arch or doorway,
especially in Sigil. The arch can be hard to find, though; YmU’D HAVE +EB FIND A H@RSE -
sometimes the branches of two trees form an archlike aper- + H E N , Y @ U ’ D HAVE+m F I N D
ture that can he activated as a portal. Or the portal might he A P @ R S A L BIG E N @ U G H
a cave mouth, the underside of a bridge, or between a +e RIDE + H R @ U G H .
statue’s legs. At least portals are usually man-sized, so a
body doesn’t have to wony about sqpeezing through. Most
portals are also nonmobile, although plenty of exceptions
As stated above,
the portal stays
- G B E N A lIIIRRA+HAR,
A * @ U + IN S I G I L
exist (barrels, wardrobes, chests). open for just a few sec-
Planars can detect portals naturally on a roll of 1, 2 or 3 onds, usually long enough for six (or so) individuals to pass
on ld6 when looking, or on a roll of 1 on Id6 if casually ob- through it. If a berk hesitates, he might not make it through.
serving. This ability doesn’t grant the knowledge of gate keys It’s also a possibility that he might get caught passing
or where a portal goes. Magical true sight or warp sense also through as the gate closes. What happens then? He gets
reveal a portal‘s existence (warp sense can determine the key, thrown one way or another out of the portal - a body can’t
as well). A body can only see portals that’re actually there, exist in between. There’s a 50150 chance of being tossed to
though. Sounds like an addle-coved thing to have to say, the portal’s destination or back to the starting point. As a
right? Well, think on it a minute - portals can shift and fade, barmy Cager game, some bubbers activate portals and jump
and if this happens, the portal isn’t there anymore. A portal’s in just as they close, wagering on whether they’ll go through
either there or it ain’t, and if it’s there, it can he detected. If or not.
not, it can’t. An active portal is one that‘s been opened by a A portal’s always in an enclosed space, like a doorway,
key (rather than just being there), but a portal doesn’t need to right? Well, every doorway has two ways to cross through it
he open to he detected. - that’s what makes it a doorway. Some activated gates can
Once a portal has been found, a planewalker still has to be entered from either side. If a tavern’s doorway in Sigil
discover its key and (unless she’s a real addle-cove) where it holds a portal to Acheron and a leatherhead with the key ac-
leads. To learn the right key, a basher’m got to use warp sense tivates the portal from outside the tavern, some hubber step-
or she’s got to know who to ask. Spells like legend lore and ping out of the tavern through the doorway at the same time
contact other plane can help reveal a gate’s destination as might find himself on Acheron (poor sod). A body needs to
well. take a modicum of care when he activates a portal - not a
A gate key isn’t always obvious, eifher. Usually it’s an oh- few addle-coves have ended up on planes they didn‘t want to
ject like a hone, a flower, a spoon, or a hoot. Sometimes the be on because they didn’t use a gate correctly or carefully (or
key is a singular object, such as a specific dagger. Occasionally they didn’t know they were using a gate at all).
it’s one of a general group of things, such as any wine glass. Finally, note that spells such as hold portal, knack, wiz-
At still other times, a gate key is a far more esoteric thing, ard lock, and the like have no effect on portals at all! Only
such as a word, a gesture, a musical note, or an emotion. Gate spells created specifically to deal with planar portals - such
keys often relate to, or at least suggest, the destination plane as gate ward, surelock, and warp sense - have any effect on
of the portal. It’s not always that easy, though. portals.
Activating a portal with a key ilsn’t an exact science.
Usually, a body simply has the key in her possession, and
PB)R+AL T Y P E S A N D
walks through the gate. Sometimes a key must be physically
D B S+ I N A + I $ N S
used in some way, such as holding it forth with a particular
attitude or touching it to the gate a required number of To further complicate matters, it’s a fact that all portals
times. Obviously, if the key’s a word, sound, action, or aren’t permanent. Some temporarily appear or disappear.
thnught, it must he performed accord3ngly. A basher doesn’t Some change their keys. Shifiing portals move one (or both)
even have to want to activate a portal. If she’s got the key ends to different locations at different times, either following
and uses it (inadvertently or not), the portal opens. Some- a set pattern or simply changing randomly. Many bashers
times the herk with the key doesn’t even have to be the one make their living by mapping the patterns of shifting portals
who goes through the portal, although most of the time (es- and selling the logs to planewalkers, but some just have no
pecially when the key’s an object) the key must he carried pattern at all.
through the portal by the first person going through - that’s Portals can he one-way or two-way. One-way portals
the action that activates the gate in the first place. offer travel in one direction only, so a body going through a
Once a portal’s been activated by the key, it crackles with one-way portal to any given plane has to find another way
energy or some other visible effect that anyone, prime or pla- back. Two-way portals provide transportation to and from a
nar, can see. Further, if a body looks closely, the destination given point, and often require a different key for each way of
can he seen through this open gate, at least as a faint outline. egress.
BR+AL TRICKS
In Sigil, most portals are two-way, and many require the
same key both ways. The Lady of Pain has complete control
over the portals in the Cage, closing or opening them as she
desires. Further, she prohibits any other means of leaving or quired keys for a two
entering Sigil. Sometimes she creatles new portals where d for both ways), thei.
none existed before, and changes the destination point of
others at her whim. Whether powers out on the planes can through enough so th
do this to gates as well is unknown. It is clear that no power erature, or otherwise put part
can enter Sigil hy any means - the Lady keeps ’em out.
The portals on the Great Road, the World Ash, and
Mount Olympus don’t need keys to open them. They are, in a
sense, always active. The gates on the Great Road, due to
their usefulness, become centers of commerce and sometimes
military strategy. Towns and military camps often form near
or around them. Occasionally some local leatherheaded lord
claims to own one of the gates and set6 up guardians or even
walls around it.

S P E C I F I C P@R+AL DANOgRS
If a body finds a gate to the Astral Plane, he should expect
trouble on the other side. Portals leading to the Astral have a
way of grounding themselves in or near githyanki fortresses. know). Still, that’s u enough time for a quick spiv to
In fact, portals generally tend to ground in solid, often occu-
pied areas, and civilization springs up mear them hy their very near a portal and di h when someone else brings the
nature. This doesn’t mean that all portrals move - bar that. It well here, so that the cutter can
just means that if a portal leads to a particular plane, the spe-
cific site of amval‘s usually in a civilieed area with the most
stable terrain possible.
Due to Limbo’s fluctuating nature, portals to that plane
are rare and their locations constant$ change as the arch-
ways supporting them morph, change, or disappear alto-
gether. Established gates on the Lower Planes often serve as one as they cross over.
staging grounds or common battle sites for the Blood War. A
wandering herk can accidently find himself in a yugoloth
camp by stumbling through a portal on the dark portions of
the Great Road.
Planewalken using one-way portals always run the risk
of stranding themselves on the destination plane. Canny cut-
ters know that this is particularly true for one-way portals to
the Prime. Some prime-material worlds don’t have many
portals. A few practically have none. A planewalker finding
himself hipped in such a locale . . . won’t be a planewalker
any longer.

me-material world of Toril. As


P@R+AL TRICKS
noted previously, Toril reat number of keyless gates
Naturally, planewalkers have learned a few tricks to bypass leading to various pla e artificially created portals
or take advantage of some o f the restrictions related to por- were constructed using mage spell called world-
tal use. walk and some kind o f cy magic - which, by all
rights, should be impos r all, mortals can’t create
PEEKING THROUGH: Normally, folks can’t simply stick their
heads through a portal and pull it back to see what‘s on the
other side. Once a body puts part of herself into a portal, business?
she’s committed and can’t null anvthine back through. Whv?
I &! W Z S B J
tals just can't be recreated. It's a peculiarly Prime-specific around is concerned. Planewalking is much easier if a body
spell, or maybe even a Tonl-specific spell (not an unreason- can make her own paths. These high-up spells include astral
able assumption, as the power that oversees magic in that spell, plane shift, teleport without error, and even word of re-
crystal sphere 1s a particularly generous one). Planewalkers call. Many magical items allow planar travel, not the least of
are simply stuck with the inconvenlences of portals and keys, which include the amulet of the planes, cubic gate, and the
or with the other traveling methods described below. staff of the magi.
As a special case, a gate spell can summon a willing pla-
nar character to the caster. Canny planewalkers have been
known to use this as the ultimate rescue spell, since it can
reach across planar boundaries and pull a willing cutter to the
caster, despite most intelvening restrictions. The subject has
If a cutter can cast spells enabling travel from plane to plane, the option to bring with him whatever he wishes, or to send
she's well ahead of the game (so to speak) as far as getting something or someone (nearby and willing) in his stead.

rIeWN PeR+ALS A N D K E Y S

11 Sigil, Clerk's Ward '


E
Animal bone
4
Here's a list of common portals anu L I ~ C Kmys. As always, the DM has complete say over its acc racy. Note that this list doesn't
provide specific locations for the portals, so a portal in Khalas on Gehenna (for example) might he anywhere in that layer.

LocAnoN (FUN€, SPECIFIC) DES"N ATlON


Beastlands
Sigil, Market Ward Depressed attitude Gray Waste
Sigil, Golden Bariaur Inn' Lit match Abyss
Abyss, Naratyr Magically animated skeleton Achleron
Acheron, Thuldanin Unknown (constantly changes) Limbo
Arborea, Brightwater Dancing a jig Prime Material Plane
Baator, Phlegethos Diamond, any size Plarie of Earth
Beastlands, Krigala Three apples2 Ysgard
Bytopia, Shurrock' Broken dagger Astnal Plane
Carceri, Colothys (the Hidden Gate) A magical wand' Outlands
Elysium, Eronia Cup filled with wine Outlands, Tir na Og
Gehenna, Khalas Empty scroll tube; blank scroll' Ysgard, Himinborg
Gehenna, Mungoth' Bloody knife Unknown (no one has returned)
Gray Waste, the Wasting Tower Small gold rod Pandemonium
Limbo, Shra'kt'lorl Reciting the poem, "A Tiefling's Lament" Baator
Mechanus, Anu's Way Three precise musical notes Arborea
Outlands, Caverns of Thought Smoke from burning leather Bytmpia
Ysgard, Muspelheim Wooden staff Plane of Water
Plane of Air 8-lh chunk of marble Elysium
Plane of Ash Loaf of fresh bread Mount Celestia
Plane of Dust' Breath of a cat Sigil; Outlands; Prime Material'
Plane of Earth 5 feet of rope Carderi
Plane of Firel Icicle Sigil
Plane of Ice' Clench a fist three times Abyss
Plane of Lightning The word "lipid" Limbo
Plane of Magma Glass lens Outhands
Plane of Mineral Dwalven rune Ysgard
Plane of Ooze Wooden mallet' Positive Energy Plane
Plane of Radiance Horseshoe ArhOrea
Plane of Salt Oily rag; a kiss' Mechanus
Plane of Smoke' Feeling of hope Beastlands
Plane of Steam Footman's mace Plane of Magma
Plane of Vacuum' Bamboo flute; sneeze4 Pangemonium
Plane of Water 1-inch iron sphere Ysgard; Baator'

' One-way portal; ' Key is destroyed when used; Shifting portal; 'First key is for passing through, second is for return trip
Regardless of the method, though, spells or magical Further, there's no way to peer through the conduit or to pre-
items won't take a body in or out of Sigil. A sod still needs to dict where one leads without a spell or magical item de-
find and use the right portals to get there (and to leave). signed to do exactly that.
Without exception, the Lady of Pain's control of travel to Those in the know refer to conduits by their age, since
and from the Cage is absolute. This means that fiends and their age determines their stability. Young conduits only
the like are safe from gate spells and summonings there - -
work in one direction they dump a body on another plane
quite a boon if they desire uninterrupted peace. They also with no way back. Young conduits aren't yet fully stable,
cannot he banished by any means. The benefits of staying in and sometimes one or both ends move or shift slightly - not
Sigil encourage fiends to behave while they're there. to another plane, hut to another location on that same plane.
Lastly, it's worth pointing out that the spells and magi- Mature conduits remain firmly anchored at both ends, offer-
cal items mentioned here aren't actual gates and portals in ing two-way passage between two set points.
the strictest sense. Only an archway-hound doorway acti- Rare in the extreme, ancient conduits once again become
vated by a specific key is a portal or gate. Anything else is a unstable, causing them to shift and eventually even fade
magical interplanar transport, but not a gate or portal. So a completely. The conduit ends ground themselves randomly,
gate spell is not truly a gate at all - it doesn't need a key, and making them unreliable at best. Thing is, a body can't tell the
requires no arch. But terminology quibbles are for scholars, age of a conduit just by looking at it, so using one may be-

1
I riur plancwalkrps. come more of an adventure than a berk expected.
Conduits usually begin and end in unoccupied spots in

+ C@NDUI.ES + the middle of nowhere. In one instance, a mature conduit


was found linking the Prime Material and Elysium. A hunch
of primes set up a small trading village around their end, and
Looking for another way off the Prime Material Plane besides some folks on Elysium did the same. After a year or so, how-
dealing with portals and spells? Search for a conduit. Astral ever, the conduit moved. It appeared miles away on the Ely-
conduits tunnel through the Astral Plane, leading from the

I
Prime to one of the Outer Planes. They only touch the top-
most layer of any given plane, as only these layers border the
Astral. Conduits seem as instantaneous as portals and gates,
hut planewalkers who've been on the Astral know that con-
duits are infinitely long, wispy tubes that stretch through that
plane. These arterylike passages whip, twist, and writhe about
the As@aI, making them hazardous to approach.
Although it happens extremely quickly, bashers who use
astral conduits physically travel through these tubes to reach
their destination. This fact is important because some astral
monsters, storms, and certain spells can intempt the natural
workings of a conduit and grab a body as he moves through
it. Io the Astral,a conduit makes a vibratoly hum as it's being
used, alerting anything nearby. Further, although conduits
constantly weave and ebb through Astral space, they buck
even more wildly as a body passes through them. These signs
tell inhabitants and travelers on the Astral when a conduit's
"occupied," giving them an opportunity to interfere if they
wish (and are able to affect the conduit). Despite the danger of
interference, however, most conduit travel is perfectly safe. mented and recorded.
Fact is, it happens so fast that berks mistake it for instanta-
neous transport, not realizing they're made a long trip.
The difficult part of using a conduit is finding one in the
first place. Invisible on both ends to normal sight, it's pos-
sible - even common - for things to get drawn into them
accidentally. (With a spell like hue seeing, a conduit appears
like a smoky mirror or a reflective cloud.) This explains the
presence of some prime-material monsters on the planes and way conduits or one-
planar creatures wandering the Prime, especially in the case from the Beastland Prime a n d from there t o
of young conduits (see below). But because they do move
and are hard to find, it's highly improbable that any prime-
material town will he invaded by conduit-traveling fiends.
spheres - a planewalker might have to travel on a special
craft called a spelljammer to reach it And not all prime-ma-
terial worlds are wen aware that other worlds exist, or have tually seem to connect d layers of different planes.
spelljamming technology. . . . It’s said that on the 492n of the Abyss, there’s a ma-
A few planewalkers tell of conduits that branch, the ture conduit that leads to t layer of Ysgard. This fact
passages they create splitting off one or more times as they
meander through the Astral. This means that if two bashers
use the same conduit, they might end up in different places, scholars of the planes bu one knows why a few excep-
and probably on completely different planes. Such reports tional conduits seem ‘ght in the face of the laws
have never been confirmed, however. thought to bind them. itect or a Bleaker, of course,

found folks who expect der in such things.


PLANAR CB)NDUI+S
8. e aberrant conduits are actu-
Aside from the fact that planar conduits link different layers
of the same plane, these’re just like astral conduits: invisible
clouds of reflective haze connected hy a wispy tube (which is
also invisible unless true sight magic is used), just like those
described above. Planar conduits can be young, mature, or
ancient, and they usually terminate in isolated locales. linked, consecutive co supposed to work The idea of
Sometimes travelers believe planar conduits to be key- consecutive conduits m the discovery of a conduit
less, always-active portals. Other times, they appear on paths
and take a berk to the next layer without his knowing that he
even jumped layers. Portal, path, conduit - in the end,
there’s not much difference, so it probably doesn’t really plane of Fire to a spot on me Material where a young
matter what they’re called. astral conduit had formed the Prime and the Abyss.
!

V@R*ICBS + ~

exactly as described above, but they’re found on one Ele-


mental Plane and lead directly to another Elemental Plane.
Vortices directly connect the Elemental Planes and the Prime These vortices don’t rely on an extreme amount of elemental
Material. Planewalkers usually avoid using them for trans- material, as the presence of a large quantity of foreign ele-
port, however, because they tend to form in inhospitable lo- ments in an Elemental Plane is rare at best. Rather, they ap-
cales directly related to the element of the plane they con- pear as more intense and volatile concentrations of elemen-
nect to. A deep volcano’s crater might hold a vortex to the tal substances, actively drawing material from one plane into
plane of Fire, while a vortex to the plane of Air might be another. (To tell an inter-elemental vortex from a simple ele-
many thousands of feet above the surface of a world. mental pocket, look at the surrounding area. If there’s a
Most vortices lead to one of the four major Elemental slight “whirlpool” effect, it‘s a vortex. if the foreign material
Planes (Air, Earth, Fire, and Water]; while not common, these simply floats in place, it’s a stable pocket.) Usually, only one
are both permanent and stable. The Para- and Quasielemen- or two inter-elemental vortices exist on an entire plane. They
tal Planes don’t sport permanent vortices. The arctic poles of

I
always provide two-way access, with both sides having a
some Prime worlds occasionally beget vortices to the plane concentration of the corresponding foreign element on their
of Ice. A temhle thunderstorm on a Prime world might con- respective sides.
tain a vortex to the plane of Lightning at its heart, hut it dis- Lastly, it’s impossible (at least for a mortal being) to cre-
appears when the storm passes. A vortex to the Quasiele- ate any kind of vortex artificially. They occur in nature at the
mental Plane of Radiance might be found only within a sun extreme ends of the environment. No known power can de-
as it blazes within a crystal sphere. It’s said that vortices to -
activate or block a vortex spells such as surelock or gate
the planes of Magma and Ash sometimes overwhelm and ward have no effect.
briefly usurp vortices that normally lead to the plane of Fire,
adding further danger to their use. Likewise, vortices to the
Quasielemental Planes of Dust and Mineral may temporarily
take over vortices deep underground that normally lead to
the plane of Earth. Probably the rarest form of planar travel, paths nevertheless
sometimes prove to be the most convenient. Mount Olympus,
V O R E X TO WHERE FOUND OCCASlONALLY USURPED BY Yggdrasil, and the rivers Styx and Oceanus are the four best-
Air Cloudy heights Steam known paths (see the previous chapter). Paths usually lead to
Earth Mountain hearts Dust, Mineral many different planes, but they also require some period of
Fire Volcanoes Magma, Ash, Smoke actual physical travel, so they’re not instantaneous like por-
Water Ocean depths Salt, Ooze tals, or nearly so like conduits and vortices.
ice Arctic poles - Paths are also the most difficult means of travel to un-
Lightning storms - derstand. In many cases, they shift and change as a traveler
Radiance Sun - moves along them, so that one minute a cutter’s on one
Vacuum Unknown Unknown plane and the next he’s on another with no idea when the
Positive Energy Unknown Unknown changeover occurred. Even if a canny basher can ascertain at
Negative Energy Unknown Unknown which point he switched to a new plane on the path, there’s
no guarantee that it‘ll be the same point the next time. The
Vortices don’t require keys, and they’re always active. Styx and Oceanus work this way, although some barmies
They’re also extremely simple to use, once a basher’s pro- claim to be able to understand and predict their unfath-
tected from the appropriate element. A traveler enters an omable, always-changing routes.
area of the corresponding element on the Prime Material. He Yggdrasil and Mount Olympus are slightly different.
moves deeper and deeper into tbat element (into the very These have colorful. circular gates along their lengths that
heart of a volcano, for example, so that he’s surrounded by mark the doonvays to other planes. These keyless, always-
fire) until all of his senses can detect only the singular ele- functioning gates remain opaque, so that a body can’t see
ment. At this point of the extreme, he moves into the appro- through them to the destination plane. Since they are two-
priate Elemental Plane. way portals, however, a body can stick his head through for
It‘s almost assuredly vortices that are responsible for the a quick peek and pull it back to his side if he so wishes. Ygg-
appearance of creatures such as xorn, water weirds, and drasil‘s branches and roots lead right through these gates.
salamanders on the Prime Material, for all vortices work both One might say that Mount Olympus and Yggdrasil
ways. A vortex is completely indistinguishable on the ele- aren’t true paths, but just a series of gates like the Great
mental side, except for a slight lessening of the intensity of Road, or the gate-towns of the Outlands. Olympus and the
the environment. Thougb normally mildly repelled from World Ash are more expedient than either of those other op-
such an area, a few elemental creatures still wander through tions, however, since there’s less travel time between the
and onto the Prime. gates. No matter how a body looks at it, they are nonetheless
Inter-elemental vortices (a variant type of vortex) work considered two of the nine great planar paths.
The Astral and Ethereal drop a sod off at any point on that infinite
nes are modes of interplanar space. With enough time and luck, a
ransport in and of themselves. The -
ulanewalker might find a nortal to the
Astral Plane is filled with color GCDCDBD-SIZED S R E E . exact layer, realm, or location desired.
pools, which appear and function
identically to the gates found on
Yggdrasil and Mount Olympus.
- s u
p @ E RE p I DA s
U P @ N FIRS+
Most of the time, however, simply reach-
ing the right destination requires some ad-
ditional trahrel
These open to all of the Outer Planes and ENC @U N + RI N On a typical planewalking journey, a
the Prime Material - assuming a body Y @ GD RAS I I, cutter usuallx has a specific location in mind
knows where to find them and can deter- - say, the burg of (irenpoli in Maladomini, the sor-
mine where they lead. The Ethereal, mean- enth layer of Baator. Now, if that cutter starts on the
while, connects and filters through all of the Inner Planes Outlands, he could make his1 way to Rihcage, the gate-town
and the Prime Material. Anyone with the ability to become to Baator. However, he knows that the gate there leads to Av-
ethereal can travel through the Deep Ethereal and into any of emus, the first layer of Baator. Since Maladomini is the sev-
the Inner Planes. enth layer, that means a lot df intraplanar travel - and travel
Within the Inner Planes, things are a hit more compli- through Baator is for soddinb idiots.
cated. Since few standard portals exist, planewalkers depend Luckily, the planewalkgr knows of another portal in a
on the crossover points between the Elemental Planes - the nearby realm on the Outland$ that will take him to Malbolge,
"leaks" or "cracks" where elemental matter of one plane the sixth layer of Baator. Once he uses the gate, though, he's
seeps through into another plane. Unfortunately, like the still got to wony ahout gett*g one layer down. Planar con-
aforementioned paths, there's no set point where one opens duits are useful here, hut if dhe gate into Malholge puts him
into the other. A traveler just moves along and the next far, far away from the conduit, he's got a lot of walking ahead
thing he knows, he's somewhere else. It's a much easier of him - and through dangedous lands. (Fact is, he's probably
means of travel than an inter-elemental vortex (a gentle path better off catching a portal mo Sigil and looking for a portal
rather than a violent one), so it's worth the extra time it may there that'll drop him directly into Grenpoli - hut that could
take to find the seepage point. cost him even more time and jink.)
Fortunately, most planes have intraplanar paths that
shorten distances across their infinite expanses. Thus, a trav-
+ CARAVANS eler can use these minor paths to cross distances that would
normally take a body many lifetimes to walk. This means
A simple, relatively safe method of planar travel, particularly that realms and towns within planes might he virtually infi-
to or from Sigil, is to hook up with a caravan of merchants. nite distances apart, and still accessible hy walking or riding.
These cutters know safe portals and paths, and the dark of Roads such as those of Arcadlia allow a body to cross planar
their travel routes and destinations. They know where to stop distances in a layer without finding portals or resorting to
to rest and where to hurry past quickly. spell use. 'Course, these mindr paths are always subject to the
Caravans often use paths and even the Great Road, al- nature of the plane; a fiend hoping to use them to travel
though they'll use faster portals if they know where to find across Elysium, for example, isn't going anywhere anytime
them. Merchants tend to avoid conduits, as it's sometimes soon, due to the magic of the traveler's way (see page 21).
difficult to carly large amount of cargo through them Some of the paths leading from one layer of a plane to
quickly and gently. Many planar merchants have standing another are said to incorporate planar conduits that work so
deals with boatmen on Oceanus and the Styx to provide quickly and so subtly that 0 traveler doesn't even realize
transport down these plane-spanning rivers. Others garnish she's been through one.
guardians and other potentially dangerous sorts to allow safe Some planes have intraplanar gates as well. Acheron, a
passage. plane made entirely of floatihg cubes, has a network of such
Traveling with a caravan usually requires some kind of gates that allows travelers to move back and forth from cube
compensation, often in the form of service to the merchants to cube. Other planes have similar gates that allow a basher
as guards or even workhands. Sometimes a hit of good old- quick access to faraway places. Even the Prime has gates
fashioned jink allows a hasher to tail along with a caravan, such as these, linking places on the same world, or more
no questions asked, no responsibilities given. rarely, two different worlds.
Lastly, a few planes reqaire travel by floating ships, fly-

~ + 1N.ERAPLANAR TKAVEL +
ing carpets, spelljamming, or other means by which to cross
vast distances very quickly. Itor example, hvelers on Carceri
might need to purchase unique transports such as ferrous
Once a cutter gets to the right plane, the journey's pretty sleds or skin balloons to travel between the orbs of a layer.
much over, right? Not by a long shot. Remember, the planes These methods are specific tm the planes they're encountered
are virtually infinite, and a portal or other planar road can on and are typically fairly rate, expensive, or both.

+ 43+
The following is an excerpt from a speech given by self-proclaimed “General”
Amiil Facolas to a group o f newcomers to Sigil. At one time, Facolas attempted
to start an integration information business called ”So, You’re Clueless, Hub?”
The business failed, but he neverthe-

well to remember.

-- fr 7 -
care why you’re here.
just here to tell you what you need to know so you don’t lose your fool he
There’s a bunch os things you need to remember, so I’ll try to talk all orga
nized-like, Guvner-style.”

P@INLE @ N E :
T WHA+ LE@ TAKE +
“Before you go anywhere, you’ve got to think about what you’re going to
Sometimes what a basher’s got determines if he lives or dies. Don’t go t
too much, though - being weighed down is as sure a way 0’ gettin’ scragge
IUS+ PEELED, hipped, or put in the dead-book as bringin’ nothin’ at all.
+HA+ A B---
“Here’s a short list, in no particular ord-

-
@K W A ~

(BCHUIm@N, + “Something sharp. Sure, most leatherheaas carry a swora or Knife, DutJus
A NEWCfBEIgR in case you’re one of those types that don’t normally cany a blade, sta
3.e S I O I I , doin’ it now. You can fight with whatever you want, but a knife’s essenti
for cutting, digging, marking ground, and other things a basher’s got
do. It’s the best multipurpose friend you’ve g,

+ “A good, sturdy pair 0’ boots - the thicker, the better. You’ll be walking in
stuff you don’t want your feet to foucb, believe me.

+ “A blindfold. Lots 0’ things out there will drive a cutter banny or blind if he
keeps his eyes open - especially in the Inner Planes where all that energy and
radiance’ll bum your eyes right out. Furthennore, a wet blindfold can be held
in front 0’ your bone-box to act as a breatbin’ filter. This’ll protect you (ai
least a little) from noxious fumes, smoke, and other breathing hazards.

+ “Earplugs.There’re almost as many sounds that you don’t want to hear as


sights you don’t want to see. Take Pandemonium, for example - the in-
cessant winds that blow there drive a berk barmv if he’s exnnwd tn ‘em fnr
too long.

+44+
+ “Rations and water. Don’t go expecting to find some- PeINLE TWe:
thing to eat or drink out on the planes. More likely than
not, most cutters ain’t gonna want to eat what they’ve
+ WHALES P E L L S .+e PREPARE +
got there. “You wizards and priests don’t care so much about what
equipment to bring as what spells to memonze. It’s good that
+ “Rope. If you think that everywhere on the planes has you think ahead, ’cause the same spells you used on the
nice, level ground, you’ve got a rude awakening ahead Prime may not he the ones you want in the Abyss, or on the
0’ you, berk. Some planes are nothing but ridges and plane of Water.
chasms. Others (actually, a couple of them) are just big “First off, get to know the effects each plane has on
mountains. Some’re stranger still, with no real up or magic. They all have their own magical quirks, and they’re
down. Occasionally a bloods just got to tie herself to all different. Sometimes yourfireball will he less effective,
something solid to get her bearings. while sometimes it‘ll be more - and sometimes it won’t work
at all. The best rule 0’ thnmb to remember about spells and
+ “Oiled tarp or tent. You’ve got to carry your shelter with planes is that it all sort of makes sense. Water-based magic
yau when you travel the planes. Sometimes even the rain doesn’t work on the plane of Fire. Don’t try to use wild or
of a plane is dangerous - acidic, poisonous, or worse. chaos magic on the planes of law. With a lot of research and
a little common sense, you’ll get the idea. Where they work,
4 “Torch, lantern, or magical light (best!). Like to see the followiu’ spells are veIy useful.”
where you’re going? (See the “Magic on the Planes” chapter for more infor-
mation. Spells marked * are described in that chapter. Spells
+ ‘Journal. On the planes, it‘s easier to record where you’ve marked t arc descnhed in the Tome of Magic.)
heen than try to figure where you’re going, so a journal
is easier to keep than a map. Distances can change, berk.
ALL S P E L L C A S + E R S
Some planes, space has little meaning. Keeping track of
what you’ve seen to provide reference points is a good “Seeing. Breathing. Communicating. Pretty basic needs,
idea. It’s also a handy place to jot down portal infonna- right? Well, such things aren’t as easily gotten on the planes
tion, like the kind of key a basher needs to use one. as they are on the Prime. Whether you’re memorizin’ your
spells or pulling ’em in from your deity, magic that provides
+ “Money. Just like at home, a little jink goes a long way. such needs ought to be your first prionty.
No matter where you go, everybody speaks the language
of gold. If you’re not accustomed to giving out bribes - + “Light or continual light. Plenty of planes don’t even
change. have a sun or normal illumination. If you like seein’,
bring your own. The spell’s a lot more reliable than any
“Don’t bother bringing: torch. If you’re concerned with more metaphysical sight,
you can’t beat true seeing to tell friends from foes.
+ “A map. The maps that you find on the Prime regarding
anything on the planes are wrong. Even if they were + “Water breathing, breathe earth: breathefire“, breath of
right once, things change pretty fast on the planes, and the elements: and similar enchantments, or more pow-
when they change, they change big. Cities move, planes erful variants like a i y water, a i y earth: or even no
shift, mountains sink - you get the idea. breath“. Like to breathe? Don’t even think ofvisiting one
0’ the Elemental Planes without some kind of similar
4 “Minor magical weapons. Magic’s tied to the place it spell.
was formed, so only the best and most powerll magical
weapons work on planes other than their own. Prime- + “Tongues. Not everyone speaks common, berk!
forged weapons lose some power on the Astral and
Ethereal and a good bit more everywhere else. “Don’t bother with:

+ “A narrow-minded focus or superior attitude. Keep an + “Abjure, banishment, dismissal, or holy word. Unless
open mind. Things out here aren’t always like they were you know you’re going up against a basher that isn’t on
at home. Hardly ever, actually. And while you’re at it, his home plane, these spells [and others like them) won’t
drop your attitude. Powers and their proxies live on the have the effect you want them to, or even any effect at
planes, berks, and no matter how tough you think you all.
are, you ain’t as powerll as they.”
+ ”Any spell prohibited by the conditions or environmenl
of the plane. Get to know what works where, and you’l
be way ahead of the game.”
I

+46 +
WIZARDS a cutter's

+ "It may seem strange, but spells that ordinarily debilitate


or binder a body sometimes become your best friends
out on the planes. Think about using darkness in the kills 'em once
plane of Radiance, or deafness on Pandemonium. Such
spells can be the only way to protect your senses on cer-
tain planes.

+ "Spider climb. Sometimes a spell like this is the only easy + "Elemental aurat.
way to get around. This allows a basber to get around
safely on the uneven precipices of Gehenna as well as protection-from-the-ele
one 0' the floatin' islands found in the plane of Air. ments spells, this one
just save the life of a
+ "Warp sense! This spell is a must. You're going to be Inner Planes.
traveling through a lot 0' portals, and this spell is the
best way to find them and their keys.

+ "Fly. Best way to get around, except maybe teleport.


Gives most environmental hazards the laugh.

+ "Leomund's tiny hut or Leomund's secure shelter. As I


said before, sometimes you have to take your shelter
with you. Tbis'll be very useful on planes that have
PRIB S -? S
bowling winds, acidic rain, and other hazards.
+ "Goodbery.These make 'or easily transportable rations,
+ "Dig,passwall, stone shape, and othw such spells allow and come in bandy wher a body's hurt, too.
movement in planes where there ain't any other way to
get around, like on the plane of Earth. + "Createfood and water. With this spell at your com-
mand, you can lighten your load and still be sure you
+ "Native item*. This spell can save you a lot of heartache always have safe food. Even on the Upper Planes, things
by makin' magical items just as potent as they are on ain't always as safe as they look - so watch out for the
their home planes. Too many primes forget that just be- fruit of the dark green hi sh in Nidavellir, Ysgards third
cause their magical sword could hit some fiend on the layer. It looks good, but t'll drive you barmy if you eat
Prime, their weapon just won't be as effective when they more than one. It's also a good idea to carry a purify
encounter that fiend on its home plane. food and drink, since some planes contaminate food as
soon as it's created!
+ "Fabricate. Bein' able to improvise is an important skill
when you're traveling in strange planes. This spell + "Know customst. It may sound silly, but nothing gets a
makes improvisation a lot easier sometimes. berk in the dead-book faster than not knowing the eti-
quette of the places he visits. Like, a basher visiting
+ "Sending or demand. These spells, along with any others Loki's hall on Pandemon um had better display a hat+
that have multiplanar ranges (even with a chance of for the Norse powers, or at least be able to fake it.
failure), become a lot more useful when you're a plane-
walker. + "Negative plane protectdon (and its alternate, positive
plane protection). You have to have this spell to survive
+ 'Teleport. The best way to get around, bar none. This on the Negative or Positive Energy Planes. Remember,
gets you by the rivers of acid, the armies of asuras, and though, you have to cast this spell before you get there
whatever other obstacles you'll encounter on your jour- or it won't work.
neys. Even better, teleport without error bas a planar
range that can eliminate the need to search out portals
altogether.

+ "Disintegrate.Some folks're immune to fire, others can't


be harmed by lightning or cold, but nobody's got special
immunity to disintegrate. This is the best offensive spell

+47 + I
imensional folding+. This odd spell works something “In almost all cases, a path or road is better than the
e a wizard’s telepoft, though it carries certain risks. rough, and a city’s better than the wilderness. You’ll avoid
not had as a last-ditch escape, though, if a body the big nasty monsters and many 0’ the unknown planar
ows of a safer place on the same plane. dangers by staying near ’civilization.’ Of course, in such
areas you still have to deal with thieves and other cutters
‘Control temperature 10-foot radius. While very helpful who’re after your jink. ‘Civilized monsters,’ you might say.
n the plane of Fire, this spell is also useful in the “Even the strange and exotic places have life. Don’t as-
eserts of Carceri, the ever-changin’ climate of Limbo, sume that you won’t encounter some horrible predator just
r the frozen regions 0’ Baator. because you’re floating through some airless void or making
your way across what some clueless sod would call a ’lifeless
Winged memory: If you’re traveling the Lower Planes plain.’ There ain’t no such thing. Life has a way of finding a
y way of the Styx, this’ll restore the memory of any home everywhere. Something’s always adapted to whatever
erk splashed by the foul waters. Just don’t get any on environment you’re in. That means there’s always a potential
ourself, or you’ll forget how to cast the spell! meal wherever you go - but it might be you.”

ee action. Another spell useful on the Elemental


nes and Limbo, this one lets you move around unin- Pw1N.E f
ited by the constraints of the stuff that might get in

“If you’re the strong, silent type, you won’t get far. You
’Find the path. Think about it, herk - the planes are in- can’t know the dark of everything, and the chant’s always
te! How else can you find the exact spot you’re look- fresh. A hody’s got to talk to folks to keep up with what’s
for on a plane with no north, south, east, west, up, going on.
“Find a well-lanned fellow who’s in a position to see and
hear a lot whenever you go into a town. A barkeep, a city
Plane shift. Ah, now here’s a useful spell. Gives me watchman, or a popular merchant is a good choice - even a
se to show priests a little more respect. Portals re- lamplighter’s got something to say. In most cases, it’ll take a
‘re keys and sometimes have guards. Sure, this can’t little jink to loosen a worthwhile tongue, so be prepared.
e you someplace with pinpoint accuracy, but it’ll zap ”Obviously, bards and sages often know a lot about a
ou generally where you need to go, without any hassle. lot. Be careful, though. Professional information brokers
hold no loyalties, and will gladly tell a body’s enemies what
Word of recall. Sure, there’s a chance you’ll put your- sorts of questions they were asked. A smart foe’ll he able to
elf in the dead-book if you try to cross too many piece together a cutter’s plans and movements by the infor-
lanes, hut sometimes a body’s just got to get out of a mation that they seek. What’s good for them’s good for you,
ad situation fast. though. Finding out what your competition’s looking for is a
good tactic that a planewalker needs to use if she’s got ene-
Exaction. It’s a risky move, but this spell can provide mies - and who doesn’t?
ome help in a tough spot.” “It’s tough to he trnly discreet when you need informa-
tion. Sometimes a herk can get the rope simply by asking the
wrong questions. More of them, however, have certainly
IN+ THREE: ended up in the dead-book for asking no questions.”
.E@ WA.ECH f @ R +
”Generally, a planewalker’s got to have a little intuition. If PW1
your gut tells you that something’s dangerous, trust the feel-
ing. Some folks just assume everything’s dangerous. While
this sometimes seems true, it ain’t always the case, and “I’ll wrap up my little speech here with a word of warning.
sometimes leads to a basher overlooking something that can Remember who you’re dealing with and act accordingly. In
help rather than hurt. general, don’t mess with anyone who belongs to an organi-
“ ‘When in the Cage, do as the Cagers do.’ This’s trne of zation, a sect, or a faction - even if you can one-up the sod,
every place. Watch what the natives do and do it too. Each you probably can’t take on the whole group. Don’t mess with
plane’s inhabitants have learned what’s safe and productive fiends - do I really need to elaborate on that? Don’t get in-
to do on that plane. They won’t drink poisoned water or walk volved with petitioners, proxies, and especially powers.
on unsafe terrain. Be sure that the fellow you’re watching is “Let me say that again. Don’t. Mess. With. Powers. Your
someone you want to emulate, though. A tanar’ri might holy sword and ninth-level magic don’t matter when you’re
drink poisoned water. dealing with an honest-to-god deity (sorry about the pun).
I
Weighed down by artifacts, berk? It doesn't matter one whit
if you're challenging a power. They're the ones that decide
how everything works. They can make your magic, your
8
trick while in the Cage - no ne gets banished from Sigil, un-
less they get tossed directly ut a door (which happens).

magical items, and anything else [including your heart) just


simply not work. They can do whatever they want. They're
+ WHEN DEALING wm GODSMI
powers."

That's the gist of Amiil Facolas's speech. His words pro- overcoming great tri-
vide wisdom, and for the most part, accurate depictions o f
the travails that face a planewalker. The following sections
provide further information that a blood needs to know to than primes, so
get by.

DEALING WI+H B)+H~KS + + WHENDEALING wnn BE


The planes swarm with so many inhabitants and fellow trav- Unless a basher's with the faction's outlook, it's
elers that a planewalker may have a tough time keeping
them all straight. A body's got to know how to treat the
berks he meets. This section provides some advice on suc- sets the Bleak-
cessfully and peacefully dealing with some of the most com-
mon groups (including all of the factions).
say, and it's a waste of time
W Y ~ C L DEALING
Y WlTH THE ATHAR ..
It's best not to mention a deity, even if a body's a priest or a
paladin. Swallow any religious zealoby and the Athar treat a
basher fairly. If a berk flashes his holy symbol around a De-
tier, he's sure to get only contempt and scorn. If a body says
he's searching for knowledge or enlightenment, he's more Doomguard, he's got a
likely to get a fair hearing.
For those more violently inclined, here's one good bar- tells them that he's trying to ething better. The Doom-
gaining tip in regards to the Athar - they're real susceptible guard only take actibns th the cause of entropy. A
to injuries, disease, and death since no self-respecting priest
will use her healing magic on one of these unbe- to make it seem g to do the same thing they are.
lievers. This comes in handy in more peaceful A basher raffling his bone-box
negotiations, too; potions of healing and about bringing down some
other curative magical items arr nt, destroying some age-old
very valuable to members of ss, or breaking the strangle-
this faction.
If a body is working di- a gate-town is sure to at-
' tract the Doomguard's
rectly for a power, avoid this
Don't stress
bunch for sure. A group of . /attention.
the improvements
high-up Athx have the al
ity to send a proxy or that these
other servant OC d changes might
deity straight ~r, make, andthe
back where Doomguard'll
he came be disposed to
hy ban- give a body
ishing what's needed.
him. For- (For the right
tunately, garnish, of course,
a basher but that goes
needn't without saving,
fear t his right?)
+ WHEN DEALING WlTH DUSTMEN + WHEN DEALING HARDHEADS
Contrary to what a body might think, the Dustmen aren‘t re- Remember, if a body ain’t in the Harmonium, the Harmonium
ally that hard to deal with. Sure, they have strong feelings ain’t gonna respect him. It’s their way or no way. They’re
about death, hut they aren’t against living life to the fullest, tough, but they don’t respect others who stand up to them. A
either; after all, a body can’t understand death until he’s cutter either joins ’em, avoids ’em, or kowtows to ’em.
tasted life. Never approach them with a matter of life and When in Sigil, they’re the law. A planewalker’s got to
death - they won’t react to that in the same way as other accept that, no matter how much it galls him. It won’t do a
folks. They’re interested in understanding the nature of life body any good to tell them that be won’t abide by their rules
and death, though, and might lend a sympathetic ear to any- - in fact, there’s no better way to get the Harmonium riled.
one who offers a potential insight into such things.
Keep the Dustmen’s feeling for the undead in mind, too.
Crying on a Dustman’s shoulder about an evil vampire or
+ WHEN DEALING
EL L WITH
I KYCREM

lich won’t get a basher anywhere. There’s only one piece of advice about dealing with Mercy-
killers: Don’t do it unless it’s absolutely necessary. If a body
violates their sense of justice, they’ll just as soon see the
+ WHEN DEALING WITH THE FATED. . . berk in the dead-book as anywhere else. Life is black and
Takers react well to someone who’s willing to take matters white to these leatherheads, so don’t try to reason with
into her own hands. They still won’t offer to lend a sod a them, or ask them for mercy. A basber can find a better use
band - unless it happens to serve their own purposes at the for that breath.
time, or they’re properly paid for their trouble. They’re wonderful, though, for a quick distraction: Set
Don’t show any sign of weakness. They don’t believe in ’em on an enemy or opponent by saying the sod’s a law-
sympathy, so being weak11 only get a body in trouble. If they breaker and watch ‘em go. Just don’t be around when (or io
see a way to take what they want from a sod, they won’t hes- they find out it’s not true.
itate. The best way to deal with one of the Fated is to make
sure a body doesn’t have anything he wants - except then
she runs the risk of being ignored.
+ WHENDEALING wnn ANARCHISTS
It might not he obvious, but if a basber needs an ally to fight
(or otherwise confront) some powerful force, it’s not a bad
+WHENDEALING WITH GWNERS. . .
idea to approach the Revolutionary League for potential
A planewalker can leam a lot from a member of the Fraternity help. Convince them that they’ll be fighting against the cor-
of Order. It’s said that knowledge is power, and these folks rupt status quo, and they’ll fling themselves into a plane-
know a lot They aren’t as interested in the “why” of things as walker’s cause whole-heartedly.
they are in the ”how.” Don’t approach them with emotional, The thing about Anarchists is that a body might not
heartfelt passion. They won’t see it They’re pretty much a mat- know he’s dealing with one at all. These folks can pass them-
ter-of-fact group, and that’s how a cutter should treat them. selves off as members of other factions. The good thing
To slow them down or put them in their place, throw a about this is that Anarchists won’t hold it against a basher if
contradiction in their face. Guvners hate that. The planes he’s caught spouting beliefs he doesn’t actually bold just to
have rules, to be sure, but there’s exceptions to all of ’em, get by or to impress someone. Anarchists have to lie about
and that’s enough to make a cutter who’s trying to leam all their beliefs all the time to make their disguises and infiltra-
the rules go completely barmy. tions effective.

+ WHEN DEALING WITH INDEPS . .. + WHENDEALING WITH SENE


A basher just ain’t going to get a Free Leaguer to be sympa- The most extreme members of the Sign of One won’t listen to
thetic to her cause. Jink is the best way to communicate with somebody else’s problems. They can be the most egotistical,
one of these stubborn berks. Otherwise, a cutter’s best off self-centered group of berks that a body will ever come
stressing his independence and avoiding any mention of fac- across. They believe one of them is imagining the whole uni-
tion or other group ties. verse into existence, so everyone else isn’t real and doesn’t
Indeps don’t care what a basher’s beliefs are, but if a sod matter all that much. It’d be easier to deal with the Hard-
tries to impress his ideas on a member of the Free League, beads - at least they’ll believe a body’s real.
watch out. The only thing that makes them madder than that Less severe members take the view that every cutter’s
is the assumption that the Indeps have a set of beliefs of their the center of the multiverse (his own, that is). They may be
own. They’re not a faction and they’re not caught up in the persuaded to help a basher get a fair say and a fair shot ai
belief struggle. Th making his personal universe the best it can be - say, by
over again. giving a body a chance at the speaker’s list at the Hall of
Speakers, or by teaching him something about turning situ-
ations to his advantage with the power ob positive thinking.
+ WHE,.
Who knows? Th arate worlds, spouting
+ WHEN c ...
they’re newly arrived, they
ing’s for certain - if
clueless. They’ll proha-
In a lot of ways, the wants of the Society of Sensation are the bly believe anything 11s ‘em. Lots of planars
easiest to fulfill. These folks want to expetience life in evely use this to their a e and tell Outsiders half-
way, and always look for someone who’ll help them
find a new sensation. Offer them something ble ways. Bobbing a new-
unique, and they’ll eat right out of a cuttm’s
hand (maybe literally).
Like so many of the other fac-
tions, talking to a Sensate is just a
matter of approach. They’re
not interested in accom-
plishments so much as they
are in experiences. It’s not
- R@DI T@+IP
A+E.+ACKING A ofienge~a od with an Outsider.
the ultimate end so much as
the means to that end that es show up on the planes
interests them. If a body is
telling a Sensate the tale of
bow she scaled a sheer cliff to
tentially dangerous anim
p. Treat primes like po-
em around by the nose, I
rescue a kidnaped prince, don’t talk
about the importance of the prince, talk shout what it was
like to climb the cliff.

2s . . .
If a member of the Transcendent Order a$ks a question, an-
swer immediately, without giving it lhuch - o r a n y -
thought. That’s the way of these folks. Lik*ise, few Cipbers’ll more chaotic types often
change their minds once they’ve made a decision. They
won’t listen to anyone’s long-winded speeches because the and most of the celestia pt to keep their arguments
deliberation behind them takes too long. from degenerating into p combat (but it does happen).
Sometimes it’s extremely easy to dain Cipher allies. has going for her in relating
With their love of action, they’ll help a body more often than
not just to be doing something. This doesnlt mean they’ll join
a body on a suicidal quest for the fun of it, though; they’re
action-oriented, not stupid. ing with a solar with a Me Ioutlook - a rare occur-
rence, thankfully.) A basher also stress her own nobil-

There’s a tale told ahout a Xaositect who !took it upon him-


DEALING wnn
* WHEN FIENDS
self to adopt a new personality and agenda each day. Even-

personalities. Either way, any addle-cove cian see why Xaosi-

ones constantly change their minds and opinions.


The hard thing about working with Chaosmen is under-
standing the berks. Sometimes they’ll be in total agreement

ping their bone-boxes in such a strange way. There’s no cer-

little experience.
~ attempts to give an exact answer to a vague question.
On the other hand, if a body wants to distract a modron,
! she should ask it to compute the value of pi, or ask it the E SAID
5. time. (On Mechanus, every second of each minute has a +HE HAPPY
1 "'
specific name, as do the minutes and hours themselves -
~ : the poor sod can't finish telling a body what time it is be-
!:( fore the time has changed, and it must start over.) This may

-
~ 1,
.I -. tie the creature up for a very long time, if it complies with
i
the request (most won't - they aren't all completely stupid). A CLA

:;
Any advice that can be
with slaadi is practically worthless. A body'll virtually never
-
Sigil Standard Time (SS , as the Guvners
all it1 is normallv used by I) anewalkers. It sets
a standard lengtk for
f
hours, days, weeks,
be in a position to "deal" with slaadi in m y sort of conven- months, and years. Doors has a regular, repetitive
tional manner. Slaadi don't deal. They're practically too cycle of light and about 12 hours long, so a
j chaotic to make conversation, let alone agreements. A Sigil
: slaads idea of a good conversation is chewing the face off a of the light at night "anti-
berk who's trying to ask it a question. peak"
[I :

Any advice about these bashers has to be pretty general,


1
echanus, these lengtbs of ime remain approximate. Most
rks know about how long an hour or a day is, and keep

since there're too many diverse kinds of petitioners to make


specific recommendations. In general, though, they mirror
the plane and/or realm they're in - don't expect petitioners
on Carceri to lend a helping hand for free, for example.
Most hate leaving their home plane, amd usually won't do
anything that drastically diverts them from their ultimate goal.
They all have ultimate goals, which usually entail becoming
one with their vlane or Dower, or other such mystical wash. light at all.
~

, For longer lengths. rimr is measured in units relating


. I
. . " e Lv

+&geauvcm*s... j' : .
1
I
:
B rperific event: "in the second year of Fartol Hasbkar's
reign," for example. 111 fact. thc reigns of the Fraterniry of
A wise cutter'll do so with deference and humility. These Order's factols are
folks expect to get the respect they're due. They've got a di- they're the cutters
rect line to their high-up, and they're not going to let anyone straight. (Guvners
forget it. To get something from them, give them what they Hashkar's reign.)
-
want first and maybe a little more.
~

. NHEN DEALING wml POWERS .. .


Thii point is moot. Don't deal with the powers. Avoid them.
Stay out of their way. The sight of one can turn a berk to ash.
Their voices can reduce a mortal to jelly. Their presence can
disrupt all magic. Their whims can. . . wall, just don't think
about it, berk.

+ PLANAR TImE +
How does a body know what time or day or even year it is on
a plane that's always dark or always light? Without a sun or
stars, how can time be measured? The simple answer is, it
isn't. That answer is enough for some sods, but most (particu- anymore.
larly primes) want some way to keep track of time's passage.
I

..*53+ :
.
, ,. .
)I.:pY:,'..i . '., . .
Depending on who a body asks, he’ll be told that the factions are the lifeblood
of the planes - or the worst plague that’s ever befallen them. ’Course, it’s not
like anyone can remember a time when there were no factions. Most of the
groups that exist today are just a thousand years old or younger, but other
factions were around before that time as well. The hands weren’t always

THQ
so organized, either, and there used to he a good deal more of them - four
dozen or so, all bickering and brawling. It was the
Lady of Pain herself who eventually forced the

eAC+I.NS factions to limit their number to 15, in an event


called the Great Upheaval that took place over 600
years ago.
Each faction looks for the meaning of life,
the path to power, or the dark of the planes. In short, they all
seek truth. Problem is, most of ‘em believe they’ve
alreadyfound it, and they try to persuade
a everyone else to accept their view as
the one true way.
Over the years,
this kind of
open-minded
undertaking has
claimed the lives of
thousands of sods.

+ FACLEIeN CEN.ERAL: S I O I L , +
Faction strength is at its peak in the City of Doors - that’s where they’re all
based, and where they wield the most influence. Fact is, most herks’d say the
factions hold the reins of power in Sigil. Sure, everybody’s beholden to the
Lady, but the real day-to-day clout is in the hands of the factions. Many of the
factions wield real authority - the Harmonium catches criminals, the Frater-
nity of Order tries court cases, the Mercykillers run the Prison, the Fated col-
lects taxes, the Signers preside over the Council of Speakers, the Dustmen over-
see the Mortuary, and so on. For some factions, though, their importance is
self-imposed. For example, the Athar keep a close eye on priests and temples,
the Believers of the Source try to keep the peace, and the Bleak Cabal treat the
War for our minds. sick and barmy. But official or not, all factions play important roles.
Once a body leaves the Cage, the significance of any single faction ranges
from moderate to little to none. Oh, each group has a refuge or base on a dif-
ferent “home plane,” and they try to exert at least some influence over their
chosen temtory. The Dustmen, for example, have built a fortress on the Nega-
tive Energy Plane, though few others give a hoot about the place. The Dead
might also congregate in areas that reflect their beliefs - like the realms of
C A I LDRE N’6 death gods, for instance.
Go to Gehenna, though, and more than likely folks don’t give a sodding
whit about a body’s faction allegiance. That‘s even more true on the plane of
Fire or Earth. In some places, faction membership means nothing; power and
influence are measured in different coin. And that’s not really so hard to un-
derstand. Think about it, berk - it’s surprising that a bunch of thought guilds

On planes where the factions don’t hold sway as much as they do in Sigil, other
organized groups with wide-reaching philosophies take their place. These
groups are called sects. Some are former factions that fell in wield a good deal of authority within the faction and its
importance or membership (perhaps because of the Great purview. The only member higher in rank is the factol, the
Upheaval). Others are just groups that espouse ideas unique leader of the faction. It’s interesting to note that factors and
or limited to a particular plane or realm. factols are sometimes, but not always, the most devout be-
Many, many sects litter the planes, but some of the more lievers or the most profound thinkers in their factions. Other
well-known groups include: times, they’re just the most capable leaders or even simply
+ the Ring-givers of Ysgard, who believe that by giving the most popular. It’s difficult to focus on the dogma of the
everything away, they receive the true wealth of the faction and maintain the administration of so large a group
multiverse; at the same time.
+ the Dispossessed, a bunch of angst-ridden outcasts who Faction membership has its rewards and restrictions.
grumble on Pandemonium and Carceri; Those completely devoted to their group’s philosophy gain
+ the Order of the Planes-Militant, self-proclaimed de- certain abilities, proving again that the planes are fueled by
fenders of Mount Celestia; belief. (Most namers have the same basic abilities, and gain
+ the Incantifiers, who believe that mastering magic is the more skills as they move up in rank.) If a factioneer ever
key to total power; loses his convictions, he loses the special abilities - even if
+ the Prolongers, whose fear and hatred of death drive he’s still technically a member of the faction. See, the power
them to cling to life by any means; and ain’t in the name; it’s in the faith. That’s something that
+ the Ragers, who say a body can prove his worth only by eludes a good many berks. Some of them just pretend to
besting others in physical challenges. have the special abilities of their factions, hoping to conceal
their deep-rooted lack of faith.
For the most part, the doctrines of the various factions
are mutually exclusive, but not necessarily diametrically op-
posed. A basher can cherish the tenets of his faction with com-
plete sincerity, yet still sympathize with the philosophies of
another. That’s why certain factions ally with one another -
they can see merit in similar credos. ’Course, sympathy only
goes so far. A body can’t actually belong to two factions at the
B E L @ N O I N G LE@ A same time (well, the Anarchists can, but they’re a special case).
+ FACLEI@H +
Joining a faction is usually fairly e*. Most of the t i e , a
sod‘sjust got to show up at the right pkce, flash a hit ofjink,
and put forth the right attitude. It n&er hurts tb he spon-
s a d by a full-time member of the fawon, too.
All new members are called natn#-rs, and most faction-
e e n remain namers th enemies - don’t take
they don’t get involved
its intrigue. Namen proudly wear tion (as an entity) 1
few would give their lives tor the cadse. And thtit’s fine - tioneer (as an ind
lotr of f o k owe their a~egianceto a faaction without giving
it all their time. Plenty of namers wh# join the Harmonium to be a kindred spirit.
end np becoming the enlisted troops 1. their anted forces, s the hoard. Even sueh free-
hut not all of them do. Most rema& butchers, cobblers, itects frown upon thase who
h b e s , and the like. But they still ho$ fast to the beliefs of
their faction,and that’s the important @mg.
Those n a m m who do prove theqbelves particularly de-
voted to the cause might be pmmoted l$ the rank offactotum.
Factotums are full-time faction memuers who devote all of fall somewhere in betw
their t h e to the administration and advancement of the
group. They run messages hack andl forth, escQrt faction
gmsk around Sigil, and fillother posit@ns of low mponsibil-
ity. They look upon tbeir membership ;r6 a calling, an occupa-
tion that fills their entire lives. T ~ t Ls,
h factotums think of
themselves as the ones who malty get @e faction’swork done.
The high-ups of the factions ar4 called factors. These
bloods have positions of great respodsibility, hut they also
' another gains the new group's abilities and restrictions - My lord, I cannot help but think this is the ultimate
, and loses those of the old group. truth. If grand Tyr is so mighty, why does he need the likes of

~ v I DeI N G p~ c 3.1e N m s m B s RSH , p


me to serve and worship him? If it is my choice, I shall re-
Serve my worship for a deity that deserves it, not one that
needs it.
Not everyone joins a faction. Planar player characters should On the morrow, I shall present myself for membership at
begin the game belonging to a faction, and prime-material the Athar headqu&ers in Sigil: the Shattered Temple. From
PCs are encouraged to sign up. But plenty of NPCs all over here on, I renounce not only the modest powers bestowed
the planes avoid membership. They don't feel the need to upon me hy Tyr, but all spells from all other deities. I turn
waste their time with endless debates of philosophy or my hack on religion as we know it, for I know that it is
bureaucratic intrigues. They forfeit the connections, the ca- no distant power that guides my destiny. Rather, it is I
maraderie, and the protection, but they avoid all the who am the master of my fate.
bother. My greatest goal now is to raise myself to the rank
A very rare few believe in what a faction stands of athaon, the name given to factotums of the Athar. I
for, hut don't belong to the actual group. They see no hereby devote my very life to the faction, and to their ded-
reason to saddle themselves with a needless ication at challenging the lie known as religion.
organization just so they can believe what
they already know to be true. Even m e r
THE BELIEVERS @f
are those bloods who focus their
faith without the aid of the fac-
tion and gain the special abili-
+LEHE S e U R C E +
ties on their own. This luxury Primes: Take no offense if a Godsman refers to
should be reserved for NpCs you as a "throwback" or a "bottom rung." Unlike many
only. As noted above, power folks in the Cage
- who snub the Clueless. the Godsmen do
flows from belief, not member- so with no malice (usually).
ship. See, the faction thinks that the multiverse is one big
proving ground. Every sod on the planes is being tested -

+ THE A L E H A R + that's the whole point, the end sum of life. Why? To see
who's worthy of ascension. A sod who fails a test is reborn
after death to do it all over again. If he really messes up, he
To High Pontiff Finthir Socium of the Temple of Tyr, from might even come back as something worse off than before -
Acolyte Third Rank Sandin Manir: for example (as some say), a prime.
A cutter who passes his life's test, though, is reborn into
My lord, it is with great regret that I find myself com- a higher form for another test, and so on, and so on, until be
pelled to put my quill to paper to present you with my formal finally reaches the end. Factol Ambar claims that such lucky
resignation from service. I find my once-strong faith shaken folks find a better place and a whole new existence that we
to its core, and the remnants insufficient to one who might can know nothing about.
some day attain the rank o f priest. The faction got its name because they think there might
After hearing your speech proclaiming the ultimate be a higher force that's doing all the testing. It's not the
heresy to be the faction known as the Athar, I know you deities, the powers that we know. No, the gods are being
shall find great disappointment in the fact that it is the very tested, too - they're just farther along than most folks (a be-
"Defiers" you warned us against who have convinced me of lief that shares a lot of common ground with the Athar). Fact
the errors of my ways. is, the very existence of the powers should lend strength to
Over the past few months, I have had the great honor the hearts of struggling sods everywhere. Factioneers say
and pleasure in speaking with Factol Terrance of the Athar, a that everyone has the potential to become gods by passing
serene man with whom I know you would find friendship enough of the cosmic tests (that's why the Believers are often
were your basic beliefs not so diametrically opposed. The nicknamed the "Godsmen").
facto1 himself took the time to listen to my crisis of faith, and 'Course, it ain't as easy as all that, mainly because no
then explained the nature of the faction. one knows what we're all being tested for - ultimate good?
I am sony to say that you seem less open-minded Do you Total evil? Complete selflessness? The Godsmen don't know.
truly understand the teachings of the Athar? Have you for one Once they figure it out for sure, they'll all be on the road to
moment considered their belief that the powers, even mighty ascension. But in the meantime, they're slowly tempering
Tyr, are indeed as mortal as you and I? P o w e m beings, yes, their spirits like steel, learning with each new experience -
much mightier than we can hope to he, but not gods - not the whether it's a success or a failure.
divine entities that you proclaim them. If true divinity does In keeping with this idea of tempering steel, the Gods-
exist it is a force unknowable by any who draw breath. men run Sigil's Great Foundry, smitbing and forging all
I
manner of metal items in huge furnaces. Anyone who wants hates what I’ve become. My mother never went in for true
to join the fadion’s got to put in sweat time working at the faction membership, hut she does like me puttin’ in time at
forges - more as a test of their character than anything else. the almshouse. ‘Course, I don’t see much of my parents now.
A namer is then assigned to a mentor, who teaches fac- We‘re taught to give up any meaning that our old lives
tion doctrine and conducts tests of his own devising. Because might‘ve had. It’s for the best.
all Godsmen have varying views of what the final achieve- “Sure, some of us go mad. Just happens. Factotum Jur-
ment is to he, mentors teach the candidates different lessons rese told me that once a cutter realizes the utter mth, he’s
and test them for different strengths. got to go mad to stay sane. That didn’t make much sense to
In the end, the Believers of the Source have one of the me at the time, hut it’s gettin’ clearer every day. Should that
most diverse faction memberships. At the heart of it all, they wony me?
believe in the ultimate worth of every individual, from the “Anyway, we ain’t evil. Fact is, it’s us that help the poor
lowliest cutpurse to the noblest blood - and that includes and needy in the Cage - and in other burgs, as well. It’s us
primes. As a result, they’re a hard bunch to dislike. that run the soup kitchens, the orphanages, and the mad-
- from A Prime’s Guide to Sigil houses. See, if there ain’t nothin’ to the multiverse, maybe’s
there’s somethin’ in people - at least, that’s what the more
optimistic Bleakers think.
+ THE BLEAK CABAL + “Optimistic Bleaker? If I could remember how, I’d
laugh.”
‘Bein’ down don’t always mean hein’ had. So we don’t see it - Reven Tremor, a Bleaker
the same way you do - does that make us hanny? Some say
it does; they call us madmen. But we don’t much give a fig
what anyone says.
”Here’s the Bleaker philosophy in a nutshell: Quit
+ THE DB)B)mGUARD +
lookin’ for meaning in the multiverse, because there ain’t The following exchange between a Doomguard factor and a n
any. It’s not wen random, like the Xaositects say. It’s noth- Indep was recorded by a Guvner scribe:
ing. There’s no point to the planes, to life, to anything. No
overwhelming answer to all our questions. All we’ve got is It :See, the Doomguard‘s got the idea that things only get
ourselves and the folks around us. So forget all the other worse. Me? I think that’s a little harsh.
wash. Instead, look inside. Focus on you, me, and the needy D u r n : You don’t know the meaning of harsh. AU things
sod standing over there. -.cay, all things die, all things decompose. It’s called en-
“Our membership’s among the most dedicated of all the l~opy,and it’s the force that d e s the multiverse.
factions. A sod don’t join the Bleakers unless he really be-
lieves. No one joins to look good, ’cause everybody hates us. I: So you Sinkers just sit hack and watch it all fall apart.
No one joins to have a good time, ’cause we don’t. Sure, And here I thought Bleakers were apathetic.
some berks think it‘s fashionable to be mad. But they learn D: Nothing lasts forever, herk - not even you. You’re de-
fast. See, there’s no reason to join the Bleakers - that’s the caying as you speak inching nearer and nearer to death.
point. But you’re wrong - not all of us are content to let things
“Some factions bang the drums to fill out their ranks, crumble on their own. Some in our faction like to help
hut we don’t even tell folks how to join. If you come down to them along.
the Gatehouse askin’ to he a Bleaker, we might even try to
talk you out of it. That’s if we care enough to even look at I: Tell me about it! Last week, a sodding Sinker set fire to
you twice. Only those who really believe stick it out until my friend‘s tent in the Bazaar!
they’re just plain consumed into our ranks. Myself, I remem- D: No doubt it would‘ve collapsed soon anyway. But don’t
her following a Bleaker namer all around the Cage, askin’ forget who runs the Armory. We’ve got enough weapons
him questions and demandin’ answers. It took me three and hashers there to tear down all of Sigil, if that were
months to realize that there weren’t any. That’s when I our goal.
tumbled to how it all works.
“I’ve still got a long way to go, though. Sometimes I I: Chant says that is your goal.
catch myself lookin’ for a reason or some sort of scheme to D: Chant says a lot of things, berk. But the Doomguard isn’t
explain things away. Old habits die hard, a haven for rippers. When someone comes to the Ar-
and most folks don’t teach their kids moly to join us, we test him. He’s got to prove his will-
Bleaker philosophy to grow up by. ingness to give up his old life, give in to entropy,
Mme sure didn’t. My father’< d i l l a and promote chaos. The tests also weed out the fool-
tried and m e ishly destructive - wanton displays of devastation
Signer, and he A 7 -
aren’t part of our plan. We favor ruin with a purpose.

d
I: So destroying Sigil doesn’t have a purpose. On the other hand, their introspective nature and thought-
D: Not now, anyway. The city’s falling to pieces just fine on provoking beliefs bring many intellectuals (often wizards) to
its own. the ranks.
It’s easy enough to join, too - the Dead don’t turn any-
I: No wonder the Harmonium want to bring you down. one away. But most folks in the faction never fully grasp the
D: Worry about yourself - chant says your type’s on the teachings, never reach the state of True Death. Many never
wrong end of a Hardhead club more often than not. As even rise higher than namer rank. Those who do are called
for us, the Mercykillers find our ways easier to digest, Initiates, and chant says there are a good number of undead
and you know how all those law-boys stick together. among them.
In Sigil, the faction maintains the Mortuary, where they
I: Oh, there’s a bunch of berks known for their prudence. prepare and dispose of deaden from every ward in the Cage.
They probably like you addle-coves ’cause you wave The building’s riddled with portals, and the stiffs are sent off
your weapons and flash your armor as much as they do. to final resting places elsewhere (many are buried in ceme-
I’ve heard that every S i e r ’ s trained in using a sword - teries on other worlds or cremated on the plane of Fire).
even the wizards. And your high-ups get special swords, Some say that work duty in the Mortuary is what keeps so
too - entropy blades, or some such, and you- many namers from advancing. After all, espousing death is
D: Shut your bone-box! How does a leatherbead like you one thing, but handling corpses all day long can tax w e n the
know the dark of such things? coldest heart - until the handlers learn to shed their emo-
tions like an empty second skin.
I: Afraid of the truth? You’ll not get many believers in - from A Prime’s Guide to Sigil
your cause if you recoil from the light.
D: It hardly matters, friend. We’ll be the ones laughing in
the end, when the last chunk of Sone in the multiverse
finally turns to dust.
+ THE FA.EED
“Takers, the Heartless, the Coldbloods - the names folks have

+ THE DUSlEIIIEN f
for us ain’t exactly designed to make a body warm up to us,
are they? I think it’s just screed, myself. The multiverse needs
us. Not that we really care if we help others, mind you. That‘s
The Dead are just that - or so they claim. They believe that a concern for the weak and foolish. The multiverse helps
weryone has already passed on, that existence as we know it those that help themselves.
can’t possibly be real “life.” Life is good, they stress, with “That’s the key, see? If a coin falls out of your pocket,
positive feelings, emotions, and experiences. Time on the it‘s mine if I’m quick enough to grab it and seong enough to
planes is drab, miserable, and full of pain - it can’t be life. keep it. If I’m tired of berks knocking me around, I struggle
Fact is, the planes and everything in them are just pale re- and sweat until I reach a position of respect. Wealth, power,
flections, mere shadows of some better place where life exists friendship, happiness - it all belongs to the capable, to those
as it should be. who know how to obtain it. Take all you can, and push till
It‘s the true dead - the undead, as some call them - that you can’t push any more. Those who make it to the top be-
provide the answers. These creatures have no passions, no long there. Those who complain about bad luck or unfair
emotions; nothing hinders their existence. All berks should treatment don’t deserve any better.
strive to attain similar purity, the state known as True Death. “Does this make us heartless? No. Just practical. You
To do so is to examine what is mistakenly called “life,” in can’t deny how the multiverse works. If you Q, some canny
order to fully understand its absence and the unfettering of cutter’ll take your place, your jink, and your rights while you
passion. But rushing headlong toward death ain’t the answer. sit around and whine. Do I love my husband? Do I care for
A leatherbead who takes such matters into his own hands my children? Sure I do. I’m not a self-centered witch. But I
just doesn’t get it - he hasn’t attained the purity. teach my kids to take what they need - what they want -
A splinter group of the Dustmen call themselves the and not to waste pity on the sods who can’t make the grade.
Hopeful. They believe that once they’ve achieved the purity “I’ll give the Cagers this, though: They were smart
of True Death, they’ll be rewarded with True Life. As a body enough to let us run the Hall of Records. It takes a sharp
might expect, the Hopeful are few in number, and disre- mind to keep track of the city’s deeds and business dealings,
garded by most of the Dead. and a strong heart to collect the taxes. Basically, the Fated
The Dustmen’re a depressed group - that’s as plain as keeps records of everything, especially what everyone has,
the nose on an imp. Funny thing is, factioneers don’t set out and who better?
to be morbid and woeful; they strive to rid themselves of all ‘I was just a young girl when I went to the Hall of
emotions. But their beliefs are grounded in negativity, so it’s Records and applied for faction membership. I had to pass a
often impossible not to exhibit at least a shade of gloom. For long series of mental and physical tests, but I remember in
this reason, it’s rare to find an elf or bariaur in the faction. particular one perfectly barmy challenge. Faction high-ups

+ 60 + I
maneuvered me into a situation where a bag of jink was jus
sitting on a table in a bar. No one was around, so I took ir
Then a bunch of Takers came in and told me I’d failed thL The following leaflet was nailed (anonymously) to a post in
test - I took the money when I hadn’t worked for it. They the middle of Sigd’s Great Bazaar:
said that a member of the Fated can’t have anything she
hasn’t earned. An Open Notice to the Editor
“I told them that was a hunch of wash. By just taking of The Factol’s Manifesto
the bag, I showed that I deserved it, ,cause no one was able
to stop me. I earned the jink by being in the right place at the Where’s a cowardly berk like you get off putting the Free
right time, and by not letting ethical qualms get in the way League in your fancy hook? Mind you, I can’t argue with
of taking what I wanted. Well, the high-ups said they didn’t shining a light on the factions, showing that none of ’em
want the Fated to be a bunch of thieves, but they couldn’t know enough truth to fill a shoe, but the Free League ain’t
argue with my reasoning. Needless to say, I got in, and they one of those addle-coved groups. You bean-counters always
sent that test to the dead-book.’’ list us among the fifteen, always think you can slap us with
- Tava of the Fated labels and put us in rows. What screed!
Your lot says we’re called “Indeps” because we’re too
neutral, too weak-minded, to take a stand. You say we just
THE PRA+ERRNiI*Y can’t commit, can’t pick a philosophy and stick to it. But
+
teF teRDER+ you’ve got it backward. To he an Indep means toke tumbled
to the dark of the factions: None of ’em know the road to
I. The Fraternity of Order is one of the fifteen sanctioned truth. And all those joiners who sign their minds away are
factions of Sigil. just shutting their eyes to anything but what their factol says.
A. The faction is based on the foundations of law. They’re stuck on one road when they could travel many.
1. Law governs everything. I’m not saying the League’s a catch-all for cutters who
2. All laws have loopholes. don’t join factions. Being an Indep means a lot more than
a. Loopholes can be discovered. just having ideas that don’t fit somewhere else. An Indep has
b. Loopholes can be exploited. the strongest belief of all: the faith in a basher’s freedom to
3. The loopholes in the laws of the multiverse are do, say, and think whatever he sodding well pleases. A berk
the secrets to power. who starts locking his brain-box into anything more con-
B. The faction runs the court system of Sigil. crete can go elsewhere.
1. Faction members are often called Guvners. The Free League’s proud t o he nothing more than a
2. Faction headquarters is in tht City Court itself. loose-knit hunch of like-minded folks who hold freedom
3. Faction members judge the cases of criminals more dear than life. Sure,we cooperate, we’ve got a few net-
apprehended by the Harmonium, the faction’s works, we toss chant back and forth, but that don’t make us
allies in law. a faction. Just because we hang around the Bazaar don’t
a. Faction members interpnet the laws. mean we call it kip. We‘ve got no headquarters, no factol,
4. Faction members may also prosecute, provide and no representation in the Council of Speakers which-
defense, and transcribe the trials. means that we’ve got about as many rights in this city as
cranium rats do.
EL. The Fraterniq of Order is the oldest and greatest of the It‘s no secret that the sodding Hardheads think we are
factions. rats, trying to drive every last one of us out of the Cage.
A. The faction was the first to create a charter. Other factions mostly leave us alone, but the Hardheads just
B. The faction is the most organized, orderly, and law- can’t stomach the fact that we’re open-minded, yet still defi-
conscious of them all. ant. They think we’re saying “We don’t know what to be-
The faction is appealing to prospactive members. lieve, but we know we don’t agree with you.”
the most intelligent and capable candi- Hah! We know exactly what we believe. Folks t b i k it’s
s can pass the tests of general knowledge easy t o be a Free Leaguer because all it takes is a profession
d legal matters required for membership. of indeoendence. We don’t make a sod iuma through hooos
I . I

ers are allowed to serve as Aides in the like the factions do. ’Course, it can be hard to find us, but
process and work for faction Administra- the Bazaar’s full of well-lanned hashers who can
point a free-thinker to one of m r
faction members learn so much about the hangouts.
tiverse that the understanding of languages
lore becomes second nature.
erienced faction membea learn to exploit
! loopholes of the mnltiverse.
But here’s a warning to leatherheads who plan to seek As far as they’re concerned, if a body doesn’t see things their
us out just for laughs: If yon have strong convictions about way, he’s not just wrong - he’s evil.”
anything except freedom, do yourself a favor and stay home. - Anonymous Indep
We won’t censor your ideas or beliefs, but if you’re sure you
know the path to truth, you belong with the factions, not the “What does the Harmonium believe? Put simply, they believe
Free League. that they are always right. They believe that if everyone
joined the faction and did as they were told, the multiverse
would be a perfect place - a more harmonious place. They
+ THE HAREI@NIUm + believe in order, stmcture, and law, but only as long as they
are the ones imposing said order, structure, and law. They
“It’s difficult to understand why some folks don’t like the believe that they know the true way, and they are prepared
Harmonium. Essentially, we’re looking to bring peace and to share that knowledge - even with those who are uninter-
prosperity not only to Sigil, but also to the rest of the multi- ested or unwilling. They believe that all they do is for the
verse. And yet, for some reason, we’re often viewed as mili- greater good.”
taristic, intolerant ‘Hardheads’ who oppress and hate all - Rinaphial Wytoma 111, Guvner sage
others. It just isn’t true.”
- Philian Thobis, a Harmonium recruiter “Membersof the Harmonium (for matters of safety, avoid the
inflammatoly nickname ‘Hardheads’) enforce the laws of

i n e dardheads’re at it again - marching in the streets, Sigil. Some say they are the law in Sigil. They work hand in
scragging or harassing every sod who disagrees with them. hand with the Fraternity of Order and the Mercykillers to ap-
Sure, the thugs say they want what’s best for the public, but prehend, convict, and punish all lawbreakers.”
every barmy in the Hive knows they just want to take over! -from A Prime’s Guide to Sigil
4 %

“The Hardheads - militaristic? They’re a sodding army. Sure,” “+*Becauselaw isn’t perfect. Justice is.”
they call their troops Notaries and their commanders Mea- - Relin Jasison. Jusaciar candidate
sures and Movers, but that’s a peel! Inside, they’re really pri-
vates, sergeants, captains, and whatnot. They make their
headquarters in that stone monstrosity, the City Barracks. THE REVeLU .E I tDNARY
And they’ve all but declared war on free-thinkers like the
Anarchists and the Indeps! Any leatherhead who doesn’t + LEAGUE +
think the faction is militaristic must’ve been brained one too To: Mover Five Tonat Shar
many times by a Harmonium fist.” From: Notary Three Guin Rhond
- Til Mhontest, an Anarchist Re: The Revolutionary League

‘Everyone’s got strong opinions regarding the Harmonium - As ordered, I have obselved the activities of the Revolution-
especially the Harmonium.” ary League and their attempts to undermine the peace, pros-
- Suwein Lous, Sensate poet perity, and well-being of Sigil. Their subversion is as preva-
lent and widespread as we had feared.

+ T H E I H E R C Y K I L ~ B R S+ These berks believe that all factions, including our glo-


rious Harmonium, are not only wrong but evil. They believe
that no faction is interested in the truth,hut only in power. It
“Justice. It’s what separates us from the dogs in the streets. is their goal to topple the factions, hoping that such desttuc-
As intelligent beings, we can see what’s right and wrong. lion will lead to the discovery of truth. To borrow a phrase
And we can avenge wrongful acts, making things right from an Anarchist, ”A wound won’t heal till you hum away
again. Sometimes enforcing the law maintains justice. Some- the infection.”
times, to achieve true justice, a body must go beyond the Worse yet, the Revolutionary League extends its dogma
laws of mortals. Justice is the higher law - the True Law. to everything - governments, civilizations, races, realms,
“The Mercykillers are the tools ofjustice. We don’t make and even the deities themselves. They seek to tear down all
laws. We don’t interpret laws. We simply mete out justice to organized stmctures of power, believing them to be corrupt
those who break the laws. It’s a huge responsibility, but ow oppressors, deserving of destruction.
vision of justice is the clearest, so it’s our duty. And if we Unfortunately, we can’t confront these dangerous sub-
ourselves must break other, lesser laws in pursuit of the True versives at their headquarters - they don’t have one. The
Law, so be it. vermin hide in secret safehouses throughout Sigil and, in
“We find it useful to work with the Harmonium and the fact, all of the planes. They don’t even have a leader! The
Fraternity of Order. Their sense of law - and its timely en- League is divided into separate cells, and even if we were to
forcement - is admirable. But they occasionally they lose find and destroy one cell, the others would be safe from dis-
focus of the True Law. And that’s where we come in. We covery. We can be glad, at least, that the cells are small -
maintain the Prison in Sigil, where cross-trading swine are each usually has three to eight Anarchists - and that each
held and punished. When necessary, we execute the guilty, cell has separate schemes of infiltration and ruin. Most of the
I t either within the Prison’s walls or in a public spectacle at Pe-
titioner’s Square.
time, their plots work against one another, preventing the
group as a whole from uniting in any grand undertaking.
“Some call us the Red Death, thinking that we revel in New members are recruited all the time. Some join only
the last gasps of berks dangling from the leafless tree. But we to support the cause with jink and endorsement, but most are
don’t. We revel in the sweet justice of a criminal getting his capable of violence and subversion. And it’s frighteningly
due. We revel in the avenging of wrongs. We revel in making easy to join: When a misguided sod professes a distrust or
sure that no one gives justice the laugh, that no one escapes dissatisfaction with authority, an Anarchist soon shows up to
his deserved rewards. see if the basher’d make a goad member. The vandals are
“Many hear the call of justice. They come to the Prison canny, too. In disguise, I tried to discover the location of a
and ask to join our ranks, prepared for a grueling battery of cell by professing anti-authoritarian beliefs. I apparently
tests. But we have none. We present only the cold, hard fads drew too much attention to myself, however, and drove
ahout the True Law and the unswerving dedication to it ex- away the recruiters.
pected of all Mercykillers. Those who listen to our words and Though I know it’s not my place to do so, I recommend
still wish to join us may do so. It’s that simple - and that hard. that the Harmonium encourage its forces to destroy the Rev-
“Members who prove themselves worthy may one day olutionary League as subtly as possible (perhaps in a joint
join the faction’s elite, hand-picked by Facto1 Nilesia herself. venture with the Mercykillers?). I know that current policy
These bloods - called Justiciars - track their quarry to the orders us to attack and root out the Anarchists, but it may
darkest pits and farthest peaks of the multiverse. They devote seem to the public that wefear the League. This, in tum, may
their lives to chasing down heinous criminals that slip encourage cross-traders who hate and resent us to support -
through the fingers of the law. or join - the Anarchists.
The Revolutionary League is a cancer growing within “Now close your eyes - am I still here? How do you
the body of Sigil. If not eliminated quickly and quietly, it know? Rlght. You can hear me. If I were to stop talking, yon
may prove to he our undoing. might be able to smell me (I smell very interesting today). I
think you’re tumbling- to the idea.
“Now, how about a berk on Mount Olympus - does he
+ T H € SIGN CeF CeN€ + exist? How do you know? Yon can’t see him, hear him, smell
him, or touch him. Maybe someone else tells yon
When choosing a faction, many primes will no doubt be at- li
he’s there. But do you really trust other folks to
tracted to the teachings of the Sign of One. You’re used tell yon what’s real and what’s not?
to thinking of yourself and your worlds as the “Here’s the dark of the Sensates: You
most important things in the multiverse. And can only sense what‘s real, and what‘s
that ties in nicely with the Signers - real is only what you can sense. To sense
their faction is based on ego. something is to know It, ’cause you can’t
Signers believe that each individual 1 ~ A D EY @ u h o w anythmg if yon haven’t sensed it.
is unique, and that the multiverse is centered We’re out to sense everything, to try
SAY +HA+.
around the individual. Fact is, the power of
a body’s mind - a Signer’s mind, anyway
- is what actually creates and sustains the
- A SIGNBR
everything. Experience is the key. To
know the truth, you’ve got to
have experienced everything.
multiverse. To some, that philosophy is a Now, I don’t mean that we
comfort. But manv ”~Dush the conceut to the ex- want to climb every tree on Ar-
treme: They believe that they can make things borea or get drunk on diamond mead
happen just by imagining them. The frightening every night for a month. We want a range
thing is, evidence exists to prove them right. of experiences. We want to try everything
While the Signers are a coherent group, the faction is once - maybe twice. Sure, it sounds ambi-
really composed of individuals who, at the heart of it all, tious, but at least it’s fun. And we’ve got a
contradict each other. Each thinks he is the center of the few tricks to help us along.
multiverse, which implies that the other Signers are wrong. “See, we use wondrous magic to record experiences and
And this, too, is true in a way. For even if the group is cor- sensations from all over the planes. We keep them in the sen-
rect ahout the nature of existence, only one of them can be soriums in the Civic Festhall, where anyone can sample
at the center. them. Our headquarters is the most breathtaking building in
Thus, as a body might guess, the Signers are extremely Sigil, and that’s just the outside. Inside, we’ve got the senso-
exclusive about their membership (to the disappointment of riums, of course, but we’ve also got theaters, classes, muse-
many primes). To join the faction, a candidate must go to the ums, and all sorts of wonderment.
-
group’s headquarters - the Hall of Speakers and register ”Maybe you’d like to join our faction? All you’ve got to
predictions of what he imagines will happen in the future.If do is visit the Festhall and record your experiences - five to
the events come to pass, he’s proven that his imagination can start off, and then regularly after that - so that others can
affect the multiverse, and he’s granted membership. (Some partake and get that much closer to the truth. We all help
graybeards make a convincing case that the Signer philoso- each other in our quest for sensations.
phy means they really don’t even want new members.) “Look for us as we walk the planes. You’ll see the truth
It’s ironic that predictions are brought to the Hall of in our words as we take the sights, sounds, smells, tastes, and
Speakers, where the high-ups of Sigil meet regularly to de- textures of absolutely. . . everything.”
bate laws, discuss concerns, and set policy for the city. One - Vamniss Softhearted, a Sensate
of the most raucous groups is the Council of Speakers, a
loose organization of factols and other faction bloods. But
THE
the Hall ain’t just a refuge for the long-winded; Cagers of
evely station can come to voice their concerns (or just watch
the high-ups brawl).
+ TRANSC6NDEN.E @RDER +
- from A Prime’s Guide to Sigil A high-up in the Transcendent Order trains a fresh recruit in
the Great Gymnasium:

THE S @ C I E . E Y CeF ‘No, Mican, your movements are yet too stilted - too
+S@NSA.EICeN + jerky, You hesitate to draw from the well of truth that lies
within your body. And hesitation is your worst enemy. Try
“What do you know? What can you know? Let’s try some- closing your eyes . . . focus on my voice as you perform the
thing: Am I standmg here next to you? How do you know? exercises . . , make your mind and body one.
Right. You can see me. “You must learn to act as quickly as you think. A meld-
I
I
NE). creations. Just as chaos destroys all things, all things spring

-A CIPHER
ImlIl€DIA+ELY AF*ER BEING ASKED,
from chaos - or, uh, that’s what the Chaosmen say.
“We at the . . . all right, pal, you got me. I’m really an
Anarchist, here to keep tabs on the Xaositects. But that
“WeULD YOU LIKB doesn’t mean I can’t respect them for their beliefs. Order is a
smms + I m E facade nailed over the pure chaos of the multiverse to make
some berks happy. The Guvners, the Hardheads -
*e * H I N K ABeU* I+?” they’re all deluded fools, according to the Xaositects.
_ _
A body’s just got
- to give
. himself to chaos, and he be-
.m comes a tool of the truth. Not only will he tumble to the
secrets of the multiverse, but he’ll he a vessel, a channel
through which chaos can spread its beauty.
ing of all things men- “Joining the Xaositects is just a matter of being ac-
tal and all things physical creates a harmony . . . a harmony cepted by the established members. They either let a sod
that lets you he one with the multiverse. Only when your in or they don’t, based on how they feel about
mind is wholly in tune with yourself and your bodily form him. They say that they can sense the chaos
can you find your place in the multiverse - the purpose (or lack of it) in a basher’s heart. It
both you and it have. seems the best way to get in is
*Now, begin the next set of movements. Be loose - fluid. to find a sponsor who’s
Don’t think when you can do. Instinct is a truer guide than already a member.
contemplation. Those who call us Ciphers because they can’t “The Xaositects
understand us fail to see . . . they think too much. One berk don’t really have a headquar- I FCDRGeS.
only thinks about climbing a mountain , . , another does it. In ters, but more often than not I WAS
the end, who is better off? Who has accomplished the goal? bunches of ’em mill ahout a S+ILL H E R E .
“Now you raise your arms too quickly, Mican. Don’t he
a continual fluny of activity. There is a time to act. . . and a
time not to act. Pausing is its own action. Let the cadence of
slum area of the Hive
Ward called . . . well,
called the Hive. It’s a
- HAR*HED
YjeNII,
the planes guide you. jumbled maze, fdled XAOS I T #C*
“Don’t be discouraged. It takes much training to become with decavine:
” _ architec-

-
a master of the heart. I remember the day I first gained that ture and ramshackle
rank, little knowing how easy it would seem compared to my kips. The layout con-

P wA-
rise to be a master of the mind. Imagine the discipline that stantly changes.
Facto1 Rbys must have had to become our master of the “Every berk in the Cage
spirit. . . to let the multiverse act through her in full . . . to has a strange story to tell about the
make thought and response one. Xaositects.hst ask. No one understands
“That’s enough practice for today, Mican. Perhaps to- them - not even the Chaosmen themselves. They’re not
morrow you’ll be less distracted. Until then, take strength meant to be understood. That’s the point.”
from the fact that you have already climbed the largest - A Xaositect who
mountain: You have joined the Transcendent Order. You (sometimes) says he’s really
came to us here at the Gym and asked for membership. You an Anarchist infiltrator in the Xaositects
acted - and in doing so, earned our respect. Take pity on
those who only think about joining, for they fail before they
even begin.” + teU+SIDERS 4
Not a faction at all, hut the absence of a faction, the Out-
siders are primes that end up in Sigil without any idea of
what’s going on. Unlike the Indeps, who’re like a faction, the
“Don’t wony - I’m not going to talk backward or in rhyme Clueless (with a capital “C”) have no organization at all -
or any of that nonsense. Truth is, I’m not really a Xaositect never mind having no factol, no headquarters, and, most im-
at all, but an agent of the . . . well, let’s just say another fac- portantly, no philosophy.
tion. These Chaosmen aren’t so bad, though. At least they A few folks have tned to turn the Clueless into a real
understand the importance of freedom. faction of some sort, but they’ve always failed. Primes who
“More than anything, they believe in chaos. Not ram- want to join a faction end up signing with one of the fifteen
pant destruction and death, but true chaos. That is, utter ran- established groups. Even if they’re not completely sold on
domness and unpredictability. Sure, sometimes that might the faction’s philosophy, few newcomers want to proclaim
mean riots and ruin, but other times it means wonderlid new their status as a Clueless or a prime.
+ FAC+I@NS A+ A GLANCE +
Presented below is a quick look at each Factol: Lhax Namer Abilities: Undead will not attack
faction, expanded from the summaries Sigil HQ: The Gatehouse Wive Ward). them.
that first appeared in Ihe Factol's Mani- Home Field: Pandemonium (in the Mad- Restrictions: Half normal chance of sur-
festo. Refer to that product for more de- house). viving resurrection.
tails about the factions, including the Eligibility: No lawful members. Archetypes:
advanced abilities namers gain as they Allies: Doomguard, Dustmen, Rev. WIDE-EYED: No emotions, no dreams, no
move up in rank. League, Xaositects. hopes to be shattered - it's bliss!
Enemies: Guvners, Harmonium, Mercy- SERENE: Fully satisfied . . . comfortably
A m (DEFIERS,THE LOST) killers. numb.
Philosophy: The gods are frauds; the un- Namer Abilities: Immune to chaos, con-
knowable b t h lies beyond the veil. fusion, delude, feeblemind, Otto's irre- FATED (TAKERS, HEARTLESS, COLDBLOODS)
Factol: Terrance. sistible dance, Tasha's uncontrollable Philosophy: The multiverse belongs to
Sigil HQ: Shattered Temple (LowerWard). hideous laughter, and other madness-in- those who seize it. No one's to blame for
Home Field: Astral. (Athar clerics of the ducing spells: gain a saving throw a poor sods fate hut the sorry sod him-
Great Unknown draw their spellcasting against ESP spells directed at them. self.
abilities from this plane.) Restrictions: Has a 1 in 20 chance each Factol: Duke Rowan Darkwood.
Eligibility: No pries& of specific deities. day of being overcome by melancholia. Sigil HQ: Hall of Records (Clerk's Ward).
Allies: Believers of the Source. Archetyoes: Home Field: Ysgard (in Rowan's Hall).
Enemies: None. PERPE<iALLY DEPRESSED: Nothing means Eligibility: NO l~WfUlgood members.
Namer Abilities: Immune to certain faith- anvthine. so whv bother doing"~
_I "l
anding?
I
Allies: Free Leaeue. Mercvkillers
I .

based spells: abjure, augury, bestow PERPETUALLY CHEERFUL: Nothing means (loosely).
curse, curse, divination, enthrall, exac- anything, so why not do anything? Enemies: Harmonium.
tion, holy word, and quest. PERPETUALLY MAD: Nothing means any- Namer Abilities: Twice normal starting
Restrictions: Can't accept aid (especially thing, so anything means anything! nonweapon proficiency slots; all cate-
healing) from priests of specific deities. gories open to all classes.
Archetypes: DOOMGUARD (SINKERS) Restrictions: Can't accept or perform
BITTERLYBETRAYED: I've wasted my life Philosophy: Entropy is ecstasy: decay is charity.
worshiping false gods! Someone must divine. The multiverse is supposed to fall Archetypes:
pay. apart. We're just here to keep leather- STONEHEART: What's mine is mine, and
STREET PREACHER: Listen to me. The powers heads from interfering. what's yours is mine, too.
are frauds - I can prove it! Listen to me! Factol: Pentar. THEDOER: I'll get what I want no matter
Sigil HQ: Armory (The Lady's Ward). what stands in the way.
BELIEWRS OF THE SOURCE (GODSMEN) Home Field: The negative quasiplanes
Philosophy: All life springs from the (Ash, Dust, Salt, and Vacuum). F M ~ N ~ TOFY ORDER (GUVNERS)
same divine source, ascending and de- Eligibility: No priests with access to the Philosophy: Everything has laws; most
scending in form as it is tested. spheres of healing or creation. are dark. Leam the laws of the multiverse
Factol: Ambar Vergrove. Allies: Bleak Cabal, Dustmen. and you can rule i t
Sigil HQ: Great Foundry (LowerWard). Enemies: Guvners, Harmonium. Factol: Hashkar.
Home Field: Ethereal. (Believer clerics Namer Abilities: All members, regardless Sigil HQ: City Court (The Lady's Ward).
who worship "the Source" draw their of class, can use a sword with a + 1 bonus Home Field: Mechanus (in the Fortress of
spellcasting abilities from this plane.) to their attack rolls. Disciplined Enlightenment).
Eligibility: Anyone can join. Restrictions: Must fail a saving throw vs. Eligibility: Members must he lawfd.
Allies: Athar, Doomguard (temporary spell before magical healing will work on Allies: Harmonium, Mercykillers.
ally). them. Enemies: Rev. League, Xaositects.
Foes: Bleak Cabal, Dustmen. Archetypes: Namer Abilities: Comprehend languages
Namer Abilities: +2 to reaction adjust- DESTROYER: Break it to bits: help entropy once per day; after 7th level, item (24-
ments with planars. along! hour duration) once per day.
Restrictions: Can't he raised or resur- WATCHER: Think long-term; promote en- Restrictions: Can't knowingly break a
rected; priests of specific deities suffer -1 copy by acting in subtle ways. law.
to all saving throws. Archetypes:
Archetypes: DUSTMEN(THE DEAD) THESAGE: If knowledge is power, then
ACHIEVER: How can I improve myself Philosophy: We're all dead - some more knowing everything is the key.
today? so than others. We explore our state with THEMANIPULATOR: Master the laws of the
EGOTIST: I've oassed tests other berks canY patience, purge our passion, and ascend multiverse, and you'll get whatever you
imagine; I'm well on my way to godhood toward the purity of True Death. want.
Factol: Skall.
I BLEAK
CABAL (BLEAKERS,THE CABAL, MAD- Sigil HQ: Mortnary (Hive Ward). FEE LEAGUE(INDEPS)
I MEN)
Philosophy: The multiverse ain't supposed
Home Field: Negative Energy Plane.
Eligibility: Anyone can join.
Philosophy: This ain't no faction, and no-
body tells us what to do. Keep your op-
to make sense; there's no grand scheme, Allies: Bleak Cabal, Doomguard. tions open; nobody's got the key to the
no deep meaning, no elusive order. The Enemies: Society of Sensation, Sign of truth.
only truth worth finding lies within. One. Factol: None.
Nowhere else does a body encounter as many
varied and strange folk as he does traveling the
planes. Bariaur, tieflings, genasi, fiends,
haku, Sensates, Bleakers,
ss berks, high-up bloods - it’s an endless list.
This chapter deals with creating and playing
characters in the PLANESCAPE setting. New
character races are included, as well as sug-

ARC H Ty P I@ S gestions and advice to enhance game play.


A PLANESCAPE player must first decide
whether to play a prime-material or planar
haracter. Members of any prime race (includ-
such as elves, dwarves, and gnomes) may be
-- PCs, generated as presented in the Player’s Hand-
book. This chapter focuses on planar char-
acters; the eight available races are all
U described below.

+ PLANAR P@PULA+I@NS+
See, to understand the planes, a body has to understand infinity - and any
F berk who says he tumbles to the idea of true infinity is a liar, an addle-cove,
or both. Anyone can grasp one simple truth, though: The planes teem with
life. Folks live everywhere a planewalker will ever go - even in the most in-
hospitable realm a body can imagine. Sure, there’re plenty of places
a hasher can go to grab some solitude, but the real dark is
... AND f A K E Y@UR that he won’t have to travel far to find some sort of civilized,
WALKING B@X W I + H Y @ U ! intelligent life.
That said, it shouldn’t take a graybeard to see
DAAVIS LI+BAS, that the PLANESCAPE setting provides a lot
K I C K I N G A G R ~ U Pe f PLANEWALKERS of opportunities for playing races that vary
I R R ~ G U EIIIeDReN CeIIIPANIeN from the normal fantasy fare of elves,
+ e f HIS +AVgRN dwarves, halflings, and gnomes. Those
folks live out on the planes too, hut so do
many, many other races and civilizations.
No race can be easily categorized in a few paragraphs. Each has Its heroes,
villains, braggarts, fools, wise sages, and passionate givers. In short, there’re an
infinite number of character types within each race. With that in mind, entries
below present a few possibilities for each planar PC race. As a general note, re-
member that all planars can detect portals if they look for them as described in
the “Traveling the Multiverse” chapter. They also have the disadvantages of all
planars as noted on page 8.
Planars talk about certain groups of people being “plane-touched.” A
body has to understand that there’re native planar races - like the eladrin, the
guardinals, or even the modrons - and there’re imports from the Prime, mostly
in the form of clueless sods who got pulled onto the planes by accident. And
then there’re the plane-touched, those folks descended from planar races but
not really a “race” in the strictest sense. Tieflings . are plane-touched, as are
aasimar and genasi. These are beings whose precise heritage is usually un-
known, as they’re part human and part something else.
) of their ieities, decided they liked
it there, and stayed to establish
homes and raise families. Com-
1 munities of planar demihumans
are born, live, and die in the 1

burg that got sucked into


Limbo by rogue magic.
Those halflings now live
on the planes, but they're
not planar; after a gener-
ation or two, though,
their kids will be planan.
Regardless. planar
demihumans (elves,
dwarves, gnomes, and
halflings) stiU may not be
PCs unless the D M gives
specific permission for that
particular character. A
player considering a planar
elf from Arvandor (for ex-
ample) ought to offer the
D M a darned good reason
why that elfs left the home
of his gods. Naturally, as
noted above, demihuman
prime characters are allowed
as usual.
.
mar are the other side of the tiefling coin. Like
flings, aasimar are plane-touched. But while tief-
ings have the blood of some sort of lower-planar
creature in their veins, aasimar are the scions, or
descendants of scions, of celestial beings from
the Upper Planes.
These folk generally appear as glori-
ously beautiful humans with golden hair,
fair skin, and piercing eyes. They might he
mistaken for half-elves, or even true aasi-
mon, for their innate purity and inhuman
glory. Most aasimar are true to their sires and
the blood that courses through their veins,
being true of heart, courageous, and honest
to a fault. Their nobility and goodness are
legendary. Nevertheless, a few turn stag and
me as untrustworthy a bunch of spivs as ever
plied the cross-trade.
Unlike other plane-touched, aasimar are rarely
orphaned or abandoned by their nonhuman parent.
Though usually raised by the human parent in human
communities, the celestial - if possible - tries to main-
tain at least some contact or provide some influence in
the child's life, guiding him along on the "right path."
Aasimar often attempt to pass as normal humans in
order to right wrongs and defend goodness in a mortal com-
munity. They strive to fit into society, although they usually
rise to the top as cream rises above milk, becoming revered
leaders and honorable heroes.
Members of this race add a +1 bonus to Strength and
Wisdom and have a -2 penalty to their Constitution score.
Aasimar have infravision to a range of 60 feet. Because of
their catlike, keen senses, they add +1 to surprise checks.
Though in many ways the aasimar are light of build and
even somewhat frail, their celestial heritage protects them
from half of the damage normally delivered from heat and
cold attacks. Additionally, they gain a +2 bonus to saving
throws versus any sort of magical charm, fear, emotion, or
domination effect. All nonwizard aasimar have 10% magic
resistance on top of all that. PC aasimar may be of any
nonevil alignment, though most will he lawful, neutral, or
P chaotic good.
All character classes are available to aasimar, and in ad-
dition they can be multiclassed with the following numerous
options: fighter/priest, fighterlmage, fighterlbard, ranger/
mage, ranger/priest, mage/priest, magelthief, mage/bard, and
b~ priest/bard.

One may assume that some aasimar do not fit the


mold described above. Certainly there are those
who have greater attributes of physical beauty and
charm, addinu +1 to thpir C h a m m a wm< rather than their
Strength.
At least a few aasimar have features different from feet in a straight line. If the hit is successful, the charging
those described above. An aasimar with planetar blood, for bariaur must save versus breath weapon or suffer the same
example, may have green skin. Some may wen have nonhu- damage as the target. Charged creatures size M or smaller are
man attributes such as regal-looking tails, birdlike or leonine knocked to the ground 50Vo of the time. Male bariaur can be-
lower bodies, or even vestigial wings. A few rare specimens come fighters, rangers, paladins, or priests.
have spell-like abilities such as detect lie, detect evil, or light Female bariaur, generally somewhat more intellectually
(all usable once per day) rather than the resistances to heat inclined, gain a +1 bonus to Intelligence and Wisdom but
or cold. suffer a -1 penalty to Strength and Dexterity. They lack
horns with which to attack opponents, but add +2 to all sur-
ROLE-PLAYING
AN AASIMAR prise rolls and +3 to saving throws versus spell. Females can
Nobility, courage, honor, sincerity - these words describe be fighters, priests, or wizards.
you. You are the descendant of celestials, worthy of respect
- but beleaguered by responsibilities. You must he ever- R-.- “LAYING A BARIAUR
vigilant, for the purveyors of evil, the foes of life itself, lurk 7 iy of freedom, the love of laughter, and the exultation
about every corner. It is your duty to protect those whom 01vlctory are your meat and drink. These are things worth
you resemble in form, if not in spirit. All mortal creatures are dying for - nothing else is more important. These concepts
your charges and all the forces of darkness are your enemy. supersede all others, coming even before duty, honor, or
You seek no reward greater than the knowledge that dark- gold. Others claim them (and you) frivolous at times, but you
ness has been thwarted or even vanquished, and you permit cannot imagine life without these treasures; the very thought
yourself no rest while evil remains unchecked. of losing them chills you to your very bones.
It’s best if no one knows of your heritage. Despite the in- But it’s best not to dwell upon that. Enjoy life, laughing
herent nobility within the near-divine progenitors of your in the sun, or whatever passes for a sun in the places that
line, you must earn respect as any other being. Sword held you visit. Though things may turn grim, you know that
aloft, golden hair sparkling in the bright light of day, you lead you’ll always have the strength of your convictions and what
your compatriots - heroes all - toward victory against evil. they represent to sustain you.

BARIAUR GSNASI
The bariaur - herbivorous denizens of the Upper Planes - The whisper of a breeze, the crackle of flame, the crest of a
often remind primes of centaurs, their goat-bodies topped by wave, the immovability of stone - these things are as much a
human torsos and arms. Their faces display somewhat more part of the genasi as flesh and blood. The genasi are plane-
animal-like features than centaurs, and male bariaur sport a touched beings, the descendants of a union of a human and
fine pair of curling ram’s horns. an elemental creature (often a djinni, hence the name genasi).
Bariaur can be exceedingly fussy about their appear- These extremely rare beings inspire more distrust and
ances, dyeing and shaving their pelts in intricate patterns. prejudice than other plane-touched, for public opinion re-
They’re well known for their wanderlust, building no towns gards them as more alien. In general, they also maintain a
but roaming over several of the Upper Planes in a seemingly contempt for other races and an air of superiority that
random path. Most claim Ysgard as their birthplace, though doesn’t endear them to anyone. All planar races have an au-
some herds are native to Elysium, the Beastlands, or Arborea. tomatic -2 reaction roll penalty toward genasi.
In personality, bariaur are usually carefree, social, out- It’s often assumed that genasi of differing elements have
going, and friendly. Though considered frivolous by some, a natural racial haeed for one another, simply by the fact of
the sturdy bariaur nevertheless are fierce fighters when their their warring elemental natures. This isn’t true; a single
families or friends are threatened. Ysgardian hariaur, in par- genasi usually resents and dislikes all others of his kind, not
ticular, hold a special hatred for giants, no doubt due to the just those of different elements. Not surprisingly, two genasi
predations of the enormous humanoids upon bariaur herds. (or more) are virtually never encountered together.
PC members of this race possess infravision to a 60-foot Their elemental nature is often extremely evident. Indi-
range and a movement rate of 15. While most are chaotic viduals nearly always display a physical characteristic or two
good, PC bariaur may be of any nonevil alignment. They that reveals they are more than simply human - skin or hair
may rise to 13th level in any allowable class. Further benefits color, a special aura, or some other such manifestation al-
depend on the sex of the bariaur, as their society maintains most always marks them. Further, each type of genasi usu-
traditional roles for males and females. ally displays personality traits relative to his elemental na-
On initial character generation, male bariaur gain a +1 ture. While each genasi is a complex individual, some remain
bonus to Strength and Constitution and suffer a - 1 penalty virtual caricatures of their heritage. Fire genasi are often hot
to Wisdom and Dexterity. With their horns, they can always tempered and quick, while earth genasi are slow and me-
attempt to butt an opponent for Id8 points of damage (plus thodical. More details about both physical and emotional
Strength bonus), tripling this result by charging at least 30 traits of the individual genasi are presented below.
Like all plane-touched, the exact heritage of an individ- ill-mended just shows the natural way of things in their eyes.
ual genasi is often unknown, and usually very difficult to Emotionally, they vary from calm reservedness to great in-
determine. Most elements have a number of different intelli- tensity with little warning between the two.
gent races from which genasi could have sprnng, and nor- Wind dukes gain a + 1 bonus to Dexterity and Intelli-
mally elemental creatures are loath to accept the half-breed gence and suffer a -1 penalty to Wisdom and Charisma.
and his descendants, or even admit to their parentage. They have the ability to levitate once per day as a 5th-level
wizard, regardless of class or
AIRGENASI
Spirits of the wind, djinn, sylphs, . .
and other such creatures very They also gain a + 1
rarely take special, exceptional bonus to all saving
human men and women to be throws versus air-
their mates. The offspring of these based magic and
unions are air genasi, or (as they spells for every five
call themselves) wind dukes. Air experience levels, in
genasi see themselves as the addition to any sav-
-
rightful inheritors of their lin- ing throw bonuses
eage - the sky, the wind, and the from items, class,
very air that other creatures or other sources.
breathe. Air genasi may
These beings are usually be priests, fighters,
raised on the plane of A r in or wizards. Multi-
floating human cities and castles, classed air genasi
although occasionally one will he can be fighterklerics
raised among the djinn. Air or fighterlwizards.
genasi are accepted and even re- Wizards belonging to a
spected among the humans and specialty school must
other nonnative beings who have choose that of air ele-
chosen the plane of Air as their mentalism. If specialty
homes. Elsewhere on the planes, priests, air genasi must
however, they are as disliked as serve a deity of elemen-
the genasi of other elements. tal air or some other
In appearance, air genasi vary sort of "skygod" and
considerably, hut usually display one cannot be druids. Wmd
or more of the followng traits: dukes may be of any
+ Light blue skin or hair nonlawfd alignment.
+ A constant light wisp of a breeze
ahout them at all times, even wlnle in EARTH GENASI
doors Strong, immovable, and ponderous
A
A distinctive breathy voice, with strange inflections - stone princes exhibit these qualities of the
and accent earth. These are descendants of human and earth-being pair-
. Flesh that is very cool to the touch ings, the elemental parent most often a dao. Creatures of el-
emental earth care nothing for creatures of flesh, and so such
Although wind dukes can have any number of different offspring are virtually always raised among their human kin.
outlooks and personality traits, most are arrogant and pre- Most earth genasi embrace their elemental natures, reveling
tentious, looking upon other races as inferiors (at least to in their superiority, strength, and earth-born power.
some degree), and upon other genasi as rivals. Air genasi, Though no less arrogant than the other genasi, the stone
surprisingly, have no need to breathe, and consider such base princes are not as obvious about it. Their conceit is the quiet
actions a horrible waste of pure, pnstine air. Their contempt certainty that they are greater than those around them. Their
for breathing creatures begins there, and only gets worse. Of closeness to the earth gives them a connection to the funda-
course, this doesn't mean that an air genasi cannot interact mental aspects of the universe that lesser beings cannot even
and even he friends with members of other races - it just begin to fathom.
makes it even more difficult. In appearance, many stone princes seem dirty, rough,
Aside from their arrogance, in general air genasi are and rugged, like a handful of earth and rock; others look as
wild, carefree individuals. They usually care little about their impeccably clean as polished stones. They prefer no particu-
appearance, since having their hair tousled and their clothes lar clothing, although many choose to adorn themselves and

+ 72 +
their possessions with precious gems and metals. earth-based power, or a god of the forge (even a dwarven
Earth genasi also have one or more of the following power), hut may not become druids. Earth genasi can he of
physical traits: any nonchaotic alignment.
+ Brown, leathery (almost stonelike) skin A few earth genasi completely reject their elemental
+ A metallic sheen to their skin or hair heritage and their progenitors who apparently abandoned
+ Blocky features, thick torsos and limbs them with such quick dismissal (earth genasi despise hasty
+ Brown, black, or even gray hair thinking in any form). These self-declared orphans - called
+ Rough, almost gritty flesh stone champions - use their inherited powers for the good of
+ Deep, slow speech, like the rumbling of the earth humanity and become selfless defenders of their mortal kin.
+ Black eyes like deep pits Stone champions may become paladins, but such are ex-
tremely rare. (DAk may decide that genasi paladins are best
Slow to act and ponderous in thought, stone princes are limited to NPCs.)
far from stupid. They simply prefer to consider their actions
and the implications and effects that those actions might FIREGENASI
have. Of all other races, dwarves are most likely to take to Fiery and hot-blooded, the heat of white flame burns in the
the earth genasi (and vice versa). hearts of the flame lords. They claim to he forged rather than
Earth genasi add a +1 bonus to Strength and Constitu- born (though this is untrue, and merely a metaphor).
tion and have a -1 penalty to Wisdom and Charisma. They The offspring of humans and elemental creatures such
have a natural Armor Class of 8, and also possess an innate as efreet or fire spirits are usually slain outright by their non-
knowledge of stone, the equivalent of the appraising profi- human parents, hut some escape to human settlements with
ciency. Stone princes are said to he the best smiths in all the their mortal parent. These individuals and their descendants
worlds, surpassing wen the dwarves. are flame lords, secure in the knowledge that they surpass in
Once per day, an earth genasi can use the spell-like all ways the mundane, noumagical creatures who surround
power of pass without trace as a 5th-level priest regardless them in mortal society.
of class or level. They call this process merging with the Fire hums, destroys, and consumes. Lesser creatures are
stone. Stone princes gain a + 1 bonus to all saving throws afraid of fire, and so fire genasi believe themselves naturally
versus earth-based magic and spells for every five experi- superior - they are avatars of this fearful, destructive energy.
ence levels, in addition to any saving It’s easy to see why those of other races dislike the arrogant
throw bonuses gained fu and hot-tempered flame lords even more than other genasi.
items, class, or other Most (sometimeswrongly) assume that fire genasi are
sources. innately evil.
In personality, these elemental crea-
tures stay true to their heritage - full of
energy, high-strung (even tense), and
quick to action. When they speak, they
talk quickly, preferring to act rather

Fire genasi prefer blacks and reds


in their clothing and jewelry. Appear-
ance is important to them, although
they prefer simple and elegant accou-
trements to gaudy or lavish ones.
The physical appearance of
these individuals usually includes
one or more of the following traits:

~ D@ Y@U N@+ ... f H I N K


... +HA+ I f . . .
Y@U IUS+ ...
SLeWED . . . D@WN
Y @ U W@ULD . . .
BE ABLE ... +@ f H I N K
ME RE . . . CLEARLY?
Deep red or coal black skin
Deep red hair moving on its own like waving flames
A voice crackling like the sound of a fire burning
Perpetually warm flesh, even hot to the touch
Fiery red eyes glowing with the intensity of flames

lame lords have a +I bonus to Intelligence and a -1


enalty to Charisma. These elemental scions suffer no
amage from normal flame, although they can still be
umed by magical fire, dragon's breath, and even the
t areas on the plane of Fire. They have infravision
60-foot range, and also have the ability to afect nor-
al fires once per day as a 5th-level wizard, regardless of
or level. Fire genasi like to call this process reaching to
laze. These individuals gain a +I bonus to all saving
ws versus fire-based magic and spells for every five ex-
ce levels, in addition to any saving throw bonuses
from items, class, or other sources.
Fire genasi may be fighters, wizards, or fighter/wizards.
wizards belong to a specialty school, they must choose

Water genasi often become the orphans of the sea,


raised by neither parent but cared for by some kindly
sea creature. Often dolphins, whales, mermen, or tri-
tons guard these outcasts, although sometimes
darker races, such as sharks, sahuagin, or even ixitx-
achitl parent the elemental beings rather than killing
them for food. Such unfortunate souls are trained in
evil practices, becoming powerful servants of those who
raised them.
mose raised by more neutral or kindly folk usually stay
with their adoptive parents for a short time before they take
to the open sea alone. There, the water genasi explore and
learn on their own. During their isolation, they develop
strong personalities, each different from any other genasi but
always matching each other in extremes. Some exhibit traits
of heroism to the point of martyrdom, while others are para-
ping of wave after noid and peery to such a degree that a body can only assume
wave, the salty sea they rave. This strong personality and extreme traits give
foam spraying into them the arrogance common to all genasi. They believe
the air, the bottomless themselves to be singular beings, unique to all the multiverse
ocean depths with pitiless - and to some extent, they are correct.
darkness and breath-steal- Water genasi always display one or more of the follow-
ing pressure - these are the ing physical traits:
pieces of a sea king's heart. + Blue-green skin or hair
Water genasi are the descendants + Blue-black eyes
f the rare offspring of a mortal and water spirit + A light, very thin layer of scales covering the body
mon parent), marid, or other + Hair waving and swaying as though underwater
+ A muffled voice resembling underwater sounds, like
These elemental children are as unlike their brethren as - -
the echoing songs of whales
ey are their parents. An independence of a singular so Cold, clammy flesh
ed into sea kings, giving rise to their unique outlook.
All water genasi are amphibious, though they have no any threat against their haven is met with whatever force is
visible gills. Rather, they simply breathe water as easily as necessary to eliminate that threat.
air. They swim at a movement rate of 15. To the githzerai, there are only three truths: that the
Sea kings gain a + I to Constitution and suffer a - 1 githyanki and illithids will never he anything but mortal en-
penalty to Charisma. Once per day, water genasi can use the emies; that they will allow nothing to hinder the survival of
spell-like power create water as 5th-level casters regardless their race; and that no one will ever enslave them again.
of class or level. They call this process calling to the wave. Githzerai PCs add +1 to Intelligence and Dexterity and
Sea kings gain a +I bonus to all saving throws versus water- subtract -1 from Strength and Wisdom. They have infravi-
based magic and spells for evely five experience levels, in siou to 60 feet and may he of any nonlawful alignment. They
addition to any saving throw bonuses gained from items, can he fighters, fighterlwizards, wizards, or thieves; githzerai
class, or other sources. have no priests, hut revere their ancient wizard-king as a god.
Water genasi can become fighters, wizards, priests, and Githzerai warriors and thieves possess an always-active
rogues (including bards). Sea kings may also he multiclassed magic resistance of 5% per level, to a maximum of 95%. This
fighterlpriests and fighter/thieves. If wizards belong to a spe- affects any magical items a githzerai tries to use; if the resis-
cialty school, they must choose that of water elementalism. If tance roll is made, the item is useless to that character for-
specialty priests, they must serve a deity of elemental water ever after. Note that this type of magic resistance is specific
or some sort of sea god, hut cannot he druids. Water genasi to githzerai only, as most other creatures can drop it at will.
can be of any neutral alignment (that is, all alignments hut Mages lose their magic resistance in order to learn spellcast-
LG, CG, LE, or CE). ing. Fightedwizards decide whether or not to keep the magic
resistance and its attendant penalties; most purge themselves
ROLE-PLAYING A GENASI of it, since it interferes with their ability to use magical
No one understands you. They can’t. Their minds are limited armor and items.
by their mortal heritage. While they can’t help their parent- Finally, PC githzerai utterly lose their native ability to
age, that doesn’t change the fact that you are their superior. plane ship, perhaps due to their extended time away from
It‘s not a matter of prejudice, it’s a simple fact. You have the their wizard-king.
power of the very elements themselves flowing through your
veins. ROLE-PLAYING A GITHZERA~
You’ve little time for musing over that point. Little time All around you there is stagnation. Rigid thought and re-
for any sofi of frivolity or indulgence, in fact. It’s your des- stricted personal freedom abound. Everyone you know is a
tiny to make a great name for yourself. The annals of history slave - hut you won’t let the shackles of easy conformity
will forever remember you, your name frequenting the lips of and control wrap their seductive chains around you. You’ll
future generations. But this can only happen if you begin remain independent, and strike down any who try to enslave
now. Obstacles the likes of which have never been encoun- you in word or deed. Your people have known oppression in
tered await you, posing challenges only you can overcome. the past, and you’ll not bear it again.

GI *H 2 E RAI ANAR HALFwELF


The history of the githzerai is one of ancient war and ancient Usually the offspring of a planar human and a prime elf,
slavery. Once of one race with the githyanki under the en- half-elves on the planes are both more and less unique than
slavement of the mind flayers, the githzerai broke away from those on the Prime. More rare, because there are far fewer
their illithid masters and then from their gith brethren, planar half-elves than prime ones; less unusual, because
sparking a racial war that has continued into the present. The when compared to such plane-touched creatures as genasi
two gith factions separated and found new homes: the gith- and tieflings, a half-elf barely raises an eyebrow. To most
yanki in the emptiness of the Astral Plane, and the githzerai planars, half-elves are simply pointy-eared humans, without
in the swirling chaos of Limbo. any special distinctiveness to set them apart.
Githzerai are humanoids, thinner and taller than hu- Half-elven characters are created as explained in the
mans with sharp features, long faces, and eyes of gray or Player’s Handbook.
yellow. Severe and serious, the githzerai tend toward
somberness in their clothing and personalities. They’re usu- ROE-PLAYING A PLANAR HALF-ELF
ally close-mouthed, keeping their own council and trusting Maybe you’re not half-fiend or half-elemental, but you’re
few outside their own kind. still someone special. Your elven blood gives you a longevity
Only a few things stir the githzerai to passion. Their an- and sensitivity that pure humans lack, and your human
cient hatreds for the illithids and githyanki erupt violently in blood gives you the tenacity and drive that most elves lack.
any encounter with those races. Similarly, they are sworn to Your combined heritage makes you perfectly fitted to dis-
protect their race on their adopted home of Limbo, since that cover the wonders of the multiverse; you won’t let opporh-
refuge was only won after millennia of hardship and war; nity pass you by.

! +75+
feet on each face, adorned with two thin 3-foot-long legs,
P L A N A R HUIllAN
two 3-foot-long arms, and a pair of small, vestigial (nonop-
As ubiquitous as their kin on the Prime, humans can simply erationall wings on their backs. A vaguely anthropomorphic
be found everywhere, in any environment. Humans have face can be found on the front cube face.
carved out civilizations everywhere from the howling caves Modrons are formed from the stuff of order and given
of Pandemonium to the depths of the plane of Fire. Lacking clockwork limbs and other parts. Both mechanical and
special racial gifts and abilities, they compensate with deter- fleshly parts comprise a modron, but the parts meld together
mination and the will to achieve and succeed, regardless of to form an orderly whole. In fact, modron bodies aren’t much
circumstances or obstacles. different from any other basher’s, other than in their odd ap-
Human characters are created as explained in the pearance. (So curative spells, for example, work just fine on
Player’s Handbook. As a DM option, they may he granted them despite their mechanical components.) Otherwise, mod-
minor abilities dependent on their place of birth or other un- rons are genderless, ageless, and very difficult to distinguish
usual circumstances. ~
from one another. Thankfully, the latter problem is solved by
the fact that very, very few rogue modrons wander the
ROLE-PLAYING A PLANAR HUMAN i planes.
Your parents or grandparents came from the Prime Material Rogue modron player characters present a number of
Plane, but that doesn’t mean anything. You’re a blood now, problems and special situations. These beings had no child-
you’re wise to the dark of.the planes - not a clueless prime. hood, family, social rank, or even any real history. In fact,
Sure, you’ve got something to prove, but it’s more to your- rogue modrons begin to lose what memories they have of
self than to others. The planes are full of fiends, gith, mod- Mechanus as time passes; as beginning player characters,
rons, proxies, and all manner of beasts. Where is your place they have even forgotten what rank they once held in the
in all of this? It’ll take some doing, and probably some trav- modron order.
eling, but you’ll find it. Role-playing rogue modrons requires special attention
to their personalities and motivations. As beings of near-ab-
solute order, they need organization, rank, authority, regula-
R(BGUE m(BDR(BN
tion, and harmony to he content. Modrons would never join
Modrons are the clockwork caretakers of the gears of a group that didn’t make its organization and hierarchy clear,
Mechanus, virtually unthinking in their strict hierarchical including an adventuring group. Modrons need to know ex-
order. No beings’ minds are as focused on law, stability, rep- actly where they stand in the group - who ranks above them,
etition, and the security of harmonious regulation. But the and who below. While not as interested in being on top as
multiverse isn’t perfect - not even in Mecbanus - and some- some herb, they don’t necessarily follow orders blindly and
times things go wrong. Sometimes a modron receives con- won’t appreciate being taken advantage of by some peeler
flicting orders from two or more superiors, or is confronted who thinks he understands how modrons operate.
with incontrovertible proof that all is not orderly. Sometimes Once modrons set a course of action, it’s difficult to di-
a modron’s mind just snaps. These circumstances create vert them. They don’t become sidetracked or distracted.
rogue modrons. Modrons have a focus that no human can match in intensity.
When modrons go rogue, they lose most of their special Most modrons also have no concept of self, but this is only
abilities and even the normal modron form that designates partially true of rogues. Though still less motivated by con-
their position within the clockwork hierarchy. They find cepts such as greed, personal happiness, and even self-
themselves cast out of Mechanus, the heart of law and the preservation than a human would he, they do recognize and
only world they have ever known, and plunged into the cold, [vaguely) comprehend these ideas.
lonely, and (worst of all) chaotic mnltiverse. Rogue modrons Rogue modrons don’t believe in, or even understand,
have the forbidden and reprehensible glimmerings of self- the concept of chance. They never use words or embrace
awareness, the only thing that allows them to survive in this ideas like “luck.” To modrons, everything is structured, noth-
new sphere. ing is random. All creatures abide by a set of rules and regu-
Most rogue modrons are not crazed lunatics craving lations - whether they realize it or not. In fact, while mod-
chaos and destruction. On the con-, most folks can’t tell rons might not he able to describe exactly what all the “rules
a rogue modron from a “normal” one just hy listening to it of the cosmos’’ are, they may try to figure the rules out - a
talk about the multiverse. It still is an extremely ordered lifelong task at best.
being, with law at the center of all of its thoughts and in- Essentially, rogue modrons are refugees from a com-
grained in the way it feels, acts, and reacts. To another mod- pletely alien society and world, with completely different
ron, the differences are obvious, and the rogue is some sort outlooks - at least at first. As PC modrons explore the mul-
of chaotic wild-child; but to other folks, the rogue modron tiverse, they continue to learn and adapt to the rest of the
still seems the epitome of order. planes. Although they may never accept that there isn’t an
Rogue modrons stand exactly 6 feet tall, with cuhelike order to everything, they may adjust the way they view
bodies similar to those of quadrone modrons. The cubes are 3 order, Rogue modrons try to impose their own brand of
order on everything around them, or simply rationalize ex-
planations that place a veneer of order over the chaos of the
multiverse.
Curiosity may he the one downfall of modrons. Emo-
tions, humor, friendship, and many other concepts familiar
to humans and other humanoids are new and very strange to
modrons (at least until they find or impose order within or
upon them).
Rogue modrons have natural advantages due to their
status as creatures of ultimate law. They can readjust their
vision, giving them effectively a double normal range of
sight, as well as an uncanny ability to detect secret doors and
other minutiae. They have a 2 in 6 chance of finding secret
doors and a 3 in 6 chance o f detecting concealed doors.
Modrons have a 30% resistance to illusions, energy drains,
charm, sleep, fear, domination, and other similar mind-af-
fecting spells. They gain a +1 bonus to saving throws versus
fire, cold, and acid. Modrons have a natural Armor Class of 8
(due to the fact that they're partially constructed of metal),
and a movement rate of 15.
Modrons also have a few disadvantages. For example,
their structured minds don't
allow them to
react to surprise D@ES Y @ U R @VER.EXUBERANCE
situations very I N A++ACKING +IH€S€ SLAVERS
well. (This doesn't H A V E A N Y + H I N G -b@ D@
make them easier than W I + H + H E FAC+ +HAS.
normal to surprise,
I + RAINED YES+ERDAYf
though.) When
modrons are sur-
prised, they remain
- U N I + 87, A RPGUE IlIeDReN
WHfB S + I L & D e @ S N ' + 4
d

that way for twice


QUI*€ UNDgR!S+AND
the normal length of
time. Thev don't interact HUm#N met+ IVA+ I e N I
well with individuals of chaotic
alignment (despite some Xaositects' adoration
of the term "rogue" modron), usually suffering a -1 reaction ment, although the range of good, evil, or neutral is open to
penalty toward such people. Modrons also find their size and them as new concepts to explore (and ultimately, probably
weight to he a hindrance at times. It is impossible for them to fear).
carry out such standard actions as riding a horse, wearing
normal armor, or wriggling through a narrow opening.
Rogue modrons can choose classes and gain levels like
any PC. This idea of self-improvement and self-advancement trate the order inherent within a modron character's very
is alien to modron society, but it's obviously the way of the being. The following modifications may change some of the
outside order, so rogue modrons adapt. From their structured rule dynamics of the game, but they will give a feeling of ab-
minds and solid forms they gain a +l bonus to Intelligence solute structure and law to the character.
and Constitution, but their boxlike bodies and unfamiliarity
with other cultures impose a -1 penalty to Dexterity and +
PRESETACTIONS
Charisma. Modrons can he fighters or wizards, hut they can- This option requires a rogue modron to state one preset ac-
not he multiclassed; even rogues are too focused for such tion per -
level, based on external stimuli a condition upon
personal diversity. Wizard modrons on Mechanus are virtu- which the modron will always respond the same. For ex-
ally unheard of, hut outside the clockwork universe, rogue ample, every time a foe draws a weapon, a certain modron
modrons can see an order to magic use, as well as the bene- might immediately attack. On the same condition another
fits its use can provide. They may become specialist wizards modron might cast the highest-level spell it currently has
but (obviously) cannot become wild mages. memorized, whether the spell is appropriate for the situation
Naturally, rogue modrons can only be lawful in align- or not.
The conditions must be common enough to occur at from others. Tieflings take care of themselves, for they lean
least once in an average playing session. While the disad- early that no one will take care of them.
vantages to this option are obvious (always having to react a But rather than withdraw into individual hermitages
certain way), the modron’s response is immediate. Initiative tieflings challenge the multiverse with everything in their in-
is automatic. In fact, the modron initiates the action even if dependent spirits. Determined to create their own fates, the3
the preset condition occurs in a round in which the modron dare things others might not even dream of and defy a n y
has already acted. thing that stands in their way.
Tieflings gain a + 1 bonus to Intelligence and Charism2
+ PREDETERMINED I m m and suffer a -1 penalty to Strength and Wisdom. They ma)
Always acting and responding in the same way, a modron be of any alignment but lawful good. Their mysterious her-
rolls initiative once. Just once. This is done when the charac- itage grants them several gifts, including infravision to a 60-
ter is created, and the same number is used throughout the foot range and the ability to cast darkness 15-foot radiur
life of the character. Some DMs may wish to modify this so once per day. They suffer half damage from cold-based at-
that a modron rolls initiative once a level, once a month, or tacks and gain a +2 bonus on saving throws versus fire, elec-
only once during a single battle. tricity, and poison. Tieflings may become fighters, rangers
wizards (and specialists), priests, thieves, or bards: they ma)
ROLE-PLAYING A ROGUE MODRON also be multiclassed fighterlwizards, figbter/priests, fighter)
Tick. Everything is structured. Tock. Everything is ordered. thieves, wizard/thieves, and priest/thieves.
Tick. Tock. You hear the sounds of the machinery of the mul-
tiverse. Despite your exile from Mechanus, the clockwork of
creation can never be taken from you. Because of their varied backgrounds, it’s possible, and ever
Those around you can provide insight into the structure
likely, that not all tieflings possess the same innate poweE
of the new world you are now forced to live in. Whether or and appearances (although they all have infravision of ai
not they realize it, by observing them you see bow things least a 60-foot range). Because of this, the tables on page 8C
work, and what your place is within the structure. You ask were created to add variety to tieflings, and should be used
questions, observing not only the answers, but the way in
which they are answered. Every detail is important, for
nothing happens without a reason.
- at the time of character creation.
-
Roll on the “Tiefline Abilities” table five times
and use those results in place of the standard
darkness 15-foot radius ability and resis-
TIBPLING tances to cold, fire, electricity, and poison,
Note, however, that all of these abilities occui
Of all the plane-touched, none on the table.
precipitate as much fascina- To randomly generate special
tion - or as much fear - as rva no home, physical characteristics, roll on t h ~
tieflings. Whereas rpo Warm place to call kip, “Tiefling Appearance” table Id4
aasimar are obviously rve no #fam’ly, times for each newly created tief-
touched hy a celestial no birthright nor kin. ling player character.
spark, and genasi I am I , hothing more.
have the potency of
the ele-
meuts nu-
- FReIII
ROLE-PLAYING A TIEFLING
You don’t know who your ancestors
were, and you don’t care. So what il
ning somewhere in your family’s distani
through past one of them was a fiend or otbei
their veins, eing? So what if you don’t look entirelj
tieflings are human? You can do what yon want -
enshrouded with you’re not limited by those who came
the mysteries of an before you. A body shouldn’t be defined
unnamed heritage. by her family, hut by her deeds. That’s your take, anyway.
Obviously human and “something-else” It’s obvious that everyone respects great wealth, greal
crossbreeds, the “something else” in the tieflings’ case is usu- power, and great authority. Influence runs the planes. Those
ally assumed to be lower-planar. That stigma follows all tief- in control rule the cities, the societies - everything. The k q
lings through their lives. Loners by nature, they make their to the multiverse is to either be a power (and that’s not pos-
own paths out of necessity; no tiefling culture exists to aid sible for you) or to gain power, whether by wealth or hidder
the outcasts, since no two tieflings are alike. As distinctive secrets or magic. The multiverse is full of opportunity, ani
from humans as they are from each other, tieflings tend to be no one’s better suited to grab the brass ring than you, a lit-
wary and distrustful due to the reactions they come to expect eral child of the planes.
TIEFLING ABILI+IES T 1E F L I N G A P PEARAN CE-
01-03 blur once per day 01-04 Small horns on forehead
04-06 charm person once per day 05-06 Small horns on temples
07-09
10-12
chill touch once per day
comvrehend lanauaaes once
per day
I "
07
08-09
10
Single horn on forehead
Long. thin face
Fanis
- -1
13-15 &rkn&s, 15-foot radius once 11 AU feeth are pointed
per day 12 Forked tongue
16-18 detect goodlpvil twice per day 13-14 Pointed ears
19-21 detect magic three times per 15 Fanlikeears
day 16 Extremely long nose
22-24 ESP once per day 17 Very small (almost unnotice-
25-27 invisibility twice per week able) nose
28-30 know alignment once per day 18 Extremely long eyelashes
31-33 mirror image once per day 19-21 Redeyes 01-10 Ashy odor surrounds body
34-36 misdirection once per day 22-23 Black eyes (no whites) 11-15 Sulfurous odor surrounds
37-39 pyrotechnics three times per 24 Feline eyes body
week 25-26 Extremely deep-set eyes 16-20 Rotting odor surrounds body
40-42 suggestion once per week 27-28 Green hair 21-25 Skin exudes ashy grit
43-45 summon swarm once per 29-30 Blue hair 26-30 Body casts no shadow
week 31 Multicolored hair 31-33 Body has no reflection in
46-48 vampiric touch once per week 32-33 Six fingers (including thumb) mirror
49-51 wkispering wind once per day 34-35 Three fingers (including 34-40 Susceptible to spells such as
52-55 half damage from fire thumb) spirit wrack and cacofiend
56-59 half damage from cold 36-37 Black fingernails 41-45 Tanar'ri react toward tiefling
60-63 half damage from electricity 38-39 Red fingernails as though baatezu
64-67 half damage from acid 40-41 Fingers one inch longer than 46-50 Baatezu react toward tiefling
68-75 infravision, 120 feet normal as though tanar'n
76-79 +2 saving throw vs. lire 42 Arms six inches longer than 51-60 Presence causes unease in an
80-83 +2 saving throw vs. electricity normal imals
84-87 +2 saving throw vs. poison 43 Legs six inches longer than 61-65 Presence causes unease rn
88-91 +2 saving throw vs. cold normal NPCs, reactions at -4
92-95 +2 saving throw vs; acid 44-46 Horselike legs 66-70 Prolonged touch withers nor-
96 +2 saving throw vs. p e ~ f i c a - 47-49 Goatlike legs mal plants
tlonlpolymorph and paralysis 50-52 Goatlike hooves 71-75 Fingers treated as claws
97 +2 saving throw vs. rod/staff/ 53-55 Long, thin tall (ld4/ld3 damage)
wand 56-57 Horselike tail 76-80 Touch inflicts 1 point 0
98 +2 saving throw vs. spell 58-59 Lizardlike tail age due to high body heat
99 Roll twice, rerolling results 60-62 Spiny ridge on back 81-85 Touch inflicts 1point of dam
above 95 63-65 Spiny ridges all over body age due to cold body temper
00 Roll three times, rerolling re- 66-68 Hairless body ature
sults above 95 69-71 Body covered in short fur or 86-90 Odd skin composition results
long hair in base AC of ld6+3
72-73 Body covered in stnped 91 Cannot reproduce
marlungs 92 Holy water inflicts Id6 dam-
74-75 Extremely greasy skin age
M 76-80 Scalv skin 93
~~ Emosure to direct sunlizht
~
I

81-83 Leatherj skin inflicts 1 point of damage pe


84 Small feathers rather than round
hair on 10-1OoO/o of body 94 Cannot enter "holy" areas
85 Green-tinted skin 95 Harmed only hy magical or
86 Blue-tinted skin silver weapons
87 Red-tinted skin 96-00 Intuitivelv speaks the lan-
88-89 Special side effect (roll on guage ofbne fiendish race
h
table below)
L
-I!---- 90-94 Roll twice, rerolling rolls
above 89
95-00 Roll three times, rerolling
rolls above 89
kACIAL TABLBS

Aasimar 16 Id6 125+2d20


Male loll8 3/18 11/18 3/18 3/17 3/18 Bariaur 18 2d6 100+3d10
ale 3/18 3/17 5/18 9/18 11/18 3/18 Genasi 20 ldlO 120+6d10
Githzerai 30 2d8 250+ld100
3/18 9/18 3/18 5/18 3/18 3/18 Half-elf 15 Id6 125+3d20
15 Id4 90+2d20
N/A N/A No limit
17 2d4 100+ld100
Githzerai 3/18 7/18 3/18 9/18 3/18 3/18
Half-elf 3/18 3/18 3/18 3/18 3/18 3/18
Human 3/18 3/18 3/18 3/18 3/18 3/18 A G I N G Eff€C+S
Modmn 9/18 3/18 7/18 3/18 3/18 3/17 MIDDLE
AGE* OLDAGE- VENERABLF-
Tieflmg 3/18 7/18 3/18 9/18 3/18 9/18 Aasimar
Banaur 62 83 125
50 67 100
Tne above minimums and maximums apply before the ability ad- 60 80 120
juslments a
x added or subfncted. Githzerai 125 167
Half-elf 62 83
Human 45 60
ABILI+Y ADlUS+mfiN+S Modron N/A N/A
STR DEX CON Im WIS CHA Tieflmg 50 67 100
m u m . +1 - 2 - +I -
-1 StdCon; +I Intwis
Male
Female
+I
I
-1 1 -1
+1
-
- - -2 Str/Dex,-1 Con; +I Wis
-1 S@/Dex/Con;+I Intwis

+I -1 -1
Earth + - -1 -1 LmvfiL L i m i + s
- FIGMEX RANGER FALADINWWRO b C DRUE TrmF BAR0
Water - - +1 - Aasimar' 14 14 14 14 12 15 15 9
Githzerai -1 Bariaur- 13 13 13 13 13 13 N/A N/A
Half-elf - - - - Genal
- - Au 10 N/A N/A 15 15 N/A N/A N/A
Modmn - -1 +I - -1 Earth 15 N/A 15- 15 13 N/A N/A N/A
Fire 14 N/A N/A 16 N/A N/A N/A N/A
Water 12 N/A N/A 15 14 N/A 15 12
* Aasimar PCs may add +I to Chansma rather than to Strength. Githzerai 9 N/A N/A 12 N/A N/A 15 N/A
Half-elf 14 16 N/A 12 14 9 12 U
HumanU U U U U U U U
Modmn 15 N/A N/A 12 N/A N/A N/A N/A
Tiefling 12 N/A N/A 14 10 N/A 15 N/A

U=Unlmited N/A=Can't be that class


* Single-classed members of these races can rise two levels above
the stated mmmums.
* Only male bariaur may become rangers or paladins; only female

Water
Githzerai
M)/59
62/60
Id10
2d10
150/100
l5O/lOO
120/90
4d10
5d10
3d10
- bariaur may be wizards.
Stone champions only.

Half-elf 60/58 2d6 110/85 3d12 RACIAL ADIUS+mfiN+S f e R THIEVES


Human 60/59 2d10 140/100 6d10 FF OL F/RT MS HS DN CW RL
Aasimar - - +looh +5% +lo% +5% - -
Tiefling 59/57

Divided into male/female values. Heights are in inches, weights


Water - - - +54J +loOio -
Githzerai - - - - - -
Half-elf +IM - - - +5% -
- - - - -
- +5% +lo% +IC% -

+81 +
CAOER
Within the PMESCAPE “Sigil’s the only place to be. Anywhere else is second-rate.
I” setting, player characters This is the center of the whole sodding multiverse, and ifyou
and NPCs might fit any want the real chant, you come here.”
one of a number of archetypes
IC1 determined by their different “These unforgiving streets are like a disease. Once you’ve
1 personalities, outlooks, and mo- walked them, they become a p a r t of you. Sigil infects a
tivations. basher, never letting you get away.”
When creating characters, ar-
chetypes can provide ideas for goals Floating above the Spire like the crown of the Outlands, Sigil
-
and backgrounds. While picking _per-
. encompasses myriad things to many, and all things to some.
sonality types isn’t required and they Bashen either love the place, or see it for what so many call
aren’t a rieidlv structured svstem like fac- it - the Cage. Those who love the place recognize it for the
ti611 ~~~cmhership,some players find them useful in opportunities it provides (in trade, information gathering,
further defining their characters. Nevertheless, not everyone employment, adventure, and other endeavors) as well as the
who belongs to a faction need he a faction slave, and not protection. For them, it provides sanctuary against the pow-
everyone from Sigil fits the archetypal Cager model, either. erful forces of the multiverse.
The following examples provide generalizations about Those who bate Sigil see only the barely breathable air,
the sorts of people that live in a PLANESCAPE setting. Given the the harsh nature of many of the residents, the dangerous vis-
scope of the setting, however, the players and Dungeon itors, and the rule of the factions. The squalor of the Hive
Master have limitless options in creating other archetypes. and the dark presence of fiends, monsters, and the Lady of
Pain herself tills these sods with dread.
BERK W1.EHBU.E A PAS BACKGROUND: As often as not, Cager PCs grew up on the
streets, learning to fend for themselves. They can literally be
“I’mfrom everywhere and nowhere. It of any race, class, and social standing.
I‘ve been - only where I am and where CHARACTER:Cagers are jaded, forgetting how big the
planes really are and believing that they’ve seen it all. Due to
Many planewalkers don’t know much ahout their own pasts. Sigil’s strong underworld elements, they’re hardened against
Plenty of plane-touched aren’t sure who (or even what) their frequent crime and violence. Cagers usually have ties to one
parents are. Others are reluctant to reveal their pasts due to of the various factions, for the factions rule the city.
personal mistakes, embarrassing or incriminating family his- MOTIVATIONS: Cagers have a variety of individual motiva-
tories, or undesirable origins. A few poor sods have lost a tions, whether it’s political power gained by rising through
portion or all of their memories completely, some due to the the ranks of a faction, wealth through interplanar trade, 01
touch of the River Styx. the sorcerous power of a high-up mage. There’re a few goals
BACKGROUND: By definition, these hashers have no past, that they just don’t think of, however. Nobody really looks to
or at least no history they want to reveal. The plane-touched, supplant the Lady of Pain. She just isn’t challenged - not hy
especially tieflings and to some extent genasi, are especially those who have all of their faculties, anyway. On a related
appropriate for this type of character. Many thieves find it note, no one ever really womes about defending Sigil, at least
beneficial to keep their less-than-illustrious pasts secret. not from overt outside dangers. The Lady keeps the Cage safe
CHARACTER: These characters usually have an air of mys- from would-be invaders and conquerors. (Folks like the Guv-
tery about them, whether intentionally created or not. In al- ners or the Harmonium might feel that the “wrong types” en-
most every case, herks without a past don’t twig to others tering the city pose a real danger, but they don’t have the
mentioning their history. power to regulate immigration to their satisfaction.)
MOTIVATIONS: A berk without a past always looks out for ROLE-PLAYING: The Cager is probably the closest thing to
anything that will dredge up facts about his past, whether a ”standard PLANESCAPE character type. Learn the cant and
he’s looking to discover them for his own knowledge or hop- use it, for it really is the slang of Sigil more than anywhere
ing to cover them up. Some spend their whole lives search- else. Cagers tend to be faction-oriented, cleaving to the
ing for information regarding their personal histories. Many tenets of a particular group rather than worrying about t h e
don’t like what they find once they reach their goal. overall concerns or conditions on the planes, or even strictly
ROE-PLAYING:Driven, mysterious figures of dark origins, adhering to an alignment. As far as alignments go, the law-
these bashers don’t talk much about themselves. Dodging versus-chaos axis is much more important (at least for now:
questions about the past, they concentrate on the present or than the good-versus-evil dichotomy.
the future. They often have long-range goals to contrast
C H A I I I P I f B N fBF QfBfBD picture. Image is important, for it’s a means of gaimng honor
and respect. Actions may sometimes speak louder than
have touched goodness. I’ve held it in my hand. On the words, but words are also useful tools - let others know
er Planes it’s there to see as clearly as a bubblinp brook your beliefs and make them understand why they’re
or a budding tree. Nothing else on any other pla*e can clearly the correct ones.
compare to that, and I’ll do anything to preserve $uch a
force. ’*
C H A N + BRfBKBR
Some say that the folks who live on the Upper “Lfind the dark of things. rfyou pay me real well,
Planes are the luckiest bashers on the planes. I‘ll share a bit of the hue chant with you.”
Others say just the opposite - that they’re
a boring lot of spoon-fed leatherheads Knowledge - is power.
. Tired of hear-
and pampered addle-coves. The husi- A ing that yet? Well, don’t be, ’cause
ness end of a paladin’s holy sword it’s true. Nobody knows that
often proves the latter opinion better than a chant broker.
wrong, but it doesn’t prove the Tbese bashers make it
former right. their lives and their
BACKGROUND: Born and raised livelihood.
on an Upper Plane or one of the BACKGROUND: The
gate-towns leading there, cutters who chant broker probably
wish to be champions of good don’t grew up on the streets of
have to be paladins or even priests. some burg, learning that
They’ve had a taste of the good hidden secrets are the
lands, or they serve one of the good true path to power. But
powers, and now they’re out to anyone can be a chant
show everyone else the right path. broker - anyone inter-
Aasimar are often champions of good, ested in lighting up the
as are hariaur, and, of course, humans. dark, anyway.
Tieflings rarely fill this role, hut CHARACTER: A sharp
it’s possible. contrast to the disinter-
CHARACTER:These hashers ested berks (see below],
try to defend the down’mod- these bashers want to
9
den and help the helpless. know everything. At
Sometimes they truly are the times, they’re nosy to the
noble, caring, and gimng souls point of being annoying.
they believe themselves to he; Most choose one base of op-
other times, they don’t really un- erations, but a chant broker
derstand the philosophies they . repre-
. might also be an adventurer
sent and are simply eager to right what wli o travels the nlanes ~rimarilv
they perceive as wrongs. These latter herks to observe and gain information.
are the kill-happy fools who so many folks bate for Then he goes back to Sigil and sells the
their over-zealotry and intolerance. Only the truly self-sacri- knowledge to particular citizens or on the open market. The
ficing and sincerely beneficent cutters gain respect and ad- Cage isn’t the only place to sell information, but it’s usually
miration in the long run. the easiest. NPCs of power and prestige hire well-known
MOTIVATIONS: Champions of good seem to be divided into chant brokers as spies or informants, usually paying very
two camps - those interested in helping the innocent, and well - but their missions include a fair amount of risk
those concerned with punishing the guilty. While their ac- MOTIVATIONS: The primary goal of these folks is obvious.
tions sometimes overlap, their motivations rarely do. Be- They want to know as much as possible. This knowledge can
cause “evil” is so overwhelming, champions often choose a be sold, or it can be gathered for their own use. Some bash-
particular enemy to tight or counter - an evil organization, ers simply want to know how the multiverse works. Barmies
a dark lord, the forces of a single gate-town, or another sin- allow this need for information to consume them, but canny
gular threat. A champion’s got to choose her battles as well cutters use it to become knowledgeable and powerful.
as her missions - does she help only the most visible inno- ROLE-PLAYTNG: Ask questions. A chant broker has to poke
cent victims, or seek out those who no one knows ahout? his nose and park his ears even where they’re not welcome.
ROLE-PLAYING: Goodness is taught by example, so every Write things down. Be observant. Look for the clues that
champion should make sure that she’s presenting the proper connect events - therein lie the real secrets.
CLU€I.€SS DIIIIEN S t @ NAI. @ % P L @ R @ R
“You don’t have to befrom the Prime to be clueless. At least “You can sit here in the Cage and let others feed you thei
that’s what I’m told.” ‘chant’ifyou want, berk, bat I’ve got to see itfirst hand. Thi
real dark is out there - on the planes. There’re places ni
Though the group called the Clueless comprises almost en- one’s ever been before, creatures no one’s ever encountered
tirely primes, it’s true that a lot of planar natives don’t know sights no one’s ever seen. Probably treasure no one’s eve
the dark of things either. A sod who’s lived his whole life in found, either. C‘mon, let’s go see what’s out there. . . . ”
a little Arhorean village or in a back alleyway in Torch might
not know much about the planes either. Each of the planes is infinite, and there are probably planes
BACKGROUND: Obviously, the most dueless sods are berks yet undiscovered. Most certainly sites, beasts, even whole
from the Prime. Some lost their way and found themselves civilizations lay waiting for an intrepid explorer to discove]
on the Dlanes. Others intentionallv traveled out of the them - at least from the Doint of view of the exnlorer.
Prime Material, but had no idea (or worse, the wrong BACKGROUND: A planar explorer is as likely a prime
idea) regarding the other planes. Any char- II as a planar. A member of virtually any race with
acter from an isolated spot on any 111 just a little wanderlust, these cutters make perfeci
plane IS likely to be clueless at adventurers.
first, also. Certainly all rogue CHARACTER:No one’s heartier or more fearless
modrons are clueless, as well. than a planar explorer. The horrors of the Abyss
Tieflings and other plane- YEAH. BU+ and the infernos of Gehenna don’t frighten he1
touched, because of
their origins, are rarely *
A ’
e3.HBR S I D E ?
@ * E
off. She’ll go anywhere. She’s canny, though, and
knows that a body has to plan her expeditions carefully
ever clueless.
CHARACTER:
berks know nothing
These - I’DADIR BIDS,
e RE
so that she can be prepared for what she finds,
and what finds her. A planar explorer is deter-
mined, and can be overly focused at times.
about the planes. MOTIVATIONS:More than anything else, a
They don’t under- planar explorer just wants to see the planes
stand most (or all) At first, especially if she’s a prime, she’ll be happy
of the cant, they going anywhere. Eventually, she’ll he inter-
haven’t grasped how the ested in heading off the beaten path and
planes exist in relation to each --r -_ ~.
exulorine: vlaces of which most ueoule’ve
other, and they don’t know what never even heard tales. Finding a new
(and who) lives where. They might race or a new city’d be as good as
have heard of the yugoloths, for example, any treasure to her.
but they can’t remember if the ’loths are from Acheron or ROLE-PLAYING: Seek the planes, and
Arcadia. what lies within them. While on other adventures, an
M0INATIONS:Most Clueless want to learn more - at least explorer pays attention to the things she sees, even if they’re
enough so they know what’s going on. Every trip to a plane, not related to the quest at hand. Don’t leave doors unopened
realm, or town is a new experience, and offers some new hit and don’t pass up opportunities to see something new. Take
of knowledge. Knowledge in and of itself is good, but it also the lead and guide the others into places just for the sheel
provides safety and security. It’s impossible to know what‘s joy of discovery.
dangerous if a body doesn’t know the dark. Lastly, Clueless
lack the respect of others as well as knowledge, and a char- D I SI N+E RE S + E D
acter may desire that respect more than the knowledge itself.
RoLE-PMYING:D~~’~ use the cant, or, better yet, don’t use ..
“Factions,planes, beliefs, portals, conduits . who cares?
it correctly. Treat everything as mysterious and new. On the Point me in the direction of the nearest ride or the biggest
other hand, a clueless character doesn’t have to be a wide- pile ofjink, and watch me go.”
eyed tourist (although he can be). Perhaps all this new infor-
mation is terrifying to the character. Or maybe it’s just dis- Knowledge is power, but power is power too, and sometime:
heartening to realize that so much exists beyond what a berk it’s easier to win it by the obvious paths: money, magic, and
had once thought to be the entire world. skill. A hasher might choose to ignore the deepest secrets in
Clueless should constantly he trying to assimilate new favor of lesser but ultimately still worthwhile goals.
information into their pre-existing world views. A rogue BACKGROUND: Lots of disinterested folks are primes, bu1
modron is going to look for the order in everything, for ex- plenty of planars fall into this category as well - in particu-
ample. The more chaotic something is, the harder that mod- lar, githzerai who are so often caught up in their own con-
ron will look for structure. cerns that they have no patience for the “big picture.” Mosr
of the plane-touched, being so directly tied to the planes, are
never disinterested.
CHARACTER:Usually a surly lot, the disinterested focus on
their personal goals rather than looking at things as a whole.
They tend to he egocentric and opportunistic spivs, although
KNIGH+ eF +H8 Pes+
they can form friendships with others who don't waste their "Got to stay lanned to the chant, so don't screed me no wash.
time babbling about the 'truth." Looking for a bit of the sparkle or a jangle of jink. I'll mark
MOTNATIONS: These folks are usually motivated by small the gullies, peel and bob 'em up good. A top-shelfrlde for a
goals - accumulating wealth or personal power, for example high-up basher like myselJ"
- rather than loftier undertakings that might serve the
greater good. They're not interested in political power (for a Sigil's got more words for "thieF than just about anything
body can't rule what he doesn't know), nor, obviously, the else - knight of the post, knight of the cross-trade, peel
accumulation of knowledge. master, bobber, cony-catcher . . . even "spiv" implies a thief.
ROLE-PLAYING: Practical, not curious - these traits mark The fact is, anyone can be a knight of the post - a wizard,
a disinterested basher. They don't care about the dark of wamor, and even a priest. Anyone out to bob some gully is
things. They might specifically avoid learning the secrets of involved in the cross-trade. Just because it's not uncommon
the multiverse for some reason. Mayhe they have cause to doesn't mean that it's respectable.
fear such mysteries. Who knows? Information's not impor- BACKGROUND: The stereotypical knight of the post grew
tant to them, so don't ask them questions - they're as disin- up on the streets of Sigil (or wherever) and learned his skills
terested in answering as asking. in order to survive. While this is true for plenty of knights,
wen more bashers choose thievery because it's perceived as
the easy way. These folks come from any background - rich
FAC+IeN SLAVS
or poor, planar or prime. There're even thieves among the
"There is only one way and one truth. You can igtwre it if aasimar (the neutral ones, anyway), so no race is exempt.
you wish, but you will see it soon enough. Join me now or Why, tales in Sigil relate that one of the slavers in the Hive
pay the music later." has a rogue modron enforcer.
CHARACTER:These bashers are usually a pretty unsavory
Some folks live and die based on their faction affiliation. The lot. In the Cage, thieves don't normally organize into
faction's beliefs ax their personal beliefs, and they uuques- "guilds" like on prime-material worlds, hut they do form
tioningly accept the dogma and the orders given to them by small, loosely organized syndicates for mutual support and
the facto1 and other high-ups in the organization. protection, gathering at their favorite bars to brag about
BACKGROUND: Most faction slaves are Cagers who've de- their latest peels. A knight of the post has to w o w about the
voted their entire lives to their faction. Primes and other Harmonium or other law-keepers breathing down his neck,
uon-Sigil natives rarely become as fanatic about their fac- as well as betrayal from his fellows - it's not an easy life.
tion and its beliefs, probably because they haven't had the MOTIVATIONS: Although it would seem that the sole moti-
lifelong exposure that Cagers tolerate. Some faction slaves vation for a knight of the post is gaining wealth, he's also in-
never form a world view of their own, and need the faction terested in prestige. The knights of the post in Sigil con-
to tell them what to think. Others see the faction as the path stantly compete with each other to see who can pull the most
to power, either politically or metaphysically. elaborate or successful peel. Reputations are made and hro-
CHARACTER:A faction slave is usually a team player, in- ken based on the crimes (peels, thefts, tricks, or other
terested in the good of the group over an individual - even wrongs) a sod commits.
if the individual is herself. She needs the support of the fac- ROLE-PLAYING: As stated above, any class can be a knight
tion to experience a sense of belonging and togetherness. It's of the post. Fighters, wizards, and even priests (often of a
easier to have strong beliefs about the multiverse when a deity of thieves, like Sung Cbiang) can fill the many roles of
body knows a bunch of others feel the same way. the knight of the post, including enforcers, cony-catchers,
MomAnoNs: Personal ambition isn't as important as the minders, muggers, burglars, and so on.
goals of the faction. Supporting and strengthening the fac- On the other hand, not all rogue characters have to he
tion is vital to its survival, and that should be the aim of associated with these shady, disreputable types. Nevertheless,
every member. Since some members are not as dedicated as because of the reoutation that thieves have in S i d
others, those who focus on these important needs are re-
quired to work doubly hard.
ROLE-PLAYING: Read evelything available ahout the fac-
tion. Take the faction's beliefs to heart and live by them. At-
tempt to convert others. Consider the faction's beliefs as well
-
as its well-being before every action. EveN faction has
two areas of focus: what it believes and what it requires
Thew b r r k arr known for rheir less-~lian-doir~lil~
trait ofrhinking th?mfelvfi hetter iliaii mo\t orhrrs
fur m e reason or another. Suiiie c u n d e r their home
planc a wndnrd hy which all otlien niust hc mrasured.
Racial pridr engenders elitism. too. A planar rlitist ran
hr someune with 3 great dral of pelsimal hubris. or he can
.,.be
.
an outright higor or snoh.
; B.o(~~K~IIuo: Vimally any and all background,. races.
' and locales liave their sharroft4itisr\. Many planars
f point fingen ar the folks front the Upper Plane, a5
.'
ditists. while some exisr on rhe Lower Planes IO hr
sure, itjusr seems like niorr rlilists arisr fmni thr
Upper Plaiies than tiom urher plaref. Siniply pui. it's
: easier to feel that there's nu place benrr than Elysium
than to fccl that way about the 4?rd layer of the
Abyss. That's nnr ro say that rhere aren't fiendish
elitists; ir's jusr that They're easier to disnliss.
Geiiasi are said to t ~ cplanar cliriss, and to a poinr
ir's trui-. alihough that's more a side effect of rheir
being plane-touched thari actual prcjudicr.
CtrwcicK: People who fpel superior because of their
se.or
. ..
fllare oi hinh are common throughout tlie planes.
::. A planewalker i s sure to hear that dwarven
armor forged in Mount Clangeddin is the
.i linest in Cxisleiice. or that no one
knows how to rhrow ;Iparty like a
u...u:, or evpn rhar rhr hest ilrrisrs rome from
Xaof. Rarial or rommuniry pride is one
thing -. and it's nor neressarily
cvil. However. conrcnding that
o t h m are infvrior ru a h ~ l y
jmr because of their rare or
place of origin is never a
good (as in alignment) coil-
viction. True elitist, are c I ( i w -
minded hraggans who refuse to
PLANAR HUN+ER
‘7stalk my prey. I make my kill. Plane, layer, realm - these “See,the thipig is this: Thosefolks over there have something.
things don’t matter when I follow the trail. The planes and The bashers that live on the other side of this portal need it.
the creatures on them offer me a greater variefy, but I am still It’s up to me to fulfill everyone’s needs - and make a little
a hunter, and nothing more.” jink all the while.”

In a multiverse fdled with weapons, preball spells, and the ‘Tt don’t matter what it is. Ifl’ve got it, I can get rid of it and
Blood War, is it really all that hard to believe that there are walk away richer. The planes arefull ofgullies, and they’re
some berks who are only interested in placing others in the all waiting tofill my pockets with jink.”
dead-book? Not really. The frightening thing is how good
they get at it. Honest or not, merchants throughout the planes all have
BACKGROUND: Some folks think that it’s a prime mentality something to sell. Some specialize in filling specific needs,
- a Clueless thought, actually - to want to slay everything while others are peddlers who just carry goods from place to
they see. While a few leatherheads certainly fit that mold, place looking for buyers.
most primes aren’t the hack-and-slashers that the chant BACKGROUND: Many traders are Cagers who sought a way
makes them out to be. Nevertheless, some bashers, prime and to get out of the City of Doors, at least for a while. No trader
planar alike, concern themselves primarily with their skill at can ignore the importance of Sigil, and a great number make
a r m or destructive magic. Other hunters use the same meth- the city their base of operations. Traders can be of any race,
ods to stalk their prey and bring it back alive, whether it’s a origin, or class, although aasimar and hariaur rarely trouble
specimen for a mage’s laboratory or a criminal who’s es- themselves with base concerns like profit.
caped the Harmonium’s grasp. CHARACTER: These bashers always look for new opportu-
Any race can be a planar hunter, but githzerai and tief- nities. A great many of these folks are full-time merchants
lings make particularly good assassins, while bariaur and who do nothing hut go back and forth over well-traveled
humans provide tracking services. Aasimar and modrons paths and portals, from plane to plane, layer to layer, realm
rarely fill any of these positions, hut genasi occasionally find to realm, delivering goods and accumulating jink. Some
themselves motivated to stalk and kill. traders are simply planewalkers with their eyes open to husi-
CHARACTER: Assassin, hunter, minder, thug - these cut- ness opportunities when they encounter them, such as needs
ters can be all of these things. These dangerous men and that could be filled, goods that could be profitably exported,
women are hired by others to do their dm work, as well as or simply useful trade routes. If nothing else, the information
their dangerous work. Not all are cold-hearted killers. Some is valuable.
hunt and slay (or capture) marauding monsters and other MOTIVATIONS: Money. Jink. Gold. Wealth. A body
threats. shouldn’t have a hard time seeing the motives here. Planar
MOTIVATIONS: Most hunters won’t admit to actually r i g traders can be interested in adventure, travel, and excite-
to kill - although some twisted few do. Many hunters, espe- ment, but mostly they just want to get rich.
cially those with a Mercykiller bent, like to see the unjust pay ROLE-PLAYING: A body needs to decide whether
for their crimes with their lives. Others kill only evil prey, and or not he’s interested in keeping his trades
some limit themselves to relatively unintelligent foes, such honest. Once that‘s decided, it all depends
as animals and monsters. Some on how canny he is in making the prof-
do it for the money, some itable trades, finding the right goods,
for the prestige, and and hiring the best help.
some simply for the
thrill of the hunt. PRIIllE BLeaD
ROLE-PLAYING: These folk are
usually more action than talk. They don’t “Sure,I’mfrom the Prime, but I’ve been out on the planes for
like to spend time discussing plans or a while now, and I know the chant.”
solving riddles. A planar hunter focuses
her time and energy on The best thing ahout being Clueless is that a body
what she does best. doesn’t have to stay that way. Even the most s o w
berks can eventually get the hang of things. Fact is, many
of the top-shelf bloods of Sigil (and the rest of the planes)
originally hailed from the Prime. (The current factols of the
Harmonium and the Fated came from the Prime, and they’re
about as far from clueless as a body can get!)
BACKGROUND: Though she originated on some prime-
material world, this character’s past isn’t important, only

I’
s still very useful. Prime bloods can be humans,
ves, dwarves, or other nonplanar races, although a
w tieflings have shown up from the Prime as initially clue- BACKGROUND: A religious fanatic of this sort usually
less as any other berk. In most such cases, they were as clue- lives or has lived in the realm of the power he serves. He‘s
less about their own origins as about the planes, but eventu- seen the glory of his lord (although he almost certainly
ally learned the dark of things and adapted quite well. hasn’t actually seen the power), and the righteousness of the
CHARACTER:Adaptation is the key to prime bloods. deity’s works. Basically, a proxy-in-training is a wanna-be.
They’ve learned what it takes to get by, and they won’t be That is, he views himself as a direct representative of the
caught clueless again. Most have joined a faction, if for no power he serves: the power may or may not agree. While
other reason than it‘s what planars do. To some degree, a priests and paladins are obvious choices, the proxy-in-train-
prime blood always respects planars, yet resents them for ing can be of any class. Rogue modrons and tieflings are
being born into a position that the prime had to work so hard rarely religious zealots of this type.
to achieve. CHARACTER:The exact details of how a proxy-in-training
MOTIVATIONS. The driving motivation for most prime acts depends upon the power he worships. Overall, however,
bloods is to simply prove themselves, to rise above the they are deeply devoted, sometimes to the point of extreme
stereotypical “Clueless” label. Most don’t lose this drive, es- fanaticism. They not only believe that their god is a wonder-
tablishing a reputation for competence and knowledge. ful power to serve and revere, but that everyone should fol-
ROLE-PLAYING. Most prime bloods try to act like Cagers, low the power so that the multivene may become a better
hut are a little less comfortable with their position and place. Their power is “the way.”
knowledge. On the other hand, most prime bloods have had MOTIVATIONS: Two motivations drive these characters.
to try harder and really work to get where they are. Addition- First, they want to further the power of their deity, either by
ally, they’re a little more well rounded because they know not doing works in the name of the power or converting others
only about Sigil and the planes, but also about the prime-ma- to that religion. Second, they all strive to make themselves
terial world that they came from originally. Sometimes this greater in the eyes of the power. Most of these folks aspire to
knowledge can come in handy, since it’s usually beyond the become actual proxies.
experience of most planars. For example, a prime blood RoLE-PLAnNG: Follow the teachings of the power, or the
might know a little something about dragons (having seen or power’s followers. These cutters make the words of their
heard about the beasts on the prime’s home world), while a deity their lives. They talk about their power and his great-
ther planar might know nothiig ahout such beasts. ness incessantly, or at least thiik ahout such things continu-

-
P R @ X Y - IN TRAI N IN 0
ally (not all such folk are obnoxious). All actions are taken
and all options considered in light of the religion’s teachings
and the power’s best interest.
don’t understand. Everything is different n m . . . d e
@eento the realm of my god. It’s all clear now. I kaow what I
must do. ”
“I have seen the horrors of the Abyss. Z have seen the tortures
Sometimes the proximity of ulc puwers does s u a g e things inflicted upon those trapped on Baator. The harsh landscape
to a hasher’s mind. It‘s one thing to worship a deity from a of Gehenna, the prison of Carceri, and the oppressive dread
temple on a world in the middle of the Prime, knowing that of the Gray Waste - these have been my life until recently.
the power is out there some- I’ve escaped and I‘m not going back.”
where and DerhaDs even
listening. It’s another Despite the horrifying nature of the Lower Planes and their
thing to know for associated gate-towns, people are nevertheless forced to live
certain that your there. Even in the heart of the
deity lives in a p Abyss or equally
. . terrible places,
folks trv to eke out an existence. I
Faced with fiends and other mon-
sters. unhealthv conditions. and an
oppressively evil atmosphere pervad-
ing everything, those who can attempt to
F
leave. Those who make it to Sigil or other spots of
safety (or at least neutrality) are often half-bamy and al-
ways scarred.
1 : The refugee from darkness has been use these bard-won abilities. Other goals may he gaining
through insufferable torment. He’s grown up in an environ- vengeance upon those who tormented them in the dark place
ment like Torch, Plague-Mort, or Ribcage, or he’s been they escaped from, or perhaps revenge on those who sent
trapped on one of the Lower Planes while on an adven- them there. On the other hand, these characters may never
ture or mission. Perhaps he’s a character kidnaped want to return to these places again.
from the Prime who’s just recently fought his way ROLE-PLAYING: Though not evil themselves, refugees
out of one of the Lower Planes and made it from darkness have been hardened and toughened by all
to the safety of Sigil through a portal. they’ve seen and experie
These nonevil characters resisted the urge character like this, for
to join the forces of darkness, and pail open in any manner.
dearly for it.
Though any race can be a refugee from darkness, tief
lings have most often been raised in a place of evil. An aasi
mar in this position has probably been hombly tortured and
barely escaped alive. Humans and other races fall somewhere
in between, having almost certainly been treated badly, but Sometimes peop e associate the cant term “spiv” - which
not necessarily only due to their race. means someone who lives by his wits, rather than by any
CHARACTER:These poor souls, while knowledgeable regular employment - with thieves. This may be the case
ahout evil places, are emotionally and sometimes even phys- much of the time, but it doesn’t have to be. Spivs can be
ically scaued by the experience. They are notoriously bard- jacks-of-all-trades, adventurers, mercenaries, or just berks
edged, slightly paranoid, and untrusting. Having spent so down on their luck. But such bashers, when in the right place
much time in the bosom of ulti- at the right time (or the wrong place at the wrong time), tend
mate evil, it’s difficult to have to become heroes.
a good attitude about life BACKGROUND: Spivs end up living by their w its for a van-
or other folks. ety of reasons. Some don’t want to he tied to one profession
MOTNATIONS: or defined by a single occupation. Some don’t like to stay in
Within the lands one place very long. Others are just plain lazy and would
of evil, there rather not work for a living. Some races, like the aasimar or
isn’t much call modrons, are probably too industrious to be spivs. Likewise,
for skills other most githzerai are too focused.
than killing CHARACTER: It’s difficult to have strict ethical standards
and destruc- as a spiv. Unless a body’s got the wherewithal to hold out for
tion, so those only honest jobs, occasionally a spiv’s got to steal and peel
who have to put bread on his table. A planewalking spiv is usually a
spent time hardened soul with the attitude that he’s seen and done
there often everything. Despite that, his life’s certainly full of variety:
know little One minute a spiv’s cleaning stables, the next he’s fighting
else. They for some realm’s freedom against an evil despot. Anything
may simply for some jink.
want to MOTWATIONS: While a spiv says he’ll do anything if the
pay is right, wealth is rarely his prime motivator. A sod can
find better ways to get rich. Usually, a spiv wanders, avoid-
ing the ties that other people establish in their lives. Or he
just may want to get by with the least amount of work and
hassle.
ROLE-PLAYING: A spiv is always looking for his next
‘lob.” Many determine a set of standards important to them
and take any job or opportunity that falls within those stan-
dards. Examples include a certain amount of money for each
day on the job, the amount of danger or personal risk in-
volved, what laws (if any) need to be broken, whether the
,spiv has to kill someone to get the job done, and so on.
Spivs don’t always wait around for employers, either.
Not all spivs look for someone to offer them work, instead
making their own work. Usually, though, this involves shady
enterprises - hut not evelyone has a problem with that.
What a body does isn't as important as who he is
and what he knows - as long as he's good at his
profession. High-up
wamors, wizards,.~priests, and rogues
- .(and thei

KITS
attendant subclasses) equally command the r e
spect of those around them, re-

p Re $ I c 118 N c I 18 s
gardless of their differences

AN d
'Course, the trick is survivinf

long enough
enough - and
- to reach that learninj
point.

P PLANAR PR@fESSI@NS
rime characters are naturally allowed the full range of class options found on
their prime-material worlds. Planar characters are usually limited to the classes
found in the Player's Handbook, unless a player presents a
compelling argument to the DM to allow
otherwise. The following sets forth a few
general planewalker
attitudes about
m the standard
ADRD- classes,
A and notes how
they're different 01
the planes.
I
$IGHTERS:Found everywhere throughout the multiverse, fighters are possibl]
the most common sort of folks around. Though they haven't got the power of
magic on their side, the best ones have a knack for surviving the nastiest situ-
ations. More important, they know when not to fight, and how to win a con-
eontation without ever lifting a sword.

~ G E R S While
: Sigil ain't got much use for rangers, they're real s a w y cutter!
out on a lot of the planes. Since rangers have to adapt to their environments
most of them find one area to call kip and stick to it. Ranger! -
are usually most at home on the Upper Planes, given their align
D@
1 WHA+cvn.n
*.,d"

ment resbictions.
I NEED +e D@
+@ mAKE SURE PALADINS: Planewalker paladins are not the headstrong "kill every CVI
HA+ I CAN D@ WHAfEVER thing they see" type. Berks with that attitude don't last long. Instead
I WAN+ + e ~ e . these holy wamors are champions and defenders of their faith, crury

- RE+HtBhI@N,
A G I + H E RA 1 WA RRI e R
ing out the duties set before them from their power, it:
proxy, or some high-up priest. Also, since they're m u d
closer to their deities, they're treated with above-averagi
respect and awe - or extraordinary suspicion and ff

MACESAND SPECIALIST WIZARDS: The differences between mages and specialist


are practically nonexistent - it just doesn't matter to nonwizards. Obviouslj
each school of magic has its advantages and disadvantages over the others (sei
the chapter titled "Magic on the Planes" for particulars), but the real way tha
wizards can stand out from their peers is by showing they've got what it take:
to make their spells useful on the planes. And since the planes themselves an
so innately magical, they've really got to shine to prove themselve

+90 +
PE- Clangeddin kits from The Complete Book of Dwarves. Othei
CIALTY PRIESTS:
Priests are obvious parallels abound as well.
treated with as much cau- But what about the folks in Sigil? What about thosc
tion as paladins, since bloods who have traveled some of the Great Ring, jauntec
they're so close to their pow- to and from the Inner Planes, and soared through the Ethe-
ers. The difference between clerics and real - simply as a matter of course? Well, these Characters
specialty priests is imelevant to most, are called planewalkers, whether they're fighters, wizards,
c" though certain types of specialty priests - or bards. A planewalker kit is provided below for each of
like druids - may be a little more difficult to the four basic character groups (warrior, wizard, priest, and
r
work into a planar campaign. rogue). it's recommended that if native planar characten
wish to use kits, they stick to these. Note that kits are dif-
THIEVES. On the Upper Planes they're cads and criminals; on ferent from factions, and that neither has bearing on the
the Lower, they're admired for their skills. 'Course, plenty of other.
good-aligned thieves can prove themselves noble and honest
- it just takes a bit longer for anyone to believe them.
BARDS. if they emphasize the thiefly part of their craft, Each character kit presented here is described and detailed
they're treated as thieves. Otherwise, bards can find a warm individually, with an overview presented at the beginning oj
welcome on the Upper Planes as jacks-of-all-trades or be de- each section. in addition, each kit contains the following in-
spised on the Lower as useless fops. formation.
ROLE: This section examines the role that characters cre-
OTHERCLASSES.Psionicists are basically wizards, as far as ated with the kit play in the total scbeme of things. But since
most planewalkers are concerned - although their highly the planes are unimaginably big and any class can fill any
trained minds are certainly worthy of respect in a place number of roles, these kits must remain generalized and a
where the power of minds and beliefs can change the multk little vague.
verse. A warning to over-eager psionicists, though: Plenty of WEAPON PROFICIENCIES: Certain kits may require a body tc
planar creatures have mental powers as well, and are just as acquire particular weapon proficiencies. These proficiencier
willing to brain-blast a sod into oblivion as they are to claw are gained through the normal procedures. Other kits restricl
him to shreds. or recommend certain weapons.
As for variants on classes tbat've developed on prime NONWEAPON PROFICIENCIES: Some of the kits also requirt
worlds, they're viewed for the most part as nothing more that the character possess particular nonweapon proficien-
than different ways of going about the same thing. For some cies. Bonus projiciencies are granted automatically at nc
reason planars can't fathom, primes have a way of deliher- cost. Required proficiencies are gained normally and must bt
ately limiting their full potential with strange restrictions, taken with proficiency slots; required proficiencies should be
l i e the wizards whose magic obeys the pull of the moons of drawn from the appropriate character class proficiency
Krynn or the defilers of Athas who destroy the land when group. Recommended projiciencies are optional (but useful
they cast spells. in the planar point of view, the multivene and appropriate to the kit), and are gained normally. if a rec-
offers challenges enough; why hinder a body's abilities be- ommended proficiency comes from a group not listed for t h e
fore he's even begun? character's class, the proficiency costs one additional slot as

1
normal (unless the specific kit states otherwise).
EQUIPMENT: Some kits impose restrictions or require-
PLANEWALKING KI S ments concerning a character's use of equipment. Other kits
may allow characters who use the kit to automatically begin
Naturally, not every wanior is a simple fighter, and not every the game with certain items. This section describes such ben-
cleric is a benevolent healer; every cutter is different, with efits.
her own strengUls and weaknesses. One way to individualize SPECIAL BENEFITS:Evev kit has advantages that make il
characters is through the use of kits. Characters who come to worth dealing with the restrictions and mandatory proficien-
the RANESCAPE setting from the Prime Material Plane (and cies. These benefits are presented here, and vary greatly from
therefore, any of the ADHD worlds) have access to the differ- kit to kit.
ent kits found throughout various published products. The SPECIAL HINDRANCES: All kits have particular drawbacks
Dungeon Master should make sure that be looks over the which are presented in this section.
players' options very carefully - with so many kits available,
things can easily get out of hand. Finally, the DM may decide to allow multiclassed playei
Further, DMs may wish to give NPC planars access to characters may select a kit for one of their classes, not both -
kits. Obviously, the elves of Alfheim might use kits presented a fighterlmage can either be a planewalker warrinr or a
in The Complete Book of Elves, and the dwarves of Mount planewalker wizard, as suits the character's natm
P L A N 8W A L K E R W A R R I e R On prime worlds, a typical wamor might be a former
blacksmith, butcher, or barkeep. On the planes, most are pro-
Although - most folks think of warriors as Inrettv, common fessional wamors. Oh, they might have had to learn to sail a
bashers, there’s no denying that being handy ship, build a wall, or some other such skill on one of their
with a sword is, well, handy. If a body’s not many adventures, but for the most part, they’re not common
a fighter himself, there’s nothing better sods who decided to don some armor and call them-
than having a strong arm he can trust selves fighters.
watching his back. WEAPON PROFICIENCIES: While plane-
It‘s also true that handing some walker wamors can train and fight with
berk a blade doesn’t make him a any weapon they wish, most pay par-
true wamor. Fighters with real tal- ticular attention to their weapons.
ent, some style, and a measure of Many fighters feel that the weapon
skill are just as rare as any other type of defines the warrior; others think
blood. that one swords as good as an-
This kit is most appropriate for other, since they’ll all put a body in
fighters, although it can be modified for the dead-book in the hands of a
rangers or paladins. skilled wielder. Tbe former folks use
ROLE: Planewalker wamors flashier, ornate weapons that clearly
are experienced fighters make a statement of origin or intent -
who know that such as a mace covered in hor-
bashing someone rible, leering faces forged on
with an axe doesn’t Pandemonium, or a clock-
solve every problem. work crossbow from
They’ve heard tales and seen Automata.
firsthand what the multiverse NONWEAPON PROFICIENCIES:
holds, and they know they can’t Bonus - Planar survival (one
defeat everything that comes I r - plane). Required - Planar
along. There’s always somebody, sense. Recommended - Di-
or something, tougher out there. rection sense, planar sur-
Nevertheless, they have the skill vival (another plane], portal
and the style - and the knowl- feel, survival (any).
edge - that enables them to EQUIPMENT: Planewalker wamors
get out of virtually any begin the game with a simple portal
scrape. key to a permanent portal connecting
Most plane- two locations of the player’s choice.
walker wamors are SPECIAL BENEFITS. Because plane-
at least a little in- walkers know the dark of various pla-
terested in ac- nar entities that can be hit only by
quiring jink - magical weapons, they reduce the re-
economics of necessity an important quired enchantment by one step. There-
concept in any cutter’s mind - and often fore, a creature that can be hit only by
use their skills and strength to earn their +3 or better weapons can be harmed by
keep. Those wamors looking for work a planewaJker wamor with a +2
can easily find employment guard- weapon. Tbis ability does not reduce the
ing a merchant caravan required enchantment below +1, so crea-
through a portal, es- tures that can be harmed only by
corting wealthy trav- magical weapons still cannot be
elers, or watching struck by nonmagical arms.
over someone’s .. SPECIAL HINDRANCES.
tower. Plane- Planewallring wamon can’t
walker wamors start out the camnaizn
. I

are also hired to with secondary skills or profi-


retrieve things - ciencies that don’t directly aid them in their
anything stolen, lost, or just something sought. (The “some- profession. That is, blacksmithing, brewing, carpentry, and
thing” can be anything from a rare herb to a gate key to a similar proficiencies are not acceptable, while riding or
yugoloth’s true name.) weatber sense might be justified.

+93 +
- LANEWALKER WIZARD They're also known for their ability to get things done
quickly and efficiently. A dimension dooill get a hasher past
When wizards from the Prime come to Sigil, they're often a sulfurous chasm right quick, and there's no better way to
disappointed to find that out on the planes, a wizard's just give a githyanki hunting party the laugh than with a nonde-
another berk. No special treatment, no par- tection spell. Learn the tricks and a hodv'll soon he a plane-
ticular status - just another magic- walker worthy of respect.
using cutter. On the Great Ring, WEAPON PROFICIENCIES: h V weanons
even a nupperiho has magical normally allowed for wizards.
powers, and more folk have NONWEAPON PROFICENCIES: Required -
magic resistance than not (or so Portal feel. Recommended - Planar sur-
it seems), so prime wizards can vival (any), p l ~ " ^ l ^ " ~ -ell recovery.
pike their haughty attitudes. i a normal wizard.
Planewalker wizards, on GL- unrdFITS: Having dealt
the other hand, know the with the races and creatures na-
chant. They're in on the fact tive to the planes since their
that it's not so much how first days as apprentices,
manyfireballs a body can planewalker wizards had to
toss, hut knowing when to cope with those creatures'
cast afireball and when to magic resistance. These
use a rock to mud instead. cutters have learned to
More important, they know overcome some of this
not to always rely on their resistance to their spells by
spells, because magic is like a reducing a foe's magic re-
tiefling hireling - it won't al- sistance by 5% plus lolo
ways work just 'cause you per level of the wizard.
want it to. 's means that when an
Wizards who've seen the 8th-level planewalker
different planes and traveled the age casts a spell on a
Great Road know a little of the ' ith with the standard

MR, the creature has


oulv a 37qo chance to resist
doesn't know. If planewalking wiz-
ards have a hit of attitude, it's not SPECIAL HINDRANCES:
because of what they can do; rather, ilthough they learn the
it's because of what they've seen, various magical varia-
what they've done, and (most impor- tions from plane to
tant) what they know. plane, how to deal
ROLE:Planewalker vvlzards are not with
the studious book-hound types - they spell
are men and women of action, playing keys,
vital roles in all things. Such wizards and
(whether mages or specialists) are ways to
usually catalysts and facilitators. cope
These bloods can cause a fair with the
amount of trouble with those changing
spells of theirs, hut it's hard to accesses to pla-
argue the usefulness of an aily nar pathways, all
water spell when a sod's been planewalker wizards
thrust into the Elemental Plane of have one failing. There's always a plane that a body can't
Water. quite get the hang of - no matter what. To reflect this, the
Powerful wizards who know what they're doing are as DM and the player should decide on one plane (not a
dangerous as any fiend, so wizards're important facets demiplane) where the planewalker wizard can't make
of armies, thieving operations, and any other orga- any spell keys work. No matter what, the wizard
h
nization that might find itself in a dan- will never he able to understand how magic on
gerous situation (and that's that particular plane works, even with the
everyone, friend).
a proper keys.
Ring (and to some extent, the Inner Planes), making friends
and contacts wherever they go.
Out on the planes, nobody's got to watch their hacks more tha WEAPON PROFICIENCIES:As normal priests.
priests. Sure, they've got a power backing them up, hut tha NONWEAPON PROFICIENCIES: Bonus - Etiquette. Required -
means theyke got automatic enemies as well. Local history (power's realm). Recommended - Ancient his-
ander is asking for a lot of extm muble if he tory, planology, religion.
Gehenna, just as a cleric of Morgion is going to have his ban& EQU~PMENT:As a normal priest.
full on Ysgard. h t doesn't mean priests can't travel to realms SPECIAL BENEFITS: Planewalking priests have two very
of gods that oppose their powers - it happens all the time. different benefits. The first is simple and straightforward.
Sometimes a blood's just got to do what he's got to do). Since they cannot rely on having spells to cast as they move
Depending on what plane they're on, priests are usually about the planes, planewalker priests have boned their com-
either the bgt or the least prepared of any planewalker. Plane- bat skills. On a plane where his spellcasting powers are di-
walker priests know that their deities' power diminishes and minished, a planewalker priest gains a +1 bonus to attack
increases depending on where they stand, and so they're pre- and damage rolls. Until after 10th level, this keeps the
pared for these contingencies.A priest of St. Cuthhert priest on a comparable (albeit still slightly weaker)
named Henton was known for standing with a fighter of similar level.
saying that while some of Second, planewalker priests have con-
his spells worked only tacts scattered throughout the planes. The
some of the time on some player should pick three planes where his
of the planes, a cudgel ap- character knows someone. These contacts
plied forcefully to a berk's may he friends, mere acquaintances,
skull worked anytime, any- or even bashers that the priest
where. knows only through
Like other planewalken, mutual acquain-
the real measure of a priest tances. Neverthe-
isn't so much what he can do less, they can be
as what (and who) he knows. sources of informa-
Contacts are important to a tion and help. The
planewalker priest, since he DM should deter-
knows it's essential to remain mine the exact loca-
well-lanned. tion and nature of
Power keys are immeasurably helpful, but a these contacts, pos-
body can't count on having them. In fact, plane- sibly creating
walker priests have to learn not to count on their them as full-
spells at all - they come and go with alarming regu- fledged NPCs.
-
laritv. Instead. scrolls and magical items become the SPECIAL I.
priest's best friend, and in a fight, priests need DUNCES: Planewalker
to rely on weapons and normal combat priests are frequently
skills. called upon to serve
This kit is appropriate for cler- their powers directly on
ics and most specialty priests. missions throughout the
ROLE:Moreso than their planes. Planewalker
prime-material counter- priests must obey any
parts, planewalking command of the proxies
priests are the direct of their deity, who com-
representatives of monly give them tasks.
their chosen deities. Priests find themselves
As they travel the saddled dditional re-
planes, they act as sponsi and errands
the eyes, ears, and to run for their high-ups
sometimes the manipula- as they travel the planes.
tive hands of the powers They also must keep a
they serve. As such, constant eye and ear
they develop rela- on situations that may
tionships with folks affect their power's do-
throughout the Great main or agenda.

I'
having learned the art of the peel, rogues can sometimes use
cutthroat thieves, swashbuckling pirates, crafty their knowledge and fast talk to wriggle out of situations. A
winded bards, planewalker rogues planewalker rogue dealing with that hypo-
are a mainstay of planar society (if thetical tanar’ri might not be able to
such a thing exists). These individu- fight his way out of his predica-
als are found everywhere ment, but he could try to con-
throughout the planes, the gate- vince the fiend that he was too
towns of the Outlands, I scrawny a morsel to bother with,
L
and Sigil. or distract it by pointing out a
Being sneaky rival tanar’ri, or warn the creature
- knowing .how to against a (fictitious] horde of on-
hide. and how coming baatezu.
to slip into Finally, rogues tend to use the
the shadows cant more than other classes, since it
- is never a arose partly from the need to dis-
useless skill when guise their dealings from the forces
a body’s stomping grounds of law.
include the homes of WEAPONPROFICIENCIES:~ a nor-
creatures such as pit mal rogue.
fiends, planetars, and slaadi. NONWEAPONPROFICIENUES: Bonus
In fact, rogues are probably the - Direction sense. Required - Planar
most universally adaptable folk sense. Recommended - Appraisal,
who make their way around the disguise, planar survival, weather
planes. sense.
This is primarily a thief‘s kit, EQUIPMENT:As a normal
although some bards may fit this rogue.
role as well. SPECIAL BENEFITS:Plane-
RoLE:While Sigil is full of walker rogues can use their
cony-catchers, peel masters, and climb walls ability as a general
knights of the post, most “get around in nonstandard or
planewalking rogues are interested nonhorizontal environments”
in a little more than bobbing a ability. The rogue has the same
gully for a handful of jink. They percentage chance to wend his
ply their trade in search of the big way through the mechanisms of
ride - the one job that will pay off Mechanus, climb along the jagged moun-
with top-shelf rewards. These spivs tainsides of Gehenna, or navigate plains of
live hy intuition, instinctively choos-

I
broken volcanic glass on Baator.
ing the best course of action. If this kit is being used for a bard char-
Rogues have more ways of exer- acter, he may take either the climb walls ad-
cising their trade than the other vantage or the “planar contacts” benefit ex-
classes. Certainly some rogues fit the Dlained in the Dlanewalker Driest kit.
typical role of burglar-in-the-night or petty SPECIAL HINDRANCES: When facing off
thief. Others choose the paths of assassins, against the Harmonium, the Mercy-
bounty hunters, chant brokers, con men, killers, the Guvners, and other law en-
fences, scouts, or spies. Regardless of forcement organizations, planewalker
how they apply their skills, how- rogues suffer a penalty of - 10% to
ever, rogues develop into mas- their hide in shadows and move
ters of the chant. Since silently abilities. Law officers are
their profession naturally wise to the planewalkers’ tricks,
leads them to deal with the and know their methods. Like-
less s a v o y side of society, they wise, locks found throughout
generally know what’s really going Sigil and other places frequented by
on before more upright bashen do. planars are specifically made to foil plane-
Planewalking rogues know that their ability to pick walker rogues, subtracting 10% from rogues’ chance
pockets (for example) isn’t going to do them much good to pick them.
Alternatively, a PLANESCAPE DM may provide a
player with kits based on the character’s loca-
tion or plane of origin, such as knife fighters from Abyssal warriors suf-
the Hinterlands, sorcerers of Hopeless, Abyssal priests, fer a -1 penaltv to all attack rolls,
Ysgardian rune-casters, or Astral swashbucklers. These kits ability checks, and proficiency checks in bright sunlight
illustrate the differences in individuals who come from the - they just aren’t used to its intensity.
different planes, realms, and towns scattered throughout the
multiverse. The potential for such kits is limitless; a few ex-
amples are presented here as models. PLeA+ I N G Se RCE RE R
Unlike most of the other Elemental Planes, the plane of Air is
ABYSSAL W A R R I easily habitable by planars of all races. Some of the wizards
who make their residences on this plane have adapted their
inose cutters hardy enough to not only survive but thrive in magic to their environment.
the deadly realms of the Abyss among the pain-inflicting, Thls kit is avadable to any wizard of any race who has
death-dealing tanar’ri are a tough breed indeed. The Abyss grown up on the plane of Air. Wind dukes (air genasi) are
shows no kindness to wizards, but a blood who’s good with a ohvious choices for this h t . Specialist floating sorcerers are
sword or axe is useful to the plane’s lords and worthy of nearly always air elementalists.
some respect. That whicb remains useful in that horrible ROLE:These wizards are masters of the sky. Using flying
place stays alive. harnesses, they can manipulate the wind to take them from
Humans and tieflings are the most likely candidates for place to place. Whether on the plane of Air or in the skies of
this kit. some other plane, they are more at home soaring through the
R0i~:Abyssalwamors are the mortal fighters who serve air than lumbering along on the ground.
in the Blood War, guard tanar’ri palaces, and work as merce- They prefer to travel as lightly as possible, using light-
naries in those Abyssal towns where planars can survive. Al- weight weapons (especially ones capable of being thrown
though no faction calls the Abyss home, these basbers’re through the air). Aside from spells of elemental air, floating
usually Anarchists, Bleakers, Fated, Indeps, or Xaositects (if sorcerers love magic that takes them into the skies - levitate,
they join a faction at all). Abyssal warriors must be chaotic, fly, and so on.
and most (but not all) are evil. None are good. This kit is lim- WEAPON PROFICIENCES:Thrown dagger and dart only.
ited to fighters only, and most DMs will probably opt to NONWEAPON PROFICIENCIES:
Required - Riding (airborne -
allow only NPCs access to it. winged harness; see below). Recommended - Rope use, tum-
WEAPoN PROFICIENCIES: Abyssal warriors use weapons bling, weather sense.
that appear imposing as well as inflict a great deal of dam- EQUIPMENT: The trademark of a floating sorcerer is a
age, such as two-handed swords, battle-axes, pole arms, and winglike harness of light wood and stretched skins similar to
wickedly cuwed scimitars. a hang glider. This item allows the sorcerer to glide up to
NONWEAPON PROFICIENCIES: Bonus - Planar survival 1,000 feet horizontally for every 100 feet of descent. In
(Abyss). Required - Blind fighting (there are lots of dark strong winds (DMs discretion), a floating sorcerer may make
places in the Abyss). Recommended - Direction sense, riding an Intelligence check to actually gain altitude, at a rate of
(land-based). 100 feet of ascent for every 1,000 feet of horizontal move-
EQUIPMENT: The forges of the Abyss constantly tum out ment. In aerial combat, these devices are considered to have
weapons and armor, and so an Abyssal warrior starts play Class E maneuverability and a movement rate of 18. A mere
with a weapon and suit of armor of his choice. The equip- 6 points of damage destroys these flimsy flying harnesses.
ment is distastefully engraved and designed, covered with SPECIAL BENEFITS:
Floating sorcerers gain a +1 bonus to
leering faces, unwholesome visages, reptilian protuberances, any saving throw or ability check dealing with balance,
and wicked blades and spikes. climbing, falling, being knocked down, and so on. They are
SPECIAL BENEFIIS:Due to a hardiness earned in the harsh also able to modify any spell that levitates, floats, or other-
environments of the Abyss, Abyssal wamors gain a +1 to all wise moves matter through the air. Their modifications in-
saving throws. crease the range, area of effect, duration, or weight limit by
SPECIAL HINDRANCES: The stench of the Abyss is nearly 50%. The caster must choose one of these factors to be mod-
impossible to cleanse from a body’s spirit, and as a result ified at the time of casting.
these cutters’ reaction rolls are modified by a -3 penalty SPECIAL HINDRANCES: Floating sorcerers suffer double
when dealing with nontanar’ri. Further, baatezu recognize penalties from being encumbered. Further, they can never
them on sight, treating them as though they were actually learn the agriculture, mining, riding (land-based), seaman-
tanar’ri (that means putting ’em in the dead-book hut quick). ship, or swimming proficiencies.
+ N E W PReFICIENCIES + PLANAR
1 slot
SENSE
Category: General
Though planewalkers count on their weapon skills to save Ability: Wisdom Check modifier: -1
them in a pinch, they rely even more on information and
abilities that have nothing to do with combat. After all, Similar to the skill of weather sense, this proficiency allows a
knowledge - more explicitly, applied knowledge - means basher to predict the imminent conditions on any plane.
power and survival. The following new Random changes in air hreathability, gravity, ground stahil-
help planewalkers achieve that knowledge.

CHAOS SHAPWG ficiency on the ever-changing plane of Limbo can warn of a


1 Slot Category: General sudden rain of fire, a wave of acidic snow, or a blast of poi-
Ability: Wisdom Check Modifier: 0 sonous air.
This proficiency is of great use on chaotic planes, but is
Fortunately for travelers, the elemental nature of Limbo rarely helpful on the unchanging planes of law.
shapes itself to the will of a basher's mind. Most ofthe time,
a basher uses his conscious mind to cause bits of solid PLANAR SURWAL
ground or other terrain to form from the soup of Limbo. 2 slots
Anyone plunged into the plane's soup can manipulate Ability: Intelligence
Limbo's matter to some extent, as detailed on the table
below. The problem is, unless a body has the chaos shaping This proficiency encompasses a number of different profi-
proficiency, it all goes away when he sleeps, gets distracted, ciencies, one specific to each plane. No hasher will ever learn
or just plain forgets. them all, since there're just too many different environments
for a body to fully understand them all.
TERRAIN m A I N + € N A N C E TABL€ A character with this proficiency knows the general
characteristics of a particular plane. Moreover, when on that
m m TYPE 0' plane, a basher can determine whether something is safe or
RATING* R A D N S O F W TERRAIN not. This proficiency allows a character to check to see
0 none none whether a plant's edible, the water's safe to drink, or if the
1-4 10 feet per attribute point simple gravity is going to change over the next ridge. Only constant
(flat meadow) and established dangers can be avoided, for this proficiency
5-10 10 yards per attribute point complex has its basis in the study of established texts. Something not
(hills, trees, streams) even suggested in a book (because it is too new, too rare,
11-18 100 yards per attribute point artificial or too remote) is impossible to detect.
(buildings, streets) Planar survival doesn't give a body unlim-
19+ 1 mile per attribute point includes ited knowledge about everything she comes
(complex buildings) native across, however. A plane is just too
animals blasted big for a herk to know every-
thing about it, so the DM is still free
Intelligence for conscious maintenance by ordinary folks; to throw plenty of surprises at a charac-
Wisdom for unconscious maintenance by anarchs trained ter with this skill. Planar survival doesn't grant any knowl-
in chaos shaping (see below). edge about the denizens of a plane, only the environment.
This proficiency is a modified version of the "plane
Certain individuals, known as anarchs, have the innate knowledge" proficiency (described in The Factol's Manifesto
ability to shape chaos. (The DM should consult the Planes of [26111),which is available only to members ofthe Fated.
Chaos boxed set for details on how to determine if a charac-
ter has this ability.) Untrained anarchs use the table as ex- PLANOLOGY
plained above. But those designated as anarchs can learn the 1 slot Category: Wizard, Priest
chaos shaping proficiency, which allows a basher's mind to Ability: Intelligence Check modifier: 0
maintain the terrain, even when the character is distracted or
unconscious. This proficiency allows a hasher to examine planar events
The trained anarch uses the powers of the subconscious and predict the future, using a device called a celestial
mind to maintain terrain in Limbo. With the proficiency, the etheroscope (see page 134). It is similar to the astrology pro-
character uses Wisdom rather than Intelligence on the Ter- ficiency, although its results are more general.
rain Maintenance Table, and is free to perform other actions By observing various planar events through an ethero-
scope, a character can predict the tides of fortune on a plane.
A blood can obtain five different types of results.
I

(1) Catastrophe. Something horrible is going to hap- Determining the current tides of fortune on a plane require
pen on the plane in question. a regular proficiency check. The check modifier has a cumu
(2-5) Bad luck. All signs point to negative karma on the lative -1 penalty for each day into the future the priest o
plane in question. Minor bad things happen in the wizard attempts to look. Failed checks at any time reveal in
lives of the natives, and visitors are at -1 on all accurate results, or no results at all. Failure also denies an:
die rolls until the phase passes. further attempts for that time period.
(6-15) Status quo. Things aren’t going to change drasti-
cally for a while.
(16-19) Good fortune. The plane is blessed with positive
energy. Good things happen for the natives, and Ability: Intelligence Check modifier: -3 or -5
nomatives receive a +I bonus to all die rolls for
the duration of the phase. Sometimes a planewalker needs to know what’s on the othe
(20) Providence. Something extremely wonderful hap- side of a portal or gate before he steps through. This profi-
pens on the plane (for the inhabitants). ciency also allows a cutter a chance to determine the portal’s
exit point. This proficiency is used in two ways.
Numbers in parentheses allow the DM to determine ran- First, a successful check at a -3 penalty grants a genera
dom occurrences (roll ld20), although most often a DM feel for safety. By intuition and observation, a planewalke
should choose an appropriate result based on his foreknowl- determines whether a given portal leads into a setting or sit
edge of upcoming adventures. Random rolls, however, may uation of direct and immediate harm. Obviously, this re
provide adventure hooks. Regardless, good or bad luck has quires the D M s interpretation.
nothing to do with alignment; some wonderful development A second successful check at a -5 penalty divines the
for the yugolotbs on Gehenna may mean something temble location of the other end of a gate or portal. The planewalker
for the forces of good everywhere else. Similarly, a person of may not learn the exact site or position, but at the very least
evil alignment who visits Elysium during a phase of good the character’ll learn the destination plane. This proficiency
fortune still receives doesn’t tell the character about the gate key required to ope]
the benefit, since
providence tran-
scends align-
ment. Phases
of fortune can
last as long as
the DM wishes,
but no more than
a week is sug-
gested, and some-
times they might
last no more
than a few
minutes.
SPELLRECOVERY
2 slots Category: Wizard, Priest
Ability: Intelligence Check modifier: -5

When a herk casts a spell on a plane where it won’t work -


like an illusion on Mechanus, for example - he loses the
spell. Wizards or priests with this proficiency can attempt to
grab hold of the useless, lost spell before it completely fades
from their memory. This works only when a spell he-
comes useless due to the magical conditions of a plane,
layer, or realm. Spells that fail simply because of other
factors (like magic resistance or successful saving
throws) cannot he recovered using this proficiency. Ohvi-
ously, once a body learns the dark of planar magic, this pro-
ficiency won’t he as useful, ‘cause the berk won’t he casting
useless spells in the first place,

I
EXIS.EING PLANAR CIBmmQN
+ PR@FICIENCIES + Most planars know a language referred to as Planar Com-
For the most part, the proficiencies found in the Player’s mon, or Planar Trade. In fact, the language stems from the
Handbook and other ADHD products can he used normally in earliest planar settlers from the Prime, who brought their
a PLANESCAPE campaign. However, some proficiencies, partic- Common tongue with them. Although the language has seen
ularly those dealing with the environment, present a few many new variations develop (including the cant, or planar
problems. These proficiencies include agriculture, animal slang), it remains essentially understandable even by the
lore, animal handling, animal training, astrology, direction greenest primes.
sense, herhalism, navigation, seamanship, survival, and Many native planar races look down upon this common
weather sense. The DM may rule that in certain of the unique tongue, regarding it as a backwater prime carryover. Others
and alien environments found on the planes, these skills are see the value in a common language; in fact, the Lower
partially or completely useless. Astrology, for example, is us- Planes had established a trading language even before the
able only on planes with stars and celestial events with advent of Planar Common.
which the character is familiar. Some proficiencies are al- It’s assumed that all PCs, prime or planar, speak this
ways completely useless on certain planes - like agriculture language. Not all NPCs speak Planar Common, however.
on Mechanus. Even when they do, most folks enjoy conversing in their na-
DMs should feel free to modify the use of these profi- tive tongues rather than a simple trading language.
ciencies with a - 1 to -10 penalty as they see fit, depending
upon the setting and situation. Alternatively (or addition-
ally), the DM may let players develop proficiencies in planar
$+HER LANGUAGES
versions of these skills, such as Ysgardian agriculture, All planar player characters may choose starting languages
Gehennan animal handling, and so on. In this case, it should as usual from the following list, although other “Prime”
he assumed that planar characters’ proficiencies are appro- racial languages, such as elvish, dwarvish, orcish, lizard
priate to their plane of origin. man, and so on are also available with the DMs approval.
Not every plane should have completely different envi- Languages should he appropriate to the character’s origin
ronmental basics, however. Normal animals on the Beast- plane and background.
lands, animals on the Prime Material, and animals on Ar-
borea are not necessarily fundamentally different, for ex- Archon Guardinal
ample. Similarly, not all proficiencies need be specifically Asuras Khaasta
tailored to a single plane; one such example of a modified Baatezu Lower Planar Trade
general “planar proficiency” is provided below. Baku Marid
~ ~~~~~~~

Bariaur Mephit
PLANAR
1 slot
DIRECTIONSENSE j Bladeling Modron“
Category: General Dao Nereid
Ability: Wisdom Check modifier: +1 Djinni Night Hag
Efreeti Slaad
Since standard compass directions as most primes know Eladrin sylph
them don’t exist on the planes, this proficiency allows an- Formian Tanar’ri
other method of judging direction. Planar direction sense en- Gehreleth Tso
ables cutters to utilize landmarks and other benchmarks to Githyanki Yugoloth
keep from getting lost. While a planewalker may not know Githzerai
which way is north, he does know how to get back to
Plague-Mort, the tower of Nirrecles, or the gate to Sigil. * Modron speech costs two
slots due to its basis in
unique concepts.
LANGUAGES
+ @ F +HE P L A N E S + ally not available as starting
~~

- languages.
I
Other races have languages, hut they are gener-
.
- - Some, such as
Not everyone speaks the same language on the planes. On dahus, are impossible for PCs to ever learn. Aasimar, genasi,
Mechanus all languages are automatically translated, but in and tieflings [like half-elves) do not have their own lan-
other places, spells like tongues come in very handy. Com- guages.
munication is important, and with an area so large and so DMs should take note that most intelligent creatures of
full of diversified intelligent beings, it can sometimes be ex- the planes know at least two of the above languages, and
tremely difficult. possibly Planar Common as well.

+ 101+
Whether a body's travel-
ing along the Great

ardheads in Sigil, or swim-


ming through the plane of Water, magic makes the job easier.
It's vitally important, and it's everywhere. Practically every
planar creature - fiend, celestial, or otherwisp
- has some magical power or innate ability.

H P LAN @ S On some prime worlds, magic is rare ana


therefore thought wondrous and mysterious.
Now, away from the Prime Material, magic is
still a wondrous thing, but what berk has time
to ponder it all? Planars see the bigger picture, in which
magic is only a component. Spells allow folks
to reach beyond their mortal limits, but
A
wizards on the
planes ain't the
lords of un-
knowable se-
crets that they
are on the Prime.
Priests serve as
agents of the powers
themselves, but that doesn't make their magic invulnerable. Fact is, their spells
work in relation to their deity's proximity. When a body's traveling the planes,
distances of separation can stretch pretty far.
-
That said, every plauewalker spellcaster or not - should know a littli
about how the planes affect magic. If a berk thinks that magic works the sams
everywhere, she's in a lot of trouble, and has a good bit of catching up to do
Try to keep up.

IIIAGICAL E f f E C + S
+ eN + H E PLANES +
The first thing a planewalking wizard (and to a lesser extent a priest) has to re-
alize is that her spells are not absolute. They are malleable and fallible, de-
Y @ U IUS+
pendent on the plane where they're cast as well as a number of other re-
lated factors. Each plane maintains its own rules about how magic
WAVE Y@UR HANDS,
I E HAS. ' *I
works. It's a lot for a cutter to remember, but a body should know the

-
AND dark of her trade and livelihood, right?
AHRGE ESSBLAV, All planar wizards and priests have access to the following in-
formation. It's also available to primes who inquire in Sigil or other
EXPLAINING +Re
I .E R1 A I 6 e A6I ' large burgs like the gate-towns of the Outlands. As always, a basher
wanting the knowledge has to pay a little music.

0 E N RAL C @ N D I .I.I @ N S
Spellcasting on the planes relies on three basic principles (Rule of Threes, of
course!): Who's native to the plane, where the plane is in relationship to other
planes, and (in the case of realms) what conditions have been imposed hy the
power who rules there. These principles, explained below, apply to both wiz-
ar
1. Puuwa NATIVTS. The Elysium fire elemental is sincerely and strictly neutral
like a prime is a native of the Prime Material Plane, good in alignment and does nothing to contradict that gooc
hing’s got a home plane. Regardless of where a body essence. Likewise, a similar creature summoned on Gehennz
, he’s still a native of his plane of origin. Some call it has an evil essence, and attempts to trick and subvert thf
e Law of Origins, or even the Law of the Home-Born. caster in much the way a summoned
A basher on his home plane isn’t extraplanar. Pretty
le, right? A body can’t banish a tanar’ri from its home 3.I-- J
e of the Abyss. Therefore, spells like banishment, bind- The powers dictate the magical conditions in their own
g, dispel evil, holy word, and protection from evil don’t realms, imposing penalties and benefits as they see fit. Con-
rk against creatures native to the plane they’re cast on. (In ditions of the surrounding plane may be completely absent
e case of protection from evil, this restriction only affects or they may he twice as potent. Magic can function at peak
e aspect of the spell that wards against extraplanar crea- efficiency, or lose its power altogether. These conditions ut-
es, and not the spell’s other general protective qualities.) terly depend on the nature of the power who controls the
her, a gate spell cannot summon a creature from the realm, and may not be overcome save by the power’s own
e the caster stands on. (The innate ability of a fiend to whim.
e its fellows isn’t hindered by this restriction. Why? That’s
t the way it works.)
The Law of Origins is even more effective when it con-
s petitioners, since petitioners can be considered to have
+ IIIAGfS A N D IIIACIC +
been “born“ on the plane they’ve taken form on. In addition Planewalking wizards have a lot to remember. They’ve got to
to the above notes, healing and necromantic spells of any keep track of how their spells interact with the plane they‘re
kind - beneficial or harmful - have no effect on these folks. on, and where that plane stands in relation to the rest of the
Perhaps because of their origin on the Prime Material multiverse. They have to know that their spells aren’t infalli-
ane (which touches all planes through the Astral and Ethe- ble, and that their magic will never have the same effect
all, these principles apply to primes as well, no matter twice. But that’s the price mages pay for the power at their
ere they stand: even on Gehenna or the plane of Light- command.
ng, primes aren’t considered extraplanar and aren’t af-
cted by such spells.

2. %IMMONINGS.
On the other hand, on all planes but the Prime, spells other
than gate that conjure or summon extraplanar creatures can
y call up monsters native to the plane on which the spell
cast, or on a directly adjoining plane. For example, mon-
summoning spells on the Gray Waste capture natives to
plane - diaaka, night hags, hordlings, and other horrible

Carceri, the Outlands, and the Aseal (though that doesn’t re-
lly expand the caster’s prospects much). On Arcadia, a
sher shouldn’t hope to summon similar creatures - in-
, his spell’ll grab natives of Arcadia or its surrounding

The rules concerning elemental summqnings change be-


se of these principles, too. (They’re also affected by the
iom of Dimensional Relations, as described below, but the
d result is the same.) When a priest - or a mage armed
with the proper spell key - conjures an elemental on the
Outer Planes, she draws upon the forces on whatever plane
she’s on to create the elemental. Thus, when a priest on Ely-
sium casts conjurefire elemental, what really appears is an
Elysium-born spirit animating native elements to resemble a
fire elemental - but it‘s not a tnte elemental in the strict
sense. In ability and power, however, it acts like
the appropriate creature - with one excep-
on. The “elemental” takes on some of the
spects of the plane from which it’s created.
TABLE I: WIZARD S P E L L S WI+H
PLANAR PA+HWAYS
The planes are all interrelated. The Ethereal connects AND E X+RAD I mE N 5 I eN4L RE Q U I RE DE N+ S
all of the Inner Planes as well as the Prime, but does-
n't touch the Outer Planes. None of the Inner Planes Astral (Cannot be cast on the Inner Planes, the Ethereal, or lay-
has a direct connection to any of the Outer Plmes, but ers of planes separated from the Astral)
they do have metaphysical contact with each other.
Similarly, the Outer Planes are related by proximity or Astral spell
the Astral Plane, which also reaches the Prime. Duo-dimension
A wizard has to note these connections when he Find familiar'
casts certain spells. Few prime wizards ever think
about it but a number of their common spells require Ethereal (Cannot be cast on the Astral nr Outer Planes)
a link to one or more of the various planes. If cast on
a plane where that link isn't possible, the spell fails. Conjure elemental" Major creation
It's as simple as that. Conjure elemental-kin# Minor creation
It's easy enough to figure if these l i n k - also Demishadow magic Phase door
called planar pathways - are accessible or not. Think Demishadow monsters Shades
of it this way: All of the planes belong to one of two Detect phase* Shadowcattt
groups, the Ethereal group and the Astral group. The Dimension blader Shadow formt
Ethereal group comprises the Inner Planes, along Distance distortion Shadow magic
with the Ethereal and the Prime. The Astral group in- Energy drain Shadow monsters
cludes the first layer of each Outer Plane, the Astral, Estate Wansfere Shadow walk
and the Prime. Only the Prime Material Plane exists Etherealness# Summon shadow
in both groups - that's why almost all spells work Invisible stalke Vanish
there. Spells requiring connections to planes outside Leomund's secret chest
of the group a mage currently inhabits cannot work. Lorloveim's shadowy transformationtt
No planar pathway exists from Ysgard to the Demi-
plane of Shadow, so spells utilizing shadow magic Dual (varies)
just don't function on Ysgard. Likewise, a body can't
conjure a baku from the Outlands to the plane of Ra- Banishment Magic mirror
diance - a restriction that obeys both the Dimen- Contact otherplane Reincarnation
sional Relations rule and the general rule about pla- Demand Sending
nar summonings. Dismissal succor
A few spells (listed in the "Dual" category in the Drawmij's instant summons Vision
table below) reach through either the Astral or the Ensnarement
Ethereal, depending on where the spell is cast. Con- Homung's random dzspatcherft
tact other plane, for example, reaches through the
Astral to the Outer Planes and through the Ethereal to Extradimensional (Cannot be cast on the Astral Plane [and pos-
the Inner. A wizard on the plane of Fire hoping for an sibly some Ethereal demiplanesl)
answer from a creature of Gehenna gets nothing but
static. Deeppockets
Related to this concept is the existence of ex- Maze
tradimensional spaces. These small pockets of space Mordenkainen's magnificent mansion
are located in hidden dimensions beyond normal per- Rope hick
ception. Certain spells, as noted in the table below,
access or create extradimensional spaces to achieve * May or may not cross planar pathways, depending on the crea-
their effects. The Astral Plane, due to its nature, does- ture called.
n't have extra dimensions. Thus,there's nowhere for Remember that with the proper spell key, the mage summons a
a maze spell to send its victim, and no place for rope pseudoelemental as described above.
trick to create its hidden room. A few Ethereal demi- t Indicates a spell found in The Complete Wizard's Handbook.
planes are also rumored to be cut off from extradi- i t Indicates a spell found in the Tome of Magic.
mensional space. # Indicates a spell found in PLAYER'S OPTION": Spells and Magic.
Remember, just because the wizards normally
cut off from thcse spells doesn't mean he can never Nom: This table updates and replaces the table found in A DM-
cast them; with spell keys (explained below), most Guide to the Planes in the PLANESCAPE
Campaign Setting boxed set.
any spell can be restored to its full function.

II C ! !
AL+ERA+IB)NS BY SCHIBB), sions of steam rather than fire. Sometimes only the appear
ance of the spell’s effect changes, while other times, the gen-
Wizards must also deal with the changes that occur to the eral nature of the spell itself changes. On some planes, spells
various types, or schools, of magic on certain planes. Mages change to their opposite in effect or intent. On Mount Celes-
need to be mindful of the schools from which they draw their tia, for example, death magic always reflects back upon the
spells, not forgetting that many fall in two or more schools. caster. Or the reliability of the magic itself may diminish
The commonly usedfireball, for example, is both an evoca- making any attempt at spellcasting an unsure proposition -
tion and an elemental fire spell. like casting alteration school spells in the Abyss.
Each plane has its own set of physical laws and interac-
tions with the forces of magic. Certain types of magic can be
nulled, enhanced, diminished, or S P E L L KEYS
simply altered. The table on page Spell keys allow a wizard to bypass som,
107 shows the general modifica- of the above restrictions. See, it’s possihll
tions to each spell school
F E E L + H E +I to learn the particulars of a plane’s alter
@ f LIGH-kNING
on each plane, but the ac- ations and adapt spellcasting to those
tual changes vary as F @ C U S E D BY + H E P@WI conditions. Spell keys enable a wizard to
lus+lc
-
much as the planes them- @F cast spells so that they function normally on
selves. The Dungeon Master
can find complete informa- BAX TEReBBR. planes where such magic is altered or even
completely ineffective, whether the limitation’s
tion for each Outer Plane’s A ~ERCYKILLER due to a planar pathway restriction or a school
magical changes in the Planes w I ZA RLD alteration. They do this by “attuning” a wizard‘:
of Chaos, Planes oflaw, and spells to the magical vibrations of a given plane.
Planes of Conflict boxed sets. These keys must be added to the incantations,
In general, though, the following coudi- 1 gesticulations, or required material components used
tions apply. to cast a spell. As exka requirements, virtually all spell keys
Null means that certain spells simply add at least 1 to the casting time of the spell with which
don’t work on a given plane. These are usually they’re used.
based on elemental or philosophical opposites. Spell keys take different forms depending on when
For example, water spells never work on the plane of Fire. they’re required. For example, on Ysgard spell keys are rune:
Certain “null” spells may he restored with spell keys, such as that are traced in the air or spoken aloud. On Mechanus the3
wild magic on Mechanus. take the form of mathematical formulae traced on tiny cogs
Diminished spells function at one level lower than nor- On Limbo they constantly change, reflecting that plane’:
mal. This occurs when a plane’s composition and physics chaotic nature.
aren’t conducive to that particular school of magic, but not Some spell keys prove far more useful than others to i-
to such a degree that the spells cannot function at all. For spellslinger. General keys allow a cutter to effectively cast
example, elemental fire spells are diminished on the plane of any spell from a group of spells, while specific keys only af-
Earth, so afireball spell cast by a 5th-level mage there in- fect one particular spell. A general key might restore all 01
flicts only 4d6 points of damage. In addition, spells higher the spells of a particular school of magic - such as conjura-
than 4th level cannot he cast at all by anyone. tionlsummoning spells on Baator - while another key mighi
Enhanced spells always function as though cast by a affect all wall-related spells on Limbo. A specific spell key
wizard one level higher than the caster’s actual level. This would only restore invisibility on Arcadia or power word: kill
happens on planes where that type of spell is conducive to on Mount Celestia, for example.
the environment due to similarity or general fostering of Planar mages know the dark of spell keys and con-
such effects; for example, violent invocations and evocations stantly look for new ones. There isn’t a spell key for eve9
on Gehenna mirror the violence of the plane. Thus, afireball spell or school that suffers alterations, however. The Plana]
spell cast by a 5th-level mage inflicts 6d6 points of damage, Absolutes table on page 107 shows unconditional spellcast-
and the target’s saving throw is made with a -1 penalty, ing prohibitions on the planes. Some spells simply won’t
Spells that provide protection gain a +1 bonus, so afire work on certain planes, no matter what a body does.
shield cast on Gehenna grants the wizard a +3 saving throw Current chant says that some bashers have developed 01
bonus versus cold-based attacks [rather than +2). discovered a new type of spell key that affects other plane-
Alterations are by far the most common changes to based limitations. It’s said that some of these keys allow a
spells, and their effects vary so much it’s impossible to cata- monster summoning spell to call forth creatures from nonad-
logue them here. Spells so changed by the plane can manifest jacent planes, while others extend the ranges of certain spells
in a number of different ways. These effects shift from plane so that they can be cast across planar distances when they
to plane and spell to spell, but some consistent patterns exist: could not before. Some even say that there’re spell key:
For example, all tire spells on the plane of Ice produce explo- that‘ll let a cutter cast a spell through an open portal.

I
~ 4106 4
I
TABLE 11: SCHeeL AL+ERA+IBNS BY PLANE
CON/ ELUlENTAL
PLANE A w
Asbal
Ethereal
SUM
>
* *- F-* *E*
Elemental: Air + > > >
Elemental: Earth ** > > + >
Elemental: Fire > + > ..
Elemental: Water
PE: Ice
** >
-
.:
>
>
>
+
-
PE: Magma > - - ..
PE: Ooze > > - -
PE: Smoke
QE:Lightning
** - - > >

QE: Mineral
QE: Radiance
**
QE: Steam
Positive Energy
-
+
-- *+ -* +
*
Negative Energy
OE: Ash
** > > *
*:.-•
*

QE: Dust
QE: Salt
*
*
QE: Vacuum
Abyss
Acheron
** + ** ** *
Arhorea ** >
- ** *

I
Arcadia
Baator
** >
> ** ** **
Beastlands ** -
* **
Bytopia
Carcen ** ** -
-
Elysium
** ** ** -
** **
** *
Gehenna -
Gray Waste * -
Limbo
Mechanus
Mount Celestia ** ** ..
>
** ** ** **
** * *+ *
I Outlands
Pandemonium
Ysgard
- No alteration to school.
4 4
* . ..
**
+ Alterations to school occur; the spell may need help to work, or its effects may he changed.
> School is diminished on plane.
+ School is enhanced on plane.
. :. School is null on plane. All spells of that school simply do not funcbon. It may be possible to restore them with spell keys.

II
allow spells to fnnction normally. Most keys add 1 to the initiative or casting time of the spell.

11: PLANAR ABSOLU+ES


I- -
(ABSOLU+E P R e H I B I + l e N S eF IUAGIC BY PLANE)

For both wizards and priests, the following schools or types of spells never function on the noted plane, even with spell or power ke:
Otherwise, even spell types noted as "null" above can be restored with keys.
ABSOLUE RESTRICTION PIANE ABSOLWIE RESTRIC
Elemental Fire No water spells Outlands Special by r i n r
Elemental
PLANE Water No fire soells' Sigil No interplanar transport spells (gate,

I PE: Magma NO wate; spells plane s h i p telpnnrt mithnrrt PWM


QE: Vacuum No ah spells and so on)

I
* Unless the spell is cast within an elemental pocket or ather distinct environment. For example, a fireball be cast on the plane of
Water within the confines of the City of Glass or in an air bubble. (Note that even within an air bubble on the planes of Fire or
Magma, the temperatures remain too high to tolerate water spells.)
"As noted on page 10, magic that can he cast on the Outlands depends on where a cutter stands. Within the 7th ring, for examp
8th- and 9th-level spells simply cannot function. Right next to the Spire, all magic is completely annulled. A complete guide to these
conditions is available in A Player's Primer to the Outlands (2610).
priest’s current location and the deity’s home plane. For ex- like to taunt other priests. It’s an ironic fact of the planes th
ample, assume a priest‘s deity is based on the Outer Plane of grants those sods who don’t believe in gods at all the full
Arcadia. On Mount Celestia, Mechanus, the Outlands, and range of priestly powers.
the Astral she loses no levels, since those planes directly ad- This subtraction of levels doesn’t happen at all in two
join Arcadia. If she goes to Limbo, she loses six levels, since places: Sigil and the Prime Material Plane. For whatever rea-
Mount Celestia, Bytopia, Elysium, the Beastlands, Arborea, son (probably two completely different reasons, actually),
and Ysgard separate the two planes. (Count around the Ring, priests function normally in these places no matter wh-*
not through the Astral.) On the Ethereal she’s down two lev- power they serve.
els, since she must travel through the Astral and then But most planewalking priests find that the level lobs
through the Prime to reach it. If she travels to the plane of makes adventuring difficult. Sure, they can use clerical
Eaah (or any other Inner Plane) she loses three levels, trac- scrolls, but those are subject to the planar pathways d e and
ing from the Astral Plane to the Prime Material to the Ethe- other planar alterations (see “Magical Items,” below). F o r b
real - not counting the plane the priest and the god are on. nately, just like wizards, priests’re able to find keys that make
This works exactly the same way on the Inner Planes, their restrictions more livable.
although those planes have a different layout. Because the
Elemental Planes are so interconnected, there can never be
more than three planes of separation between a deity’s home
and the farthest point on the Inner Planes. Like spell keys, power keys are additions to normal spellcar

..“
ing. As direct gifts from powers to their priests (usually
T A l L € I V PRIES+ L B V € L LBSS BY PLA E through a proxy), such keys are very, very rare. They are re-
( 9 U I C K RB P€R€N E € 1 wards to faithful servants, or special weapons that aid priests
in direct and dire service. Unfortunately, for priests worship-
Dmr’s P m PRIEST’S PLANE Loss ing ideas like those in the Athar or the clerics who revere the
Astral Outer Planes 0 Source (as in the Believers o f . , .), no one can give them
Astral Prime or SigiI 0 power keys. They’re simply out of luck, a fact that might be
Astral Ethereal Plane -1 the death of an Athar priest on the Inner Planes.
Astral Inner Planes A clerical spell cast using a power key becomes as effec-
Ethereal Inner Planes . tive as it possibly can be under normal circumstances. Curz-
Ethereal Prime or Sigil 0 tive spells always heal the maximum amount of damag
Ethereal Astral Plane -1 while attack spells inflict maximum damage.
Ethereal Outer Planes -2 Also like spell keys, power keys can be general or spe-
Inner Plane Ethereal, Prime, or Sigil 0 cific in their effect - that is, a priest’s cure light wounds al-
Inner Plane Astral Plane -2 ways functions at full potential with a specific power key for
Inner Plane Outer Planes -3 that spell, while a general power key for the Healing sphere
Inner Plane adjacent Inner Plane 0 ensures that all healing spells function at their full potential.
Inner Plane other Inner Plane varies These keys have no effect on level loss, however. If a priest
Outer Plane Astral, Prime, or Sigil 0 has a key that makes his cure serious wounds spell function
Outer Plane Ethereal Plane -2 at its highest level, but he goes to a plane where he loses his
Outer Plane Inner Planes -3 ability to cast 4th-level spells, the key is useless.
Outer Plane adjacent Outer Plane 0 A greater power key, on the other hand, actually reduces
Outer Plane other Outer Plane varies the level loss as a priest moves away from his deity’s plane.
Prime Ethereal or Astral 0 Thus, a greater power key of two levels allows a priest to
Prime other prime world or Sigil 0 function normally up to three planes away from his power’s
Prime Outer or Inner Planes -1 home, losing one level for every plane removed beyond that.
No greater power key has ever been known to grant a re-
See the diagrams of the Great Wheel (page 13) and the prieve of more than four levels.
Inner Planes (page 26) to determine adjacent planes. Remember Say, for example, that Lathander (a power based on the
that all Outer Planes are adjacent to the Astral (and the Out- Outer Plane of Elysium) granted a cleric a greater power key of
lands), and that all Inner Planes touch the Ethereal. For a com- two levels. The cleric would be at full power on Elysium, By-
plete chart of aU planar changes to priest spells, see page 156. topia, the Beastlands, the Outlands, and the Astral (as normal)
Note that a priest whose power dwells on the Outlands and would also retain full spellcasting capabilities on Arcadia,
has it made on the Great Ring; he’s at full strength since Mount Celestia, Arborea, and Ysgard. She’d lose one spellcast-
there’s no separation “between” the Outlands and those ing level on Mechanus and Limbo, two levels on Acheron and
planes. The same applies to the Astral Plane, a fact with Pandemonium, and so on through the rest of the Ring.
which Athar clerics (who draw their power from their faith in Greater power keys must he used with each spell th
the “Great Unknown,” which they believe lies on the Astral) would normally he lost to planar distances, adding at least
I to the casting time of the spell. A priest never gains levels by
using these keys.
TABLE V: PRIES+ S P E L L S W I + H
PLANAR PA+HWAYS AND
Power keys are naturally subject to the whims of the E %+RAD I mE N SI e NAL R S O U I RE mE N S +
deities who hand them out. Sometimes they change without
warning, and sometimes a power intentionally creates them (Affects magical items and scroll-cast spells only)
to only function temporarily. Some evll (and usually chaotic)
powers create false power keys that actually pervert, cancel, Astral (Cannot be cast on the Inner Planes, the Ethereal, 01
r alter a spell when cast, sometimes even without the layers of planes separated from the Astral)
aster's knowledge. A priest has to he a little peery about the
ource of a power key when he receives one. Astral spell
Astral windowt

+ IIIACICAL I+@mS + Join with astral travelert


Speak with astral travelert

eneral rule, a planewalker's magical items are affected Ethereal (Cannot be cast on the Astral or Outer Planes)
ust like her spells - in all the same ways and degrees. If she
a ring of invisibility into a place where illusions don't Aerial servant Etherwalkt
(like Mechanus), the ring won't work either, since it's Chariot of Sustarre The great circlet
d on the illusion schooljnst like the invisibility spell. It'll Conjure air or water elementah Mind tracken
just be a piece of jewelry, and even a spell key won't let it Conjure earth elemental Negative plane protection
function properly. A canny blood can figure out the magical Conjure fire elemental Reflecting pool
school equivalents of most items just by thinking about it, as Elemental swarmt Restoration
they're pretty straightforward. Dungeon Masters have access Ethereal bam'err Shadow enginest
to a table in A DM Guide to the Planes in the PLANESCAPE Etherealness* Summon animal spirit?'
Campaign Serrtng boxed set, and are the final arbiters on the
subject. Likewise, magical items (whether based on wizardly Dual (varies)
or clerical magic) are subject to the planar pathway restric-
tions listed in tables I, 111, and V. And, of course, spell keys Abjure Holy word
and power keys have no effect on magical items whatsoever. Astral awareness* Magic font
The same goes for clencal spells recorded on scrolls. It's Awury Raise dead
a handy way for priests to retain their high-up spells far Commune Reincarnate
away from their deity's home plane (since the scrolls aren't Detect spiritst Resurrection
subject to the level-loss rule), but if the spell requlres a pla- Dispel evil Sanctifyi
nar pathway connection in a place that doesn't have one, the Divination Speak with dead
scroll's useless. Clerical spells that require such pathways are Divine inspiration+ Spirit of powert
listed below. Draw upon holy might+ Succor
More than any other type of item, magical weapons,
armor, and items with bonuses (pluses) of any kind are Extradimensional (Cannot be cast on the Astral Plane [and
bound to the magic of their plane of origin. Such creations possibly some Ethereal demiplanesl)
are attuned to the energies of that plane, and diminish in
power if they're taken from it. The further the item moves Extradimensional detechont
from its plane of origin, the less powerful its enchantment, at Extradimensional manipulation+
least for the duration of the separation. Extradimensional pockett
For each plane removed, the item subtracts one from its Seclusiont
bonus. For example, if a battle-me +3 forged in Sigil is taken Transformation+
from Sigil to Elysium, it becomes a battle-axe +2, being one
plane removed. (Sigil is not exempt from this rule as it is *May or may not cross planar pathways, depending on the
with priest spells: it's considered part of the Outlands for creature called.
magical items.) If the same axe is then taken to the Ethereal t Indicates a spell found in the Tome of Magic.
3
Plane, it becomes a battle-axe +O, tracing three steps from t Indicates a spell found in PLAYER'S OPTION:Spells and
Sigil through the Astral to the Prime to the Ethereal. If it is Magic.
then taken to the plane of Steam (one more step) it remains
an axe +O, for the bonus cannot become a penalty. NOTE:This table updates and replaces the table found in A
Items trace the shortest path between the ulanes, unllke a DM Guide to the Planes in the PIANESCAPE Campaign Setting
priest's lost levels. If a magical item's origin lies on one of the boxed set.

I
Outer Planes and it's taken to another plane on the Great Ring,

I +110+
the count almost always goes through the Astral rather than In some long-ago agreement of the powers, all things
counting planes around the Ring. Conduits, portals, demi- were given a true name - a name that wasn't just what each
planes, and so on have no effect. That's just the way it works. thing was called, hut that tndy defined what that thing W R S .

T A B L E VI: I
I
The powers intended to keep these names to themselves,
using them only to maintain conformity among their respec-
G I C A L r+Em B ~ N U less S BY PLANIE tive creations. But at least one power - no one knows for
( Q U I C K REFERENCE1 sure which one - went stag and revealed some of the true
names to mortals. (Some berks say that a mortal stole the
Wmm FORGED W m USED Loss names, but that seems unlikely.)
Astral Outer Planes or Prime -1 Naturally, once mortal spellcasters discovered the con-
Astral Ethereal Plane -2 cept of true names, they began to use it. These secret names
Astral Inner Planes -3 eventually spread to a select few throughout the worlds of
Ethereal Inner Planes or Prime -1 the Prime. Despite this, the names remain closely guarded se-
Ethereal Astral Plane -2 crets, for they contain great power for those who know how
Ethereal Outer Planes -3 to exploit them.
Inner Plane Ethereal Plane -1 Learning true names is an arduous process, and no one
Inner Plane adjacent Inner Plane -1 has ever been able to catalog more than a handful at a time.
Inner Plane other Inner Plane or Prime -2 Anyone who wishes to learn a true name must perform re-
Inner Plane Astral Plane -3 search, consulting libraries and sages (sometimes in far-
Inner Plane Outer Planes -4 flung places or even on different planes) as well as utilizing
Outer Plane Astral Plane -1 spells such as legend lore. The methods used and the name in
Outer Plane adjacent Outer Plane -1 question determine the amount of time necessary to discover
Outer Plane other Outer Plane or Prime -2 a true name. Most names require a period of 2-24 (2d12)
Outer Plane Ethereal Plane -3 months, although those that the DM deems more obscure can
Outer Plane Inner Planes -4 take much longer. Some true names (DMs discretion) simply
Prime Ethereal or Astral -1 cannot be found, since no one knows them.
Prime Outer or Inner Planes -2 I Not all true names were revealed to mor-
~ ~~~ ~~~ ~~ ~~~~~

tals in the first place, and many that


Note that items forzed on the Astral or the Outlands
I ~ ~ ~ ~~~~~~~~~ were once known have been lost.
lose only -1 on all the Outer Planes (since they're As far as anyone knows, powers
adjacent to all of those planes), making them do not have true names.
some of the most useful items around when Once a mage discovers the
adventuring on the Great Ring. For a complete true name of a living creature, he
chart of all planar changes to magical items, see C T P V T C can use the hue name spell with
page 157. r i L h L C .
great effect. The name is
Items reduced to +O bonuses are still magi- flu+ I .f.' s us UA L LY also necessary for the
cal and can strike creatures vulnerable only to P R E D I C .f.AB LY S e . spells cacotiend, ensnare-
magical weapons. They register as magical when
subjected to detect magic . spells,
. and are still gen-
erally extremely sturdy and finely crafted. Items
-
-
R I + + B @ N BLESS,
A GUVNER
ment, and spirit wrack. It
should he noted that while all
things have true names. onlv
I

that have additional powers lose such powers when the living creatures are affected by these
item's bonus falls to +0, so a defender sword +4 with the spe- spells. Rare or obscure spells may affect inanimate objects,
cial ability to detect sloping passages loses the defender abil- elements, or compounds whose true names are known.
ity and the power to detect sloping passages at this point. A True name magic is most often applied in the sum
weapon with two sets of bonuses, such as a sword +I, +4 us. ing and binding of fiends. To summon a specific fiend
lycanthropes, uses the higher bonus to determine the loss of conjuration spell, the wizard must usually know the bem
additional powers. As a final note, cursed items with nega- true name. Further, a fiend - even a tanar'ri - is bound
tive bonuses aren't affected in any way by planar travel. keep a bargain made with a wizard who knows its true na
It's believed that the powers established this condition

+ T R U € NAIIIgS + give mortals an edge in dealing with fiends. Of course,


fiends would never admit that the powers have such con
over them.
Prime wizards don't often explore the concept of true names, Chaotic characters can learn but cannot use t h
but spellcasters of the lawful planes have a long familiarity names. Further, the Athar faction denounces them since i
with it. True name magic is thought of as a force of order, believed that the names originated with the powers the
countering the school of wild magic (a force of chaos). selves.
Developed by an Indep mage, this spell enables a wizard to
determine a character or creature's faction simply by looking
asters can't afford to become complacent once they at him. The spell lasts one round per level of the caster: each
the basic rules. Magic use suffers other special and round, the caster can determine the faction of one creaturi
e effects on the planes. No one can ever know all of within range.
erations, enhancements, and reductions that occur to Most faction members don't bother to hide their affilia
s throughout the entire multiverse, but every plane- tion, but on occasion factols order covert missions or infil
alker learns a few of these things through experience. If tration of other groups. If a target is trying to conceal his
to keep him alive. faction, the DM secretly rolls a saving throw versus spell for
the target. Success means that the target has foiled the wiz-

+ WIZARD SPELLS
ards efforts to reveal his true faction affiliation. (For role-
playing purposes, the DM makes the roll so that the target
doesn't know if his true faction's been detected or not.) Note
me of the following spells have been gathered from previ- that Anarchists posing as members of other factions aren't
sly published sources. The rest are new. All are available detected by this spell, as they take their assumed roles t r
ruse by PCs, although each DM must decide how to intro- heart.
em into his game. Planar characters may learn these This spell is virtually unknown outside of Sigil. It obvi-
ormally, while primes have to find a planar mentor or ously has no effects on creatures without faction affiliation,
ct their own research, using the spell research rules and also doesn't work on subjects belonging to factions or
resented in the DUNGEON MASTEPGuide. sects of which the caster has no knowledge. On occasion,
A few spells are marked "HELLBOUND." Those spells ap- however, creatures with deep-rooted philosophical beliefs
peared in the Hellbound: The Blood War boxed set, and were may be incorrectly identified as factioneers by this spell. For
idesigned for fiendish spellcasters. DMs must give specific example, a high-level priest who worships a power of deatl
permission for PCs to have access to these lower-planar may be mistaken for a Dustman.
dweomers. (Two spells from that source aren't included here,
y're usable only by fiends.)
(EvocationIInvocation;Level 11

Range: Touch Components: V, S


AVOID
PLANAR EFFECTS Duration: 1 hourllevel Casting Time: 1
(Abjuration, Elemental [All];
Level 1) Area of Effect: 1 portal Saving Throw: None

Components: V When this spell is cast, a portal designated by the caster pro-
uration: 1 round15 levels Casting Time: 1 jects a mental call to up to six intelligent beings chosen by
a of Effect: 1 creature Saving Throw: None the caster. The beings must be known to the caster, but need
not be present at the time of casting. Those selected alway?
spell grants a very brief respite from the horrible effects know the direction and distance to the portal as long as the)
a plane can wreak upon a poor sod. For the duration, a remain on one of the two planes it connects. Thus, the spell's
le subject is rendered immune to all of a plane's natural call bas a virtually unlimited range.
ful or disruptive effects. It provides no protection A planewalker wizard designed portal beacon so tha'
nst creatures on the plane, native or otherwise. Likewise, adventurers would never lose track of their gate home. Tht
tionally created traps, magical spells, alterations to trick is leaving and returning to the gate before the spell'!
due to school or pathway restrictions, or other attacks duration ends.

While this spell is active, the subject creature doesn't


ed to wony about a lack of air, temperature extremes, poi-
-
SE C e N D LEVE L S P E L L S
nous fumes, or any other harmful conditions. It's generally GATEW P
d to allow the spellslinger time to cast longer-lasting pro- (Abjuration: Level 2) Reversible

I Range: Touch Components: V, S, M


KNOW FAMION I Duration: 1 round/level Casting Time: 3
(Divination; Level 1) Area of Effect: 1 portal Saving Throw: None

Range: 20 yards Components: V, S Gate ward temporarily shuts down any one gate that links
Duration: 1 ronnd/level Casting Time: 1 two points on the same plane. For example, a gate linking
Area of Effect: Special Saving Throw: Negates two metal cubes in a layer of Acheron can be blocked hy t h i
use of this spell. If the spell is cast just as a creature enters a x The alarm is purely mental and can't be detected -~

gate, the creature vanishes into the gate and immediately anyone other than the caster. When activated, the portal
reappears out of it on the same side. shows no sign of special magical activity.
A sealed gate displays the seal of the mage who cast the
spell. The gate wards of mages who have no personal sigil PROTECTION FROM PRIME
display the face of the caster. Anonymous versions of the (Abjuration; Level 2)
spell are said to exist, though no confirmed example of this
has been verified. The material component of the spell is a Range: Touch Components: V, S,
bar of steel engraved with the wizards seal and bent into a Duration: 2 roundsllevel Casting Time: 2
circle. Area of Effect: Creature touched Saving Throw: No
The reverse of this spell, break gate ward, automatically
dispels a gate ward cast by any wizard. The material compo- When this spell is cast, it creates a magical barrier around
nent for this spell is an iron spike. the recipient at a distance of 1 foot. This harrier moves with
the recipient. The subject of the spell must be a planar crea-
PORTAL ALARM ture or being. Protection from prime does not function at all
(Abjuration; Level 2) on the Prime Material Plane.
In effect, this spell is a version of the protection from
Range: Touch Components: V, S evil spell. As such, it has three major effects:
Duration: 1 hourllevel Casting Time: 1 First, all attacks made by beings from the Prime Mater-
Area of Effect: 1 portal Saving Throw: None ial Plane against the protected creature suffer -2 penalties to
attack rolls; any saving throws necessitated hy such attacks
A portal with this spell cast upon it shows no visible signs of are made with +2 bonuses.
magical tampering, although the spell can be discovered by Second, any attempt to possess (as by a magic j a r at-
detect magic. Nevertheless, if the portal is activated, the tack) or to exercise mental c o n ~ o over
l the protected crea-
caster receives a mental signal alerting him to this fact. The ture (as by a vampire's charm ability) is blocked hy this spell.
signal can be transmitted to the caster as long as he is on one Note that the protection does not prevent the vampire's
of the two planes connected by the portal. charm itself, but it does prevent the exercise of mental con-
trol through the barrier. Likewise, a possessing life force is
merely kept out. It would not he expelled if in place before

k
4
&
f the protection is cast.
Third, the spell prevents direct bodily contact by crea-
tures from the Prime Material Plane. This causes the natural

f (body) weapon attacks of such beings to fail and the beings


to recoil, if such attacks require touching the protected
being. Animals or monsters summoned from the Prime Ma-
terial Plane are likewise hedged from the character.
This third protection ends if the protected character
makes a melee attack against or tries to force the harrier
against the blocked being. The penalty applied to attacks
from prime-material beings presented as the first spell efff
remains active in any event, however.
To complete this spell, the wizard must trace a 3-foot-
diameter circle on the floor (or ground) with the powdered
hone of a prime-material creature.

VARP SENSE
Divination; Level 2)

Range: Touch Components: V, S


Duration: 1 round/level Casting Time: 3
Area of Effect: 60 feet Saving Throw: Special

In order for some characters, particularly primes, to use the


gates that dot the planes, they've got to be able to find them.
Hence, an unknown wizard created warp sense, a spell that
analyzes the gates and portals of the planes. When cast, the
snell allows the recinient to sense anv BREATHE SMOKE, DUST,OR ASH

F gate or portal, active or not, along a 60-foot


path, dead ahead. Scanning in a single direction
(out of four in a complete circle) takes one full
(Alteration, Elemental [Air, Fire]; Level 3 )

Range: Touch Components: V,S, M


round, so the person can shift directions while Duration: 1 hour/level+ld4 hrs. Casting Time: 3
scanning. However, he cannot move in Area of Effect: Creature touched Saving Throw: None
any other way without dismpting the
spell: full concentration is required. This spell allows a character to survive in hostile, choking at-
Once a portal is detected, the mospheres, such as those on the planes of Smoke, Dust, or
L
affected person can try to Ash. On the Prime Material as well as other planes, this spell
deduce where the other allows the subject to breathe freely in areas that would nor-
end discharges and the mally incapacitate him due to thick vapor or particulate mat-
key required to use the portal, if ter in the air. The subject of the spell is still vulnerable to
any. Each piece of information requires magically created vapors, such as those generated by stink-
a separate saving throw versus spell. If ing cloud or cloudkill spells.
one fails, the caster can’t learn anything The caster can touch as many different subjects for the
about the other question. The player decides which question spell as he desires, hut the duration is then divided up
is to be asked first. If the player character has actually seen equally among the various recipients. The material compo-
the portal in operation, a +2 honns is applied to that check. nent for the spell is a handful of pine needles.
Note that this spell only functions on gates and portals.
It does not detect conduits, vortices, paths, Astral color CA~.MWIND
pools, and other plane-spanning means, and the mage gains (Alteration, Elemental [Air]: Level 3)
no information ahout them.
Range: 10 yardsllevel Components: V, S, M
Duration: 1 tum+l round/level Casting Time: 3
H I RD LEV@L S P E L L S
I Area of Effect: IO-ft. cubellevel Saving Throw: None
Bmsr
ACIDIC HELLBOUND
(InvocationIEvocation; Level 3) This elemental spell calms high velocity winds, creating a
safe spot within even the harshest storm. Once cast, the air
Range: 100 yards Components: V, S within the area of effect remains calm no matter what the
Duration: Instantaneous Casting Time: 3 conditions are elsewhere. Creatures moving along with the
Area of Effect: 5-foot radius Saving Throw: Special wind in sailing ships, gliding on wings, or simply lifted hy
air currents stop abruptly. Creatures flying under their own
In an attempt to develop a spell that’d be particularly effec- power (that is, not under the influence of a spell) have a 25%
tive against their enemies, the tanar’ri or baatezu came up chance of losing control and falling (assuming that gravity’s
with acidic blast. It hardly matters which side invented the in effect on the plane in question). Gliding creatures have a
spell - the magic was promptly stolen or copied by the other, 50% chance of falling.
and now each force has access to its power. Until recently, This spell automatically negates any damage or effects
both races guarded the spell desperately from nonfiends, that would normally be sustained hy high winds, hut not that
since they believed that it wouldn’t do to give the celestials which might be incurred from a fall or sudden stop due to
or mortals such a powerful weapon. the lack of winds within the spell’s area of effect. Calm wind
See, acid is fully effective against both baatezu and immediately negates a gust of wind spell.
tanar’ri, and acidic blast conjures forth a bolt of powerful, This spell is useful on the Elemental Plane of Air to
caustic fluid that emerges from the caster’s hand with great guard against the temhle storms that can rage across the ter-
force. The acid shoots in a straight line for up to 100 yards, rainless plane. It is also useful against the mind-warping
and causes 3d6 points of damage to the target (no saving winds of Pandemonium. Calm wind has no effect on the
throw allowed). The splash also inflicts ld6 points of damage strange winds and storms of the Ethereal or Astral Planes.
to any sod within 5 feet of the target (a successful saving The spell’s area of effect can he mobile if cast upon an
throw indicates no damage). object, which then becomes the center of the area of effect
Unfortunately for the fiends, an intrepid planewalking The material component for the spell is a small straw hand
mage stole a haatezu wizards spellbook, fled to Sigil, and fan that is consumed upon casting.
deciphered the spell before the fiend could reach her. The
spell is currently circulating among Cager wizards, most of
whom will be only too happy to share it with any
who ask (for the right garnish, of course).
. . . . .. . .. .
(Abjuration; Level 3) Reversible [Alleraiioii; Lrvel 3) , ,,,

Range: Touch or special Components: V, S, M Range: 0 Components: V, S, M


Duration: 1 tum/level Casting Time: 4 Duration: 1 turn/level Casting Time: 3
Area of Effect: 1 gate Saving Throw: None Area of Effect: Caster Saving Throw: None
or battlefield
Like the spell’s namesake, the caster of modron mind tem-
The pnmary use of gate seal is as a more powerful, longer- porarily becomes a being of focused order. The benefits of
lasting version of gate ward, allowing the mage to close two this state are many.
connecting gates on the same plane. The only difference lies First, the caster gains a +2 bonus to saving throws ver-
in the duration of the spell. sus all spells that fool the senses or the mind such as confu-
Gate seal has a secondary benefit, however, which is ap- sion, misdirection, and all illusions. This protection does not
plicable only on the plane of Acheron, where the spell was extend to all mind-affecting spells, so charm, hypnotism,
originally developed. When cast on an Acheron battlefield, and similar spells work normally. Second, the caster gains a
all cubehopper spells (see 6th-level spells, below) fail in the +I bonus to all saving throws versus wild magic spells and
area of the ongoing baffle. It also prevents teleportation or effects. Finally, the caster gains a -1 bonus to all Intelligence
other magical transports that would take creatures from the proficiency checks.
cube and move them to another cube on the plane. Gate seal The spell isn’t without side effects. While under its in-
doesn’t prevent a body from leaving the plane altogether by fluence, the caster’s personality becomes somewhat less
plane shift, teleport without error, or similar magic. The ma- emotional and more analytical. His speech becomes monot-
terial component of the spell is a bar of steel. one and dry. Characters of chaotic alignment should seri-
The reverse of this spell, break gate seal, automatically ously consider whether they want to use this spell. In gen-
dispels a gate seal cast by any eral, they won’t. By choice, Xaositects, Bleakers, and wild
nent for this spell is an iron sp mages never cast this spell.
Folks who study the modrons know that the modron
MISFORTUNE mind spell is inaccurately named. The caster doesn’t really
(Enchantment/Charm; Level 3) take on modron characteristics, he simply (and temporarily)
causes his own mind to become more orderly. It’s thought
Range: Touch Components: V, S that the mage who developed this spell patterned it after his
Duration: 1 tum/level Casting Time: 3 own perception of how modrons function. Despite his misun-
Area of Effect: 1 person/level Saving Throw: Negates derstanding, the spell continues to be used to “turn a berk
! This spell is much like the pnest spell curse, but its effects
last longer and often can be more deadly. Basically, it tums
into a modron” (in the words of yet another mistaken wizard).

the target creature into a lodestone for bad luck and (iureraiion; Level 3)
calamity. Each turn, there’s a 25% chance that something
will go wrong for the target. Magical items fizzle, spells go Range: 0
awry, ropes fray at critical junctures, a bruiser picks a fight Duration: 1 hour+l turn/level asting Time: 3
with the target, and so on. Misfortune doesn’t cause physical Area of Effect: Special Saving Throw: None
harm to the target; it just increases the chance of such harm
coming from other sources. This spell was specifically developed by planewalkers for use
The DM must carefully adjumcate the use of misfortune. in the churning maelstrom of Limbo. The spell allows a char-

I One option is to impose penalties (anywhere from -1 to -3) to


the target’s attack rolls, initiative rolls, or saving throws,
though not all three at once. But the best method is just to play
acter who is concentrating on maintaining a safe pocket of
stable reality to cease concentration yet maintain the stability.
That is, the spell serves as a substitute for concentration, at
up the ill effects that arise whenever the target tries to perform least for a while. (Thus, this spell is virtually never used by an-
an action, from lacing up a boot to casting a complex spell. archs, who can maintain the temin without concentration.)
Misfortune is a highly useful tool io any amy’s infiltra- Stabilize chaos does not increase the size of a terrain
tion and espionage efforts. A well-placed spell can cause so pocket a character can stabilize, nor can it initialize stability.
many problems that an invading force can march in quickly It is only used for maintaining already stabilized pockets.
- not to mention that the chaos unleashed disrupts even the The stabilized area can be of any size.
most disciplined forces. Obviously, this spell allows travelers a brief rest from
Misfortune can’t be cast on items. To impart the power concentration while on Limbo. After casting this spell, a
of the spell, the caster must tourh nr m = h 3 cnrre*&1l at- pharacter can relax, sleep, study, or do anything else she
tack against the target. iishes without worrying about the native chaos. Naturally,
this spell is effectlve only on Limbo or on chaog-stuff that
has somehow been taken out of Limbo. (Enchantment/Charm;Level 4)

~euR+ H - L B V BL spaLLa Range: 30 yards


Duration: 1 round/level
Components: V, S
Casting Time: 4
BAATEZU BANE Area of Effect: 2d4 creatures Saving Throw: Negates
(Evocation; Level 4) in a 20 foot x 20 foot square

Range: 10 yardsllevel Components: V, S, M Mages of the Bleak Cabal developed this spell to share theii
Duration: Instantaneous Casting Time: 4 point of view with their enemies. When this spell is cast, 2d4
Area of Effect: 1 baatezu Saving Throw: Negates sentient creatures (of Intelligence 3 or better) in the area of
effect must make a saving throw versus spell or lapse into a
A number of spells and magical items have been born as a re- severe depression as they realize the hopelessness and folly
sult of the Blood War, and this one is no exception. Created by of their beliefs. Victims of despair are unable to attack, cast
a cambion researcher, this spell was developed specifically to spells, move, or even engage in basic activities such as eat-
harm baatezu. It is given freely by the tanar’ri to any wizard ing or drinking. Everything just seems pointless. The effects
that wishes to learn it. In fact, rumors tell of special tanar’ri last for one round per level of the caster.
strike teams that break into libraries and wizards’ towers all Creatures suffering from despair don’t bother to defend
over the planes in order to leave this spell behind. Supposedly, themselves, so opponents can automatically strike, disarm,
these tanar’ri try to plant the spell as subtly as possible so that or bind them without resistance. However, when a creature is
no one knows where the spell actually came from. damaged or bound, it may attempt another saving throw ti
The spell itself is fairly straightforward. When cast upon shake free of the spell effects.
a baatezu, the creature’s unwholesome ichor begins to chum Primes and members of the Free League, perhaps be-
and seethe. The subject suffers 4d6+6 points of damage and cause they’re not bound to any particular philosophy, are
is stunned, unable to act in a n y way, for l d 4 c l rounds. somewhat resistant to despair and gain a +2 bonus to thei
When stunned, a creature can make no attacks, use no spells saving throws versus this spell.
or magical abilities, and moves at half speed. The stunned This spell is generally only available to wizards of the
creature’s opponents receive a +4 bonus to attack rolls. Any Bleak Cabal, who guard it fairly carefully. However, some-
baatezu, from least to greater, can be affected. No other crea- times information slips out, and so this enchantment can oc
tures are affected by the spell. casionally be found in obscure places by non-Bleakers.
Since this spell was designed specifically t o harm
baatezu, all magic resistance checks made by the lawful NATIVEITEM
fiends against its effects are a t a -25% penalty. Saving (Enchantment/Charm; Level 4)
throws are not affected. The material component for the spell
is a bit of baatezu ichor, flesh, or hone. Range: Touch Components: V, S, M
Duration: 1 turn/level Casting Time: 4
CHAOS HAMbER HELLBOUND Area of Effect: 1 magical item Saving Throw: None
(Invocation/Evocation; Level 4)
When magical items are taken from their plane of creation
Range: 0 Components: V, S, M they often lose some of their potency. Those particularly af
Duration: Instantaneous Casting Time: 4 fected are items with “pluses,” such as magical weapons
Area of Effect: 100-foot globe Saving Throw: armor, and rings or cloaks of protection. This spell tem
porarily and artificially restores the level of enchantment ti
The chaos hammer spell was developed hy a marilith named one item so that it functions as if it were on its home plane.
Theiras - a tanar’ri not known for her subtlety. Fact is, the In effect, the spell grants an item its original “plus” for the
baatezu have yet to develop a counterpart to this devastating duration.
offensive magic. If a single person has in his possession more than on,
When cast, chaos hammer projects waves of concussive item with this spell cast upon it, there is a 10Vo chance (cu
force in all directions from the wizard. The waves harm any mulative per item) that a backlash of planar energy, bot1
sod in the area of effect who is of a lawfnl or neutral align- from the plane inhabited and the plane($ of origin, inflicts
ment. Victims suffer 5d8 points of damage (save for half Lid6 points of damage on the person who holds the items.
damage) and must make a successful Strength check or be Additionally, there is a 20% chance that each item will be
thrown to the ground. Folks of chaotic alignment are im- drawn back to its plane of origin (check for each item sepa-
mune to chaos hammer. rately). This check is made each time a body adds anothe
The material component for this spell i s a piece nf flesh item with this spell cast on it to his possessions.
from a lawful creature. To cast native item, the wizard rubs the magical iten
with the material component of the spell: a hit of soil or water VROCK'SSCRL-.
(or the closest equivalent) from the item's plane of origin. (Evocation; Level 4)

PROTECrrON FROM
PRIME IO-FOOTRADIUS Range: 0 Components: V, M
(Abjuration; Level 4) Duration: Instantaneous Casting Time: 4
Area of Effect: 30-foot radius Saving Throw: Special
Range: Touch Components: V,S, M
Duration: 5 rounds/level Casting Time: 4 Developed hy an unknown wizard, this Abyssal spell mimics
Area of Effect: IO-foot radius Saving Throw: None the power of the true tanar'ri for which it is named. It en-
around creature touched ables the caster to screech loudly, deafening all creatures
within 30 feet for 2d6 hours and stunning them for one
The globe of protection created by this spell is identical in all round in which no actions can he taken. When stunned, a
respects to a protection from prime spell, except it protects a creature can make no attacks, use no spells or magical ahili-
larger area of effect and has a longer duration and casting ties, and moves at half speed. The stunned creature's oppo-
time. The effect is centered on, and moves with, the creature nents receive a +4 bonus to attack rolls.
touched. Any protected creature within the circle can break Creatures of less than 6th level or 6 HD are automati-
the warding against prime-material creatures by entering cally affected; more powerful creatures may make a saving
into melee with them. If the recipient of the spell is a creature throw versus spell to negate both effects.
too large to fit into the area of effect, the spell acts as a nor- The material component for this spell is a single mock
mal protectionfrom prime spell for that creature only. feather.
To complete this spell, the wizard must eace a 20-foot-
diameter circle on the floor (or ground) with the powdered
hone of a prime-material creature.
FIF+HHL€EVEL S P E L L S
BREATHE EARTH
TRANSMUTE
FIRETO SMOKE (Alteration, Elemental [Air, Earth]; Level
(Alteration, Elemental [Air, Fire]; Level 4)
Range: Touch Components: V, S, M
Range: 10 yards/level Components: V, S, M Duration: 1 hour/level+ld4 hrs. Casting Time: 5
Duration: 1 t u m t l rd./level Casting Time: 3 Area of Effect: Creature touched Saving Throw: None
Area of Effect: IO-ft. cuhe/level Saving Throw: None
or single creature This saell allows a character to sunive in an environ-
ment of solid earth or stone, such as on the planes
Another elemental trans- of Earth or Mineral, although even on the Prime
mutation spell, transmute Material the spell can he used to avoid suffocation
fire to smoke renders a from an avalanche or cave-in. This spell also enables the
large volume of nonmagical recipient to breathe in areas of other solid or semisolid matter,
fire into an equal amount of such as the planes of Mineral or even Salt.
smoke. The resulting smoke obscures The caster can touch as many different subjects for the
all vision (including infravlsion) beyond spell as he desires, hut the duration is then divided up
2 feet, and incapacitates for Id4 rounds equally among the various recipients. The material compo-
anyone within it who fails a saving throw versus poison. The nent for the spell is a small green feather.
smoke dissipates in ld6+1 rounds in normal conditions,
faster in strong winds. BREATHEFIRE OR MAGMA
Although it works on nonmagical fires of any size up to [Alteration, Elemental [Air, Earth, Fire]; Level 5)
its maximum =ea of effect, the spell was created by a wizard
looking to create a safe zone within a large fire such as a for- Range: Touch Components: V, S, M
est fire or on the plane of Fire. In such an environment, the Duration: 1 hourllevel+ld4 hrs. Casting Time: 5
area remains free of flames for the duration, although any- Area of Effect: Creature touched Saving Throw: None
one within the area has to deal with a continual cloud of
choking smoke. Breathing usually isn't the first concern of herks thrust into en-
This spell offers no protection versus fireball, dragon's vironments comprised mostly or entirely of fire or magma, hut
breath, or any other magical flame. If cast directly upon a this spell enables the subject to breathe freely in such places.
single fire elemental or other native of the Elemental Plane The caster can touch as many different subjects for the
of Fire (including efreeti and fire mephits), however, the spell spell as he desires, hut the duration is then divided up
inflicts 3d6 points of damage. The material component of equally among the various recipients. The material compo-
this spell is a tiny, fire-blackened hall of iron. nent for the spell is a drop of pure, cold water.
GATEWARD
MAJOR free of dangerous fire or magma in any environment: one of
(Abjuration; Level 5 ) the Elemental Planes, a volcano on Gehenna, or a safety
zone in a forest fire or volcanic eruption.
Range: Touch Components: V, S, M The affected area remains free of fire or magma for a
Duration: 1 tum/level Casting Time: 5 period no shorter than 10 times the casting time of the spell.
Area of Effect: 1 gate Saving Throw: None After that point, the fire or magma moves hack into the area
if it would naturally do so. Only flames or magma are moved
This spell is a more powerful version of gate ward. It has a with this spell, leaving all other material behind.
longer duration, hut more important, it can affect any gate Note that if the fire moves to an area of nonflammable
or portal. Thus, a gate between any layers or planes can he material - such as sand, silt, and so on - it extinguishes nat-
blocked temporarily. If the spell is cast just as a creature en- urally. Shifting flames or even magma to a body of water ef-
ters a gate, the creature vanishes into the gate and immedi- fectively eliminates them. Therefore, a huge tire within the
ately reappears out of it on the same side. It is important to caster’s area of effect might he extinguished if it was trans-
remember that in Sigil, the Lady of Pain’s will over portals is ferred to an area of nonflammable material. Obviously, the
absolute. No portal can he warded against her wishes. element cannot he moved out of the caster’s range.
The material component of the spell is a bar of silver The material components for this spell are several small
(worth at least 50 gp) engraved with the wizard’s seal and chunks of coal and a small bag of wet sand.
bent into a circle.
The reverse of this spell, break major gate ward, auto- TANAR’RITRIBUIATION
matically dispels a major gate ward cast hy any wizard. The (Evocation; Level 5)
material component for this spell is a silver spike (worth at
least 50 gp). Range: 10 yardsllevel Components: V, S, M
As a special note, it’s worth pointing out that while this Duration: Instantaneous Casting Time: 5
spell can affect the portals of the Great Road, the gate-towns, Area of Effect: 1 tanar’ri Saving Throw: Nega
Mount Olympus, and Yggdrasil, such seals probably aren’t
worth the mage’s time and effort. It’s virtually assured that In response to the baatezu bane spell, the denizens of Baator
the rulers of the gate-towns retain mages who can break concocted a spell that affects only tanar’ri, their hated foes.
major gate ward, and the portals of the Great Road are too Unlike their Abyssal counterparts, however, the haatezu
widely used to remain shut for very long. As for Mount don’t disseminate the spell freely to other spellcasters. They
Olympus and Yggdrasil, those planar pathways were created are reportedly afraid that if given the chance to study the
by the Greek and Norse powers, respectively, and no sane spell carefully, the tanar’ri will develop a counterspell or de-
wizard wants to tempt their wrath by closing off the gods’ fense against it.
portals. Tanar’ri hibulation can he cast upon any tanar’ri of any
rank - even Abyssal lords. The spell takes advantage of the
MOVE FIREOR MAGMA creature’s chaotic nature and uses it against the fiend. By
[Alteration, Elemental Earth, Fire]; Level 5) drawing forth the raw chaotic power from within its body,
the spell ravages the tanar’ri’s physical form as well as its
Range: 10 yards/lwel Components: V, S, M senses. The spell’s subject suffers 3d8+8 points of damage,
Duration: Special Casting Time: Special plus one random disability:
Area of Effect: Special Saving Throw: None
1-3 The tanar’ri’s eyes are damaged and the creature is
This spell transfers a volume of fire or magma to another permanently blinded.
nearby location in a manner somewhat similar to the 6th- 4-5 The fiend is racked with pain, placing it at a -2 attack
level wizard spell move earth. The volume to be affected dic- and damage penalty for the next ld4 hours.
tates the casting time: for every 40 yard x 40 yard surface 6-7 The tanar’ri’s ears are destroyed, inflicting an addi-
area and 10 feet of depth, 10 rounds of casting time are re- tional Id8 points of damage and rendering it perma-
quired. The maximum area that can he affected is 240 yards nently deaf.
x 240 yards and 60 feet of depth, which takes four hours. 8 The fiend suffers an additional 2d8 points of damage
The caster must move the fire or magma slowly, with and one of the creature’s limbs (determined ran-
great concentration. Thus, the wizard is unlikely to trap or domly) withers and becomes useless.
harm nearby creatures with the flames. On any prime-mate- 9 The magic inflicts an additional 2d8 points of dam-
rial world, the element must he moved in natural patterns - age and the fiend cannot use any innate magical
the flame or molten rock can’t he moved up into the air, hut powers for ldlO rounds.
must flow along surfaces. On the planes of Fire or Magma, 10 Roll twice, disregarding rolls of 10.
the element can he moved in any direction the caster wishes.
At the spell’s conclusion, the caster has created of an area
The spell affects only tanar'ri. Due to its specific nature, The material component of the spell is a bar of silver
tanar'ri magic resistance suffers a -3090 penalty against this (worth at least 50 gp) engraved with the wizard's seal and
spell. Saving throws are not modified. The material compo- bent into a circle.
nent is a bit of tanar'ri flesh, hone, or blood. The reverse of this spell, open gate, automatically dis-
pels a close gate cast hy any wizard. The material component
SIX+H-LBVBL S P B L L S for this spell is a silver spike (worth at least 50 gp).

AIRYEARTH CUBEHOPPER
(Alteration, Elemental [Air,Earth]; Level 6) (Alteration; Level 6)

Range: 0 Components: M Range: 0 Components: V, S, M


Duration: 1 tumllevel Casting Time: 6 Duration: 1 hourllevel Casting Time: 1 round
Area of Effect: IO-ft. rad. sphere Saving Throw: None Area of Effect: 2 cubes Saving Throw: None
of Acheron
Developed specifically for use on the Inner Planes, this spell
turns normal earth (rock, dirt, sand mineral, and so on) into The cubehopper spell opens a temporary door between any
a less dense, breathable substance. Anyone within the area of two cubes in the same layer of Acheron, providing quick, safe
effect is able to breathe even if completely "submerged" transportation for small raiding parties. The spell lasts untii a
within rock or soil. This spell not only permits all air-breatl- number of creatures equal to the caster's level have passed
ing creatures within the radius of the spell to survive without through or until its duration expires. The caster can dispel the
suffocating, hut it allows them to move slowly as if swim- cubehopper portal at will. Leaders of Acheron's orc and goblin
ming through the earthy medium. The rate of movement de- armies are notorious for using this spell to escape routs and
pends on the type of earth: massacres (providing, of come, that their opponents haven't
been quick enough to cast gate seal over the battlefield).
Sand 3 per round The material component of this spell is a chip of iron
Soil 2 per round from each of the cubes to be connected by the gate. Naturally,
Rock 1 per round this spell can he cast only on Acheron. Rumors abound about
cubehopper spell variants that can he used to teleport between
If characters within an airy earth spell attempt compli- the layers of Acheron, hut this is said to require a special spell
cated maneuvers such as combat strikes, the DM should m a t kw - which the rumormongers nevpr ~ P P
the situation as though the characters are underwater. Earth-
based creatures, such as elementals, kharga, and xom are not t.u...b .IF PANDEMOMUM
hindered or affected by this spell. (Conjuration/Sumrnoning; Level 6)
The globe is centered on and moves with the caster.
Uniquely, this spell has only material components. Thus, Range: 0 Components: V, S, M
even if a caster cannot move or speak, he can cast the spell Duration: Special Casting Time: 6
simply by willing it. The material components, a pinch of Area of Effect: 30-foot radius Saving Throw: Special
salt and a drop of acid, are consumed at that time. Airy earth or a cone 60 feet x 20 feet
is effective only on the Elemental Planes.
This spell enables a mage to channel the screaming winds of
CLO: E Pandemonium through his own body, allowing him to emit a
(Alteration; Level 6) numbing howl that incapacitates anyone nearby. The spell
lasts as long as the caster concentrates, to a maximum of one
Range: Touch Components: V, S, M round per level of the caster. m e howl must he maintained
Duration: 1 dayllevel Casting Time: 6 for at least one full round to he effective at all.) The effects
Area of Effect: 1 gate Saving Throw: None linger after the spell ends, lasting as long as the howl was
maintained. The wizard can take no other action than stand-
This spell is a more powerful version of major gate ward. It ing still and howling to maintain the spell. When the wizard
has an even longer duration, and like the lesser spell can af- casts howl of Pandemonium, he has the option of channeling
fect any gate or portal. As with major gate ward, the caster the spell into a cone-shaped area, or simply affecting all
must decide whether closing a certain portal is worth offend- creatures within 30 feet.
ing whatever creature or power who watches over it - espe- All sound-based attacks are negated by this spell. Even a
cially since the wizard's face or sigil is clearly displayed banshee's wail or an androsphinx's roar would he drowned
within the closed gate. out by the howl. All creatures in the area of effect are deaf-
Additionally, this spell immediately shuts down a mortal- ened and disoriented by the spell. Communication of any
created gate (such as one called into being by the gate spell). kind is impossible, and the victims suffer a -2 penalty to at-

+ 119 +
tack rolls and saving throws. Any creature trying to approach No BEAT
the caster must save versus spell to get closer, and any non- (Alteration; Level 6 )
magical missile fire is deflected by the force of the bowl.
In addition to the above effects, creatures whose Hit Range: Touch Components: V, S
Dice or levels are less than the caster's must successfully Duration: 1 hour/level+ld4 hrs. Casting Time: 6
save versus spell or become confused. Roll Id10 for those Area of Effect: Creature touched Saving Throw: None
who fail their save and refer to the table below:

E 1
2-6
Wander away for duration of effect
Stand confused for one round, then roll again
Most useful of all breathing-related magic, this spell com-
pletely frees one subject of the need to breathe. The subject's
body sustains itself for the duration on magical energies
7-9 Attack nearest creature for one round, then roll again rather than oxygen. Beyond being able to survive under-
10 Act normally for one round, then roll again water and within areas of silt and smoke, the recipient is im-
mune to poisonous gases, stinking clouds, and similar at-
Creatures of 2 Hit Dice or less who fail their saving tacks. This spell is also virtually the only way to travel on the
throws are not confused, but instead driven into a catatonic planes of Vacuum, Positive Energy, and Negative Energy
state that lasts for 2d6 hours. Petitioners and monsters native barring a potent magical item.
to Pandemonium are unaffected by this spell. The caster can affect as many different subjects for the
The material component is a pebble from Pandemo- spell as he desires, but the duration is then divided up
nium, which must be consumed by the caster. Though howl equally among the various recipients.
ofPandemonium was initially developed by Bleak Cabal wiz-
ards, it quickly found its way into the spellbooks of mages SPIRIT
WRACK
everywhere. As befits their philosophy, the Bleakers simply (Abjuration, Evocation; Level 6)
didn't care who learned this spell.
Range: 10 feet+lO feet/level Components: V,141
Duration: Special Casting Time: Special
Area of Effect: Special Saving Throw: Special

A spirit wrack spell is a very strong protection and punish-


ment spell against the high-up creatures of the nether planes.
In order to employ the magic, the spellcaster must know the
true name of the target of the spell. Prior to actually uttering
this spell, the wizard must prepare an illuminated sheet of
vellum, carefully inscribing the spell and the target's name.
He must use special inks made from powdered rubies and the
ichor of a slain tanar'ri, then ornament the vellum with gold
leaf. This preparation requires 8 to 32 (Id4 x 8 ) hours and
costs 6,000 gp for all supplies. If the outer-planar creature is
present, the caster can then begin the actual incantation.
During each round of reading, the target has a 25% cumula-
tive chance to concede without any inducements.
It takes three rounds to read the spell. When the caster
begins reading the document, the target creature becomes
immobile unless it makes its magic resistance roll. If the roll
succeeds, the monster is nevertheless racked with pain and is
90% likely to retreat to its own plane if it can. Regardless of
the roll's result, the target is powerless to attack the wizard
while he reads the spell. Reading the first part takes one
round, with the target's discomfort increasing. During the
second round. the creature loses 1 hit ooint oer Hit Die it
1 Q possesses (for example, a 9 HD tanar'ri loses 9 hit points). At
the end of this round, the target is in extreme pain. The third
and final round of the spell reduces the creature's remaining
hit points by 50%, causes excruciating pain, and exiles the
creature to its home plane - there to remain imprisoned in
pain for the number of years equal to the level of the wizard.
Target creatures become the sworn foes of these wiz-
ards, a fact few spellcasters care to deal with. Most wizards powerful enough to summon a unique fiend, and lesser sorts
are far more likely to create the document and use it as a can’t be summoned with this spell.)
threat to force a creature into submission rather than a m - If the caster is interrupted during the casting time, his
ally cast the spell itself. This spell is obviously only of lim- spell fails. If an interruption occurs after the fiend appears,
ited use on the fiends home plane. there is a 10% chance that the fiend can escape its bound-
Spirit wrack is said to have originated on the plane of aries and attack the wizard. This percentage chance is cumu-
Acheron, where it’s used to coerce fiends into the eternal war- lative for each round of interruption. A fiend is entitled to a
fare there. To the dismay of many fiends, it has become much special saving throw against this spell: If the fiend rolls
more widely known, even making its way to the Prime Mate- greater than the caster’s level on 2d10, the summoning fails.
rial Plane. Wizards use this spell as a tool in making bargains When this occurs, either the name used was not perfectly
with fiends - deals that might actually stick. Even the threat correct or the named fiend is already imprisoned or dead, so
of the document can sometimes intimidate a fiend, but woe to the caster must call another fiend.
those wizards who try such a bluff and fail. An even more In any event, the caster must know the true name of the
evil version of this spell is rumored to exist, inflicting its creature he is summoning. A fiend so summoned is most
painful effects on celestial heings rather than fiends. angry and vilely disposed. The caster must be warded and
protected by a protection from evil spell, and the fiend must
UP THE ABYSSALWALLS be confined within a magical diagram if the wizard wants to
(Alteration; Level 6 ) avoid being slain or carried off bodily. The summoned fiend
can be coerced to perform some deed in one of three ways, as
Range: 0 Components: V, S, M follows:
Duration: Instantaneous Casting Time: 6 1) By threatening to cast a spirit wrack spell, the wizard
Area of Effect: 10-foot radius Saving Throw: None can force the monster to swear an oath to follow a certain
course of action, freeing the fiend only when the creature
This spell is usable only within the Abyss. It acts as a specific completes the service. This method is extremely dangerous,
teleport, transporting the caster and one other subject per for a fiend seizes on any minor error in such a bargain to
every two levels of the caster to anothgr l%er of the Abyss. spoil the desired outcome or to simply kill the summoner.
AU characters to be transported, along with their equipment, Further, the fiend bears great hatred for the wizard after such
must be within 10 feet of the caster. The destination layer forced obedience.
must be one that the caster is familiar with, in name or at 2) By offering tribute (blood and sacrifices), the sum-
least in a mental pictude. If the caster has previously visited moner may convince the fiend to serve willingly. The caster
the target layer, a specific destination may be chosen if the is well advised to have ample protection and power to defend
caster has actually visited that locatian (not just seen it at a himself, for the fiend might decide the offer is insufficient
distance). Otherwise, the DM determines a random arrival and not accept the proffered bargain. Though the fiend must
point in the layer. This spell has no chance of arriving in a abide by a pledge, since its name is known, it must hold only
dangerous position (above or below the target). to the exact word of the agreement, not the spirit. However,
The material component for the spell is a small object, only highly evil mages are likely to attempt such a bargain,
token, or relic of the destination layer. This spell was devel- and a summoned fiend might be favorably disposed toward
oped originally by drow wizards serving the evil power Lolth such a character.
in order to escape back to the safety of her layer after ex- 3) The summoned fiend can be the target of a trap the
ploring and raiding the other layers of the Abyss. It has also soul spell. In this case, the wizard does not speak with the
come into popular use by endangered planewalkers, enabling creature or bargain for its service, although the fiend might
them to beat a hasty retreat to the Plain of Infinite Portals be eager to reach an agreement with the wizard before being
and from there escape the Abyss altogether. forced into imprisonment. Attempting to trap the fiend is
risky only if proper precautions are ignored, for failure
means only that the fiend escapes to its home plane. If
trapped, however, the fiend remains imprisoned until the
CACOFIWD owner of the confining object breaks it and frees the crea-
(ConjurationISummoning; Level 7) ture, at which time the wizard must ask the fiend to per-
form a service before it returns to the Lower Planes. If
Range: 10 feet Components: V, S, M the person freeing the fiend fails to demand a service
Duration: Special Casting Time: Id8 hours when the monster asks what is required of it, the
Area of Effect Creature Saving Throw: Special fiend is under no constraint not to slay its liber-
summoned ator on the spot. If a service is required,
however, the creature must fmt do its
This perilous spell summons a powerful fiend: a true anar’ri, best to perform the task and then .
a greater baatezu, or a greater yugoloth. (Cacofimd isn’t must return to its home.

+
-*I

(Once the fiend fails a save, no further saves are


necessary.) The meekness lasts as does a charm per-
I son spell.
J + Polymorph: The verses change the subject into
something else, just as if a polymorph other had
The fiend been cast. No system shock roll is required. The
serves only for a number of verses and the cashng time vary depend-
limited duration ing on the degree of change:
c unless it serves will- mineral to animal = 10 verses
__
in&. Any- action that is imvos- mineral to vegetable = 9 verses
~

sible or requires more than a week to perform is 50% vegetable to animal = 8 verses
likely to free the fiend from its obligations. A liberated fiend animal to animal = 4 verses
may seek revenge against the caster, for the creature can re- vegetable to vegetable = 3 verses
main on the plane it was summoned to for up to two years. mineral to mineral = 2 verses
This spell is useless if cast on the home plane of the creature The subject returns to its natural form in time
to be summoned. the spell lasts for 6 turns per level of the caste
The components of the spell include white wax, man- minus 1 turn for every verse required for the trans
drake root, a bottle of red wine, a piece of parchment in- formation.
scribed with the target’s name, and an offering that would + Transport: The target is teleported without error.
tempt a fiend. The number of verses required depends on the des-
Like spirit wrack, this spell originated on Acheron and tination:
was created to add to the armies of the conflicts there. Its use same plane = 5 verses
has spread throughout the planes, and is the bane of fiends one plane removed = 6 verse
that do not wish to be disturbed (which, obviously, is most of two planes removed = 7 vers
them). three planes removed = 8 verses
Greater distances are not possible.
TRUE NAME + Domination: The subject is allowed a single save. If
(Alteration, Enchantment; Level 7) it is unsuccessful, the target must serve the caster to
the best of its ability for a single day. If the target’s
Range: 30 feet Components: V, S required to perform an act highly against its code o
Duration: Special Casting Time: Special ethics (for example, a paladin compelled to slaugh-.
Area of Effect: One creature Saving Throw: Negates ter a village of innocents), the subject‘s allowed an-
other save. Every failed save means that its nex
True name grants a wizard great power over any living thing save is at a cumulative - 1 penalty. A body unde
that has a name, generic or individual, known to the caster. domination is aware of what his body’s doing, bu
Naturally, most true names aren’t known, even hy the crea- he’s helpless to stop it. Failure to make the saving
tures themselves, for the common names of most things throw doesn’t affect the victim’s alignment in any
aren’t their true and secret names. True names are discovered way, but most good creatures will
through hard work, spying, extensive use of legend lore, and any atrocities committed.
diligent sagecraft.
Casting a true name spell requires the wizard to call out If the subject of true name is willing, it makes no saving
the true name of the subject and then begin reciting a verse throw or magic resistance roll. If the caster is interrupted
that describes the nature and history of the subject. This in- during the casting of the spell, the magic fails and the spell is
volves a casting time of 3. Thereafter, in rhyming verse, the lost. The would-be victim is then free to act as it wishes.
caster must describe the desired result of the spell. The re- Most wizards using this spell make sure that they’ve plenty
sults are variable and have varying casting times, as noted of guards against interruption. It’s always a good idea to use
below. this spell while the subject is somehow restrained.
+ Multiple suggestion: The verses of the rhyme con- This spell is among those enchantments on
tain from one to four suggestion spells, each treated which the basic premises of law-based
as a separate spell. Each verse (suggestion) requires magic rests. See page 111 for more infor-
a casting time of 1 to recite. mation on the use of true names.
+ Weakness and surrender: Each subsequent verse re-
duces the subject’s magic resistance, attack rolls,
damage rolls, and saving throws by 1.
With each verse, the target must save
versus paralyzation or meekly surrender.

+I22 +
E I G H + H -LBVE L S P E L L S Because of this spell, the Deep Ethereal is full of se-

11 DEWLANESEEO
(Alteration: Level 8)
cluded little demiplane fortresses of wizards - most of whom
are there because they want to be left alone, so travelers
should be wary of “dropping in.”

Range: Touch Components: V, S, M NIN+H-LEVEL SPELLS


Duration: Permanent Casting Time: Special
Area of Effect: Special Saving Throw: None WASTEQUAKE HELLBOUND
(Alteration; Level 9)
High-level prime mages - especially those who grow bored
of their home worlds - often seek this spell. Essentially, it Range: mile Components: V, S, M
m a t e s a tiny pocket dimension within the Ethereal called a Duration: 3 rounds Casting Time: 2 turn!
demiplane. The demiplanes created by this spell are very Area of Effect: 10-foot Saving Throw: Specia
small, very minor planes unlike the major Demiplanes of diameter/level
Shadow, Time, or Dread.
Not surprisingly, this spell must be cast while on the Designed to work only on the Gray Waste, the wastequake
Ethereal. The actual casting only takes 1 round, but lengthy spell is the province of powerful mages. Similar to the priest
preparations are required before thii can take place - the spell earthquake, wastequake opens the ground beneath
demiplane seed itself must be created. To start the target creatures, causing.it to buck and heave
with,-the wizard needs a single flaw- and create general mayhem.
-
less gemstone worth at least The auake lasts for three rounds.
1,ooO gp. Every day, for During the first round, the ground
1W consecutive days, ripples; any creatures standing
the gemstone must be en- on the surface must make a
chanted with the follow- saving throw versus paralyzation
ing spells: enchant an THAC’S + H E 4-ReUBl.E at a -4 penalty. Those that succeed retain
item, distance distortion, WI4-H +HE DEIIIIPLANES. their footing: those that fail are
and rope trick. At the THEY’RE FULL fBf WIZARDS. knockedflat.
end of the 100 days, it must During the second round, a gap-
be treated with oil ofethere- ing rift opens in the soil of the
alness or a priest must be Waste. Any creatures that
available to cast W a d i - were knocked down in
mensional pocket. the first round must
At this time, o d y save versus spell at a
the wizard who has -4 penalty or be
been preparing the pitched into the yawning
seed can handle it, and she must take it chasm. Any creatures that kept their
into the Deep Ethereal and cast the demi- footing in the f m t round must save versus
plane seed spell. As the magic touches the prepared spell at a -2 penalty or they, too, tumble into
gem, the seed grows into an actual demiplane 10 feet in the fissure.
radius for every level of the caster. During the third round, the rift closes and the quake
The demiplane grows slowly, enlarging only 1 foot in subsides. Creatures on the surface suffer no further damage.
radius per day. Once it reaches its maximum size (as deter- Any creatures that fell into the chasm suffer 15d6 points of
mined by the caster’s level), it doesn’t stop growing, but its damage. They’re also buried below the ground, at a depth
growth rate decreases dramatically to only ‘/.-inch radius equal to the caster’s level x 10 (in feet). Those that still live
per week (just over 2 feet per year total). The environment can try to dig their way back to the surface.
within the demiplane must be determined at the time of Wastequake, oddly enough, does not affect permanent
casting, but it can be whatever the caster desires (although structures (such as those made of stone or wood), though it
no environmental effect within the plane can duplicate ef- consumes tents and impromptu huts. Thus, a canny fiend
fects greater than those of 3rd-level spells), as long as the can lure its enemies into the courtyard of its palace, then rip
DM approves. Factors such as solid ground, air, water, and open the ground beneath them without worrying about dam-
temperature must be determined by the caster. This spell aging the fortress.
cannot create life, nor can it create construction such as The material component of wastequake is a handful of
buildings, roads, wells, dungeons, and so on. These things soil from the Gray Waste. The wizard must shake the dirt in
must be added b
she so desire.

I
+ PRIES* SPELLS + SBCfBND-LEVBL SPELLS
The following priest spells are available to planar priest char- DICTATE
acters (with the final say of the DM). As noted above, spells (EnchantmentICharm;Level 2)
marked “HELLBOUND” require special consideration on the part
of the Dungeon Master. Sphere: Charm, Law
Range: 30 yards Components: V
-
f l RS+ LEVE L S P E L L S Duration: 1 ronndllevel Casting Time: 5
Area of Effect: Up to 6 creatures Saving Throw: Negates
KNOWFACTION in a 20-foot cube
(Divination; Level 1)
This spell is an improved version of the command spell. It
Sphere: Divination i can affect up to six creatures at once, and its effects can last
Range: 20 yards Components: V, S more than one round. Dictate allows the caster to speak a
Duration: 1 round/level Casting Time: 1 short, precise phrase or order of no more than a dozen words
Area of Effect: Special Saving Throw: Negates that must be obeyed by all targets who fail their saving
throw. Examples include, “Throw down your weapons,”
This spell enables a priest to determine a character or crea- “Stay here until I return,” or “Seize that elf.” The command
ture’s faction simply by looking at him. This spell is identical must be stated in a language understood by the targets, or
to the 1st-level wizard spell know faction. the spell fails.
Dictate must be phrased to create an immediate c o m e of
PRMECTIONFROM PRIME physical action for the target. Commands to “die” or “sleep”
(Abjuration; Level 1) usually don’t work, but commands to “lie down and put your
hands behind your head” prove effective. If the caster phrases
Sphere: Protection the dictate spell poorly, the DM can assign a saving throw
Range: Touch Components: V, S, M modifier of +1 to +4 for the targets. If the caster directs the
Duration: 3 roundsllevel Casting Time: 4 intended victim to take an obviously self-destructive action
Area of Effect: Creature touched Saving Throw: None (“Throw yourself off that cliff‘ or “Killyourself“) the victim
who fails his save stands still for one round, fighting the
When this spell is cast, it creates a magical bamer that pro- compulsion to obey. Such commands never work, however.
tects the recipient against prime-material characters or crea- Once an order takes effect, the creature continues following it
tures. Aside from the differences in duration and casting until it fulfills the condition or the spell’s duration ends.
time, this spell is identical to the 2nd-level wizard spell pro- Therefore, when a creature ordered to “climb the ladder”
tectionfrom prime. reaches to top of the ladder, the spell ends. A creature ordered
to “wait here” does so for the entire duration.
. JTECTiON FROM SILVER HFLLBOUND This spell was developed by and for the Harmonium.
(Abjuration; Level 1) Since Harmonium security is very tight and very effective,
non-Harmonium priests have little chance
Sphere: Protection to gain access to this spell.
Range: Touch Components: S, M
Duration: 1 bourllevel Casting Time: 3 RENEWZDAsirrr~
Area of Effect: 1 creature Saving Throw: None HELLBOUND
(Alteration; Level 2)
Some creatures are especially vulnerable to silver weapons.
Protection from silver does away with that vulnerability for Sphere: Charm
the duration of the spell. If a protected creature is attacked Range: 0 Components: V, S
with a silver weapon, the weapon is treated as if it were just Duration: Instantaneous Casting Time: 4
a normal blade (or mace, or whatever it is). Area of Effect: Caster Saving Throw: None
The priest can cast protection from silver on himself or
on another creature (by touching or making a successful at- Renewed ability can be cast only by creatures that already
tack on the target). Though few player characters have such possess innate spell-like powers, such as fiends, tieflings,
a vulnerability, it may be useful in the case of a tiefling or genasi, and some aasimar. When cast, renewed ability lets the
friendly lycanthrope. priest “recharge” one of his spell-like powers that normally
The material component of the spell is the priest’s holy has a limit on how often it can be used in a given time pe-
(or unholy) symbol. riod. A power can be renewed only if it’s identical to the ef-
fects of any wizard or priest spell of 3rd level or less.

1 41254
For example, a tiefling priest normally can use his in- PROTWTIONFROM Wm
nate darkness 15-foot radius power once per day. After cast- (Abjuration; Level 3)
ing renewed ability, the priest can use darkness 15-foot ra-
dius a second time that same day. Spheres: Elemental (Air), Protection
Range: Touch Components: V, S, M
T H 1RD LEVE L S P E L L S Duration: Special Casting Time: 6
Area of Effect: 1 creature Saving Throw: None
FOSTERED PROTECTION HE~LBOUNO
[Abjuration; Level The effect of a protection from winds spell differs according
to whether the caster or another creature is the recipient of
Sphere: Protectioii the spell. In either case, the spell lasts no longer than one
Range: Touch Components: V, S, M turn per caster level.
Duration: 1 turn/level Casting Time: 5 If the spell is cast upon the caster, it confers complete
Area of Effect: 1 creature Saving Throw: None invulnerability to damage and ill effect inflicted by natural
winds (no matter how strong), gust of wind spells, and simi-
Fostered protection can be cast only on creatures that al- lar threats, including the effects of the maddening winds of
ready possess some level of natural magic resistance. Other Pandemonium. The invulnerability lasts until the spell has
beings simply aren't affected by the spell. Also, this spell absorbed 12 points of wind damage per level of the caster 01
does not affect magical resistance granted by magical items one turn per caster level, whichever comes first.
or other outside sources. If the spell is cast upon another creature, it reduces
When cast on a magic-resistant creature, fostered pro- damage sustained by wind attacks by 50% and confers a
tection increases the resistance by 2010 per level of the caster saving throw bonus of +4 to the die roll versus such attacks,
€or the duration of the spell. Under no circumstances can the as well as full protection versus Pandemonium's winds
target creature's magic resistance exceed 95%. The material component is the priest's holy symbc

-
The material component for this spell is a drop of blood
from a magic-resistant creature (not the caster's or the sub-
Fe UR* H LCVE L S P E L L S
ject's own blood).
BLESSEDFORGETFULNESS
P R O T E ~FROM
O N EARTH (Alteration, EnchantmentICharm; Level 4) Reversible
(Abjuration; Level 3)
Sphere: Necromantic, Thought
Spheres: Elemental (Earth), Protection Range: Touch Components: V, S, M
Range: Touch ~ Components: V, S, M Duration: Permanent Casting Time: 7
Duration: Special Casting Time: 6 Area ofEffect: 1 creature Saving Throw: Negai,,
Area of Effect: 1 creature Saving Throw: None
m e archon-created magic (found only on Mount Celestial of
The effect of a protection from earth spell differs according blessed forgetfulness serves a high purpose: to ease scarred
to whether the caster or another creature is the Fecipient of and injured minds. Blessed forgetfulness negates the injuri-
the spell. In either case, the spell lasts no longer than one ous effects of failed fear or horror checks, and removes any
turn per caster level. Also, this spell does not c o n k the abil- madness suffered from contact with the howling winds of
ity to freely move through stone or earth. Pandemonium or the terrors of the Abyss. It does not cure
If the spell is cast upon the caster, it grants complete in- the effects of magically induced insanity or feeblemind,
vulnerability to damage and wounds inflicted by stone and however.
earth (thrown stones, falling rocks, earth elemental attacks, The reverse form, winged m e m o y , restores the memo-
crushing stone walls, avalanches, being buried aliive, and so ries of any creature affected by the rivers Lethe or Styx. 11
on). The invulnerability lasts until the spell has absorbed 12 also restores memories lost to forget or touch of the Sty1
points of earth damage per level of the caster or one turn per spells. If used on a spellcasting creature with no memory
caster level (whichever comes first), at which time the spell is loss, it restores a single, previously cast spell to the recipi-
negated. ent's mind. The spell must be either 1st or 2nd level and the
If the spell is cast upon another creature, it reduces priest cannot use this effect on himself.
damage sustained by earth attacks by 50% and confers a The priest needs to sprinkle a few drops of holy watei
saving throw bonus of +4 to the die roll versus such attacks. on the recipient of this spell.
The material component is the priest's holy

c
W
(Alteration; Level 4) from
being detected by foe-
Sphere: Elemental (All) sight until he's within IO feet of a
Range: Touch Components: V, S target. At that distance, hidden hatred can no
Duration: 1 hourllevel Casting Time: 7 longer cloak the attacker's enmity. Although foe-
Area of Effect: 1 creature Saving Throw: None sight works only for the caster of the spell, any crea-
ture can be the recipient of a hidden hatred spell.
A group of planewalker priests, tired of depending on their The material component of foesight or hidden hatred is
wizard companions for spells that allowed them to breathe the casterk holy (or unholy) symbol.
on the Elemental Planes, devised this considerably more use- Rumors exist of higher-level variants of both spells that
ful spell. Rather than cast a specific spell for each element affect more than one person - even whole armies, in some
that inhibited breathing, they petitioned their powers for a cases. 'Course, these stories are likely just pipe dreams or
single spell that would allow breathing on any Elemental hollow threats.
Plane.
Breath of the elements enables the recipient to breathe PROTECTIONFROM P m IO-FOOT RADI
freely in a single element for the duration of the spell. At the [Abjuration; Level 4)
time of casting, the priest names the appropriate element -
fire, salt, ash, earth, and so forth. The ability to breathe in Sphere: Protection
one element doesn't grant the ability to breathe in a similar Range: Touch Components: V,S, M
one, so a body traveling from the plane of Fire to the plane Duration: 1 tum/level Casting Time: 7
of Magma must recast the spell and "attune" it to Magma. Area of Effect: 10-foot radius Saving Throw: None
Like water breathing, this spell transforms the element into a around creature touched
breathable atmosphere for the spell's recipient. Since the
planes of Vacuum, Positive Energy, and Negative Energy The globe of protection created by this spell is identical in all
have no such atmosphere to transform, the spell is ineffec- respects to a protection from prime spell (a 1st-level priest
tual on those planes. spell), except that it protects a larger area of effect and has a
The priest can divide the base duration of the spell be- -
longer duration and casting time. Aside from the differ-
I

tween multiple characters, to a minimum of one half-hour ences in duration and casting time, this spell is identical to
per recipient. the 4th-level wizard spell protection from nrime 10-foot

.-.BOUNL
(Divination; Level 4) Reversible

Sphere: Divination
Range: o Components: V, S, M
Duration: 24 hours Casting Time: 1 turn
Area of Effect: Caster Saving Throw: None

Foesight lets the caster detect his enemies at a distance, giv- (xo~ura
ing him time to flee or prepare a defense. The effect is cen-
tered on the caster and moves with him, spreading outward Sphere: Wards
with a radius of '11 mile per caster level. Range: 0 Components: V, S, M
If a being who means harm to the caster (or his group) Duration: 1 day/level Casting Time: 1 hour
comes within the area of an active foesight, the caster imme- Area of Effect: 60-foot radius Saving Throw: None
diately senses the enemy's presence. After two rounds, the
feeling grows in strength, and the caster knows the approxi- Surelock was specifically designed to protect against un-
mate distance of the foe, the general direction from which it wanted plane-spanning portals. As long as it's in effect, the
comes, and the speed at which it travels. spell seals all gates and portals that reach into other planes.
The spell does not in any way identify the enemy or The spell does not affect movement abilities within a single
provide information on its strength. It does, however, give plane, so a teleport spell is unaffected by it (since it can't
the caster a general sense of the foe's numbers (whether it's take a body to other planes). However, permanent, tempo-
one berk or an army). Foesight doesn't change based on the rary, and shifting portals cannot open within the area af-
distance of the enemy - that is, the caster's sense of danger fected by the spell. Likewise, plane shift and astral spell
doesn't increase as the enemy draws closer. don't function within the area of effect. A gate spell cannot
The reverse of this spell, hidden hatred, protects a bocly pull a creature into or out of the affected area. Any attempt
to use any of these powers results in automatic failure - a
FIP.EH-L,EVBL S P f i L L S
spell to that effect would he wasted and a charge from a
magical item would he lost. CROWN OF FLAME
When cast, surelock spreads out in a radius from the (Invocation/Evocation; Level 5)
caster to the full extent of its area of effect. It is not possible
to exclude portals within this area; everything is affected Sphere: Sun
equally. Nor can the effect he lowered, even by the caster, Range: 0 Components: V, M
without the use of dispel magic. Once cast, the area does not Duration: 1 turnllevel Casting Time: 8
move - although originally centered on the priest, it does Area of Effect: Caster Saving Throw: None
not follow him around thereafter.
Despite the various gate ward and gate seal spells used The crown offlame is often seen among the sword archons,
by wizards, this is still - by far - the most potent ward who invoke it before going into baffle. The caster becomes a
against interplanar travel. Its radius of effect, duration, and blazingly hot beacon of the powers of good, burning all in-
ability to block spells as well as actual gates and portals nately evil creatures within 10 feet for 2d6 points of damage
makes it clearly superior. Despite this, note that in Sigil, the per round. This includes fiends, undead, evil spirits, and evil
Lady of Pain has absolute control over the city's portals and faeries, hut not merely evil characters or petitioners. The
may choose to overturn the spell's effects at her whim. crown offlame is also part of the magic used when enchant-
The material component for this spell is a crystal key ing a helm of brilliance.
that must he shattered when the spell is cast. The material component for the spell is the priest's holy
symhol and a small circlet of something appropriate to the
TOUCH OF THE SNX priest's specific power (branches for a god of nature, iron for
(Enchantment/charm, wocationlinvocation; Level 4) a war god, and so on).

Sphere: Thought h"VRTED M A G I C


Range: Touch Components: Special (Alteration; Level 5)
Duration: Permanent Casting Time: 7
Area of Effect: Creature Saving Throw: Negates Sphere: Combat
touched Range: Touch Components: V, S, M
Duration: Instantaneous Casting Time: 6
This spell is a more potent version of the 2nd-level wizard Area of Effect: 1 creature Saving Throw: Negates
spell forget. Touch of the Styx causes the subject to lose all
memory of the last 24 hours unless a saving throw is made. This powerhl offensive spell only affects creatures that have
There is no way to restore this memory except by relearning some level of natural magic resistance. Inverted magic turns
what occurred from the accounts of others. that protection against them.
In addition to normal verbal and somatic components, When the caster touches the intended target, he un-
this spell requires that the caster have touched the true wa- leashes - and inverts - the inherent magical power within
ters of the Styx sometime in his life. (Canny spellcasters the creature. The target can attempt a saving throw and a
know that just touching the Styx on Pandemonium has no magic resistance roll to avoid the effects. If it fails the save,
effect on a sod's memories - a convenient loophole for the creature is racked with painful energy and suffers a per-
would-he casters of this spell.) While this spell resembles centage of its current hit points in damage equal to its magic
blessed forgetfulness, it was actually developed indepen- resistance. What's more, the sod is stunned for a number of
dently and (unlike that spell) is usually not used by priests rounds equal to the number of hit points lost divided by
aligned with the archons of Mount Celestia. 10 (round down). When stunned, a creature
creature’s opponents receive a +4 bonus to attack rolls. age. The recipient of the spell is completely immune to this
For example, a habau (with 50% magic resistance) type of damage.
fights with a mortal priest until it has only 40 hit points left. Active damage is the result of an attack. A red dragon’s
The priest then casts inverted magic on the fiend. The babau breath,fireball spells, boiling oil poured from the top of a
fails its saving throw and loses 50% of its remaining hit wall, fire elemental strikes, and similar attacks are active fire
points, bringing it to 20. In addition, the babau is stunned damage. The recipient of the spell suffers only 50% of the
for two (20 divided by 10) rounds. damage inflicted by such attacks. All saving throws made by
Another example: A black ahishai (300lo magic resis- the subject gain a +4 bonus to the die roll.
tance) has 20 hit points left in a scrap with a priest. The This spell was developed by a planewalker priest who
priest casts inverted magic on the ahishai, which fails its save frequented the Elemental Planes, hut it has also come into
and loses 30% of its remaining hit points, bringing it to 14. use by planewalkers visiting dangerous areas on the Great
The ahishai lost only 6 hit points, so it‘s not stunned at all (6 Ring - the icy layer of Stygia on Baator or the fiery layer of
divided by 10, rounded down, is less than one). Muspelheim on Ysgard, for example. Although protection
The material component for the inverted magic spell is a fromfire is a fine spell, elemental protection is much longer-
silver holy (or unholy) symbol worth at least 100 gp. The lasting and, over all, more effective. (Note that this spell does
symbol is consumed by the magic unleashed. not provide the ability to breathe easily on the plane, how-
ever.) The material component is the caster’s holy symbol.
SEVER THE SILVER CORD
(Alteration; Lwel 5)
SIX+H LEV5 L SPE L L S
Sphere: Astral, Combat CELESFW. PROrECnON
Range: 10 yardsllevel Components: V, S (Abjuration; Level 6 )
Duration: Instantaneous Casting Time: 8
Area of Effect: 1 prime Saving Throw: Negates Sphere: Protection
Range: Touch Components: V, S, M
This spell effectively slays a creature from the Prime Mater- Duration: 1 tumllevel Casting Time: 8
ial Plane who was brought to another plane by astral spell. Area of Effect: 1 creature Saving Throw: None
The priest accomplishes this effect by magically severing the
silver cord that ties him back to his home plane. This spell allows the priest to channel his deity’s powt,
A chopping motion directed at the subject of the spell mimic the protection that a celestial being, such as a deva,
extends a scythelike blade of invisible force. If the target enjoys. This protection is defined by the following:
fails his saving throw versus death magic, the spell slices the
cord and the prime dies. If the caster is able to detect invisi- + Subject suffers only half damage from acid, cold,
bility or otherwise see astral objects so that he can perceive and electricity.
the cord, the victim’s saving throw is modified by a -2 + Subject is immune to poisons of all kinds.
penalty. + Subject can be struck only by weapons of +I or bet-
ter enchantment.
XbfEN‘CAI. P%OTECnON
(Abjuration; Level 5) This spell can he cast upon another or the caster herself.
Normally, in addition to standard sphere limitations, this
Sphere: Elemental (All), Protection spell is available only to priests worshiping deities of good
Range: Touch Components: V, S, M alignment. The material component is a vial of holy water,
Duration: 1 hourllevel Casting Time: 1 round which must be used to anoint the subject’s head.
Area of Effect: One creature Saving Throw: None
CROWNOF BRILLIANCE
This spell is the ultimate in elemental protection and is virtu- (InvocationIEvocation;Level 6)
ally a must for planewalkers who frequent the Inner Planes.
The priest casting elemental protection renders one creature Sphere: Sun
immune to the effects of one specific type of element (chosen Range: Touch Components: V, S, M
by the priest at the time of casting) for the duration of the Durabon: 1 round12 levels Casting Time: 9
spell. The level of protection is determined by the type of Area of Effect: Special Saving Throw: None
damage the creature suffers. For purposes of this spell, there
are two types of damage: passive and active. This spell turns a piece of headgear into a blazing source of
Passive damage is environmental damage. Passive tire golden light as soon as the wearer engages in hand-to-hand

I
damage. is from heat from nearby fires or bums from falling combat. All opponents in melee combat with the caster must
into a fire pit. The fire is not wielded with intent to do dam- save versus spell or be blinded for Id4 rounds (suffering a -4

+ 129 +
to attack rolls, Armor Class, and saving throws). If not
, the opponent still suffers a -2 penalty to attack rolls
t'the wearer due to the dazzling brilliance of the headgear.
Creatures with an aversion to sunlight or those that suf-
r a penalty when fighting in bright light (drow, derro,
uergar, goblins, and many undead) are affected more se-
30-foot radius must save versus spell or flee.
uffer their usual penalty for fighting in bright
skeletons and zombies take an additional Id6
ound that they stay within the affected area.
t be cast on a piece of headgear: a hat, crown,
so on. The headgear must be properly
worn or the spell does not func-
tion. The spell effect is triggered as
soon as the wearer makes a success-
ful attack roll in melee. The effect
lasts one round for every two levels of
the caster (rounded up). The material com-
ment of this spell is an opal worth at least 100
ried on the caster's person. It shatters upon the
etion of the spell (if shattered prematurely, the spell

is spell was developed on Mount Celestia with the aid


archons. It is frequently used by priests of good deities,
archons are more than happy to share the spell with

VBN*H-LEVEL S P B h h S

Components: V, S, M
Casting Time: 1 round
Saving Throw: Negates

porarily bestows the aura of a powerful proxy


caster, inspiring awe all lesser creatures with the
s terrible perfection and righteousness. The aura
sense of awe in creatures with fewer than 6 Hit
cease whatever they are doing and turn to face
the caster speaks, his words are treated as a
are telepathically understood hy the
caster does not speak any language
ligible to the listening creatures.
Creatures that succeed in a saving
versus spell are not awed by the
and can continue their actions nor-
Creatures with more than 6 HD are
to the effect of the spell.
is yet another spell developed by the
Mount Celestia, but its use has be-
nore widemread now. The material ComDo-
__ h e same as i
NUL must be worth 200
*, ..
:;. *:,. ’,

* ’. . . .
.
ELEMENTAL BREACH This spell crrair5 a mystic shirld o f bencfireni .:
I.,’
i,
[Alteration; Level 7) interposes itself between the caster and incoming attacks by
spell, spell-like ability, or magical device such as a rod, staff,
Sphere: Elemental [All) or wand. Attacks on the caster within the spell’s arc hit the
Range: 10 yards/level Components: V, S, M shield instead, and each strike has a chance of shattering it.
Duration: 1 hour/level Casting Time: 1 round The player rolls ld20 for every attack the shield intercepts.
Area of Effect: One 10 ft. x 10 ft. Saving Throw: None The shield of the archons shatters if the roll is less than the
square/level level of the intercepted magical attack. A shield that shatters
still provides protection from the spell that destroyed it.
This high-up spell rends the very fabric of space itself inside If an area-effect spell would include the caster but is not
an Elemental Plane. The breach created by this spell opens directly targeted on him, the shield provides a +4 saving
into any of the adjoining Elemental Planes (or even one of throw bonus and reduces damage by -2 points per die. This
the Energy Planes), causing elemental material from that protection also applies against breath weapon attacks that
plane to spill forth into the caster’s plane. This elemental ma- cause physical damage.
terial becomes a permanent pocket. The breach stays open If attacks are launched at the caster from different di-
for a considerable amount of time, allowing passage through rections at the same time, the shield interposes itself between
it in either direction. the caster and the most dangerous threat, as determined by
The breach is an uneven tear, with the elemental mater- the DM.
ial of the other plane easily visible through it. The size of the The shield provides no protection against attacks other
breach is approximately a 10-foot by IO-foot square per level than those specified. A caster can create a shield of the ar-
of the caster, so it is possible to create large holes. The ele- chons hut once per day.
mental material comes through the breach in a manner and As its name implies, this spell was developed hy
rate as determined by the DM. but it should he fairly constant priests working - with the archons of Mount Celes-
and consistent with the size of the breach and the nature of tia. It is used only by priests of good
the intruding material. Although the material becomes an el- alignment. The spell shield
emental pocket, at the breach itself the two elements interact, of the tanar’ri is iden-
possibly forming dangerous conditions [fire and water pro- tical in effect, but
duce huge amounts of burning steam, for example). uses baneful energies.
The spell creates habitable areas within the Elemental This form of the spell is
Planes, such as an island of earth on the plane of Water, or a used by evil priests.
pocket of air on the plane of Smoke. Many spellcasters choose to
make their homes or templa in such unique and exotic places. SPHEREOF SURVIVAL
Tearing holes in the metaphysical harriers between (Abjuration; Level 7)
planes does not occur without gaining the attention of a
high-up elemental being, perhaps even a tme power. This Sphere: Elemental [All),Protection
being can reside on either side of the breach. There is a 25OIo Range: 0 Components: V, S, M
chance that a being of power will be alerted and annoyed Duration: 1 hour/level Casting Time: 1 round
enough to send minions to close the breach (and possibly Area of Effect: 10-ft. Saving Throw: None
punish the offending priest). The DM may determine the na- radius sphere
ture of these minions. This chance is cumulative for every
time a priest opens a breach into or out of the being’s plane Sphere of survival creates a sphere of protection against one
in a given year. Obviously, if the priest opens the breach type of element, and breathable atmosphere for all within. It
specifically to undermine or harm the being, his realm, or his is Intended to be used on the Inner Planes, allowing a small
minions, intervention is automatic. group of planewalkers to enter into and operate within a hos-
The material components for the spell are samples of the tile environment safely. As such, this spell does not function
two planes’ elemental material, or silver symbols signifymg on the Prime Material or any of the Outer Planes.
such (material from the planes of Radiance or Negative En- At the time of casting, the priest must specify which ele-
ergy, for example, is difficult to store). ment the sphere protects against. Everyone within the area of
effect of the spell is protected as by the elemental protection

I OF THE ARCHONS
[Abjuration; Level 7)
spell. Additionally, the sphere provides all creatures within it
with fresh air. The sphere maneuvers through all elemental
material unhindered, even if the medium is solid rock.
Sphere: Protection Obviously, this spell is a great boon to inner-planar
Range: 0 Components: V travel. Only its high level keeps it fr@mbecoming more
Duration: 1 round/2 levels Casting Time: 1 widely used. The material component is the holy symbol of
Area of Effect: 120-degree arc Saving Throw: None the caster.
P"*

." . I
I

PLANQWALKINO
@94JIPmPN*)l Planewalkers are
a unique class of individuals, ~ I L Uthey
require special tools for their singular trade. This chapter in-
cludes a listing of such distinctive equipment, as well as magical
items particular to the planes and of especial usefulness to planewalkers.

_-
A hi'
.

The following nonmagical items are found in Sigil and throughout the planes.
Though some may seem familiar, these items vary from the standard equip-
ment found in the Player's Handbook.
All prices noted in this chapter should be considered suggested costs at
best. As in markets e v e y h e r e , prices fluctuate depending on supply, de-
ALL RIGHS., mand, and the merchant's whim.
FIRS+ @FALL,
CAN ANY@f Y e U +ALK? BAA+eRIAN GREEN S+fSl. I + B m S
- GeLSPRa,
A +REASUR@ HUN+@R
The wastelands of Avernus (the first layer of Baator) produce an
ore that can he tempered into a metal simply called green
I N A Y U G e L e + H ARIIIeRY steel. Lighter than normal steel, this metal can he processed
p U L I, e f m A G 1 CAI, S W e RD S into razor-fine edges, making weapons forged of green steel
lighter and capable of causing more damage than their
standard counterparts. It is important to remember, how-
ever, that these items are not magical. All green steel items cost (at least) four
times the price of their normal counterparts. Such items are only rarely
found, even in markets in Sigil. Not all baatezu carry weapons made of green
steel, hut many do.

ARMOR:The following.types
~. of armor can be constructed of green steel. In all
ch armor is identical to its standard counterpart.

COST (GP) wncm (LBSI AC


Banded mail 800 20 2
Chain mail 3 50 25 3
Plate mail 2,500 30 1
Scale mail 500 25 4
s: Only the following weapons are commonly forged inflict some of the damage, he doesn’t have to use as much
of green steel. In all other regards, such weapons are identi- force. Therefore, while he must still make a saving throw
cal to their standard counterparts. versus breath weapon to avoid taking damage, if he fails the
save he suffers only half of the damage he inflicts, rather
DAMAGE than all of it. Note that bariaur females can utilize this hel-
EM OST (GP) WEIGHT
(LBS) S-M L met so that they can perform charging attacks as well.
dagger 8 - ld4+1 ld4 A homed helm must be tailor-made for each individual
Knife 2 - ld4 ld3 to insure proper fitting (requiring ld6+2 days construction
Javelin 2 1 Id8 Id8 time). It weighs 10 pounds and costs 45 gp.
Spear 4 3 Id8 ldlO
Bastard sword 100 5 BAR~AUR SADDLE: Bariaur don’t make a regular practice of let-
One-handed Id10 ld12+1 ting two-foots ride on their backs. However, situations arise
Two-handed 2d6 2d10 when it’s expedient to carry one of the slow-movers rather
Long sword 60 2 Id10 ld12+1 than just leaving him behind (sometimes a basher’s friend
Scimitar 60 2 Id10 Id10 gets hurt and it’s up to him to carry the poor sod to safety).
Short sword 40 2 Id8 ldlO For these situations, some bariaur carry special saddles, re-
Two-handed sword 200 8 ld12 2d10 sembling in many ways a cross between a horse’s saddle and
the aforementioned bariaur harness. These leather harnesses
IARIAUR E Q U IP m E N + cost 10 gp and weigh 10 pounds.

Since bariaur have such a different physiology, their armor BARIAUR SHOES: Like horseshoes, these iron-shod shoes protect
and equipment requires special construction and attention. a bariaur’s feet when he runs or walks on rough surfaces.
They cost 5 gp (for a set of four), and have negligible weight.
BARIALJR ARMOR: On the Prime, bariaur might be forced to
adapt a horse’s barding as their own armor. Fortunately, on
the planes (where sentient bashers come in more varied
CE L B S + IAL +
E H 8 R e SC e P E
shapes), armorers produce mail precisely suited to each race’s This device appears magical, but it involves no enchantment
physical requirements. While the armor listed below differs (although magical etheroscopes are certainly possible). The
in cost and weight due to the additional materials required in etheroscope comprises a complex set of brass-bound lenses,
its construction, the AC value is identical to “normal” hu- tubes, and glass vials filled with colored liquid. The whole
manoid armor. Nevertheless. most bariaur lean toward wear- thing is about 2 feet x 1 foot x 1 foot, and is extremely deli-
ing only light annor due to the weight and co cate. Only a specially trained planar craftsman can construct
an etheroscope.
ARMOR COST (GP) TAT..
This device is used exclusively with the planology profi-
Banded mail 2 50 ciency (see page 99). By looking at light refracted through
Brigantine 150 the lenses and colored liquids, a blood trained in the skill can
Bronze plate mail 500 60 attempt to discern the tides of fortune on any particular
Chain mail 90 55 plane. The device costs 1,000 gp and weighs 50 pounds.
Field plate 2,500 75
Full plate 5,000- 15,000 85
D R e N E Q U IPIUBN+
Leather 7 25
Padded 5 20 Though ordinary modrons have little need (or use) for adven-
Plate mail 720 65 turing equipment, rogue modrons require very specialized ac-
Ring mail 150 45 coutrements. It is important to realize that portions of a mod-
Splint mail 100 50 ron are actually metal - plates, clockwork gears, pulleys, and
Studded leather 25 40 so on. Things can literally be bolted onto a modron’s metallic
parts without harming it or causing it pain, as long as the
BARIAURHARNESS: This specially designed frame backpack original parts’ functions are not impaired. No one outside of
takes advantage of the bariaur’s large back and unique phys- Mechanus is capable of adding new “clockwork” mechanisms,
ical configuration. The harness can carry up to 90 pounds and few rogues would dare show their faces there, so it‘s im-
worth of weight and has a volume of 3.5 feet x 3 feet x 1 possible for a modron to have extra arms or legs simply
foot. It costs 3 gp and weighs 4 pounds. added on. Most rogue modrons resist anything that would
alter their orderly, symmetrical boxlike shape anyway.
B m m HORNED HELM: A bariaur using this special helmet to
charge an opponent still inflicts Id8 points of damage (plus MODRON ARMOR: Although they have a natural Armor Class of
Strength bonus), hut since he relies on the spiked horns to 8 due to their already partially metallic structure, many
modrons find it desirable to supplement this protection.
Rogue modrons are far too rare for even Cager armorers to
have ready-made modron armor, but fortunately, it‘s very
easy to make, essentially being flat sheets of metal with
holes for the modron’s arms and face. The sheets themselves
can be held together with leather straps, or simply bolted di-
rectly onto the modron. This
armor provides AC 4, weighs 75 pounds, and costs only 120
gp. (Since all rogue modrons are the same size, no tailoring
or special work really goes into the fitting.)

ODRON STORAGE CONTAINER: While all sorts of packs,


sacks, and even shelves can be affied to a modron,
the most common sort of attachment is a boxlike
container of metal and leather that can hold up to c
100 pounds worth of weight and has a volume of 1.5
feet x 3 feet x 1 foot. It costs 5 gp and weighs 10 pounds.

MODRON CLOTHING: Most modrons don’t wear clothing, but if 21


one wishes to have a cloak or (more commonly) wear a belt,
- are three to five times normal due
the prices for all such garb
IO their odd shape and size.
, ,
. ,
W H I L E YfBU
ARE C@RRECS.
Y W R ASSESSIIIENS. @F
R+AGE @ F FUNDS,
I mus+ P@IN+ @US.
FLAW I N Y @ U R L @ G I C
A S A HUITIAN,
-
Sickles are small, one-handed chivs. They have
a curved blade ahout 1 foot long, sharp only on the
inside of the curve (the concave side). This blade is
attached to a short handle (usually 6 inches to 1 foot in
length). They’re easily hidden, or at least easily camed when
tucked into a belt. They’re farming implements, sure, but
they’re not designed for large-scale sweeping; they’re de-
signed for cutting handfuls of plant stalks, not swathes of
greenery. They obviously cause less damage than scythes.
Scythes, on the other hand, are big two-handed tools,
long blades attached to curved wooden handles. The handle
SICKLES AND S C Y * H @ bas a peg for a hand-grip to help the wielder make broad,
sweeping cuts. It takes some practice to get the motion right
Most city folks don’t know the difference between a sickle for cutting lots of plants, and even more practice to learn
and a scythe. They figure that both have curved blades, and how to use a scythe effectively against a berk‘s head. The
both are used for fanning, and therefore both are the same. blade is usually 3% to 4 feet long and, like the sickle, sharp
Well, it ain’t true. only on the inner curve.
Since these items’re tools as well as weapons, folks on And here’s the real difference:
the Upper Planes value their use. On the other hand, since
they look wicked (as in daunting) and can inflict some seri- ZOST WEIGHTSIZE TYPE SPEEDDMGE (S-M/L)
om damage if used comectly, they’re favored weapons on the s s 4 ld4+1/ld4
Lower Planes. Scythe 5gp 8 M P/S 8 ld6+l/ld8
+ Portable holebag of holding combination.
Placing one within the other opens a
A planewalker shouldn’t be the kind of herk who defines gate to the Astral (although the
himself by what he carries. Rather, he should define himself items are destroyed i n the
by what he knows and what he can do. Still, there’s no deny- process).
ing the usefulness of magical items to get the job done - Potion of elemental control
even if the job is just simply staying alive in the hostile en- {TOM].
vironment of the planes. + Potion offire resistance.
+ Potion of water breathing.
WHA+ +@ LeeK P e R +
A
Ring of elemental command.
Ring of elemental metamorphosis (TOM). Not only does
Planewalkers should be familiar with a number of existing this ring allow the wearer to survive on an Imer Plane
items. At varying times, their use can he anywhere from ex- as an elemental, but the form serves as a disguise among
tremely helpful to virtually impossible to live without. Be- creatures of that plane.
cause of their usefulness and necessity, some of the items - Ring offire resistance.
like various breathing or survival aids - are usually more Ring offree action. Of particular use on the,planes of
common and cost less than (sometimes only half as much as) Limbo, Water, and Ooze.
their Prime Material value. That’s in prominent markets like Ring of spell storing. This item is particularly useful to
Sigil, of course; a body about to visit Gehenna from its gate- priests who lose spellcasting ability as they tr@velaway
town of Torch should expect to pay double to triple the price from the plane of their deity.
for fire-resistant magic, since the natives know just how es- Ring of warmth.
sential that particular magic is to survival on the plane. Robe of stars.
The magical items listed below are some of the more Rod ofpassage. This allows all types of magical trans-
common useful devices - this is by no means a comprehen- port, notably astral travel and teleport without error,
sive list. Items listed without notes have obvious uses. The both of which can take a traveler to other planes.
TOMnotation refers to items found in the Tome of Magic. Salves of far seeing (TOM).
+ Scroll of protectionfrom cold.
+ Air spores (TOM). + Scroll of protectionfrom electricity.
+ Amulet of the planes. One of the best ways of getting Scroll of protection from elementals. Note qhat while
around the planes, bar none. useful, this scroll does not offer much protection on the
+ Cube of force. Extremely useful in hostile environments. elementals’ home plane.
+ Cubic gate. Another great way to travel around the Scroll of protection from fire.
planes. Gcroll of protection from water. Useful not ogly on the
+ Elemental compass (TOM). Invaluable for navigating plane of Water, but on the planes of Steam And Ice as
through the Inner Planes well.
+ Gauntlets of swimming and climbing. Most devices of A
Sphere of annihilation. This potent item, if oontrolled,

+
this type (which are useful to anyone, not just a plane-
walker) are not in this list, hut these gloves are of great
use on the planes, where getting around rarely involves
an easy walk.
Gem of seeing. Reveals ethereal and astral beings, as
t
can be vely useful on the plane of Earth and imilar en-
vironments where a cutter needs to clear som space.
Sword of the planes. Not only does this item ot lose its
bonus as it fmvels from plane to plane, but it increases
depending on the plane and planar creature that the
well as gates and portals. wielder is fighting.
+ Helm of underwater action. + Staff of the magi.
+ Iron flask. Planar creatures not on their home plane can + Trimia’s Catalogue of Outer Plane Artifacts (TOM).
be trapped or carried within. For willing victims, it’s a + Wand of corridors (TOM). Great for creating space to
safe and painless way to travel through hostile areas. move around on the p l a n e of Earth and Minerals.
+ Mirror of mental prowess. A spying tool and portal in + Wand of earth and stone. As wand of corridors.
one. + Wand of element transmogrification TOM)^ A potent
+ Oil of elemental invulnerability. weapon against elementals, and useful for creping nec-
+ Oil of elemental plane invulnerability (TOM). essary pockets of air, water, or solid ground dhere there
+ Oil of etherealness. might not he any naturally. I

+ Pearl of the sirines. + Wand of prime-material pocket (TOM).


+ Pick of earth parting (TOM).Useful for digging through + Well of many worlds. If no other use can be determined
the plane of Earth or similar environments. for this item, it‘s a great way to dispose of unwanted ob-
+ Plate mail of etherealness. jects or materials.
NEW I+EmS it is, for these magical items operate even on planes
which it would normallv be imnossihle to summon a fiend.
The following items represent a smattering of the unique Nothing short of an antimagic shelf stops the enchantment
magical items to he found on the planes. Some have ap- on these globes. When a globe is broken, roll on the follow-
peared in previous PLANESCAPE products and are included ing table to determine what fiend appea
here for a comprehensive listing.
D 100 ROLL CREATUXE
BAKU'S TRUMPET: This nondescript brass horn is in fact a mag- 01-15 Nupperibo
ical item crafted on the Upper Planes. Similar to the attack of 16-25 Spinagon
the creature for which it is named. a baku's trumoet inflicts
~~ 26-35 Maws
~~~~~~~

Id8 points of damage upon evil creatures within 40 feet 36-45 Lemure
when it is sounded. Furtber, such creatures must make a sav- 46-50 Quasit
ing throw versus paralyzation or flee as though affected by a 51-55 Imp
fear spell. This item can be used three times per day. 56-60 Barhazu
Evil hashers who attempt to use this item must make a 61-65 Hamatula
saving throw versus paralyzation or be struck mute. In any 66-70 Hordling
event, the item does not function in their hands. 71-75 Bar-lgura
76-80 Rutterkin
c
BOTTLED This magical bottle holds pure, clean air - a
BREATW: 81-85 Osyluth
limitless supply of the stuff. To use it, a body simply uncorks 86-90 Ahishai
it and drinks from the bottle as though she were drinking liq- 91-95
uid. A hasher can remain alive indefinitely by drinking air 96
from the bottle when there's no other breathable air avail- 97 Erinyes
able, hut the bottle can't he left open for more than one 98 Hydroloth
round at a time. It must he recorked after each draught or its 99 Bodak
magic becomes inert. The clear glass bottle l o o k empty (it's 00 Nighthag
only got air inside, after all).
The fiend remains for 1 hour, serving the individual
CHAINS OF UGHT: These chains, forged from solid sunbeams, who broke the sphere faithfully, even unto death. At the end
are reputed to have been designed by the power Reorx him- of the hour, the magic of the globe draws the fiend hack to
self. Whether they came from his halls, or from the halls of its home plane. Obviously, each sphere can he used only
Clangeddin Silverheard, or from the more ordinary smithies once. The chant is that these globes were developed by
of Arcadia, the fact remains that these chains are hugely ef- powerful haatezu lords to give to their faithful servants as
fective when used against the right targets. rewards.
When these shiny metallic chains are used to hind an
evil creature, they glow with intense light equal to a contin- GRUEBOTILE: Another magical bottle, usually made of opaque
ual light spell. Those of evil or chaotic bent who look upon glass, this item is an object of summoning. When shaken
this light must save or be blinded (-4 to attack rolls, saving vigorously and then opened, a very temporary gate opens
throws, and AC) for ld6 rounds. Lawful good, neutral good, within it to an Elemental Plane. The gate manifests itself as
and lawful neutral creatures who gaze into the light can see colored smoke, steam, liquid, or ooze that pours forth from
the creature hound within sumounded by a bright light, but the bottle and forms
take no penalties from the brilliance. into a creature
If the hound creature tries to escape, the chains heat (or
cool, depending on which inflicts more damage on the
creature), causing ld2 points of damage the first round, ld4
the next, Id6 the third, and so on to a maximum of ld12
per round. This heat or cold ceases immediately when the
creature ceases its struggles. WA+CH Y ~ U R] I N K
AS WELL AS Y @ U R E N E m l E S ,
FIENOGLOBE: Small hollowed ceramic globes
AND Y @ u ' L L D@ FINE.
measuring no more than 3 inches across, these
items are the bane of fiends of all types - at
least those of minor to medium status. When broken,
- TARSHEVA LeNGREACH
afiend globe snmmons a minor fiend from
the Lower Planes. Although the fiend is not
always p o w e h l , the magic that calls
creature serves the bottle's owner for a total of IOdlOc tack roll is required to catch a crystal, which has an AC 3 for
minutes (rounds). This time need not he consecutive; the this purpose. If the wielder of the net misses a crystal, he
owner can command the entity to return to its own plane at must make a successful saving throw versus spell or the
any moment before its time runs out. After the first (random) crystal affects him automatically.
summoning, that particular elemental is bound to the bottle Only one spell crystal can be held within the net at a
and can be summoned again by utilizing the bottle at a later time, hut the net can hold such an item indefinitely. The
time, although the item can he used only once per week. The most obvious use for captured crystals is to release them
number of rounds left in the creature's service does not upon one's enemies. Spell crystals result from a prime-
change even if the bottle passes to a new owner - it's based material wizards spellcasting, and they usually
on the total number of rounds already expended. either summon a body off of the Outer Planes
When the creature finishes its term of service, it is without warning or demand immediate an-
free to act as its nature dictates, usually either attacking swers to the wizards divinations.
the sod who last summoned it, or immediately trying to
find a way home. Unlike afiend globe, the grue bottle OIL OF ImGRAnON: This oil must be
does not return the elemental creature to its home plane. applied to a cutter and all his possessions
To determine the type of creature summoned by the in order to work. One flask of this oil coats
initial opening, roll on the following table. two man-sized individuals or one humanoid
and a lot of possessions. Application of the oil
takes ld10+10 rounds. When
01-20 Fire grue (harginn) completed, the user can
21-40 Water grue (varrdig) pass through stone and
earth as if it did not exist.
Stone weapons and
81 Fire mepbit creatures composed of
82 Radiance mephit earth (such as ele-
mentals) can inflict
no harm upon the
user, but the user
cannot handle or
Mineral mephit touch any item
i made of stone.
' The same is true
of any item
coated with the
oil, although if
u e user picks up a
nonstone object
Lightning mephit (such as a wooden
stick), he can touch
or bang that object
Phantom stalker against stone. A
3 Aerial servant stone object coated
with the oil becomes
untouchable and im-
These small I-inch-long brass i t e m movable until the oil wears off. Each application lasts

hariaur to make his charging attack against construction,

two halves of the sphere separate if pulled apart, revealing a

crystals as they pass by or near the wielder. A successful at- joined, the compass indicates the direction of the nearest
portal, conduit, path, or vortex that leads to that plane. The The wall also pro-
compass spins about, eventually stopping and indicating the vides protection against
direction by means of a small arrow which juts out of one of creatures using any sort of
the halves. Once activated, the compass continues to point in teleportation or plane-shifting magic to enter the area. This F
the direction of the plane until it reaches that plane or until includes teleportation, blinking, oil of etherealness, and the
the object is taken out of the sphere. like. Folks attempting to enter the warded area can do so
physically; spells or shifting abilities take them only as far as
PLANARM CHER: The planar mancatcher looks a lot like the wall. A body using a spell to deliver him to an exact
the prime version of the weapon: a long pole with a set of point within the wards instead pops into existence 60 yards
spring-loaded, sharpened jaws at one end. Difference is, the away, suffering no damage - 'cept from whatever arises
planar mancatcher is a +2 weapon made entirely of steel or once he gets there.
harder metals and engraved with mystic runes. It was made Cutters in the warded area can deactivate the wards, if
to catch githyanki, githzerai, tanar'ri, and other creatures they know how. (Usually it takes another command word.)
that can plane ship or teleport at will. Since it's nearly im- Otherwise, the wards last ld4 weeks after activation: when
possible to hold these beings when they can simply shift the wall fails, the blocks become normal pieces of stone. Pla-
away to a more hospitable place, law enforcement officials nar wards aren't rechargeable.
plagued by such shifters finally devised the planar man-
catcher. Such items are, of course, very popular with the PORTAL
TRAP: This device looks and feels like a small ball of
Harmonium, whose patrols often carry them. lead inch in diameter. Its enchantment is activated by two
To use the mancatcher, all a body needs to do is hit the conditions, both of which must be met. First, a command
target (S-,M-, or L-size creatures only: bigger ones are just word (sometimes etched in tiny printing on the ball itselfl is
too big to hold and smaller ones slip right through). Always spoken. Then, the ball is placed within the portal's frame-
treat the target as AC 10, though Dexterity bonuses can mod- work - doorway, arch, or whatever. The portal can be active
ify this - magical bonuses and armor do not. Damage and or inactive at that point. When next a creature uses that por-
other effects are as a normal mancatcher. If the victim at- tal (either way if the portal is of the two-way variety), the
tempts to use a plane shift or telepofl-style spell or ability, portal trap explodes with the force of a 6d6 fireball cast by a
the shift fails and the mancatcher sends a dose of painful 6th-level wizard. The portal is usually unharmed by the trap
magic coursing through the shifter's body. Every attempt in- (the portal's framework is destroyed 1% of the time). Inter-
flicts Id10 points of damage on the victim. The sod has a 1010 estingly enough, the trap's enchantment is such that the ex-
chance for every point of damage sustained (cumulative dur- plosion extends through both ends of the portal, half in one
ing a single entrapment) of being knocked unconscious by direction, half in the other, regardless of the type of portal.
the magical resonance.
POTIONOF ELEMENTAL BREATHING: There are as many different
PLANAR WARDS: Planar wards are expensive (and rare] items versions of this potion as there are Inner Planes without a
based on the 4th-level priest spell, surelock. These wards breathable atmosphere, and potions for those that have a
generally last a lot longer and cover more area than the spell. marginally breathable atmosphere as well. They all function
Plus,they have a couple of extra features. identically to a potion of water breathing, allowing a basher
Planar wards come in sets of four or more (up to eight) to breathe a substance other than air. When found, the po-
and must be used together. The chant is that these carved tions are 75010 likely to contain two doses, and 25% likely to
blocks of marblelike white stone come from the destroyed contain four. Each potion dose lasts 1 hour plus Id10 min-
portals of Sigil. Most bloods scoff at this, since portals come utes. Roll on the following table to determine the type of po-
in all shapes, sizes, and materials. Still, more than one cutter tion found:
has proven the wards effective against portals.
Each block is carved with two numbers. The first tells the ~ 1 0 ROLL
0 POTION
user where in the sequence of wards to activate it, and the 01-20 Water breathing (includes Steam and Ooze)
second denotes how many blocks are in the set. Each block 21-40 Fire breathing (includes Magma)
works only with the other blocks of its set - planar wards go 41-60 Earth breathing (includes Mineral)
inert if a body attempts to use them with another set. 61-70 Smoke breathing
When activated in sequence (one command word acti- 71-80 Ash breathing
vates the set), the blocks emanate an invisible wall that pre- 81-90 Salt breathing
vents portals, gates, or conduits from appearing inside its 91-00 Dust breathing
boundaries. The way the stones are laid determines the shape
of the wall: they can be arranged up to 60 yards apart, in any R I N G OF THE BARIAUR LORD: In appearance, this item looks a
pattern the user desires. The wall extends 60 yards above and little like a ring of the ram, with a small ramk head adorning
below the ground as well. the ring. The powerful magic of this ring only activates when
it's worn by a bariaur. While wearing this ring, a bariaur can
There's some coqfusion as

use any magical item normally or the Lower Planes. Whatever the case, denizens of
prohibited because of his bodily form, hotb see some value in this weapon, for each )as cbam-
such as hoots, shoes, slippers, leggings, and pions who use the weapon indiscriminately. Wber&er it was
so on. Such items are transformed into objects that the created, bloods know this much: The scythe of p a m e is a
bariaur can use, without losing any of their magical proper- weapon of +3 enchantment on any plane. When:the com-
ties (DMs discretion). The transformation lasts as long as the mand word is spoken, the scythe's blade flares up in a bright
bariaur remains in possession of the item and wears the ring. flame. This flame is real - it illuminates as well as a good
strong torch and can set fire to any flammable makerial. The
SCOL~RGE OF LIGHTNING: This weapon is used primarily on the scythe inflicts Id6 additional points of damage to lany crea-
Lower Planes, especially the Abyss. Its cruel barbs and cut- ture with a special vulnerability to flame. The flare lasts until
ting pain are effective against most any petitioner, and the the command word is spoken again, or until three liours have
lightning is effective against leatherheaded berks who just passed.
don't get the point the first time. The scourge functions as a
+2 weapon in the Abyss. S ~ H E / S I C KOFLLIGHT:
E Made on Mount Celestia, the scythe OJ
A scourge of lightning is a small whip, about 4 feet long, light is more than just a formidable hand-to-hand weapon.
1 foot of which is the handle. The length of the whip is stud- It's also extremely valuable against the undead and as a light
ded with small metal barbs, sharp enough to pierce flesh and source. On its home plane, it functions as a +4 wedpon.
small enough to grab armor or tear clothes that get in the By invoking the proper command word (insctibed into
way. Unless the clothes are tough leather, the scourge shreds the gold-tinged blade itselfl, the wielder can turn pndead as
them in two rounds. Leather requires another round. Each a 7th-level cleric: a body can use this power three times a
lash inflicts l d 4 points of damage. day. Likewise, by speaking the command word, the wielder
Its main value lies in the ability of the wielder to release causes the scythe of light to produce a bright sphere (equiva-
electricity through the metal barbs. When the user desires, lent in sue to a continual light spell) for up to one hour. This
the scourge begins sparking and flaring. A sod hit by the power also can be invoked three times a day. The $elder can
weapon in this state sustains damage as from a regular dispel the sphere at any time, but any use at all counts
scourge, as well as an additional 2d8 points of electrical against the daily limit.
damage (save versus spell for half damage). The electrical at-
tack can be activated at any time by a tanar'ri of at least 5 SCYTHE/SICKLE OF PAIN: The scythe of pain is used allmost ex-
Hit Dice. Anyone else can call the electricity only five times clusively hy the baatezu to force order upon the ietitioners
a day. unlucky enough to fall into their clutches. Only babtezu of 6
HD or more carry these scythes, so it's a cinch Bny other
SCKOLL OF OUTER-PLAN4R PROTECTION: (Reading time - 8) These berks who carry one will be marked for death by the first
magical scrolls operate as do most scrolls of protection. As haatezu that spy them.
usual, these protections do not affect creatures on their home The scythe is a + 3 weapon on Baator. If that ain't
planes. Otherwise, the magic protects the reader and all enough, it also has the ability to cause pain. When the com-
within a IO-foot radius that moves with the reader. Protec- mand word is spoken, the pain-causing ability isi activated
tion affects a maximum of 50 Hit Dice o f creatures, and lasts and those hit by the scythe must save versus spell or suffer
for ld6+10 rounds. Attacks directed out of the circle of pro- an unbearable rush of agony through their bodies. @e influ-
tection are possible, as is attack into the circle by those crea- ence of this pain reduces Dexterity by 3 points, $or Class
tures exceeding the Hit Dice limitations. by 2 grades, and applies a -4 penalty to attack arid damage
rolls. The effects last ld6 rounds.
DlOO ROLL TYPEOF SCROLL
01-15 Protection from celestials (including aasimar SCYTHE/SICKLE OF PARALYZATION: The scythe ofpallalyzation
and all upper-planar natives) originates on the Outlands, where it's available to anyone
16-25 Protection from neutral creatures (including with enough jink, This +2 weapon inflicts damage; as a nor-
rilmani and all natives of the Outlands) mal +2 weapon, and has the added benefit of readering its
26-65 Protection from fiends (including tieflings and victims immobde. All the wielder needs to do to aq'hvate this
all lower-planar natives) power is speak the name of the weapon, which Ls usually
66-75 Protection from modrons (including all natives written along the wooden handle itself or along the pegs on
of Mechanus) the handle. When the paralyzation ability is activated, any-
76-86 Protection from slaadi (including all natives of one the weapon hits must save versus paralyzatios or he un-
Limbo, but not githzerai) able to move for the next 2d4 rounds. Users can activate this
ction from all outer-planar creatures power ldlO times a day, but here's the dark of it: Thpv wnn't
know how many charges are left until they're go]

4 140 4
SHIFTERS' MANACLES: Designed along the same lines as UIC pru- ses the blade) that the enchantment of the sworu
nar mancatcher, the shifters' manacles prevent whoever's remains the same. The dark of the sword is this: It's somehow
wearing them from plane shiflng away from their troubles. a weapon without ties to any plane. Its enchantment always
This item was designed by the Mercykillers, who got tired of remains at the same level (+2), no matter where the wielder
seeing folks fly out of their birdcage because they could shift goes. The sword's true origins are unknown and possibly
at will. Members of the faction vowed to lose no more pris- permanently obscured.
oners and set their mages to work on devising manacles that
could hold against any type of plane-shifting magic. VAMBRACES OF EVIL'S WARDING: These armbands, when worn
The thing is, the mages had to produce the manacles and invoked, protects the wearer from missiles fired by evil
quickly and in bulk, so they didn't have the time to throw in bashers. They're shiny metallic pieces of armor, graven with
the small details. Therefore, the manacles are big and heavy warding runes, that fit snugly over the arms of whatever
and do not shrink or expand to fit the being wearing them. creature dons them. When the mnes are traced by the wearer,
Fortunately, the Mercykillers have a lot of these lying the vambraces glow blue for an instant, and then fall back to
around the Prison in Sigil, to fit creatures of almost any apparent quiescence.
size. The metal of the manacles proves resistant to rust and Once triggered, they're active until removed. If someone
magic, preventing a captive from bursting free of its bonds of evil alignment fires a missile (sling, arrow, quarrel, javelin,
hy either means. The metal is also specially enchanted to re- and so on) at the wearer, the attack roll's made at -4. If the
sist psionics. attack fails, the missile's attracted to the vambraces and
Anytime a body tries to use shifting power while wear- bounces off harmlessly. Even magical weapons are subject to
ing manacles, not only does the power fail to operate, hut the this stricture, though they still have their magical bonus.
prisoner suffers Id10 points of damage as fiery pain races up Weapons that automatically strike the victim continue to do
and down its nerves. The would-be shifter might even pass so, and melee weapons are unaffected by the power of the
out from the pain (a 2% chance for each point of this dam- vambraces. Area effect attacks such as breath weapons and
age). Unconsciousness lasts for ld3 turns (or, if the creature spells have normal effect.
regenerates hit points, as long as it takes to regain those it It's said that the vambraces were created from the spirits
of fallen petitioners on Arcadia, and their desire to combat
evil still lives within the items. This the-
. . ory's home out by the fact that when
friends and companions. These items come in a set of two an evil sod dons the vam-
perfectly clear peridot balls. To activate a seeker stone, all a braces, she suffers 2d8
body has to do is speak the command words inscribed into points of damage for every
the bottom of the matching stone. 10 rounds she wears them.
Once activated, a stone homes in on its match, if it is
within 10 miles. A glowing arrow appears in the center of the
translucent hall, pointing toward the other stone as a com-
PLANAR PRe .I.E C I e 1y S + I
pass homes in on magnetic north. The arrow grows fatter Ever more common in the bazaars of Sigil are items crafted
and brighter as it's carried closer to its mate. When the to deal with the conditions of one particular plane, rather
matching stone is within 5 feet, the arrow abruptly dies - if than a multitude of conditions. These items often carry a sig-
a berk can't figure out bow to find the companion stone from nificantly lesser cost than their multiuse counterparts. For
here, he doesn't deserve to find it. If the distance between the example, a ring of Gehennanpre resistance protects a body
two increases again before the enchantment is deactivated, against the lava, magma, and heat of Gehenna - and only
the seeker stone flares into life again. (Speaking the com- Gehenna. It bas no effect on the Elemental Plane of Fire, a
mand words in reverse dispels the power.) red dragon's breath, or the volcanos of Muspelheim on Ys-
Either stone can be activated to seek its mate, though gard. 'Course, the ring won't stop a body from being physi-
the uses are independent of each other. In other words, both, cally shoved over the side of one of Gehenna's mountains by
either, or neither one may be activated at any given time. a lava flow - but that's another problem for the planewalker.
Although the stones have a range of only 10 miles, the Similarly, wizards in Sigil create items specifically for
chant whispers of seeker stones that can actually span planar use on the Inner Planes. Instead of relying on multilayered
boundaries. But don't place too much stock in the rumor, spells for breathing, protection, and movement on an Ele-
herk No reliable blood has ever reported seeing such a set. mental Plane, a traveler might instead choose to purchase an
item -usually an amulet - which provides those necessities.
Msmr sworn: In all respects, this long sword appears and These items are also useful only on a single plane, having the
functions as a normal sword +2, although no spell, sage, or essence of that plane infused into them at the time of their
tome reveals the blade's origins. The true magic of this creation. These amulets usually function for only a week
strange and potent item is not revealed until the wielder (6+ld4 days) once activated, "burning out" and becoming
moves to another plane. At that time, the wielder notices (as useless after that.
I
I
*

This chapter
contains infor-
mation specifically
intended for DMs running PLANESCAPE
campaigns, but it may be useful to play-
ers as well.

THE PeWER bF
BELIEF 4
PLA' @ @
CA
It's said so many times that a basher
~

PA1Q N 1N Q ~
doesn't hear it anymore. Risking that, it
should be stated again: Belief is power
on the planes.
But what does that mean?
It doesn't mean that if a berk really wants a ham

,- - sandwich, he only bas to believe he's got


one in his hand and pooJ it's there. Bar
that. Any leather-
head knows
that life's
not that sod-
ding easy.
c It does mean
that belief can affect
realiw. It's not a free wish,
but it's an undeniable fact that the laws of the multiverse respect beliefs and
those who sincerely hold them. Things just work better for a blood with strong
convictions. As a cutter figures - out what he believes in and acts upon those be-
liefs, be becomes attuned to the planes. Tiny secrets are revealed to him. It a
starts to make sense.
Here's the real dark of it, though, and this is something no fac-
tion member will ever understand or accept: The act of believing
rn
THE s E c R E + itself is the key, not any particular belief. In the end, it doesn't
s v
UR V I I N G + H E P LAN f s
S4-AY
IS s i r n P L E
HemE.
- seem to matter what a body believes so much as how strongly he
holds that belief.
In some places, the multiverse is so receptive to belief that it

-
DBPRBSAR
A 0I +
H YAN K1
responds to one's outlook and conscious view of thiigs. On some of the
Inner Planes, "down" is relative to what direction a body believes
"down" should be. Other planes have similar quirks. Limbo is an obvious
example of how will and outlook can directly create something stable
from absolute chaos. And look at the powers - even they ultimately rely
on their worshipers' belief in them for their own might. Take that away, and a
power'll find himself floating on the Astral with the rest of the dead gods.
So, what happens when a group of berks walk into Sigil and believe the
Lady of Pain away? Nothing at all - except maybe they'll get flayed. The point
is . . . well, they've missed the point entirely.

T 146 T
B E L I E F .B)N * H E P L A N E S
Beliefs a strong, straightforward sort
of thing. Its effects on the nature
of things are subtle and slow.
Most bashers never even

Belief and action are


tied together in ways too
numerous to count. Action gets
results and changes the multiverse - and not just in a
direct manner, either. If enough people in a gate-
town act (and believe) in a manner representative
of the plane the gate-town leads to, the burg
ends up shifting to that plane from its
position on the Outlands. Entire layers of
planes have moved because of similar
occurrences. The actions and beliefs of thinking beings tie
directly into the fundamental aspects of the multiverse.
So what does this mean to the individual? A body
still can’t just believe that things will happen a certain
way and count on it. What advantages does a person
with strong convictions have over a basher with none?
As mentioned above, things seem to work a little better
for a cutter with strongly held beliefs. She reaches a state of
harmony with the multiverse, giving her what some call luck
some call karma, and others simply call providence. When
climbing a wall, she knows just the right handholds; when
fighting, she knows the perfect moves; and when threatened,
she knows exactly when to duck.
Additionally, such a planewalker begins to develop a
trustworthy intuition. In times of need, her “gut instinct,” as it
were, is as reliable as hard facts are to others. If she’s lost, she
can figure the best way to go, and when there’s danger, she’s
forewarned by clues others might miss and stands prepared to

WHB) B E L I E V E S ?
Some leatherheads think that only clerics ana paladins
need strong convictions. Well, they’re half right. While
anyone can believe in something, priests and paladins
ready maintain a system of belief based around faith an
dogma. Thus, any system of helief is automatically
skewed toward these classes, since they’re accus-
A good many of these folks’ beliefs are determined for These beliefs should be fairly specific. A belief in “jus-
hem by the teachings of their religion. Such individuals - tice” is too broad. “Justice through fair and equitable
.vhether NPCs or player characters - must follow this religious means,” or ‘2ustice through the swiftest and harshest means
dogma to maintain their standing, not to mention to keep available,” are better examples. DMs should discuss these
their class-based abilities. Priest and paladin characters can beliefs with the players to exactly define their intents and
easily hold beliefs different from their religious creeds as long parameters. The clearer they are, the easier the DM can de-
as the beliefs aren’t contrag to those set forth by the religion. termine if the PC is following his declared beliefs.
But religious individuals aren’t the only ones who have Some sample beliefs include:
their beliefs decided for them. Those belonging to a faction + All individuals have the freedom of choice and the
have a certain set of their beliefs determined for them as right to do whatever they want;
well. Faction doctrine’s often as strict, or stricter, than the + Those in power are always in the right;
tenets of religion. And, just like priests’ and paladins’ spell- + The strong should always help the weak;
casting abilities, faction abilities stem from belief. Berks + Intentionally inflicting pain is wrong;
don’t have to believe in their faction’s teachings to be mem- + The past should be ignored, because only the pre-
hers and gain the simple benefits of mere membership, hut sent is important;
they must believe in those teachings to access the special + Knowledge is free, and should never be withheld
bilities granted to faction followers. from anyone;
Both religious and faction-oriented characters with an + Taking risks is foolish and wrong;
above-normal record of adhering to their beliefs gain recog- + Every individual has to improve the lives of others
nition from their respective organizations. While cutters with at every available opportunity;
the strongest beliefs don’t always become high-ups in such + Comforts and pleasures serve only to weaken;
groups - in fact, they usually don’t, since their strong con- + All individuals are responsible for their own well-
victions may actually hinder their abilities as leaders - they being, and reliance upon others is wroni
often obtain positions of great respect. + Lying is always wrong;
+ Mercy should be given to all beings, even when un-
requested;
PLAYER “-AC*ER BELIE” + The powers are evil, and priests should not be toler-
Now, it’s all very well to declare that belief equals power, hut ated.
in order for this axiom to work, a PLANESCAPE campaign
needs a way to encourage players to think ahout the beliefs Obviously, not all of these beliefs are compatible. Some
of their characters. It also needs a way for DMs to judge how certainly aren’t desirable player character traits. They do,
accurately PCs adhere to those beliefs. The following system however, show the range of possible beliefs and the level of
provides a means of doing both. (Tnis is entirely an optional specificity that a DM needs to judge them. They are also all
system, and there are no penalties to those who choose not difficult beliefs to uphold.
to take part, as explained below.) Some beliefs are easier to adhere to than others. It’s eas-
First off, all players wishing to use this system outline ier to live by a creed that states, “I should always succeed at
their characters’ beliefs. Each player should detail three or the expense of others,” than “others should succeed at my
four convictions that his PC holds dear. While this is best expense.” Both are valid philosophies, hut it‘s the second be-
done at the time of character creation, DMs should be aware lief that transcends simple personal gain, and therefore has a
that beliefs are fluid, changing as a character grows and larger impact on the multiverse.
matures. Fact is, convictions and beliefs that involve high con-
cepts (as opposed to straightforward personal gain) have a
greater impact on the multiverse. Why? No one knows.
Philosophers guess that it’s because while any herk can be
inwardly focused, only a rarer, more enlightened person
thinks about the big picture.
Once the PCs’ convictions are established, DMs should
label them as easy or difficult, based on how chal-
lenging
_ they’ll
.. be to uphold. Difficult convictions
’S merit more belief poi& (as described below), and
e‘asy ones deseNe less.
Some beliefs seem easv.
“. but reallv aren’t. A bodv
%A@S I * B C * might believe that people are free do whatever they want,
PLAN6 WALKB R whenever they want. Sounds easy to follow, right? Bui
anytime that character allows himself to he pro-
hibited from doing as he pleases, permits othen
to be restricted, or himself prevents others from doing what 1 point PC adhered to a belici
they want, he's not adhering to that belief.
As noted above, religious-based characters and faction 2 points PC adhered to a belief at a cost
members already maintain a belief system. Such characters
don't normally need to keep track of how closely they heed 3 points PC adhered to a belief at great
-
the tenets of specific beliefs it's assumed that they main-
tain "enough faith to attain standard priest, paladin, or fac- "Adhering to a belief means deliberately taking an i
tion abilities. If thii system is used, such characters need to tion that is clearly motivated by conviction. Actions that
be watched as to how closely they keep to their religious incidentally relate to or correspond with belief should not be
and faction convictions (along with whatever additional be- rewarded. A PC shouldn't he rewarded for something that
liefs they define), and therefore run a greater risk of losing he'd do anyway.
their abilities. But players with such characters are probably Characters rarely stay tme to a belief at a personal ca
accustomed to skillfully role-playing those convictions in For the two-point award, a PC should really feel the price of
any case. his action and redly pay the music. For example, a character
This system isn't for everyone. Not every character who believes in giving to the poor and donates 10% of hisjink
wants to maintain the equivalent of a paladin's faith and to a needy cause adheres to his belief, but not at a significant
continually sacrifice himself for his convictions. Sure, every- cost. A PC who gives all his money away and goes without
one won't choose the same code of ethics as a paladin, hut in fulfilling his own basic needs has adhered to his belief at a
the end, a beliefs a belief, and they all present their own cost. Likewise, sacrificing magical items, sustaining a truly de-
challenges. Some cutters don't want to be tied down by such bilitating or permanent injury (notjust losing some hit points)
self-fettered restraints - and there isn't anything wrong with in defending a belief, forgoing important personal (or even
that. group) goals, or refusing (or losing) great personal rewards or
advancement all indicate above-normal conviction. Don't en-
B E L I E F PeIN.ES courage martyrs, though; players who have their characters
perform such actions with an attitude of "What does that sac-
Belief points represent a way to reward players whose char- rifice get me," have obviously missed the point.
acters adhered to their beliefs (and therefore are role-played Three-point rewards represent situations in which ch:
well). It's also a means of demonstrating one of the basic acters are forced to choose between their beliefs and great
tenets of the PLANEWE campaign setting, that belief really hardship. Such circumstances only occur a few times in an
does have power. The system of belief points enables charac- entire adventuring career, and might include sticking to a
ters to slightly manipulate reality in favorable ways. body's convictions at the cost of loss of one's own life, loss
of loved ones' lives, complete and total loss of position a
AWARDING POINTS possessions, or some similar supreme sacrifice.
It's up to the Dungeon Master to award belief points. L i e ex- In all situations of personal cost (great or small), it's
perience points or anything else, the number of points and only necessary that the player character believe in the bad
the way she awards them is at her discretion. However, the outcome. For example, a PC commits an action in defense of
following provides a few recommended guidelines. his convictions for which he truly believes that he'll end up
Belief points should be only awarded when a player in the dead-book. If he then survives (for whatever reason],
character strongly confirms his or her beliefs. Action, not a he should still receive the three-point award. At the time of
lot of wigwag, demonstrates conviction - or the lack thereof. the action, he believed he was going to die.
Actions don't always have to be overt and obvious, though. Belief point rewards aren't cumulative within a sinL
In fact, refising to take an action at the character's own ex- game session. If a cutter performs three separate actions that
pense - such as not taking advantage of a situation because show his convictions, he receives one point, not three. Like-
the character's beliefs would be compromised - can often be wise, if he commits an action that adheres to his beliefs and
a strong sign of tme dedication. also takes a stand at great personal cost, he gets the higher
Belief points should be awarded at the end of a playing award (three points), but not a reward for both.
session. (Optionally, helief points can be awarded whenever It's highly recommended that Dungeon Masters he s t i k
the DM awards experience points.) However, DMs need not when it comes to handing out points. If points are banded out
think that points should be awarded every playing session. A in every gaming session, players come to expect them, thus
character may go many sessions without eaming any points. defeating the purpose entirely. Belief points should always re-
This doesn't necessarily mean he's done anything wrong. It main a reward for special behavior, not a common occur-
may he that situations in which be was able to act on his be- rence. Even players with strong, well-played convictions
liefs never arose. should only earn 3-5 belief points per level, maximum. Aver-
To determine how many belief points to award, the DM age players using this system should earn 0-3 points per
should consider the player characters' actions using the fol- level. If the DM doesn't feel comfortable as the sole arbiter of
lowing scale: belief, the players can decide among themselves [through dis-
hi’s bands aren’t tied in this matter.
If a player asks a question that the DM doesn’t want to
D I S RE GARD I N G B E Ll E F
answer (or not answer at that point), he has a few options. Some planewalkers believe only in themselves, and want noth-
First, the DM can tell the player that he’ll answer the ques- ing to do with factions or other belief systems. Sure,they recog-
tion later - still in time for the gut feeling to be of benefit to nize that belief has power, but so do spells, a skillful sword mu,
the player, but at a point when the answer won’t ruin the ad- and a canny mind. Fact is, a planewalker can get by just fine
venture. (Canny players will take even that amount of infor- without having to wony about sticking to a set of convidons.
mation - knowing that the answer is so vital - and use it to People suffer and die for their beliefs sometimes, berk - what
their advantage.) Second, the DM can simply refuse to an- good does that do? Where’s the power of their beliefs then?
swer the question and not require the loss of belief points. The point is, a character can disregard the belief system
Third, he can tell the player that he’ll answer the question, a t no net disadvantage to himself. The benefits of belief
hut that it‘s so vital that the belief point cost is greater than points are balanced hy the difficulties a body has to face in
normal. In such a case, the DM can assign a cost of four, five, order to gain them.
or even six points to the answer - which may be more than
the player is willing or able to spend. ’Course, a player with
the points to spend may actually spend them, so the DM S.EAR.EING A
should be ready and willing to give the expensive answer. + P L A N E S C A P ECAIIIPAIGN +
C@NPLIC+ING B E L I E F S ‘I%evastness, diversity, and new concepts of the PLANESCAPE
setting present a challenge to any Dungeon Master. The first
Beliefs, by their nature, conflict. This especially occurs when decision involves the campaign’s characters: Are they all
comparing the beliefs of the PCs and their foes, and eucour- primes, all planars, or a mixed group of both? Whichever op-
aging players to develop and define their beliefs only makes tion is chosen determines, at least in part, the direction and
this more common. DMs using the belief system detailed here nature of the campaign.
may wish to make the struggle among beliefs a central theme
of the campaign, which is one of the core concepts of
PLANESCAPE in any case.
Pnimc +e PLANAR
Player groups jnst beginning a campaign may wish to The easiest way to start a planar campaign: Take PCs from a
create characters with the same or simiiar beliefs to minimize prime world they’re already familiar with and thrust them
these conflicts. While this is a fine solution, don’t rule out onto the planes, either as the culmination of an adventure or
the possibility that PCs with differing convictions can still by happenstance (perhaps that neat-looking chunk of crystal
work together and even be friends. they picked up turned out to be a portal key). This campaign
Potentially hazardous to any game are those belief con- depends heavily on the characters’ (and players’) unfamiliar-
flicts that occur within a group. In any group of PCs, one indi- ity with the setting. Players learn all the new concepts as
vidual may find that to act on his convictions, he may have to their characters do, and the DM should tailor his adventures
commit an action that completely opposes the beliefs of an- to take advantage of both their naivete and their willingni
other group member - or worse, brings harm to one or more of to rush in where planars fear to tread.
them. In such a situation, characters have to choose between Obviously, not all primes are alike. Every individual is
friendship and their beliefs. Sometimes a compromise can be unique, and the world of origin can greatly vary the outlook
reached: other times, individuals decide that their own beliefs and abilities that a prime brings to the planes with him.
don’t supersede the beliefs, rights, or needs of others (which in
itself constitutes a beliefl. AEBR~VIS
It’s even possible for beliefs to come into direct conflict Natives of the BIRTHRIGl€Pcampaign setting know virtual-,
within an individual character. This doesn’t mean that the nothing about the planes. The full reach of the multiverse is
player’s designed his character poorly - he just has to prioritize completely beyond their experience, and so primes of this
the character’s convidions. If two beliefs clash head on, one has world arrive on the planes more clueless than most. At first,
to give way. Take, for example, a character who believes that they can respond only with absolute surprise to the fact that
s t e a l i i is wrong, and who also opposes killing in any manner. the world beyond theirs encompasses so much more than
He sees an opportuniv to free a number of prisoners slated for they ever imagined. But rather than flee back to their insular
the leafless &e, but it involves stealing the only magical item prime world, some of them seem to forget about Aebrynis
that can win their freedom. Does he steal the item, or does he let and stay to explore the planes. After all, folks of this world
the prisoners die? It aJl depends on which conviction he holds to characteristically rule by force and by birthright, and they
be more important Remember that PCs aren’t penalized for not look upon the planes as just another domain to be won. (DMs
following their beliefs, so choosing one belief over another are warned, however, that the bloodline ties to Cerilia are
doesn’t have a detrimental effect on the character. Instead, it al- severed should a blooded Cerilian prime stay on the planes,
and that any blood ab es should wane accordingly.)

147 +
A ~ A S PLANAR NA+IVES
The rough and rugged Athasians (from the world of the DARK
SUN*setting), despite their worlds virtual lack of access to
the planes, adapt well when they're thrust into the multi-
h
Playing a prime is easy - it's just like playing y ADHD
character thrust into a strange situation. But plwars have
verse. As harsh as some of the planes might be, the world of lived all their lives in the strange hodge-podge of settings
Athas is almost as had, with its lack of water, often choking that comprise the planes.
air, and relentless heat. The natives take such conditions in Planar know a bit of the dark. Players with these char-
stride and are often glad simply to have found a cooler place acters should he familiar with most of this hook, as well as
where they can always he assured of having enough to whatever other material the DM lets them read. Bear in mind,
drink! Some take a mercantile approach and devote them- though, that a planar raised on some backwater part of the
selves to searching out a permanent portal hack to Athas, for Great Ring - like a berk from an isolated Outlands village 01
an Athasian who does so can quickly find himself fabulously tmy Arborean burg - may have no more planar knowledge
wealthy by supplying Athas-bound natives with water and than a prime. Use the character's background to #determine
metals. two commodities rare on that world. who she knows, what she knows, and how much of what she
knows is true.
KRYNN
Fact is, primes from this world (of the DRAGONLANCE@ Saga) IIIIXBD GReUP
who end up on the planes just about define the clueless
image, and most want nothing more than to find a way A group made up of both planars and primes encompasses a
home. Somehow these addle-coves get it into their heads great variety of skills and knowledges - a boon: to all in-
that all of the Outer Planes are the Abyss, and that it's pretty volved. The planars have the information and attitude, wMf
much all evil and dangerous. And self-involved? Even the the primes contribute a fresh perspective and can1 offer new
vain herks of Toril have nothing on the Krynn natives when insights that planars - many of whom already hglieve t h q
it comes to self-ahsorption. know all the answers - might overlook.

MYSTARA
VARIAN+ PLANES E
Though Mystarans are very aware of other planes, they cling
fiercely to the prime belief that their world is at the center of
the multiverse. In general, they see the planes as places to visit
+
CAIIIPAIGNS +
and even explore for a bit, but not suitable places to stay. With its innumerable number of settings, creatures, and situ-
ations, PLANESCAPE offers many different role-pla$ng varia-
OERTH tions. The following examples illustrate a numher!of uncon-
The people of this world know a little of what's beyond their ventional campaign ideas.
own crystal sphere, but they're very afraid of it (perhaps
wisely, it should be said). An open gate on Oerth (the
GREYHAW- campaign setting) is a had thing, as the natives
stand convinced that armies of fiends will come pouring
S I N G L E R A C B CAIUPAIG 1
With this option, all of the players create chmcte6 from one
through it eventually. Once they reach the planes, though, of the races unique to the PLANESCAPEsetting (hariaui, githzerai,
they're more or less willing to put those prejudices aside and or wen one of the plane-touched). Such PCs might Qemembers
can become planewalkers as adept as any planar. of the same family or on some sort of raaal missiori for an im-
portant leader on their home plane. The plane-toukhed rarely
TORE gather together and have no raaal society, though, $0 this type
No doubt about it, the most frequently represented world of campaign might prove quite a stretch for them. I
among the primes on the planes is Toril (the world of the The DM might also allow a group of planar demihuman
FORGOTTEN REALMse setting). Numerous gates and portals dot (elves, dwaNeS, halflings, or gnomes), normally discourage(
this world, and many Torilians study the magics that can as player characters.
take them to other planes. Only the fact that they're incredi-
bly self-involved and caught up in their own affairs keeps P L A N A R C R E A * U R E CAIIIP+IGN
Realms-folk from becoming a more integral part of the
planes as a whole. They can become astonishingly skilled For a short-term, high-powered, and entertaining variant
nlanar travelers. hut thev never auite lose the campaign, the players create characters from bative pla-
conviction that Toril stands at nar creatures. This campaign inspires a new perspec-
the center of it all, and that the tive on the creatures of the planes, a unique look at
planes just exist as ex- their alignment and societies (do aasimon havk free will?
tensions of their If so, how much?), and the chance to focus on a single plan*
own world. (assuming that the creatures originate on the samk plane).
Players shouldn’t play fiends o f any kind. First off, Consider PCs based on the plane of Air. It’s one of the
groups of evil characters just don’t work well together. Sec- most survivable planes other than the Prime, yet it’s alien
ond, no one wants to glorify the horrible things that fiends enough to make it feel very different. Even in a “norm-‘“
do. Some recommended creatures include aasimon, archons, game that uses all of the planes, the plane of Air makes
baku, einheriar, (rogue) githyanki, modrons, slaadi, and ele- interesting base of operations for the PCs. (Refer to the ‘P
mentals of any type. nar Kits and Proficiencies” chapter for a kit appropriate
nonnative residents of the plane of Air.)
S I N G L E GeAL CAIIIPAIGN
In this type of campaign, all player characters share a similar
THE eNE-PhANE CAIHPAIGN
goal or ethos. They could all belong to one faction, for ex- Rather than being planewalkers, the player characters gener-
ample, and be highly involved in the politics of that faction. ally remain on one plane - one other than the Prime Mater-
Or they could all be minor proxies of one power, gathered to- ial. They’re fundamentally involved in the events, politics,
gether to perform missions for their deity. and people on the plane. They adapt to that plane’s idiosyn-
cracies, growing accustomed to them or learning to counter
PAR+IAL P L A N E S C A P E CAmPAiGN them effectively. This can be an interesting sort of campaign
for clerics and other religious-based characters serving on
DMs who already have an ongoing ADEtD campaign can eas- the home plane of their deity. Defending the realm and other
ily incorporate PLANESCAPE material into their games. PCs can areas on the plane can be a full-time job, and might offer a
discover a stable conduit or gate to another plane, or possi- number of potentially big rewards.
hly a portal to Sigil. They’re given the chance to wander the On the other hand, PCs can take the role of “freedom-
planes without being “forced” to remain them Simply being fighters” or something similar on a plane of an alignment
aware of the scope of the multiverse will probably draw them opposite to their own - like the Desderain of the Abyss. Or
into planar adventures. The DM can have some adventures the PCs could simply be native adventurers who confine
wholly related to their home world, with the rest taking them their activities to their home plane.
to a far-flung plane. And planar creatures and situations can Obviously, the DM has to detail the plane in ways not
certainly intrude into their own world. covered in any existing product. Every plane is infinite, so
The reverse makes for an interesting campaign as well. there’s literally no limit to the landscapes and creatures a DM
Planar characters become involved in a prime world, having can place on any given plane.
about half of their adventures there. Perhaps they simply ex-
plore the Prime for reasons of their own (magic, information,
or adventure) or adopt the place as their new home.
THB IWe-PLANE CAIIIPAIGN
This campaign involves two planes linked by a commonly
accessed portal or gate. One obvious setting is a gate-town
ELEIHEN+AL CAmPAIGN
on the Outlands and the plane it touches.
This campaign type utilizes only the Inner Planes. In such a A portal linking two opposed planes would need to be
game, the Great Ring, for whatever reason, is rarely traveled guarded at all times. It would also offer the potential for cut-
-
to perhaps it’s completely unattainable. This game stresses ters from one side to perform quick strikes upon their foes on
the conflicts between elements as well as within the ele- the other. Wars based around a single portal that allows only
ments, as differently aligned factors struggle for control. Not a few soldiers at a time to pass through would be very differ-
all elemental creatures share the same ethos: fact is, while ent in style and approach from normal mass conflicts.
the Elemental Planes as a whole are considered “neutral,” the The DM could also take two completely unrelated planes
creatures on them have as many varied viewpoints and (such as Acheron and the plane of Water), postulate that a
philosophies as natives of the Great Ring. newly discovered portal exists between the two, and go from
DMs will find that this limited campaign has a few ad- there. What sort of effects would this new portal create?
vantages. m e s e advantages also generally apply to the One- Could trade exist? What if folks on one side of the portal
and Two-Plane Campaigns, described below.) First, it decreases wanted to invade the other?
the amount of information to keep track of - fewer planes, PCs in a two-plane campaign might fill a number of
fewer tbings to deal with. Second, it allows the adventures to roles: Planar merchants who travel back and forth between
focus on a smaller area. Sure, each Elemental Plane is infinite, the two linked areas; diplomats seeking to prevent war: mer-
but fewer infinities are better than more. Third, the DM can de- cenaries or spies for either side: or simply adventurers who
vote more time and detail to the setting, making the adven- discover something special about the linked planes, realizing
tures more personal and the impact of the characters’ actions how their actions (and the actions of others) affect not only
more immediate. Develop the nonnative populations on the the plane they’re on but the rest of the multiverse as well. It’s
plane, their cities, their relations with the natives, and the those kind of discoveries that illustrate the infinite wonders of
unique qnirks regarding life surrounded hy elemental forces. the multiverse, and make PLANESCAPE campaigns rmly unique.

t
+
The following terms are commonly used BIRDCAGE.
A cell, prison, or anything that
within PWVESCAPE products. Most are part compares to it.
of the cant but others deal with the fac-
tions and important aspects of the planes BLEAKCABAL.A faction with despondent
This glossary is expanded from the one in memben and a view that says life is
the Sigil and Beyond guide in the meaningless. Also known as the CANNY.Smart or talented.
PWVESCAPE campaign setting boxed set. Bleakers, the Cabal, and the Mad-
men.
ADDLE-COVE.
A not-particularly friendly
way to call someone an idiot, as in, BLINDS. The dead-ends of the Mazes, it
“Did you bear what that addle-coved also means anything impossible or
wizard wanted us to do?” Also a hopeless, as in, “He’ll hit the blinds
noun: “He’s an addle-cove!” if he tries lying to the factol.”

ANARCHIST.
Another name for a member BLOOD.An expert, sage, or professional more.
of the RevolutionaryLeague. in any field. A champion gladiator
can be a blood, as can a practiced CENTER OF THE MULTIVERSE.
ANTHILL.City or town. sorcerer. Calling someone a blood is doesn’t exist; there is n
a m a k of high respect. of the multivene.” No
ASI’RAL
CONDUIT. A wormhole through the
Astral Plane connecting the Prime BOB. The business of cheating someone,
Material Plane and the Outer Planes. whether it’s of their cash, honor, or
trust. Good guides in Sigil warn a CHANT,
THE. An expressi
A m A faction in Sigil, also called the cutter when someone’s bobbing him.
Lost. Its members hold that there are Thieves boast that they ”bobbed a
no true powers. The local priests leatherhead on the street.”
would like to see them get lost (see
“lost”, below). BONE-BOX. The mouth, named because of
its teeth, fangs, or whatever. “Stop
BANGABOUND. To hang around, or spend rattling your bone-box,” is telling a
idle time in. Between adventures, berk to lay off the threats or brag- tects.
bashers sometimes “bang around the ping.
Cage.”
Box. A rogue modron that has taken up
BARTHAT. An almost-polite way to say residence in Sigil.
“shut up,” or “don’t talk about that.”
It’s quick, to the point, and can be BRAIN-BOX.This slang refers to a berk‘s
used as a waming: “Bar that Janos, head, usually in a cmde 01 uncom-
there’s Dustmen over there.” plimentary way. “Go soak your talking about.
brain-box,” is a common idiom,
BARMY.Insane. As in, “The winds of Pan- while “He banged his fool brain-box CLUELESS,
THE. The folks
demonium’ll drive a body barmy if on it” means a berk finally figured
he stays too long.” Barmies are in- something (obvious)out.
sane folks, especially those in Sigil,
who’ve been “touched” by the im- BUB.Booze, wine, or ale - usually cheap
possible bigness of the planes. and barely drinkable.

BASHER.A neutral reference to a person, BUBBER.A drunk, especially if he, she, or


usually (but not always) a thug or it has fallen on hard times. Bubbers
fighter. don’t get any sympathy from most
Cagers.
BELIEVERS OF THE SOURCE. A faction in
Sigil, also called the Godsmen. They BURG.Any town smaller than Sigil, in
believe that everyone’s got the po- size or in spirit - at least that’s how
tential to be a power. folks from Sigil see it. Other bodies
don’t agree. The business of
r’”QS-m\ADE.
BERK. A fool, especially one who got mything else illegal o
himself into a mess when he should CAGE,THE. A common nickname for
have known better. Sigil, used by locals. It’s derived
PLANAR OLeSSARY
FIEND.Primarily refers to baatezu, ..
Go TO THE MAZES. .".oma~.. .I1~c

to anybody, male or female. It sug- gehreleths, hordlings, tanar'ri, and meaning "go away" and wishing a
gests a certain amount of resource- yugoloths, but sometimes includes terrible fate upon the herk as well
fulness or daring, and so it's a lot any intelligent being native to the
better than calling someone a berk. Lower Planes (night bags, imps, qua-
sits, and the like).
DARK.m i n g secret is said to he dark.
"Here's the dark of it," is a way of FRAERNITY OF ORDER.A faction in Sigil, GRAYBEARD.A sage or scholar. This term
saying "I've got a secret and I'll also called the Guvners. They believe refers to the stereotypical wizened
share it with you." that knowing physical laws gives a old man but can apply to any
cutter power over everything. Not learned intellectual.
D, THE.
Another name for the Dust- the kind of folks to argue logic with.
men. GREATRING, 1 1. The Outer
FREELEAGUE.A faction whose members Planes, often depicted in maps and
D-BOOK. A body in the dead-book is live their lives as they please, with diagrams (which are often mislead-
dead. Some people have others "put no allegiance to others. Some folks ing) as a ring. This also refers to
in the dead-book." figure that makes them untrustwor- their infinite size, another allusion
thy right there, but they're pretty to the endlessness of a ring.
:. Anyone in the dead-book. useful as mercenaries. Also called
the lndeps. GREATROAD. A series o f nermanent.
DEFIERS.Another name for the Athar. ways-active gates scattered through-
GARNISH.A bribe, as in "Give the irritat- out the Outer Planes. The Great Road
DOC JARD. A faction in Sigil that be- ing petty official a little garnish and connects all the Outer Planes, al-
res in entropy and decay. Also he'll go away." though the gates themselves are so
called the Sinkers. spread out that it's said it would take
GATE.Another term for a portal. All gates many lifetimes to walk the entire
DUSTMEN.One of the factions of Sigil. in Sigil are generally called portals. Great Road. A few of the gates are
They believe everyhody's dead. Also This term is also used in a general linked by paths, but most are not
called the Dead. sense to describe any sort of passage connected in any way.
between one plane and another.
FACTION.
One of the 15 philosophical JLLY.A potential victim of a peel, a
groups that rule Sigd. GATE-TUWN.A burg on the Outlands that gullible sod.
has a gate to another Outer Plane.
FACTIONEER.
A general term for any fac- Each plane has one gate-town, and GWNERS.
Another name for the Frater-
tion member. the town often bas the same basic
- -TOL. The leader of a faction. appearance, outlook, and attributes
as the inhabitants, architecture, and
temin of the correspondingplane. monium
PALTOR.One of the factol's high-up ad-
visers or a body who's dedicated h i s GHOST.A prime who visits the planes via HARMONIUM.
A faction of the planes, also
life to the faction. Usually in the astral spell. Since it involves little called the Hardheads. Its slogan
highest position of power in a fac- physical risk on the prime's part, it's could be, "Do it our way or no way."
tion, and often considered for the often considered cowardly and even
j o b of facto1 if the old one steps distasteful by planars (the prime ss, THE. Another name for the
dnwn or is otherwise removed. hasn't even deigned to come to the d.
planes with his actual body). The
A dedicated member of a fac- term "cord babies" is also used, Powerful. This refers to a spell,
tion. though less frequently. position, or anything else with
plenty of power that can theoreti-
FATED,THE. A faction that holds that if GIVE 'EM THE LAUGH. To escape or slip cally he measured. Also a person of
they've got something, it's because it through the clutches of someone. money and influence. Factols, for
belongs to them. This doesn't always Robbing a tanar'ri and not getting example, are high-ups. It's bad form
sit well with others. Also called the caught is giving it the laugh. to call one's self this; it's a phrase
Takers or Heartless.
GIVETHE ROPE. What happens to con-
FEE I WYRM.
THE The act of executing demned criminals who don't man-
risoner. Specifically, a unique age to give the law the laugh. Usu- means stranding someone by send-
rype of execution carried out by the ally thieves are the only folks who ing him through a one-way portal.
Mercykillers. use this term.
INDEPS. The common name for members MAZES,THE. The nasty little traps the OUTSIDERS. Clueless primes whm don’t ye
of the Free League. Lady of Pain creates for would-be know how things work onithe plane:
dictators. It’s also come to mean any (and especially in Sigil].
1 INNERPLANES. The Elemental Planes (Air, particularly well-deserved punish-
Earth, Fire, Water), Paraelemental ment, as in, “It’s the Mazes for him PARKynm EARS. To eavesdrop,;spyupon
Planes (Ice, Magma, Ooze, Smoke), and I can’t say I’m sony.” or just simply listen intently. “He
Quasielemental Planes (Ash, Dust, parked his ears in the Hall of Speak-
Ligbtning, Mineral, Radiance, Salt, MARK.To make note of something, as in trs to keep up with the very lates
Steam, Vacuum), and Energy Planes “Spies guard the portal and mark :hant.”
(Positive and Negative). They are who comes and goes.“ To be marked
planes of elements and energy, as is to he identified, as in “That berk PATH.A means of planar trawl that re
opposed to those of concepts and was marked as a Guvner.” quires actual physical dovement.
Commonly known paths include the
MERCYKILLERS. A faction of Sigil that he- rivers Styx and Oceanus, Mount
The goal of the poor: money or lieves in absolute justice. Also called Olympus, the World Ash h’ggdrasil,
ins. “That’s going to take a lot of the Red Death. and the Infinite Staircase bf Ysgard.
jink!“ means an expensive hit of
A bodyguard. As in, “He’s not so
IV~NDER. PEEL.A swindle, con, or trick It’s often
tough, hut there’s a couple of min- used as a verb. Peeling ai tanar’ri is
KIP Any place a cutter can put his feet den watching over him.” usually a had idea.
up and sleep for a night, especially
cheap flophouses in the Hive or else- MUSIC.A price a cutter usually doesn’t PEERY. Suspicious and on ode’s guard
where. Also, to “call kiu” is to make want to pay, but has to anyway. As What a basher should!be if she

I a place a body’s borne, at least for a


*Me.
in, “Pay the music, or you’ll never
find your way out of here.” Not a lit-
eral amount.
thinks she’s going to get deeled.

PETITIONER. A mortal who ha$ died and


KNIGHT OF THEPOST, KNlGHI OF THE CROSS- reformed on the plane ofl his align-
TRADE. A thief, cheat, and a liar - NAMER. Someone who belongs to a fac- ment and/or deity withowt memory
I clearly not a compliment unless, of tion in name only, paying lip senrice of his former life. A petitibner’s ulti-
come, that’s what the basher wants to its philosophy but not dedicated mate goal is to become oge with the
to its principles. plane he’s occupying, allthough no
one (not even the petitioner) knows
x. To tell o r inform. See “well- NICK. To attack, cut, or strike someone, the whole dark of this.
often used in threats. It’s also used
to indicate inflicting other injury PIKEIT. A useful, all-purpose rudc
ESS TREE. The gallows, which is upon a sod, such as stealing from phrase, as in, “Take a shoft stick and
here some berks wind up after him, as in “I nicked him good, and pike it, bubber.”
they’ve been scragged. got his chiv.”
PIKEOFF. To anger someone, ap in, “Onc-
LENHERHEAD.A dolt; a dull or thick-wit- OUT-OF-TOUCH. Outside Of the Outer he discovers he’s been pieeled, he’s
ted fellow. Use it to call someone an Planes. A body who’s on the Ele- going to be really piked dff.”
idiot. Also an adjective: “a leather- mental Plane of Water is “out-of- i
touch.” This vernacular comes from PLANAR.Any being native Xo a plane
Sigil, which is considered to he the other than the Prime Mattrial Plane.
ead. ‘He got lost” means he ain’t center of the multiverse by those These are living beings, nbt petition-
ming back without a resurrection. who adopted this phrase. ers.

E. Another name for the Athar. OIJTOF-TOWN. Like the phrase above, this
one’s used hy Cagers to describe a
PLANES. Also called the dark body who’s on the Outlands.
anes, o r nether regions - the two different planes.
yss, Acheron, Baator, Carceri, OUTER PLANES.The Abyss, Acheron, Ar-
Gehenna, the Gray Waste, and Pan- horea, Arcadia, Baator, the Beast-
demonium, the planes of evil align- lands, Bytopia, Carceri, Elysium,
ment. Fiends inhabit these dismal Gehenna, the Gray Waste, Limbo,
Mechanus, Mount Celestia, the Out-
lauds, Pandemonium, and Ysgard.
N, THE. Another name for the The planes of concept rather than el- sidered plane-touched.
ement.
,
+ G.l 69 S S ARY +
PLANEWALKER. A cutter who travels the SCREED.A monotonous tirade, or some- TOP-SHELF.Great or best, as in "The rea..J
planes looking for adventure, jink, one who gives one. If used to refer top-shelf pubs are all in The Lady's
or glory - a plane-traveling adven- to a person, it means someone who
turer. Usually, to refer to someone as speaks at length without any real
a planewalker carries a tone of some knowledge, or simply an argumen- A faction in Sigil.
respect, for such individuals ar tative person. As in "Don't listen to The formal name for the Ciphers, who
considered capable, howledgeabli him, he's just a screed." believe that the truest responses occur
and experienced. when a body acts without thinking.
SENSATES.Nickname for the Society of
PORTAL.A doorway allowing passage t Sensation. TUMBLETO. To understand, figure out, or
(and possibly from) another plant find out something. A body better
These are always found in bounded SIGNERS.
A faction nickname for the Sign tumble to the dark of Sigil before he
spaces like archways, and always re- of One. bangs around on his own.
quire a key. Also called gates.
SIGN OF ONE. A faction whose members . To betray somebody or use
POWER. A being of incredible might, figure that everybody is the center ery. Saying "He turned stag" is
drawing energy from those who of his own universe. Also called the the worst thing that can be
worship it and able to grant spells to Signers. said about a cutter.
priests. Also called a deity or god.
Someone a body shouldn't ever mess SINKERS.Another name for the Doom- TWIG. To take a liking to, as in, "One par-
with. guard. ticular deva twigged to the idea of
interfeng with the Blood War.."
PRIME.The Prime Material Plane o j o c m OF SENSATION. A faction that be-
someone from that plane. Also lieves life's got to be experienced to UNITY OF RINGS. The theory that every-
single prime-material world. be understood. Also called the Sen- thing forms a logical ring or circular
sates. pattern of some kind, as illustrated
PROXY. A mighty servant of a power - by the Outer Planes in particular.
usually a former mortal servant of ! 8. An unfortunate or poor soul. Use it
that power. to show sympathy for an unlucky UPPERPLANES. Arborea, Arcadia, the
cutter or use it sarcastically for those Beastlands, Bytopia, Elysium, Mount
RED Dmm. Another name for the Mercy- who get into their own messes. Celestia, and Ysgard. The good-
Wen. aligned planes.
VG. A derogatory term used to
REVOLUTIONARYLEAGUE. A faction in Sig r s s magnitude. A "s diot" VORTEX.
A passage between an environ-
that wants to see all the other fac- 1s an amazingly stupid mental extreme on the Prime Mater-
tions destroyed. Also called the An- ial and the corresponding Elemental
archists. e.
RIDE. An adventure, task, or under SCBD @ F f , LL-LANNED. Connected, in-touch, or
SeDDING S@D.
-
taking. As in. "What's the rid \IWJ otherwise blessed with numerous
today, boss?" friends, allies, and informants.
U C B C @I1
RUBE.A naive or clueless person, but not o chat or talk.
necessarily a prime. Sometimes t h
term's used t o describe any non SPARKLE. Specificallya diamond, but also . A faction in Sigil. Another
Cager. any gem. name for them is the Chaosmen,
which does a pretty good job of de-
RULEOF THREES.One of the fundamental A wizard,
SPELLSLWGER. scribing their point of view.
rules of the mdtiverse: Things tend
to happen in threes. SPN. An individual who lives by his wits YAWN, THE.The state of being bored:
(rather than having regular employ- "This place gives me the yawn."
SCAN.Look, listen, or learn. "Scan this, ment).
berk," can mean "listen up," "look at It'll come as no revelation to any basher
this," or "check this out." "Scanning TAKERS.
Another name for the Fated. that the planes're full o f thieves and
the chant" is learning the latest cony-catchers waiting to bob the Clue-
news. THOUGHI GUILD. An unflattering reference less. On the following page is a list of al-
to a faction, used hy those who don't ternate definitions for cant words pro-
Arrested or caught.
SCRAGGED. believe in factions at all. vided by knights of the cross-trade to
newcomers in Sigil.
I
ly phrase meaning, "RI ber that you said that, hecai

1 who oys things. To call someone this i

're found tl hout 1

io somethir

ClPHE specializing in n

)NY -cA TCHER. A "cony" is a lost or confi ierson


and instruct them [for a sn el.

E. I n urofitahle \

THE. Those sentence

' E M T H E LAUGH. d "VU


'd bet

nadmen that rnink they rule Sigil.

t preaches harmony and love amo folks


tremely difficult t x k l IS to make the dr

JK. The money used in Sigil. Such money is extremelj able; any Prime I

at a ratio of 1:2 with a knight of the post.

KNIGHT OF 7 4 currency-exchange

ZYKILLI
WUSIC. 10 gold
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+ INDSX +
asim;. . . . . . . . . . . . . ..68, 70, 71,81, 83, 85,89, 101, 140 Eladrin ................................
hyss, the. .11, 12, 14, 15, 33, 39, 41, 97, 106, 117, 121, 140 Elemental planes - see Inner Planes

............ 10, 12, 20, 21, 39, 67

57, 66 Ethereal Plane . . . . . ..31, 32, 43, 66, 105, 109, 110, 111, 124
narchs . . . . . . . ................................ 10
rhorea . . . . . . . 49, 50, 51, 54, 56, 57, 66, 67, 85, 112, 125
rcadia . . . . . . .
50, 54, 60, 61, 66

stral Plane . . . . . . . . . . . . . . .31, 38, 39, 40, 41, 43, 52, 66, Fighters - see Warriors
105, 109, 110, 111, 129 Fire, plane o f . . . . . . . . . . . . . .27, 28, 42, 107, 117, 118, 139
thar (Defiers,the Lost) 49, 54, 57, 66, 109 Flame lords - see Genasi, Fire
........... 32, 148 Fortitude . ............................. 10
10 Fraternity of Order [Guvners) . . . . . . . . . . .50, 53, 54, 61, 66
40 . Free League (Indeps) . . . . . . . . . . . . . . . ..50, 61, 62, 66, 67

Baatorian green steel . . . . . . . . . . . . . . . . . .,132, 134 113, 114, 115, 118, 119, 127, 128, 139
Bards . . . . . . . . . . . . . . . . . .
.........
Beastlands ........................ .lo, 12, 18,39, 67 Gehenna . . . . . ..12, 21,39

Believers of the Source (Godsmen) .. .49, 54, 57, 58,66, 109 Air ............................. .27, 72, 81,97
Bleak Cabal (Bleaken) . . . . . . ..49, 54, 58, 66, 115, 116, 120 Earth ......................... .27, 71, 72, 73, 81
Fire .......................... .28,71, 73, 74,81
Bytopia ........................... Water .............................. .74,75,81
Cage, the - see Sigil Githyanki ............................ .31,38, 52, 75
Cant, t h e . . . . . . . . . . . . . . . .53, 96, 150, 151, 152, 153, 154 Githzerai . . . . . . . . . . . . . . . . . ..23, 75, 81, 84, 87, 89
Carceri .................... ..lo, 12, 20, 24,39,43, 67 Glorium .................................. 10
Celestials.. ...................... .51, 70, 71, 129, 140 Gnomes . . . . . . . . . . . . . . . . . ..20,69
. . . . l l , 12, 21, 22, 39, 124
. . . . . . . . . . . . . . . . . . .12 Great Ring, Great Wheel - see Outer Planes
Great Road . . . . . . . . . . .
Clerics - see Priests
Clerks Ward . . . . . . .
Conduits . . . . . . . . . .
Conflict, planes o f . . . . . . . . .........
Crystal spheres . . . . . . . . . .
Curst ...................... 10, 12 Harmonium (Hardheads) . . , .33, 50, 54, 62, 63, 67, 125, 13
Dabus .....................
Darius, Factol ........................

Darkwood, Factol Rowan ........................ .66 Hordlings ... ..................


Deities - see Powers
........
Demiplanes ...............
ruids ........................... 81, 92 Inner Planes . . . . . . . . . . . . ..25, 26, 42, 43, 44, 46, 47,
u t , plane of . . . . . . . . . . . . . . . . ..29, 3 105, 109, 110, 111, 119, 1
129, 131, 136, 139, 141,
Lady of Pain (the Lady) .......... .9, 38.40, 54, 118,im Kamance, plane of . . 29, 3Y, 42
Lady's Ward.. ......................... .9, 10.66, 67 Rangers ........ .. .El, 90, 93
Language .................................. 46, 101 ............... ...........8, 104
Law, planes of .............................. .12,46 eague (Anarchists) ..20, 50, 63, 64, 67
Lhar, Factol ................................... .66 Rhys, Factol ........ .67
Lightning, plane of ....................... .29,39,42 Rbcage . . . ........ .ll
Limbo ........... 12, 22, 23.38.39, 67,99, 115, 116 River Oceanus . . .... .12, 16, 21, 42
Lords of the Nine .......................... .17 River Styx ...... ... .12, 42, 1216,128
Lower Planes ..... .............12, 14,38,88,89 Rogues ......... ............. .85,92,96,98
Lower Ward ............................. .9, 66 Rogue modrons . .. .76, 77, 78, 81, 84, 13% 135
Mages - see Wizards Rule of Threes . , . ................... 8
Magical items ...... .39, 40, 46, 47, 110, 111, 116, 136, 137 Salt, plane of . . . .30, 39. 42, 66, 117, 139
Magma, plane of ....... .28, 29, 39, 42, 107, 117, 118, 139 Sann, Factol ...................... ........ .67
Market Ward ............................. .9,39,67 Sea kings - see Genasi. Water
Mazes ......................................... 9 Sects .......... ........................ 54,56
Mechanus ........................... .12,23,39, 66 Sigil ................9, 10, 34, 38, 39, 40, 50, 53, 54, 82,
Mercyhillers (Red Death) ............ .50,54,63,67, 141 107, 109, 110, 141
Mineral, plane of .............29, 39, 42, 117, 119, 139 Sign of One (Signers) ................. 50, 51, 54, 64, 67
Modrons (also see Rogue modrons) . . . . . . ..23, 52,53, 140 Sites .......................................... 8
Mount Celestia ......10, 12, 23, 24, 39, 126, 130, 131, 140 Skall, Factol .................................. .66
Mount Olympus ................... .12, 16,38,42, 118 Slaadi ............................... ..23,53, 140
Mystara ................................... 33, 148 Smoke, plane of .................. .28,39,42, 114, 139
Negative Energy Plane .............. .30,31,47, 66, 120 Society of Sensation (Sensates) ...............51, 64, 67
Neutrality, planes of ............. ........... .12 Spell crystals ......................
Nilesia, Factol Alisohn ...................... .67 Spellkeys .................................... 106
Oerth ..................................... 33,148 Steam, plane of ..................... ..29,39,42, 139
Ooze, plane of .................... .28,29,39,42,139 Stone champion, Stone prince - see Genasi, Earth
ortho ......................................... 33 Sylvania ...................................... 11
Outerplanes .................. .lo, 12, 13, 40, 43, 104, Tanar'ri ................14, 15, 51, 52, 111, 114, 118, 119
105, 106, 109, 110, 111 Terrance, Factol ................................ .66
Outlands.. ............ .9, 10, 11, 12, 39, 67,98, 107, 111 Thieves ............................. .El, 85,92,96
Paladins ......................... ..81,83, 88,90,93 Tieflings ...... .68, 78, 80, 81, 82, 87, 89, 97, 98, 101, 140
Pandemonium ..... ..lo, 12, 24, 39, 66, 114, 119, 120, 126 Torch ...................................... 11, 12
Paraelemental Planes ......................... .28, 29 Toril ................................ .33,38,39, 148
Paths ............................... .12,24,42,43 Tradegate ................................. .12,67
Pentar, Fadol ................................. ,156 Transcendent Order (Ciphers) . . . . . . . . . .51, 64, 65, 67
Petitioners .............................. .8, 53, 104 Unity of Rings ................ ..............8
Plague-Mort .................................. .I1 Upper Planes ............................... .12,83
Planar characters ......... .5, 8, 36, 39, 68, 69, 84, 86, 87, Vacuum, plane of .................29, 39.66, 107, 120
90, 92, 104, 148 Vecna ................................. 30,33
Portal key - see Gate keys Vortices ................................ .41,42,43
Portals - see Gates Warriors.. ............................ 81, 90, 93.97
Positive Energy Plane .............. .30,31,39,47, 120 Water, plane o f . . .................... .28,42, 107, 139
Power keys ............................... ,109, 110 Wild magic ................................... .23
Powers ....8, 31, 38, 46, 48, 49, 53, 104, 108, 109, 110, 142 Wind duke - see Genasi, Air
Priests .................... .46,47,48,81,92,95, 102, Wizards .................46, 47, 48, 81, 90, 94, 97, 102,
104, 107, 108, 109, 110, 125 104, 105, 106, 107, 111, 112
Prime characters ......... .5, 8, 31,32,33, 51,68,84, 87, World Ash - see Yggdrasil
88, 90, 92, 104, 113, 117, ................................ 12
125, 127, 129, 147,148 Xaositects (Chaosmen) ..................... .51, 65.67
Prime Material Plane ... .32, 33, 39, 40, 41, 42, 43, 109, 111 Yggdrasil ........................... .12,38,42, 118
Proxies.. ...................... .8, 46.49, 53, 88, 130 Ysgard ........................... .lo,12,25,39, 66
Psionicists ................................ .92 Yugoloths ...... .......... .14, 21, 22, 51, - -
Quasielemental Planes . . . . . . . . . . . . . . . . . .29, 30, 42
NovelTSR 112627

NbCAP((PLAppendix
TSR #2613
1 ISBN 0-7869-0460-7 I
1 52000>

9 780786 904600
I Sue. Retail I

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