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Extra Dimensions
These spells and magical items create
extradimensional spaces. Normally, using
extra dimensions isn't a problem unless a
character is on the Astral Plane, where
there aren't any extra dimensions. There is
also a chance that some unusual areas, such
as a few of the demiplanes in the Ethereal
Plane, might also be completely cut off
from the extradimensional world.
Connected Planes
Planewalking wizards and sorcerers have a
lot to remember. Certain spells use the
Astral or the Ethereal Planes to work. Both
planes are accessible from the Prime
Material, but this isn't true everywhere. If
an Astral-linked spell is cast on a plane
where the Astral Plane isn't accessible, the
spell fails.
It's easy enough to figure out if these two
planes (also called planar pathways) are
accessible or not. All of the Outer Planes are
connected to the Astral Plane, but none of
the Inner Planes are. Similarly, all of the
Inner Planes are connected to the Ethereal
Plane, but none of the Outer Planes are.
On all planes but the Prime Material, spells
that summon creatures can only call up
monsters native to the plane on which the
spell is cast, or on a directly adjoining
plane. The gate spell is an exception to this
rule.
Elementals: Elemental summonings are
altered because of this principle as well.
When a character uses a spell key to
summon an elemental on an Outer Plane,
she draws upon the forces on whatever
plane she's on to create the elemental. The
"elemental" takes on some of the aspects of
the plane from which it's created, including
alignment. It will refuse to act in
Astral
Astral Projection
Dimension Door
Divination
Duo-Dimension
Raise Dead
Reincarnate
Resurrection
True Resurrection
Vision
Dual
Augury
Banishment
Commune
Contact Other Plane
Dismissal
Drawmij's Instant
Summons
Greater Planar Ally
Greater Planar
Binding
Planar Ally
Planar Binding
Summon Monster I
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Extradimensional
Dimensional Anchor
Leomund's Secret Chest
Maze
Mordenkainen's
Magnificent
Mansion
Rope Trick
Divine Realms
The powers dictate the magical conditions
in their own realms, imposing penalties and
benefits as they see fit. Conditions of the
surrounding plane may be completely
absent, or they may be twice as potent.
These conditions utterly depend on the
nature of the deity who controls the realm,
and may not be overcome save by the
deity's own whim.
Alterations by School
Arcane spellcasters must also deal with the
changes that occur to the various schools of
magic on certain planes (divine spellcasters
ignore these changes). Each plane has its
own set of physical laws and interactions
with the forces of magic. Certain schools of
magic can be nulled, enhanced, diminished,
or somehow altered.
School Alterations
by Plane
For the most part, these alterations only
apply to arcane spells. Note that special
exceptions do appear.
Acheron
Conjuration These spells can only
summon creatures from the planes
of Acheron, the Astral, Baator,
Mechanus, and the Outlands.
Summoned creatures must obey
every command, even suicidal ones.
However, for each creature
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Arcadia
Conjuration These spells can only
summon creatures from the planes
of Arcadia, the Astral, Mechanus,
Mount Celestia, and the Outlands. If
used for a noble purpose or for the
greater good, summoned creatures
serve willingly and to the best of
their ability. If used for selfish
reasons, summoned creatures resist
the caster's control whenever
possible. Natural animals of Arcadia
aren't affected by conjuration spells
cast by Primes.
Enchantment All creatures gain a
+2 bonus to Will saves vs.
compulsion spells. If the target
makes the save, the caster must
make a normal Will save or fall
under the control of the intended
target.
Illusion Natives of Arcadia are
immune to illusions. All others gain
a +2 bonus to save.
Necromancy Spells of this school
are nullified.
Special Chaotic spells are
diminished; lawful spells are
enhanced.
Arborea
Conjuration Except in the realm of
Amun-Thys, all summon monster
spells are answered by animal
spirits.
Divination These spells require
entrails to read, omens to interpret,
or signs and portents drawn from
the stars. Thus, all casting times are
increased: single-action spells
require one full round to cast; other
spells require +1 time increment
(round, minute, hour, etc) to cast.
Enchantment Mind-affecting spells
related to emotions are enhanced.
However, if the target saves with a
roll of 14, the target attacks the
caster in a berserk rage, with a +2
morale bonus to attack and damage
Baator
Bytopia
Conjuration Only items and
creatures that already exist on
Bytopia can be conjured or
summoned. Note that Bytopia is a
plane of artisans and craftsmen, but
not of mechanised machinery.
Divination All spells of this school
must involve the elements of the
plane or its products as an arcane
focus. For example, a clairvoyance
spell could be cast by looking in a
pool of water or a Bytopian mirror;
clairaudience could be cast by the
caster placing his ear against the
ground.
Necromancy Spells of this school
are diminished.
Special Good spells are enhanced;
evil spells are diminished. All
elemental spells are enhanced in
Shurrock, although spells with wideranging effects (control water, control
weather, earthquake, etc) must
overcome Spell Resistance 20.
The Beastlands
Conjuration These spells can only
summon residents of the Beastlands
(typically celestial animals) or
pseudoelementals (with a spell key).
Furthermore, summoned beasts and
magical animals cannot be controlled
by the caster.
Divination Spells that call upon
other-planar knowledge or contact
beings on other planes do not
function in the Beastlands.
Enchantment All animals on the
Beastlands are considered magical
animals, and may not be affected by
spells that affect animals only.
Necromancy Spells of this school
are diminished.
Transmutation Spells that
manipulate the wind, air, or weather
are nullified, as are all spells and
spell-like effects that provide the
power of flight.
Special All air spells are nullified.
Fire spells are enhanced in Krigala
Carceri
Conjuration These spells can only
summon creatures from the planes
of the Abyss, the Astral, Carceri, the
Grey Waste, and the Outlands.
Summoned creatures are not bound
by the caster. If the caster fails to
offer some bribe, intelligent creatures
usually turn on him.
Divination Spells of this school
require that a comrade's blood be
spilled and the spreading pool of
blood used as an arcane focus.
Necromancy Spells of this school
are enhanced.
Transmutation These spells always
create the most evil result possible. If
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Elysium
Conjuration These spells can only
summon creatures from the planes
of the Astral Plane, Bytopia, the
Beastlands, or the Outlands.
Pseudoelementals (summoned with
a spell key) are free to do as they
wish, but are always of neutral good
alignment and serve willingly in the
service of good. Natives are never
summoned by spells of this school,
and other nonnatives of good
alignment receive a +4 bonus to
saving throws.
Enchantment Natives are immune
to compulsion spells of this school,
and other nonnatives of good
alignment receive a +4 bonus to their
saving throws.
Illusion Spells that serve to
obscure, hide, or falsify information
are nullified.
Necromancy Spells of this school
are nullified, and have a 2 in 6
chance of affecting the caster instead.
Special Good spells are enhanced;
evil spells are nullified. Water spells
are enhanced in Thalasia.
Gehenna
Conjuration These spells can only
summon creatures from the planes
of the Astral, Baator, Gehenna, the
Grey Waste, and the Outlands.
Summoning spells on Gehenna
require a rigorous ritual, taking one
minute per spell level and a
Spellcraft check (DC 15). If the
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Mechanus
Conjuration These spells can only
summon creatures from the planes
of Acheron, Arcadia, the Astral,
Mechanus, and the Outlands.
Anything summoned in Mechanus
has no choice but to obey the caster.
Only lawful creatures may be
summoned. Chaotic spellcasters can
expect summoned creatures to obey
only the letter of their commands.
Divination Spells cast by a chaotic
caster are nullified.
Illusion Spells of this school are
nullified, and create little more than
wispy outlines that fool no-one.
Necromancy Spells of this spell
cause the caster to lose hit points
equal to the spell level + caster level;
otherwise, they have normal effect.
Special Chaotic spells are nullified;
lawful spells are enhanced.
Limbo
In order to cast a spell of any school
in Limbo, the caster must succeed in
a Concentration check (DC 15). If he
succeeds, the spell works normally.
Otherwise, the spell fails; if it was
cast in the primal chaotic soup, it
surges with a random magical effect
(determined by the DM or by a roll
on the rod of wonder table).
Conjuration These spells can only
summon creatures from the planes
of the Astral, Limbo, the Outlands,
Pandemonium, or Ysgard. Creatures
interpret the caster's instructions as
loosely as possible, and have
extremely sgort attention spans.
Divination The caster must make a
Will save (DC same as spell) in order
to interpret the chaotic results of
these spells.
Mount Celestia
Ysgard
Conjuration Summoning spells
call upon einheriar on the first layer,
giants or ogres on the second layer,
and dwarves or trolls on the third.
With a spell key, these spells can
only summon creatures from the
planes of Arborea, the Astral, Limbo,
the Outlands, and Ysgard, with a 1
in 10 chance of failure. Conjuring
pseudoelementals is impossible.
Divination Spells of this school are
enhanced, but can only target a
single creature. Spells that target
locations, mobs, or epic events fail.
Necromancy Spells of this school
use up a spell slot one level higher
than its actual level.
Special Chaotic spells are
enhanced; lawful spells are
diminished. Weather spells cast by
mortals are nullified. Fire spells work
without a key in Muspelheim;
otherwise, all elemental spells
require a runic spell key.
The Outlands
Conjuration These spells can only
summon creatures from the Astral
Plane and any Outer Plane.
Special All spells are nullified,
starting at 9th-level and descending
to 0-level, as the caster approaches
the Spire. This affects divine magic
as well as arcane magic, and cannot
be countered with spell keys. The
base of the Spire is an anti-magic
zone.
Pandemonium
Conjuration These spells can only
summon creatures from the planes
of the Abyss, the Astral, Limbo, the
Outlands, and Pandemonium. There
are spell keys to create any
pseudoelemental except fire
pseudoelementals.
Divination The DM secretly makes
a Will saving throw for the caster
(DC same as spell). If the saving
throw is successful, the spell works
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