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Preface

"You have succeeded!"The power of the Celestial voice rings

in the cool evening sky. Your characterhas worked for many long years to hearthat simple phrase, and has now finallyachieved this most ambitious goal—Immortality itself.

You have probably invested a respect-able amount of time developing andplaying your character. And now youdecide your character's ultimate fate. Isreaching this long-sought goal the trium-phant conclusion of a glorious career? Oris it just a beginning?

Step into character once again for alook back—and ahead.

You met an Immortal long ago. Youaccepted a challenge, and brought allyour skill and knowledge to use in manylong trials. You met, and even exceeded,the stringent requirements you were

given. You finally faced this judgment,standing tall in honest victory. Your featwas examined, the results weighed andfound to be of full and true measure.

You now stand ready, your farewellscompleted. At long last you have brokenthe sticky web of mortal concerns. Underthe watchful eye and blessing of yourpatron Immortal, your spirit turns in anew direction, as the boundaries of mor-tal life recede ever faster.

There lies your castle, town, province...Your entire realm shrinks to a cloud-dottedsquare in the patchwork blanket of a conti-nent, its ragged edges trailing off into a sea-blue horizon. The homeworld shrinks intoa blue marble on stellar black velvet. Youfeel a passing twinge of regret as the world,in all its vastness and complexity, becomesa shrinking speck amidst the vast depths ofspace. You have left the cradle; now lookahead!

Welcome to Immortality. Transcend-ing the limits and concerns of mere mor-tals, your character has now entered therealm of ultimate power. Your dynast,paragon, polymath, or hero is now one ofa handful in the entire history of thehuman and demi-human people to earnthis exalted privilege.

Your character can now explore newworlds and revisit the old. A new homeand friends await, and much work liesahead.

Start by reviewing and changing thegame details for the character to reflectthe changes that have occurred. Observewhat lies ahead, and plan future goals.New and great powers are explained;examine them carefully, and developstrategies for play.

And enjoy the game.

Fantasy Adventure Game

Players' Guide to ImmortalsBy Frank Mentzer

Editing: Anne Gray McCreadyDevelopment: Harold JohnsonCover Art: Larry ElmoreIllustrations: Jeff Easley

Larry ElmoreTypesetting: Linda Bakk

Kim Lindau

c'1986 TSR, Inc. All Rights Reserved.

This book has been designed for use with theDUNGEONS & DRAGONS® Basic, Expert,Companion, and Master Sets. It does not explainhow to play the game. You must have the Basic,Expert, Companion, and Masters rules before youcan use this set.

DUNGEONS & DRAGONS® and D&DR are registeredtrademarks owned by TSR, Inc. ®1986 TSR, Inc. AllRights Reserved.

This book is protected under the copyright laws of theUnited States of America. Any reproduction or otherunauthorized use of the material or artwork containedherein is prohibited without the express written consent ofTSR, Inc.

Distributed to the book trade in the United States byRandom House, Inc., and in Canada by Random Houseof Canada, Ltd. Distributed to the toy and hobby trade byregional distributors.

Printed in the U.S.A. First Printing — J u n e , 1986

TSR, Inc.PO Box 756Lake Geneva, WI53147

TSR UK, Ltd.The Mill, Rathmore Road

Cambridge, UKCB14AD

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Transition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Section 1 : Changes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Experience Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Rank and Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Armor Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Hit Dice and Hit Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Movement Rate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Ability Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Saving Throws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Hit Rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Cash Total . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Section 2: New Character Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Spheres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Options and Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Senses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Defense and Repair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Order of Events in Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Attack Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Section 3: Immortal Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Power Cost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Explanation of Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Section 4 : Character Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Level Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Rank Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Section 5: The Home Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Starting Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Material Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Creating a Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Assuming an Existing Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Section 6: Reference Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

When your character's spirit left the mortalworld, your character's mind and bodychanged into pure Immortal power. Thecharacter's material form was not destroyed,but merely changed, and can be createdagain.

The character's life force (which mortalscan rarely see, even magically) can assumeany form convenient to the time and place. Itcan even exist on two or more planes of exist-ence at once. The character thus has no single"true" form.

The essence of your character remains thesame. Memories survive, and personalitywill be the most useful of the character'sassets. All former possessions were props,merely part of the setting for the characterrole. The character can continue with differ-ent props, or even with none; the mindremains.

Don't change your mental picture of thecharacter just yet. For a smooth transition,keep the familiar memory alive—that of amature, seasoned, famous adventurer. Butjust as the character has transcended mortallimits, learn as a player to widen yourimagination beyond past experience, as youlearn more of the game at Immortal levels ofplay.

Immortals are beings who are one stepbeyond mortals. In this game, they overseeand control all of the known multiverse. Theycan appear as normal humans and demi-humans, or may choose to use other forms.They wield power beyond mortal compre-hension, but are themselves dwarfed by

beings of even greater power. Immortals cancreate things of all sorts—objects, beings,and even entire planes of existence. But theywere not the original creators of the multi-verse.

The structure of the organization of theImmortals is divided into five areas, calledSpheres. Everything in the multiverse con-tains part of one or more of these Spheres —Matter, Energy, Time, Thought, andEntropy. Every Immortal serves one Sphereonly. Player character Immortals can chooseto serve any Sphere except Entropy, which isreserved for NPCs only.

Some beings of historical myth, such as the"gods" of the ancient world, are included inthis set as Immortals. Some of the beingsonce worshipped by the ancients aredescribed here with even greater powers. Butall are mere creatures, part of the game sys-tem.

Modern beliefs have been avoided in creat-ing this rule system. This is a game. It is not acollection of religious beliefs, and should notbe taken as such. If you nevertheless find anypart of this game to be offensive to your per-sonal beliefs, simply remove that element.And please hold the beliefs of your fellowplayers with as much respect as you hold yourown.

This book, the Players' Guide to Immor-tals, starts with the basic information neededto convert your mortal player character toImmortal status. New game mechanics areexplained, as are many aspects of the charac-ter's new existence. Dungeon Masters should

also read this book, as it will affect far morethan just player characters.

Book 2, the DM's Guide to Immortals,details the rules for playing in the realms ofthe Immortals. A large portion of Book 2describes the Astral and Outer planes, and asampling of creatures found therein. It alsocontains many other game details, along withideas for Immortal adventures.

But just as the original D&D game book-lets merely offered a beginning, leavingmany details to your imagination, this workalso barely scratches the surface. The topic isso vast that many thick volumes could notexhaust it. Add to the basic system herein asyou see fit, but maintain the balance and con-sistency you will find. And remember thatthe purpose of the game is, as always, to havefun.

2

"But thou shalt flourish in immortal youth,Unhurt amidst the wars of elements,

the wrecks of matter,and the crash of worlds."

Joseph Addison (1672-1719)

Transition

The most basic and far-reaching change inthe existing game system involves the charac-ter's current Experience Points. The XP totalis converted to Power Points, which affectother game mechanics.

Get your character records sheet(s) and afresh piece of paper. Don't discard the oldcharacter sheet when you're done; you'llneed many of the details later.

Experience PointsIn mortal life, experience is a measure of suc-cess and power. It continues to be a primarygoal of the character, even in Immortality.

Start by converting the total XP earned inmortal life to a new figure, Power Points(PP). Each 10,000 XP are worth 1 PP,rounded up.

A typical starting Immortal (Initiate) hasbetween 300 and 500 PP. Magic-users usuallystart with the most Power Points, and clericsusually start with the least. Demi-humansmay have any amount, but usually start withless than 400 PP.

A character's PP total determines his statusin the hierarchy of the Immortals. Gains instatus bring gains of Hit Dice, hit points,abilities, influence, and responsibility.

An Immortal character gains PP (usuallyjust called Power) for learning, working, andperforming deeds, just as in mortal life.Power may also be gained as gifts from otherImmortals, and as bonuses for advancement.Power awards may be small in comparison toXP. Ten or twenty PP are sizeable amounts,especially to a starting Temporal. Rememberthat each Power Point represents 10,000mortal experience points!

But in addition to their typical function asa record of experience, Power Points are alsoactively used in play. They are expended byImmortals in creating various effects, magi-cal and not. This is a basic change in gamemechanics, and affects all games involvingImmortals. A major goal of all characters is togain more Power, and to translate that intomore abilities and influence.

Power is temporarily expended in produc-ing magical effects, moving or changing ele-mental material, and attacking. Power ispermanently expended in raising abilityscores, creating permanent non-magicaleffects, and many special actions. TemporaryPower expenditures return (regenerate) auto-matically at a rate determined by the charac-ter's rank; permanent expenditures do not.

Record your PP total in two places on thecharacter sheet. Write one figure in the usualplace for XP, to keep track of the total earnedto date—the permanent PP total. Write the

total in another place as well, someplacewhere it can be frequently changed, and usethis one to keep track of the character's cur-rent (variable) Power. When PP are spent fortemporary effects, or regenerated afterward,modify only the current total. Modify bothPower totals only if PP are permanentlyexpended or if new Power is received.

If the Immortal's permanent Power totalever reaches zero, the Immortal's life force isextinguished. In mortal play hit points arethe measure of life force. (See Names, page3.)

FormYou do not need to amend any characterdetails for this aspect of the character, but youmust understand the possible forms.

The material form or body used by anImmortal determines the character's baseArmor Class, saving throws, and otherdetails. Though not considered by mortals tobe an accessory, a body is entirely optional toan Immortal, and any form is possible. EveryImmortal regularly uses three or more forms.

The character can remain pure Power andlife force, in a form called incorporeal (with-out matter). In this form, the character isimmune to most attack forms, but also hasextremely l imited actions. The character can-not use spells or special powers, though com-munication is possible.

Immortals normally occupy sturdy, butunique, material forms designed for conven-ience, familiarity, and pragmatic utility.Though these forms are technically mortal,they are extremely durable, and are referredto as normal forms. Such a form can imitatethe character's mortal form in shape, but theflesh has been replaced with a sturdier form.

Whenever the character revisits the PrimePlane, the character can only assume his orher original mortal form, complete with allits flaws. The form can be magically altered,of course, but all the mortal characteristicsreturn in full , excepting only those of themind (Intelligence and Wisdom). The playermay choose the character's age, while anImmortal superior may bestow special abili-ties or rank for the character. Former items ofequipment do not reappear, since they nevervanished. They are now in the hands of sur-viving mortals, the r ightful owners. But thecharacter can create nearly any equipmentdesired.

NameYour character can still use his or her mortalname, but two new names are gained.

To emphasize that the Initiate has tran-

scended mortal life, every new Immortalgains a new common name. This name isknown and used by many other Immortals,and eventually by some mortals as well, oncethe character gains fame. You as a player maychoose the name, though the DM may havespecific suggestions or limits.

In addi t ion, the Immortal gains atruename, a word that is magically and trulypart of the character's life force. Immortalsdiscover their new truenames through medi-tation, and usually keep them utterly secret.An Immortal cannot be forced to reveal atruename by any means whatsoever, and atruename cannot be otherwise discovered.

One's truename is linked to the character'sexistance and those who possess the hiddenknowledge may command or destroy theImmortal. Conversely, damage may only beinflicted on an Immortal if part of histruename is known and invoked.

One or more parts of an Immortal'struename are often known by other Immor-tals, though almost never by any mortal.Immortals sometimes find it necessary toreveal parts of their truenames, usually asirrevocable alliances or to balance debts.

After gaining one truename as a Temporal,the character gains another name uponreaching each new rank. A Celestial thus hastwo truenames; a Hierarch, five. If onetruename is compromised early in theImmortal's career, the character automati-cally grows less vulnerable as more truena-mes are gained.

RaceThe race of the character is the same as inmortal life. The mortal race has long been amajor factor in the character's personality,and will always be visible in some way (tothose who have the ability to see it, such asother Immortals) as an emanation of the lifeforce.

The title "Immortal" is not the name of arace or class. It is a new type of life form, anda new state of mind.

Rank and LevelThese terms are applied to the set of limitsaffecting the mortal character's range of abili-ties. The character's limits are now muchfewer, but some still apply. You chose a classwhen you created your mortal character, butnow the character's rank is determined by theamount of Power acquired.

The character starts as an Initiate, a mem-ber of the lowest rank of Immortals—thosewith the least Power. An Initiate soon entersthe next rank, becoming a Temporal. The

3

Section 1: Changes

Changes

higher ranks of Immortals in ascending orderof Power are Celestial, Empyreal, Eternal,and Hierarch.

Level is still used to describe an amount ofprogress within each rank, again using expe-rience (now counted in Power Points) as theyardstick. Table 1 gives the various level andrank titles and their corresponding PowerPoint values.

AlignmentThe character's alignment may be changedwithout penalty, though any change in per-sonality should be very minor. Rememberthat alignment is not something to be chosenand adhered to, but is instead a term thatshould summarize an actual attitude. If youchange alignment, be sure to adopt one thatdescribes, not limits, the character.

Future modifications may apply if yourcharacter's alignment matches or differs fromthe alignment favored by the Sphere (seeSpheres) chosen.

Armor ClassAn Initiate to Immortality has an AC of 0(zero). This statistic can sometimes be modi-fied by equipment, and always by situationbonuses or penalties, but never by abilityscores. It may also be improved by perma-nently expending Power. Once such anexpenditure is made, the AC is permanentlyand irreversibly improved. It cannot betraded to gain Power. Armor Class changesslightly, but automatically, with each changein rank, but is unaffected by level.

A permanent expenditure of 100 PP pro-duces a permanent gain of 1 unit of ArmorClass. The best possible base ImmortalArmor Class (before other modifications) is20 (or, by mortal AC reckoning, AC -20).Few Immortals spend the Power to reach thislimit, for many other demands on Power areof higher priority.

Hit Dice and Hit PointsWhen your character first becomes an Initi-ate in the Immortal hierarchy, the characterhas 15 Hit Dice and 75 hit points, even if thelatter number is less than the character had inmortal life. If an Immortal reassumes hisoriginal mortal form, he regains his mortalhit point total. By the end of the training per-iod, when the Initiate becomes a Temporal,the character has 20 Hit Dice and 100 hitpoints.

The hit point total for the old mortal formis only relevant when and if that form is usedagain, with all its limits and flaws.

An Immortal gains one additional Hit Diewith each increase in level (within a rank).The number of Hit Dice determines the char-acter's chance to hit in melee. Increased HitDice also brings resistance to magical effectsfor which a size limit is given.

Hit points are also gained with each level,and with each new rank as well. Temporalsgain 10 hp per level, Celestials 20, Empyreals30, and Eternals 40. Hit points are still ameasure of the stamina of the character'smaterial body. High or low Constitution doesnot affect hit points.

A material form that the character createsfor use can have any number of hit points, toa maximum equal to the character's. Whenthe form drops to zero or fewer hit points, itdies. The character does not die at that time,but has very limited possible actions until heor she occupies a new form.

Refer to Table 1 for the exact Hit Dice andhit points for each level of Immortality.

Movement RateYour character's method and rate of move-ment are determined by the form used, andby magical effects applied to that form. As ageneral rule, the movement rate is the sameas that of the form used. The form can bemoved a bit faster when desired, by 30 feetper turn (10 per round) walking, or doublethat when running which is the same propor-tion as for mortal play. Example: A stormgiant has a movement rate of 150'(50'). AnImmortal taking that form could walkquickly at a 180'(60') rate, or run at themaximum rate of 360'(120').

Your Immortal character can also moveacross boundaries of planes and dimensions.Trans-dimensional travel always requires anexpenditure of Power, though usually verylittle. Trans-planar movement toward theInner Planes also requires an expenditure ofPower, but movement toward the OuterPlanes requires none. Refer to "OuterPlanes," "Dimensions," and "MagicalPowers" for costs and other details.

Ability ScoresYour Immortal character keeps the same sixability scores used to describe the mortalform. Copy them onto the new charactersheet. Though the mortal body described bythe categories of Strength, Dexterity, andConstitution is now little used, those termsstill refer to aspects of the character's lifeforce. The character's mind, described byIntelligence and Wisdom and affecting Cha-risma, is exactly the same. Ability scoresaffect Hit and damage rolls in the usual way.

They no longer affect Armor Class or savingthrows. To gain each new rank, the charactermust achieve minimum ability scores. Abilityscore checks may be required in play. Abili-ties may be directly attacked by other Immor-tals and some powerful creatures.

Direct EffectsAlthough they no longer affect hit points orArmor Class, ability scores do have othergame effects. Use Table 2 (Ability ScoreModifiers) for the first five ability scores. Thetable covers all possible scores, from 1 to 100,and gives a modifier for each. Table 3 givesother modifiers for Charisma. The modifiercan be applied in a different way for eachability score.

The modifiers are also used wheneverImmortals directly attack each other's abilityscores. Refer to Combat (Attack Forms) formore details.

Refer to the applicable Tables and write themodifiers next to each ability score. Use pen-cil for all scores and modifiers, since all thenumbers change over the course of play.

Strength

When an Immortal occupies any physicalform except the original (mortal) one, the thecharacter may use a Punch attack. This blowinflicts a maximum number of six-sided diceof damage equal to the number given on thetable. The character need not cause all thepossible damage, and may select the numberof dice of damage he inflicts up to the limit ofthe maximum given before any punch.

Intelligence

The number on the table determines themaximum number of projects that theImmortal can handle simultaneously. A pro-ject is any activity designed to increase thepermanent Power of an Immortal occurringin different locations. An Immortal createsduplicates of himself to oversee each project.If the projects are in different dimensions orplanes of existence, only half as many can bemaintained. Each project is typically a com-plex operation.

Wisdom

This modifier determines the maximumnumber of creatures which can be affected byAura (see Combat) in any one round.

4

Changes

Dexterity

The modifier given affects certain unarmedcombats (see Combat).

ConstitutionWhen an Immortal is the victim of a poison-ous attack or imbibes poisons or intoxicants,the character resists the effect for a number ofrounds equal to the Constitution ability scoremodifier. Some other affects may occur dur-ing that period, depending on the type ofpoison—deadly, damaging, or special (suchas paralysis).

If the poison is deadly, the Immortal suffers1-6 points of damage each round. If the poi-son is special, no damage is inflicted, and theeffect is delayed as described above. If thepoison inflicts a given amount of damage, theImmortal suffers half that amount, appliedevenly throughout the delay period (DM'schoice), and the balance takes effect at theend of that time.

In all cases, neutralizing the poison duringthe delay period negates the final effect andprevents further damage (if any). Neutraliz-ing the poison and curing the damageincurred from it are two different effects.

CharismaThis score affects reactions, retainer numberand Morale, and Aura strength.

Reactions: This game mechanic isunchanged. The DM rolls 2d6 to randomlydetermine a reaction for each group or indi-vidual creature encountered, whichever ispreferred. Apply the given reaction modifierto the roll only if the Immortal characterspeaks to those encountered. Omit the reac-tion roll entirely if the Immortal uses Aura toinfluence reactions.

Maximum Retainers: This is the number ofmortal allies which the Immortal can attractand effectively control at one time. TheImmortal can have up to this maximum oneach project since he can conduct several pro-jects at once at different locations. If theImmortal reassumes his original mortalform, the character's original Charisma mustbe used instead.

Retainer Morale: The Morale of theImmortal's retainers is checked when neededby applying the standard game mechanic,using 2d6. Retainers with 12 Morale fight tothe death if ordered, but otherwise act nor-mally for their own self-preservation. AnyImmortal with 21 or greater Charisma can

command such loyalty at will.The Morale bonuses given when the

Immortal's Charisma score is 24 or moreapply to all the saving throws of all retainersagainst effects produced by other Immortals.The character may expend temporary Powerto further increase these bonuses, but eachincrease has a duration of only 1 turn.

Aura: Charisma determines the force of thecharacter's Immortal Aura, or presence, onmortals. Aura is an attack form which can beused at will and at no cost in Power. The Auramodifier determined by Charisma applies tosaving throws by those attempting to resistthe Aura. See Combat (Attack Forms) formore details.

TalentsThree ability scores are important to thecharacter's Sphere. The first corresponds tothe Prime Requisite of the mortal classmatching the Sphere. This is the PrimaryTalent of every character in the Sphere. TheSecondary and Tertiary Talents are listed inorder of their importance to the Sphere. Thetotal of these three scores is a new statistic,called the character's Greater Talent. Thetotal of the three remaining scores is calledthe Lesser Talent.

Greater Talents (in order)Sphere Primary Secondary Tertiary

MatterEnergyTimeThought

StrIntWisDex

ConChaStrInt

DexConChaWis

Sphere Lesser Talents (no order)

MatterEnergyTimeThought

WisDexConStr

ChaStrIntCon

IntWisDexCha

Write the abbreviations "GT" and "LT" onyour character sheet, and list the ability scorenames and the total talent scores for each.Use the reaction modifier from the Charismatable (Table 3) when finding the total talentmodifier. Also find the sum of the abilityscore modifiers which apply to each talent,and list those cumulative modifiers as well.

Increasing Ability ScoresAn Immortal can increase his or her abilityscores by expending Power permanently. Thecost of increasing a score is determined by thecharacter's rank. Ability scores can only beraised to the listed maximum, as determinedby the rank.

5

As one requirement for gaining each nexthigher rank, all three scores of an Immortal'sGreater Talent must be raised to the maxi-mum. If the character's total GT is not at itsmaximum, he or she is not eligible toadvance. See Rank Advancement for moredetails.

Any number of points may be "pur-chased" at any time if sufficient power isavailable. A character cannot voluntarilyexpend Power Points if that action wouldreduce his or her total Power to less than theminimum for the rank as given on Table 1.

Example: A character recently achievedthe rank of Celestial in the Sphere of Time.Her Wisdom, Strength, and Charisma scoresare now 25 each, and she has 1,080 PP. Toraise each ability score to 50 (needed forEmpyreal), she must spend 1,500 PowerPoints to gain 75 ability score points inexchange. However, at this time she can onlyexpend 20 PP, for one ability score point,since the expense of the second point wouldreduce her Power total to 1,040, ten less thanthe minimum for Novice Celestial.

Reducing Ability ScoresAbility score points can be converted intoPower Points. The only restriction is that noscore of a Greater Talent can be loweredbelow the rank minimum. Each ability scorepoint can be converted into 5 PP. Changeboth the permanent and current Power Pointrecords for this increase, and subtract thepoints converted from the ability score(s)being changed.

Ability scores are rarely reduced in thisway, but they do provide a reservoir of Powerfor an Immortal who finds the action neces-sary. The abilities of the Greater Talents arealmost never reduced, but the Lesser Talentsdo not affect rank advancement, and may beconverted with when the need arises. Thisaction must be voluntary on the Immortal'spart, and cannot be forced. Ability scorepoints converted can be repurchased later inthe usual way (though a net loss in the trans-action, possibly severe, must obviously beaccepted).

Although a character cannot voluntarilydrop to a lesser rank through permanent PP

Rank

TemporalCelestialEmpyrealEternalHierarch

PowerCost

Per Point

10 PP20 PP40 PP80 PP160 PP

MaximumAbilityScore

255075100100

Changes

expenditures, a character may be forced toexpend the Power and drop to a lower rank.

Using Ability Scores in PlayAbility Score Checks

In play, a character's ability scores may beimportant in resolving a problem that chal-lenges even Immortal skill. The DM may callfor an ability score check in such situations.

Before the DM makes a check, the playermust select one of the six ability scores (theDM must decide when there is a question). Astandard ability score check is made by roll-ing 1d100 and comparing the result to theability score. If the result is equal to or lessthan the score, the Immortal's action is suc-cessful.

If the roll indicates failure, the Immortalcannot solve the problem. When an abilityscore check must be passed to complete agiven task, a failed check means the task can-not be completed until additional abilityscore points are applied—by the cooperationof another Immortal, by an actual increase inthe ability score, or by some other means.The character cannot simply "try again";some change in the situation must occur first.Ability scores are limited by the form theImmortal chooses.

A standard unmodified ability score checkis a difficult test for most Immortals. A Nov-ice Empyreal will fail 50% of the requiredchecks even when some score of his GreaterTalent is being tested. Thus, modifications toability score checks are common.

Check modifications may be made to thethe score at the DM's choice. Bonuses areadded and penalties are subtracted. Differentnumbers and/or types of dice may also beused to vary the difficulty.

Ability scores of cooperating Immortalsmay be added together for purposes of mak-ing a check. What one Immortal may findalmost impossible, two or three may considereasy when working together.

The following modifications are applied totasks which are easy, of average complexity,or difficult for an Immortal. Players mayrefer to the modifiers in play, so that the diffi-culty of a task facing the character can be esti-mated with some accuracy. The DM also mayshift the level of complexity of a task, makingit easier or more difficult based on the rela-tion of the Immortal to the location (seeBias).

Example: A Celestial with 30 Strength wantsto add a moon to a planet in his home plane.The character creates or gathers the mass,and is ready to move it into a stable positionnear the planet. The DM states that movingthe moon calls for Strength and Intelligencechecks with a + 25 bonus. After consideringthe size of the task, the character convinces aTemporal (with 22 Strength) to assist. TheDM adds the Strength scores of the two char-acters (30 + 22) and the stated bonus thatapplies ( + 25), for a total of 77. If the result ofthe DM's subsequent 1d100 roll is 78 ormore, the task fails, and the moon does notmove. A lesser result indicates the mass ismoved. Before the DM makes the Intelli-gence check to see if the moon is moved intothe correct position (course and speed), thetwo Immortals discuss the problem. Theyagain apply the total of their scores to thecheck required. The same bonus applies.

Talent ChecksSome complex actions cannot be divided intoseparate ability score effects. In such cases, acheck of an entire talent may be used. Sinceeach talent is comprised of three abilityscores, a talent check is normally made bydividing the total talent by three, and againrolling 1d100. Also apply the standard modi-fiers for ability score checks to checks of anyGreater Talent. For a Lesser Talent check,apply a + 30 bonus also. As with ability scorechecks, a die roll equal to or less than thecharacter's talent indicates that the action issuccessful.

Attacks on AbilitiesImmortals and other outer-planar creaturesmay use attack forms that directly affect anability score. These attack forms, which mayappear as colorful bolts of energy, use Powerto drain or counter an ability, such as Weak-ness against Strength. Refer to Combat(Attack Forms) for more information.

Saving ThrowsAn Immortal's saving throws are determinedby the form he or she has created or assumed.

An Immortal occupying a mortal form hasa choice of saving throws. If the character

6

wants to masquerade as a mortal being, thestandard saving throws, as determined by thecharacter or monster type and level, can beused for most effects. Any mind attack from amortal source will fail utterly, of course, butthe character may wish to pretend to beaffected, as part of the masquerade.

If the Immortal cares more about preserv-ing the mortal form than about the pretense,the character can simply set the saving throwsat any value, to a minimum of 2. (A naturalroll of 1 indicates failure.) These savingthrow numbers can be changed instantly, atthe discretion of the Immortal, at no cost ofPower.

An Immortal without a material form isimmune to all effects of mortal origin, andmost attacks of Immortal power as well. Onlya Mental Blow or Power Drain (see New Sav-ing Throws) can have any affect on a charac-ter in this incorporeal state.

Although Immortal minds are beyondmortal influence, an Immortal's normal formmay be affected by magic from spells ordevices of any origin, mortal or otherwise.Anti-Magic may negate magical effects, butotherwise whenever a saving throw isallowed, apply the Immortal's new savingthrow vs. Magic Spell.

The new Immortal saving throws applyonly when the Immortal is incorporeal or inany non-mortal form. When the originalmortal form is assumed, mortal savingthrows apply.

When To Apply Saving ThrowsUse Power Drain when a non-spell effect

would reduce Power Points.Use Magic Spell when a spell or other magi-

cal effect, including those produced byartifacts, would affect any part of theImmortal except the mind.

Use Physical Blow when an impact or otherattack would inflict an amount of hitpoints of damage.

Use Mental Blow when an attack (magical orotherwise) could affect the Immortal'smind.

New Saving Throws and Old AttackFormsDeath Ray: Use Power DrainPoison: See Constitution (page 5)No effectWands: Use Magic SpellParalysis: Use Power DrainTurn to Stone: Use Physical AttackRod/Staff: Use Magic SpellSpell: Use Magic Spell

Modifiers for...Class Easy Average Difficult

TemporalCelestialEmpyrealEternal

+ 55+ 40+ 10-10

+ 30+ 15-15-35

+ 5-10-40-60

7

Breath Weapon, mortal dragon: If the attackcan be avoided by dodging, make a Dex-terity check (q.v.) using 3d20. Successindicates no damage. Failure indicatesthat half damage is inflicted (possiblymodified by magical effects).

Breath Weapon, Immortal dragon or other:Use Physical Attack

As in mortal life, a successful saving throwindicates that either half or no damage isinflicted, depending on the attack form used,or that no change occurs.

Refer to Table 4, and copy the categoriesand numbers (for Initiate level) on your char-acter sheet.

Hit RollsThe standard system for melee attacks is stillused. The attacker rolls 1d20, and refers tothe hit roll chart (Table 5) to find the ArmorClass hit. If the target's actual Armor Class isequal to or poorer than the AC hit, the attackhas succeeded, and the attacker then deter-mines the amount of damage inflicted.

You will probably not need a permanentrecord of the hit rolls needed for your Initiate

character. They are used more frequentlywhen the character reaches the Temporal andhigher ranks.

All Immortal Armor Classes range fromzero to high negative numbers. For ease ofplay, all negatives are ignored. Thus, the hitroll line on the table seems at first to be thereverse of that used in mortal games. A targetwith a high Armor Class number is now diffi-cult to hit.

When using Immortal Armor Classes ingames involving mortals, always rememberto treat each AC as a negative number. Forexample, if an Immortal with AC 8 appearsin a standard game, remember to change itsArmor Class to -8 for that appearance.

Modifying Hit RollsWhen the number 20 appears on the chart, italways occurs five times in the hit roll line.This effectively gives a bonus of 20% (fourAC increments) whenever a natural hit roll of20 occurs, using the following system. Ifbonuses raise a hit roll to 20 or more, stopadding and use the first 20 in the appropriateseries on the chart. If a natural 20 is rolled butunmodified, use the last 20 in the series. If a

natural 20 is rolled and modified higher, findthe total on the chart normally. Example: ATemporal (HD 20) can hit AC 19 at best witha natural unmodified hit roll of 20. Any rollless than 20 can hit AC 15 at best, if bonusesraise it sufficiently.

Cash TotalAny and all valuables that your characterowned in mortal life have been left behind ordestroyed. You do not need treasure as such,though some may be useful when dealingwith mortals, who value it highly. You maycreate or collect treasures as desired for futureuse, when the opportunity permits.

Equipment(Normal or Magical)

As with cash, you can create or collectdevices, but they have little use and no valueexcept when dealing with mortals. Only onetype of magic item is of real value—one madeby an Immortal, and called an artifact. Arti-facts are explained in the D&D® Master Set,and their powers are quite similar to those ofImmortals, but far more limited.

Changes

Section 2: New Characters Information

In the previous section, you have modifiedand reexamined existing character details. Atthis point, the character may seem to bemerely a super-powerful being. But Immor-tality brings many new and different thingsas well. Some old and familiar details thathave always been assumed, such as the fivesenses, will be carefully scrutinized. Andsome entirely new character details will beadded.

SpheresSome time ago, you chose one of four routesto Immortality, and your character followedthat route to a successful result. Each routecorresponds to one of the four Spheres, andeach Sphere gives bonuses to certain mortalclasses, as follows:

Whatever route your character took, youmay choose any one Sphere now. Before youdo so, you may examine the powers, goals,and other details of all the Spheres asdescribed in this book. Though your choicewill probably be the Sphere corresponding tothe route followed, you can change, and theonly cost is that your character cannot qualifyfor certain future bonuses. Immortals are freeto change Spheres at any time, but suffersuch extreme penalties (in effect startingcompletely over) that they rarely do so afterpassing Initiate level.

The five Spheres of Power are listed forquick reference in your decision.

1. Matter

Favored Class: FightersAlignment: LawfulElement: EarthAura: Order and similarityPurpose: To withstand destruction anddecayInterplay: Opposes Time's attempts at

change, resists the attacks of Energy,forces Thought to be practical

2. Energy

Favored Class: Magic-usersAlignment: ChaoticElement: FireAura: Disorder and uniquenessPurpose: Create more energy and activityInterplay: Opposes Thought's attempts to

8

create order, resists the attacks of Time,forces matter to change

3. Time

Favored Class: ClericsAlignment: NeutralElement: WaterAura: Continuous regular changePurpose: To promote change in all and

maintain time's flowInterplay: Opposes Matter's resistance to

change, resists the existence of Thought,forces Energy to have duration

4. Thought

Favored Class: ThievesAlignment: AllElement: AirAura: Purpose and meaningPurpose: To conceive of and categorize all of

existenceInterplay: Opposes Energy's outbursts,

resists the limitations of Matter, forcesTime into organization

5. Entropy

Favored Class: None (NPC only)Alignment: NoneElement: None (the void)Aura: Conflict and despairPurpose: To destroy everything in the multi-

verse, always making way for the newInterplay: Uses and opposes all other

Spheres; destroys Matter, drains Energy,stops Time, prevents Thought

Options and AbilitiesAn incorporeal Immortal is extremely lim-ited in possible actions. For this reason,Immortals assume physical forms. But theseforms are stronger than any mortal shell, forthey are designed to fill many special func-tions. The characteristics of other formsImmortals assume determine many of theirabilities.

The Laws of Nature as known in our worlddo not apply to the D&D game multiverse.This multiverse is based on combinations ofthe four elements and their associatedSpheres. As you consider all the new and oldcharacter abilities, learn to think of theireffects in terms of this alternate nature.Beware of your instincts; your subconscious,having grown accustomed to the real worldfor so many years, often leads you to deduc-tions which are incorrect if applied to themultiverse as it appears in the game. The oddand bizarre are commonplace in the multi-verse where form follows function.

SensesThe five senses common to all mortals alsoexist in most Immortals, but they perceivestimuli beyond mortal ken. Details vary bythe Immortal's form.

An incorporeal Immortal can sense andinterpret sound and light energy of all kinds.But, without form, the Immortal has no senseof smell, taste, or touch.

An Immortal in mortal form may "speak"by creating vibrations in some manner whichcan be sensed and interpreted by mortals.The normal form of an Immortal is usuallyequipped with similar speech organs, butthese are rarely used in the same way. Theobvious design error of the mortal mouthrequires food, water, and air to be routedthrough the speech organ. An Immortal'sspeech is generated from an organ uniquelydesigned for speaking.

Moist, fragile sensory orbs are part of themortal form. These are equipped to handle avery limited type of energy known as visiblelight. This radiant form of energy is con-verted to a more usable form, which is theninterpreted by thought. Some mortal formsare also able to sense heat energy in a similarmanner (infravision). The normal form usedby an Immortal is usually equipped with stur-dier organs that can "see" on a greater scope,interpreting more types of electromagneticenergy and enhancing it, such as ultralight,x-ray, radiation, and radiowaves.

Taste is a sensation produced when fluidcontaining impurities comes in contact withthe tongue. As an art form, Immortals retainthe ability to taste what they consume, butchoose where to place the correspondingsense organs.

Just as impure fluids contain tastes,impure air contains scents which can beinterpreted by a sense of smell. Scents aresources of information, and may be veryvaluable. The mortal organ for scent detec-tion may be redesigned and relocated any-where on the Immortal form. Withexperience, an Immortal may be able to trackother creatures or find locations by scentalone, sensing tiny changes in the air.

A sense of touch is the ability to perceivesurroundings through physical contact with-out using energy as a medium. Although themortal form is not equipped to properly han-dle the information gained thereby, theImmortal mind can easily exceed mortal lim-its and may be designed to accurately mea-sure as well as sense the environment throughtouch, given the proper organs to allow this.Pain, the mortal warning system for physicaldamage, is a function of this sense. Although

Route Sphere

DynastHeroParagonPolymath

TimeThoughtEnergyMatter

New Characters Information

pain is useful to alert the Immortal, pain andfatigue can be "turned off after the charac-ter takes note of the alarm, and need not be acontinuing irritant.

Every Immortal has an additional sense,the ability to detect and use Aura, a psychicmanifestation created by living creatures.The character can communicate with otherImmortals through use of his or her Aura, atno cost in Power. The maximum range ofAura communication is 120 feet per point ofAura strength, (the number determined byCharisma on Table 3), or 3,000 feet for aHierarch.

Defense and RepairImmortals are far more durable than mortalsin many ways. They can also be damaged inmore ways, since they use attack forms com-pletely unknown to mortals. Defenses andmeans of repair thus take several forms.Armor Class is a measure of defense againstphysical attack. Anti-Magic is a measure ofdefense against magic.

Anti-MagicAn Immortal life force automatically con-

fers some resistance to magic upon the physi-cal form used by the character. Thisprotection, called Anti-Magic (A-M), isexplained in the D&D Master Set (DMR,page 2). If you are not familiar with A-M,review that section before play.

An Initiate or Temporal has 50% A-M,and this figure increases by 10% for eachclass attained. A-M may also be increased bya magical effect; see page 17 (non-spell magicof the Sphere of Time).

A character may voluntarily stop (orrestart) all personal A-M effects at will. Theaction must be announced to the DM. Thispractice is common when a character wantsto use magic with a personal effect, such as acure or ability, such as shapechange. If anImmortal does not voluntarily stop the A-Mbefore using magic, the A-M may disruptmagic use, negating all possible results. Thisapplies also to magic used to create orenhance Anti-Magic. If A-M affects existingmagic (spells with durations, magic items,etc.), the magic may be negated for a turn ormore. During the time when an Immortalstops his A-M effect, he is subject to othermagical effects directed at him,

Paradoxically, after magic is used to createor enhance Anti-Magic, the resulting effect(technically magical and with a given dura-tion) cannot be affected by Anti-Magic. Itmay, however, be affected normally by a dis-pel magic spell. The dispel effect must first

penetrate the A-M (by standard procedure)before the DM checks the chance of success.A-M magically increased to 100% thus can-not be affected by any outside force.

Power Point RecoveryImmortal Power Points regenerate auto-

matically, at a rate determined by the rela-tionship between an Immortal and hisenvironment, called the planar or local bias.(See Bias.) The regeneration requires no con-centration or expenditure.

When on a "friendly" plane of existence,Power regenerates at the rate of 1 point perround. When on a "neutral" plane of exist-ence, the rate is 1 point per turn (10 minutes).When on a "hostile" plane, the rate is 1 pointper day.

Physical Recovery

An Immortal's physical form automati-cally regenerates all losses of ability scorepoints and hit points. The rate is the same asthe Immortal's regeneration of Power Points,as determined by planar or local bias.

The cost of faster regeneration is 100 PP.This expenditure doubles the base rate for 6hours (36 turns). A like increase in rate andduration (not an additional doubling) can beobtained for each expenditure. Example: A4th level Eternal on a plane with neutral biaswants to increase his regeneration rate to 4points per turn for 12 hours. This requiresthree increases, all applied twice (once foreach 6-hour increase), for a total cost of 600PP.

An Immortal may expend Power to repairany physical form used. Standard magicalcure spells may be created and applied asdesired. Remember that A-M should be vol-untarily dropped if a risk of magic failure is tobe avoided. Power may also be used to hastenthe natural regeneration process for hit pointsand ability scores. This does not affect therate of Power regeneration.

Natural or enhanced regeneration affectscurrent totals at all times, and is cumulativewith magical effects. Ability score losses areoften most easily countered by applying mag-ical ability score increases. As the abilityscores then regenerate, the augmented abilityscores likewise increase. The same phenome-non occurs when hit points are magicallyaugmented. However, regeneration cannever cause a score to exceed normal maxi-mum if no magical augmentation has beenapplied.

BiasThe relation between any Immortal and anyPlane of Existence can be described as the"bias" of the Plane—hostile, neutral, orfriendly. Whatever an Immortal's location, therate of regeneration of the Immortal's Power,hit point, and ability score losses are determinedby the bias of the Plane or Dimension of thatlocation. An Immortal who exists on severalplanes at once (commonly on the Home Planeand one or more others) must apply the leastfavorable bias that applies.

The rate of regeneration is 1 point perround on a friendly plane, 1 point per turn ona neutral plane, and 1 point per day on a hos-tile plane. Regeneration affects all lossessimultaneously (including all six abilityscores). Each score continues regeneratinguntil it reaches its normal total.

Bias of Specific Planes

An Immortal's Home Plane is always treatedas friendly. Any other Outer Plane belongingto an Immortal of the same Sphere is friendlyunless declared otherwise by the owner. TheElemental Plane corresponding to the char-acter's Sphere is friendly unless declared oth-erwise by the Elemental Ruler of that plane.

The Astral, Ethereal, and Prime Planesare always neutral. The Elemental Planescorresponding to the two elements notdirectly opposed to the element of the charac-ter's Sphere are neutral unless declared oth-erwise by their respective Rulers. The OuterPlanes of Immortals of Spheres correspond-ing to those two elements are likewise neutralunless declared otherwise by their owners.

The one Elemental Plane of the elementopposed to that of the character's Sphere ishostile. The Outer Planes of Immortals of thecorresponding Sphere are likewise hostile.The ruler of any such plane may declare oth-erwise, but this is rare.

The Dimension of Nightmares is alwaystreated as if it were dominated by Entropyand is always hostile to all other Spheres.Other dimensions may have any bias,depending on their characteristics, but mostare neutral. Any plane of the Sphere ofEntropy is friendly toward all Immortals ofEntropy, and hostile to all other Immortals(neutral toward none).

Example: An Immortal of the Sphere ofMatter knows that, to his perspective, eachElemental and Outer Plane has the followingbias:

Friendly: Earth and MatterNeutral: Fire, Air, Energy, and ThoughtHostile: Water and Time

9

New Characters Information

Local BiasAn Immortal completely immersed in non-magical elemental material must apply biasas if he or she were within the correspondingElemental Plane. Local bias never applies onthe Prime Plane, but affects all other planes.No bias adjustment is necessary for magicaleffects of any sort. The immersion must lastfor at least 1 full round before the bias adjust-ment (if any) takes effect.

Example: The ruler of the ElementalPlane of Air, whose bias toward the Sphere ofTime is usually neutral, quarrels with theHierarch of that Sphere and impulsivelydecrees his entire realm hostile to all Immor-tals of Time for a period of 10 days. AnyImmortals of Time entering an air-filledspace during that period must either acceptthe lesser rate of regeneration or continuallysurround themselves with non-magical water(for friendly bias) or fire (for neutral bias).

MovementAn Immortal may employ three entirely dif-ferent types of movement. These types aremovement within a plane or dimension (Uni-versal), movement across the boundaries ofone or more Planes of Existence (Inter-planar), and movement across the bounda-ries of one or more Dimensions(Interdimensional).

Universal MovementThis category includes all forms of normal

and magical movement during which thecharacter remains within the universe of asingle plane or dimension. Walking, swim-ming, flying, and gaseous travel are exam-ples of this type.

The maximum Universal rate for an incor-poreal Immortal is 24 miles (the width of astandard large-scale campaign map hex) inone round, or 8,640 miles per hour. Thisamazing speed results from the character'srelative freedom from the limits of matter andtime while in this form. When incorporeal, acharacter may pass freely through materialobjects and magical effects.

When in material form, a character's baserate of Universal movement on any surface is120 feet per turn (40 feet per round). AnyImmortal may fly at 360'(120') rate, or mayassume gaseous form and move at720'(240') rate. The latter rates and stylesare identical to those of a travel spell, but maybe produced at will, at no cost in Power. Theeffects are non-magical, and thus cannot beaffected by dispel magic or Anti-Magiceffects.

During any one round, an Immortal mayassume gaseous form, move the full distance(240'), and then reassume normal form.This counts as one "normal" action (i.e.movement).

Whenever a character assumes a form witha movement rate which differs from thosegiven, the faster rate always applies. In addi-tion, some special types and faster speeds ofmovement can be produced by applyingmagic.

Refer also to page 11 for helpful methods ofhandling and visualizing movement in three-dimensional combat.

Interplanar MovementThis category includes all forms of move-

ment across the boundaries of one or morePlanes of Existence. Interplanar movementmay require Power expenditure, or may befree of cost, depending on the direction of tra-vel. If the character moves toward the outerplanes, no expenditure is required. Any otherdirection of Interplanar movement requiresan expenditure. The relative "directions" ofthe planes, starting from the Inner Planesand moving outwards, are: Prime, Elementalor Ethereal, Astral, and Outer. For example,movement from the Prime Plane to an Ele-mental Plane requires no expenditure, butmovement between Elemental Planes is nottoward from the Outer Planes, and thusrequires expenditure.

The base cost for Interplanar movementrequiring expenditure is 50 Power Points perplanar boundary crossed. However, onemagical gate can be created instead, the exactPP cost being the cost of the magic (seeImmortal Magic, page 16). The primaryadvantage of a gate is that it creates actualholes in several planar boundaries, making adirect connection to some other plane at anydistance. As a result, the cost of the gate isusually less than the total cost of standardInterplanar movement (50 per boundary),and the time required for the crossing is alsoless. The disadvantages of a gate are its magi-cal nature (thus easily disturbed by A-M ordispel effects) and its very existence; othercreatures may use the gate as long as itremains.

One turn (10 minutes) of time elapseswhile an Immortal crosses one planar bound-ary by means of standard Interplanar move-ment. By contrast, movement through a gatetakes only 1 round per boundary crossed.

Immortals may teleport without error, andmay do so to or from any location (not limitedto a surface).

Immortals are four-dimensional beings,and can see their destination by simply look-ing across the fourth dimension. This doesnot mean that they can travel in that directionwithout effort (by magical means). A mortalmay also see things at a distance, but beunable to reach them without some expendi-ture (muscle power and time, in the case ofsimple long-distance travel to a distant butobservable location). To a mortal three-dimensional perspective, a teleport is a dar-ing step through an unobservable dimension.

Mortals can only teleport within a three-dimensional frame of reference, and thusmust leave from and arrive at a location onthe ground or some other surface. An attemptto do otherwise is often disastrous, disorient-ing the mortal completely and utterly ran-domizing the teleport effect. Unfamiliaritywith either location produces some degree ofdisorientation, introducing the random ele-ment described in the spell description(Expert Set, page 15).

Interdimensional Movement

All planes are comprised of many dimen-sions or ways to measure distance betweentwo points. Within any plane, each dimen-sion may be either of limited size or infinite.There are only five known dimensions ineach plane, though more are suspected toexist. The first three dimensions are length,width, and depth. The fourth dimension isreferred to as hyper space or the shortcutdimension and is used for teleporting. Thefifth dimension is an alien space so horrid ithas been named the Dimension of Night-mare. The names of the dimensions do notcorrespond to any Sphere, thus Time is not adimension. The DM's Guide gives furtherdetails on dimensions.

Immortals normally exist in the first threedimensions, but may explore other dimen-sional space (collections of any three dimen-sions).

Many other dimensions exist, and mostare as yet unexplored by Immortals. Thesedimensions may be entered by Immortalsand others. Some creatures have existenceonly within the third, fourth and fifth dimen-sions, and view creatures from the first threedimensions as monsters. These may some-times escape into other dimensional space.

A mortal may enter another dimension byaccident, by action of other-dimensionalcreatures, or in dreams. An Immortal mayonly enter another dimension by expendingPower. The cost to an Immortal is the same asfor Interplanar movement, or 50 PP perdimensional boundary crossed.

10

New Characters Information

Three-Dimensional Movement

As a player, you have probably encounteredproblems in representing aerial or underwa-ter movement with miniature figures. Thetwo-dimensional limits of most playing sur-faces can be helpful in many situations, butoften provide l i t t le help for suchthree-dimensional activity.

You will rarely be able to place figures intheir correct positions, with all distances inscale. Flying movement, for example, ofteninvolves quick changes of altitude and vari-ous magnitudes of distance.

If exact heights are accounted for sepa-rately, dice or other solids may be used to sim-ply raise a figure's position slightly,indicating to others that the character is at ahigher altitude than the others. When multi-ple figures are at different altitudes, the low-est (whether on a floor or not) is treated as"aground," and all others positioned withrespect to that one.

A scrap of paper may be placed next toeach miniature figure or kept by each player,with notes on the altitude, direction of travel,and other needed information about the char-acter represented.

The positions of figures on the playing sur-face should merely be two-dimensional pro-jections of their actual locations. Each figureis placed where the character would be if low-ered to that surface. Thus, large amounts ofreal movement may occur (straight up ordown, for example) with little or no change inthe figure position.

If strict accuracy is desired, players maycalculate exact distances for movement andeffects. This can become tedious very quicklyand should only be done when some detail isof critical importance (e.g. when a charac-ter's life depends on it).

A more convenient method of estimatingdistance can be used by measuring distancesin square inches or by using a grid of squaresas a playing surface. You will then becomeaccustomed to converting distances from"feet" to "squares." For example, when onesquare is 5 feet long, a normal move of 90 feetbecomes one of 18 squares. The diagonal ofone square, approximately 1.41 times theside of the square, can be rounded to 1 1/2squares for ease of counting. Thus, a 90-foot(18-square) move made diagonally is countedas 12 diagonals of 1 1/2 squares each.

For three-dimensional movement, urgeeveryone to visualize moves in terms of grid"cubes" of distance equal to the width of asquare. Imagine levels of altitude over thegridded playing surface, each exactly onegrid cube high.

Vertical or horizontal movement betweenthese imaginary cubes is handled as normalmovement; each move counts as one unit ofdistance (normally 5 or 10 feet, as decidedbeforehand for the grid). A diagonal move-ment in a horizontal or vertical direction isthe same length as on the board, 1 1/2 squares.However, diagonal movement in a diagonaldirection upward or downward counts as 1 3/4square (or 3 1/2 for two), and should bereferred to as a "long" diagonal.

We mortal earthbound folk rarely visualizethe problems of or ientat ion in athree-dimensional gravity-free environment.Yet this is precisely the situation for charac-ters in the Astral Plane.All characters in such circumstances should

agree to accept one position as "up," and theopposite as "down."Estimating 3-D Distance

Diagram 1 illustrates an imaginary grid ofcubes over a playing surface. Two opponentsare positioned as indicated (A and B). TheDM wants to find the total distance betweenthem. Counting along an imaginary line asnear to straight as possible but going fromcube to cube, the DM counts four long diago-nals (1 3/4 each, or 7) and six short diagonals(1 1/2 each, or 9), for a total distance of 16units (80 feet).

Diagram 1

Order of Events in Combat

The additional attacks possible forImmortals requires a revision in thestandard order of events. When severalImmortals are opposed in combat, addi-tional events apply.

1. Intentions: The DM asks each playerwhat the character intends to do in thecoming round. If the DM chooses touse statistics to determine the order inwhich intentions are announced (high-est or lowest dexterity, Power total,etc.), the method should beannounced beforehand and appliedconsistently.

2. Initiative: Each side rolls 1d6.3. Special combat, side that loses ini-

tiative: Resolve Aura and Powercombat, in that order.

4. Aura attacks*, side that wins initia-tive

5. Actions, side that wins initiative:a. Morale checks, if neededb. Movementc. Missile fired. Magic (spells, spell-like effects,

items, etc.)e. Hand-to-hand combat (including

ability score attacks)

6. Actions, side losing initiative: followsteps a. through e. above.

7. Check Resultsa. if one side is defeated, stopb. if one side flees, check details of

pursuit and evasionc. if combat continues, return to

step 1

* Power combat involves attacks by bothsides, and is always concluded in step 3.

Optional Order: This combat sequenceseparates swifter actions from slower meleecombat, providing the possibility of dis-rupting spells by causing damage to thecaster. First, the side with initiative makesMorale checks, moves, fires missiles, anduses magical i tems. The other sideresponds. Then the first side casts magicaland spell-like effects and fightshand-to-hand combat; and the other sideresponds. This optional Combat order maybe used by both mortals and Immortals.

11

New Characters Information

Attack FormsYour character can now use several new types of attacks.

When a calculation requires the use of a character's level, such as variables in spell effects orcombat methods, an Immortal's effective "level" is simply twice the number of Hit Dice.Example: The Hierarch of any Sphere (HD 45) is treated as a 90th level character. This (90thlevel) is then the maximum "level" possible for any character.

Direct Attacks Usable by Immortals

Type ofAttack

PossibleVictim

MaximumRange

Effect ofAttack

Cure forEffect

AuraPhysicalMagicalPowerAbilityScore

MortalAnyAny

ImmortalImmortal

SightBy WeaponBy Effect

SightSight

Awe/TerrorHP DecreaseBy EffectPP DecreaseAS Decrease

Time or SpellCure SpellVaries by EffectTime RegeneratesTime or Power

1. AuraAura is the term used to describe the effectcreated when an Immortal life force nearsany mortal being. The mortal senses theincredible Power in the Immortal life forceand reacts instinctively. A few mortals may beimmune to the effects of Immortal Aura, butthe reaction is automatic and irresistable formost.

Auras do not affect other Immortalsadversely, and can be useful in communica-tion. Immortals thus usually ignore theirAuras when no mortals are nearby, allowingthem to emanate freely. They can, and usu-ally do, restrain their Auras when dealingwith mortals, being quite aware of the possi-ble effects.

Immortal Aura can be used to create eithercharm or terror in mortals. Aura-inspiredcharm is more akin to awe (or even worship)than to simple friendship. The terror effect isof similar intensity, a combination of over-whelming fear and utter panic.

Aura may be used selectively by "aiming"at one or more designated individuals of agroup. Either awe or terror can be producedin this manner.

Physical range does not effect Aura use.Any creature seeing or seen by an Immortalcan be affected, as long as the Immortal isactually present. Mortals seeing merely theimage of an Immortal, or who are magicallyseen from afar by an Immortal, cannot beaffected by that Immortal's Aura.

Aura is slightly limited in scope, but can beused at no cost in Power. The maximumnumber of creatures affected per round isequal to the modifier given on Table 2 corres-ponding to the character's Intelligence score.For example, an Immortal with 39 Intelli-gence can use Aura on a maximum of 9 crea-tures per round. This limit applies regardless

of the victims' size or the results of subse-quent saving throws.

The power of Immortal Aura overwhelmsmost mortal resistance. Whenever anImmortal chooses to use Aura, each victimmust make a saving throw vs. Spells, usingthe base number given by class or monsterdescription. That number is not modified byequipment, spell effects, or ability scores, buttwo new adjustments do apply. The first is forthe strength of the Aura, as determined bythe Immortal's Charisma. Refer to Table 3for specific figures. The second possible, butuncommon, adjustment is a bonus conferredby another Immortal. Any Immortal may, byexpending Power, confer a bonus to any sav-ing throw of a mortal. Apply all adjustmentsto the roll, not the base saving throw. Anyadjusted result of 1 or less indicates failure.

Since Aura can be used continuously with-out Power cost, victims who resist the Auraeffect may be forced to make a new savingthrow each round. The frequency of use isentirely at the discretion of the Immortalusing the Aura. The intensity of the Aura is afixed quantity, and cannot be increased orlessened.

After an Immortal uses Awe to charm amortal, the Immortal may alter the effect atwill, at no cost in power. The awe-filled,immobilizing charm can be reversed,reduced, or removed. If reversed, the awebecomes terror (no saving throw). If reduced,it becomes simply a powerful charm, muchmore conducive to conversation and move-ment than is awe. If the charm is removed,the victim's normal state of mind returns.Awe reduces automatically to charm whenthe Immortal is out of Aura range (i.e. cannotsee nor be seen by the mortal).

Immortal charm of this type has greatereffect than the mortal variety. The exact

duration of the Awe, or the sum of the dura-tions of the Awe and ensuing charm, is twicethe amount produced by a charm spell effect.Charm duration varies by the Intelligence ofthe victim. Refer to the D&D Master Set,DMR pages 16-17, to find the Intelligencescores of published monsters.

The duration of terror is 3 turns (30 min-utes), and may be reduced by 1 round perpoint of the victim's Intelligence (DM'soption). Memory of the terror does not van-ish quickly. Once Aura is used to evoke terrorin a creature, that victim cannot be awed bythe same Immortal until another 3 turns haveelapsed. The Immortal creating the terrorcan remove it at will, at no cost in power, butcannot reverse or reduce i t .

Write "Aura" on your sheet as an attackform, and note its strength modifier (fromTable 3) and the maximum number of crea-tures affected per round (as determined byIntelligence, using Table 2).

2. Physical Combat (Melee)Any Immortal in normal or mortal form canemploy all mortal methods of physical com-bat. Ability score adjustments to melee applyat all times, based on the scores of the formused (usually the same as the Immortal char-acter's). All other details of mortal melee alsoapply, including surprise, initiative, rangesand damages of weapons, etc. Review all themodifiers applicable to melee, includingthose for equipment, if possible.

When an Immortal suffers points of dam-age from a blow, the character may make asaving throw vs. Physical Blow. If the savingthrow fails, the character receives normaldamage. If the saving throw is successful, thecharacter takes half the damage indicated.

Armed CombatA character may use Power to create

equipment (weapons, armor, etc.), or mayuse equipment found locally. A character stillretains any weaponry skill gained in mortallife, including weapon proficiency, and Mas-tery. The character's form and its abilityscores often affect or limit the possible choicesof weaponry.

Mortal weapons are of little consequenceto Immortals. Any Immortal in normal formmay, entirely unarmed, use a punch to inflictdamages beyond the ranges of most mortalweaponry, even those of great enchantment.

Immortal strength often enables the char-acter to use large solid objects as missileweapons. The DM must rule on the successof such a feat (applying a modified Strengthcheck) and must choose an appropriate dam-

12

New Characters Information

age range. Generally, the difficulty of thecheck corresponds to the size of the object andthe Immortal's Strength score. Your DM hasmore precise guidelines.

Unarmed CombatWrestling and Striking are handled as for

mortals, though with a few minor changes.Striking: Use all optional rules, and all

standard procedures for mortal form. Fornormal form, if the character "pulls thepunch," use normal procedures. A standardpunch inflicts 1d6 to 20d6 points of damage;the exact number of dice is equal to the modi-fier given for the character's Strength score.If a blow hits, roll 1d100 and subtract the vic-tim's Constitution score. If the result is 1 orgreater, a knockout may occur for a durationequal to the final score in the round. Mortalsmay make an unmodified saving throw vs.Death Ray to avoid being knocked out.Immortals make an easy Constitution checkto avoid being knocked out.

Wrestling: Calculate the Wrestling Ratingfor normal form by adding the character'sHit Dice and Armor Class, and adding 10 tothe result. The AC is not subtracted, despiteits technically negative value. In use, applyall the optional rules given. The class adjust-ments for Immortals, needed for Optionalrule #2, are:

Initiate + 2 Empyreal + 7Temporal +3 Eternal +9Celestial +5 Hierarch +12

Recalculate the Wrestling Rating normallyfor the mortal form, but using the character'sHit Dice as a starting point (instead of usinghalf the mortal level of experience).

3. Magical AttacksWhen incorporeal, an Immortal cannot usespells or create magical effects of any sort, butthe character is likewise immune to all magic.In mortal or normal form, the character mayuse Power to create any spell effect. Othermagical effects which do not correspond tomortal spells may also be created.

The Power expenditure for producing onemagical effect ranges from 1 to 160 PP. Theexact cost is determined by the effect, theSphere which controls that effect, and theSphere of the Immortal. Refer to ImmortalMagic, page 16, for details of spells andnon-spell magical effects.

All Immortals are resistant to all forms ofmagic, and this is represented by anAnti-Magic (A-M) percentage given for eachclass. Check A-M before applying any spelleffects; the magic may simply not work. The

A-M percentage applies to all physical formsused by the Immortal, including the old mor-tal form.

Mortal saving throws apply to all magicaleffects directed against the character's mortalform. The Immortal's new saving throw vs.Magic Spell (Table 4) applies when theImmortal is in any other form. Immunities orresistances of any form used are appliedbefore saving throws or other modifiers.

4. Power AttacksThough Power is a factor in many actionsand abilities, it may also be attacked directly.Any being who possesses pure Power in anyamount can be attacked in this way. Theforms of the opponents have no effect onPower combat. Power is the only means bywhich an incorporeal Immortal can directlyattack another.

Power combat may occur simultaneouslywith other actions. It does not detract fromthe number of other actions permitted in anytimeframe. An Immortal may initiate a max-imum of one attack per round, but mayrespond to any number of attacks in thatsame round, and all while performing someother action (either physical or magical) ifdesired. The abilities of some Power-usingmonsters are more limited.

The DM and players may select one of twomethods of Power combat, simple oradvanced. The only difference between thetwo methods is the types and effects of possi-ble attack forms. All procedures and otherdetails are the same for both methods.

Power combat is almost entirely aggres-sive. A victim normally "defends" by attack-ing in response to other attacks.

Actions and Power CostsThe three possible actions in Power com-

bat are shield, probe, or attack. Eachrequires a Power expenditure. The cost of aprobe or shield is 5 PP. The cost of an attackdepends on the method used in play—20 PPin the simple combat method, or nearly anyamount (up to 500 PP) in the advancedmethod.

EffectsA shield negates all probes used on the

character during that round, but has no othereffect.

A probe is an information-gatheringdevice. It lasts for 1 round, and may be usedon one creature. By using a probe, anImmortal can detect the existence of Sphere,Power Points, hit points, Anti-Magic, andlife force. Amounts are never detected, but

13

the existence of any amount, small or large,generates a positive response to the probe.No information is gathered in any categorythat does not apply to the creature probed.No information is gained from a creatureusing a shield. In any one round, an Immor-tal may initiate a probe or an attack, but notboth. A probe may have different effects,sometimes quite adverse, on certain lifeforms native to other dimensions as detailedin creature descriptions.

One character may use a maximum of twodifferent types of attacks in any one round,though each may be repeated many times asresponses to incoming attacks. Each of thepossible attack modes involves the applica-tion of pure Power in a different way. Thepossible attack forms and their effects dependon the method of Power combat used in play.Refer to the Power combat descriptions fordetails on all attack forms.

RangeThe range of a shield is zero; it has per-

sonal effect only, and cannot be created for orupon another creature. The range of a probeor attack is virtually infinite, within the fol-lowing limits. Each opponent must be able todetect the other in some way, whether bysight, magic, or otherwise. The target of aPower attack can always detect the attackerin return. Opponents in Power combat musteither be on the same Plane of Existence or beon planes connected by a gate or equivalenteffect. Power attacks and probes cannot crossplanar boundaries.

ProceduresActions in Power combat (probe, shield, or

attack) must be declared during the Inten-tions phase of the melee round, along with allother planned actions. The exact type ofattack and the amount of Power used are notdeclared. Initiative does not affect Powercombat. A character cannot be surprised byPower attacks. Power combat is resolvedbefore all other actions in the round.

If an Immortal is the target of a Powerattack, the character may either ignore it orrespond. If the attack is ignored, the charac-ter is automatically the loser when combatresults are applied to that attack. If the char-acter chooses to respond, he or she mustchoose one attack form to use in responding,and combat results are applied normally.

After intentions are declared, each oppo-nent engaged in Power combat must writedown the name of the attack form used, alongwith the name of the opponent. For multipleattacks, be sure to keep an accurate record ofeach exchange. In the advanced combat

New Characters Information

method, the amount of Power applied to eachattack must also be noted.

TimestopAn Immortal who creates a timestop spell

effect may use Power combat during the"rounds" effectively gained thereby. The vic-tim may respond normally, despite beingcaught by the spell effect. All combat resultsinvolving Power loss are applied while thetimestop is in effect. When using advancedPower combat, all results other than Powerlosses are applied after the timestop ends, butbefore any subsequent events in the (actual)round.

Combat ResultsIf a Power attack of any sort is directed at a

victim who does not use Power Points, theattack is resolved as if it were a magical DeathRay. Despite this effect, the resolution occursin the same phase as Power combat.

Whenever two opponents use Powerattacks against each other, either may suffer aloss of Power Points as a combat result. Theexact amount depends on the attacks used.The loser may make a saving throw vs.Power Drain when the results are applied. Ifthat saving throw is successful, the loss ishalved (rounded up).

All losses of Power are applied against thecurrent (variable) Power total. If such lossesexceed the PP remaining, the excess isdeducted from the hit points of the form used.If no material form exists, or if a form used isreduced to 0 or fewer hit points, the victim isforced to return to his or her Home Plane.Any creature without a Home Plane ordefeated on his Home Plane is destroyedwhen its PP total reaches zero.

Simple Power CombatThis method of play involves three possible

attack modes—Slam, Change, and Wrap.They are used to confront, divert, or contain(respectively) the Power of the incomingattack.

Any one attack may be produced byexpending 20 PP. If both opponents choosethe same attack mode, neither loses or wins,and no losses result. If the attack modes dif-fer, refer to the following chart to find whowins. The loser must deduct 40 PP (or 20 PPif the saving throw is successful) as the resultof the combat.

Advanced Power CombatThis method offers five types of attacks,

variable PP costs for each, and two differentcombat results, Power loss and Tactical.

Three types of attacks are identical to thoseof the simple method. The two added attackforms are Erase and Hold, used to negate orstop the incoming Power attacks (respec-tively).

The cost of any one attack is 10 to 500 PP.The attacker may choose any amount withinthat range.

If both opponents choose the same type ofattack and the result is a "tie," the opponentusing the greater amount of Power wins. Ifboth forces are equal, no combat resultapplies. Otherwise, in a tie, subtract thelesser force from the greater. The loserdeducts twice that amount as the Power lossresult (or half that if the saving throw is suc-cessful).

If opponents choose different attack forms,consult the Power Combat Winners table tofind the winner. The loser deducts twice theamount of the attacking force (or half thatamount if the saving throw vs. Power Drainis successful).

Tactical Results (Advanced Method Only)The loser of a round of advanced Power

combat must apply a tactical result in addi-tion to a Power loss. The tactical combatresult is determined by the type of attack usedby the winner.

All tactical results are applied when Powercombat is resolved, before all subsequentevents in melee. The tactical effects ofChange, Erase, and Wrap attacks last onlyuntil the end of the melee round in which theyoccur, and vanish before intent ions aredeclared for the next round.

Change: The loser cannot use magic forthe rest of the round. If the attacker knows ofany magic currently affecting the victim, onemagical effect can be removed (i.e. automati-cally, but selectively dispelled). The victimcannot, however, be forced to reveal anydetails about the magical effects which couldthus be removed.

Erase: The victim is paralyzed, and maynot physically attack or execute Universalmovement. The victim may use Power com-bat and magic, and may move across planaror dimensional boundaries.

14

Hold: The victim may not move for theremainder of the round. Furthermore, unlikeother results, this tactical effect lasts until thevictim succeeds in making a saving throw vs.Power Drain. The Immortal may still usePower combat and magic, and may evenphysically attack if a target is within range.The first saving throw may be attempted atthe start of the Intentions phase of the nextround, and repeated each round thereafteruntil successful.

Slam: The loser is moved a distance equalto the amount that the attacker could nor-mally move in one round, as determined bythe attacker's current form. The attackermay choose the exact direction of movement.This tactical result cannot force a creature tocross planar or dimensional boundaries.

Wrap: The loser is surrounded by theattacker's Power for the remainder of theround. This negates all normal senses, magi-cal and non-magical detection abilities, andAura (though not effects already producedthereby), but has no effect on the ability tosense and respond to Power attacks.

Defense Option (Simple or AdvancedMethod)

A character may use Wrap to block allincoming Power attacks. This action isdeclared in a special way during the Inten-tions phase. A character may not use thisdefense option during any round in which heor she has initiated or responded to anyPower attacks.

The defender must ignore all Powerattacks declared, and must then (as the lastIntention declared before the DM starts theround) announce the intention to defend.When that is revealed, each attacker deducts5 PP to represent the foiled a t tempt . Thedefender finds the total number of incomingattacks declared, multiplies that figure by 10,and deducts the result as the PP cost of thedefense.

In defending, the character actually usesthe Wrap for personal effect instead of usingit to a t tack another . When using theadvanced combat method, the Wrap hasstandard tactical effects on the defender(inability to sense, detect, or use Aura). It

Power Combat Winners (Simple Method)

Slam Change WrapSlamChangeWrap

TieSlamWrap

SlamTieChange

WrapChangeTie

Power Combat Winners(Advanced Method)

Slam Wrap Erase Hold Change

ChangeHoldEraseWrapSlam

SlSlErWrTie

ChWrErTieWr

ChHoTieErEr

HoTieHoWrSl

TieHoChChSl

does not affect magic use or other abilities.The defense option is recommended for

use in any game in which one creature of anysort may be the target of Power attacks fromall or most others present. In the simple com-bat method, the defender may avoid massivelosses of Power with no ill effects. In theadvanced combat method, the defense isoften followed by a delaying tactic or aretreat.

5. Attacks on Ability ScoresAn Immortal in any physical form (i.e. notincorporeal) can directly attack an abilityscore of another creature who is also in amaterial form. Some creatures of the astralplane and the Dimension of Nightmares cando so as well. Incorporeal beings cannotattack ability scores, and cannot be attackedin this way.

Ability score attacks are either Physical orMental. The Physical ability scores areStrength, Dexterity, and Constitution. TheMental scores are Intelligence, Wisdom, andCharisma.

Imagine each ability score attack as a test.The victor is usually the creature with thegreater score, but not always. Physical abilityscore attacks are those in which the oppo-nents come into physical contact, to seewhich has the greater strength, agility, orstamina. A mental ability score attackinvolves a similar comparison of intelligence,sagacity, or leadership, and may occur at longrange.

PhysicalThe range of any physical ability score

attack is zero; that is, the attacker must con-

tact the victim for the attack to succeed. Theattack must be devoted to the ability scoreattack alone. If any other effect would auto-matically occur by touch (such as paralysis, aspell effect, etc.), the ability score attack doesnot occur.

To attack a physical ability score, theattacker declares only a normal "Punch"attack during the Intentions phase of theround. When actions are resolved, theattacker must make a successful Hit roll. Ifthis misses, the ability score attack obviouslycannot be made. If it succeeds, the attackermust announce immediately that an abilityscore attack is in progress, naming the abil-ity; otherwise the attack remains a punch(inflicting hit points of damage only).

MentalThe only limit to the range of a mental

ability score attack is that of communication.For example, whenever two Immortals arespeaking together, either may directly attackthe other's Wisdom, even if they are on dif-ferent planes of existence and communicat-ing by magical means. Mental ability scoreattacks are usually more common than physi-cal ones.

The attacker must declare the exact type ofattack during the "Intentions" phase of theround. Once declared, a mental ability scoreattack can only be avoided by a break in thecommunication. If both opponents are withinthe same area, such as a melee, one may con-tinue to attack another in this way despite thevictim's desires, and no Hit roll is required.A defender may only prevent mental abilityscore attacks by either silencing the attack-er(s) or moving out of range of all possible

communication. Immortal voices can be farlouder than those of mortals!

ResultsTo resolve an ability score attack, each

player rolls 1d6 and adds it to the modifier (asgiven on Table 2 or 3) for the ability scorenamed. Subtract the lesser adjusted totalfrom the greater. The opponent with thelesser total loses a number of ability scorepoints equal to that difference, and theattacker gains the same amount. Bothchanges apply only to the ability scoreinvolved. Ability attacks are never modified,and allow no saving throws.

Although the victim of an ability scoreattack may choose not to defend, this has direeffects. The victim may only use the result ofthe random (1d6) roll, and may not add theability score modifier.

When ability scores change because ofattacks of this type, remember to adjust themodifiers accordingly. The change in modi-fiers occurs simultaneously with the changein score.

Ability score points gained in attacks aretemporary gains, lasting for only 6 turns.They may surpass class limits, but the maxi-mum score (100) cannot be exceeded.

Ability score points lost to attacks are tem-porary losses. Each ability score automati-cally regenerates at the same rate as Powerand hit points (determined by bias; see page9). All ability scores regenerate simultane-ously and at no cost in Power. An Immortalmay expend temporary Power to hasten therecovery, or to magically enhance the less-ened ability scores.

15

New Characters Information

An Immortal can recreate cleric, druid, andmagic-user spell effects of all types and levelsby expending Power Points. Other magicaleffects which do not correspond to mortalspells may also be created. Immortal Spellsare never gained through meditation orstudy; spell effects are created only byexpending Power.

Any one Immortal can create a maximumof one magical effect per round. (A timestopspell actually creates multiple rounds of timefor the user. Refer to the spell description fordetails.) From 1 to 160 PP may be expendedin doing so. The exact cost is determined bythe spell and by the Sphere of the Immortalproducing it.

Every mortal magic spell is associated withone of four Spheres of Power. None are spe-cifically associated with the Sphere ofEntropy, though many do unavoidably aidentropy in some way. All other magical effectslikewise correspond to individual Spheres.

The Index to Magical Effects lists all thepossible magical effects in alphabetical orderand gives the Sphere for each. For details onthe magical effect, refer to the detailed list forthe corresponding Sphere (charts S1-S4).Your DM should classify all other spellsdeveloped in the campaign according to theguidelines given (see Adding Spells) and addthem to the index and charts.

Only about 25% (or less) of the magicaleffects listed have good melee applications.Plan ahead to avoid delays in play by review-ing the possibilities and pre-calculating costsof those effects your character will probablyuse.

Power CostThe actual PP cost of creating any magicaleffect is calculated by multiplying the basePower cost by a factor. This multiplier trans-lates the effects of dominance and oppositioninto specific increases in Power costs. Thespell level and/or details of the effect deter-mine the base Power cost, from 1 to 20 PP.The multiplier is 1, 2, 4, or 8.

Imagine the four Spheres to be on a circu-lar path representing elementaldominance—Earth over Air over Water overFire over Earth. (This is diagrammed in theD&D Companion Set, DMC page 20.) Thebase cost applies when the magic is within thecharacter's Sphere. The base cost doubles foreach step along this circular path. The result-ing factors are given in the following table.You may wish to draw the circular path onyour character sheet, as it affects manyaspects of play.

Caster LevelThe character's effective level for all purposesis twice the number of Hit Dice. This effec-tive level is used in place of caster level in allapplications, even though the spell effects arecreated, not cast.

Example: A Novice Celestial (HD 25) poly-morphs an obnoxious human into a dinnerplate. This radical change lasts for 1 turn perlevel of the caster, or 50 turns in this case. A36th level mortal magic-user who attempts todispel the magic is the Celestial's inferior by 14levels, and therefore has a 70% chance of fail-ure (5% per level difference) in the attempt.

General Notes, ChartsS1-S4Using the ChartsAn Index to Magical Effects that may be cre-ated by Immortal use of Power Charts S1-S4are located in the Reference Guide, located inthe back of this booklet.

A page reference and base PP cost aregiven for each spell and non-spell magicaleffect, along with ranges and durations foreasy reference. The abbreviations used tonote in which rule set the effect is explainedare: B = Basic, X = Expert, C = Compan-ion, and M = Masters. The effects of mostspells are obvious from their names. Reviewany that you are not familiar with; these arevaluable tools in play.

Most non-spell magical effects aredescribed in the Artifact power descriptionsof the D&D Master Set (DMR pages 51 -54).Some not contained therein are merelyextrapolations of those given, and need noadditional explanation.

Changing Range and DurationAn Immortal may increase the range of amagical effect by doubling the cost. Theamount of increase is equal to the originalrange. Duration may be increased in thesame manner. The doubling of cost is cumu-lative; for example, an effect with triple nor-mal range and triple normal duration thuscosts 16 times as much as the unmodifiedeffect. If the duration is given as instantane-ous or permanent, it cannot be changed. Ifthe range is zero, that likewise cannot beincreased. Range applies to a distance withina single plane unless the spell or effectdescription specifies otherwise. Such effectscannot be sent across a planar boundaryexcept by an existing path (such as a worm-hole or gate).

Durations of EffectsWhenever a fixed duration of any length isgiven for a magical effect, an Immortal mayextend the effect for the same amount of timeby expending half the base Power cost.Example: An Immortal of Thought expends16 PP (base cost 2, factor 8) to create a webwhich lasts for 8 hours, but he may extendthat to 24 hours by expending only 2 addi-tional PP (each 8-hour extension costing halfthe base cost, or 1 Power Point apiece).

Limits on Use

Magic of any origin, mortal or Immortal, hasno effect on an incorporeal being. Magicaleffects created by mortals have no effect onImmortals in any form. Magical effects cre-ated by Immortals have standard effects onother Immortals—subject to Anti-Magiceffects (q.v.), and with certain changes logi-cal for Immortal application.

An Immortal may apply magical effects tohis or her physical form, or may apply themto some other creature or object. Any effectpreviously limited to "self can be deliveredby touch to any creature when produced byan Immortal. Immortal power expands thescope of many such effects.

During any one round, an Immortal maytake one physical action per natural attackform or one magical action, but not both."Action" in this usage refers to any physicalattacks, defense, or miscellaneous physical ormagical effect. Multiple physical attacks arepossible if the Immortal form possesses sev-eral natural methods of attack (eg. a bear canclaw twice, bite, and maybe hug in the sameround).

16

Sphere Factors for Magical Effects

Sphere of Sphere of Magical EffectImmortal Matter Energy Time ThoughtMatterEnergyTimeThought

1248

8124

4812

2481

Example: An Immortal of Matter can expend16 PP to create any one of the following magi-cal effects:

BaseSphere Cost Factor

Force FieldContinual LightHold PersonRemove Fear

MatterEnergyTimeThought

16842

1248

Section 3: Immortal Magic

The volume of an effect may also bechanged in this way, but the process mayinvolve a calculation more complex than sim-ple multiplication. To double the volume of acone or sphere, for example, the formula forcalculating its volume must first be found.(Consult a text on solid geometry.) Simplydoubling one dimension of the volume oftenmore than doubles the total volume.

Conjuring and SummoningWhenever a magical effect summons a crea-ture, the victim must be able to respond usingits normal type of movement. Thus, trans-planar summoning is only effective if the vic-tim can cross planar boundaries, or ifpreceded by a gate or similar effect to enablesuch movement.

Conjuring refers to a magical effect thatactually creates a creature. In such cases thelife force involved might be summoned, but isautomatically drawn into the form created(possibly across planar boundaries).

Conjuring and/or summoning will notwork if the creature involved is composed of asingle elemental material or devoted to a sin-gle Sphere against which local or planar biasis hostile. Example: An Immortal ofThought cannot conjure a fire elemental onhis Home Plane, because his element (air) isopposed to fire, and his plane thus has hostilebias against fire and Energy. Similarly, thesame Immortal may open a gate to a nearbyOuter Plane and try to summon some flickersknown to be therein, but these creatures (ofthe Sphere of Energy) will not respond unlessthey freely choose to do so.

DamageThe damage produced by any single magicaleffect cast by an Immortal (including fireball, lightning bolt, etc.) is 1d6 per Hit Die(not level) of the Immortal creating it. Thus,the most powerful fire ball known, created bya Hierarch (HD 45), inflicts 45-270 points ofdamage.

For any effect involving large numbers ofdice, the DM may wish to use the averagedamage instead of random rolls. This speedsplay greatly, requiring only one simple multi-plication instead of much dice rolling. Anyreasonable variation of this method, such asadding or subtracting a fixed or randomamount to represent the normal variance of arandom total, is also encouraged. In theexample given above, the fire ball would bequickly found to inflict 158 points of damageby using the average of 3.5 points per die. Itmight be modified slightly by using 2d20-20,

a range of -18 to +20.A new rule is used when determining dam-

age caused by a magical effect. If bonuses orpenalties apply to damage rolls, these modi-fiers will not change the number beyond themaximum or minimum on the die used.Thus, a bonus of + 1 on 1d6 results in rolls of2, 3, 4, 5, 6, and 6.

If bonuses or penalties apply to damagerolls, do not simply apply the bonus to theaverage per die. That would ignore the factthat the modified result per die cannot exceedthe maximum possible result. With a fireball, for example, a + 1 bonus per die cannotcause the result of any one of the dice used toexceed six.

The averages for most common types ofdice and for bonuses or penalties of -3 to +3are given below. To calculate the averages forother dice, or for modifications outside thatrange, apply the following guidelines.

The average roll for a given type of die is

score determines the frequency of anyattempts to non-magically conquer or defeatthe effect. This frequency is identical to thatgiven in the D&D Master Set (MDM page16) in reference to charm effects. The chartbelow adds to that earlier one, and covers thespan of Immortal ability scores.

When a new check is allowed, the playermakes a standard Intelligence check, com-paring an unmodified roll of 1d100 to thecharacter's Intelligence score before beingaffected by the spell. If that check succeeds, anew saving throw may be attempted. Theeffect vanishes without magical curing only ifthe saving throw succeeds. The effectremains if either the check or the savingthrow is failed.

Immortals with 76 or greater Intelligencemay check once at the start of each round,and again at the midpoint of the round.Immortals with 91 or greater Intelligenceneed not make the ability score check at all.

found by finding the total of all possibleresults and dividing by the number of results.Apply modifiers (if any) to each result beforefinding the average. Example: On 1d6, theresults (1, 2, 3, 4, 5, 6) average 3.5 per die.With a + 1 bonus, the results (2, 3, 4, 5, 6, 6)average 4.3 per die (26 divided by 6).

Mental EffectsThe descriptions for some spells that affectthe mind may specify that the effects arepermanent—that is, of infinite duration untilcured or dispelled in some way. These notesapply only to mortals. An Immortal victimmay be able to defeat the effect by sheer con-centration as explained below. The victimcannot, however, cure himself by magicalmeans. Immortals who fall victim to mentaleffects are usually cured quickly by allies, atrelatively minor Power Point expenditure.But this might not occur, and might beimpossible because of 100% A-M.

If the Immortal victim's A-M does notnegate the attack, and if the saving throw vs.Mental Attack is failed, even an Immortalmind can fall victim to charm, feeblemind,and other effects. The victim's Intelligence

17

Average Results of Common Dice Rolls

Type Modifierof Die -3 -2 -1 0 +1 +2 +3

1d41d61d8

1d101dl2

1.01.5

2.253.14.0

1.252.0

2.8753.8

4.75

1.752.6673.625

4.65.583

2.53.54.55.56.5

3.254.3335.375

6.47.416

3.755.0

6.1257.2

8.25

4.05.5

6.757.99.0

Durations of Mental Effects

Intelligence Check again after13-1516-17

181920

21-2223-2526-2930-3435-4041-5051-7576-90

91-100

3 days24 hours

8 hours3 hours1 hour

1 turn (60 rounds)30 rounds15 rounds8 rounds4 rounds

2 rounds1 round

2/1 round2/1 round, save only

Immortal Magic

Undead CuringAny magical effect that would cure damagewhen applied to an undead creature (such ascause wounds, finger of death, etc.) has thesame curative effect when used on any crea-ture of the Sphere of Entropy. (Immortalcreatures cannot, however, be Turned.)

Explanation of Terms,Charts S1-S4Ability score bonuses: An Immortal mayincrease one or several ability scores by a sim-ple Power Point expenditure. The standardduration of any such effect is 1 hour (6 turns).Mortal ability scores cannot exceed 18, andany increase in excess of this is discarded.Immortal ability scores cannot exceed 100,but normal rank limits may be ignored forthis temporary effect.

The listed PP cost raises the ability score(s)involved by 4 points. However, a largerincrease may be achieved by expending morePower Points. For example, an increase of 40points can be created as one action (though at10 times the base cost). As with other magicaleffects, this action may only occur during the"magic spells and items" phase of the meleeround. It is subject to A-M, and may beremoved by dispel magic. Magical abilityscore increases cannot be made permanent.

No factor ever increases the base PP cost ofcreating ability score bonuses, and hencethese effects are listed for all four Spheres.When a bonus refers to "GT," any of the abil-ity score(s) of the Immortal's Greater Talentcan be affected. "IT" refers to all the LesserTalents.

Example: An Immortal of Time (whoseGreater Talents are Wisdom, Strength, andCharisma) wants to temporarily increase herCharisma by 20 points, so that her Aura willhave greater power. She must expend 20 PPto produce this effect, multiplying the 4 PPbase expenditure 5 times. If she insteadwishes to increase her Intelligence by 20points using the Raise all Lesser Talentseffect, she must expend 80 PP (base cost 16PP, again multiplied times 5), which raisesthe other two Lesser Talents as well. The bestway for her to achieve both these goals at oncewould be to raise all the ability scores by 20points (at a total cost of 100 PP), as thatmethod raises all the Greater Talents insteadof merely Charisma.

Aerial Servant: See General Notes (Conjur-ing and Summoning).

Anti-Magic: When this category of non-spell magic (of the Sphere of Time) is created

and used on any creature which already hasan A-M percentage, the figures are cumula-tive. For example, a Celestial of Thought (A-M 60%) who wants 100% A-M for an hourmay acquire the 40% increase in A-M (basecost 15), which is ruled by Time (Sphere fac-tor x 2), by expending 30 PP. The magicallyadded A-M cannot be dispelled by itself norby the innate A-M.

Anti-Magic can disrupt any type of magicuse, whether mortal spellcasting or ImmortalPower expenditure. Anti-Magic has no effecton Power combat, Aura, or other non-magicaleffects.

Anti-Magic Ray: Unlike standard A-Meffects, this does not deactivate magic for afull turn. Magical effects and temporarymagical items do not work while within theray, but return to normal at the instant theray is no longer upon them.

Automatic Healing: See Cureall.

Bearhug: If an Immortal's form has morethan two arms, any two may be employed inusing this effect.

Blasting: It is very important to rememberthat in the D&D game, sound may existwhere air does not. Though speech is nor-mally created by manipulating air, effects ofthis type work magically, and can only beblocked by magical silence.

Bug Repellant: The DM may expand thedefinition to include local varieties of "bugs,"even though such may be totally unlike thoseof the Prime Plane. However, no creature of 3or greater Intelligence can be classified as abug.

Buoyancy: This effect is useless in placeswhere "sinking" (i.e. gravitational orienta-tion) is unknown. Such places are common inthe Elemental Plane of Water, for example,where large water globes are common. TheDM may freely apply this effect to areaswhere any type of sinking (or even falling!)could occur, regardless of the elemental orother material involved.

Calm Others: If cast by an Immortal, thiseffect can remove fear or agitation from anumber of Hit Dice of creatures equal totwice the Immortal's Hit Dice.

Choose Best Option: This magic has no effectwhen used by a Hierarch. If used by any otherImmortal, this effect telepathically links the char-acter with the Hierarch of his or her Sphere. It isthus best used sparingly, if at all. The Hierarchacts in the same way as would an artifact with thispower, considering only those parts of a problemwhich are specifically presented.

18

Clairvoyance: When used to see an areathrough the eyes of an Immortal, the victimsenses the presence of (but absolutely nodetails about) the "eavesdropper."

Clone: An Immortal cannot be cloned. Thiseffect can be used only on mortals.

Commune: This establishes instant contactwith one Immortal of any Sphere. When thisis used by an Immortal player character,detailed communication is possible, notmerely the "yes or no" question format givenin the spell description. If a specific Immortalis named, that individual is contacted if avail-able, or otherwise another of the same Sphereand of comparable rank. Even if available, anImmortal may refuse contact (but the PP costmust still be paid). Any Immortal contactedby commune automatically knows the caller'sidentity (by common name, never truename)and status, including the exact rank ifImmortal.

Confusion: See General Notes (MentalEffects).

Conjure Elemental: See General Notes(Conjuring and Summoning).

Contact Outer Plane: This produces aneffect identical to that described for communein this section. No chance of insanity appliesto an Immortal character.

Container: This effect can only be placed onan inanimate non-living object of 1 or morecubic feet in volume.

Contingency: If cast by an Immortal, thiseffect can trigger a spell effect of up to 5thlevel (one higher than the mortal version). Itcannot trigger a non-spell magical effect.

Create Normal Objects: Immortals may usethis effect to create non-magical objects ofvalue (including treasure). However, trea-sures created must be simple non-craftedobjects, such as raw uncut gemstones. Fromthe Immortal perspective, material wealth isirrelevant except when bargaining with mor-tals.

Create Water: This spell has normal (thoughstartling) effect when used in an environmentwhich lacks a ground-like surface. The springcan be summoned forth from any solid non-living object of 1,000 or more cubic feet involume.

Creeping Doom: The magically createdswarm always consists of tiny insects native tothe plane of the caster, which might beinstantly slain by certain environmentaleffects.

Immortal Magic

Cureall: This effect can cure a maximum of6 hit points per level of the caster. It can thuscure a maximum of 216 points of damage ifcast by a mortal (36th level), or 540 points ifcreated by a Hierarch (HD 45, caster level90).

Curse: If cast by an Immortal, a curse canhave up to double normal effect.

Death Spell: If cast by an Immortal, this canaffect double the given amount of creatures(8-64 Hit Dice, affecting creatures of 15 HitDice or less).Delayed Blast Fire Ball: See General Notes(Damage).

Dimension Door: An Immortal may usethis effect normally or may reverse this effect,dimension window, to change his or herdimensional perspective to any other possiblefor the location, viewing other dimensions.When used in this way, the effect does notcause physical movement.

Disintegrate: In addition to the usualdefenses (A-M and saving throw), this effectmay be partially resisted by an Immortal vic-tim. The victim must make a standard(unmodified) Constitution check. If success-ful, the effect causes damage equal to half theImmortal's normal (undamaged) hit pointtotal, but does not produce full disintegra-tion. The disintegration of a form has noeffect on the Immortal's life force, though itdoes cause incorporeality.

Dispel Evil: If used against an Immortal,this has no effect unless the victim is the soletarget, and even then allows the usual savingthrow and A-M resistance. Even if successful,the effect merely causes the Immortal toreturn to his or her Home Plane, and theImmortal may leave the next round afterarriving here.

Earthquake: The exact amount of crushingdamage inflicted upon a creature engulfed bya crack is 101-200 points of damage(1d100 + 100) per round.

Elasticity: The size limits mentioned in thedescription apply to mortal humanoids. AnImmortal may stretch the form used up to 5times normal height, with a minimum of 5%of normal thickness. The benefit of takingonly half damage from blunt weapons appliesalso to a punch attack and other modes ofunarmed combat.

Explosive Cloud: Though no saving throwapplies to mortals, Immortals may make theusual saving throw vs. Physical Attack toreduce the damage by half.

Feeblemind: See General Notes (MentalEffects).

Find the Path: This spell functions properlyonly within a single plane of existence. Itmight malfunction partially or totally if thepath leads across planar boundaries. TheDM may decide the specific result—whetherthe spell seems to have no effect or the pathsuddenly stops or proceeds in the wrongdirection. It is highly erratic and often mis-leading or useless when insufficient details ofthe destination are known. For example,when used to find the seventh dimension, orthe hiding place of the Old Ones, this effectleads in a random direction.

Fireball: See General Notes (Damage).

Geas: See Quest.

Haste: This affects the physical form only. Itdoes not affect the rate of Power use of anytype, nor of any type of regeneration.

Heal: See Cureall.

Hold Monster: This can affect any livingmortal creature, but has no effect on Immor-tals of any sort.

Hold Person: Immortals of any sort are notaffected by this magic, even if they were"persons" (by the spell description) in mortallife.

Insanity: See General Notes (MentalEffects).

Insect Swarm: The insects are summoned,not conjured, and must thus be able to reachthe caster by using their normal form ofmovement. If preceded by a gate spell or sim-ilar effect, the insects may indeed be sum-moned from another plane or dimension.

Invisible Stalker: See General Notes (Con-juring and Summoning).

Levitate: In environments lacking gravita-tional orientation, the direction of movementmay be freely selected. The movement rate isstill very slow in comparison to fly and othereffects, but may be useful in some situations.If an Immortal applies this effect to anothercreature, the creator of the effect may retaincontrol of the movement, or may give controlto the recipient. Control passes with thetouch required to bestow the effect. Ifretained, control cannot be given at a latertime. When this effect is used as a form ofattack, to restrict or force movement with thecreator retaining control, the victim may savevs. Spell when touched to avoid the effect. Ifthe victim saves, the magic vanishes.

19

Life Trapping: This effect can only beplaced on an inanimate non-living object of 1or more cubic feet in volume.

Light: When an Immortal is blinded by thiseffect, the Immortal's form is affected nor-mally. This does not prevent Aura or Poweruse, and if the Immortal leaves the body, theincorporeal character is not blinded. Theblindness affects only the material form.Each round an Immortal's A-M may be usedto try to negate the effect. But the characterwill become blinded if the A-M is loweredduring the duration of the effect.

Lightning Bolt: See General Notes (Dam-age).

Lore: If cast by an Immortal, the effectrequires only 1-4 rounds or 1-100 turns,instead of the same numbers of turns or daysgiven in the spell description.

Lower Water: The maximum depth of the"hole" in the water is 500 feet. If cast by anImmortal, this effect can be used to create asimilar hole in solid ice. In this case, only halfnormal effect is gained (depth to 3/4 normal,to a maximum of 250 feet).

Magic Jar: An Immortal may dispense withthe need for a container for the life force,being able to exist as an incorporeal.

Mass Charm: If the effect is cast by anImmortal, the maximum number of Hit Diceor levels of creatures affected is equal to theImmortal's caster level, equal to double his orher Hit Dice.

Massmorph: Immortals experienced inenvironments other than that of the PrimePlane may choose to create the illusion ofsome plant life other than trees.

Maze: This has no effect whatsoever if usedon the Astral Plane. An Immortal whoentraps a creature by this effect may follow itto the astral maze (using standard movementprocedures and costs) and automatically findthe victim in 1 round. The Immortal maypull the victim out of the maze, into the wideexpanses of the Astral Plane, by scoring anormal Hit roll and pulling the victim along.If this occurs, the victim does not reappear atthe point of disappearance, instead remain-ing on the Astral Plane.

If the victim of this effect is Immortal, he orshe may leave the maze in 1 round, and thenfree to move as desired. The Immortal neednot then return to the point of disappearance.The returning effect of the spell is automaticif the Immortal simply waits for the effect toend (a maximum of 4 rounds after it began).

Immortal Magic

Immortal Magic

Memorize Bonus Spell Levels: This has noeffect on any creature who creates magicaleffects by Power use, rather than by spellcast-ing.

Meteor Swarm: This effect is commonlyused by Immortals. The DM may choose touse the results of only one roll (of 4d6 or 8d6)to all four or eight meteors, to speed play. Anacceptable alternative is to use average dam-age in all cases, perhaps rolling randomlyonly if the damage needed to slay an oppo-nent is close to that average.

Mirror Image: The creator of the effect (andthe recipient, if the effect is bestowed bytouch) can always tell which of the images areillusory and which is the real creature.

Parry: Unlike the standard fighter tactic,this has effect even if the user is unarmed.

Pass-Wall: Any dense non-living inanimatematter can be affected if this magic is cast byan Immortal. Though this can never in itselfinflict damage, this may cause a collapse ofsurrounding matter and the collapse mayhave damaging effects. The chance of col-lapse is equal to the percentage of the sup-porting base material removed by this effect.

This distinctive effect actually moves thematter involved into an opposite dimensionalorientation. It remains in the same location,but appears to change into air because of thedimensional displacement. Were it to actu-ally move, an inrush of air or other nearbymaterial would accompany the effect—whichit does not.

Plane Travel: This only affects the user andany non-living inanimate equipment carried.If all members of a group simultaneouslyplane travel to a predetermined destination,all starting from the same general location,they will appear in the same positions relativeto each other. This applies even if severalplane travels are required to reach the finaldestination. However, any member of such agroup may, simply by concentrating slightlyin the process of moving, arrive up to 24miles (1 outdoor map hex) distant from theothers for each planar boundary crossed.

Polymorph Other: Although this magic hasnormal effect on Immortals, this spell doesnot erase memory in any way, but merelyproduces tendencies that match the newform. It does not impair Power use in anyway.

Power Words (stun, blind, kill): If anysuch magic is cast by an Immortal, the range,duration, and all limits on creatures affectedare doubled.

Produce Fire: This will not work when localor planar bias is hostile toward Energy orfire.

Protection From all Creatures: The unlim-ited effect applies to mortals only. This effectdoes not normally block any Immortal crea-ture. However, an Immortal may expenddouble the standard PP cost to create a simi-lar effect that blocks both mortal and Immor-tal creatures for the same duration.

Quest: Since this effect can be removed sim-ply by the reversed spell effect, this is rela-tively inefficient when used on any Immortal.

Raise Dead (and Raise Dead Fully): Thishas no effect if applied to the slain materialform used by an Immortal.

Regeneration: This effect is the same as thatdescribed for Artifacts, but only restores losthit points and damaged flesh, not Power orAbilities.

Reincarnation: This has no effect on theslain material form used by an Immortal.

Remove Barrier*: If cast by an Immortal,this effect will remove even a wall of iron.

Remove Curse: This is ineffective if the cre-ator or caster of the curse has (or had) agreater number of Hit Dice than the creatorof this effect. If several Immortals worktogether to remove a curse, their effectivelevel is equal to the total of their Hit Dice.

Repair (normal object, magical object):This has no effect on any creature, living orotherwise.

Reverse Gravity: This has absolutely noeffect if the local environment has no gravity.Note also that falling may occur at muchslower rates in conditions of less than normalgravity.

Shapechange: This has very nearly the sameeffect as the spell. However, the maximumsize change is one hundredfold in eachdimension. For example, a typical mortalhuman could become a creature up to 600feet tall, if any such creature were seen first(as limited by the spell description). Thus,even Immortals cannot shapechange intohuge creatures like the draeden or megaliths.

Immortal magic use is not dependent onany characteristics such as form, movement,or sound, being instead a purely mental func-tion. The spellcasting restriction given in theshapechange spell description thus does notapply to any being, Immortal or otherwise,who uses Power to create magical effects.

Shelter: This effect can only be placed on an

20

inanimate non-living object of 1 or morecubic feet in volume.

Size Control: The size limits mentioned inthe description apply to mortal humanoids.An Immortal may enlarge his or her form to amaximum of 3 times normal height, or shrinkto a minimum of 5% normal. The user'sattacks and damage therefore may be signifi-cantly affected and the DM's judgment isrequired.

Speak With Monsters: If any creator of thiseffect (mortal or Immortal) attacks the recipi-ent while conversing, the effect ends immedi-ately.

Spell Damage Bonus: See General Notes(Damage).

Statue: The AC -4 given for the statue formsupercedes the character's Armor Class, forbetter or worse.

Striking: This effect is limited in applicationto non-living objects, and cannot be used togive damage bonuses to the attacks of anytype of creature (including those of the non-living variety, such as golems).

Summon Animals: If this effect is used in aplane other than the Prime, the DM shoulddetermine the local equivalents of the animalsthat can be affected.

Summon Elemental: See General Notes(Conjuring and Summoning).

Symbol: All Immortals are treated as magicusers for this effect, and may save to avoid theeffects. Furthermore, an Immortal maymake a saving throw even when merely pass-ing the symbol.

Teleport: This effect cannot be used to crossplanar boundaries, nor to change one'sdimensional orientation. It merely enablesmovement in the fourth dimension (referringto standard orientation), literally bypassingany amount of three-dimensional distance.

Thief Ability: These effects are often uselessto Immortals, but are frequently used on fol-lowers or other allies.

Timestop: Power combat occurs in literallyno time at all, and is unaffected by thismagic. See Power combat for proceduralnotes on this topic.

Tracking: The variance in percentage bylocality (indoor, outdoor) applies only to mor-tals. An Immortal uses the "indoor" percent-age when trying to track in any environmentin which some elemental material exists,whatever the type. The "outdoor" percent-age is used when tracking in non-elemental

environments of all sorts, including the Ethe-real and Astral Planes and even vacuum. AnImmortal may follow a creature's tracesacross planar and dimensional boundaries,but at only half the listed "outdoor" chanceof success.

Truesight: This effect also reveals the exactHit Dice of those seen, but never an exactPower total (permanent or temporary).

Turn Undead: An Immortal with this magi-cal ability may Turn undead creatures by ges-turing, and needs no holy symbol. AnImmortal can Turn twice as many undead asa mortal cleric, affecting 4-24 Hit Dice perattempt. The level at which an ImmortalTurns undead is based on the effect chosenand power spent. An Immortal who was acleric in mortal life retains his inherent Turn-ing ability at the level he gained as a mortal.A complete chart is given below.

Although Immortal creatures of Entropycan be cured as if undead, they cannot beTurned, and cannot be controlled as Pawns.They may, however, act as Lieges. Proce-dures for handling undead Lieges and Pawnsare described in the D&D Master Set, MDMpages 22-23.

Any non-undead follower of an Immortalof Entropy can be Turned as a "special." Forexample, this applies to various followers ofthe demon rulers. This affects only creatureswho voluntarily ally with these Immortals,and not to those who are duped, charmed, orotherwise manipulated. It also does not applyto creatures who are created by magicalmeans.

Explanation

11, 9, or 7: Total dice roll (on 2d6) neededfor successful Turn

T: Automatic Turn, 4d6 Hit Dice of undead(2d6 for mortals)

D: Automatic Destroy, 4d6 Hit Dice ofundead (2d6 for mortals)

D +: Automatic Destroy, 6d6 Hit Dice ofundead (3d6 for mortals)

D#: Automatic Destroy, 8d6 Hit Dice ofundead (4d6 for mortals)

Weapon Bonus: This effect can only beapplied to an inanimate, non-living object.

Weather Control: The DM may modify thiseffect for local weather effects as well as gen-eral environmental conditions. An Immortalmay thus cause spectacular weather changesas well as create small personal rain cloudsand such.

Immortal Magic

Web: The time required to break free of theweb varies by Strength as follows.

effect. Factors are cumulative. Without thisrestriction, those of the Sphere of Thoughthave a distinct advantage over all otherSpheres.

A wish cannot affect any creature's perma-nent PP total. It can be used to restore a tem-porary PP loss, but to a maximum of 20points. It is thus at least as costly as theexpenditure, and a useless tactic unlessemployed to aid another creature.

Word of Recall: An Immortal may havemultiple "permanent homes," to a maximumof one for each Project. However, this effectdoes not enable instantaneous transplanartravel to such a place unless the movement isaway from the Prime Plane (e.g. Prime toElemental or Elemental to Outer).Wish: All restrictions given in the spell

description still firmly apply. If a wish is usedto reproduce a spell effect (limited to one of8th level or less), multiply the PP cost of thewish by the Sphere factor of the resulting

21

Turn Undead (All cleric levels)

Cleric LevelUndead 1 2 3 4 5 6 7 8 9-10 11-12 13-14SkeletonZombieGhoulWightWraithMummySpectreVampirePhantomHauntSpiritNightshadeLich

7911

T7911

TT7911

DTT7911

DDTT7911

DDDTT7911

DDDDTT7911

DDDDDTT7911

DDDDDDTT7911

D +DDDDDDTT7911

D +D +DDDDDDTT7911

Cleric LevelUndead 15-16 17-20 21-24 25-28 29-32 33-36SkeletonZombieGhoulWightWraithMummySpectreVampirePhantomHauntSpiritNightshadeLichSpecial

D +D +D +DDDDDDTT7911

D +D +D +D +DDDDDDTT79

D +D +D +D +D +DDDDDDTT7

D#D +D +D +D +D +DDDDDDTT

D#D#D +D +D +D +D +D +DDDDTT

D#D#D#D +D +D +D +D +D +DDDTT

Strength Time required01-34-89-1213-15

1819-2021-2324-2728-3233-100

Spell duration5-30 turns3-18 turns2-8 turns1-4 turns

5-30 rounds4 rounds3 rounds2 rounds1 round

1/2 roundInstantly

Section 4: Character Advancement

A character's progress is measured by his orher Power total. Levels of experience wereused to describe mortal progress, and alsoapply to Immortals. But in addition, anImmortal reaches a limit after a series of levelgains. The character can then progress fur-ther only after meeting certain additionalrequirements and passing a test. Each group-ing of levels, representing the period fromone such limit to the next, is called theImmortal's rank. Level and rank gains arenot handled in the same manner.

Level AdvancementRefer to Table 1. An Immortal starts eachrank (Initiate, Temporal, etc.) as a Novice,and progresses through five levels within thatrank before reaching the next. Leveladvancement is automatic upon reaching thePower Point (PP) totals given for each. Thereverse process is also automatic; permanentPP expenditures may cause a loss of one ormore levels within a rank.

The permanent Power Point Total is theonly factor that determines level. No otherrequirements apply. Whenever the levelchanges, remember to add or subtract HitDice and hit points (which are determined bylevel) accordingly.

Fifth level is the upper limit within eachrank. Progression from there to the next rankis impossible until a certain procedure is com-pleted (see Rank Advancement). Until thattime, the character's PP total cannot exceedthe amount given for maximum (5th) level.Power in excess of this amount is immedi-ately discarded if earned. Example: A Tem-poral with 990 PP and 24 in each GreaterTalent ability score has an opportunity foradventure. If the character earns 20 PP dur-ing the adventure, 10 are acquired and 10 arediscarded. The extra PP cannot be expended;they were never acquired.

Power cannot be voluntarily expendedpermanently if the subtraction would dropthe Power total to below that required forNovice level in the rank. Example: A Celes-tial with 1,019 PP cannot spend 20 PP per-manently to increase an ability score, sincethe reduction would cause the PP total todrop below 1,000, the minimum required forCelestial rank.

Rank AdvancementTo gain a new rank, a character must firstbecome eligible by meeting two require-ments, and must then defeat peers throughcompetition for the honor of advancement.

Minimum Requirements

An Immortal must satisfy two specificrequirements to become eligible for rankadvancement. The first is a given amount ofPower Points, listed on Table 1 and summa-rized below. The second requirement is thateach of the three scores comprising theImmortal's Greater Talent must be at themaximum for the character's rank (asexplained earlier in the section on AbilityScores). A character who satisfies bothrequirements becomes eligible for, but doesnot automatically gain, the new rank.

The Power totals required for each rankare as follows:

Only scores in the character's Greater Tal-ent affect the second requirement for eligibil-ity. No minimum Lesser Talents arerequired. (However, low scores of any sortare flaws in the character, and may lead todefeat in the ensuing contest.)

Competition for AdvancementAn Immortal can only rise to a new rank bydefeating one or more peers in a competitionfor the honor. This game, carefully designedby the Eternals to be a fair and well-roundedtest of the abilities of all applicants, h e l dpublicly and enjoyed by all observers. It ispart of a series of games called an Olympics.

Each Sphere holds its own Olympic games.Many Immortals enjoy visiting otherSpheres' Olympics. Olympic meets are heldat regular intervals determined by the Hier-arch or Eternals of each Sphere.

Each applicant must have the minimumqualifications of total Power and Greater Tal-ent to be eligible to compete. After anImmortal has qualified for rank advance-ment, a waiting period of several weeks toyears normally occurs before the next Olym-pics. While waiting, Immortals may work onimproving their Home Plane, Lesser Talents,and other comparatively minor details.Power expenditures must be carefully consid-ered, for if some opportunity to regain thePower used is not found quickly, the charac-ter may be ineligible for competition.

The following numbers of Immortals aretypically eligible for rank advancement com-petition. The DM selects the number whoparticipate.

22

To start each Olympics, all those of High(5th) level are grouped with their peers. Thenumber of available positions is announced;for example, two vacancies for Celestial mayexist as goals for the competing Temporals.Each group of competitors is then sent to anarena—an entire plane of existence, selectedto not favor any element or Sphere. Eachgroup has its own private arena, with eitherno other life forms or only those with no intel-ligence within.

The games are watched by most of theImmortals of the Sphere. The conditions ofvictory are as follows. When a competitor'shit points reach zero, that Immortal's mate-rial form is slain, and the character cannotaffect or win the competition. The life forceautomatically returns to the Immortal'shome plane. Most defeated competitorsimmediately assume a new form and join thespectators. All remaining competi torsbecome instantly aware of the reduction intheir numbers. When the number of remain-ing competitors equals the number of vacan-cies announced beforehand, the event ends,and this fact is announced to all participantsand spectators.

Each winner gains Novice level in the newrank and receives bonus awards of Power andhit points, as given on Table 1 and summa-rized here.

Victory Awards

After the rank advancement competitionsare finished, other games may be held. Theawards for these games may consist of bonusPower from a superior, alliance, gaining 1service from another, etc. The number andtype vary by the preference of the Hierarch ofthe Sphere, but are usually chosen so thatevery Immortal can participate in at least oneevent, if desired. Each event is usually, butnot always, limited to one rank of Immortal.The details of these games need not beannounced before the Olympics, againdepending on the preferences of the Hier-arch, but the explicit victory conditions andawards are always announced before eachcontest.

CurrentRankTemporalCelestialEmpyrealEternal

1000 PP2,500 PP5,000 PP10,000 PP

CelestialEmpyreal

EternalHierarch

Powertotal needed...

to beeligible for

Max. Probable Min.High TemporalsHigh CelestialsHigh EmpyrealsHigh Eternals

201482

12842

4321

Rank Power Points hit pointsTemporalCelestialEmpyrealEternal

+ 50+ 125+ 250+ 500

+ 10+ 20+ 30+ 40

Section 5: The Home Plane

As one of the last details handled during thetraining period as an Initiate, each newImmortal is assigned a Home Plane.

Starting DetailsAn apparently infini te number of OuterPlanes exists. One of the tasks of the hierar-chy of the Immortals is the exploration ofthese planes. Millions of planes have beendiscovered, explored to a minor extent, andcategorized. Of all these, a few have beendesignated as appropriate starting planes fornew Immortals.

The Initiate cannot select a Home Plane;one is assigned by the Hierarch of the charac-ter's Sphere. Each of these suitable planes isnearly identical, to give each Immortal a fairchance to compete on an equal basis with theother Immortals of the hierarchy. The start-ing Home Plane has the following character-istics.

Some of the terms in the following notesmay be unfamiliar to you as a player. YourDM may choose to reveal more details, ormay leave them for future adventures.

SizeThe plane is a five-dimensional space (as aremost planes of existence). All the dimensionsare equal in size. This size— the maximumdistance one could travel in a straight line,measured along any one dimension—isapproximately 5 trillion miles (5 x 10E12).Even traveling at maximum incorporealspeed (4 miles per second), an Immortalwould require over 36,000 years to cross theplane (assuming 365 24-hour days per year).Teleporting, which has no maximum range,is thus a necessity for travel at this scale.

Sphere InfluenceThe plane is carefully selected so that the newowner's Sphere is dominant. It is usually onlyslightly so, with all five Spheres present tosome extent.

Elemental InfluenceEach plane contains some air, earth, fire, andwater. The exact amounts vary widely, butthe element corresponding to the character'sSphere occurs in slightly greater amountsthan the others.

General CharacteristicsMost of the plane is vacuum, containing

only occasional bits of extremely small ele-mental material. Floating here and there

within this vast empty space are 2-5 stars,with a total of 16-20 planets in orbit aroundthem (plus any number of assorted smallerrocks, from moon-sized to mere fist-sizedfragments). Up to 3 of those planets may bemegaliths, at the DM's discretion.

Life FormsAny and all planets and stars may alreadysupport life forms of various sorts when theplane is first adopted by the Initiate characteras determined by the DM. The spacebetween the planets and stars may also behome to certain odd life forms, though theseare much rarer than the other types. No lifeforms in a starting plane have an averageracial Intelligence of greater than three on thestandard scale. Most are of microscopic size,though some may be as large as 2-5 feet long.Any megaliths present are the sole exceptionsto this rule.

One or more renegade life forms may bepresent. Though this possibility is minimizedthrough earlier surveys, the large volume ofthe plane makes it impossible to completelyexamine it before assignment to an Initiate.The character should examine the planemore thoroughly before starting major pro-jects. Most Immortals enlist the aid of severalassociates (from various Spheres) to completethis initial exploration and, if necessary,cleansing of the Home Plane.

DevelopmentAn Immortal may increase all characteristicsof the Home Plane. A gate to an ElementalPlane may be opened, if permission inadvance is given by both the elemental rulerand the Elemaster involved. Elemental mate-rial of any kind can thus be added to theplane, at any desired location. Minor adjust-ment is always needed to stabilize the ele-mental material. Special care is needed whenmaterial is added to an existing system of astar and orbiting planets.

The size of the plane may be increased by apermanent PP expenditure, but such actionsare very expensive, requiring at least 500 PPand often many thousands. This sort of activ-ity is not necessary until the plane has alreadyundergone substantial development.

New life forms may be created by magicaland other means. Magical creations do nothave the ability to reproduce, but may be use-ful in short-term goals. They must, however,be duplicates of creatures that exist else-where. Or an Immortal may alter existingcreatures already found in the Home Plane.Permanent PP expenditures are necessary if

permanent, self-sustaining life forms aredesired. Such creatures may have any char-acteristics, and need not duplicate life formsthat exist elsewhere. But the easiest method isto import life from other planes.

A character who tires of Immortality mayconfer great bonuses to the Home Plane byDispersion. With this action, the Immortalbestows all of his or her Power to the plane,gaining greater effects than through normalpermanent expenditure. Upon Dispersing,the character's life essence may either retireto some point within the plane, immune to alloutside effects (but unable to act in any way),or may choose to begin the great cycle of lifeonce again as a mortal creature. In the priorcase, a player may wish to try the challengesof being DM in his own world. If the firstoption is chosen, the character is no longerplayed, but may be contacted for reference byother Immortals who enter the plane and seekout the life force.

If the second option is chosen, the charac-ter is reborn on the Prime Plane as a normalmortal, with no memory of his or her pre-vious life. All details are created randomly, asusual for a starting character. However, ifthat character ever regains Immortal status(following the long route of a complete andsuccessful mortal life and thereafter meetingthe standard requirements for Immortality),the character's memory of the previous lifereturns, and the character gains the old,already improved Home Plane instead of anew, undeveloped one.

EffectsAn Immortal gains many bonuses when onhis or her own Home Plane. Some activitiescan only be performed while on the HomePlane.

ResistancesWhile on his or her Home Plane, an Immor-tal is immune to all attacks of mortal origin.The character automatically takes only halfdamage from magical effects and physicalblows of Immortal origin, and may save (vs.Spell or Physical Blow, as applicable) to takeone-quarter damage. The Immortal maymake a saving throw (whichever is applica-ble) to avoid or halve the damage from anymagical effect which normally allows none.

23

The Home Plane

ControlsBy expending Power Points, the Immortalmay control certain characteristics of theentire plane. Typical features which can beeasily limited are the planar bias, the use ofmagical effects within the plane, the methodsor points of entry into the plane, and thespeed of travel within the plane. The changesmay be temporary or permanent, accordingto the nature of the PP expenditure. Specificcosts are listed in the DM's book.

Effects on PlayHome Planes may be handled in as much oras little detail as Dominions of mortal charac-ters. Great amounts of detail and play may bedevoted to exploring and describing theHome Plane, or the details may simply beassumed. Home Planes offer opportunitiesfor games, but players should not demandfull details if the DM offers other options forexciting play.

Material FormsAn Immortal may only create a materialform for his or her use while within the HomePlane. Full details are given below.

The types of actions and responses availableto an incorporeal Immortal are very limited.Most Immortals use physical forms most ofthe time. The process of gaining a physicalform is called "assuming" that form.

General NotesTo assume a material form, an Immortal

normally uses a three-step process of plan-ning, creating, and then inhabiting the form.As an alternative, an Immortal may take con-trol of a form that already exists. This is notnormally possible if the form already houses alife force, but can otherwise be done easily.

The three-step process is costly in terms ofboth Power Points and time, but results in amaterial form capable of typical Immortalactivities. The assumption of an existingform is quick and has little cost, but this formis inefficient and easily damaged.

In the three-step process, step 1 (planning)requires no PP expenditure, but may involvequite a bit of time (even years), depending onthe complexity and size of the form. Once theplanning is successfully completed, the formdesigned can be recreated at any time, andthe design time is never reapplied.

Step 2 (creating) can only be performed byan Immortal on his or her Home Plane, andonly after the form has been designed. Crea-

tion requires 1-20 turns of time and 50-500PP, depending on the physical details of theform. The PP expenditure is permanent.

Step 3 (inhabiting) requires only 1 roundof time, and costs 50 PP, whatever form isassumed. This PP cost is a temporaryexpenditure, and regenerates at the standardrate determined by planar or local bias.

All forms have their limits, but most havebenefits as well. The Immortal's mentalpowers are not affected by the form assumed,but the form's physical limits usually restrictthe character's abilities to some extent. Mostof these restrictions can be countered by mag-ical alterations, if desired, but these limitsmust nevertheless be accurately defined andapplied.

Though magic is a handy tool, Immortalsknow that it is often undependable, and mayprefer to rely on their non-magical abilitiesand maintain high A-M for defense.

Immortals usually design forms that havethe widest range of available actions andresponses as possible. They usually preferforms that can blend well into a local popula-tion, aiding subtle operations. The formshould have innate movement ability conven-ient to the area of operations, and should beable to resist most of the environmental char-acteristics most likely to be encountered.

GainsAura and Power combat are usable by an

incorporeal Immortal, but physical and abil-ity score attacks are only usable while in amaterial form. Magical effects can only becreated while corporeal, even though they areproduced by Power expenditure.

Whatever the form assumed, the Immortalgains all the natural abilities of that form.When assuming the form of a dragon, forexample, the Immortal gains non-magicalflight, multiple attacks, a breath weapon, andpossibly spell use.

The Immortal's current totals of hit points,Power Points, and mental ability scores arenot changed when a form is assumed. TheImmortal's innate A-M also applies to theform. Only in physical form can an Immortalcreate and use spell-like effects. The physicalform acts as a focus for creating effects in thematerial world. An Immortal may abandonany physical form at will.

LimitsWhen in a physical form, an Immortal's

current physical ability scores (Strength,Dexterity, and Constitution) are those of theform assumed. These may be less than the

Immortal's true scores, but never more.The many physical characteristics of the

form also apply. To use the previous example,an Immortal in dragon form cannot hide veryeasily nor move silently, has poor finger coor-dination, and of course would frighten mostcreatures encountered (possibly includingeven other dragons).

Any form created by temporary PPexpenditure (such as by the use of magic)loses all movement and attack capability (ifany) when inhabited by an Immortal lifeforce, but it may cast spells.

A non-magical form that is not specificallydesigned for a life force may be inhabited, butmust be magically altered before it is of anyreal use. For example, an incorporealImmortal could inhabit a rock or a dead tree,but then has no capacity for movement orphysical attacks. Such an object has compar-atively low limits on physical ability scores,usually a maximum of 18. The Immortalmay magically polymorph the object into amore convenient form, of course, but thateffect is subject to A-M and dispel magic, aswell as the limits of the polymorph objectspell description. And the ability score limitcannot be increased by any means.

An Immortal may assume the form of adead body unless it has been disintegrated,dismembered, reduced to -10 hit points orless, or has been slain by death magic.

Spare FormsThough an Immortal may certainly create

physical forms in advance of his or her needs,the permanent expenditure required usuallylimits the number severely. Any physicalform can be stored on the Immortal's HomePlane without penalty. The primary risk isthat an intruder (or even an indigenous pred-atory life form) may discover and harm thespare form(s).

Any spare form stored on a plane otherthan the Home Plane degenerates with time,losing 1 point from its physical ability scorelimit for each 10 days of storage.

Repairing FormsEvery form is damaged occasionally, often

through general use and attacks from oppo-nents. A form cannot be repaired unless it isinhabited by a life force. Any Immortal maytemporarily expend PP to create magical curespell effects, which have normal effect on theform assumed. Natural amounts of wear andtear in normal activities are assumed to berepaired at regular intervals, and need not beexplicitly detailed in play.

24

The Home Plane

Creating a FormAll Immortals can create two basic forms,called the Original and the Standard forms.A third form, usually imitating that of onemonster type (called the Creature form), isalso common. Other forms may also bedesigned and used. An Immortal may createa non-magical form only on his or her HomePlane.

Standard FormEvery Immortal is taught how to create astandard form while an Initiate. This formappears very similar to the character's origi-nal mortal form, with the same number andtype of general parts (head, torso, etc.) and ofthe same size, but with far greater durability.

The cost of creating the first standard formis assumed to apply during the Immortal'sstudy period as an Initiate, and is never actu-ally deducted from his or her PP total. Theplanning takes 1 month and is automaticallysuccessful.

A replacement form may be created asneeded. The cost is 50 PP for a demi-humanor 100 PP for a human (per form), and nodesign time is required. If a greater physicalability score capacity is needed, it may beachieved by multiplying the base cost by 2 ormore, as detailed in the notes on the three-step process (Step 2, Creating). No addi-tional planning is needed for this minorimprovement in the standard form, or in anyother, as long as all other details of the formare identical.

The standard form's physical ability scoresare those of the Immortal, but to a maximumof 27 points ( + 6 bonus because of abilityscores). This standard form thus does notunduly limit Immortals of Temporal status,but becomes increasingly restrictive for morepowerful Immortals.

The standard form's Armor Class and hitpoints are those of its Immortal creator.

The form is self-sufficient, and needs nofood, air, water, or other means of suste-nance. It has the same senses as the originalmortal version, plus non-magical infravisionto 180-foot range. It has the added ability toaccurately identify anything smelled ortasted. It can hear noise at very long ranges,double the human norm, though greatercomprehension of sounds is not automati-cally conveyed.

The standard form has an innate non-magical movement ability, similar to flight,by which the form can move in any directionat 120 feet per round (the same rate as anunencumbered human). The form can be

hurried a bit, to 150'(50'), and can run,given a reasonable surface on which to do so,and enough gravity to allow traction, at dou-ble speed (300').

Original FormThe Plane of Existence in which an Immortalspent most of his or her mortal life is calledthe character's Native Plane. This may bedifferent from the being's Plane of Origin,the place of birth. Whenever an Immortalreturns to his or her Native Plane, the charac-ter's material form instantly and automati-cally changes to the original mortal one. Inmost cases (such as all humans and demi-humans), the native plane is the Prime Plane.For Immortal beings who came from planesother than the Prime, the Native Plane maybe one of the four Elemental planes, the Ethe-real, or even the Astral. The individual's his-tory (often but not necessarily correspondingto that of others of the same race) determinesthe Native Plane in all such cases.

Every Immortal is affected in this waybecause of unbreakable habit. The charac-ter's mind spent many years in this form, andthe act of reentering the same environmentalconditions (unique to that plane) triggers thisnatural and irresistable response. Thechange and the resulting form are not magi-cal effects.

Though forced into the mortal form, thecharacter may freely choose any age for thatform, even if such an age was not actuallyreached during mortal life. For example, anImmortal who was formerly a human femalemay assume the form of herself as an oldwoman, nearly unrecognizable to her formerassociates, even though she may havereached Immortality at a much younger age.

All the physical ability scores and othercharacteristics of the original form reappearwith that form, regardless of the Immortal'scurrent abilities. If, as a mortal, the charactercould memorize and cast spells, that ability isregained, and applies in addition to thestandard Immortal ability to create magicaleffects by Power expenditure. Mortal attackcapability, saving throws, Armor Class, andall other characteristics return in full.

The exact physical ability scores usedshould be those that the character had justbefore leaving mortal life. Optionally, theability scores may be those of the character atthe age selected. However, this optionrequires either complete records of the char-acter's past progress, or good guesses andcooperation from the player and DMinvolved. For example, if a very young orvery old version is used, the scores may be

quite low. Whatever method is chosen, theDM should apply it equally and fairly to allcharacters, both PCs and NPCs.

If the original mortal form is created by theImmortal on his or her Home Plane, theprocess takes only 3 rounds, and omits theplanning phase, because of the character'slong experience with that form. The cost ofthe process involves a permanent expendi-ture of 50 PP for creating the form, and atemporary expenditure of 50 PP for inhabit-ing it.

When a character's form changes uponentering the Native Plane, no cost applies.The change occurs instantly, in the process ofentering the plane. By the same procedure,the character's previous form will returnwhen the Immortal departs from the nativeplane (unless, of course, the original mortalform was in use all along). This change canbe prevented if the Immortal chooses toretain the original form, but otherwise occursautomatically, at no cost.

If an Immortal enters his native plane inincorporeal form or inhabits a form alreadypresent on his native plane, he is not subjectto this change.

Other FormsImmortals often experiment with additionalforms for special uses. Apply the proceduresgiven below (the three-step process).

Three Steps to Gaining a Form

Apply the following details whenever anImmortal wants to create and assume a mate-rial form.

Step 1: DesigningBefore creating a form, an Immortal must

design it. A usable material form is a blend ofenergy, matter, thought, time, and evenentropy. The complex details of the influenceof these Spheres are not easily or quicklygrasped.

But these details are a matter for the con-cern of the character only. The player needonly consider two crucial variables of theform, its size and number of attacks, compar-ing them to the Immortal's original mortalform. A modified Intelligence check is used todetermine the success of designing the size ofthe form. Wisdom similarly governs thedesign of the number of attacks.

The ability score checks are always modi-fied for the difficulty of the task. If the form'ssize or number of attacks are less than thoseof the original mortal form, the check hasonly a 1 % chance of failure. If a variable isthe same, the task is modified as "easy." The

25

The Home Plane

increase in variables increases the relativedifficulty of the task. Refer to the followingDesign Variations chart for details. Creatureswith two arms (such as humans and demi-humans) who normally have one attack perround are counted as having two attacks forthis purpose.

The time needed for the design of a formwith the same size or number of attacks as theoriginal mortal form is 1 month. The timedrops by half for reduction in variables(cumulative, to a 1-week minimum), anddoubles for each increase. For example, if aformerly human Immortal designs a form of48-foot height and 16 attacks, each variablehas been doubled three times, so the totaltime required for design is 64 months.

The ability score checks are made at themidpoint of the design time. No indication ofsuccess or failure is revealed before thatpoint, whatever means are applied (evenmultiple wishes). If either check fails, theImmortal recognizes the flaw in the design,and can stop immediately.

The player need only describe the design ingeneral terms, specifying height, number ofattacks, and other general characteristics tothe DM. The Immortal character is assumedto plan and examine every detail, down tomicroscopic size. The character may designcontinuously, or may complete parts of thedesign at any intervals, taking time out foradventuring and other tasks. No penaltyapplies if the design time is not continuous,and this is in fact the most common proce-dure, as a percentage of every Immortal'stime is occupied by required tasks of manag-ing the multiverse (assumed, not played inthe game). The DM should specify theamount of spare time that can be spentdesigning a new form.

Failure in the design stage precludes anyfurther attempts at creating that form untilthe Immortal reaches a higher rank (notmerely level). For example, if a Temporaltries to design a dragon form and fails, he orshe will automatically fail in essentially iden-tical designs until reaching the rank of Celes-t i a l , af ter which the procedure can berestarted. A new attempt at a previouslyfailed design gains no bonuses for that experi-ence, and must be completely restarted.

The DM may choose to categorize generalcreature types for purposes of these designs.For example, a kobold and a halfling arenearly identical in most physical ways, andfailure at designing one might cause auto-matic failure in an attempt to design theother. Minor changes do not qualify as a newdesign. For example, if the attempt at design-ing the form of a 12-foot-tall hill giant fails, a

Example: An Immortal who was formerly ahuman male designs a form which is verysimilar to that of a gargoyle—man-sized butwith four attacks per round. The size isroughly the same, so the Intelligence check ismodified as Easy. The number of attacks istwice normal, so the Wisdom check is modi-fied as Average. If both checks succeed, theform is designed successfully. If either fails,the Immortal knows that the form is flawed,and must try another design.

Step 2: CreatingOnce a design is successfully completed,

the Immortal has memorized every minutedetail. These details will never be perma-nently forgotten as long as the characterretains Immortal status of any level. Thememory may be temporarily lost, due tomagical effects (such as feeblemind), but isrestored when such effects are removed.

With the design work successfully com-pleted, it is a comparatively simple matter forthe Immortal to create the form. This stepcan only be accomplished on the Immortal'sHome Plane, and only if some elementalmaterial is present, but both of these detailsare usually easy to accomplish.

The base cost of creating the form shouldbe about 1 PP per pound of mass, or 20 PPper foot of height or length (considering thelongest measurement only), with a minimumcost of 50 PP. The DM should decide whatthe final cost should be. If the form has longor extendable appendages, the maximumreach should be applied instead of the dimen-sions of the basic form.

The base cost applies to a form with physi-cal ability scores ranging from 1 to 27. Agreater capacity may be achieved by multi-plying the base cost by 2 or more, accordingto the following chart.

26

Increases in ability scores, whether tempo-rary (from magic or ability score combat) orpermanent (from PP expenditure), may notraise the physical scores of the form above thelimits determined during the form's creation.The wise player may thus choose to create aform with very high potential, even thoughthe Immortal character may have relativelylow scores, in case such magical bonuses maybe needed in combat.

A new form which is absolutely identical inall aspects except ability score potential neednot be redesigned. The previously successfuldesign may be used, and the greater PP costof creation is simply applied creating a newform from scratch.

At the time the form is created, the DMshould review all details of the form and maymodify them as needed for game balance andlogic. The base damage per attack must beapproximately the same as for a normal crea-ture of similar size and type. In the exampleabove, the base damage per attack of thegargoyle-like form could be 1-3/1-3/1-6/1-4(as an actual gargoyle), or perhaps improvedto a maximum of 1-4/1-4/1-8/1-6, but no fur-ther. The Immortal's Strength bonus to dam-age will always improve the results quitesufficiently.

Bonuses to Hit and damage rolls for highStrength or Dexterity apply only to methodsof attack which could reasonably accomodatesuch increases. The DM may reduce or omitdamage bonuses accordingly for relativelyminor attack forms. For example, a playermight design a small but many-armed form,trying to achieve incredibly huge damagepotential through the many applications ofthe Strength bonus. But in such a case, theDM could rule that the form's physicalattacks are too minor to warrant any bonus atall. A good rule of thumb is that bonuses toHit Rolls and damage may never exceed themaximum normal damage the weapon cancause. Thus, a dagger which causes 1-4 nor-mal could be up to + 4 to Hit and damage.

subsequent attempt at designing the form of a16-foot-tall fire giant should automaticallyfail.

Design Variations

Characteristic Effect on AbilityScore Check

Less

SameUp to 2xOver 2x to 4xOver 4x to 8x

Over 8x

Modify to 1 % chanceof failure

Modify as "Easy"Modify as "Average"Modify as "Difficult"Modify to 1 % chance

of successTask is impossible

Ability Score Capacity

Physical ability Costscore capacity MultiplierUp to 18 ( + 3 bonus)Up to 27 ( + 6 bonus)Up to 45 (+9 bonus)Up to 70 ( + 12 bonus)Up to 88 ( + 15 bonus)Up to 98 ( + 18 bonus)Up to 100 ( + 20 bonus)

1/2123456

The Home Plane

The actual process of creating the form isassumed, and few details are relevant to thegame. It takes at least 1 turn to finish, andmay require as much as 20 turns based on thecomplexity of the design. The work must becontinuous, otherwise the form is spoiled.

Step 3: InhabitingAfter a form has been designed and cre-

ated, it may be inhabited by expending 50PP. The process takes only a few seconds (1round). It is a non-magical phenomenon,and cannot be blocked.

Assuming an Existing FormIf an Immortal character's form is slain orotherwise rendered useless, the charactermay choose to remain in the area, and canstill use Power attacks and Aura (thoughnearly all other abilities are lost). He or shemay decide to return to the Home Plane andcreate a new form. Or the character may finda form nearby and inhabit it.

This last option is only viable in certainspecial situations. The character cannotassume control of any living creature,because the presence of any life force utterlyblocks such attempts. A magic jar effect candisplace a life force, but an incorporealImmortal cannot create magical effects. Acorporeal ally who uses magic jar on a victimcannot then turn the form over to the incor-poreal Immortal faster than the original lifeforce can reinhabit the form, unless the vic-tim has first been feebleminded or otherwisementally incapacitated. An incorporealImmortal can thus only occupy the body ofanother living being if some ally first incapac-itates and then displaces the victim's lifeforce.

Undead forms are likewise unusable. Evenundead have life force, albeit of a natureunique to these creatures, and this also pre-cludes such attempts at possession of theirforms.

If a living being is willing to loan its body tothe Immortal, it must have the ability to firstvacate the form, a characteristic of Immortalsbut not of mortals. A nearby Immortal maydepart from his or her material form andallow the incorporeal Immortal to take itover. Though most Immortals are not willingto take such an action, a charmed or other-wise very helpful Immortal ally might be con-vinced to do so.

The incorporeal Immortal may otherwisechoose to inhabit an inanimate object. Butnot only is this subject to the standard 50 PPcost of inhabiting a form, it is normally a use-less maneuver. Most objects are not con-structed with enough care to enable them to

be controlled properly by an invading lifeforce.

Whenever an Immortal life force occupiesa non-magical object not designed for thispurpose, the Immortal must make a standardunmodified Constitution check. If this isfailed, the attempt also fails, and 4.2 cubicfeet of the form's material (a sphere of 1 footradius) disintegrates. If this is a greateramount than the entire object, only the objectdisintegrates, not anything nearby. Even thecheck is successful (indicating that theImmortal life force has successfully held theobject together), another check must be madeeach turn (60 rounds) thereafter, applying thesame results.

Golems & DrolemsOne option may yet remain. A greater

construct (CON-struct) may be found andinhabited. Constructs are summarized in theD&D Companion Set (DMC page 21).Lesser constructs can easily disintegrate ifinhabited by an Immortal life force; theirforms are too flimsy to stand the strain. Ofthe greater constructs—gargoyles, golems,and drolems—only the latter two are builtwith enough care to permit Immortal use oftheir forms. When an Immortal life forceinhabits a golem or drolem, no Constitutioncheck is required.

An incorporeal character can move atincredible speeds, unhampered by interven-ing matter, and could search a wide area foran available form. If a golem or drolem isfound, the Immortal can inhabit and controlit simply by moving in, expending only thestandard 50 PP cost.

Several restrictions apply. The Immortalcannot change the form magically, and mustbe content with whatever form of movementis natural to that form. A drolem, whichmight be constructed to permit flying, isobviously the most mobile form. Golemsmust walk, a slow process that can try evenImmortal patience.

The Immortal's A-M applies to the newform. Magical effects which do not changethe form can be produced by standard proce-dures, and normal Power combat is also usa-ble. In addition, all the abilities of the golemor drolem may be used, and its immunitiesapply as well. Thus, a drolem form inhabitedby an Immortal may breathe poisonous gasthree times a day, is immune to various spells,and can use bite and claw attacks for the listeddamage.

AvatarsAn Immortal may choose to inhabit a form

with only part of his or her life force, insteadof all of it. The standard procedures and costsfor planning, creating, and inhabiting theform must be applied. Such a form, contain-ing only part of the Immortal's life force, iscalled an avatar. The form containing thebulk of the Immortal's life force is then calledthe primary.

When inhabiting the form, the Immortalchooses the amount of life force to placewithin the avatar. In play, the characterleaves 5 % or more of his or her permanent hitpoint total within the avatar form. The avataris simply a second body used by the singleImmortal life force, exactly the same phe-nomenon seen in the horde-being of the theElemental Plane of Earth (Companion Set,DMC page 41).

The avatar has the number of hit pointsdeposited by the Immortal. The remainder ofthe Immortal life force has a correspondinglylesser total of hit points. For example, a 1stlevel Empyreal (310 hp) may exist in fourbodies, three of them being avatars with 16hp each and the fourth (the primary form)containing the remainder of the life force,with 262 hp. Additional hit points may betransferred to the avatar, but only by touch.

When an avatar is slain, its life force doesnot become incorporeal. It is not an actualindependent life force. Its power and hpreturn to the primary life force.

The maximum number of avatars usableby one Immortal is equal to the number ofprojects which can be maintained (i.e. equalto the ability score modifier for Intelligence,or half that if the avatars and/or projects areon different planes of existence). Each avatarcan act independently and simultaneously inall physical ways, but the life force is still lim-ited to one action per round of any mentalnature. Thus, by using two avatars at a singlelocation, an Immortal may gain additionalphysical attacks, but can still initiate only onePower attack per round, can create only onemagical effect per round, and so forth. Thesource of such mental attacks, however, mayvary by the choice of avatar used. Magicaleffects of a physical nature similarly applyonly to the individual forms, while those of amental nature apply to all. For example, amagical increase in A-M applies only to theform creating that effect, but detect enemieswould benefit all the forms.

All avatars are constantly and fully awareof each other, even if on different planes ofexistence. No communication is neededbetween them, for they are all manifesta-

27

The Home Plane

tions of the same single Immortal life force. Ifone avatar is successfully attacked by mentalmeans, all the avatars are affected in the samemanner. A time-related attack (such as that ofa jumper) causes displacement only of thelocal life force, not affecting any other mani-festation of the Immortal. Physical effects,however, are localized to the form of the ava-tar affected.

An Immortal may at any time simply with-draw his or her life force from any avatarused. If the avatar is on any plane other thanthe Home Plane when this occurs, it dies (i.e.the form is no longer usable). On the HomePlane, the avatar form may be stored in sucha way as to prevent any damage, and may bereinhabited later. An Immortal must collecthis or her life force into a single form whencompeting for rank advancement.

Avatars are commonly used to maintain

supervision and control of projects. They areoccasionally used to gain advantages in a sin-gle melee or other operation, but this is notcommon, because of the PP cost of the formsand the additional danger presented by mul-tiple targets for opponents.

ArtifactsImmortal PCs may create artifacts. Thepowers and costs for artifacts are given in theD&D Master Set (MDM pages 45-64). AnImmortal may only create an Artifact whileon his or her Home Plane.

The PP expenditure for creating an artifactis a permanent one. Most Immortals do notcreate artifacts until reaching Celestial orhigher status. Artifacts are usually created foruse by mortal life forms, to defend or other-wise aid one of the Immortal's projects. Mag-ical effects produced by Artifacts have

Immortal power, and can affect all life forms.When an Artifact is created, its Handicaps

and Penalties arise spontaneously, and aredetermined by the DM. These side effectscannot be avoided by mortal users.

For Immortal users, the Intelligence scoreof the creator of the Artifact determines theincidence of side effects. If the user's Intelli-gence is equal to or greater than that of thecreator, no side effects occur. Otherwise, thechance of side effects is 5% per point of differ-ence, checked at each applicable situation.For example, if the Shard of Sakkrad (createdby a Hierarch, whose Intelligence is 100) isused by an apprentice Hierarch with only 88Intelligence, the chance of side effects is 60%(12 points difference). The chance of occur-rence of a Penalty is given as 20%, but in thiscase would be only 12% (60%, as calculatedabove, times the 20% given).

28

Section 6: Reference Tables

TABLE 1: Rank Advancement Chart

Rank Level PP HD hp A-M

GreaterTalentScores Pop.**

Initiate

Temporal

HighTemporal

Celestial

HighCelestial

Empyreal

HighEmpyreal

Eternal

HighEternal

Hierarch

FullHierarch

Novice1st level2nd level3rd level4th level

5th level

Novice1st level2nd level3rd level4th level

5th level

Novice1st level2nd level3rd level4th level

5th level

Novice1st level2nd level3rd level4th level

5th level

Novice1st level2nd level3rd level4th level

5th level

500600700800900

1,000

1,0501,3001,6001,9002,200

2,500

2,6253,0003,5004,0004,500

5,000

5,2506,0007,0008,0009,000

10,000

10,50011,00012,00013,00014,000

15,000

15

2021222324

25

2526272829

30

3031323334

35

3536373839

40

4041424344

45

75

100110120130140

150

160180200220240

260

280310340370400

430

460500540580620

660

700750800850900

1,000

50

60

70

80

90

(var)

25

50

75

100

7

2524232221

20

1918171615

14

131211109

8

76543

2

*(1)

1

* Each Sphere of Immortals has its own sole ruling Hierarch, who always has one "trainee" (an aide or apprentice) who can assume the seniorposition whenever necessary

** Population refers to the total number of Immortals that may exist at each level.

29

TABLE 2: Modifiers based onStrength, Intelligence, Wisdom, Dexterity,and Constitution scores

TABLE 3:Charisma Effects

AbilityScore Adjustment

Ability RetainersScore Reac Max Morale Aura

01

2-34-56-8

9-1213-1516-17

1819-2021-2324-27 :28-3233-3839-4546-53 '.54-6263-7071-7778-8384-8889-9394-9697-98

99100

-5-4-3-2- 1

None+ 1+ 2+ 3

+ 7+ 8+ 9+ 10+ 11+ 12+ 13+ 14+ 15+ 16+ 17+ 18+ 19+ 20

12-34-56-8

9-1213-1516-17

1819-2021-2324-2728-3233-3839-4546-53

54-62 63-7071-7778-8384-8889-9394-9697-98

100

-2- 1

0+ 1+ 1+ 2+ 2+ 3+ 3+ 4+ 4+ 5+ 5+ 6+ 6+ 7+ 7+ 8+ 8+ 9+ 9+ 10+ 10

1123456789101112131415161718192021222324

34567891011

( + 1)( + 2)( + 3)( + 4)( + 5)( + 6)( + 7)( + 8)( + 9)( + 10)( + 11)( + 12)( + 13)( + 14)( + 15)

( + 4)( + 3)( + 2)( + 1)(0)-1-2-3-4-5-6-7-8-9- 10-11-12-13-14-15-16-17-18-19-20

TABLE 4: Saving ThrowsPhysical Power Mental MagicAttack Drain Attack Spell

InitiateTemporal

Novice1st level2nd level3rd level4th level5th level

CelestialNovice1st level2nd level3rd level4th level5th level

EmpyrealNovice1st level2nd level3rd level4th level5th level

EternalNovice1st level2nd level3rd level4th level5th level

Hierarch (all)

14

1414131312121111

1099

8877665544332

16

161515141413

131212111110

10998877665543

18171716161515

141413131212

111 11010998877654

20201919181817

171616151514

141313121211

111098765

Creature's Negative AC HitTABLE 5: Hit Rolls

HD 0 1 2 3 4 5 6 7 8 9 10 11 12 13

13 + to 1515 + to 1717 + to 1919 + to 2121 + to 2323 + to 2525 + to 2727 + to 2929 + to 3131 +to 3333 + to 3535 + to 3737 + to 3939 + to 4141 + to 43

876543222

2

01*2*

987654322

1*

1098765432

2

210

11109876543

22

21

121110987654322222

1312111098765432222

14131211109876543222

151413121110987654322

1615141312111098765432

17161514131211109876543

181716151413121110987654

1918171615141312111098

65

20191817161514131211109876

202019181716151413121110987

Creature's Negative AC Hit

* Automatic hit unless rolling a natural 1, add number given to damage.

HD13 + to 1515 + to 1717 + to 1919 + to 2121 + to 2323 + to 2525 + to 2727 + to 2929 + to 3131 +to 33 33 + to 3535 + to 3737 + to 3939 + to 4141 + to 43

14 15 16 17 18 19 20 21 22 23 24 25 26 27202020191817

15141312111098

20202020191817161514131211109

202020202019181716151413121110

212020202020191817161514131211

222120202020201918171615141312

232221202020202019181716151413

242322212020202020191817161514

252423222120202020201918171615

262524232221202020202019181716

272625242322212020202020191817

282726252423222120202020201918

292827262524232221202020202019

302928272625242322212020202020

303029282726252423222120202020

Index to Magical Effects

AllThoughtTimeMatterTimeTimeTimeTimeMat t e rMatterEnergyEnergyMatterEnergyTimeTimeEnergyThoughtTimeMatterEnergyThoughtThoughtTimeTimeMatterTimeThoughtTimeThoughtThoughtThoughtThoughtEnergyMatterTimeThoughtThoughtThoughtThoughtMatterThoughtThoughtMatterTimeThought

ThoughtTimeThoughtM a t t e rMatterEnergyTimeTimeThoughtMat te rThoughtMatterMatterTime

A b i l i t y Score BonusesAerial ServantAge ChangeAnimate (Dead or Object)Anti-Animal and Plant ShellsAnti-Magic percentage (10%-50%), Shell, or RayAppearArmor Class Bonus (2 to 10)BabbleBarrierBearhugBlastingBlend with SurroundingsBlessBl ightBreath Weapon, Acid or IceBreath Weapon, FireBreath Weapon, Poison GasBug RepellantBuoyancy (various a m o u n t s )BurrowingCall LightningCalm OthersCancellationCause DiseaseCause FearCause Wounds ( L i g h t , Serious, C r i t i c a l )Change OdorsChange TastesCharm Monster, Person, Plant, Mass CharmChoose Best OptionClairaudienceClairvoyanceClimb Walls (70%-120%)CloneClose GateCloudk i l lCommune

C o m m u n i c a t i o nConfuse AlignmentConfusionConjure ElementalContac t Other PlaneContainer (5,000-50,000 c n )

C o n t i n g e n c yControl Animals, Dragons, Giants, Humans,

' PlantsControl Temperature 10' RadiusControl Undead (Lesser or Greater)Control WindsCreate An ima l , Monster , or Normal ObjectCreate FoodCreate Magic AuraCreate PoisonCreate WaterCreeping DoomCureall , Au tomat i c CureallCure BlindnessCure DiseaseCure Wounds (Light, Serious, Critical)Curse

MatterTimeTimeTimeThoughtThought

MatterMat t e rEnergyEnergyTimeEnergyTimeTimeMatterMatterThoughtThoughtM a t t e rThoughtTimeEnergyMatterM a t t e rEnergyM a t t e rEnergyMatterEnergyThoughtM a t t e rEnergyThoughtEnergyMatterThoughtEnergyMat te rTimeEnergyTimeEnergyTimeThoughtTimeTimeThoughtTimeTimeTimeThoughtThoughtMatterThoughtM a t t e rThoughtEnergyMatterThoughtTime

DanceDarkness, C o n t i n u a l DarknessDeath SpellDelayDetect Danger, Evil, Invisible, Magic, EnemiesDetect Slopes, New Construction, Gems, Metal,Shifting Walls & RoomsDimension DoorDisarm At t ackDisintegrateDispel EvilDispel MagicDisplacementDissolveDodge Missiles, Direct ional A t t a c k sEarthquakeElasticityESPExplosive CloudFeeblemindFind P a t h , Secret Door, Trap (spel l a b i l i t y )Finger of DeathFire Ball, Delayed Blast Fire BallFlesh to StoneFloa t i ng DiscFlyForce FieldFree Monster, Free PersonGaseous FormGateGeas or QuestGrowth of A n i m a l , Growth of P l an tH a l l u c i n a t o r y TerrainHardenHasteHealHear Noise ( 5 0 % - 1 4 0 % )Heat Meta lHide in Shadows (30%-100%)Hit Point Bonus ( + 1 to + 3 per HD)Hit Rolls Bonus (+ 2 to +10)Hold Animal, Monster, Person, PortalHoly WordIce Storm or WallI d e n t i f yImmune to Aging AttackImmune to Breath WeaponsImmune to Disease, Paralysis, TimeI m m u n e to Energy Drain & PoisonI m m u n i t yI n e r t i a con t ro lInfravisionInsect PlagueInvisibility, Inv. 10' Radius, Mass Inv.Inv i s ib le StalkerKnockKnow A l i g n m e n tLeap 30' to 120' (with Hit roll bonus)LevitateLie DetectionLife Drain

Sphere Spell Name Sphere Spell Name

31

Sphere Spell Name Sphere Spell Name

TimeEnergyEnergyThoughtThoughtTimeTimeEnergyThoughtTimeMatterThoughtEnergyMatterThoughtMatterMatterEnergyThoughtEnergyMatterEnergyTimeTimeThoughtEnergyMatterTimeMatterEnergyMatterTimeEnergyEnergyMatterEnergyTimeMatterEnergyThoughtEnergyEnergyEnergyTimeTimeTimeTimeMatterTimeTimeTimeThoughtEnergyThoughtThoughtMatterMatterEnergyThoughtMatter

Life TrappingLight, Continual LightLightning BoltLocate Plant/Animal, Locate ObjectLoreLower WaterLuckMagic DoorMagic JarMagic LockMagic MissileMapmakingMassmorphMazeMemorize + 1 to +10 Spell LevelsMergingMetal to WoodMeteor SwarmMind Barrier, MindmaskMirror ImageMove EarthMove Silently (50%-100%)Neutralize PoisonObliterateObscureOpen Locks (60%-120%)Open MindParalysisParryPass PlantPass-WallPermanencePhantasmal ForcePick Pockets (50%-100%)Plane TravelPlant DoorPoisonPolymorph Object, Other, SelfPower Word Blind, Kill, StunPredict WeatherPrismatic WallProduce FireProjected ImageProtection From Creatures (some, many, most, all)Protection from Evil, Prot. from Evil 10' RadiusProtection from LightningProtection from LycanthropesProtection from Magic DetectionProtection from Normal MissilesProtection from PoisonProtection from UndeadPurify Food & WaterRaise Dead, Raise Dead FullyRead LanguagesRead MagicRegenerationReincarnationRemove Barrier, Curse, Traps (50%-100%)Remove Charm, Fear, Geas, QuestRepair Object (normal or magical)

32

ThoughtTimeEnergyMatterTimeTimeEnergyMatterMatterTimeTimeMatterTimeMatterTimeTimeEnergyThoughtThoughtEnergyTimeMatterMatterMatterEnergyThoughtMatterTimeMatterTimeMatterMatterTimeTimeThoughtEnergyEnergyThoughtEnergyThoughtTimeTime

MatterEnergyTimeEnergyMatterMatterThoughtEnergyThoughtMatterEnergyThoughtThoughtTimeEnergyMatterThought

Resist ColdResist FireRestoreReverse GravityRulershipSaving Throws Bonus ( + 2 to +6)SecuritySet Normal Trap (50%-90%)ShapechangeShelterShieldShrink PlantsSilence 15' RadiusSize ControlSleepSlowSmash AttackSnake charmSpeak with Animal, Dead, Monster, PlantSpell Damage Bonus + 1 to +4 Per DieSpell TurningStatueSticks to SnakesStone to FleshStrikingSummon Animal, Elemental , WeatherSummon ObjectSurvivalSwordSymbolTelekinesisTeleport, Teleport ObjectTimekeepingTimestopTrackingTransport Through PlantsTravelTreasure FindingTree movementTruesightTurn Undead (as Cleric L6, 12, 24, 36)Turn Undead bonus +2 to +6, +ld6 to +3d6HDTurn WoodVentriloquismVictoryWall of FireWall of Iron, StoneWarp WoodWater BreathingWeapon bonus (to damage or s t rength)Weather ControlWebWeb movementWishWizard EyeWizard LockWizardryWord of RecallX-Ray Vision

Index to Magical Effects

A

Ability Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Attacks on . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 15Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Direct Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Increases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Reductions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Anti-Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Armor Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Attack Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Aura . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Avatars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

B

Bias . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Of specific planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Local . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

C

Cash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Charisma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Armed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Order of Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Unarmed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Conjuring and Summoning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Constitution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

D

Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Defense and Repair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Dexterity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

E

Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Experience Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

F

Form, Immortal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Creation of . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

H

Hit Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Hit Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Hit Rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Modifying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Home Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Material Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

I

Incorporeal Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Intelligence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

1017XXX1901

L

Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

M

Magical Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Magical Effects, Index to . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Interdimensional . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Interplanar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Rate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Universal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

N

Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Normal Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

O

Options and Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

P

Physical Combat (Melee) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Physical Recovery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Power Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Power Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

R

Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Rank Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22.Rank and Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

S

Saving Throws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6vs. Other Attack Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Senses . . . . . . : . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Spheres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

T

Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Three-Dimensional Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

U

Undead Curing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

W

Wisdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Index for IMMORTAL PLAYERS' BOOK