Preface
"You have succeeded!" given. You finally faced this judgment, Welcome to Immortality. Transcend-
standing tall in honest victory. Your feat ing the limits and concerns of mere mor-
The power of the Celestial voice rings was examined, the results weighed and tals, your character has now entered the
in the cool evening sky. Your character found to be of full and true measure. realm of ultimate power. Your dynast,
has worked for many long years to hear paragon, polymath, or hero is now one of
that simple phrase, and has now finally You now stand ready, your farewells a handful in the entire history of the
achieved this most ambitious goal— completed. At long last you have broken human and demi-human people to earn
Immortality itself. the sticky web of mortal concerns. Under this exalted privilege.
the watchful eye and blessing of your
You have probably invested a respect- patron Immortal, your spirit turns in a Your character can now explore new
able amount of time developing and new direction, as the boundaries of mor- worlds and revisit the old. A new home
playing your character. And now you tal life recede ever faster. and friends await, and much work lies
decide your character's ultimate fate. Is ahead.
reaching this long-sought goal the trium- There lies your castle, town, province...
phant conclusion of a glorious career? Or Your entire realm shrinks to a cloud-dotted Start by reviewing and changing the
is it just a beginning? square in the patchwork blanket of a conti- game details for the character to reflect
nent, its ragged edges trailing offinto a sea- the changes that have occurred. Observe
Step into character once again for a blue horizon. The homeworld shrinks into what lies ahead, and plan future goals.
look back—and ahead. a blue marble on stellar black velvet. You New and great powers are explained;
feel a passing twinge of regret as the world, examine them carefully, and develop
You met an Immortal long ago. You in all its vastness and complexity, becomes strategies for play.
accepted a challenge, and brought all a shrinking speck amidst the vast depths of
your skill and knowledge to use in many space. You have left the cradle; now look And enjoy the game.
long trials. You met, and even exceeded, ahead!
the stringent requirements you were
Fantasy Adventure Game
Players' Guide to Immortals
By Frank Mentzer
Editing: Anne Gray McCready Transition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Development: Harold Johnson
Cover Art: Larry Elmore Section 1 : Changes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Illustrations: Jeff Easley
Experience Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Larry Elmore Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Typesetting: Linda Bakk Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Kim Lindau Rank and Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
c'1986 TSR, Inc. All Rights Reserved. ArmorClass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Hit Dice and Hit Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
This book has been designed for use with the Movement Rate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
DUNGEONS & DRAGONS® Basic, Expert, Ability Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Companion, and Master Sets. It does not explain Saving Throws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
how to play the game. You must have the Basic, Hit Rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Expert, Companion, and Masters rules before you Cash Total . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
can use this set. Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
DUNGEONS & DRAGONS® and D&DR are registered Section 2 : N e w Character Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
trademarks owned by TSR, Inc. ®1986 TSR, Inc. All Spheres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Rights Reserved. Options and Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Senses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
This book is protected under the copyright laws of the Defense and Repair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
United States of America. Any reproduction or other Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
unauthorized use of the material or artwork contained OrderofEvents in Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
herein is prohibited without the express written consent of Attack Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
TSR, Inc.
Section 3 : Immortal Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Distributed to the book trade in the United States by Power Cost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Random House, Inc., and in Canada by Random House Explanation ofTerms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
of Canada, Ltd. Distributed to the toy and hobby trade by
regional distributors. Section 4 : Character Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Level Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Printed in the U.S.A. First Printing — J u n e , 1986 Rank Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
TSR, Inc. TSR UK, Ltd. Section 5: The Home Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
PO Box 756 The Mill, Rathmore Road Starting Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Lake Geneva, WI Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
53147 Cambridge, UK Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
CB14AD Material Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Creating a Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Assuming an Existing Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Section 6 : Reference Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Transition
"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)
When your character's spirit left the mortal beings of even greater power. Immortals can also read this book, as it will affect far more
world, your character's mind and body create things of all sorts—objects, beings, than just player characters.
changed into pure Immortal power. The and even entire planes of existence. But they
character's material form was not destroyed, were not the original creators of the multi- Book 2, the DM's Guide to Immortals,
but merely changed, and can be created verse. details the rules for playing in the realms of
again. the Immortals. A large portion of Book 2
The structure of the organization of the describes the Astral and Outer planes, and a
The character's life force (which mortals Immortals is divided into five areas, called sampling of creatures found therein. It also
can rarely see, even magically) can assume Spheres. Everything in the multiverse con- contains many other game details, along with
any form convenient to the time and place. It tains part of one or more of these Spheres — ideas for Immortal adventures.
can even exist on two or more planes of exist- Matter, Energy, Time, Thought, and
ence at once. The character thus has no single Entropy. Every Immortal serves one Sphere But just as the original D&D game book-
"true" form. only. Player character Immortals can choose lets merely offered a beginning, leaving
to serve any Sphere except Entropy, which is many details to your imagination, this work
The essence of your character remains the reserved for NPCs only. also barely scratches the surface. The topic is
same. Memories survive, and personality so vast that many thick volumes could not
will be the most useful of the character's Some beings of historical myth, such as the exhaust it. Add to the basic system herein as
assets. All former possessions were props, "gods" of the ancient world, are included in you see fit, but maintain the balance and con-
merely part of the setting for the character this set as Immortals. Some of the beings sistency you will find. And remember that
role. The character can continue with differ- once worshipped by the ancients are the purpose of the game is, as always, to have
ent props, or even with none; the mind described here with even greater powers. But fun.
remains. all are mere creatures, part of the game sys-
tem.
Don't change your mental picture of the
character just yet. For a smooth transition, Modern beliefs have been avoided in creat-
keep the familiar memory alive—that of a ing this rule system. This is a game. It is not a
mature, seasoned, famous adventurer. But collection of religious beliefs, and should not
just as the character has transcended mortal be taken as such. If you nevertheless find any
limits, learn as a player to widen your part of this game to be offensive to your per-
imagination beyond past experience, as you sonal beliefs, simply remove that element.
learn more of the game at Immortal levels of And please hold the beliefs of your fellow
play. players with as much respect as you hold your
own.
Immortals are beings who are one step
beyond mortals. In this game, they oversee This book, the Players' Guide to Immor-
and control all of the known multiverse. They tals, starts with the basic information needed
can appear as normal humans and demi- to convert your mortal player character to
humans, or may choose to use other forms. Immortal status. New game mechanics are
They wield power beyond mortal compre- explained, as are many aspects of the charac-
hension, but are themselves dwarfed by ter's new existence. Dungeon Masters should
2
Section 1: Changes
The most basic and far-reaching change in total in another place as well, someplace scended mortal life, every new Immortal
the existing game system involves the charac- where it can be frequently changed, and use gains a new common name. This name is
ter's current Experience Points. The XP total this one to keep track of the character's cur- known and used by many other Immortals,
is converted to Power Points, which affect rent (variable) Power. When PP are spent for and eventually by some mortals as well, once
other game mechanics. temporary effects, or regenerated afterward, the character gains fame. You as a player may
modify only the current total. Modify both choose the name, though the DM may have
Get your character records sheet(s) and a Power totals only if PP are permanently specific suggestions or limits.
fresh piece of paper. Don't discard the old expended or if new Power is received.
character sheet when you're done; you'll In addition, the Immortal gains a
need many of the details later. If the Immortal's permanent Power total truename, a word that is magically and truly
ever reaches zero, the Immortal's life force is part of the character's life force. Immortals
Experience Points extinguished. In mortal play hit points are discover their new truenames through medi-
the measure of life force. (See Names, page tation, and usually keep them utterly secret.
In mortal life, experience is a measure of suc- An Immortal cannot be forced to reveal a
cess and power. It continues to be a primary 3.) truename by any means whatsoever, and a
goal of the character, even in Immortality. truename cannot be otherwise discovered.
Form
Start by converting the total XP earned in One's truename is linked to the character's
mortal life to a new figure, Power Points You do not need to amend any character existance and those who possess the hidden
(PP). Each 10,000 XP are worth 1 PP, details for this aspect of the character, but you knowledge may command or destroy the
rounded up. must understand the possible forms. Immortal. Conversely, damage may only be
inflicted on an Immortal if part of his
A typical starting Immortal (Initiate) has The material form or body used by an truename is known and invoked.
between 300 and 500 PP. Magic-users usually Immortal determines the character's base
start with the most Power Points, and clerics Armor Class, saving throws, and other One or more parts of an Immortal's
usually start with the least. Demi-humans details. Though not considered by mortals to truename are often known by other Immor-
may have any amount, but usually start with be an accessory, a body is entirely optional to tals, though almost never by any mortal.
less than 400 PP. an Immortal, and any form is possible. Every Immortals sometimes find it necessary to
Immortal regularly uses three or more forms. reveal parts of their truenames, usually as
A character's PP total determines his status irrevocable alliances or to balance debts.
in the hierarchy of the Immortals. Gains in The character can remain pure Power and
status bring gains of Hit Dice, hit points, life force, in a form called incorporeal (with- After gaining one truename as a Temporal,
abilities, influence, and responsibility. out matter). In this form, the character is the character gains another name upon
immune to most attack forms, but also has reaching each new rank. A Celestial thus has
An Immortal character gains PP (usually extremely limited actions. The character can- two truenames; a Hierarch, five. If one
just called Power) for learning, working, and not use spells or special powers, though com- truename is compromised early in the
performing deeds, just as in mortal life. munication is possible. Immortal's career, the character automati-
Power may also be gained as gifts from other cally grows less vulnerable as more truena-
Immortals, and as bonuses for advancement. Immortals normally occupy sturdy, but mes are gained.
Power awards may be small in comparison to unique, material forms designed for conven-
XP. Ten or twenty PP are sizeable amounts, ience, familiarity, and pragmatic utility. Race
especially to a starting Temporal. Remember Though these forms are technically mortal,
that each Power Point represents 10,000 they are extremely durable, and are referred The race of the character is the same as in
mortal experience points! to as normal forms. Such a form can imitate mortal life. The mortal race has long been a
the character's mortal form in shape, but the major factor in the character's personality,
But in addition to their typical function as flesh has been replaced with a sturdier form. and will always be visible in some way (to
a record of experience, Power Points are also those who have the ability to see it, such as
actively used in play. They are expended by Whenever the character revisits the Prime other Immortals) as an emanation of the life
Immortals in creating various effects, magi- Plane, the character can only assume his or force.
cal and not. This is a basic change in game her original mortal form, complete with all
mechanics, and affects all games involving its flaws. The form can be magically altered, The title "Immortal" is not the name of a
Immortals. A major goal of all characters is to of course, but all the mortal characteristics race or class. It is a new type of life form, and
gain more Power, and to translate that into return in full, excepting only those of the a new state of mind.
more abilities and influence. mind (Intelligence and Wisdom). The player
may choose the character's age, while an Rank and Level
Power is temporarily expended in produc- Immortal superior may bestow special abili-
ing magical effects, moving or changing ele- ties or rank for the character. Former items of These terms are applied to the set of limits
mental material, and attacking. Power is equipment do not reappear, since they never affecting the mortal character's range of abili-
permanently expended in raising ability vanished. They are now in the hands of sur- ties. The character's limits are now much
scores, creating permanent non-magical viving mortals, the rightful owners. But the fewer, but some still apply. You chose a class
effects, and many special actions. Temporary character can create nearly any equipment when you created your mortal character, but
Power expenditures return (regenerate) auto- desired. now the character's rank is determined by the
matically at a rate determined by the charac- amount of Power acquired.
ter's rank; permanent expenditures do not. Name
The character starts as an Initiate, a mem-
Record your PP total in two places on the Your character can still use his or her mortal ber of the lowest rank of Immortals—those
character sheet. Write one figure in the usual name, but two new names are gained. with the least Power. An Initiate soon enters
place for XP, to keep track of the total earned the next rank, becoming a Temporal. The
to date—the permanent PP total. Write the To emphasize that the Initiate has tran-
3
Changes
higher ranks of Immortals in ascending order An Immortal gains one additional Hit Die They no longer affect Armor Class or saving
of Power are Celestial, Empyreal, Eternal, with each increase in level (within a rank). throws. To gain each new rank, the character
and Hierarch. The number of Hit Dice determines the char- must achieve minimum ability scores. Ability
acter's chance to hit in melee. Increased Hit score checks may be required in play. Abili-
Level is still used to describe an amount of Dice also brings resistance to magical effects ties may be directly attacked by other Immor-
progress within each rank, again using expe- for which a size limit is given. tals and some powerful creatures.
rience (now counted in Power Points) as the
yardstick. Table 1 gives the various level and Hit points are also gained with each level, Direct Effects
rank titles and their corresponding Power and with each new rank as well. Temporals
Point values. gain 10 hp per level, Celestials 20, Empyreals Although they no longer affect hit points or
30, and Eternals 40. Hit points are still a Armor Class, ability scores do have other
Alignment measure of the stamina of the character's game effects. Use Table 2 (Ability Score
material body. High or low Constitution does Modifiers) for the first five ability scores. The
The character's alignment may be changed not affect hit points. table covers all possible scores, from 1 to 100,
without penalty, though any change in per- and gives a modifier for each. Table 3 gives
sonality should be very minor. Remember A material form that the character creates other modifiers for Charisma. The modifier
that alignment is not something to be chosen for use can have any number of hit points, to can be applied in a different way for each
and adhered to, but is instead a term that a maximum equal to the character's. When ability score.
should summarize an actual attitude. If you the form drops to zero or fewer hit points, it
change alignment, be sure to adopt one that dies. The character does not die at that time, The modifiers are also used whenever
describes, not limits, the character. but has very limited possible actions until he Immortals directly attack each other's ability
or she occupies a new form. scores. Refer to Combat (Attack Forms) for
Future modifications may apply if your more details.
character's alignment matches or differs from Refer to Table 1 for the exact Hit Dice and
the alignment favored by the Sphere (see hit points for each level of Immortality. Refer to the applicable Tables and write the
Spheres) chosen. modifiers next to each ability score. Use pen-
Movement Rate cil for all scores and modifiers, since all the
Armor Class numbers change over the course of play.
Your character's method and rate of move-
An Initiate to Immortality has an AC of 0 ment are determined by the form used, and Strength
(zero). This statistic can sometimes be modi- by magical effects applied to that form. As a
fied by equipment, and always by situation general rule, the movement rate is the same When an Immortal occupies any physical
bonuses or penalties, but never by ability as that of the form used. The form can be form except the original (mortal) one, the the
scores. It may also be improved by perma- moved a bit faster when desired, by 30 feet character may use a Punch attack. This blow
nently expending Power. Once such an per turn (10 per round) walking, or double inflicts a maximum number of six-sided dice
expenditure is made, the AC is permanently that when running which is the same propor- of damage equal to the number given on the
and irreversibly improved. It cannot be tion as for mortal play. Example: A storm table. The character need not cause all the
traded to gain Power. Armor Class changes giant has a movement rate of 150'(50'). An possible damage, and may select the number
slightly, but automatically, with each change Immortal taking that form could walk of dice of damage he inflicts up to the limit of
in rank, but is unaffected by level. quickly at a 180'(60') rate, or run at the the maximum given before any punch.
maximum rate of 360'(120').
A permanent expenditure of 100 PP pro- Intelligence
duces a permanent gain of 1 unit of Armor Your Immortal character can also move
Class. The best possible base Immortal across boundaries of planes and dimensions. The number on the table determines the
Armor Class (before other modifications) is Trans-dimensional travel always requires an maximum number of projects that the
20 (or, by mortal AC reckoning, AC -20). expenditure of Power, though usually very Immortal can handle simultaneously. A pro-
Few Immortals spend the Power to reach this little. Trans-planar movement toward the ject is any activity designed to increase the
limit, for many other demands on Power are Inner Planes also requires an expenditure of permanent Power of an Immortal occurring
of higher priority. Power, but movement toward the Outer in different locations. An Immortal creates
Planes requires none. Refer to "Outer duplicates of himself to oversee each project.
Hit Dice and Hit Points Planes," "Dimensions," and "Magical If the projects are in different dimensions or
Powers" for costs and other details. planes of existence, only half as many can be
When your character first becomes an Initi- maintained. Each project is typically a com-
ate in the Immortal hierarchy, the character Ability Scores plex operation.
has 15 Hit Dice and 75 hit points, even if the
latter number is less than the character had in Your Immortal character keeps the same six Wisdom
mortal life. If an Immortal reassumes his ability scores used to describe the mortal
original mortal form, he regains his mortal form. Copy them onto the new character This modifier determines the maximum
hit point total. By the end of the training per- sheet. Though the mortal body described by number of creatures which can be affected by
iod, when the Initiate becomes a Temporal, the categories of Strength, Dexterity, and Aura (see Combat) in any one round.
the character has 20 Hit Dice and 100 hit Constitution is now little used, those terms
points. still refer to aspects of the character's life
force. The character's mind, described by
The hit point total for the old mortal form Intelligence and Wisdom and affecting Cha-
is only relevant when and if that form is used risma, is exactly the same. Ability scores
again, with all its limits and flaws. affect Hit and damage rolls in the usual way.
4
Changes
Dexterity command such loyalty at will. Rank Power Maximum
The Morale bonuses given when the Cost Ability
The modifier given affects certain unarmed Per Point Score
combats (see Combat). Immortal's Charisma score is 24 or more
apply to all the saving throws of all retainers Temporal 10 PP 25
Constitution against effects produced by other Immortals. Celestial 20 PP 50
The character may expend temporary Power Empyreal 40 PP 75
When an Immortal is the victim of a poison- to further increase these bonuses, but each Eternal 80 PP 100
ous attack or imbibes poisons or intoxicants, increase has a duration of only 1 turn. Hierarch 160 PP 100
the character resists the effect for a number of
rounds equal to the Constitution ability score Aura: Charisma determines the force of the As one requirement for gaining each next
modifier. Some other affects may occur dur- character's Immortal Aura, or presence, on higher rank, all three scores of an Immortal's
ing that period, depending on the type of mortals. Aura is an attack form which can be Greater Talent must be raised to the maxi-
poison—deadly, damaging, or special (such used at will and at no cost in Power. The Aura mum. If the character's total GT is not at its
as paralysis). modifier determined by Charisma applies to maximum, he or she is not eligible to
saving throws by those attempting to resist advance. See Rank Advancement for more
If the poison is deadly, the Immortal suffers the Aura. See Combat (Attack Forms) for details.
1-6 points of damage each round. If the poi- more details.
son is special, no damage is inflicted, and the Any number of points may be "pur-
effect is delayed as described above. If the Talents chased" at any time if sufficient power is
poison inflicts a given amount of damage, the available. A character cannot voluntarily
Immortal suffers half that amount, applied Three ability scores are important to the expend Power Points if that action would
evenly throughout the delay period (DM's character's Sphere. The first corresponds to reduce his or her total Power to less than the
choice), and the balance takes effect at the the Prime Requisite of the mortal class minimum for the rank as given on Table 1.
end of that time. matching the Sphere. This is the Primary
Talent of every character in the Sphere. The Example: A character recently achieved
In all cases, neutralizing the poison during Secondary and Tertiary Talents are listed in the rank of Celestial in the Sphere of Time.
the delay period negates the final effect and order of their importance to the Sphere. The Her Wisdom, Strength, and Charisma scores
prevents further damage (if any). Neutraliz- total of these three scores is a new statistic, are now 25 each, and she has 1,080 PP. To
ing the poison and curing the damage called the character's Greater Talent. The raise each ability score to 50 (needed for
incurred from it are two different effects. total of the three remaining scores is called Empyreal), she must spend 1,500 Power
the Lesser Talent. Points to gain 75 ability score points in
Charisma exchange. However, at this time she can only
Greater Talents (in order) expend 20 PP, for one ability score point,
This score affects reactions, retainer number Sphere Primary Secondary Tertiary since the expense of the second point would
and Morale, and Aura strength. reduce her Power total to 1,040, ten less than
the minimum for Novice Celestial.
Reactions: This game mechanic is
unchanged. The DM rolls 2d6 to randomly Matter Str Con Dex
determine a reaction for each group or indi-
vidual creature encountered, whichever is Energy Int Cha Con Reducing Ability Scores
preferred. Apply the given reaction modifier
to the roll only if the Immortal character Time Wis Str Cha Ability score points can be converted into
speaks to those encountered. Omit the reac- Power Points. The only restriction is that no
tion roll entirely if the Immortal uses Aura to Thought Dex Int Wis score of a Greater Talent can be lowered
influence reactions. below the rank minimum. Each ability score
Sphere Lesser Talents (no order) point can be converted into 5 PP. Change
Maximum Retainers: This is the number of both the permanent and current Power Point
mortal allies which the Immortal can attract Matter Wis Cha Int records for this increase, and subtract the
and effectively control at one time. The points converted from the ability score(s)
Immortal can have up to this maximum on Energy Dex Str Wis being changed.
each project since he can conduct several pro-
jects at once at different locations. If the Time Con Int Dex Ability scores are rarely reduced in this
Immortal reassumes his original mortal way, but they do provide a reservoir of Power
form, the character's original Charisma must Thought Str Con Cha for an Immortal who finds the action neces-
be used instead. sary. The abilities of the Greater Talents are
Write the abbreviations "GT" and "LT" on almost never reduced, but the Lesser Talents
Retainer Morale: The Morale of the your character sheet, and list the ability score do not affect rank advancement, and may be
Immortal's retainers is checked when needed names and the total talent scores for each. converted with when the need arises. This
by applying the standard game mechanic, Use the reaction modifier from the Charisma action must be voluntary on the Immortal's
using 2d6. Retainers with 12 Morale fight to table (Table 3) when finding the total talent part, and cannot be forced. Ability score
the death if ordered, but otherwise act nor- modifier. Also find the sum of the ability points converted can be repurchased later in
mally for their own self-preservation. Any score modifiers which apply to each talent, the usual way (though a net loss in the trans-
Immortal with 21 or greater Charisma can and list those cumulative modifiers as well. action, possibly severe, must obviously be
accepted).
Increasing Ability Scores
Although a character cannot voluntarily
An Immortal can increase his or her ability drop to a lesser rank through permanent PP
scores by expending Power permanently. The
cost of increasing a score is determined by the
character's rank. Ability scores can only be
raised to the listed maximum, as determined
by the rank.
5
Changes
expenditures, a character may be forced to Class Modifiers for... Difficult wants to masquerade as a mortal being, the
expend the Power and drop to a lower rank. Easy Average standard saving throws, as determined by the
Temporal +5 character or monster type and level, can be
Using Ability Scores in Play Celestial + 55 + 30 -10 used for most effects. Any mind attack from a
Empyreal + 40 + 15 -40 mortal source will fail utterly, of course, but
Ability Score Checks Eternal + 10 -15 -60 the character may wish to pretend to be
In play, a character's ability scores may be -10 -35 affected, as part of the masquerade.
important in resolving a problem that chal- Example: A Celestial with 30 Strength wants If the Immortal cares more about preserv-
lenges even Immortal skill. The DM may call to add a moon to a planet in his home plane. ing the mortal form than about the pretense,
for an ability score check in such situations. The character creates or gathers the mass, the character can simply set the saving throws
and is ready to move it into a stable position at any value, to a minimum of 2. (A natural
Before the DM makes a check, the player near the planet. The DM states that moving roll of 1 indicates failure.) These saving
must select one of the six ability scores (the the moon calls for Strength and Intelligence throw numbers can be changed instantly, at
DM must decide when there is a question). A checks with a + 25 bonus. After considering the discretion of the Immortal, at no cost of
standard ability score check is made by roll- the size of the task, the character convinces a Power.
ing 1d100 and comparing the result to the Temporal (with 22 Strength) to assist. The
ability score. If the result is equal to or less DM adds the Strength scores of the two char- An Immortal without a material form is
than the score, the Immortal's action is suc- acters (30 + 22) and the stated bonus that immune to all effects of mortal origin, and
cessful. applies ( + 25), for a total of 77. If the result of most attacks of Immortal power as well. Only
the DM's subsequent 1d100 roll is 78 or a Mental Blow or Power Drain (see New Sav-
If the roll indicates failure, the Immortal more, the task fails, and the moon does not ing Throws) can have any affect on a charac-
cannot solve the problem. When an ability move. A lesser result indicates the mass is ter in this incorporeal state.
score check must be passed to complete a moved. Before the DM makes the Intelli-
given task, a failed check means the task can- gence check to see if the moon is moved into Although Immortal minds are beyond
not be completed until additional ability the correct position (course and speed), the mortal influence, an Immortal's normal form
score points are applied—by the cooperation two Immortals discuss the problem. They may be affected by magic from spells or
of another Immortal, by an actual increase in again apply the total of their scores to the devices of any origin, mortal or otherwise.
the ability score, or by some other means. check required. The same bonus applies. Anti-Magic may negate magical effects, but
The character cannot simply "try again"; otherwise whenever a saving throw is
some change in the situation must occur first. Talent Checks allowed, apply the Immortal's new saving
Ability scores are limited by the form the throw vs. Magic Spell.
Immortal chooses. Some complex actions cannot be divided into
separate ability score effects. In such cases, a The new Immortal saving throws apply
A standard unmodified ability score check check of an entire talent may be used. Since only when the Immortal is incorporeal or in
is a difficult test for most Immortals. A Nov- each talent is comprised of three ability any non-mortal form. When the original
ice Empyreal will fail 50% of the required scores, a talent check is normally made by mortal form is assumed, mortal saving
checks even when some score of his Greater dividing the total talent by three, and again throws apply.
Talent is being tested. Thus, modifications to rolling 1d100. Also apply the standard modi-
ability score checks are common. fiers for ability score checks to checks of any When To Apply Saving Throws
Greater Talent. For a Lesser Talent check,
Check modifications may be made to the apply a + 30 bonus also. As with ability score Use Power Drain when a non-spell effect
the score at the DM's choice. Bonuses are checks, a die roll equal to or less than the would reduce Power Points.
added and penalties are subtracted. Different character's talent indicates that the action is
numbers and/or types of dice may also be successful. Use Magic Spell when a spell or other magi-
used to vary the difficulty. cal effect, including those produced by
Attacks on Abilities artifacts, would affect any part of the
Ability scores of cooperating Immortals Immortal except the mind.
may be added together for purposes of mak- Immortals and other outer-planar creatures
ing a check. What one Immortal may find may use attack forms that directly affect an Use Physical Blow when an impact or other
almost impossible, two or three may consider ability score. These attack forms, which may attack would inflict an amount of hit
easy when working together. appear as colorful bolts of energy, use Power points of damage.
to drain or counter an ability, such as Weak-
The following modifications are applied to ness against Strength. Refer to Combat Use Mental Blow when an attack (magical or
tasks which are easy, of average complexity, (Attack Forms) for more information. otherwise) could affect the Immortal's
or difficult for an Immortal. Players may mind.
refer to the modifiers in play, so that the diffi- Saving Throws
culty of a task facing the character can be esti- New Saving Throws and Old Attack
mated with some accuracy. The DM also may An Immortal's saving throws are determined Forms
shift the level of complexity of a task, making by the form he or she has created or assumed.
it easier or more difficult based on the rela- Death Ray: Use Power Drain
tion of the Immortal to the location (see An Immortal occupying a mortal form has Poison: See Constitution (page 5)
Bias). a choice of saving throws. If the character No effect
Wands: Use Magic Spell
Paralysis: Use Power Drain
Turn to Stone: Use Physical Attack
Rod/Staff: Use Magic Spell
Spell: Use Magic Spell
6
Changes
Breath Weapon, mortal dragon: If the attack character. They are used more frequently natural 20 is rolled and modified higher, find
can be avoided by dodging, make a Dex- when the character reaches the Temporal and the total on the chart normally. Example: A
terity check (q.v.) using 3d20. Success higher ranks. Temporal (HD 20) can hit AC 19 at best with
indicates no damage. Failure indicates a natural unmodified hit roll of 20. Any roll
that half damage is inflicted (possibly All Immortal Armor Classes range from less than 20 can hit AC 15 at best, if bonuses
modified by magical effects). zero to high negative numbers. For ease of raise it sufficiently.
play, all negatives are ignored. Thus, the hit
Breath Weapon, Immortal dragon or other: roll line on the table seems at first to be the Cash Total
Use Physical Attack reverse of that used in mortal games. A target
with a high Armor Class number is now diffi- Any and all valuables that your character
As in mortal life, a successful saving throw cult to hit. owned in mortal life have been left behind or
indicates that either half or no damage is destroyed. You do not need treasure as such,
inflicted, depending on the attack form used, When using Immortal Armor Classes in though some may be useful when dealing
or that no change occurs. games involving mortals, always remember with mortals, who value it highly. You may
to treat each AC as a negative number. For create or collect treasures as desired for future
Refer to Table 4, and copy the categories example, if an Immortal with AC 8 appears use, when the opportunity permits.
and numbers (for Initiate level) on your char- in a standard game, remember to change its
acter sheet. Armor Class to -8 for that appearance. Equipment
(Normal or Magical)
Hit Rolls Modifying Hit Rolls
As with cash, you can create or collect
The standard system for melee attacks is still When the number 20 appears on the chart, it devices, but they have little use and no value
used. The attacker rolls 1d20, and refers to always occurs five times in the hit roll line. except when dealing with mortals. Only one
the hit roll chart (Table 5) to find the Armor This effectively gives a bonus of 20% (four type of magic item is of real value—one made
Class hit. If the target's actual Armor Class is AC increments) whenever a natural hit roll of by an Immortal, and called an artifact. Arti-
equal to or poorer than the AC hit, the attack 20 occurs, using the following system. If facts are explained in the D&D® Master Set,
has succeeded, and the attacker then deter- bonuses raise a hit roll to 20 or more, stop and their powers are quite similar to those of
mines the amount of damage inflicted. adding and use the first 20 in the appropriate Immortals, but far more limited.
series on the chart. If a natural 20 is rolled but
You will probably not need a permanent unmodified, use the last 20 in the series. If a
record of the hit rolls needed for your Initiate
7
Section 2: New Characters Information
In the previous section, you have modified create order, resists the attacks of Time, Senses
and reexamined existing character details. At forces matter to change
this point, the character may seem to be The five senses common to all mortals also
merely a super-powerful being. But Immor- 3. Time exist in most Immortals, but they perceive
tality brings many new and different things stimuli beyond mortal ken. Details vary by
as well. Some old and familiar details that Favored Class: Clerics the Immortal's form.
have always been assumed, such as the five Alignment: Neutral
senses, will be carefully scrutinized. And Element: Water An incorporeal Immortal can sense and
some entirely new character details will be Aura: Continuous regular change interpret sound and light energy of all kinds.
added. Purpose: To promote change in all and But, without form, the Immortal has no sense
of smell, taste, or touch.
Spheres maintain time's flow
Interplay: Opposes Matter's resistance to An Immortal in mortal form may "speak"
Some time ago, you chose one of four routes by creating vibrations in some manner which
to Immortality, and your character followed change, resists the existence of Thought, can be sensed and interpreted by mortals.
that route to a successful result. Each route forces Energy to have duration The normal form of an Immortal is usually
corresponds to one of the four Spheres, and equipped with similar speech organs, but
each Sphere gives bonuses to certain mortal 4. Thought these are rarely used in the same way. The
classes, as follows: obvious design error of the mortal mouth
Favored Class: Thieves requires food, water, and air to be routed
Route Sphere Alignment: All through the speech organ. An Immortal's
Element: Air speech is generated from an organ uniquely
Dynast Time Aura: Purpose and meaning designed for speaking.
Hero Thought Purpose: To conceive of and categorize all of
Paragon Energy Moist, fragile sensory orbs are part of the
Polymath Matter existence mortal form. These are equipped to handle a
Interplay: Opposes Energy's outbursts, very limited type of energy known as visible
Whatever route your character took, you light. This radiant form of energy is con-
may choose any one Sphere now. Before you resists the limitations of Matter, forces verted to a more usable form, which is then
do so, you may examine the powers, goals, Time into organization interpreted by thought. Some mortal forms
and other details of all the Spheres as are also able to sense heat energy in a similar
described in this book. Though your choice 5. Entropy manner (infravision). The normal form used
will probably be the Sphere corresponding to by an Immortal is usually equipped with stur-
the route followed, you can change, and the Favored Class: None (NPC only) dier organs that can "see" on a greater scope,
only cost is that your character cannot qualify Alignment: None interpreting more types of electromagnetic
for certain future bonuses. Immortals are free Element: None (the void) energy and enhancing it, such as ultralight,
to change Spheres at any time, but suffer Aura: Conflict and despair x-ray, radiation, and radiowaves.
such extreme penalties (in effect starting Purpose: To destroy everything in the multi-
completely over) that they rarely do so after Taste is a sensation produced when fluid
passing Initiate level. verse, always making way for the new containing impurities comes in contact with
Interplay: Uses and opposes all other the tongue. As an art form, Immortals retain
The five Spheres of Power are listed for the ability to taste what they consume, but
quick reference in your decision. Spheres; destroys Matter, drains Energy, choose where to place the corresponding
stops Time, prevents Thought sense organs.
1. Matter
Options and Abilities Just as impure fluids contain tastes,
Favored Class: Fighters impure air contains scents which can be
Alignment: Lawful An incorporeal Immortal is extremely lim- interpreted by a sense of smell. Scents are
Element: Earth ited in possible actions. For this reason, sources of information, and may be very
Aura: Order and similarity Immortals assume physical forms. But these valuable. The mortal organ for scent detec-
Purpose: To withstand destruction and forms are stronger than any mortal shell, for tion may be redesigned and relocated any-
decay they are designed to fill many special func- where on the Immortal form. With
Interplay: Opposes Time's attempts at tions. The characteristics of other forms experience, an Immortal may be able to track
Immortals assume determine many of their other creatures or find locations by scent
change, resists the attacks of Energy, abilities. alone, sensing tiny changes in the air.
forces Thought to be practical
The Laws of Nature as known in our world A sense of touch is the ability to perceive
2. Energy do not apply to the D&D game multiverse. surroundings through physical contact with-
This multiverse is based on combinations of out using energy as a medium. Although the
Favored Class: Magic-users the four elements and their associated mortal form is not equipped to properly han-
Alignment: Chaotic Spheres. As you consider all the new and old dle the information gained thereby, the
Element: Fire character abilities, learn to think of their Immortal mind can easily exceed mortal lim-
Aura: Disorder and uniqueness effects in terms of this alternate nature. its and may be designed to accurately mea-
Purpose: Create more energy and activity Beware of your instincts; your subconscious, sure as well as sense the environment through
Interplay: Opposes Thought's attempts to having grown accustomed to the real world touch, given the proper organs to allow this.
for so many years, often leads you to deduc- Pain, the mortal warning system for physical
tions which are incorrect if applied to the damage, is a function of this sense. Although
multiverse as it appears in the game. The odd
and bizarre are commonplace in the multi-
verse where form follows function.
8
New Characters Information
pain is useful to alert the Immortal, pain and penetrate the A-M (by standard procedure) Bias
fatigue can be "turned off after the charac- before the DM checks the chance of success.
ter takes note of the alarm, and need not be a A-M magically increased to 100% thus can- The relation between any Immortal and any
continuing irritant. not be affected by any outside force. Plane of Existence can be described as the
"bias" of the Plane—hostile, neutral, or
Every Immortal has an additional sense, Power Point Recovery friendly. Whatever an Immortal's location, the
the ability to detect and use Aura, a psychic rate of regeneration of the Immortal's Power,
manifestation created by living creatures. Immortal Power Points regenerate auto- hit point, and ability score losses are determined
The character can communicate with other matically, at a rate determined by the rela- by the bias of the Plane or Dimension of that
Immortals through use of his or her Aura, at tionship between an Immortal and his location. An Immortal who exists on several
no cost in Power. The maximum range of environment, called the planar or local bias. planes at once (commonly on the Home Plane
Aura communication is 120 feet per point of (See Bias.) The regeneration requires no con- and one or more others) must apply the least
Aura strength, (the number determined by centration or expenditure. favorable bias that applies.
Charisma on Table 3), or 3,000 feet for a
Hierarch. When on a "friendly" plane of existence, The rate of regeneration is 1 point per
Power regenerates at the rate of 1 point per round on a friendly plane, 1 point per turn on
Defense and Repair round. When on a "neutral" plane of exist- a neutral plane, and 1 point per day on a hos-
ence, the rate is 1 point per turn (10 minutes). tile plane. Regeneration affects all losses
Immortals are far more durable than mortals When on a "hostile" plane, the rate is 1 point simultaneously (including all six ability
in many ways. They can also be damaged in per day. scores). Each score continues regenerating
more ways, since they use attack forms com- until it reaches its normal total.
pletely unknown to mortals. Defenses and Physical Recovery
means of repair thus take several forms. Bias of Specific Planes
Armor Class is a measure of defense against An Immortal's physical form automati-
physical attack. Anti-Magic is a measure of cally regenerates all losses of ability score An Immortal's Home Plane is always treated
defense against magic. points and hit points. The rate is the same as as friendly. Any other Outer Plane belonging
the Immortal's regeneration of Power Points, to an Immortal of the same Sphere is friendly
Anti-Magic as determined by planar or local bias. unless declared otherwise by the owner. The
Elemental Plane corresponding to the char-
An Immortal life force automatically con- The cost of faster regeneration is 100 PP. acter's Sphere is friendly unless declared oth-
fers some resistance to magic upon the physi- This expenditure doubles the base rate for 6 erwise by the Elemental Ruler of that plane.
cal form used by the character. This hours (36 turns). A like increase in rate and
protection, called Anti-Magic (A-M), is duration (not an additional doubling) can be The Astral, Ethereal, and Prime Planes
explained in the D&D Master Set (DMR, obtained for each expenditure. Example: A are always neutral. The Elemental Planes
page 2). If you are not familiar with A-M, 4th level Eternal on a plane with neutral bias corresponding to the two elements not
review that section before play. wants to increase his regeneration rate to 4 directly opposed to the element of the charac-
points per turn for 12 hours. This requires ter's Sphere are neutral unless declared oth-
An Initiate or Temporal has 50% A-M, three increases, all applied twice (once for erwise by their respective Rulers. The Outer
and this figure increases by 10% for each each 6-hour increase), for a total cost of 600 Planes of Immortals of Spheres correspond-
class attained. A-M may also be increased by PP. ing to those two elements are likewise neutral
a magical effect; see page 17 (non-spell magic unless declared otherwise by their owners.
of the Sphere of Time). An Immortal may expend Power to repair
any physical form used. Standard magical The one Elemental Plane of the element
A character may voluntarily stop (or cure spells may be created and applied as opposed to that of the character's Sphere is
restart) all personal A-M effects at will. The desired. Remember that A-M should be vol- hostile. The Outer Planes of Immortals of the
action must be announced to the DM. This untarily dropped if a risk of magic failure is to corresponding Sphere are likewise hostile.
practice is common when a character wants be avoided. Power may also be used to hasten The ruler of any such plane may declare oth-
to use magic with a personal effect, such as a the natural regeneration process for hit points erwise, but this is rare.
cure or ability, such as shapechange. If an and ability scores. This does not affect the
Immortal does not voluntarily stop the A-M rate of Power regeneration. The Dimension of Nightmares is always
before using magic, the A-M may disrupt treated as if it were dominated by Entropy
magic use, negating all possible results. This Natural or enhanced regeneration affects and is always hostile to all other Spheres.
applies also to magic used to create or current totals at all times, and is cumulative Other dimensions may have any bias,
enhance Anti-Magic. If A-M affects existing with magical effects. Ability score losses are depending on their characteristics, but most
magic (spells with durations, magic items, often most easily countered by applying mag- are neutral. Any plane of the Sphere of
etc.), the magic may be negated for a turn or ical ability score increases. As the ability Entropy is friendly toward all Immortals of
more. During the time when an Immortal scores then regenerate, the augmented ability Entropy, and hostile to all other Immortals
stops his A-M effect, he is subject to other scores likewise increase. The same phenome- (neutral toward none).
magical effects directed at him, non occurs when hit points are magically
augmented. However, regeneration can Example: An Immortal of the Sphere of
Paradoxically, after magic is used to create never cause a score to exceed normal maxi- Matter knows that, to his perspective, each
or enhance Anti-Magic, the resulting effect mum if no magical augmentation has been Elemental and Outer Plane has the following
(technically magical and with a given dura- applied. bias:
tion) cannot be affected by Anti-Magic. It
may, however, be affected normally by a dis- Friendly: Earth and Matter
pel magic spell. The dispel effect must first Neutral: Fire, Air, Energy, and Thought
Hostile: Water and Time
9
New Characters Information
Local Bias During any one round, an Immortal may Immortals are four-dimensional beings,
assume gaseous form, move the full distance and can see their destination by simply look-
An Immortal completely immersed in non- (240'), and then reassume normal form. ing across the fourth dimension. This does
magical elemental material must apply bias This counts as one "normal" action (i.e. not mean that they can travel in that direction
as if he or she were within the corresponding movement). without effort (by magical means). A mortal
Elemental Plane. Local bias never applies on may also see things at a distance, but be
the Prime Plane, but affects all other planes. Whenever a character assumes a form with unable to reach them without some expendi-
No bias adjustment is necessary for magical a movement rate which differs from those ture (muscle power and time, in the case of
effects of any sort. The immersion must last given, the faster rate always applies. In addi- simple long-distance travel to a distant but
for at least 1 full round before the bias adjust- tion, some special types and faster speeds of observable location). To a mortal three-
ment (if any) takes effect. movement can be produced by applying dimensional perspective, a teleport is a dar-
magic. ing step through an unobservable dimension.
Example: The ruler of the Elemental
Plane of Air, whose bias toward the Sphere of Refer also to page 11 for helpful methods of Mortals can only teleport within a three-
Time is usually neutral, quarrels with the handling and visualizing movement in three- dimensional frame of reference, and thus
Hierarch of that Sphere and impulsively dimensional combat. must leave from and arrive at a location on
decrees his entire realm hostile to all Immor- the ground or some other surface. An attempt
tals of Time for a period of 10 days. Any Interplanar Movement to do otherwise is often disastrous, disorient-
Immortals of Time entering an air-filled ing the mortal completely and utterly ran-
space during that period must either accept This category includes all forms of move- domizing the teleport effect. Unfamiliarity
the lesser rate of regeneration or continually ment across the boundaries of one or more with either location produces some degree of
surround themselves with non-magical water Planes of Existence. Interplanar movement disorientation, introducing the random ele-
(for friendly bias) or fire (for neutral bias). may require Power expenditure, or may be ment described in the spell description
free of cost, depending on the direction of tra- (Expert Set, page 15).
Movement vel. If the character moves toward the outer
planes, no expenditure is required. Any other Interdimensional Movement
An Immortal may employ three entirely dif- direction of Interplanar movement requires
ferent types of movement. These types are an expenditure. The relative "directions" of All planes are comprised of many dimen-
movement within a plane or dimension (Uni- the planes, starting from the Inner Planes sions or ways to measure distance between
versal), movement across the boundaries of and moving outwards, are: Prime, Elemental two points. Within any plane, each dimen-
one or more Planes of Existence (Inter- or Ethereal, Astral, and Outer. For example, sion may be either of limited size or infinite.
planar), and movement across the bounda- movement from the Prime Plane to an Ele- There are only five known dimensions in
ries of one or more Dimensions mental Plane requires no expenditure, but each plane, though more are suspected to
(Interdimensional). movement between Elemental Planes is not exist. The first three dimensions are length,
toward from the Outer Planes, and thus width, and depth. The fourth dimension is
Universal Movement requires expenditure. referred to as hyper space or the shortcut
dimension and is used for teleporting. The
This category includes all forms of normal The base cost for Interplanar movement fifth dimension is an alien space so horrid it
and magical movement during which the requiring expenditure is 50 Power Points per has been named the Dimension of Night-
character remains within the universe of a planar boundary crossed. However, one mare. The names of the dimensions do not
single plane or dimension. Walking, swim- magical gate can be created instead, the exact correspond to any Sphere, thus Time is not a
ming, flying, and gaseous travel are exam- PP cost being the cost of the magic (see dimension. The DM's Guide gives further
ples of this type. Immortal Magic, page 16). The primary details on dimensions.
advantage of a gate is that it creates actual
The maximum Universal rate for an incor- holes in several planar boundaries, making a Immortals normally exist in the first three
poreal Immortal is 24 miles (the width of a direct connection to some other plane at any dimensions, but may explore other dimen-
standard large-scale campaign map hex) in distance. As a result, the cost of the gate is sional space (collections of any three dimen-
one round, or 8,640 miles per hour. This usually less than the total cost of standard sions).
amazing speed results from the character's Interplanar movement (50 per boundary),
relative freedom from the limits of matter and and the time required for the crossing is also Many other dimensions exist, and most
time while in this form. When incorporeal, a less. The disadvantages of a gate are its magi- are as yet unexplored by Immortals. These
character may pass freely through material cal nature (thus easily disturbed by A-M or dimensions may be entered by Immortals
objects and magical effects. dispel effects) and its very existence; other and others. Some creatures have existence
creatures may use the gate as long as it only within the third, fourth and fifth dimen-
When in material form, a character's base remains. sions, and view creatures from the first three
rate of Universal movement on any surface is dimensions as monsters. These may some-
120 feet per turn (40 feet per round). Any One turn (10 minutes) of time elapses times escape into other dimensional space.
Immortal may fly at 360'(120') rate, or may while an Immortal crosses one planar bound-
assume gaseous form and move at ary by means of standard Interplanar move- A mortal may enter another dimension by
720'(240') rate. The latter rates and styles ment. By contrast, movement through a gate accident, by action of other-dimensional
are identical to those of a travel spell, but may takes only 1 round per boundary crossed. creatures, or in dreams. An Immortal may
be produced at will, at no cost in Power. The only enter another dimension by expending
effects are non-magical, and thus cannot be Immortals may teleport without error, and Power. The cost to an Immortal is the same as
affected by dispel magic or Anti-Magic may do so to or from any location (not limited for Interplanar movement, or 50 PP per
effects. to a surface). dimensional boundary crossed.
10
New Characters Information
Three-Dimensional Movement If strict accuracy is desired, players may We mortal earthbound folk rarely visualize
calculate exact distances for movement and the problems of orientation in a
As a player, you have probably encountered effects. This can become tedious very quickly three-dimensional gravity-free environment.
problems in representing aerial or underwa- and should only be done when some detail is Yet this is precisely the situation for charac-
ter movement with miniature figures. The of critical importance (e.g. when a charac- ters in the Astral Plane.
two-dimensional limits of most playing sur- ter's life depends on it). All characters in such circumstances should
faces can be helpful in many situations, but agree to accept one position as "up," and the
often provide little help for such A more convenient method of estimating opposite as "down."
three-dimensional activity. distance can be used by measuring distances Estimating 3-D Distance
in square inches or by using a grid of squares
You will rarely be able to place figures in as a playing surface. You will then become Diagram 1 illustrates an imaginary grid of
their correct positions, with all distances in accustomed to converting distances from cubes over a playing surface. Two opponents
scale. Flying movement, for example, often "feet" to "squares." For example, when one are positioned as indicated (A and B). The
involves quick changes of altitude and vari- square is 5 feet long, a normal move of 90 feet DM wants to find the total distance between
ous magnitudes of distance. becomes one of 18 squares. The diagonal of them. Counting along an imaginary line as
one square, approximately 1.41 times the near to straight as possible but going from
If exact heights are accounted for sepa- side of the square, can be rounded to 1 1/2 cube to cube, the DM counts four long diago-
rately, dice or other solids may be used to sim- squares for ease of counting. Thus, a 90-foot nals (1 3/4 each, or 7) and six short diagonals
ply raise a figure's position slightly, (18-square) move made diagonally is counted (1 1/2 each, or 9), for a total distance of 16
indicating to others that the character is at a as 12 diagonals of 1 1/2 squares each. units (80 feet).
higher altitude than the others. When multi-
ple figures are at different altitudes, the low- For three-dimensional movement, urge Diagram 1
est (whether on a floor or not) is treated as everyone to visualize moves in terms of grid
"aground," and all others positioned with "cubes" of distance equal to the width of a
respect to that one. square. Imagine levels of altitude over the
gridded playing surface, each exactly one
A scrap of paper may be placed next to grid cube high.
each miniature figure or kept by each player,
with notes on the altitude, direction of travel, Vertical or horizontal movement between
and other needed information about the char-
acter represented. these imaginary cubes is handled as normal
movement; each move counts as one unit of
The positions of figures on the playing sur- distance (normally 5 or 10 feet, as decided
face should merely be two-dimensional pro- beforehand for the grid). A diagonal move-
jections of their actual locations. Each figure ment in a horizontal or vertical direction is
is placed where the character would be if low- the same length as on the board, 1 1/2 squares.
ered to that surface. Thus, large amounts of However, diagonal movement in a diagonal
real movement may occur (straight up or direction upward or downward counts as 13/4
down, for example) with little or no change in square (or 3 1/2 for two), and should be
the figure position. referred to as a "long" diagonal.
Order of Events in Combat
The additional attacks possible for 4. Aura attacks*, side that wins initia- * Power combat involves attacks by both
Immortals requires a revision in the tive sides, and is always concluded in step 3.
standard order of events. When several
Immortals are opposed in combat, addi- 5. Actions, side that wins initiative: Optional Order: This combat sequence
tional events apply. a. Morale checks, if needed separates swifter actions from slower melee
b. Movement combat, providing the possibility of dis-
1. Intentions: The DM asks each player c. Missile fire rupting spells by causing damage to the
what the character intends to do in the d. Magic (spells, spell-like effects, caster. First, the side with initiative makes
coming round. If the DM chooses to items, etc.) Morale checks, moves, fires missiles, and
use statistics to determine the order in e. Hand-to-hand combat (including uses magical items. The other side
which intentions are announced (high- ability score attacks) responds. Then the first side casts magical
est or lowest dexterity, Power total, and spell-like effects and fights
etc.), the method should be 6. Actions, side losing initiative: follow hand-to-hand combat; and the other side
announced beforehand and applied steps a. through e. above. responds. This optional Combat order may
consistently. be used by both mortals and Immortals.
7. Check Results
2. Initiative: Each side rolls 1d6. a. if one side is defeated, stop
3. Special combat, side that loses ini- b. if one side flees, check details of
pursuit and evasion
tiative: Resolve Aura and Power c. if combat continues, return to
combat, in that order. step 1
11
New Characters Information
Attack Forms duration of the Awe, or the sum of the dura-
tions of the Awe and ensuing charm, is twice
Your character can now use several new types of attacks. the amount produced by a charm spell effect.
When a calculation requires the use of a character's level, such as variables in spell effects or Charm duration varies by the Intelligence of
the victim. Refer to the D&D Master Set,
combat methods, an Immortal's effective "level" is simply twice the number of Hit Dice. DMR pages 16-17, to find the Intelligence
Example: The Hierarch of any Sphere (HD 45) is treated as a 90th level character. This (90th scores of published monsters.
level) is then the maximum "level" possible for any character.
The duration of terror is 3 turns (30 min-
Direct Attacks Usable by Immortals utes), and may be reduced by 1 round per
point of the victim's Intelligence (DM's
Type of Possible Maximum Effect of Cure for option). Memory of the terror does not van-
Attack Victim Range Attack Effect ish quickly. Once Aura is used to evoke terror
in a creature, that victim cannot be awed by
Aura Mortal Sight Awe/Terror Time or Spell the same Immortal until another 3 turns have
Physical Any By Weapon HP Decrease Cure Spell elapsed. The Immortal creating the terror
Magical Any By Effect By Effect Varies by Effect can remove it at will, at no cost in power, but
Power PP Decrease Time Regenerates cannot reverse or reduce i t .
Ability Immortal Sight Time or Power
Score Sight AS Decrease Write "Aura" on your sheet as an attack
Immortal form, and note its strength modifier (from
Table 3) and the maximum number of crea-
1. Aura of the victims' size or the results of subse- tures affected per round (as determined by
quent saving throws. Intelligence, using Table 2).
Aura is the term used to describe the effect
created when an Immortal life force nears The power of Immortal Aura overwhelms 2. Physical Combat (Melee)
any mortal being. The mortal senses the most mortal resistance. Whenever an
incredible Power in the Immortal life force Immortal chooses to use Aura, each victim Any Immortal in normal or mortal form can
and reacts instinctively. A few mortals may be must make a saving throw vs. Spells, using employ all mortal methods of physical com-
immune to the effects of Immortal Aura, but the base number given by class or monster bat. Ability score adjustments to melee apply
the reaction is automatic and irresistable for description. That number is not modified by at all times, based on the scores of the form
most. equipment, spell effects, or ability scores, but used (usually the same as the Immortal char-
two new adjustments do apply. The first is for acter's). All other details of mortal melee also
Auras do not affect other Immortals the strength of the Aura, as determined by apply, including surprise, initiative, ranges
adversely, and can be useful in communica- the Immortal's Charisma. Refer to Table 3 and damages of weapons, etc. Review all the
tion. Immortals thus usually ignore their for specific figures. The second possible, but modifiers applicable to melee, including
Auras when no mortals are nearby, allowing uncommon, adjustment is a bonus conferred those for equipment, if possible.
them to emanate freely. They can, and usu- by another Immortal. Any Immortal may, by
ally do, restrain their Auras when dealing expending Power, confer a bonus to any sav- When an Immortal suffers points of dam-
with mortals, being quite aware of the possi- ing throw of a mortal. Apply all adjustments age from a blow, the character may make a
ble effects. to the roll, not the base saving throw. Any saving throw vs. Physical Blow. If the saving
adjusted result of 1 or less indicates failure. throw fails, the character receives normal
Immortal Aura can be used to create either damage. If the saving throw is successful, the
charm or terror in mortals. Aura-inspired Since Aura can be used continuously with- character takes half the damage indicated.
charm is more akin to awe (or even worship) out Power cost, victims who resist the Aura
than to simple friendship. The terror effect is effect may be forced to make a new saving Armed Combat
of similar intensity, a combination of over- throw each round. The frequency of use is A character may use Power to create
whelming fear and utter panic. entirely at the discretion of the Immortal
using the Aura. The intensity of the Aura is a equipment (weapons, armor, etc.), or may
Aura may be used selectively by "aiming" fixed quantity, and cannot be increased or use equipment found locally. A character still
at one or more designated individuals of a lessened. retains any weaponry skill gained in mortal
group. Either awe or terror can be produced life, including weapon proficiency, and Mas-
in this manner. After an Immortal uses Awe to charm a tery. The character's form and its ability
mortal, the Immortal may alter the effect at scores often affect or limit the possible choices
Physical range does not effect Aura use. will, at no cost in power. The awe-filled, of weaponry.
Any creature seeing or seen by an Immortal immobilizing charm can be reversed,
can be affected, as long as the Immortal is reduced, or removed. If reversed, the awe Mortal weapons are of little consequence
actually present. Mortals seeing merely the becomes terror (no saving throw). If reduced, to Immortals. Any Immortal in normal form
image of an Immortal, or who are magically it becomes simply a powerful charm, much may, entirely unarmed, use a punch to inflict
seen from afar by an Immortal, cannot be more conducive to conversation and move- damages beyond the ranges of most mortal
affected by that Immortal's Aura. ment than is awe. If the charm is removed, weaponry, even those of great enchantment.
the victim's normal state of mind returns.
Aura is slightly limited in scope, but can be Awe reduces automatically to charm when Immortal strength often enables the char-
used at no cost in Power. The maximum the Immortal is out of Aura range (i.e. cannot acter to use large solid objects as missile
number of creatures affected per round is see nor be seen by the mortal). weapons. The DM must rule on the success
equal to the modifier given on Table 2 corres- of such a feat (applying a modified Strength
ponding to the character's Intelligence score. Immortal charm of this type has greater check) and must choose an appropriate dam-
For example, an Immortal with 39 Intelli- effect than the mortal variety. The exact
gence can use Aura on a maximum of 9 crea-
tures per round. This limit applies regardless
12
New Characters Information
age range. Generally, the difficulty of the A-M percentage applies to all physical forms the existence of any amount, small or large,
check corresponds to the size of the object and used by the Immortal, including the old mor- generates a positive response to the probe.
the Immortal's Strength score. Your DM has tal form. No information is gathered in any category
more precise guidelines. that does not apply to the creature probed.
Mortal saving throws apply to all magical No information is gained from a creature
Unarmed Combat effects directed against the character's mortal using a shield. In any one round, an Immor-
Wrestling and Striking are handled as for form. The Immortal's new saving throw vs. tal may initiate a probe or an attack, but not
Magic Spell (Table 4) applies when the both. A probe may have different effects,
mortals, though with a few minor changes. Immortal is in any other form. Immunities or sometimes quite adverse, on certain life
Striking: Use all optional rules, and all resistances of any form used are applied forms native to other dimensions as detailed
before saving throws or other modifiers. in creature descriptions.
standard procedures for mortal form. For
normal form, if the character "pulls the 4. Power Attacks One character may use a maximum of two
punch," use normal procedures. A standard different types of attacks in any one round,
punch inflicts 1d6 to 20d6 points of damage; Though Power is a factor in many actions though each may be repeated many times as
the exact number of dice is equal to the modi- and abilities, it may also be attacked directly. responses to incoming attacks. Each of the
fier given for the character's Strength score. Any being who possesses pure Power in any possible attack modes involves the applica-
If a blow hits, roll 1d100 and subtract the vic- amount can be attacked in this way. The tion of pure Power in a different way. The
tim's Constitution score. If the result is 1 or forms of the opponents have no effect on possible attack forms and their effects depend
greater, a knockout may occur for a duration Power combat. Power is the only means by on the method of Power combat used in play.
equal to the final score in the round. Mortals which an incorporeal Immortal can directly Refer to the Power combat descriptions for
may make an unmodified saving throw vs. attack another. details on all attack forms.
Death Ray to avoid being knocked out.
Immortals make an easy Constitution check Power combat may occur simultaneously Range
to avoid being knocked out. with other actions. It does not detract from The range of a shield is zero; it has per-
the number of other actions permitted in any
Wrestling: Calculate the Wrestling Rating timeframe. An Immortal may initiate a max- sonal effect only, and cannot be created for or
for normal form by adding the character's imum of one attack per round, but may upon another creature. The range of a probe
Hit Dice and Armor Class, and adding 10 to respond to any number of attacks in that or attack is virtually infinite, within the fol-
the result. The AC is not subtracted, despite same round, and all while performing some lowing limits. Each opponent must be able to
its technically negative value. In use, apply other action (either physical or magical) if detect the other in some way, whether by
all the optional rules given. The class adjust- desired. The abilities of some Power-using sight, magic, or otherwise. The target of a
ments for Immortals, needed for Optional monsters are more limited. Power attack can always detect the attacker
rule #2, are: in return. Opponents in Power combat must
The DM and players may select one of two either be on the same Plane of Existence or be
Initiate +2 Empyreal +7 methods of Power combat, simple or on planes connected by a gate or equivalent
Temporal +3 Eternal +9 advanced. The only difference between the effect. Power attacks and probes cannot cross
Celestial +5 Hierarch +12 two methods is the types and effects of possi- planar boundaries.
ble attack forms. All procedures and other
Recalculate the Wrestling Rating normally details are the same for both methods. Procedures
for the mortal form, but using the character's Actions in Power combat (probe, shield, or
Hit Dice as a starting point (instead of using Power combat is almost entirely aggres-
half the mortal level of experience). sive. A victim normally "defends" by attack- attack) must be declared during the Inten-
ing in response to other attacks. tions phase of the melee round, along with all
3. Magical Attacks other planned actions. The exact type of
Actions and Power Costs attack and the amount of Power used are not
When incorporeal, an Immortal cannot use The three possible actions in Power com- declared. Initiative does not affect Power
spells or create magical effects of any sort, but combat. A character cannot be surprised by
the character is likewise immune to all magic. bat are shield, probe, or attack. Each Power attacks. Power combat is resolved
In mortal or normal form, the character may requires a Power expenditure. The cost of a before all other actions in the round.
use Power to create any spell effect. Other probe or shield is 5 PP. The cost of an attack
magical effects which do not correspond to depends on the method used in play—20 PP If an Immortal is the target of a Power
mortal spells may also be created. in the simple combat method, or nearly any attack, the character may either ignore it or
amount (up to 500 PP) in the advanced respond. If the attack is ignored, the charac-
The Power expenditure for producing one method. ter is automatically the loser when combat
magical effect ranges from 1 to 160 PP. The results are applied to that attack. If the char-
exact cost is determined by the effect, the Effects acter chooses to respond, he or she must
Sphere which controls that effect, and the A shield negates all probes used on the choose one attack form to use in responding,
Sphere of the Immortal. Refer to Immortal and combat results are applied normally.
Magic, page 16, for details of spells and character during that round, but has no other
non-spell magical effects. effect. After intentions are declared, each oppo-
nent engaged in Power combat must write
All Immortals are resistant to all forms of A probe is an information-gathering down the name of the attack form used, along
magic, and this is represented by an device. It lasts for 1 round, and may be used with the name of the opponent. For multiple
Anti-Magic (A-M) percentage given for each on one creature. By using a probe, an attacks, be sure to keep an accurate record of
class. Check A-M before applying any spell Immortal can detect the existence of Sphere, each exchange. In the advanced combat
effects; the magic may simply not work. The Power Points, hit points, Anti-Magic, and
life force. Amounts are never detected, but
13
New Characters Information
method, the amount of Power applied to each Power Combat Winners (Simple Method) Hold: The victim may not move for the
attack must also be noted. remainder of the round. Furthermore, unlike
Slam Slam Change Wrap other results, this tactical effect lasts until the
Timestop Change victim succeeds in making a saving throw vs.
An Immortal who creates a timestop spell Wrap Tie Slam Wrap Power Drain. The Immortal may still use
Slam Tie Change Power combat and magic, and may even
effect may use Power combat during the Wrap Change Tie physically attack if a target is within range.
"rounds" effectively gained thereby. The vic- The first saving throw may be attempted at
tim may respond normally, despite being Advanced Power Combat the start of the Intentions phase of the next
caught by the spell effect. All combat results This method offers five types of attacks, round, and repeated each round thereafter
involving Power loss are applied while the until successful.
timestop is in effect. When using advanced variable PP costs for each, and two different
Power combat, all results other than Power combat results, Power loss and Tactical. Slam: The loser is moved a distance equal
losses are applied after the timestop ends, but to the amount that the attacker could nor-
before any subsequent events in the (actual) Three types of attacks are identical to those mally move in one round, as determined by
round. of the simple method. The two added attack the attacker's current form. The attacker
forms are Erase and Hold, used to negate or may choose the exact direction of movement.
Combat Results stop the incoming Power attacks (respec- This tactical result cannot force a creature to
If a Power attack of any sort is directed at a tively). cross planar or dimensional boundaries.
victim who does not use Power Points, the The cost of any one attack is 10 to 500 PP. Wrap: The loser is surrounded by the
attack is resolved as if it were a magical Death The attacker may choose any amount within attacker's Power for the remainder of the
Ray. Despite this effect, the resolution occurs that range. round. This negates all normal senses, magi-
in the same phase as Power combat. cal and non-magical detection abilities, and
If both opponents choose the same type of Aura (though not effects already produced
Whenever two opponents use Power attack and the result is a "tie," the opponent thereby), but has no effect on the ability to
attacks against each other, either may suffer a using the greater amount of Power wins. If sense and respond to Power attacks.
loss of Power Points as a combat result. The both forces are equal, no combat result
exact amount depends on the attacks used. applies. Otherwise, in a tie, subtract the Power Combat Winners
The loser may make a saving throw vs. lesser force from the greater. The loser (Advanced Method)
Power Drain when the results are applied. If deducts twice that amount as the Power loss
that saving throw is successful, the loss is result (or half that if the saving throw is suc- Slam Wrap Erase Hold Change
halved (rounded up). cessful).
Change Sl Ch Ch Ho Tie
All losses of Power are applied against the If opponents choose different attack forms,
current (variable) Power total. If such losses consult the Power Combat Winners table to Hold Sl Wr Ho Tie Ho
exceed the PP remaining, the excess is find the winner. The loser deducts twice the
deducted from the hit points of the form used. amount of the attacking force (or half that Erase Er Er Tie Ho Ch
If no material form exists, or if a form used is amount if the saving throw vs. Power Drain
reduced to 0 or fewer hit points, the victim is is successful). Wrap Wr Tie Er Wr Ch
forced to return to his or her Home Plane.
Any creature without a Home Plane or Tactical Results (Advanced Method Only) Slam Tie Wr Er Sl Sl
defeated on his Home Plane is destroyed The loser of a round of advanced Power
when its PP total reaches zero. Defense Option (Simple or Advanced
combat must apply a tactical result in addi- Method)
Simple Power Combat tion to a Power loss. The tactical combat
This method of play involves three possible result is determined by the type of attack used A character may use Wrap to block all
by the winner. incoming Power attacks. This action is
attack modes—Slam, Change, and Wrap. declared in a special way during the Inten-
They are used to confront, divert, or contain All tactical results are applied when Power tions phase. A character may not use this
(respectively) the Power of the incoming combat is resolved, before all subsequent defense option during any round in which he
attack. events in melee. The tactical effects of or she has initiated or responded to any
Change, Erase, and Wrap attacks last only Power attacks.
Any one attack may be produced by until the end of the melee round in which they
expending 20 PP. If both opponents choose occur, and vanish before intentions are The defender must ignore all Power
the same attack mode, neither loses or wins, declared for the next round. attacks declared, and must then (as the last
and no losses result. If the attack modes dif- Intention declared before the DM starts the
fer, refer to the following chart to find who Change: The loser cannot use magic for round) announce the intention to defend.
wins. The loser must deduct 40 PP (or 20 PP the rest of the round. If the attacker knows of When that is revealed, each attacker deducts
if the saving throw is successful) as the result any magic currently affecting the victim, one 5 PP to represent the foiled attempt. The
of the combat. magical effect can be removed (i.e. automati- defender finds the total number of incoming
cally, but selectively dispelled). The victim attacks declared, multiplies that figure by 10,
cannot, however, be forced to reveal any and deducts the result as the PP cost of the
details about the magical effects which could defense.
thus be removed.
In defending, the character actually uses
Erase: The victim is paralyzed, and may the Wrap for personal effect instead of using
not physically attack or execute Universal it to attack another. When using the
movement. The victim may use Power com- advanced combat method, the Wrap has
bat and magic, and may move across planar standard tactical effects on the defender
or dimensional boundaries. (inability to sense, detect, or use Aura). It
14
New Characters Information
does not affect magic use or other abilities. tact the victim for the attack to succeed. The communication. Immortal voices can be far
The defense option is recommended for attack must be devoted to the ability score louder than those of mortals!
attack alone. If any other effect would auto-
use in any game in which one creature of any matically occur by touch (such as paralysis, a Results
sort may be the target of Power attacks from spell effect, etc.), the ability score attack does To resolve an ability score attack, each
all or most others present. In the simple com- not occur.
bat method, the defender may avoid massive player rolls 1d6 and adds it to the modifier (as
losses of Power with no ill effects. In the To attack a physical ability score, the given on Table 2 or 3) for the ability score
advanced combat method, the defense is attacker declares only a normal "Punch" named. Subtract the lesser adjusted total
often followed by a delaying tactic or a attack during the Intentions phase of the from the greater. The opponent with the
retreat. round. When actions are resolved, the lesser total loses a number of ability score
attacker must make a successful Hit roll. If points equal to that difference, and the
5. Attacks on Ability Scores this misses, the ability score attack obviously attacker gains the same amount. Both
cannot be made. If it succeeds, the attacker changes apply only to the ability score
An Immortal in any physical form (i.e. not must announce immediately that an ability involved. Ability attacks are never modified,
incorporeal) can directly attack an ability score attack is in progress, naming the abil- and allow no saving throws.
score of another creature who is also in a ity; otherwise the attack remains a punch
material form. Some creatures of the astral (inflicting hit points of damage only). Although the victim of an ability score
plane and the Dimension of Nightmares can attack may choose not to defend, this has dire
do so as well. Incorporeal beings cannot Mental effects. The victim may only use the result of
attack ability scores, and cannot be attacked The only limit to the range of a mental the random (1d6) roll, and may not add the
in this way. ability score modifier.
ability score attack is that of communication.
Ability score attacks are either Physical or For example, whenever two Immortals are When ability scores change because of
Mental. The Physical ability scores are speaking together, either may directly attack attacks of this type, remember to adjust the
Strength, Dexterity, and Constitution. The the other's Wisdom, even if they are on dif- modifiers accordingly. The change in modi-
Mental scores are Intelligence, Wisdom, and ferent planes of existence and communicat- fiers occurs simultaneously with the change
Charisma. ing by magical means. Mental ability score in score.
attacks are usually more common than physi-
Imagine each ability score attack as a test. cal ones. Ability score points gained in attacks are
The victor is usually the creature with the temporary gains, lasting for only 6 turns.
greater score, but not always. Physical ability The attacker must declare the exact type of They may surpass class limits, but the maxi-
score attacks are those in which the oppo- attack during the "Intentions" phase of the mum score (100) cannot be exceeded.
nents come into physical contact, to see round. Once declared, a mental ability score
which has the greater strength, agility, or attack can only be avoided by a break in the Ability score points lost to attacks are tem-
stamina. A mental ability score attack communication. If both opponents are within porary losses. Each ability score automati-
involves a similar comparison of intelligence, the same area, such as a melee, one may con- cally regenerates at the same rate as Power
sagacity, or leadership, and may occur at long tinue to attack another in this way despite the and hit points (determined by bias; see page
range. victim's desires, and no Hit roll is required. 9). All ability scores regenerate simultane-
A defender may only prevent mental ability ously and at no cost in Power. An Immortal
Physical score attacks by either silencing the attack- may expend temporary Power to hasten the
The range of any physical ability score er(s) or moving out of range of all possible recovery, or to magically enhance the less-
ened ability scores.
attack is zero; that is, the attacker must con-
15
Section 3: Immortal Magic
An Immortal can recreate cleric, druid, and Sphere Factors for Magical Effects Caster Level
magic-user spell effects of all types and levels
by expending Power Points. Other magical Sphere of Sphere of Magical Effect The character's effective level for all purposes
effects which do not correspond to mortal Immortal Matter Energy Time Thought is twice the number of Hit Dice. This effec-
spells may also be created. Immortal Spells tive level is used in place of caster level in all
are never gained through meditation or Matter 184 2 applications, even though the spell effects are
study; spell effects are created only by Energy 2 184 created, not cast.
expending Power. Time 42 18
Thought 842 1 Example: A Novice Celestial (HD 25) poly-
Any one Immortal can create a maximum morphs an obnoxious human into a dinner
of one magical effect per round. (A timestop Example: An Immortal of Matter can expend plate. This radical change lasts for 1 turn per
spell actually creates multiple rounds of time level of the caster, or 50 turns in this case. A
for the user. Refer to the spell description for 16 PP to create any one of the following magi- 36th level mortal magic-user who attempts to
details.) From 1 to 160 PP may be expended dispel the magic is the Celestial's inferior by 14
in doing so. The exact cost is determined by cal effects: Base levels, and therefore has a 70% chance of fail-
the spell and by the Sphere of the Immortal ure (5% per level difference) in the attempt.
producing it. Sphere Cost Factor
General Notes, Charts
Every mortal magic spell is associated with Force Field Matter 16 1 S1-S4
one of four Spheres of Power. None are spe- Continual Light Energy 82
cifically associated with the Sphere of Hold Person Time 44 Using the Charts
Entropy, though many do unavoidably aid Remove Fear Thought 28
entropy in some way. All other magical effects An Index to Magical Effects that may be cre-
likewise correspond to individual Spheres. Durations of Effects ated by Immortal use of Power Charts S1-S4
are located in the Reference Guide, located in
The Index to Magical Effects lists all the Whenever a fixed duration of any length is the back of this booklet.
possible magical effects in alphabetical order given for a magical effect, an Immortal may
and gives the Sphere for each. For details on extend the effect for the same amount of time A page reference and base PP cost are
the magical effect, refer to the detailed list for by expending half the base Power cost. given for each spell and non-spell magical
the corresponding Sphere (charts S1-S4). Example: An Immortal of Thought expends effect, along with ranges and durations for
Your DM should classify all other spells 16 PP (base cost 2, factor 8) to create a web easy reference. The abbreviations used to
developed in the campaign according to the which lasts for 8 hours, but he may extend note in which rule set the effect is explained
guidelines given (see Adding Spells) and add that to 24 hours by expending only 2 addi- are: B = Basic, X = Expert, C = Compan-
them to the index and charts. tional PP (each 8-hour extension costing half ion, and M = Masters. The effects of most
the base cost, or 1 Power Point apiece). spells are obvious from their names. Review
Only about 25% (or less) of the magical any that you are not familiar with; these are
effects listed have good melee applications. Limits on Use valuable tools in play.
Plan ahead to avoid delays in play by review-
ing the possibilities and pre-calculating costs Magic of any origin, mortal or Immortal, has Most non-spell magical effects are
of those effects your character will probably no effect on an incorporeal being. Magical described in the Artifact power descriptions
use. effects created by mortals have no effect on of the D&D Master Set (DMR pages 51 -54).
Immortals in any form. Magical effects cre- Some not contained therein are merely
Power Cost ated by Immortals have standard effects on extrapolations of those given, and need no
other Immortals—subject to Anti-Magic additional explanation.
The actual PP cost of creating any magical effects (q.v.), and with certain changes logi-
effect is calculated by multiplying the base cal for Immortal application. Changing Range and Duration
Power cost by a factor. This multiplier trans-
lates the effects of dominance and opposition An Immortal may apply magical effects to An Immortal may increase the range of a
into specific increases in Power costs. The his or her physical form, or may apply them magical effect by doubling the cost. The
spell level and/or details of the effect deter- to some other creature or object. Any effect amount of increase is equal to the original
mine the base Power cost, from 1 to 20 PP. previously limited to "self can be delivered range. Duration may be increased in the
The multiplier is 1, 2, 4, or 8. by touch to any creature when produced by same manner. The doubling of cost is cumu-
an Immortal. Immortal power expands the lative; for example, an effect with triple nor-
Imagine the four Spheres to be on a circu- scope of many such effects. mal range and triple normal duration thus
lar path representing elemental costs 16 times as much as the unmodified
dominance—Earth over Air over Water over During any one round, an Immortal may effect. If the duration is given as instantane-
Fire over Earth. (This is diagrammed in the take one physical action per natural attack ous or permanent, it cannot be changed. If
D&D Companion Set, DMC page 20.) The form or one magical action, but not both. the range is zero, that likewise cannot be
base cost applies when the magic is within the "Action" in this usage refers to any physical increased. Range applies to a distance within
character's Sphere. The base cost doubles for attacks, defense, or miscellaneous physical or a single plane unless the spell or effect
each step along this circular path. The result- magical effect. Multiple physical attacks are description specifies otherwise. Such effects
ing factors are given in the following table. possible if the Immortal form possesses sev- cannot be sent across a planar boundary
You may wish to draw the circular path on eral natural methods of attack (eg. a bear can except by an existing path (such as a worm-
your character sheet, as it affects many claw twice, bite, and maybe hug in the same hole or gate).
aspects of play. round).
16
Immortal Magic
The volume of an effect may also be a range of -18 to +20. score determines the frequency of any
changed in this way, but the process may A new rule is used when determining dam- attempts to non-magically conquer or defeat
involve a calculation more complex than sim- the effect. This frequency is identical to that
ple multiplication. To double the volume of a age caused by a magical effect. If bonuses or given in the D&D Master Set (MDM page
cone or sphere, for example, the formula for penalties apply to damage rolls, these modi- 16) in reference to charm effects. The chart
calculating its volume must first be found. fiers will not change the number beyond the below adds to that earlier one, and covers the
(Consult a text on solid geometry.) Simply maximum or minimum on the die used. span of Immortal ability scores.
doubling one dimension of the volume often Thus, a bonus of + 1 on 1d6 results in rolls of
more than doubles the total volume. 2, 3, 4, 5, 6, and 6. When a new check is allowed, the player
makes a standard Intelligence check, com-
Conjuring and Summoning If bonuses or penalties apply to damage paring an unmodified roll of 1d100 to the
rolls, do not simply apply the bonus to the character's Intelligence score before being
Whenever a magical effect summons a crea- average per die. That would ignore the fact affected by the spell. If that check succeeds, a
ture, the victim must be able to respond using that the modified result per die cannot exceed new saving throw may be attempted. The
its normal type of movement. Thus, trans- the maximum possible result. With a fire effect vanishes without magical curing only if
planar summoning is only effective if the vic- ball, for example, a + 1 bonus per die cannot the saving throw succeeds. The effect
tim can cross planar boundaries, or if cause the result of any one of the dice used to remains if either the check or the saving
preceded by a gate or similar effect to enable exceed six. throw is failed.
such movement.
The averages for most common types of Immortals with 76 or greater Intelligence
Conjuring refers to a magical effect that dice and for bonuses or penalties of -3 to + 3 may check once at the start of each round,
actually creates a creature. In such cases the are given below. To calculate the averages for and again at the midpoint of the round.
life force involved might be summoned, but is other dice, or for modifications outside that Immortals with 91 or greater Intelligence
automatically drawn into the form created range, apply the following guidelines. need not make the ability score check at all.
(possibly across planar boundaries).
The average roll for a given type of die is
Conjuring and/or summoning will not
work if the creature involved is composed of a Average Results of Common Dice Rolls
single elemental material or devoted to a sin-
gle Sphere against which local or planar bias Type Modifier
is hostile. Example: An Immortal of of Die
Thought cannot conjure a fire elemental on -3 -2 -1 0 +1 +2 +3
his Home Plane, because his element (air) is 1d4
opposed to fire, and his plane thus has hostile 1d6 1.0 1.25 1.75 2.5 3.25 3.75 4.0
bias against fire and Energy. Similarly, the 1d8 3.5 4.333 5.0 5.5
same Immortal may open a gate to a nearby 1d10 1.5 2.0 2.667 4.5 5.375 6.75
Outer Plane and try to summon some flickers 1dl2 2.25 2.875 3.625 5.5 6.4 6.125 7.9
known to be therein, but these creatures (of 3.1 3.8 4.6 7.2 9.0
the Sphere of Energy) will not respond unless 8.25
they freely choose to do so. 4.0 4.75 5.583 6.5 7.416
Damage found by finding the total of all possible Durations of Mental Effects
results and dividing by the number of results.
The damage produced by any single magical Apply modifiers (if any) to each result before Intelligence Check again after
effect cast by an Immortal (including fire finding the average. Example: On 1d6, the
ball, lightning bolt, etc.) is 1d6 per Hit Die results (1, 2, 3, 4, 5, 6) average 3.5 per die. 13-15 3 days
(not level) of the Immortal creating it. Thus, With a + 1 bonus, the results (2, 3, 4, 5, 6, 6) 24 hours
the most powerful fire ball known, created by average 4.3 per die (26 divided by 6). 16-17
a Hierarch (HD 45), inflicts 45-270 points of 18 8 hours
damage. Mental Effects 19 3 hours
20 1 hour
For any effect involving large numbers of The descriptions for some spells that affect 1 turn (60 rounds)
dice, the DM may wish to use the average the mind may specify that the effects are 21-22 30 rounds
damage instead of random rolls. This speeds permanent—that is, of infinite duration until 23-25 15 rounds
play greatly, requiring only one simple multi- cured or dispelled in some way. These notes 26-29 8 rounds
plication instead of much dice rolling. Any apply only to mortals. An Immortal victim 30-34 4 rounds
reasonable variation of this method, such as may be able to defeat the effect by sheer con- 35-40 2 rounds
adding or subtracting a fixed or random centration as explained below. The victim 41-50 1 round
amount to represent the normal variance of a cannot, however, cure himself by magical 51-75 2/1 round
random total, is also encouraged. In the means. Immortals who fall victim to mental 76-90 2/1 round, save only
example given above, the fire ball would be effects are usually cured quickly by allies, at 91-100
quickly found to inflict 158 points of damage relatively minor Power Point expenditure.
by using the average of 3.5 points per die. It But this might not occur, and might be
might be modified slightly by using 2d20-20, impossible because of 100% A-M.
If the Immortal victim's A-M does not
negate the attack, and if the saving throw vs.
Mental Attack is failed, even an Immortal
mind can fall victim to charm, feeblemind,
and other effects. The victim's Intelligence
17
Immortal Magic
Undead Curing and used on any creature which already has Clairvoyance: When used to see an area
an A-M percentage, the figures are cumula- through the eyes of an Immortal, the victim
Any magical effect that would cure damage tive. For example, a Celestial of Thought (A- senses the presence of (but absolutely no
when applied to an undead creature (such as M 60%) who wants 100% A-M for an hour details about) the "eavesdropper."
cause wounds, finger of death, etc.) has the may acquire the 40% increase in A-M (base
same curative effect when used on any crea- cost 15), which is ruled by Time (Sphere fac- Clone: An Immortal cannot be cloned. This
ture of the Sphere of Entropy. (Immortal tor x 2), by expending 30 PP. The magically effect can be used only on mortals.
creatures cannot, however, be Turned.) added A-M cannot be dispelled by itself nor
by the innate A-M. Commune: This establishes instant contact
Explanation of Terms, with one Immortal of any Sphere. When this
Charts S1-S4 Anti-Magic can disrupt any type of magic is used by an Immortal player character,
use, whether mortal spellcasting or Immortal detailed communication is possible, not
Ability score bonuses: An Immortal may Power expenditure. Anti-Magic has no effect merely the "yes or no" question format given
increase one or several ability scores by a sim- on Power combat, Aura, or other non-magical in the spell description. If a specific Immortal
ple Power Point expenditure. The standard effects. is named, that individual is contacted if avail-
duration of any such effect is 1 hour (6 turns). able, or otherwise another of the same Sphere
Mortal ability scores cannot exceed 18, and Anti-Magic Ray: Unlike standard A-M and of comparable rank. Even if available, an
any increase in excess of this is discarded. effects, this does not deactivate magic for a Immortal may refuse contact (but the PP cost
Immortal ability scores cannot exceed 100, full turn. Magical effects and temporary must still be paid). Any Immortal contacted
but normal rank limits may be ignored for magical items do not work while within the by commune automatically knows the caller's
this temporary effect. ray, but return to normal at the instant the identity (by common name, never truename)
ray is no longer upon them. and status, including the exact rank if
The listed PP cost raises the ability score(s) Immortal.
involved by 4 points. However, a larger Automatic Healing: See Cureall.
increase may be achieved by expending more Confusion: See General Notes (Mental
Power Points. For example, an increase of 40 Bearhug: If an Immortal's form has more Effects).
points can be created as one action (though at than two arms, any two may be employed in
10 times the base cost). As with other magical using this effect. Conjure Elemental: See General Notes
effects, this action may only occur during the (Conjuring and Summoning).
"magic spells and items" phase of the melee Blasting: It is very important to remember
round. It is subject to A-M, and may be that in the D&D game, sound may exist Contact Outer Plane: This produces an
removed by dispel magic. Magical ability where air does not. Though speech is nor- effect identical to that described for commune
score increases cannot be made permanent. mally created by manipulating air, effects of in this section. No chance of insanity applies
this type work magically, and can only be to an Immortal character.
No factor ever increases the base PP cost of blocked by magical silence.
creating ability score bonuses, and hence Container: This effect can only be placed on
these effects are listed for all four Spheres. Bug Repellant: The DM may expand the an inanimate non-living object of 1 or more
When a bonus refers to "GT," any of the abil- definition to include local varieties of "bugs," cubic feet in volume.
ity score(s) of the Immortal's Greater Talent even though such may be totally unlike those
can be affected. "IT" refers to all the Lesser of the Prime Plane. However, no creature of 3 Contingency: If cast by an Immortal, this
Talents. or greater Intelligence can be classified as a effect can trigger a spell effect of up to 5th
bug. level (one higher than the mortal version). It
Example: An Immortal of Time (whose cannot trigger a non-spell magical effect.
Greater Talents are Wisdom, Strength, and Buoyancy: This effect is useless in places
Charisma) wants to temporarily increase her where "sinking" (i.e. gravitational orienta- Create Normal Objects: Immortals may use
Charisma by 20 points, so that her Aura will tion) is unknown. Such places are common in this effect to create non-magical objects of
have greater power. She must expend 20 PP the Elemental Plane of Water, for example, value (including treasure). However, trea-
to produce this effect, multiplying the 4 PP where large water globes are common. The sures created must be simple non-crafted
base expenditure 5 times. If she instead DM may freely apply this effect to areas objects, such as raw uncut gemstones. From
wishes to increase her Intelligence by 20 where any type of sinking (or even falling!) the Immortal perspective, material wealth is
points using the Raise all Lesser Talents could occur, regardless of the elemental or irrelevant except when bargaining with mor-
effect, she must expend 80 PP (base cost 16 other material involved. tals.
PP, again multiplied times 5), which raises
the other two Lesser Talents as well. The best Calm Others: If cast by an Immortal, this Create Water: This spell has normal (though
way for her to achieve both these goals at once effect can remove fear or agitation from a startling) effect when used in an environment
would be to raise all the ability scores by 20 number of Hit Dice of creatures equal to which lacks a ground-like surface. The spring
points (at a total cost of 100 PP), as that twice the Immortal's Hit Dice. can be summoned forth from any solid non-
method raises all the Greater Talents instead living object of 1,000 or more cubic feet in
of merely Charisma. Choose Best Option: This magic has no effect volume.
when used by a Hierarch. If used by any other
Aerial Servant: See General Notes (Conjur- Immortal, this effect telepathically links the char- Creeping Doom: The magically created
ing and Summoning). acter with the Hierarch of his or her Sphere. It is swarm always consists of tiny insects native to
thus best used sparingly, if at all. The Hierarch the plane of the caster, which might be
Anti-Magic: When this category of non- acts in the same way as would an artifact with this instantly slain by certain environmental
spell magic (of the Sphere of Time) is created power, considering only those parts of a problem effects.
which are specifically presented.
18
Immortal Magic
Cureall: This effect can cure a maximum of Feeblemind: See General Notes (Mental Life Trapping: This effect can only be
6 hit points per level of the caster. It can thus Effects). placed on an inanimate non-living object of 1
cure a maximum of 216 points of damage if or more cubic feet in volume.
cast by a mortal (36th level), or 540 points if Find the Path: This spell functions properly
created by a Hierarch (HD 45, caster level only within a single plane of existence. It Light: When an Immortal is blinded by this
90). might malfunction partially or totally if the effect, the Immortal's form is affected nor-
path leads across planar boundaries. The mally. This does not prevent Aura or Power
Curse: If cast by an Immortal, a curse can DM may decide the specific result—whether use, and if the Immortal leaves the body, the
have up to double normal effect. the spell seems to have no effect or the path incorporeal character is not blinded. The
suddenly stops or proceeds in the wrong blindness affects only the material form.
Death Spell: If cast by an Immortal, this can direction. It is highly erratic and often mis- Each round an Immortal's A-M may be used
affect double the given amount of creatures leading or useless when insufficient details of to try to negate the effect. But the character
(8-64 Hit Dice, affecting creatures of 15 Hit the destination are known. For example, will become blinded if the A-M is lowered
when used to find the seventh dimension, or during the duration of the effect.
Dice or less). the hiding place of the Old Ones, this effect
leads in a random direction. Lightning Bolt: See General Notes (Dam-
Delayed Blast Fire Ball: See General Notes age).
(Damage). Fireball: See General Notes (Damage).
Lore: If cast by an Immortal, the effect
Dimension Door: An Immortal may use Geas: See Quest. requires only 1-4 rounds or 1-100 turns,
this effect normally or may reverse this effect, instead of the same numbers of turns or days
dimension window, to change his or her Haste: This affects the physical form only. It given in the spell description.
dimensional perspective to any other possible does not affect the rate of Power use of any
for the location, viewing other dimensions. type, nor of any type of regeneration. Lower Water: The maximum depth of the
When used in this way, the effect does not "hole" in the water is 500 feet. If cast by an
cause physical movement. Heal: See Cureall. Immortal, this effect can be used to create a
similar hole in solid ice. In this case, only half
Disintegrate: In addition to the usual Hold Monster: This can affect any living normal effect is gained (depth to 3/4 normal,
defenses (A-M and saving throw), this effect mortal creature, but has no effect on Immor- to a maximum of 250 feet).
may be partially resisted by an Immortal vic- tals of any sort.
tim. The victim must make a standard Magic Jar: An Immortal may dispense with
(unmodified) Constitution check. If success- Hold Person: Immortals of any sort are not the need for a container for the life force,
ful, the effect causes damage equal to half the affected by this magic, even if they were being able to exist as an incorporeal.
Immortal's normal (undamaged) hit point "persons" (by the spell description) in mortal
total, but does not produce full disintegra- life. Mass Charm: If the effect is cast by an
tion. The disintegration of a form has no Immortal, the maximum number of Hit Dice
effect on the Immortal's life force, though it Insanity: See General Notes (Mental or levels of creatures affected is equal to the
does cause incorporeality. Effects). Immortal's caster level, equal to double his or
her Hit Dice.
Dispel Evil: If used against an Immortal, Insect Swarm: The insects are summoned,
this has no effect unless the victim is the sole not conjured, and must thus be able to reach Massmorph: Immortals experienced in
target, and even then allows the usual saving the caster by using their normal form of environments other than that of the Prime
throw and A-M resistance. Even if successful, movement. If preceded by a gate spell or sim- Plane may choose to create the illusion of
the effect merely causes the Immortal to ilar effect, the insects may indeed be sum- some plant life other than trees.
return to his or her Home Plane, and the moned from another plane or dimension.
Immortal may leave the next round after Maze: This has no effect whatsoever if used
arriving here. Invisible Stalker: See General Notes (Con- on the Astral Plane. An Immortal who
juring and Summoning). entraps a creature by this effect may follow it
Earthquake: The exact amount of crushing to the astral maze (using standard movement
damage inflicted upon a creature engulfed by Levitate: In environments lacking gravita- procedures and costs) and automatically find
a crack is 101-200 points of damage tional orientation, the direction of movement the victim in 1 round. The Immortal may
(1d100 + 100) per round. may be freely selected. The movement rate is pull the victim out of the maze, into the wide
still very slow in comparison to fly and other expanses of the Astral Plane, by scoring a
Elasticity: The size limits mentioned in the effects, but may be useful in some situations. normal Hit roll and pulling the victim along.
description apply to mortal humanoids. An If an Immortal applies this effect to another If this occurs, the victim does not reappear at
Immortal may stretch the form used up to 5 creature, the creator of the effect may retain the point of disappearance, instead remain-
times normal height, with a minimum of 5% control of the movement, or may give control ing on the Astral Plane.
of normal thickness. The benefit of taking to the recipient. Control passes with the
only half damage from blunt weapons applies touch required to bestow the effect. If If the victim of this effect is Immortal, he or
also to a punch attack and other modes of retained, control cannot be given at a later she may leave the maze in 1 round, and then
unarmed combat. time. When this effect is used as a form of free to move as desired. The Immortal need
attack, to restrict or force movement with the not then return to the point of disappearance.
Explosive Cloud: Though no saving throw creator retaining control, the victim may save The returning effect of the spell is automatic
applies to mortals, Immortals may make the vs. Spell when touched to avoid the effect. If if the Immortal simply waits for the effect to
usual saving throw vs. Physical Attack to the victim saves, the magic vanishes. end (a maximum of 4 rounds after it began).
reduce the damage by half.
19
Immortal Magic
Memorize Bonus Spell Levels: This has no Produce Fire: This will not work when local inanimate non-living object of 1 or more
effect on any creature who creates magical or planar bias is hostile toward Energy or cubic feet in volume.
effects by Power use, rather than by spellcast- fire.
ing. Size Control: The size limits mentioned in
Protection From all Creatures: The unlim- the description apply to mortal humanoids.
Meteor Swarm: This effect is commonly ited effect applies to mortals only. This effect An Immortal may enlarge his or her form to a
used by Immortals. The DM may choose to does not normally block any Immortal crea- maximum of 3 times normal height, or shrink
use the results of only one roll (of 4d6 or 8d6) ture. However, an Immortal may expend to a minimum of 5% normal. The user's
to all four or eight meteors, to speed play. An double the standard PP cost to create a simi- attacks and damage therefore may be signifi-
acceptable alternative is to use average dam- lar effect that blocks both mortal and Immor- cantly affected and the DM's judgment is
age in all cases, perhaps rolling randomly tal creatures for the same duration. required.
only if the damage needed to slay an oppo-
nent is close to that average. Quest: Since this effect can be removed sim- Speak With Monsters: If any creator of this
ply by the reversed spell effect, this is rela- effect (mortal or Immortal) attacks the recipi-
Mirror Image: The creator of the effect (and tively inefficient when used on any Immortal. ent while conversing, the effect ends immedi-
the recipient, if the effect is bestowed by ately.
touch) can always tell which of the images are Raise Dead (and Raise Dead Fully): This
illusory and which is the real creature. has no effect if applied to the slain material Spell Damage Bonus: See General Notes
form used by an Immortal. (Damage).
Parry: Unlike the standard fighter tactic,
this has effect even if the user is unarmed. Regeneration: This effect is the same as that Statue: The AC -4 given for the statue form
described for Artifacts, but only restores lost supercedes the character's Armor Class, for
Pass-Wall: Any dense non-living inanimate hit points and damaged flesh, not Power or better or worse.
matter can be affected if this magic is cast by Abilities.
an Immortal. Though this can never in itself Striking: This effect is limited in application
inflict damage, this may cause a collapse of Reincarnation: This has no effect on the to non-living objects, and cannot be used to
surrounding matter and the collapse may slain material form used by an Immortal. give damage bonuses to the attacks of any
have damaging effects. The chance of col- type of creature (including those of the non-
lapse is equal to the percentage of the sup- Remove Barrier*: If cast by an Immortal, living variety, such as golems).
porting base material removed by this effect. this effect will remove even a wall of iron.
Summon Animals: If this effect is used in a
This distinctive effect actually moves the Remove Curse: This is ineffective if the cre- plane other than the Prime, the DM should
matter involved into an opposite dimensional ator or caster of the curse has (or had) a determine the local equivalents of the animals
orientation. It remains in the same location, greater number of Hit Dice than the creator that can be affected.
but appears to change into air because of the of this effect. If several Immortals work
dimensional displacement. Were it to actu- together to remove a curse, their effective Summon Elemental: See General Notes
ally move, an inrush of air or other nearby level is equal to the total of their Hit Dice. (Conjuring and Summoning).
material would accompany the effect—which
it does not. Repair (normal object, magical object): Symbol: All Immortals are treated as magic
This has no effect on any creature, living or users for this effect, and may save to avoid the
Plane Travel: This only affects the user and otherwise. effects. Furthermore, an Immortal may
any non-living inanimate equipment carried. make a saving throw even when merely pass-
If all members of a group simultaneously Reverse Gravity: This has absolutely no ing the symbol.
plane travel to a predetermined destination, effect if the local environment has no gravity.
all starting from the same general location, Note also that falling may occur at much Teleport: This effect cannot be used to cross
they will appear in the same positions relative slower rates in conditions of less than normal planar boundaries, nor to change one's
to each other. This applies even if several gravity. dimensional orientation. It merely enables
plane travels are required to reach the final movement in the fourth dimension (referring
destination. However, any member of such a Shapechange: This has very nearly the same to standard orientation), literally bypassing
group may, simply by concentrating slightly effect as the spell. However, the maximum any amount of three-dimensional distance.
in the process of moving, arrive up to 24 size change is one hundredfold in each
miles (1 outdoor map hex) distant from the dimension. For example, a typical mortal Thief Ability: These effects are often useless
others for each planar boundary crossed. human could become a creature up to 600 to Immortals, but are frequently used on fol-
feet tall, if any such creature were seen first lowers or other allies.
Polymorph Other: Although this magic has (as limited by the spell description). Thus,
normal effect on Immortals, this spell does even Immortals cannot shapechange into Timestop: Power combat occurs in literally
not erase memory in any way, but merely huge creatures like the draeden or megaliths. no time at all, and is unaffected by this
produces tendencies that match the new magic. See Power combat for procedural
form. It does not impair Power use in any Immortal magic use is not dependent on notes on this topic.
way. any characteristics such as form, movement,
or sound, being instead a purely mental func- Tracking: The variance in percentage by
Power Words (stun, blind, kill): If any tion. The spellcasting restriction given in the locality (indoor, outdoor) applies only to mor-
such magic is cast by an Immortal, the range, shapechange spell description thus does not tals. An Immortal uses the "indoor" percent-
duration, and all limits on creatures affected apply to any being, Immortal or otherwise, age when trying to track in any environment
are doubled. who uses Power to create magical effects. in which some elemental material exists,
whatever the type. The "outdoor" percent-
Shelter: This effect can only be placed on an age is used when tracking in non-elemental
20
Immortal Magic
environments of all sorts, including the Ethe- Turn Undead (All cleric levels)
real and Astral Planes and even vacuum. An
Immortal may follow a creature's traces Undead Cleric Level
across planar and dimensional boundaries,
but at only half the listed "outdoor" chance Skeleton 1 2 3 4 5 6 7 8 9-10 11-12 13-14
of success. Zombie
Ghoul 7 T T D D D D D D D+ D+
Truesight: This effect also reveals the exact Wight 9 7 T T D D D D D D D+
Hit Dice of those seen, but never an exact Wraith 11 9 7 T T D D D D D D
Power total (permanent or temporary). Mummy
Spectre 11 9 7 T T D D D D D
Turn Undead: An Immortal with this magi- Vampire 11 9 7 T T D D D D
cal ability may Turn undead creatures by ges- Phantom 11 9 7 T T D D D
turing, and needs no holy symbol. An Haunt 11 9 7 T T D D
Immortal can Turn twice as many undead as Spirit 11 9 7 T T D
a mortal cleric, affecting 4-24 Hit Dice per Nightshade 11 9 7 T T
attempt. The level at which an Immortal Lich 11 9 7 T
Turns undead is based on the effect chosen 11 9 7
and power spent. An Immortal who was a Undead 11 9
cleric in mortal life retains his inherent Turn- 11
ing ability at the level he gained as a mortal. Skeleton
A complete chart is given below. Zombie Cleric Level
Ghoul
Although Immortal creatures of Entropy Wight 15-16 17-20 21-24 25-28 29-32 33-36
can be cured as if undead, they cannot be Wraith
Turned, and cannot be controlled as Pawns. Mummy D+ D+ D + D# D# D#
They may, however, act as Lieges. Proce- Spectre D+ D+ D+ D+ D# D#
dures for handling undead Lieges and Pawns Vampire D+ D+ D+ D+ D+ D#
are described in the D&D Master Set, MDM Phantom D D+ D+ D+ D+ D+
pages 22-23. Haunt D D D+ D+ D+ D+
Spirit D D D D+ D+ D+
Any non-undead follower of an Immortal Nightshade D DD D+ D+
of Entropy can be Turned as a "special." For Lich D D D+ D+
example, this applies to various followers of Special D D DD D
the demon rulers. This affects only creatures D DD D D+
who voluntarily ally with these Immortals, T D DD D D
and not to those who are duped, charmed, or T T DD D D
otherwise manipulated. It also does not apply 7 T TD T D
to creatures who are created by magical 9 T T
means. 11 7 TT T
9 7T
Explanation Web: The time required to break free of the effect. Factors are cumulative. Without this
web varies by Strength as follows. restriction, those of the Sphere of Thought
11, 9, or 7: Total dice roll (on 2d6) needed have a distinct advantage over all other
for successful Turn Strength Time required Spheres.
T: Automatic Turn, 4d6 Hit Dice of undead 0 Spell duration A wish cannot affect any creature's perma-
(2d6 for mortals) 1-3 5-30 turns nent PP total. It can be used to restore a tem-
4-8 3-18 turns porary PP loss, but to a maximum of 20
D: Automatic Destroy, 4d6 Hit Dice of 9-12 2-8 turns points. It is thus at least as costly as the
undead (2d6 for mortals) 13-15 1-4 turns expenditure, and a useless tactic unless
5-30 rounds employed to aid another creature.
D +: Automatic Destroy, 6d6 Hit Dice of 18 4 rounds
undead (3d6 for mortals) 19-20 3 rounds Word of Recall: An Immortal may have
21-23 2 rounds multiple "permanent homes," to a maximum
D#: Automatic Destroy, 8d6 Hit Dice of 24-27 1 round of one for each Project. However, this effect
undead (4d6 for mortals) 28-32 1/2 round does not enable instantaneous transplanar
33-100 Instantly travel to such a place unless the movement is
Weapon Bonus: This effect can only be away from the Prime Plane (e.g. Prime to
applied to an inanimate, non-living object. Wish: All restrictions given in the spell Elemental or Elemental to Outer).
description still firmly apply. If a wish is used
Weather Control: The DM may modify this to reproduce a spell effect (limited to one of
effect for local weather effects as well as gen- 8th level or less), multiply the PP cost of the
eral environmental conditions. An Immortal wish by the Sphere factor of the resulting
may thus cause spectacular weather changes
as well as create small personal rain clouds
and such.
21
Section 4: Character Advancement
A character's progress is measured by his or Minimum Requirements Max. Probable Min.
her Power total. Levels of experience were
used to describe mortal progress, and also An Immortal must satisfy two specific High Temporals 20 12 4
apply to Immortals. But in addition, an requirements to become eligible for rank High Celestials 14 8 3
Immortal reaches a limit after a series of level advancement. The first is a given amount of High Empyreals 8 4 2
gains. The character can then progress fur- Power Points, listed on Table 1 and summa- High Eternals 2 2 1
ther only after meeting certain additional rized below. The second requirement is that
requirements and passing a test. Each group- each of the three scores comprising the To start each Olympics, all those of High
ing of levels, representing the period from Immortal's Greater Talent must be at the (5th) level are grouped with their peers. The
one such limit to the next, is called the maximum for the character's rank (as number of available positions is announced;
Immortal's rank. Level and rank gains are explained earlier in the section on Ability for example, two vacancies for Celestial may
not handled in the same manner. Scores). A character who satisfies both exist as goals for the competing Temporals.
requirements becomes eligible for, but does Each group of competitors is then sent to an
Level Advancement not automatically gain, the new rank. arena—an entire plane of existence, selected
to not favor any element or Sphere. Each
Refer to Table 1. An Immortal starts each The Power totals required for each rank group has its own private arena, with either
rank (Initiate, Temporal, etc.) as a Novice, are as follows: no other life forms or only those with no intel-
and progresses through five levels within that ligence within.
rank before reaching the next. Level Current Power to be
advancement is automatic upon reaching the Rank total needed... eligible for The games are watched by most of the
Power Point (PP) totals given for each. The Immortals of the Sphere. The conditions of
reverse process is also automatic; permanent Temporal 1000 PP Celestial victory are as follows. When a competitor's
PP expenditures may cause a loss of one or Celestial 2,500 PP Empyreal hit points reach zero, that Immortal's mate-
more levels within a rank. Empyreal 5,000 PP rial form is slain, and the character cannot
Eternal 10,000 PP Eternal affect or win the competition. The life force
The permanent Power Point Total is the Hierarch automatically returns to the Immortal's
only factor that determines level. No other home plane. Most defeated competitors
requirements apply. Whenever the level Only scores in the character's Greater Tal- immediately assume a new form and join the
changes, remember to add or subtract Hit ent affect the second requirement for eligibil- spectators. All remaining competitors
Dice and hit points (which are determined by ity. No minimum Lesser Talents are become instantly aware of the reduction in
level) accordingly. required. (However, low scores of any sort their numbers. When the number of remain-
are flaws in the character, and may lead to ing competitors equals the number of vacan-
Fifth level is the upper limit within each defeat in the ensuing contest.) cies announced beforehand, the event ends,
rank. Progression from there to the next rank and this fact is announced to all participants
is impossible until a certain procedure is com- Competition for Advancement and spectators.
pleted (see Rank Advancement). Until that
time, the character's PP total cannot exceed An Immortal can only rise to a new rank by Each winner gains Novice level in the new
the amount given for maximum (5th) level. defeating one or more peers in a competition rank and receives bonus awards of Power and
Power in excess of this amount is immedi- for the honor. This game, carefully designed hit points, as given on Table 1 and summa-
ately discarded if earned. Example: A Tem- by the Eternals to be a fair and well-rounded rized here.
poral with 990 PP and 24 in each Greater test of the abilities of all applicants, h e l d
Talent ability score has an opportunity for publicly and enjoyed by all observers. It is Victory Awards
adventure. If the character earns 20 PP dur- part of a series of games called an Olympics.
ing the adventure, 10 are acquired and 10 are Rank Power Points hit points
discarded. The extra PP cannot be expended; Each Sphere holds its own Olympic games.
they were never acquired. Many Immortals enjoy visiting other Temporal + 50 + 10
Spheres' Olympics. Olympic meets are held Celestial + 125 + 20
Power cannot be voluntarily expended at regular intervals determined by the Hier- Empyreal + 250 + 30
permanently if the subtraction would drop arch or Eternals of each Sphere. Eternal + 500 + 40
the Power total to below that required for
Novice level in the rank. Example: A Celes- Each applicant must have the minimum After the rank advancement competitions
tial with 1,019 PP cannot spend 20 PP per- qualifications of total Power and Greater Tal- are finished, other games may be held. The
manently to increase an ability score, since ent to be eligible to compete. After an awards for these games may consist of bonus
the reduction would cause the PP total to Immortal has qualified for rank advance- Power from a superior, alliance, gaining 1
drop below 1,000, the minimum required for ment, a waiting period of several weeks to service from another, etc. The number and
Celestial rank. years normally occurs before the next Olym- type vary by the preference of the Hierarch of
pics. While waiting, Immortals may work on the Sphere, but are usually chosen so that
Rank Advancement improving their Home Plane, Lesser Talents, every Immortal can participate in at least one
and other comparatively minor details. event, if desired. Each event is usually, but
To gain a new rank, a character must first Power expenditures must be carefully consid- not always, limited to one rank of Immortal.
become eligible by meeting two require- ered, for if some opportunity to regain the The details of these games need not be
ments, and must then defeat peers through Power used is not found quickly, the charac- announced before the Olympics, again
competition for the honor of advancement. ter may be ineligible for competition. depending on the preferences of the Hier-
arch, but the explicit victory conditions and
The following numbers of Immortals are awards are always announced before each
typically eligible for rank advancement com- contest.
petition. The DM selects the number who
participate.
22
Section 5: The Home Plane
As one of the last details handled during the within this vast empty space are 2-5 stars, permanent, self-sustaining life forms are
training period as an Initiate, each new with a total of 16-20 planets in orbit around desired. Such creatures may have any char-
Immortal is assigned a Home Plane. them (plus any number of assorted smaller acteristics, and need not duplicate life forms
rocks, from moon-sized to mere fist-sized that exist elsewhere. But the easiest method is
Starting Details fragments). Up to 3 of those planets may be to import life from other planes.
megaliths, at the DM's discretion.
An apparently infinite number of Outer A character who tires of Immortality may
Planes exists. One of the tasks of the hierar- Life Forms confer great bonuses to the Home Plane by
chy of the Immortals is the exploration of Dispersion. With this action, the Immortal
these planes. Millions of planes have been Any and all planets and stars may already bestows all of his or her Power to the plane,
discovered, explored to a minor extent, and support life forms of various sorts when the gaining greater effects than through normal
categorized. Of all these, a few have been plane is first adopted by the Initiate character permanent expenditure. Upon Dispersing,
designated as appropriate starting planes for as determined by the DM. The space the character's life essence may either retire
new Immortals. between the planets and stars may also be to some point within the plane, immune to all
home to certain odd life forms, though these outside effects (but unable to act in any way),
The Initiate cannot select a Home Plane; are much rarer than the other types. No life or may choose to begin the great cycle of life
one is assigned by the Hierarch of the charac- forms in a starting plane have an average once again as a mortal creature. In the prior
ter's Sphere. Each of these suitable planes is racial Intelligence of greater than three on the case, a player may wish to try the challenges
nearly identical, to give each Immortal a fair standard scale. Most are of microscopic size, of being DM in his own world. If the first
chance to compete on an equal basis with the though some may be as large as 2-5 feet long. option is chosen, the character is no longer
other Immortals of the hierarchy. The start- Any megaliths present are the sole exceptions played, but may be contacted for reference by
ing Home Plane has the following character- to this rule. other Immortals who enter the plane and seek
istics. out the life force.
One or more renegade life forms may be
Some of the terms in the following notes present. Though this possibility is minimized If the second option is chosen, the charac-
may be unfamiliar to you as a player. Your through earlier surveys, the large volume of ter is reborn on the Prime Plane as a normal
DM may choose to reveal more details, or the plane makes it impossible to completely mortal, with no memory of his or her pre-
may leave them for future adventures. examine it before assignment to an Initiate. vious life. All details are created randomly, as
The character should examine the plane usual for a starting character. However, if
Size more thoroughly before starting major pro- that character ever regains Immortal status
jects. Most Immortals enlist the aid of several (following the long route of a complete and
The plane is a five-dimensional space (as are associates (from various Spheres) to complete successful mortal life and thereafter meeting
most planes of existence). All the dimensions this initial exploration and, if necessary, the standard requirements for Immortality),
are equal in size. This size— the maximum cleansing of the Home Plane. the character's memory of the previous life
distance one could travel in a straight line, returns, and the character gains the old,
measured along any one dimension—is Development already improved Home Plane instead of a
approximately 5 trillion miles (5 x 10E12). new, undeveloped one.
Even traveling at maximum incorporeal An Immortal may increase all characteristics
speed (4 miles per second), an Immortal of the Home Plane. A gate to an Elemental Effects
would require over 36,000 years to cross the Plane may be opened, if permission in
plane (assuming 365 24-hour days per year). advance is given by both the elemental ruler An Immortal gains many bonuses when on
Teleporting, which has no maximum range, and the Elemaster involved. Elemental mate- his or her own Home Plane. Some activities
is thus a necessity for travel at this scale. rial of any kind can thus be added to the can only be performed while on the Home
plane, at any desired location. Minor adjust- Plane.
Sphere Influence ment is always needed to stabilize the ele-
mental material. Special care is needed when Resistances
The plane is carefully selected so that the new material is added to an existing system of a
owner's Sphere is dominant. It is usually only star and orbiting planets. While on his or her Home Plane, an Immor-
slightly so, with all five Spheres present to tal is immune to all attacks of mortal origin.
some extent. The size of the plane may be increased by a The character automatically takes only half
permanent PP expenditure, but such actions damage from magical effects and physical
Elemental Influence are very expensive, requiring at least 500 PP blows of Immortal origin, and may save (vs.
and often many thousands. This sort of activ- Spell or Physical Blow, as applicable) to take
Each plane contains some air, earth, fire, and ity is not necessary until the plane has already one-quarter damage. The Immortal may
water. The exact amounts vary widely, but undergone substantial development. make a saving throw (whichever is applica-
the element corresponding to the character's ble) to avoid or halve the damage from any
Sphere occurs in slightly greater amounts New life forms may be created by magical magical effect which normally allows none.
than the others. and other means. Magical creations do not
have the ability to reproduce, but may be use-
General Characteristics ful in short-term goals. They must, however,
be duplicates of creatures that exist else-
Most of the plane is vacuum, containing where. Or an Immortal may alter existing
only occasional bits of extremely small ele- creatures already found in the Home Plane.
mental material. Floating here and there Permanent PP expenditures are necessary if
23
The Home Plane
Controls tion requires 1-20 turns of time and 50-500 Immortal's true scores, but never more.
PP, depending on the physical details of the The many physical characteristics of the
By expending Power Points, the Immortal form. The PP expenditure is permanent.
may control certain characteristics of the form also apply. To use the previous example,
entire plane. Typical features which can be Step 3 (inhabiting) requires only 1 round an Immortal in dragon form cannot hide very
easily limited are the planar bias, the use of of time, and costs 50 PP, whatever form is easily nor move silently, has poor finger coor-
magical effects within the plane, the methods assumed. This PP cost is a temporary dination, and of course would frighten most
or points of entry into the plane, and the expenditure, and regenerates at the standard creatures encountered (possibly including
speed of travel within the plane. The changes rate determined by planar or local bias. even other dragons).
may be temporary or permanent, according
to the nature of the PP expenditure. Specific All forms have their limits, but most have Any form created by temporary PP
costs are listed in the DM's book. benefits as well. The Immortal's mental expenditure (such as by the use of magic)
powers are not affected by the form assumed, loses all movement and attack capability (if
Effects on Play but the form's physical limits usually restrict any) when inhabited by an Immortal life
the character's abilities to some extent. Most force, but it may cast spells.
Home Planes may be handled in as much or of these restrictions can be countered by mag-
as little detail as Dominions of mortal charac- ical alterations, if desired, but these limits A non-magical form that is not specifically
ters. Great amounts of detail and play may be must nevertheless be accurately defined and designed for a life force may be inhabited, but
devoted to exploring and describing the applied. must be magically altered before it is of any
Home Plane, or the details may simply be real use. For example, an incorporeal
assumed. Home Planes offer opportunities Though magic is a handy tool, Immortals Immortal could inhabit a rock or a dead tree,
for games, but players should not demand know that it is often undependable, and may but then has no capacity for movement or
full details if the DM offers other options for prefer to rely on their non-magical abilities physical attacks. Such an object has compar-
exciting play. and maintain high A-M for defense. atively low limits on physical ability scores,
usually a maximum of 18. The Immortal
Material Forms Immortals usually design forms that have may magically polymorph the object into a
the widest range of available actions and more convenient form, of course, but that
An Immortal may only create a material responses as possible. They usually prefer effect is subject to A-M and dispel magic, as
form for his or her use while within the Home forms that can blend well into a local popula- well as the limits of the polymorph object
Plane. Full details are given below. tion, aiding subtle operations. The form spell description. And the ability score limit
should have innate movement ability conven- cannot be increased by any means.
The types of actions and responses available ient to the area of operations, and should be
to an incorporeal Immortal are very limited. able to resist most of the environmental char- An Immortal may assume the form of a
Most Immortals use physical forms most of acteristics most likely to be encountered. dead body unless it has been disintegrated,
the time. The process of gaining a physical dismembered, reduced to -10 hit points or
form is called "assuming" that form. Gains less, or has been slain by death magic.
General Notes Aura and Power combat are usable by an Spare Forms
incorporeal Immortal, but physical and abil-
To assume a material form, an Immortal ity score attacks are only usable while in a Though an Immortal may certainly create
normally uses a three-step process of plan- material form. Magical effects can only be physical forms in advance of his or her needs,
ning, creating, and then inhabiting the form. created while corporeal, even though they are the permanent expenditure required usually
As an alternative, an Immortal may take con- produced by Power expenditure. limits the number severely. Any physical
trol of a form that already exists. This is not form can be stored on the Immortal's Home
normally possible if the form already houses a Whatever the form assumed, the Immortal Plane without penalty. The primary risk is
life force, but can otherwise be done easily. gains all the natural abilities of that form. that an intruder (or even an indigenous pred-
When assuming the form of a dragon, for atory life form) may discover and harm the
The three-step process is costly in terms of example, the Immortal gains non-magical spare form(s).
both Power Points and time, but results in a flight, multiple attacks, a breath weapon, and
material form capable of typical Immortal possibly spell use. Any spare form stored on a plane other
activities. The assumption of an existing than the Home Plane degenerates with time,
form is quick and has little cost, but this form The Immortal's current totals of hit points, losing 1 point from its physical ability score
is inefficient and easily damaged. Power Points, and mental ability scores are limit for each 10 days of storage.
not changed when a form is assumed. The
In the three-step process, step 1 (planning) Immortal's innate A-M also applies to the Repairing Forms
requires no PP expenditure, but may involve form. Only in physical form can an Immortal
quite a bit of time (even years), depending on create and use spell-like effects. The physical Every form is damaged occasionally, often
the complexity and size of the form. Once the form acts as a focus for creating effects in the through general use and attacks from oppo-
planning is successfully completed, the form material world. An Immortal may abandon nents. A form cannot be repaired unless it is
designed can be recreated at any time, and any physical form at will. inhabited by a life force. Any Immortal may
the design time is never reapplied. temporarily expend PP to create magical cure
Limits spell effects, which have normal effect on the
Step 2 (creating) can only be performed by form assumed. Natural amounts of wear and
an Immortal on his or her Home Plane, and When in a physical form, an Immortal's tear in normal activities are assumed to be
only after the form has been designed. Crea- current physical ability scores (Strength, repaired at regular intervals, and need not be
Dexterity, and Constitution) are those of the explicitly detailed in play.
form assumed. These may be less than the
24
The Home Plane
Creating a Form hurried a bit, to 150'(50'), and can run, quite low. Whatever method is chosen, the
given a reasonable surface on which to do so, DM should apply it equally and fairly to all
All Immortals can create two basic forms, and enough gravity to allow traction, at dou- characters, both PCs and NPCs.
called the Original and the Standard forms. ble speed (300').
A third form, usually imitating that of one If the original mortal form is created by the
monster type (called the Creature form), is Original Form Immortal on his or her Home Plane, the
also common. Other forms may also be process takes only 3 rounds, and omits the
designed and used. An Immortal may create The Plane of Existence in which an Immortal planning phase, because of the character's
a non-magical form only on his or her Home spent most of his or her mortal life is called long experience with that form. The cost of
Plane. the character's Native Plane. This may be the process involves a permanent expendi-
different from the being's Plane of Origin, ture of 50 PP for creating the form, and a
Standard Form the place of birth. Whenever an Immortal temporary expenditure of 50 PP for inhabit-
returns to his or her Native Plane, the charac- ing it.
Every Immortal is taught how to create a ter's material form instantly and automati-
standard form while an Initiate. This form cally changes to the original mortal one. In When a character's form changes upon
appears very similar to the character's origi- most cases (such as all humans and demi- entering the Native Plane, no cost applies.
nal mortal form, with the same number and humans), the native plane is the Prime Plane. The change occurs instantly, in the process of
type of general parts (head, torso, etc.) and of For Immortal beings who came from planes entering the plane. By the same procedure,
the same size, but with far greater durability. other than the Prime, the Native Plane may the character's previous form will return
be one of the four Elemental planes, the Ethe- when the Immortal departs from the native
The cost of creating the first standard form real, or even the Astral. The individual's his- plane (unless, of course, the original mortal
is assumed to apply during the Immortal's tory (often but not necessarily corresponding form was in use all along). This change can
study period as an Initiate, and is never actu- to that of others of the same race) determines be prevented if the Immortal chooses to
ally deducted from his or her PP total. The the Native Plane in all such cases. retain the original form, but otherwise occurs
planning takes 1 month and is automatically automatically, at no cost.
successful. Every Immortal is affected in this way
because of unbreakable habit. The charac- If an Immortal enters his native plane in
A replacement form may be created as ter's mind spent many years in this form, and incorporeal form or inhabits a form already
needed. The cost is 50 PP for a demi-human the act of reentering the same environmental present on his native plane, he is not subject
or 100 PP for a human (per form), and no conditions (unique to that plane) triggers this to this change.
design time is required. If a greater physical natural and irresistable response. The
ability score capacity is needed, it may be change and the resulting form are not magi- Other Forms
achieved by multiplying the base cost by 2 or cal effects.
more, as detailed in the notes on the three- Immortals often experiment with additional
step process (Step 2, Creating). No addi- Though forced into the mortal form, the forms for special uses. Apply the procedures
tional planning is needed for this minor character may freely choose any age for that given below (the three-step process).
improvement in the standard form, or in any form, even if such an age was not actually
other, as long as all other details of the form reached during mortal life. For example, an Three Steps to Gaining a Form
are identical. Immortal who was formerly a human female
may assume the form of herself as an old Apply the following details whenever an
The standard form's physical ability scores woman, nearly unrecognizable to her former Immortal wants to create and assume a mate-
are those of the Immortal, but to a maximum associates, even though she may have rial form.
of 27 points ( + 6 bonus because of ability reached Immortality at a much younger age.
scores). This standard form thus does not Step 1: Designing
unduly limit Immortals of Temporal status, All the physical ability scores and other Before creating a form, an Immortal must
but becomes increasingly restrictive for more characteristics of the original form reappear
powerful Immortals. with that form, regardless of the Immortal's design it. A usable material form is a blend of
current abilities. If, as a mortal, the character energy, matter, thought, time, and even
The standard form's Armor Class and hit could memorize and cast spells, that ability is entropy. The complex details of the influence
points are those of its Immortal creator. regained, and applies in addition to the of these Spheres are not easily or quickly
standard Immortal ability to create magical grasped.
The form is self-sufficient, and needs no effects by Power expenditure. Mortal attack
food, air, water, or other means of suste- capability, saving throws, Armor Class, and But these details are a matter for the con-
nance. It has the same senses as the original all other characteristics return in full. cern of the character only. The player need
mortal version, plus non-magical infravision only consider two crucial variables of the
to 180-foot range. It has the added ability to The exact physical ability scores used form, its size and number of attacks, compar-
accurately identify anything smelled or should be those that the character had just ing them to the Immortal's original mortal
tasted. It can hear noise at very long ranges, before leaving mortal life. Optionally, the form. A modified Intelligence check is used to
double the human norm, though greater ability scores may be those of the character at determine the success of designing the size of
comprehension of sounds is not automati- the age selected. However, this option the form. Wisdom similarly governs the
cally conveyed. requires either complete records of the char- design of the number of attacks.
acter's past progress, or good guesses and
The standard form has an innate non- cooperation from the player and DM The ability score checks are always modi-
magical movement ability, similar to flight, involved. For example, if a very young or fied for the difficulty of the task. If the form's
by which the form can move in any direction very old version is used, the scores may be size or number of attacks are less than those
at 120 feet per round (the same rate as an of the original mortal form, the check has
unencumbered human). The form can be only a 1 % chance of failure. If a variable is
the same, the task is modified as "easy." The
25
The Home Plane
increase in variables increases the relative subsequent attempt at designing the form of a Ability Score Capacity
difficulty of the task. Refer to the following 16-foot-tall fire giant should automatically
Design Variations chart for details. Creatures fail. Physical ability Cost
with two arms (such as humans and demi- score capacity
humans) who normally have one attack per Design Variations Multiplier
round are counted as having two attacks for Up to 18 ( + 3 bonus)
this purpose. Characteristic Effect on Ability Up to 27 ( + 6 bonus) 1/2
Score Check Up to 45 ( + 9 bonus) 1
The time needed for the design of a form Less Up to 70 ( + 12 bonus) 2
with the same size or number of attacks as the Modify to 1 % chance Up to 88 ( + 15 bonus) 3
original mortal form is 1 month. The time Same of failure Up to 98 ( + 18 bonus) 4
drops by half for reduction in variables Up to 100 ( + 20 bonus) 5
(cumulative, to a 1-week minimum), and Up to 2x Modify as "Easy" 6
doubles for each increase. For example, if a Over 2x to 4x
formerly human Immortal designs a form of Modify as "Average" Increases in ability scores, whether tempo-
48-foot height and 16 attacks, each variable Over 4x to 8x Modify as "Difficult" rary (from magic or ability score combat) or
has been doubled three times, so the total Modify to 1 % chance permanent (from PP expenditure), may not
time required for design is 64 months. Over 8x raise the physical scores of the form above the
of success limits determined during the form's creation.
The ability score checks are made at the Task is impossible The wise player may thus choose to create a
midpoint of the design time. No indication of form with very high potential, even though
success or failure is revealed before that Example: An Immortal who was formerly a the Immortal character may have relatively
point, whatever means are applied (even human male designs a form which is very low scores, in case such magical bonuses may
multiple wishes). If either check fails, the similar to that of a gargoyle—man-sized but be needed in combat.
Immortal recognizes the flaw in the design, with four attacks per round. The size is
and can stop immediately. roughly the same, so the Intelligence check is A new form which is absolutely identical in
modified as Easy. The number of attacks is all aspects except ability score potential need
The player need only describe the design in twice normal, so the Wisdom check is modi- not be redesigned. The previously successful
general terms, specifying height, number of fied as Average. If both checks succeed, the design may be used, and the greater PP cost
attacks, and other general characteristics to form is designed successfully. If either fails, of creation is simply applied creating a new
the DM. The Immortal character is assumed the Immortal knows that the form is flawed, form from scratch.
to plan and examine every detail, down to and must try another design.
microscopic size. The character may design At the time the form is created, the DM
continuously, or may complete parts of the Step 2: Creating should review all details of the form and may
design at any intervals, taking time out for Once a design is successfully completed, modify them as needed for game balance and
adventuring and other tasks. No penalty logic. The base damage per attack must be
applies if the design time is not continuous, the Immortal has memorized every minute approximately the same as for a normal crea-
and this is in fact the most common proce- detail. These details will never be perma- ture of similar size and type. In the example
dure, as a percentage of every Immortal's nently forgotten as long as the character above, the base damage per attack of the
time is occupied by required tasks of manag- retains Immortal status of any level. The gargoyle-like form could be 1-3/1-3/1-6/1-4
ing the multiverse (assumed, not played in memory may be temporarily lost, due to (as an actual gargoyle), or perhaps improved
the game). The DM should specify the magical effects (such as feeblemind), but is to a maximum of 1-4/1-4/1-8/1-6, but no fur-
amount of spare time that can be spent restored when such effects are removed. ther. The Immortal's Strength bonus to dam-
designing a new form. age will always improve the results quite
With the design work successfully com- sufficiently.
Failure in the design stage precludes any pleted, it is a comparatively simple matter for
further attempts at creating that form until the Immortal to create the form. This step Bonuses to Hit and damage rolls for high
the Immortal reaches a higher rank (not can only be accomplished on the Immortal's Strength or Dexterity apply only to methods
merely level). For example, if a Temporal Home Plane, and only if some elemental of attack which could reasonably accomodate
tries to design a dragon form and fails, he or material is present, but both of these details such increases. The DM may reduce or omit
she will automatically fail in essentially iden- are usually easy to accomplish. damage bonuses accordingly for relatively
tical designs until reaching the rank of Celes- minor attack forms. For example, a player
tial, after which the procedure can be The base cost of creating the form should might design a small but many-armed form,
restarted. A new attempt at a previously be about 1 PP per pound of mass, or 20 PP trying to achieve incredibly huge damage
failed design gains no bonuses for that experi- per foot of height or length (considering the potential through the many applications of
ence, and must be completely restarted. longest measurement only), with a minimum the Strength bonus. But in such a case, the
cost of 50 PP. The DM should decide what DM could rule that the form's physical
The DM may choose to categorize general the final cost should be. If the form has long attacks are too minor to warrant any bonus at
creature types for purposes of these designs. or extendable appendages, the maximum all. A good rule of thumb is that bonuses to
For example, a kobold and a halfling are reach should be applied instead of the dimen- Hit Rolls and damage may never exceed the
nearly identical in most physical ways, and sions of the basic form. maximum normal damage the weapon can
failure at designing one might cause auto- cause. Thus, a dagger which causes 1-4 nor-
matic failure in an attempt to design the The base cost applies to a form with physi- mal could be up to + 4 to Hit and damage.
other. Minor changes do not qualify as a new cal ability scores ranging from 1 to 27. A
design. For example, if the attempt at design- greater capacity may be achieved by multi-
ing the form of a 12-foot-tall hill giant fails, a plying the base cost by 2 or more, according
to the following chart.
26
The Home Plane
The actual process of creating the form is be controlled properly by an invading life Avatars
assumed, and few details are relevant to the force.
game. It takes at least 1 turn to finish, and An Immortal may choose to inhabit a form
may require as much as 20 turns based on the Whenever an Immortal life force occupies with only part of his or her life force, instead
complexity of the design. The work must be a non-magical object not designed for this of all of it. The standard procedures and costs
continuous, otherwise the form is spoiled. purpose, the Immortal must make a standard for planning, creating, and inhabiting the
unmodified Constitution check. If this is form must be applied. Such a form, contain-
Step 3: Inhabiting failed, the attempt also fails, and 4.2 cubic ing only part of the Immortal's life force, is
After a form has been designed and cre- feet of the form's material (a sphere of 1 foot called an avatar. The form containing the
radius) disintegrates. If this is a greater bulk of the Immortal's life force is then called
ated, it may be inhabited by expending 50 amount than the entire object, only the object the primary.
PP. The process takes only a few seconds (1 disintegrates, not anything nearby. Even the
round). It is a non-magical phenomenon, check is successful (indicating that the When inhabiting the form, the Immortal
and cannot be blocked. Immortal life force has successfully held the chooses the amount of life force to place
object together), another check must be made within the avatar. In play, the character
Assuming an Existing Form each turn (60 rounds) thereafter, applying the leaves 5 % or more of his or her permanent hit
same results. point total within the avatar form. The avatar
If an Immortal character's form is slain or is simply a second body used by the single
otherwise rendered useless, the character Golems & Drolems Immortal life force, exactly the same phe-
may choose to remain in the area, and can One option may yet remain. A greater nomenon seen in the horde-being of the the
still use Power attacks and Aura (though Elemental Plane of Earth (Companion Set,
nearly all other abilities are lost). He or she construct (CON-struct) may be found and DMC page 41).
may decide to return to the Home Plane and inhabited. Constructs are summarized in the
create a new form. Or the character may find D&D Companion Set (DMC page 21). The avatar has the number of hit points
a form nearby and inhabit it. Lesser constructs can easily disintegrate if deposited by the Immortal. The remainder of
inhabited by an Immortal life force; their the Immortal life force has a correspondingly
This last option is only viable in certain forms are too flimsy to stand the strain. Of lesser total of hit points. For example, a 1st
special situations. The character cannot the greater constructs—gargoyles, golems, level Empyreal (310 hp) may exist in four
assume control of any living creature, and drolems—only the latter two are built bodies, three of them being avatars with 16
because the presence of any life force utterly with enough care to permit Immortal use of hp each and the fourth (the primary form)
blocks such attempts. A magic jar effect can their forms. When an Immortal life force containing the remainder of the life force,
displace a life force, but an incorporeal inhabits a golem or drolem, no Constitution with 262 hp. Additional hit points may be
Immortal cannot create magical effects. A check is required. transferred to the avatar, but only by touch.
corporeal ally who uses magic jar on a victim
cannot then turn the form over to the incor- An incorporeal character can move at When an avatar is slain, its life force does
poreal Immortal faster than the original life incredible speeds, unhampered by interven- not become incorporeal. It is not an actual
force can reinhabit the form, unless the vic- ing matter, and could search a wide area for independent life force. Its power and hp
tim has first been feebleminded or otherwise an available form. If a golem or drolem is return to the primary life force.
mentally incapacitated. An incorporeal found, the Immortal can inhabit and control
Immortal can thus only occupy the body of it simply by moving in, expending only the The maximum number of avatars usable
another living being if some ally first incapac- standard 50 PP cost. by one Immortal is equal to the number of
itates and then displaces the victim's life projects which can be maintained (i.e. equal
force. Several restrictions apply. The Immortal to the ability score modifier for Intelligence,
cannot change the form magically, and must or half that if the avatars and/or projects are
Undead forms are likewise unusable. Even be content with whatever form of movement on different planes of existence). Each avatar
undead have life force, albeit of a nature is natural to that form. A drolem, which can act independently and simultaneously in
unique to these creatures, and this also pre- might be constructed to permit flying, is all physical ways, but the life force is still lim-
cludes such attempts at possession of their obviously the most mobile form. Golems ited to one action per round of any mental
forms. must walk, a slow process that can try even nature. Thus, by using two avatars at a single
Immortal patience. location, an Immortal may gain additional
If a living being is willing to loan its body to physical attacks, but can still initiate only one
the Immortal, it must have the ability to first The Immortal's A-M applies to the new Power attack per round, can create only one
vacate the form, a characteristic of Immortals form. Magical effects which do not change magical effect per round, and so forth. The
but not of mortals. A nearby Immortal may the form can be produced by standard proce- source of such mental attacks, however, may
depart from his or her material form and dures, and normal Power combat is also usa- vary by the choice of avatar used. Magical
allow the incorporeal Immortal to take it ble. In addition, all the abilities of the golem effects of a physical nature similarly apply
over. Though most Immortals are not willing or drolem may be used, and its immunities only to the individual forms, while those of a
to take such an action, a charmed or other- apply as well. Thus, a drolem form inhabited mental nature apply to all. For example, a
wise very helpful Immortal ally might be con- by an Immortal may breathe poisonous gas magical increase in A-M applies only to the
vinced to do so. three times a day, is immune to various spells, form creating that effect, but detect enemies
and can use bite and claw attacks for the listed would benefit all the forms.
The incorporeal Immortal may otherwise damage.
choose to inhabit an inanimate object. But All avatars are constantly and fully aware
not only is this subject to the standard 50 PP of each other, even if on different planes of
cost of inhabiting a form, it is normally a use- existence. No communication is needed
less maneuver. Most objects are not con- between them, for they are all manifesta-
structed with enough care to enable them to
27
The Home Plane
tions of the same single Immortal life force. If supervision and control of projects. They are Immortal power, and can affect all life forms.
one avatar is successfully attacked by mental occasionally used to gain advantages in a sin- When an Artifact is created, its Handicaps
means, all the avatars are affected in the same gle melee or other operation, but this is not
manner. A time-related attack (such as that of common, because of the PP cost of the forms and Penalties arise spontaneously, and are
a jumper) causes displacement only of the and the additional danger presented by mul- determined by the DM. These side effects
local life force, not affecting any other mani- tiple targets for opponents. cannot be avoided by mortal users.
festation of the Immortal. Physical effects,
however, are localized to the form of the ava- Artifacts For Immortal users, the Intelligence score
tar affected. of the creator of the Artifact determines the
Immortal PCs may create artifacts. The incidence of side effects. If the user's Intelli-
An Immortal may at any time simply with- powers and costs for artifacts are given in the gence is equal to or greater than that of the
draw his or her life force from any avatar D&D Master Set (MDM pages 45-64). An creator, no side effects occur. Otherwise, the
used. If the avatar is on any plane other than Immortal may only create an Artifact while chance of side effects is 5% per point of differ-
the Home Plane when this occurs, it dies (i.e. on his or her Home Plane. ence, checked at each applicable situation.
the form is no longer usable). On the Home For example, if the Shard ofSakkrad (created
Plane, the avatar form may be stored in such The PP expenditure for creating an artifact by a Hierarch, whose Intelligence is 100) is
a way as to prevent any damage, and may be is a permanent one. Most Immortals do not used by an apprentice Hierarch with only 88
reinhabited later. An Immortal must collect create artifacts until reaching Celestial or Intelligence, the chance of side effects is 60%
his or her life force into a single form when higher status. Artifacts are usually created for (12 points difference). The chance of occur-
competing for rank advancement. use by mortal life forms, to defend or other- rence of a Penalty is given as 20%, but in this
wise aid one of the Immortal's projects. Mag- case would be only 12% (60%, as calculated
Avatars are commonly used to maintain ical effects produced by Artifacts have above, times the 20% given).
28
Section 6: Reference Tables
TABLE 1: Rank Advancement Chart
Rank Level PP HD hp A-M Greater Pop.**
Initiate Talent 7
Temporal Novice 500 15 75 50 Scores
1st level 600 (var) 25
High 700 20 100 60 24
Temporal 2nd level 800 70 25
Celestial 3rd level 900 21 110 80 23
4th level 22 120 90 50 22
High 1,000 23 130 21
Celestial 5th level 75
Empyreal 1,050 24 140 20
Novice 1,300
High 1st level 1,600 25 150 19
Empyreal 2nd level 1,900
Eternal 3rd level 25 160 18
4th level 2,200 26 17
High 180
Eternal 5th level 2,500 27 200 16
Hierarch 28 220 15
Novice 2,625 29
Full 1st level 3,000 240 14
Hierarch 3,500 30
2nd level 4,000 260 13
3rd level 30 12
4,500 31 280 11
4th level 32 10
5,000 33 310 9
5th level 34 340
5,250 370 8
Novice 6,000 35 400
1st level 7,000 7
8,000 35 430 6
2nd level 36 5
3rd level 9,000 37 460 4
4th level 38 500 3
10,000 39 540
5th level 580 2
10,500 40 620
Novice *(1)
1st level 11,000 40 660
2nd level 12,000 41 100 1
3rd level 13,000 42 700
4th level 14,000 43 750
44 800
5th level 15,000 850
45 900
1,000
* Each Sphere of Immortals has its own sole ruling Hierarch, who always has one "trainee" (an aide or apprentice) who can assume the senior
position whenever necessary
** Population refers to the total number of Immortals that may exist at each level.
29
TABLE 2: Modifiers based on TABLE 3: TABLE 4: Saving Throws
Strength, Intelligence, Wisdom, Dexterity, Charisma Effects
and Constitution scores Physical Power Mental Magic
Attack Drain Attack Spell
Ability Ability Retainers Initiate 14 16 18 20
Score Adjustment Temporal
Score Reac Max Morale Aura 14 16 17 20
Novice 14 15 17 19
0 -5 1 13 (+4) 1st level 13 15 16 19
1 -4 2-3 2nd level 13 14 16 18
2-3 -3 -2 14 (+3) 3rd level 12 14 15 18
-2 4-5 -1 4th level 12 13 15 17
4-5 -1 25 (+2) 5th level
6-8 6-8 0 Celestial 11 13 14 17
9-12 None 9-12 +1 36 (+1) Novice 11 12 14 16
13-15 13-15 +1 1st level 12 13 16
16-17 +1 16-17 +2 47 (0) 2nd level 10 11 13 15
18 +2 +2 3rd level 9 11 12 15
19-20 +3 18 +3 58 -1 4th level 9 10 12 14
21-23 19-20 +3 5th level
24-27 : +7 21-23 +4 69 -2 Empyreal 8 10 11 14
+8 Novice 8 9 11 13
28-32 +9 24-27 +4 7 10 -3 1st level 7 9 10 13
33-38 + 10 28-32 +5 2nd level 7 8 10 12
39-45 + 11 33-38 +5 8 11 -4 3rd level 6 8 9 12
46-53 '. + 12 39-45 4th level 6 7 9 11
+ 13 46-53 +6 9 -5 5th level
54-62 + 14 54-62 +6 Eternal 5 7 8 11
63-70 + 15 63-70 +7 10 ( + 1) -6 Novice 5 6 8 10
71-77 + 16 +7 1st level 4 679
78-83 + 17 71-77 +8 11 (+2) -7 4 578
84-88 + 18 +8 2nd level 3 567
89-93 + 19 78-83 +9 12 (+3) -8 3rd level 3 456
94-96 + 20 84-88 +9 4th level 2 3 45
97-98 89-93 + 10 13 (+4) -9 5th level
94-96 Hierarch (all)
99 97-98 + 10 14 (+5) - 10
100
100 15 (+6) -11
16 (+7) -12
17 (+8) -13
18 (+9) -14
19 (+10) -15
20 (+11) -16
21 (+12) -17
22 (+13) -18
23 (+14) -19
24 (+15) -20
TABLE 5: Hit Rolls
Creature's Negative AC Hit
HD 01 2 3 4 5 6 7 8 9 10 11 12 13
13 + to 15 89 10 11 12 13 14 15 16 17 18 19 20 20
15 + to 17 78 9
17 + to 19 67 8 10 11 12 13 14 15 16 17 18 19 20
19 + to 21 56 7
21 + to 23 45 6 9 10 11 12 13 14 15 16 17 18 19
23 + to 25 34 5
23 4 8 9 10 11 12 13 14 15 16 17 18
25 + to 27 22 3
22 7 8 9 10 11 12 13 14 15 16 17
27 + to 29 2
29 + to 31 2 6 7 8 9 10 11 12 13 14 15 16
31 +to 33 2
33 + to 35 0 5 6 7 8 9 10 11 12 13 14 15
35 + to 37 1* 2
37 + to 39 2* 1* 4 5 6 7 8 9 10 11 12 13 14
39 + to 41 1
41 + to 43 0 3 4 5 6 7 8 9 10 11 12 13
3 4 5 6 7 8 9 10 11 12
2 2 3 4 5 6 7 8 9 10 11
2 2 2 3 4 5 6 7 8 9 10
22 2 3456 89
2 22 2 2345678
12 2 2 2 2 34 567
Creature's Negative AC Hit
HD 14 15 16 17 18 19 20 21 22 23 24 25 26 27
13 + to 15 20 20 20 21 22 23 24 25 26 27 28 29 30 30
15 + to 17 20 20 20 20 21 22 23 24 25 26 27 28 29 30
17 + to 19 20 20 20 20 20 21 22 23 24 25 26 27 28 29
19 + to 21 19 20 20 20 20 20 21 22 23 24 25 26 27 28
21 + to 23 18 19 20 20 20 20 20 21 22 23 24 25 26 27
23 + to 25 17 18 19 20 20 20 20 20 21 22 23 24 25 26
25 + to 27
27 + to 29 17 18 19 20 20 20 20 20 21 22 23 24 25
29 + to 31 15 16 17 18 19 20 20 20 20 20 21 22 23 24
31 +to 33 14 15 16 17 18 19 20 20 20 20 20 21 22 23
33+ to 35 13 14 15 16 17 18 19 20 20 20 20 20 21 22
35 + to 37 12 13 14 15 16 17 18 19 20 20 20 20 20 21
37 + to 39 11 12 13 14 15 16 17 18 19 20 20 20 20 20
39 + to 41 10 11 12 13 14 15 16 17 18 19 20 20 20 20
41 + to 43 9 10 11 12 13 14 15 16 17 18 19 20 20 20
8 9 10 11 12 13 14 15 16 17 18 19 20 20
* Automatic hit unless rolling a natural 1, add number given to damage.
Index to Magical Effects
Sphere Spell Name Sphere Spell Name
All A b i l i t y Score Bonuses Matter Dance
Thought Aerial Servant Time Darkness, Continual Darkness
Time Age Change Time Death Spell
Matter Animate (Dead or Object)
Time Anti-Animal and Plant Shells Time Delay
Time Anti-Magic percentage (10%-50%), Shell, or Ray Thought Detect Danger, Evil, Invisible, Magic, Enemies
Appear Thought Detect Slopes, New Construction, Gems, Metal,
Time Armor Class Bonus (2 to 10) Shifting Walls & Rooms
Time Babble Matter Dimension Door
Matter Barrier Matter Disarm Attack
Matter Bearhug Energy Disintegrate
Energy Energy Dispel Evil
Energy Blasting Time Dispel Magic
Matter Energy Displacement
Energy Blend with Surroundings Time
Time Bless Time Dissolve
Time Blight Matter Dodge Missiles, Directional A t t a c k s
Energy Breath Weapon, Acid or Ice Matter Earthquake
Thought Breath Weapon, Fire Thought Elasticity
Time Breath Weapon, Poison Gas Thought
Matter Bug Repellant Matter ESP
Buoyancy (various amounts) Thought
Energy Burrowing Time Explosive Cloud
Thought Call Lightning Energy Feeblemind
Thought Calm Others Matter Find P a t h , Secret Door, Trap (spell a b i l i t y )
Time Cancellation Matter
Time Cause Disease Energy Finger of Death
Matter Cause Fear Matter Fire Ball, Delayed Blast Fire Ball
Time Cause Wounds (Light, Serious, Critical) Energy Flesh to Stone
Change Odors Matter
Thought Change Tastes Energy Floating Disc
Time Charm Monster, Person, Plant, Mass Charm Thought Fly
Thought Choose Best Option Matter Force Field
Thought Clairaudience Energy
Clairvoyance Thought Free Monster, Free Person
Thought Climb Walls (70%-120%) Energy Gaseous Form
Thought Clone Matter Gate
Energy Close Gate Thought
Matter Cloudkill Energy Geas or Quest
Time Commune Matter Growth of A n i m a l , Growth of Plant
Thought Time H a l l u c i n a t o r yTerrain
Thought Communication Energy
Thought Time Harden
Thought Confuse Alignment Energy Haste
Confusion Time Heal
Matter Conjure Elemental Thought Hear Noise (50%-140% )
Thought Contact Other Plane Time
Thought Time Heat Metal
Container (5,000-50,000 c n ) Thought Hide in Shadows (30%-100%)
Matter Time
Time Contingency Time Hit Point Bonus ( + 1 to + 3 per HD)
Control Animals, Dragons, Giants, Humans, Time Hit Rolls Bonus (+ 2 to +10)
Thought ' Plants Thought Hold Animal, Monster, Person, Portal
Control Temperature 10' Radius Thought
Thought Control Undead (Lesser or Greater) Matter Holy Word
Time Control Winds Thought
Thought Create Animal, Monster, or Normal Object Matter Ice Storm or Wall
Thought Identify
Matter Create Food Energy Immune to Aging Attack
Matter Create Magic Aura Matter Immune to Breath Weapons
Energy Create Poison Thought Immune to Disease, Paralysis, Time
Create Water Time Immune to Energy Drain & Poison
Time Creeping Doom Immunity
Time Inertia control
Thought Cureall, Automatic Cureall Infravision
Matter Cure Blindness
Thought Cure Disease Insect Plague
Matter Cure Wounds (Light, Serious, Critical) Invisibility, Inv. 10' Radius, Mass I n v .
Matter Curse Invisible Stalker
Time Knock
Know Alignment
Leap 30' to 120' (with Hit roll bonus)
Levitate
Lie Detection
Life Drain
31
Index to Magical Effects
Sphere Spell Name Sphere Spell Name
Time Life Trapping Thought Resist Cold
Energy Light, Continual Light Time Resist Fire
Energy Lightning Bolt Energy Restore
Thought Locate Plant/Animal, Locate Object Reverse Gravity
Thought Lore Matter
Time Lower Water Time Rulership
Time Luck Time Saving Throws Bonus ( + 2 to +6)
Energy Magic Door
Thought Magic Jar Energy Security
Time Magic Lock Matter Set Normal Trap (50%-90%)
Matter Magic Missile Matter Shapechange
Thought Mapmaking Time Shelter
Energy Massmorph Time
Matter Maze Matter Shield
Thought Memorize + 1 to + 1 0 Spell Levels Time Shrink Plants
Matter Merging Matter
Matter Metal to Wood Time Silence 15' Radius
Energy Meteor Swarm Time
Thought Mind Barrier, Mindmask Energy Size Control
Energy Mirror Image Thought Sleep
Matter Thought
Energy Move Earth Energy Slow
Time Move Silently (50%-100%) Time Smash Attack
Time Neutralize Poison Matter Snake charm
Thought Obliterate Matter
Energy Obscure Speak with Animal, Dead, Monster, Plant
Matter Open Locks (60%-120%) Matter
Time Open Mind Spell Damage Bonus + 1 to + 4 Per Die
Matter Paralysis Energy
Energy Parry Thought Spell Turning
Matter Pass Plant Matter
Time Pass-Wall Time Statue
Energy Matter Sticks to Snakes
Energy Permanence Time Stone to Flesh
Matter Phantasmal Force Matter
Energy Matter Striking
Time Pick Pockets (50%-100%) Time
Matter Plane Travel Time Summon Animal, Elemental, Weather
Energy Plant Door Thought
Thought Poison Energy Summon Object
Polymorph Object, Other, Self Energy Survival
Energy Power Word Blind, Kill, Stun Thought Sword
Energy Predict Weather Energy Symbol
Prismatic Wall Telekinesis
Energy Produce Fire Thought Teleport, Teleport Object
Time Projected Image Time
Time Protection From Creatures (some, many, most, all) Time Timekeeping
Time Protection from Evil, Prot. from Evil 10' Radius Timestop
Time Protection from Lightning Matter Tracking
Matter Protection from Lycanthropes Energy Transport Through Plants
Time Protection from Magic Detection Time Travel
Time Protection from Normal Missiles Energy Treasure Finding
Time Protection from Poison Matter Tree movement
Thought Matter Truesight
Energy Protection from Undead Thought
Thought Purify Food & Water Energy Turn Undead (as Cleric L6, 12, 24, 36)
Thought Thought Turn Undead bonus +2 to +6, +ld6 to +3d6
Matter Raise Dead, Raise Dead Fully Matter HD
Matter Read Languages Energy
Energy Read Magic Thought Turn Wood
Thought Regeneration Thought
Matter Reincarnation Time Ventriloquism
Remove Barrier, Curse, Traps (50%-100%) Energy Victory
Remove Charm, Fear, Geas, Quest Matter Wall of Fire
Repair Object (normal or magical) Thought Wall of Iron, Stone
Warp Wood
32 Water Breathing
Weapon bonus (to damage or strength)
Weather Control
Web
Web movement
Wish
Wizard Eye
Wizard Lock
Wizardry
Word of Recall
X-Ray Vision
Index for IMMORTAL PLAYERS' BOOK
A L
Ability Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Attacks on . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 15 Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Direct Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 M
Increases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Reductions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Magical Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Magical Effects, Index to . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Anti-Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Armor Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Interdimensional . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Interplanar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Attack Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Rate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Aura . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Universal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Avatars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
N
B
Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Bias . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Normal Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Of specific planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Local . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 O
C Options and Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Cash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 P
Charisma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Physical Combat (Melee) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Physical Recovery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Armed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Power Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Order of Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Power Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Unarmed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Conjuring and Summoning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 R
Constitution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Rank Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22.
D Rank and Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 S
Defense and Repair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Saving Throws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Dexterity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
vs. Other Attack Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
E Senses . . . . . . : . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Spheres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Experience Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
T
F Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Form, Immortal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Creation of . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Three-Dimensional Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
H U
Hit Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Undead Curing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Hit Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Hit Rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 W
Wisdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Modifying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Home Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Material Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
I
Incorporeal Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Intelligence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
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