Magic on the planes

Post/Author/DateTimePost
#1

zombiegleemax

Mar 07, 2006 8:35:21
I'm starting a D&D 3.5E game and I'm wondering how to work magic on the planes. What does everyone else do? Do you use the Manual of the Planes? Something else?
#2

zombiegleemax

Mar 07, 2006 9:11:07
I'm forced to ignore most of planar magic rules (so the magic limitations wouldn't reduce character options), except one thing: There's no ethereal connected to the outer planes. And I'm not giving in. Not for ghostwalk, not for ninjas! No ethereal!

Other than that, shadow magic works normally, divine magic is everywhere, there's no need for spell keys or power keys and anything else is just as if it was material
#3

rikutatis

Mar 07, 2006 13:06:49
I use the basic Planescape setup with slight modifications.

There is impeded and enhanced magic, but instead of using the 2e rules for that, I go for 3e's MotP. Just bearing in mind that in 2e impeded and enhanced magic wasn't the focus of planar magic alterations as it seems to be in 3e. It was just a very small part of it. There are also planes where a certain school or type of magic simply won't work, no matter what. This also exists both in 2e and 3e.

I follow the 2e chart for magic alteration on the planes, not the 3e MotP guidelines. In that chart, specific alterations by school in each plane compose the bulk of planar magic. Having Planes of Law, Chaos and Conflict help a lot to flesh that out more. That's the most interesting and flavorful part about magic on the planes to me. Each school or even magic as a whole may be altered in a quirky and idiosyncratic way depending on which plane or part of a plane it's cast. I find it more interesting than simply reducing it to a spellcraft check.

All of the above is mostly for arcane spellcasters anyway. I also use the limitations on divine spellcasters and magic items from Planescape. Magical items lose power the farther they are from the plane in which they were created (mostly for numeric bonuses; but I extend that for all kinds of powers, depending on the level of the item and how far away it is from its source) and divine spellcasters also lose caster levels the farther they go from their deity's homeplane.

Power keys for divine spellcasters and spell keys for arcane spellcasters, hard to come by, limited in scope and excellent roleplay props in and of themselves, help minimize all these drawbacks.
#4

Shemeska_the_Marauder

Mar 07, 2006 23:31:49
I don't have an ethereal connection to the outer planes, or an astral connection to the inner planes. I do have a shadow connection to most places, though it's pretty thin the further from the prime material you go.

I use the 3e MotP magic alteration by plane, but I may stiffen them up with the 2e planar magic changes on a plane by plane basis.

No spell keys. No power keys. No magic item + changes based on plane of creation.
#5

zombiegleemax

Mar 08, 2006 7:11:33
i think planar alterations on magic were one of the distinctive traits of Panescape, so i retain fulluse of them even under 3.X. (i've commited myself to a slow, painful but finally rewarding conversion of spell alterations as delineated in Planescape Campaign setting, Planes of Law, of Chaos and of Conflict). For Inner Planes, instead, i use Impeded and enhanced traits as for Manual of the Planes. Knowledge of perils and alterations of spells because of varous planes phisical, metaphisical and pilosohical tarits was and is, IMHO, one of the most significative and rewarding signal of the passage from Primes (and Clueless) to Planewalkers (and Bloods).
Other thing i've put in use (for adventures in Ysgard) is the rune spell system descripted in "Ragnarok-Tales of the Norse gods", a d20 product (for which i don't remember the comapny..in this moment).
And, obviously, there's no direct connection in my campaigns between Outer Planes and Ethereal...and for shadow magic, i don't like the Shadow plane (and shadow magic) at all, so i tend to ignore it.
Finally, i've converted even Wild Mages (from AdD&D "Tome of Magic", all spell included), but this specialization is limited to Limbo-native and Xaositect magic users
Just my two cents...
#6

zombiegleemax

Mar 08, 2006 8:25:19
I use the basic Planescape setup with slight modifications.

There is impeded and enhanced magic, but instead of using the 2e rules for that, I go for 3e's MotP. Just bearing in mind that in 2e impeded and enhanced magic wasn't the focus of planar magic alterations as it seems to be in 3e. It was just a very small part of it. There are also planes where a certain school or type of magic simply won't work, no matter what. This also exists both in 2e and 3e.

I follow the 2e chart for magic alteration on the planes, not the 3e MotP guidelines. In that chart, specific alterations by school in each plane compose the bulk of planar magic. Having Planes of Law, Chaos and Conflict help a lot to flesh that out more. That's the most interesting and flavorful part about magic on the planes to me. Each school or even magic as a whole may be altered in a quirky and idiosyncratic way depending on which plane or part of a plane it's cast. I find it more interesting than simply reducing it to a spellcraft check.

All of the above is mostly for arcane spellcasters anyway. I also use the limitations on divine spellcasters and magic items from Planescape. Magical items lose power the farther they are from the plane in which they were created (mostly for numeric bonuses; but I extend that for all kinds of powers, depending on the level of the item and how far away it is from its source) and divine spellcasters also lose caster levels the farther they go from their deity's homeplane.

Power keys for divine spellcasters and spell keys for arcane spellcasters, hard to come by, limited in scope and excellent roleplay props in and of themselves, help minimize all these drawbacks.

Yeah, I'd pretty much like to stick with the PS alterations. The only thing I'm worried about is the Divine magic alteration. Losing up to 7 levels of spell casting ability is pretty rough I think. And it seems harsher than what wizards need to go through.

I've been toying with making it -1 Caster level per Plane in between instead. Or maybe -1 caster level per two planes. Making the maximum a -4 caster level.

At the moment I've got a 4 player group with a druid and cleric in the group so I'm more concerned with the Divine spells.
#7

ripvanwormer

Mar 08, 2006 15:03:37
The clerical spell level adjustments are from the 1e adventure Queen of the Demonweb Pits, an adventure that included plenty of portals to Material Planar worlds where any party clerics could rest and regain their spells before venturing into the Abyss once again.

Later designers felt obliged to continue the rule in later supplements, even though other adventures weren't designed so conveniently.

The rule is an archaic relic. There's no good reason to keep using it. It absolutely hoses divine spellcasters.

Better by far to just use the same spell adjustments you use for arcane spellcasters, if you ask me. Keep things level. Any flavor benefit from hosing clerics is minor at best.
#8

rikutatis

Mar 08, 2006 16:49:07
The only thing I'm worried about is the Divine magic alteration. Losing up to 7 levels of spell casting ability is pretty rough I think. And it seems harsher than what wizards need to go through.

I agree, it is kind of harsh all things considered. Unless the campaign is centered around and close to their deities homeplane, they tend to get more handicapped than wizards. That's because they'll always be losing spell/caster levels when far from their deity's realm, while arcane magic may or may not work, and when it doesn't, it's usually just a limited aspect of it.

But there are some other things to consider. First the fact that while divine
spellcasters tend to be below their normal caster level when far from home,
their spells that do work, work regardless. No need to worry about specific magic alterations on different planes. And also power keys actually increase the spell's power, making it more effective than spell keys. So divine spellcasters do have some advantages over arcane ones.

But I think making the players lose 1 caster level every two planes apart instead of one level every plane sounds reasonable, if divine magic is so important in your party. Regardless, be sure to make use of power keys, but taking into account just how special and rare they are. It should be quite an honor to be given one or two.

I've done like rip suggested before, making divine magic subject to the same alterations arcane magic is. And it worked. It loses some of the flavor, it's a matter of making a decision. I've also used the PS caster level adjustment rules and it also worked, despite the harshness the clerics are submitted to. But you have to make sure to balance things out and make it so clerics and other divine spellcasters get other benefits from their position, like PS suggests. The agents of the gods are already powerful in the Prime Material, but in the Planes, where the deities have such a tangible presence, they become even more influent and respected (or feared/hated). Just some thoughts.

As for the plane of shadow, it's still a demiplane in my own campaign. Mostly related to the Prime Material. And that has its own consequences.
#9

ripvanwormer

Mar 08, 2006 19:42:04
But I think making the players lose 1 caster level every two planes apart instead of one level every plane sounds reasonable

Not to me. What's to be gained from rules that encourage your players not to explore the planes?

Making magic work differently on strange planes is a great idea. Making it work more poorly, across the board, just because they're doing what adventurers should be doing is bad flavor.
#10

bob_the_efreet

Mar 09, 2006 0:19:37
The only thing I'm worried about is the Divine magic alteration. Losing up to 7 levels of spell casting ability is pretty rough I think. And it seems harsher than what wizards need to go through.

Needlessly harsher than arcane magic. I go with divine casters effectively having the alignment trait of a plane apply to their caster level - so a LN priest on Limbo is -2 caster level. This doesn't affect their spellcasting ability, just the effectiveness of spells.
#11

rikutatis

Mar 09, 2006 8:33:48
Not to me. What's to be gained from rules that encourage your players not to explore the planes?

Fair enough. I have to admit that's true, this rule does indeed encourage players to avoid travelling too far. Or can make them frustrated everytime they have to. But it also depends a lot on the players. Some good scenes came out of this restriction in past gaming sessions I ran. Like when the party fooled their enemies into coming to hunt them down in their deity's homeplane, so they could have the full power of their cleric at their disposal, something their enemies weren't counting on. And also using the opportunity to rally some faithful petitioners help in the process, using the priest's influence. But on the other hand, there were also other instances in which it felt more like a hindrance. Like when the party had a specific plan of action that involved using some of the cleric's higher level spells in a plane far from his deity's realm. And it was a very good and creative plan. But then they realized they couldn't and were stuck. In that particular occasion they were able to play their cards right and get the necessary power key after a side quest. But a power key isn't always the solution to everything. So yes, this is something that needs to be considered carefully in a campaign where divine magic plays such a big role.

I go with divine casters effectively having the alignment trait of a plane apply to their caster level - so a LN priest on Limbo is -2 caster level. This doesn't affect their spellcasting ability, just the effectiveness of spells.

This is a good idea. It also works with the regular PS rules, to apply the penalty to the cleric's effective caster level.
#12

zombiegleemax

Mar 10, 2006 7:46:55
I'd actually love to have the 3e outer planes as dangerous as 2e as long as it's well balanced for everyone. That should not discourage the players from exploring because a) they have PC levels for going where nobody dares to go and b) thinking like that, nobody would ever visit eg. the elemental planes or the lower planes

Good planewalking means learning about the dangers that await you before you go there and, if possible, finding all the right keys you'll need to accomplish your task