Illustration by Valerie Valusek
*introduced in X5 "Temple of Death" (1983)
Illustration by Valerie Valusek
*introduced in X5 "Temple of Death" (1983)
Adventurous adult diaboli advance through the same character classes as those available to humans, and gain exactly the same abilities thereby.
Claw the Unconquered #4 (Nov-Dec, 1975)
When I was first reading through the Immortals Set rules, back in 1986, the diaboli immediately brought to mind Ghilkyn, Prince of the Thousand Hills, a horned adventurer from another plane of existence, appearing in DC's 1970s comic book series "Claw the Unconquered".
In the active cycle, the megalith is fully awake and Lawful in alignment. It observes its surroundings and examines itself constantly, noting the appearance and disappearance of life forms on and within it aiding their development and defending itself.
Illustration by Larry Elmore
The Elemaster of Fire (Hierarch 2) is known as the Firemaster (described in IM1 "The Immortal Storm")The Elemaster of Earth is known as the Earthlord (described in IM1 "The Immortal Storm")**Land (Empyreal 2), second in command to the Earthmaster, is described in IM2 "The Wrath of Olympus"
Illustration from Dungeon Masters Companion
Creatures of other elemental races are capable of reaching Immortality, each within their corresponding Sphere.
*N'Grath (Eternal 3), a horde being who achieved Immortality, is described in IM1 "The Immortal Storm"**Urtson (Temporal 5), a kryst who achieved Immortality, is described in IM2 "The Wrath of Olympus"
Each demon was once a mortal, with a form much different than its current one. Most demons were men or monsters who became undead, and who were so evil and cunning that they achieved Immortality. Most demons have chosen and earned their Immortal positions, just as characters may aspire to other Spheres.
Howling Demon, illustration by Jeff Easley.
Hissing Demon, illustration by Jeff Easley.
The Demon Rulers, illustration by Jeff Easley.
The creature list in the Immortals Set rules includes some truly awe-inspiring entries.
Archon - from D&D Master Set
A cubic baak, illustration by Jeff Easley.
Baak - living gaurdian-obstructions, created by the Immortals of Matter
*baaka are described as five-dimensional (pg. 12)
Demon (Screaming, Croaking, Howling, Groaning, Hissing, Roaring, Whispering)
Demon Rulers (Orcus, Demogorgon) - from Eldritch Wizardry
Diabolus - a humanoid race from the Dimension of Nightmares
True appearance of a draeden, illustration by Jeff Easley.
Dragon Ruler - from D&D Master Set
Pearl, the Moondragon, Ruler of all Chaotic Dragons
Opal, the Sundragon, Ruler of all Neutral Dragons
Diamond, the Stardragon, Ruler of all Lawful Dragons
The Great Dragon, Ruler of All Dragonkind*
*see "The Mightiest of Dragons" in Dragon #158 (June, 1990)
Elemaster - true Elemental Immortals
Flicker - beings composed entirely of light energy
Immortals - see The Known Immortals
Jumper, illustration by Jeff Easley.
Megalith - life forms the size of planetary bodies
Nightmare Creatures - life forms who live in fifth dimensional space
Nipper - tiny centipede-like pests, common in the Astral Plane
*nippers are native to the Astral Plane, existing in dimensions 2, 3, 4 (pg. 12)
Notion - creatures of nearly pure thought
*the Home Plane of the race of notions is described in IM1 "The Immortal Storm"
Phoenix (Lesser, Greater) - from D&D Master Set
Protean (Local (Giant), Astral) - single-celled organisms, can grow to enormous size in the Astral and Outer Planes
Repeater, illustration by Jeff Easley.
Soo - watery time-beings, appearing as small dark spheres
Titan - giant servants of the Immortals
Tonal - (Breve, Semibreve, Minim, Crotchet, Quaver, Semiquaver) - living bubbles of light
*the Home Plane of the race of tonals is described in IM1 "The Immortal Storm"
Vortex Creatures
Blackball - from D&D Master Set
The ranks of the Immortals in the D&D game are drawn from the myths and legends of our own world.
The creators of each of the "Known" Artifacts described in the Master DM's Book are listed in the DM's Guide to the Immortals (pg. 41).
Additional Immortals were introduced in adventures released for the Master and Immortals Set rules.
Illustration by Jeff Easley
Sphere of Matter:
Full Hierarch: Mother Earth, Terra (Roman), Djaea (from Gaea, Greek)
Hierarch (3rd level): Ouranos (North African, creator of the Shard of Sakkrad)
Eternal (5th level): Maat (Egyptian, creator of the Ivory Plume)
*Ninfangle (an Eternal, creator of the Net; from IM2 "The Wrath of Olympus")
Empyreal (2nd level): Wayland (Germanic, creator of the Armet)
*Utnapishtim (an Empyreal in IM3 "The Best of Intentions")
Celestial (3rd level): Ilmarinen (Finnish, creator of the Automoton)
Celestial (3rd level): Lokena ("Athena" from IM3 "The Wrath of Olympus")
Sphere of Energy:
Full Hierarch: Light, Pyro, Solarios (a solar deity)
*Thalia (a High Eternal, creator of tonals, pg. 49)
*Guidarezzo (an Eternal, aide to Thalia, pg. 49)
*Phoebus (an Eternal, creator of phoenices, pg. 46)
Empyreal (4th level): Patura ("Hera" from IM2 "The Wrath of Olympus")
Empyreal (4th level): Pharamond (from IM3 "The Best of Intentions")
Empyreal (3rd level): The Korrigans (Breton, 9 elves, creators of the Comb)
Empyreal (1st level): Ninsun (Babylonian, creator of Humbaba's Glaring Eye)
Celestial (4th level): Idraote (Italian, creator of the Girdle of Armida)
Celestial (4th level): Mazikeen (from IM3 "The Best of Intentions")
Celestial (3rd level): Saturnius (Roman, creator of the Pileus)
Temporal (4th level): Bemarris ("Ares" from IM2 "The Wrath of Olympus")
Temporal (4th level): Kythria ("Aphrodite" from IM2 "The Wrath of Olympus")
*Rathanos (a minor Immortal in M5 "Talons of Night")
Sphere of Time:
Full Hierarch: Father Time, Grim Reaper, Khoronus (from Chronos, Greek)
Empyreal (5th level): Verthandi (Norse, creator of the Invincible Hourglass)
Empyreal (5th level): Taroyas ("Zeus" from IM2 "The Wrath of Olympus")
Empyreal (4th level): Fugit (from IM2 "The Wrath of Olympus")
Celestial (3rd level): Simurgh (Persian, creator of the Claw)
Celestial (2nd level): Hymir (Scandinavian, creator of the Steaming Cauldron)
*Vanya (a Temporal in M1 "Into the Maelstrom")
Sphere of Thought:
Full Hierarch: News, Noumena (from Nous, Noumenon, Greek)
Eternal (2nd level): Tyche (Greek, creator of the Diamond Orb)
Empyreal (4th level): Ssu-Ma (Chinese, creator of the Tome)
Celestial (3rd level): Palson ("Apollo" from IM2 "The Wrath of Olympus")
*Pangloss (a Celestial in IM3 "The Best of Intentions")
Celestial (1st level): Sinbad (Arabian, creator of the Rainbow Scarf)
*Koryis (a Temporal in M1 "Into the Maelstrom" and a Celestial in M5 "Talons of Night")
Temporal (3rd level): Harrow (from IM3 "The Best of Intentions")
Temporal (2nd level): Turmis ("Hermes" from IM2 "The Wrath of Olympus")
Sphere of Entropy:
Full Hierarch: Night, Old Nick, Nyx (Greek)
Eternal (5th level): Demogorgon (Demon Ruler)
Eternal (4th level): Orcus (Demon Ruler)
Eternal (3rd level): Masauwu (Hopi, creator of the Fiery Brand)
Eternal (2nd level): Talitha (from IM2 "Wrath of Olympus")
Celestial (3rd level): Skuld (Germanic, creator of Ortnit's Lance of Doom)
Celestial (2nd level): Hircismus (from IM3 "The Best of Intentions")
Temporal (4th level): Brissard (from IM2 “The Wrath of Olympus”)
*Alphaks (a Temporal in M1 "Into the Maelstrom" and M5 "Talons of Night")
*The Night Spider (a Temporal in M5 "Talons of Night")
Low-level Immortal PCs are repairmen. They're sent to the Prime (and everywhere else) to tidy up flaws and errors. Prime Directive: don't change anything Good, just fix things. You're immune to mortal magic and can trash anything... so don't. (Lots of luck; the adventures should try your patience and push you to the edge of the chasm of Last Resort.) What kind of repairs? Occasional abuse of immortal power by the Entropics, Elemental leaks & plumbing repairs, accidental intrusion by Big Dumb Things (save Greyhawk from a giant amoeba?), etc etc. Run with it. Start with Prime Plane settings (lots of controls and Hierarch-level supervision of your actions) and then move on to outlandish weird Other-Planar stuff. There are a zillion planets on the Prime; easy to try some alternate-earth and/or alternate-Greyhawk stuff.Try it in one-offs but keep your wits sharp and watch for serious Interest in any given setting. When something really works, develop further and think campaign...
But here's the tough part. You can escalate the Maturity level of the game to problem-solving and negotiation and diplomacy, and that CAN be a lot of fun... but sometimes it's like the cartoon about vultures: "Patience my ass, I wanna KILL something!" So you need to build in some Release, some blow-off-steam... not as the Focus of the adventure but definitely there for the players to revert to oldstyle pre-immortal style. Have a good fight and then back to the core of the adventure.
Frank Mentzer, from Dragonsfoot (August 11, 2010)
Goals of the Immortals:
A single overall goal applies to all Immortal activities - the preservation of the Immortals themselves, and of their position of power in the multiverse. All Immortals (including those of Entropy) strive for three lesser goals that contribute to this greater one, and work to further these goals in their own ways. The following goals are listed in order of priority:
1. To maintain the existence and integrity of the Prime Plane and the creatures within it who, through their achievements, replenish the ranks of the Immortals.
2. To assist, protect, and develop the Sphere that one serves and other individuals, mortal or Immortal, who serve the same Sphere.
3. To explore and develop the multiverse
Existing Identities:
Many creatures around the world, human, demi-human, and monster, are actually Immortals. Some are avatars, but most are Immortals who are responsible to maintain in long-term positions as observers of the Prime Plane and history.
The identities of these beings, the various details of their "natural" lives within society, usually belonged to true mortal beings who died. Immortals call these characters Identities.
A single Identity may be used by many different Immortals over a period of time. When one Immortal holds a long-term observer position, he or she may take a break by lending it to another for a special project, who returns it when the task is done.
By using an appropriate Identity, an Immortal may take the form of any character type of any level. This is very helpful when most of the players have mortal characters, and one or two have Immortals but want to play in the same game.
If handled properly, the other players may not even know that an Immortal is present!
Illustration by Terry Dykstra, from Wrath of the Immortals, Book One: Codex of the Immortals (1992)
Immortal activities on the Inner Planes are of two distinct types, Observation and Control. An Observer's task is to gather information, avoiding interference. A Controller's task is to cause specific changes through direct (though usually subtle) actions.
An Observer's task may be to study a given area, person, race, item, or some other topic, either broad or specific. The Observer is usually required to assume a mortal form for the duration of the task.
Using the information they gain through observers, the Immortals take action to reach their goals. Whenever such actions are best accomplished by a leader of men, or by some other creature that greatly influences the fate of human- or demi-humankind, those in the key positions who influence leaders are called Controllers.
Of special note here is the use of monster Identities, which are commonly used when the Immortals wish to present an adventurer or party with a specific and dangerous challenge. This is actually a common practice when dealing with mortals who aspire to Immortality. An Immortal, possibly even the mortal's sponsor, plays the role of a monster to be defeated.
Games for Immortals Only:
Explorations are common in the Prime, Ethereal, Astral, and Outer Planes. No exploration of the Elemental Planes is needed, since those bounded planes hold few secrets. They are entirely known and controlled by their respective Elemasters and elemental rulers.
Another type of game common to both mortal and Immortal play is the investigation. Characters are asked to find more information about a specific situation, and usually to solve any problem presented thereby.
Many of the scenarios presented in the D&D Basic Set are again applicable, but on a much grander scale:
1. Investigate an Enemy Outpost
Beings hostile to the Immortals themselves could threaten the hierarchy, and may have an outpost hidden in the Astral or some Outer Plane. Beings hostile to the human race, possibly from a distant galaxy, could begin to encroach on the home system.
2. Recover Ruins
Ancient remains, possibly of the Old Ones but definitely predating the Immortals, could be discovered anywhere. A newly explored Outer Plane might require development and cleansing before use by the Immortals.
3. Destroy an Ancient Evil
Similar to the situation of an enemy outpost, this could involve a single creature or small group. It may simply be a project of one or more Immortals of Entropy.
4. Fulfill a Quest
One or more Immortal PCs may be required to recover a valuable object or person, or perform some other service for a higher level Immortal.
5. Escape from Enemies
Immortals are very difficult creatures to trap, but it is possible. At the start of the game, some item or creature (such as a brain collector) may have already captured the PCs, and they must find a way to escape.
6. Rescue Prisoners
Important mortals may be imprisoned in a way that defeats all mortal attempts at rescue. The Immortals may decide to get involved. Immortals may be trapped without means of escape (see 5.), and may require rescue. Characters may be asked to find an Immortal who was lost in the Dimensional Vortex.
7. Find a Lost Race
In the course of general exploration, the characters may find a new race of creatures. This type of game can be very challenging, as PCs must learn about the new race and decide how to handle them. Are they a potential threat? Should they be ignored or destroyed? Or are they potential Immortals, to be protected at all costs?
The BECMI home world is modeled after our own planet, roughly 135 million years ago. The land masses depicted on the map of the Known World in the Master DMs book are based on the supercontinent of Pangea, once it started to break apart.*
*see also this post on Thorfinn Tait's blog
Earth during the Late Jurassic
This permits us to assume a 24 hour day (although days were actually 23 hours long in the Late Jurassic, resulting in closer to 381 days per year), four seasons in temperate regions, and 12 months per year, based on the 12 phases of a single moon.
Although the planet was envisioned as a predecessor to our own, during a bygone "Age of Magic", this results in obvious discrepancies. It might instead be considered a parallel world, located in an alternate reality.
Similarities to our own world, including names from ancient myths for various Immortals and specific cultures, could be explained by a magical connection with our own world's ancient past.
Home System:
The star and other bodies of the solar system containing the PCs homeworld are similar to that with which we are familiar, with a few exceptions:
A planet named Damocles orbits the Sun between the orbits of Mars and Jupiter. Damocles is fated to be destroyed, creating the asteroid belt, the planets Mercury and Pluto, and the retrograde moons of Jupiter and other planets.
Beyond the orbit of Neptune, lies another planet, slightly larger than Mars, named Charon.
The Milky Way:
The stars closest to man's are Alpha Centauri (4.3 LY), Sirius (8.6 LY), Epsilon Eridani (10.7 LY), Procyon (11 LY), 61 Cygni (11.1 LY), Tau Ceti (11.2 LY), and Altair (15.7 LY).
The closest civilization able to use magic (counting only those outside the home system of humanity) is on several planets orbiting Epsilon Eridani.
The physical characteristics of the Multiverse were introduced in the Companion Set rules, in which the Ethereal and Elemental Planes were described.
The Immortals rules provide information on the Astral and Outer Planes, as well as Dimensions.
Planes of Existence:
In game terms, a "plane of existence" (or simply Plane) refers to an area seen by mortal beings as a three-dimensional volume of unmeasurable size.
The Ethereal touches the Prime at all points. The Prime and Elemental planes are connected by tubes that reach through the Ether, forming a branching network very similar to the roots of a tree.The Prime, Ether, and the four Elemental Planes are collectively called the Inner Planes. The Inner Planes are surrounded by the Astral Plane, which is connected to the Elemental and Ethereal Planes but not to the Prime.
Far beyond the Inner Planes, across the vast "astral ocean" are other planes of existence, the homes of the Immortals and other beings. These other planes are called the Outer Planes.
From a viewpoint in the Astral Plane, the boundary of most Outer Planes appear as a silvery surface. The size of this boundary bears no relation to the size of the plane within it. The boundary only indicates the amount of the plane which is adjacent to the Astral Plane.
Examination of the boundary of an Outer plane with magical aid, such as detect invisible, reveals a slight tint to the silvery color. This color reveals the Sphere which is dominant in the plane: pink for Energy, tan for Matter, light blue for Thought, light green for Time, and gray for Entropy.
When multiple Spheres are present in perfect balance, a spectrum of colors can be observed. If a powerful magical aid (such as truesight) is used, some small part of the actual interior of the plane can also be examined, to the range limit of the effect employed.
Dimensions:
The first dimension measures length or distance between two points, and thus has a beginning and an end. The second dimension measures breadth and direction of the object in the first dimension. The third dimension measures volume or magnitude or size of an object. The fourth dimension defines the relation between two objects, finding all points of similarity, or convergence. And finally, the fifth dimension measures the unique nature or essence of an object in relation to all others, or divergence.
A mortal can perceive only three dimensions at once. An Immortal can perceive four dimensions at once - but four only. The fifth dimension is referred to by mortals as the Dimension of Nightmares. There are life forms who consider the five dimensions in a way exactly opposite to the mortal view. Similar to mortals, they perceive and accept a three-dimensional world, but the dimensions that normal mortals call the fifth, fourth, and third, these beings perceive as their first, second, and third.
Carl Sagan discusses the 4th Dimension
Within the Astral Plane, a mortal perceives the second, third, and fourth dimensions, and lacks the ability to see the first. (The Nightmare creatures are just the opposite, lacking the ability to see the fifth dimension.) A human sees himself as a flat, two-dimensional thing, unable to see one of his natural dimensions. Since Immortals are four-dimensional beings, mortals who encounter them on the Astral Plane see them as solid, three-dimensional creatures.
The change in dimensional perspective causes all things on the Astral Plane to appear outlined in a sparkling, shimmering substance. No such substance actually exists; the effect is merely illusory, a matter of perception.
Effect on Magic:
The magical strength of any enchanted item on the Astral Plane is reduced by one; for example, a sword +4 is treated as a sword +3 in all respects while on the Astral Plane. Any item of +1 enchantment is effectively non-magical. The magic is still there, not dispelled or suppressed, but has no effect.
Spells of mortal origin may produce effects different from their standard forms, which can be logically deduced by the shift in dimensional perspective. For example, a fire ball spell cast by a mortal adventurer would create a perfectly thin disc-like explosion. Potential victims might not be damaged even when very near the center of the explosion.
A teleport or dimension door effect opens a pathway across the fourth dimension, allowing the user to bypass the first three dimensions and apparently cross any amount of space in very little time. However, this has little effect while the user is on the Astral Plane, as that dimension is now one of the three "normal" ones.
On the Astral Plane, a standard teleport effect (including teleport object) merely allows three-dimensional flight, as the fly spell description. A dimension door effect also enables flight, but at half the speed given. A magical fly effect only enables levitation (slow two-dimensional movement), and a levitate is useless.
The Secret of the Multiverse:
The multiverse was created by the Old Ones; beings to whom even the power of the Immortals is but a drop in an ocean. Just as Immortals await and desire the appearance of exceptional mortals, so do the Old Ones watch and wait for the greatest and best of all the Immortals.
Withdrawing themselves into the sixth and higher dimensions, the Old Ones created a type of wall between themselves and the rest of existence. Whenever an Immortal tries to pass beyond the first five dimensions, he or she enters a special realm, a whirlpool of infinite size, made of a watery form of ether. This swirling chaos is called the Dimensional Vortex.
Approximately one Immortal per 10,000 reaches Full Hierarch status. A few - perhaps one of each hundred or two - chose to prove their ultimate superiority, on the remote chance that some greater power might be watching. They dispersed their life essences into their Home Planes, and reincarnated themselves as mere mortal humans once again.
Only a handful both desired and reached Immortal status a second time. And of these, only a few reached Hierarch status a second time. And finally, of these few, only two dared once again to seek more. They saw the coming of the blackballs as their punishment and final destruction, but unbeknownst to all, they passed beyond the barrier, and exist now with the Old Ones.
The Immortals rules do not describe the Old Ones, for their powers transcend the framework of any mere game. If any player character succeeds in the great journey, not merely achieving Hierarch status but proving his or her superiority by doing it twice - well, no higher goal can be attained, and no reward is too great. The player wins the game and his character vanishes.
The Immortals set was supposed to finish the D&D rules. It thus had to cap off the game in some way. But it wasn't cool for me to write about God (uppercase) or reality or anything like that, so you got mythology & gods (lowercase, ie immortals) and all that.
The whole bit about going through existence twice was an afterthought. But after being a DM for ages, I knew that SOME rules lawyer would ask "what's next?", so there it is.
Immortals are hard enough to understand and play. The Old Ones are so incomprehensible as to transcend the game entirely. If you really insist, you can try to devise a rules set and adventure scenarios for Old Ones. But you'll almost certainly be underestimating them (by definition) and trivializing their existence. (Wherever the Old Ones are, and whatever they do, I'm sure it involves a Place involving Hahn-Banach and compound Hilbert spaces. If you wanna pursue this, start by grasping those nettles firmly and acquire a perspective from which they seem trivial.)
Frank Mentzer, from Dragonsfoot (February 29, 2008)
It should be difficult for any Immortal to get into another's home plane.And it should be impossible for mortals.Essentially, to enter someone's home plane you need the owner's permission. Failing that, you need to (a) be superior to the owner in the same sphere, and (b) force the penetration via Power use. The latter procedure we'll pass on, for now...
Development:
Illustration by Jeff Easley
Generally, immortals don't perish. Their forms may, and often do, but their essences return to their Home Planes, and all is well. Not great, and the beginning of a resource management period; recover what you lost and rebuild. Time is a factor but not a limit.Alas, I didn't have the space to elaborate on Home Planes (aka Homes), their construction & design, and defense aspects -- the latter topic being integral to the core premise above.The Power cost of entering an immortal's Home without heerits permission is a variable to be decided, and is of supreme importance. The amount is left to the DM in selecting a tone for the campaign.If Homes are easy to break into, the resulting chaos will involve confrontations and extermination (echoing perhaps Odin & co?). As the level of Home security rises, the level of chaos ebbs. Entropy of course would favor chaos...The other end of this scale, unbreakable Homes, shifts the attack to a more personal one, for if the immortal's favor can be obtained, one may enter heerits Home by invitation, to later attack from within. The importance of Loyalty and Family escalates rapidly.I favor a level of 25-50 thousand PP. Penetration requires hordes of friends, or some very powerful ones in a cabal of a dozen or two. And once you're in, you still have to deal with the resident on the most unfavorable terms possible (still varying by Spheres). Be sure you have the right allies... and that they won't switch sides midfield hehe.
A character's progress is measured by his or her Power Point (PP) total. Levels of experience were used to describe mortal progress, and also apply to Immortals. But in addition, an Immortal reaches a limit after a series of level gains.
The character can then progress further only after meeting certain additional requirements and passing a test. Each grouping of levels, representing the period from one such limit to the next, is called the Immortal's rank. Level and rank gains are not handled in the same manner.
I mocked up an AD&D 1e type version of the Immortals Rank Advancement Chart:
Adapted from the Immortals Rank Advancement Chart (Players' Guide to Immortals, pg. 29)
Level Advancement:
Level advancement is automatic upon reaching the PP totals given for each. The reverse process is also automatic; permanent PP expenditures may cause a loss of one or more levels within a rank.
Fifth level is the upper limit within each rank. Progression from there to the next rank is impossible until a certain procedure is completed. Until that time, the character's PP total cannot exceed the amount given for fifth level. Power in excess of this amount is immediately discarded if earned.
Rank Advancement:
An Immortal must satisfy two specific requirements to become eligible for rank advancement. The first is a given amount of Power Points, listed above. The second requirement is that each of the three scores comprising the Immortal’s Greater Talent must be at the maximum for the character's rank.
An Immortal can only rise to a new rank by defeating one or more peers in a competition for the honor. This game, carefully designed by the Eternals to be a fair and well-rounded test of the abilities of all applicants, held publicly and enjoyed by all observers, is part of a series of games called an Olympics.
Each Sphere holds its own Olympic games, held at regular intervals determined by the Hierarch or Eternals of each Sphere. The games are watched by most of the Immortals of the Sphere. When a competitor's hit points reach zero, that Immortal's material form is slain.
The life force automatically returns to the Immortal's home plane. Most defeated competitors immediately assume a new form and join the spectators. When the number of remaining competitors equals the number of vacancies, the event ends.
Whereas mortals gain spells through study (magic-users and elves) or meditation (clerics and druids) an Immortal can recreate any magic-user, cleric, or druid spell effect by expending Power Points.
An Index to Magical Effects in the Players' Guide to Immortals lists all the possible magical effects in alphabetical order and provides the corresponding Sphere for each:
Power Cost:
The actual PP cost of creating any magical effect is calculated by doubling the base Power cost for each step along the circular path defining relationships between the Spheres of Power.
Magic of any origin, mortal or Immortal, has no effect on an incorporeal being, and magical effects created by mortals have no effect on Immortals in any form.
General Notes:
An Immortal may increase the range of a magical effect by doubling the cost. The amount of increase is equal to the original range. Duration may be increased in the same manner.
Whenever a magical effect summons a creature, the victim must be able to respond using its normal type of movement. Thus, transplanar summoning is only effective if the victim can cross planar boundaries, or if preceded by a gate or similar effect to enable such movement.
Conjuring refers to a magical effect that actually creates a creature. In such cases the life force involved might be summoned, but is automatically drawn into the form created (possibly across planar boundaries).
The damage produced by any single magical effect cast by an Immortal (including fire ball, lightning bolt, etc.) is 1d6 per Hit Die (not level) of the Immortal creating it. Thus, the most powerful fire ball known, created by a Hierarch (HD 45), inflicts 45-270 points of damage.
If the Immortal victim's Anti-Magic does not negate a mental attack, and if the saving throw vs. Mental Attack is failed, even an Immortal mind can fall victim to charm, feeblemind, and other effects.
Additional Notes:
Passwall notes from Immortals set (one Q. for Frank) (Dragonsfoot, August 3, 2005)
Question For Frank Regarding Immortals and Magic Missile (Dragonsfoot, January 3, 2011)
Immortals Question regarding Touch Spells (Dragonsfoot, June 19, 2011)
Immortality brings many new and different things. Some old and familiar details, such as the five senses, are transformed. And some entirely new character details are added.
Options and Abilities:
An incorporeal Immortal is extremely limited in possible actions. For this reason. Immortals assume physical forms. But these forms are stronger than any mortal shell, for they are designed to fill many special functions.
Senses:
An incorporeal Immortal can sense and interpret sound and light energy of all kinds. But, without form, the Immortal has no sense of smell, taste, or touch.
Every Immortal has an additional sense, the ability to detect and use Aura, a psychic manifestation created by living creatures.
Illustration by Terry Dykstra, from Wrath of the Immortals, Book One: Codex of the Immortals (1992)
Defense and Repair:
Defenses and means of repair take several forms. Armor Class is a measure of defense against physical attack, while Anti-Magic is a measure of defense against magic.
An Immortal's physical form automatically regenerates all losses of ability score points and hit points. Immortal Power Points also regenerate automatically.
The rate of regeneration is determined by the relationship between an Immortal and his environment, called the planar or local bias.
The rate of regeneration is 1 point per round on a friendly plane, 1 point per turn on a neutral plane, and 1 point per day on a hostile plane.
Illustration by Terry Dykstra, from Wrath of the Immortals, Book One: Codex of the Immortals (1992)
AuraImmortal Aura can be used to create either charm or terror in mortals. Aura-inspired charm is more akin to awe (or even worship) than to simple friendship. The terror effect is of similar intensity, a combination of overwhelming fear and utter panic.Physical Combat (Melee)Any Immortal in normal or mortal form can employ all mortal methods of physical combat.Magical AttacksWhen incorporeal, an Immortal cannot use spells or create magical effects of any sort, but the character is likewise immune to all magic. In mortal or normal form, the character may use Power to create any spell effect. Other magical effects which do not correspond to mortal spells may also be created.Power AttacksPower combat is almost entirely aggressive. A victim normally "defends" by attacking in response to other attacks.Attacks on Ability ScoresAbility score attacks are either Physical or Mental. The Physical ability scores are Strength, Dexterity, and Constitution. The Mental scores are Intelligence, Wisdom, and Charisma.
Relationships between the Spheres of Power
The Spheres of Power:
The structure of the organization of the Immortals is divided into five areas, called Spheres. Everything in the multiverse contains part of one or more of these Spheres — Matter, Energy, Time, Thought, and Entropy. Every Immortal serves one Sphere only. Player character Immortals can choose to serve any Sphere except Entropy, which is reserved for NPCs only.
Matter
Favored Class: Fighters
Alignment: Lawful
Element: Earth
Aura: Order and similarity
Purpose: To withstand destruction and decay
Interplay: Opposes Time's attempts at change, resists the attacks of Energy, forces Thought to be practical
EnergyFavored Class: Magic-users
Alignment: Chaotic
Element: Fire
Aura: Disorder and uniqueness
Purpose: Create more energy and activity
Interplay: Opposes Thought's attempts to create order, resists the attacks of Time, forces Matter to change
TimeFavored Class: Clerics
Alignment: Neutral
Element: Water
Aura: Continuous regular change
Purpose: To promote change in all and maintain time's flow
Interplay: Opposes Matter's resistance to change, resists the existence of Thought, forces Energy to have duration
ThoughtFavored Class: Thieves
Alignment: All
Element: Air
Aura: Purpose and meaning
Purpose: To conceive of and categorize all of existence
Interplay: Opposes Energy's outbursts, resists the limitations of Matter, forces Time into organization
EntropyFavored Class: None (NPC only)
Alignment: None
Element: None (the void)
Aura: Conflict and despair
Purpose: To destroy everything in the multiverse, always making way for the new
Interplay: Uses and opposes all other Spheres; destroys Matter, drains Energy, stops Time, prevents Thought
Update:
Existence is 'organized' as Matter, Energy, Time, Thought, and Entropy.
All five Spheres work together equally. The mortal preconception of Destruction=Evil is invalid; if nothing ended that would be bad. Life-Death-Change are all part of Normal.
The published 'rules' do state that Entropy 'opposes' the other Spheres. That's the simplified version for mortal readers. A degree of censorship to match the intelligence of the reader/listener is appropriate, just to facilitate comprehension. (As another example, beyond the game the Old Ones use higher dimensions regularly, but lesser folks don't understand them at all.)
Functionally, yes, Entropy 'opposes' the others. Certain other spheres also 'oppose' others. Opposition brings negotiation and progress and maximizes harmony in the broader perspective. Lack of opposition depresses change and increases the chances of both error and regressive actions like conflict. (Death & destruction are only negative from a personal perspective, both being utterly necessary to the long view.)
And from a Game Design pov...
wouldn't it be disappointing if you could easily understand the multiverse? 🙂 It's SUPPOSED to be vast and mysterious and mind-blowing.
I found a way to approach that, in a humble mortal way. And I avoided the milennia of hubris wherein mortals describe the universe with self-centered bias.
Put us in our place... a tiny niche in the infinite Prime amidst a googleplex of Planes of Existence, which are yet one small part of all of reality (the first 5 of many dimensions, frex). [Want to hurt your head? search 'Branes'.)
And yet, we are Special, we are Unique. The Prime, especially its Humanoids, are the #1 source of new Immortals. It is thus the cosmic womb, the holy place that is not to be disturbed by immortal whims. (Yet Entropy must fulfill its role even there, in due measure.)
Immortals have stats. They apply to the immortal's essence. Physical aspects are irrelevant and unnecessary.Immortals create material forms for use outside their home planes. Those have a full set of D&D stats. If you kill them (i.e. their material forms), then the immortal gets REALLY pist, 'cause the darn things are expensive. Immortal Power Points that should be expended on home improvement (e.g. creating worshipper races on the home plane and developing the homeworlds) must instead be diverted into the emergency expenditure of creating a new form. (All such expenditures are renewable only by going out and Doing Things to earn more XP and Power Points.)
Form(s):
One controversial corollary of my last set is the argument that within it, Good and Evil (i.e. Alignments) do not exist. I think that's a false deduction, as the implicit moral relativism of the RAW do not preclude an extension into Absolutes; go right ahead, if that's your thing.I simply refused to make the work itself either pro or con vis a vis deontology or teleology or Kant or Plato or any other theoretical strain of our collective mental flu.The biggie of course is that in this fantasy realm, vs the real world, there is absolute evidence of existence after death. That has a lot of ripple effects.
Movement Rate:
Power Drain when a non-spell effect would reduce Power Points.Magic Spell when a spell or other magical effect, including those produced by artifacts, would affect any part of the Immortal except the mind.Physical Blow when an impact or other attack would inflict an amount of hit points of damage.Mental Blow when an attack (magical or otherwise) could affect the Immortal's mind.
But thou shalt flourish in immortal youth,
Unhurt amidst the war of elements,
the wreck of matter, and the crash of worlds.
Illustration by Larry Elmore
When your character's spirit left the mortal world, your character's mind and body changed into pure Immortal power. The character's material form was not destroyed, but merely changed, and can be created again.The character's life force (which mortals can rarely see, even magically) can assume any form convenient to the time and place. It can even exist on two or more planes of existence at once. The character thus has no single "true" form.The essence of your character remains the same. Memories survive, and personality will be the most useful of the character's assets. All former possessions were props, merely part of the setting for the character role. The character can continue with different props, or even with none; the mind remains.