TEXT: 1
  High level rules and options for the fifth edition
  of the world’s greatest roleplaying game
  Immortals CompanIon
  
  3
  CopyrIght
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  Immortals CompanIon
  
  4
  Contents
  CopyrIght ....................................... 3
  art CredIts ..................................... 3
  IntroduCtIon ........................6
  essenCe ........................................................ 6
  domInIons ................................................... 6
  the multIverse ........................................... 6
  Immortals ................................................... 6
  ChronomanCy .............................................. 6
  essenCe .................................7
  What Is essenCe? ......................................... 7
  dIstIllIng essenCe .......................... 7
  usIng essenCe .............................................. 8
  Spell Casting .......................................................8
  Alchemy ..............................................................8
  Magic Items .........................................................9
  neW spells ...................................... 9
  Disenchantment ..................................................9
  Distil Essence ......................................................9
  Enchant Item .......................................................9
  Gather Essence ..................................................10
  rulIng a domaIn ................ 11
  domaIn BasICs ............................... 12
  The Basic Measures ............................................12
  InItIal settlement .................................... 12
  seasonal upkeep ............................ 12
  populatIon ................................................ 13
  mood ........................................................ 13
  InCome ....................................................... 14
  expendIture .............................................. 15
  Public Works .....................................................15
  events ....................................................... 17
  mass ComBat ................................. 17
  armIes ....................................................... 17
  Capability Score ................................................18
  Rank .................................................................18
  Merging and Recruiting ....................................18
  Battle Rating .....................................................19
  Battles .......................................... 19
  Battle turns ............................................. 19
  Moving ..............................................................19
  Splitting and Merging ........................................19
  Combat Splits ....................................................20
  Situational Factors .............................................20
  Size ....................................................................20
  Tactics ...............................................................20
  resolvIng the Clash ................................. 21
  the multIverse ..................23
  elements and CosmIC prInCIples ............... 23
  the prIme plane ........................... 24
  dImensIons, perCeptIon, and magIC .......... 24
  Parallel and Nightmare Dimensions ..................24
  Bias ...................................................................26
  other planes ................................ 26
  the Inner planes ...................................... 26
  the ethereal plane .................................. 26
  Bias ...................................................................27
  Air and Breathing ..............................................27
  Movement & Travel ..........................................27
  the elemental planes .............................. 27
  Bias ...................................................................28
  Air and Breathing ..............................................28
  Movement & Travel ..........................................28
  the astral plane ...................................... 29
  Air and Breathing ..............................................30
  Movement and Travel ........................................30
  Bias ...................................................................30
  outer planes ................................ 30
  Air and Breathing ..............................................31
  Movement and Travel ........................................31
  rIfts .......................................................... 32
  demIplanes ................................................ 33
  Air and Breathing ..............................................33
  Movement and Travel ........................................33
  random planes ............................. 33
  Dimensions .......................................................33
  Size ....................................................................33
  Star Systems.......................................................34
  Number of Systems ............................................34
  Number and type of planets ..............................34
  Indigenous Life ..................................................34
  Physical Advancement .......................................34
  Magical and Technological Advancement ..........35
  Immortals ...........................38
  What Immortals do ................................. 38
  InteraCtIons WIth mortals ...................... 39
  reaChIng ImmortalIty .................. 40
  the BasICs of ImmortalIty ............ 41
  poWer and experIenCe .............................. 41
  Lost Souls ..........................................................42
  mana ......................................................... 42
  exalted Creatures ................................... 43
  
  5
  Exalted Creature Template.................................43
  the Immortal CharaCter ..............44
  Class features ..............................44
  Hit Points ..........................................................44
  Proficiencies .......................................................44
  Equipment .........................................................44
  spIrIt form ................................................44
  avatars ...................................................... 45
  Greater and Lesser Avatars .................................45
  Lesser Avatars ....................................................46
  Greater Avatars ..................................................46
  Avatar Abilities ..................................................47
  Mortal Avatars ...................................................47
  Exalted Avatars ..................................................47
  exalted spell CastIng .............................. 48
  Spell Mechanics .................................................49
  aura .......................................................... 49
  Aura Flares ........................................................49
  Aura Combat .....................................................50
  Mechanics of Aura Combat ...............................50
  Types of Attack ..................................................50
  Shroud as a Defence ..........................................51
  Lack of Mana ....................................................51
  Aura Combat and Magic ...................................51
  Immortal CompetenCe ............................... 52
  Immortal level CastIng ........................... 52
  extra damage ........................................... 52
  extra attaCk ............................................ 52
  Immortal level spells .................. 52
  Analyse Plane ....................................................52
  Bestow Immortality ...........................................52
  Conceal Magical Nature ....................................53
  Cosmogenesis ....................................................53
  Create Artifact ...................................................54
  Create Exalted Vessel .........................................56
  Create Mortal Vessel ..........................................57
  Create Mundane Object ....................................57
  Create Species ....................................................58
  Immortal Eye ....................................................58
  Improve Ability Score ........................................58
  Invest Warlock ...................................................59
  Monitor World ..................................................59
  Probe .................................................................59
  Probe Shield ......................................................60
  Rift Manipulation .............................................60
  Terraforming .....................................................61
  Transform ..........................................................62
  ChronomanCy ..................... 63
  the nature of tIme ...................... 63
  tIme lInes ................................................. 63
  Branches ............................................................64
  the anChored, drIfters and alts ............ 65
  travellIng In tIme ........................ 67
  the rules .................................................. 67
  permutatIons ............................................ 67
  example sCenarIos ........................ 69
  “let’s kIll the emperor” .......................... 69
  Summary ...........................................................69
  Detailed Explanation .........................................69
  “the grandfather paradox” .................... 70
  Summary ...........................................................70
  Detailed Explanation .........................................70
  “kIllIng the traveller as a BaBy” ............ 70
  Summary ...........................................................70
  Detailed Explanation .........................................70
  “CheatIng the lottery” ........................... 70
  Summary ...........................................................70
  Detailed Explanation .........................................70
  “CrossIng the streams” ............................ 71
  Summary ...........................................................71
  Detailed Explanation .........................................71
  “pICkIng up past me” ................................ 72
  Summary ...........................................................72
  Detailed Explanation .........................................72
  “lookIng for future me 1”...................... 72
  Summary ...........................................................72
  Detailed Explanation .........................................72
  “lookIng for future me 2” ..................... 72
  Summary ...........................................................72
  Detailed Explanation .........................................72
  “a lIttle help from my frIends” ............. 73
  Summary ...........................................................73
  Detailed Explanation .........................................73
  ChronomanCy devICes .................. 73
  Amulet of Anchoring .........................................73
  Bracer of Chronomancy .....................................73
  Ruby of Homecoming .......................................74
  Time Cabinet ....................................................74
  Immortal level spells .................. 75
  Time Travel .......................................................75
  Create Time Gate ..............................................75
  appendIx ............................. 76
  
  6
  IntroduCtIon
  T
  his book is an unofficial, non-commercial fan 
  update for the fifth edition of the worlds greatest 
  roleplaying game. It takes a number of sets of rules 
  from previous editions of the game and updates them 
  to make them compatible with the fifth edition rules.
  Most of the rules contained in this book are taken 
  from the boxed sets published in the early- to mid-
  eighties and commonly known as the “BECMI” 
  sets (from their initials - Basic, Expert, Compan-
  ion, Master, and Immortal) and it is from those 
  names that the name of this book is derived.
  The sets of rules in this book are as follows:
  essenCe
  These rules are for the creation of magic items. 
  They posit a naturally magical substance called 
  Essence which is harvested from magical crea-
  tures, used in the manufacture of magical items 
  and released in their destruction. The rules 
  also contain the new spells required to cre-
  ate and destroy magic items using essence.
  These rules are the only ones in this book that are tak-
  en from an edition other than the “BECMI” edition. 
  They are taken from the fourth edition of the game.
  domInIons
  These are rules for ruling dominions as a lord, in-
  cluding economics and maintaining public morale. 
  They also contain rules for recruiting and training 
  armies and conducting large scale combats with 
  armies numbering in the hundreds to thousands. The 
  emphasis is on strategy and directing the large scale 
  movement and tactics of the armies as a general.
  the multIverse
  This section is more descriptive, although it 
  does contain game rules. It contains a descrip-
  tion of a multiverse comprising of a number of 
  planes that can be used as the cosmology of a 
  home-brewed setting or as a replacement cos-
  mology for an officially published setting.
  Although this section is mostly descrip-
  tive, it does contain a set of rules for ran-
  domly generating planes and their contents for 
  when parties go exploring the multiverse.
  Immortals
  This section includes rules for immortals - cosmic 
  beings of great power. These cosmic beings can be 
  used as non-player characters to add background 
  detail to a setting or they can be used as player 
  characters in an ultra-high level campaign or as 
  the endgame of an epic mortal level campaign.
  ChronomanCy
  These rules give a set of mechanics for traveling 
  through time that provide the key features that make 
  time travel interesting from a game perspective (for 
  example the ability to have history changed out from 
  under you and to have to go and ‘put it right’) while 
  remaining simple enough to be playable and avoid-
  ing most paradoxes. Although these rules were never 
  explicitly laid out in the “BECMI” edition, a number 
  of adventures from that edition involve time travel, 
  and these rules are designed to make those various 
  instances of time travel consistent with each other.
  rule dependenCy
  The five sets of rules in this book are designed to 
  all fit together to create a particular style of cam-
  paign. However, you are not obliged to use them 
  all. You can use some without using the others.
  The three sets that are the most independent of the 
  others are the essence rules, the dominion rules, 
  and the chronomancy rules. Any of these can be 
  used in isolation without needing any of the other 
  rules and any of them can be dropped or ignored 
  without any of the other rules needing them.
  The rules for the multiverse setting assume that the 
  rules for immortals are being used, but don’t rely 
  on that being the case. They can be used in isola-
  tion with only minor tweaking being necessary.
  The rules for immortals are the ones with the 
  most dependency on other rules. Immortals spend 
  a lot of time travelling around (and occasion-
  ally modifying) the planes, and the rules for that 
  assume that you are also using the multiverse 
  rules presented here. If you wish to use the im-
  mortals rules without using the multiverse rules 
  then you will need to adapt them accordingly.
  
  7
  essenCe
  T
  hroughout the multiverse there are many 
  magical substances, ranging from crys-
  tals to powders to herbs and plants to magi-
  cal beasts. Some of these may be suitable for 
  use as the material components for spells. Oth-
  ers may simply be magical in their own right.
  Alchemists and magic users have learned to extract 
  the raw magic from these substances and reduce it 
  down to its purest form. This distilled raw magic 
  has been given a wide variety of names in different 
  places, but most adventurers simply call it “Essence”.
  What Is essenCe?
  Essence is a silvery fluid which faintly resembles 
  quicksilver (although any alchemist will instantly 
  be able to tell the difference between the two). It 
  has almost no mass, and has almost neutral buoy-
  ancy in both air and water; when in either it will 
  hang like silvery wisps of cloud and gently settle no 
  quicker than a bubble drifting down to the ground.
  Essence is mostly inert, and can be safely stored 
  for weeks or even months. It does not evaporate or 
  get absorbed into materials, but after a very long 
  time it may spontaneously disappear while power-
  ing an unpredictable magical effect. This is referred 
  to as the essence “snapping”, and is generally con-
  sidered to be an unwanted side-effect by those who 
  use essence. Essence does not normally snap until 
  years or even decades after it has been distilled, 
  and its shelf life may be prolonged to a century 
  or more by keeping it in a lead lined container.
  Essence is normally measured in drams, like al-
  coholic spirits and other alchemical substances. 
  A single dram of essence is around a teaspoon-
  ful. When considering the storage of large 
  amounts of essence, a flask can hold around 100 
  drams, a bucket can hold around 3,000 drams, 
  and a barrel can hold around 25,000 drams.
  you dId What to It?
  Essence is not toxic, although most animals will 
  avoid eating it. Various folk myths about essence 
  talk about pregnant women eating it in order to 
  increase the likelihood of their children being 
  born as sorcerers, or about people gaining magical 
  powers or even bizarre temporary magical effects 
  from eating essence; but these stories are gener-
  ally just rumour. In reality, if you eat essence 
  you won’t digest it and it will simply mix with 
  the food in your digestive system and be harm-
  lessly excreted with the remains of that food.
  Of course, there is a very small chance that if the 
  essence has been hanging around for a long time 
  since it was distilled it might snap while inside you. 
  This rare occurrence is probably behind the ru-
  mours of bizarre magical side-effects from eating it.
  dIstIllIng essenCe
  A character who is proficient with an alchemy kit 
  can use it to distil essence from substances con-
  taining it. No ability check is required for this.
  
  8
  If using materials with only trace amounts of magic in 
  them; such as normal plants, herbs or crystals; it takes 
  a large quantity of raw materials to yield a signifi-
  cant amount of essence, and a character can produce 
  only a single dram of essence per day; in accordance 
  with the standard rules for downtime crafting.
  However, it is possible to produce far more es-
  sence from the corpses of magical creatures. Ab-
  errations, Celestials, Dragons, Elementals, Fey, 
  Fiends and Monstrosities are all considered to be 
  magical and a large amount of essence can be ex-
  tracted from their corpses. The corpse of a crea-
  ture of one of these types will yield a number of 
  drams of essence based on the following formula:
  Drams of Essence = 5 x Challenge Rat-
  ing x Challenge Rating
  Round this to the nearest dram, so creatures 
  with a challenge rating of ½ yield only a sin-
  gle dram of essence and creatures with a chal-
  lenge rating below that yield nothing.
  Distilling the essence from the corpse of a sin-
  gle creature alchemically takes a length of time 
  based on the size of the creature and its corpse, 
  and the corpse is destroyed in the process. If the 
  corpse is not whole, the alchemist is only able 
  to distil a proportion of the essence equal to 
  the proportion of the corpse that they have.
  Distillation Times
  Creature Size
  Time Needed
  Tiny
  10 minutes
  Small
  ½ hour
  Medium
  1 hour
  Large
  3 hours
  Huge
  8 hours
  Gargantuan
  3 days
  essenCe as treasure
  One of the main uses for essence in a campaign is 
  as an alternative to treasure. Although the amount 
  of essence that you can distil from a dragon’s 
  body will always be small change when compared 
  to its hoard, for other monsters being able to re-
  coup some value from the monster’s corpse is a 
  more realistic way of letting a party be rewarded 
  than having unintelligent monsters inexplica-
  bly stash money or magic items in their dens.
  usIng essenCe
  The main reason to use essence is to store and 
  transport magical power. It is far easier to store 
  a flask of essence than it is to store the dead chi-
  mera from which it was distilled, and far easier 
  to transport it to where it might be used.
  However, storing and transporting magi-
  cal power is of no use if the power can’t 
  then be released in some manner.
  spell CastIng
  The main use of the magic stored in essence is 
  for spell casting. Essence can be used to replace 
  the spell components of any spell that has spell 
  components which are designated by value and 
  which are consumed by the casting of the spell. 
  For every 5gp worth of material components that 
  should be consumed by the spell, one dram of es-
  sence can be used (and consumed) instead.
  For example if a spell consumes 500gp value 
  of diamond dust each time it is cast, that spell 
  can be cast using 100 drams of essence instead. 
  The essence is consumed in the casting.
  Note that if essence is used to power a spell, the spell 
  must be entirely powered by essence. It is not pos-
  sible to mix and match between essence and the 
  normal spell components. For example if a spell 
  consumes 10gp worth of charcoal, incense and herbs 
  when cast, it can be cast using two drams of es-
  sence instead. However, it can’t be cast using one 
  dram of essence and 5gp worth of charcoal, incense 
  and herbs. It must fully use one or the other.
  alChemy
  Essence can act as the raw ingredients for any sub-
  stance that can be made using an alchemy kit. For 
  
  9
  each 5gp worth of ingredients needed to create a 
  substance, one dram of essence can be substituted.
  magIC Items
  Essence can be used to enchant magic items. 
  See the spells in this chapter for more details.
  essenCe and the magIC Item eConomy
  The idea behind being able to create magic items 
  from essence is to decouple magic items somewhat 
  from the monetary economy. Characters crafting 
  their own magic items removes the need for “magic 
  item shops” and the player characters needing to 
  travel to big cities in order to trade after each adven-
  ture (with the Teleportation Circle spell providing 
  easy and cheap transport between cities, this is mere-
  ly a chore rather than an exciting adventure anyway).
  So on the one hand, crafting magic items from 
  essence lets the players get the items they want 
  without having to go from city to city to find 
  them, and on the other hand crafting magic 
  items from essence means there aren’t shops full 
  of magic items just waiting to be robbed.
  neW spells
  The spells in this chapter all deal with es-
  sence in one way or another. They are designed 
  to be added to the following class lists:
  Bard: Enchant Item, Gather Essence
  Cleric: Disenchantment, Enchant Item
  Druid: Distil Essence, Enchant Item, Gather Essence
  Sorcerer: Disenchantment, Enchant Item
  Warlock: Distil Essence, Enchant Item
  Wizard: Disenchantment, Distil Es-
  sence, Enchant Item, Gather Essence
  dIsenChantment
  3rd-level transmutation (ritual)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (a miniature mod-
  el of a vice made from pewter)
  Duration: Instantaneous
  You remove the enchantment from a magical item 
  of any kind (except an artifact). The item is physi-
  cally unharmed (unless its very structure depends 
  on its magical properties) although it is no longer 
  magical; it becomes a mundane item of its type.
  The magic that formerly powered the item is ex-
  creted in the form of essence. Normally a magic 
  item that is disenchanted in this way will provide an 
  amount of essence based on the power of the item’s 
  enchantment (10 drams for a common item; 50 for 
  an uncommon item; 500 for a rare item; 5,000 for 
  a very rare item; and 50,000 for a legendary item). 
  Consumable items (i.e. items with a limited number 
  of uses or charges, and which don’t recharge them-
  selves) provide less essence than permanent items. The 
  base amount for a consumable item is half that of a 
  permanent item of the same rarity, and if a number of 
  uses or charges have been used up then the amount of 
  essence yielded will be further reduced accordingly.
  example
  A Helm of Brilliance is a very rare magic item 
  which has 100 charges when it is made and 
  which can’t be recharged. If a helm of bril-
  liance with 60 charges remaining in it is disen-
  chanted, the amount of essence produced is:
  2,500 x 60/100 = 1,500 drams
  dIstIl essenCe
  4th-level abjuration (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a flask, vial or bowl 
  made of jade worth at least 2,000gp)
  Duration: Instantaneous
  You extract all of the essence from the corpse of a 
  creature, depositing it into the container which forms 
  the material component of the spell. If the corpse is 
  not whole, you only get a proportion of the essence 
  equal to the proportion of the corpse that you have.
  enChant Item
  1st-level transmutation
  Casting Time: 8 hours
  Range: Touch
  Components: V, S, M (a miniature model 
  of an anvil and tongs made from pewter) 
  Duration: Instantaneous
  
  10
  You infuse a mundane item with essence, caus-
  ing it to absorb the essence and become a common 
  magic item or a consumable uncommon magic item 
  (i.e. an uncommon item with a limited number of 
  uses or charges, and which doesn’t recharge itself). 
  You may choose the type of item created and any 
  specifics such as command words, but it must be 
  compatible with the base type of mundane item 
  that you are targeting the spell on. A mundane axe 
  can be made into any type of magical axe, but can’t 
  be made into a magical sword or into a potion.
  The type of enchantment created must be that of a 
  standard magic item that already exists in the cam-
  paign. You can’t use this spell to invent unique items.
  The amount of essence that must be absorbed by the 
  item during the casting of this spell is based on the 
  rarity of the item being created. A consumable com-
  mon item requires 10 drams; a normal common item 
  requires 20 drams; and a consumable uncommon item 
  requires 50 drams. Note that the essence is part of the 
  target of the spell and not a material component, and 
  therefore simulating the casting of this spell using a 
  scroll, a wish, or similar magic does not remove the 
  need to have the essence as well as the mundane item.
  At Higher Levels: When you cast this spell us-
  ing a spell slot of 2nd level or higher, you can 
  create rarer items. These rare items require 
  proportionally more essence to create.
  •	 With a 2nd level spell slot, you can create a normal 
  uncommon item (using 100 drams of essence).
  •	 With a 3rd level spell slot you can create a con-
  sumable rare item (using 500 drams of essence).
  •	 With a 4th level spell slot you can create a nor-
  mal rare item (using 1,000 drams of essence).
  •	 With a 6th level spell slot you can create a consum-
  able very rare item (using 5,000 drams of essence).
  •	 With a 7th level spell slot you can create a normal 
  very rare item (using 10,000 drams of essence).
  •	 With an 8th level spell slot you can cre-
  ate a consumable legendary item (us-
  ing 50,000 drams of essence).
  •	 With a 9th level spell slot you can create a normal 
  legendary item (using 100,000 drams of essence).
  gather essenCe
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  You touch the corpse of a magical creature (an Ab-
  erration, Celestial, Dragon, Elemental, Fey, Fiend 
  or Monstrosity) and all the essence within that 
  creature is drawn to the location you touch.
  With this spell, you can concentrate the essence 
  of a creature into a single small body part, such 
  as a horn or claw. If this body part is then re-
  moved from the corpse before the spell ends, it 
  will contain all of the corpse’s essence. Extract-
  ing the essence from the body part alchemically 
  is treated as if extracting essence from a tiny crea-
  ture, regardless of the size of the original corpse.
  If the body part is not removed from the 
  corpse before the spell ends, the essence with-
  in the corpse will diffuse out of the body 
  part and back into the rest of the corpse.
  
  11
  rulIng a domaIn
  T
  he fantasy worlds in which most campaigns are 
  set pose a distinctive challenge to most rulers. 
  Whereas in the real world it is quite rare for a ruler 
  to be murdered or assassinated, fantasy campaign 
  worlds tend to be much bloodier places. A real world 
  king has guards and troops to protect them, but 
  such things do little against the sort of enemies that 
  can teleport into your bedchamber and disintegrate 
  you while you sleep, or can cut down you and your 
  bodyguards in a berserk rage after you fail to reward 
  them for service as much as they feel they deserve.
  Because of this level of danger, rulers in a cam-
  paign setting who are mere “normal men” rather 
  than being the equivalent of seasoned adventurers 
  won’t last very long, and as a consequence of this 
  long lasting dynasties where people rule after a life 
  of indolence simply because their parent ruled be-
  fore them and their parent before them will be al-
  most unheard of. Domains will change hands and 
  be looted almost constantly and chaos will reign.
  In order for there to be long term political stabil-
  ity there need to be two things. Firstly there needs 
  to be a tradition of rulers being competent and able 
  to look after themselves. Secondly there needs to 
  be a way in which the majority of adventurers are 
  channelled into socially acceptable behaviour.
  These rules assume that the solution to both these 
  problems is a system of patronage, and a model of 
  adventuring as a high risk path to social mobility.
  Basically, this is twofold in nature. Firstly, there is 
  a tradition that in order to rule you need to have 
  travelled and experienced the world as an adven-
  turer. It’s established wisdom that this is necessary 
  to prepare you for a life of rulership and to equip 
  you to be able to properly handle dealings with 
  other races, dragon attacks, infestations of magical 
  shapeshifters, and similar threats to your domain.
  This means that if a ruler wants their child to inherit 
  their position they need to send them off adventur-
  ing as a rite of passage before that child can inherit.
  Secondly, since adventuring is inherently danger-
  ous and there’s a good chance that a ruler’s child 
  isn’t going to come back alive (or may not have the 
  drive to become an adventurer) a ruler also needs to 
  foster a relationship with other adventurers in or-
  der to find a suitable heir. This relationship is one 
  of mentoring. The ruler oversees the adventurers’ 
  careers and moulds them into rulership material.
  This kind of relationship is a win for everyone (both 
  in and out of character!) From an in-character point 
  of view it provides political stability in that rul-
  ers tend to be retired high level adventurers and are 
  therefore much safer from plots and assassins than 
  a “normal man” who was born into their position 
  would be. It also provides a means of social mobil-
  ity and a respectability to the adventuring profes-
  sion. Becoming an adventurer is something that a 
  peasant will do to try to improve their social stand-
  ing and join the ruling class, and something a no-
  ble will do to prove themselves worthy to rule.
  
  12
  From an out of character point of view it provides a 
  reason why a bunch of mid-level adventurers can’t 
  simply kill the local ruler and take their stuff, because 
  that ruler is probably higher level than them, and also 
  provides a reason why the higher level rulers will men-
  tor and employ low level adventurers to do things that 
  they could easily do themselves. The ruler is not doing 
  this because they’re lazy; they’re doing it because it’s 
  part of a tradition of patronage and mentorship for a 
  ruler to guide up and coming young adventurers. It 
  keeps the adventurers grounded in society’s mores and 
  it provides support for the next generation of rulers.
  These rules assume that the level of competence 
  needed to have proven oneself worthy of do-
  main rulership is to have reached approximately 
  9th level in an adventuring character class.
  domaIn BasICs
  An estate of land ruled by a noble in a feudal sys-
  tem (where the noble then owes fealty to a king) 
  is called a Fiefdom. A fiefdom generally contains 
  a central village or town, which contains its ruler’s 
  abode (usually a stronghold of some kind), and a 
  surrounding area of farmland which may contain 
  smaller villages or hamlets. Because of the need to 
  be able to retreat to the stronghold for protection, or 
  to get troops from the stronghold in time to protect 
  an outlying part of the estate, a fiefdom is normally 
  around 12-15 miles in radius. If you’re using hex 
  maps then this is approximately one 24-mile hex; 
  an 8-mile hex plus the six other hexes that surround 
  it; or a 6-mile hex plus the six other hexes that sur-
  round it and the twelve other hexes that surround 
  them. However, due to the vagaries of geography, the 
  shape and size of a specific fiefdom may vary slightly.
  the BasIC measures
  The state of a fiefdom is tracked by two scores: Its 
  Population (measured in families rather than indi-
  viduals – each family can be assumed to be approxi-
  mately eight people if you want to work out the total 
  headcount of the fiefdom for some reason), and its 
  Confidence. The population of a fiefdom is pretty self-
  explanatory. The confidence is a score (usually some-
  where between 0-400) of how happy and content the 
  people living in the fiefdom are. The confidence score 
  of a fiefdom translates into a named Mood, which has 
  an effect on the income and stability of the populace.
  The changes in these two values are tracked on a 
  seasonal basis, with four updates per game year.
  InItIal settlement
  When a player settles in the wilderness, they 
  will initially attract 1d10x10 families to come 
  and settle under their protection. This settle-
  ment will have an initial Confidence equal to 
  150+1d100 (if a player takes over an existing fief-
  dom then the Game Master will have to set these 
  scores by hand based on its current state).
  The newly settled area will have a number of lo-
  cally accessible resources based on a d10 roll:
  Initial Resources (Number)
  d10
  Resources
  1
  one resource
  2-7
  two resources
  8-9
  three resources
  10
  four resources
  Each resource will be of a type based on a d10 roll:
  Initial Resources (Type)
  d10
  Resource Type
  1-3
  Animal
  4-8
  Vegetable
  9-10
  Mineral
  seasonal upkeep
  At the start of each season, the player per-
  forms the following actions:
  Receive any surplus cash from the previ-
  ous season, or pay any shortfall.
  Increase the population of their fiefdom based on 
  growth that has happened over the last season.
  Adjust the confidence of their fiefdom based on 
  whatever plans and events occurred during the pre-
  vious season, changing its mood if necessary.
  Plan for the coming season by:
  •	 Assigning their population to the exploitation of 
  the various resources that their fiefdom controls.
  •	 Setting the tax rate and the num-
  ber of festivals that will be held.
  •	 Hiring or dismissing troops from the fief-
  dom’s standing army and/or militia.
  •	 Assigning spare service income (or cash) 
  to the building of public works.
  
  13
  It’s usually convenient to pre-calculate the amount 
  of income and expenditure that will occur during 
  the season during this planning phase, as well as 
  pre-calculating how the plans will cause the confi-
  dence of the fiefdom to change. Occasionally one 
  or the other of these will change over the course of 
  the season due to unforeseen events, but it’s useful 
  to know what to expect at the start of the season.
  Note that all changes in confidence due to the 
  plan for the season or due to events that hap-
  pen during a season are only applied at the start 
  of the following season. They don’t change dur-
  ing the season itself and therefore you don’t need 
  to re-calculate things in the middle of a season. 
  populatIon
  Each season the population will increase (from 
  a combination of natural growth and new set-
  tlers) according to the following table:
  Population Growth
  Current Population
  Population Increase
  1-100
  +100%
  101-200
  +75%
  201-300
  +50%
  301-400
  +33%
  401-500
  +15%
  501-750
  +10%
  751-1,000
  +5%
  1,001+
  +1%
  mood
  At the start of each season, the Mood of the fiefdom 
  is set by looking up the confidence of the fiefdom at 
  that point. Changes to the confidence of a fiefdom 
  due to events that happen during a season (or changes 
  in the way that it is managed that season - such as 
  changes to the tax rate) do not alter the Mood of the 
  fiefdom immediately. Instead they kick in at the start 
  of the next season when the Mood is re-calculated.
  Moods and Unrest
  Confidence
  Mood
  Troops 
  needed
  Rebels if too few troops
  Confidence 
  next season
  Disaster avoidance
  <50
  Turbulent
  n/a
  95% (will attack with 
  support from outsiders)
  -10
  None
  50-99
  Belligerent
  50%
  50% (will attack with 
  50% chance of sup-
  port from outsiders)
  -10
  None
  100-149
  Rebellious
  33%
  50% (peaceful protest)
  -10
  None
  150-199
  Defiant
  33%
  50% (peaceful protest)
  0
  None
  200-229
  Unsteady
  None
  n/a
  -2
  None
  230-269
  Average
  None
  n/a
  0
  None
  270-299
  Steady
  None
  n/a
  0
  None
  300-349
  Healthy
  None
  n/a
  0
  None
  350-399
  Prosperous
  None
  n/a
  0
  25%
  400-449
  Thriving
  None
  n/a
  0
  25%
  450+
  Ideal
  None
  n/a
  25
  25%
  Troops needed: the amount of troops needed 
  (as a percentage of the number of families in the 
  fiefdom) to prevent a rebellion occurring - note 
  that in a Turbulent fiefdom a rebellion will oc-
  cur regardless of the number of troops present.
  Rebels if too few troops: the number of families 
  that will rebel and refuse to work if there are too few 
  troops. If the rebels attack, they form an army of Peas-
  ant Militia consisting of 2.5 soldiers per rebel family.
  Confidence next season: A bonus or pen-
  alty to next season’s confidence score.
  Disaster avoidance: the chance to avoid any dis-
  asters that would otherwise happen this season.
  
  14
  Moods and Income
  Confidence
  Mood
  Poll Tax
  Service & Re-
  sources if rebels
  Service & Re-
  sources if no rebels
  <50
  Turbulent
  None
  0%
  n/a
  50-99
  Belligerent
  None
  0%
  25%
  100-149
  Rebellious
  None
  25%
  33%
  150-199
  Defiant
  None
  33%
  50%
  200-229
  Unsteady
  100%
  n/a
  100%
  230-269
  Average
  100%
  n/a
  100%
  270-299
  Steady
  100%
  n/a
  100%
  300-349
  Healthy
  110%
  n/a
  110%
  350-399
  Prosperous
  110%
  n/a
  110%
  400-449
  Thriving
  110%
  n/a
  110%
  450+
  Ideal
  110%
  n/a
  110%
  Poll Tax: the amount of poll tax that 
  can be collected this season
  Service & Resources if rebels: the amount of 
  service and resource income that can be collected 
  this season if there is a rebellion in progress (peace-
  ful or not). Note that in the case of resource in-
  come there is a double hit since rebel families 
  can’t be assigned to the exploitation of resources 
  and this penalty applies to the resource income 
  from those families who are still working.
  Service & Resources if no rebels: the amount of 
  service and resource income that can be collected 
  this season if there is no rebellion in progress.
  InCome
  During the course of each season, the fiefdom receives 
  income from the exploitation of resources, the collec-
  tion of poll tax, and the servitude of its population.
  Resource Income: Each family exploiting an ani-
  mal resource provides 40gp; each family exploiting a 
  vegetable resource provides 20gp; each family ex-
  ploiting a mineral resource provides 60gp. If more 
  than 50% of the families in the fiefdom are exploit-
  ing mineral resources then the confidence level 
  takes a -1 penalty per % above 50. If any resource 
  is left with fewer than 20% of the families in the 
  fiefdom exploiting it then the confidence level takes 
  a -1 penalty per % under 20. Resource income ar-
  rives in the form of cash profit from trading.
  Poll Tax: The default poll tax is 20gp income 
  per family. Each 2gp less than that gives +1 to 
  the confidence level. Each 1gp over that gives a 
  -1 to the Confidence level. Increasing the tax rate 
  gives a one-off -30 to the confidence level. De-
  creasing the tax rate gives a one-off +5 to the 
  confidence level. Poll tax is collected in cash.
  
  15
  Service: Each family provides 200gp of “vir-
  tual” income in the form of services. This can be 
  used to pay expenses, but if any is left over it is 
  wasted and doesn’t translate into actual cash.
  expendIture
  During the course of the season, the fiefdom 
  must spend money on tithes, tax to the lord’s pa-
  tron (usually the king), secular and religious 
  festivals, and payment of a standing army.
  Tithes: The fiefdom must pay 10% of its gross 
  (cash & service) income to “the church” (the col-
  lective term for all the state-sanctioned temples 
  and religions, who in turn will provide religious 
  services to the populace). This can be paid by a 
  combination of service and cash. If it is not fully 
  paid, there is a -50 penalty to the confidence level.
  Tax: The fiefdom must pay 20% of its gross 
  (cash & service) income to the king. This can be 
  paid by a combination of service and cash.
  Festivals: Each festival held costs 50gp per fam-
  ily. This can be paid for by a combination of ser-
  vice and cash, and religious festivals can also be 
  paid for with tithe money. The norm is to hold 
  two religious festivals per season. If either of 
  these is cancelled, there is a -5 confidence pen-
  alty. Any additional festivals held (either religious 
  or secular) give a +2 confidence bonus each.
  Troops: Troops can be paid for by a com-
  bination of Service and cash. The follow-
  ing types of troops are normally used:
  Standard Troop Types
  Type
  Cost
  Capability
  Score
  Notes
  Cavalry (Heavy)
  400gp/season
  5
  Armed with swords; wearing chain or scale ar-
  mour; and riding horses with chain barding.
  Cavalry (Light)
  200gp/season
  3
  Armed with spears; wearing leather armour or no 
  armour; and riding horses without barding.
  Horse Archers
  300gp/season
  4
  Armed with short bows; wearing leather armour or 
  no armour; and riding horses without barding.
  Infantry (Heavy)
  60gp/season
  2
  Armed with longswords and shields; wear-
  ing chain or scale armour.
  Infantry (Light)
  40gp/season
  0
  Armed with spears and shields; wearing leather armour.
  Missile (Heavy)
  200gp/season
  3
  Armed with longbows or heavy cross-
  bows; wearing leather armour.
  Missile (Light)
  100gp/season
  1
  Armed with short bows, slings or light cross-
  bows; wearing leather armour.
  Peasant Militia
  20gp/season
  0
  Armed with spears; wearing no armour. 
  Don't increase in rank over time.
  (For an explanation of capability score and rank, see the mass combat rules later in this chapter.)
  More exotic troops (e.g. Mammoth Riders) 
  may also be hired, although the Game Mas-
  ter will have to calculate their capability score 
  and estimate their cost per season manually.
  puBlIC Works
  Each season, any spare Service income that would 
  otherwise be wasted can be used to start (or con-
  tinue) building a Public Work such as a keep, temple 
  or castle. The PC may supplement the Service in-
  come being used to build the Public Work with their 
  own money in order to finish a Public Work more 
  quickly. Additionally, if the PC (or an acquaintance) 
  is a spell caster with access to the Stone Shape, Fab-
  ricate and/or Wall of Stone spells and is willing to 
  cast those spells regularly for free, they may double 
  all building progress (both service and cash). Hiring 
  an outside spell caster to cast those spells does not 
  double progress, since it is assumed to cost a similar 
  amount of cash for the long term hiring of the spell 
  caster as that which would be otherwise saved.
  
  16
  When a Public Work is first started, the fiefdom 
  gets an immediate confidence boost. This boost is 
  then given a second time when the Public Work is 
  finished. If the building of a Public Work is aban-
  doned (i.e. a season passes without any progress being 
  made on it) then the confidence immediately drops 
  by an amount equal to the boost given for starting 
  the project. The confidence boosts and other effects 
  of Public Works are shown in the table below:
  Public Works
  Building
  Cost
  Confidence
  Boost
  Other Effects
  Fortified manor house
  35,000gp
  +0
  a quarter fewer casualties when defending in battle
  Temple
  150,000gp
  +30
  25% disaster avoidance
  Mage's tower
  200,000gp
  half casualties when defending in battle
  Keep
  450,000gp
  +20
  half casualties and x2 troop multi-
  plier when defending in battle
  Small castle
  900,000gp
  +40
  half casualties and x3 troop multi-
  plier when defending in battle
  Large castle
  1,400,000gp
  +50
  half casualties and x4 troop multi-
  plier when defending in battle
  Teleportation Circle
  18,250gp*
  +10
  Always takes a year to create, and must 
  be paid for in cash (not service)
  An existing keep can be upgraded into a small castle, 
  and either of those can be upgraded into a large castle. 
  In each of these cases, the cost and confidence boost 
  is found by taking the difference between that of the 
  existing structure and that of the new structure.
  Although a permanent Teleportation Circle is not con-
  sidered to be a public work (it can’t be paid for using 
  service income and it requires a high level spell caster 
  to construct it over the course of a year) it gives a 
  similar confidence boost to a public work. If a perma-
  nent Teleportation Circle is created in a fiefdom, the 
  fiefdom gains a +10 confidence boost at the start and 
  end of the creation period, and loses a similar amount 
  if the creation of the circle is abandoned part-way. 
  
  17
  events
  At the start of each season, after the player has made 
  their decisions about the management of their fief-
  dom for the season, the Game Master should roll 
  on the following table to determine what kind of 
  event (if any) happens to their fiefdom this season:
  Random Events
  d20 roll
  Event
  1
  Disaster
  2
  Major Negative Event
  3-6
  Minor Negative Event
  7-16
  No Event
  17-18
  Neutral Event
  19
  Minor Positive Event
  20
  Major Positive Event
  Disaster: Something terrible happens that costs the 
  fiefdom some combination of -25 Confidence, -25% 
  population, and/or -75% income no matter how well 
  it is handled, and if handled badly by the ruler it 
  will also drop the Confidence of the fiefdom to the 
  upper limit of the next lower Mood (after any con-
  fidence drop from the disaster itself). If the Mood 
  of the fiefdom is high enough, or if the fiefdom has 
  a temple, there is a chance to avoid the disaster.
  Major Negative Event: Something bad happens 
  that costs the fiefdom some combination of -25 
  Confidence, -25% population, and/or -75% income 
  if handled badly by the ruler, and even if handled 
  well still costs some combination of -10 Confi-
  dence, -10% population and/or -30% income.
  Minor Negative Event: Something bad hap-
  pens that costs the fiefdom some combina-
  tion of -15 Confidence, -15% population, and/
  or -50% income if handled badly by the 
  ruler, but if handled well costs nothing.
  Neutral Event: Something happens that gives 
  the fiefdom some combination of +10 Confi-
  dence, +10% population and/or +25% income 
  if handled well by the ruler; or costs some com-
  bination of -10 Confidence, -10% popula-
  tion and/or -25% income if handled badly.
  Minor Positive Event: Something good hap-
  pens that gives the fiefdom some combina-
  tion of +15 Confidence, +15% population, 
  and/or +50% income if handled well by the 
  ruler, but if handled badly gives nothing.
  Major Positive Event: Something good happens that 
  gives the fiefdom some combination of +25 Con-
  fidence, +25% population, and/or +100% income 
  if handled well by the ruler, and even if handled 
  badly still gives some combination of +10 Confi-
  dence, +10% population and/or +40% income.
  In all cases, the Game Master should determine the 
  exact nature of the event (and the event should be 
  role-played out to its conclusion). The player should 
  not know what type of event (if any) is going to occur.
  mass ComBat
  armIes
  Armies have their effectiveness in battle represented 
  by two scores: Their Size and their Battle Rating. 
  The size of an army is simply the number of crea-
  tures it contains. The battle rating of the army is a 
  measure of how good at fighting (on average) each 
  creature in the army is. Note that these two meas-
  ures are independent of each other - an army does 
  not get a bonus to its battle rating for being large.
  Calculating the size of an army is trivial - it’s sim-
  ply the number of creatures in it. Calculating the 
  
  18
  battle rating of an army is done by working out 
  two values: the army’s Capability Score and its 
  Rank - and then looking them up on a table.
  CapaBIlIty sCore
  The capability score of an army is a measure of what 
  the creatures within the army are capable of doing. 
  There are fourteen tests that you apply to the army 
  measuring different capabilities that it might have 
  and it gains a point of capability score for each test 
  that applies. Therefore the capability score of an army 
  is always a value from 0-14. The fourteen tests are:
  •	 Are at least 20% of the army mounted?
  •	 Are at least 50% of the army mounted?
  •	 Can at least 1% of the army fly?
  •	 Can at least 20% of the army fly?
  •	 Is the average movement rate of the army at least 
  35’ per round?
  •	 Do at least 20% of the army have missile weapons?
  •	 Do at least 20% of the army have missile weapons 
  with a range of at least 100’?
  •	 Do at least 50% of the troops have medium or 
  heavy armour?
  •	 Do at least 50% of the troops have martial weap-
  ons?
  •	 Do at least 1% of the army have magical abilities 
  (breath weapon, poison, regeneration, gaze attacks, 
  etc.)?
  •	 Do at least 20% of the army have magical abilities 
  (breath weapon, poison, regeneration, gaze attacks, 
  etc.)?
  •	 Does 100% of the army have magical abilities 
  (breath weapon, poison, regeneration, gaze attacks, 
  etc.)?
  •	 Are at least 5% of the army spell casters?
  •	 Are at least 20% of the army spell casters?
  rank
  The rank of an army is a measure of how skilled it 
  is. This counts for both how skilled each individual 
  creature in the army is and also how well practised the 
  army is at fighting as a unit. There are eight named 
  ranks: Untrained, Poor, Below Average, Fair, Average, 
  Good, Excellent, and Elite. For characters this is based 
  on their level. For the standing armies of fiefdoms 
  it is calculated as part of the fiefdom rules based on 
  how long the army have been training together. For 
  monsters, it is based on their Challenge Rating:
  Army Ranks
  Character
  Level
  Challenge 
  Rating
  Rank
  1-2
  < 1
  Untrained
  3-4
  1-2
  Poor
  5-6
  3-4
  Below Average
  7-9
  5-6
  Fair
  10-12
  7-9
  Average
  13-15
  10-12
  Good
  16-18
  13-15
  Excellent
  19+
  16+
  Elite
  Troops comprised of non-player characters for 
  which you are not tracking the class and level of 
  each individual (for example the standing armies 
  of fiefdoms) have their rank calculated as follows:
  •	 A full time army with regular training starts 
  as Below Average when initially formed.
  •	 A full time army with regular training in-
  creases by one Rank per year, to a maxi-
  mum of Average (if it has never won a battle) 
  or Elite (if it has won at least one battle).
  •	 A full time army with regular training im-
  mediately increases by one Rank the first 
  time it wins a battle, and immediately los-
  es one Rank every time it is routed.
  •	 Peasant Militia start as Poor if they are formed 
  from 10% or less of the families in a fiefdom. 
  If formed from more than 10% of the fami-
  lies, they start as Untrained. Peasant Militia do 
  not increase in Rank over time, since they are 
  not a full time army with regular training.
  mergIng and reCruItIng
  When two armies are merged into a single one 
  (or when a group of new recruits are added to 
  an existing army to increase its size), the rank of 
  the combined army is calculated as follows:
  •	 Start with the higher of the 
  Ranks of the two armies.
  •	 For each 20% of the combined army 
  that comes from the less good troops, re-
  duce the Rank by one level.
  
  19
  •	 The Rank can never be reduced below the 
  lower of the Ranks of the two armies.
  Remember that if the two armies have differ-
  ent capabilities you may need to re-calculate the 
  capability score of the combined army as well.
  Battle ratIng
  To find the battle rating of the army, look up the ar-
  my’s rank and capability score on the following table:
  Battle Ratings
  Capa-
  bility
  Un-
  trained
  Poor
  Below 
  Average
  Fair
  Average
  Good
  Excellent
  Elite
  0
  2
  6
  9
  12
  15
  18
  22
  28
  1
  2
  7
  10
  13
  17
  20
  24
  31
  2
  2
  7
  11
  14
  18
  22
  26
  34
  3
  3
  8
  12
  16
  20
  23
  29
  36
  4
  3
  8
  13
  17
  21
  25
  31
  39
  5
  3
  9
  14
  18
  23
  27
  33
  42
  6
  3
  10
  14
  19
  24
  29
  35
  45
  7
  3
  10
  15
  20
  26
  31
  37
  48
  8
  4
  11
  16
  22
  27
  32
  40
  50
  9
  4
  11
  17
  23
  29
  34
  42
  53
  10
  4
  12
  18
  24
  30
  36
  44
  56
  11
  4
  13
  19
  25
  32
  38
  46
  59
  12
  4
  13
  20
  26
  33
  40
  48
  62
  13
  5
  14
  21
  28
  35
  41
  51
  64
  14
  5
  14
  22
  29
  36
  43
  53
  67 
  Battles
  When armies are going to clash in a location, you 
  should prepare a rough map of that location split 
  into areas. This can be done using hexes or it can 
  be done by simply dividing the location into rough 
  geographical regions (e.g. “the woods”, “the west 
  side of the village”, “the fields north of the bridge”, 
  “the hill”, and so forth). Each area should be some-
  where between half a mile and a mile across. An 
  area can only hold one army, and armies attack 
  by invading the area occupied by another army.
  Battle turns
  Time during a battle is measures in Battle Turns. 
  Each battle turn is much longer than a combat round. 
  It can last anywhere from half an hour to two hours 
  depending on the battle. At the start of each Battle 
  Turn, all armies that are adjacent to an enemy army 
  are considered to be Engaged with that enemy army.
  When armies clash during a battle turn, the 
  clash is resolved by calculating a Battlefield Bo-
  nus for each army based on three factors:
  •	 The tactics that each army is using.
  •	 The relative size of each army.
  •	 Miscellaneous situational factors.
  How well each army does in the clash is then de-
  termined by adding their battlefield bonus to 
  their battle rating, and adding a d20. The army 
  that gets the highest total “wins” the clash.
  movIng
  Armies are resolved in order from the smallest to the 
  largest. If an army is not engaged, it may move up 
  to two areas, but must end its movement if it be-
  comes adjacent to an enemy army after moving its 
  first area. Armies can’t move through other armies.
  splIttIng and mergIng
  During its movement an army can split into two 
  or more smaller armies of the same type which can 
  move in different ways. Each of the smaller ar-
  mies must comprise of at least 20% of the troops 
  in the army that is splitting. An army that is en-
  gaged may split in this manner, but at least one of 
  the smaller armies into which it splits must be left 
  
  20
  behind. Similarly, two armies comprised of the 
  same type of troop can merge into a single larger 
  army by simply moving into the same area.
  ComBat splIts
  Once all armies have moved, each army that is en-
  gaged with another army (i.e. all armies that are 
  adjacent to at least one enemy army) must fight all 
  armies with which it is engaged. If an army is engaged 
  with more than one enemy army, it must temporarily 
  split into enough smaller armies to fight each of them 
  individually. As with movement, the split may not re-
  sult in any armies with a size smaller than 20% of the 
  whole army (unless the army is totally surrounded and 
  is engaged with more than five opponents at once!)
  This temporary split last only for the duration of 
  the fight, and at the start of the next battle turn the 
  smaller armies (if they are still in the same area) 
  will re-join to form a single army once more.
  sItuatIonal faCtors
  Finally, each side gets additional Battlefield Bonuses as 
  follows:
  •	 +2 if the army is in their home territory.
  •	 +2 if the army have beaten this enemy before.
  •	 +2 if the rank of the army is at least two higher 
  than that of their enemy.
  •	 +6 if ambushing an enemy while the enemy is un-
  prepared.
  •	 -2 if any allied force has routed.
  •	 +4 if the battle is at night and the entire army has 
  Darkvision.
  •	 +4 if attacking or defending from higher ground or 
  a town.
  •	 -4 for mounted troops in mountains, woods, or at a 
  stronghold.
  •	 -4 for combat in Difficult Terrain unless at least 
  half the army can fly.
  •	 +2 if the army is defending.
  •	 +10 if defending a bridge, narrow pass, or gorge.
  •	 +8 if defending and the attacker must cross deep 
  water.
  •	 +6 if the army has more (by value) siege weaponry 
  than its enemy does.
  •	 +5 if at least 10% of the army is resistant to at least 
  80% of the enemy’s attacks.
  •	 +5 if the whole army is resistant to at least 80% of 
  the enemy’s attacks.
  •	 +10 if the whole army is immune to at least 80% of 
  the enemy’s attacks.
  •	 -2 if the army has medium fatigue.
  •	 -6 if the army has severe fatigue.
  sIze
  In each fight, the larger of the two armies in the 
  fight gets a Battlefield Bonus based upon the ra-
  tio of their size to their opponent’s size:
  Battlefield Bonus for Relative Size
  Outnumbering
  Battlefield Bonus
  More than 50:1
  +32
  More than 40:1
  +30
  More than 30:1
  +28
  More than 20:1
  +26
  More than 15:1
  +24
  More than 10:1
  +22
  More than 8:1
  +20
  More than 7:1
  +18
  More than 6:1
  +16
  More than 5:1
  +14
  More than 4:1
  +12
  More than 3:1
  +9
  More than 2:1
  +6
  More than 1.5:1
  +3
  1.5:1 or Less
  +0
  Note that if an army is defending a stronghold (a 
  fortified manor house, keep or castle) it may apply a 
  multiplier to its troops before looking on this table 
  based on the type of stronghold it is defending.
  taCtICs
  The commander of each army that is engaged must 
  choose a tactic that the army will use against its 
  enemy. All tactics for all armies are chosen in se-
  cret and revealed simultaneously (it’s best to do this 
  by writing them on paper and revealing the pa-
  pers simultaneously). The six possible tactics are:
  Advance: The army tries to advance in a controlled 
  manner into its enemy’s area, staying in formation if 
  it has one. Although effective against withdrawing 
  or holding armies, armies using this tactic can find 
  themselves suffering if the enemy tries to envelop them 
  or lure them into a trap. However, overall it is still 
  one of the less risky tactics. This is a type of Attack.
  Charge: This is an all-out attack, charging the en-
  emy and attempting to punch through the front 
  ranks to attack the more vulnerable troops. It is great 
  
  21
  for punching a hole through troops that are try-
  ing to envelop you or for running down troops that 
  are trying to withdraw, but it can be a costly tactic 
  in terms of casualties. This is a type of Attack.
  Envelop: The army tries to surround the enemy 
  and attack from all sides. It is particularly effec-
  tive against enemies who are holding position, but 
  leaves the attacking army vulnerable to direct coun-
  terattacks and charges. This is a type of Attack.
  Hold: The army tries to hold position (and formation 
  if they have one), letting the enemy come to them and 
  engaging them when they do. This tactic is a good 
  defence against a normal advance or an attempt to 
  lure the armies into a trap, but it is easily enveloped 
  and can be counterproductive when the enemy tries 
  to charge the holding army. This is a type of Defence.
  Lure: The army tries to lure the enemy into mak-
  ing costly lunges and flanking manoeuvres, before 
  attacking those troops committed to such ma-
  noeuvres. This tactic is effective against attacking 
  troops and can be devastating against troops that 
  are trying to charge you; but is very weak against 
  armies that are reluctant to engage directly, such 
  as those trying to hold position or withdraw from 
  combat completely. This is a type of Defence.
  Withdraw: This is simply an attempt to leave the 
  area with as little fighting as possible. It is a risky 
  manoeuvre against enemies which are attacking, 
  but can often avoid a fight completely if the enemy 
  is holding position. This is a type of Defence.
  An army that is using the advance, charge or envelop 
  tactic is considered to be attacking. An army that is 
  using the hold, lure or withdraw tactic is considered to 
  be defending. This might mean that in a given clash 
  both armies may be attacking, both may be defending, 
  or one may be attacking and one may be defending.
  Once all tactics have been revealed, the tactics 
  of each pair of armies that are engaged are com-
  pared on the following table (note that both 
  armies look on the table to get their respec-
  tive bonus or penalty based on their chosen tac-
  tic; you don’t just look once for the pair):
  Tactics Comparison
  Your Tactic
  Enemy 
  Advances
  Enemy 
  Charges
  Enemy 
  Envelops
  Enemy 
  Holds
  Enemy Lures
  Enemy 
  Withdraws
  Advance
  +10%
  Casualties
  -4
  Battlefield 
  Bonus
  +10%
  Casualties
  +10%
  Casualties
  +2
  Battlefield 
  Bonus
  Charge
  +20%
  Casualties
  +20%
  Casualties
  +2
  Battlefield 
  Bonus
  +20%
  Casualties
  +20%
  Casualties
  +4
  Battlefield 
  Bonus
  Envelop
  -2
  Battlefield 
  Bonus
  +10%
  Casualties
  +4
  Battlefield 
  Bonus
  -10%
  Casualties
  +2
  Battlefield 
  Bonus
  Hold
  -10%
  Casualties
  -5
  Battlefield 
  Bonus
  +20%
  Casualties
  No Combat
  -10%
  Casualties
  No Combat
  Lure
  +2
  Battlefield 
  Bonus
  +4
  Battlefield 
  Bonus
  -4
  Battlefield 
  Bonus
  -4
  Battlefield 
  Bonus
  -10%
  Casualties
  Withdraw
  +20%
  Casualties
  +30%
  Casualties
  -10%
  Casualties
  No
  Combat
  -10%
  Casualties
  No Combat
  resolvIng the Clash
  The commander of each army rolls the following:
  Battle Rating + Battlefield Bonus (from tac-
  tics, numbers and situation) + d20
  Whichever army gets the higher total is the win-
  ner. Subtract the loser’s score from the winner’s score 
  and look up the results on the following table:
  
  22
  Clash Results
  Difference
  Winner 
  Casualties
  Winner 
  Movement
  Winner 
  Fatigue
  Loser
  Casualties
  Loser
  Movement
  Loser
  Fatigue
  0
  10%
  None
  None
  10%
  None
  None
  1
  0%
  None
  None
  10%
  Retreat
  None
  2-3
  0%
  None
  None
  20%
  Retreat
  None
  4-5
  10%
  None
  None
  20%
  Retreat
  Medium
  6-7
  10%
  None
  None
  30%
  Retreat
  Medium
  8
  20%
  Retreat
  Medium
  40%
  Retreat
  Severe
  9-10*
  0%
  None
  None
  30%
  Retreat
  Severe
  11-13
  20%
  Advance
  Medium
  50%
  Retreat
  Severe
  14-16
  30%
  Advance
  Medium
  60%
  Retreat
  Severe
  17-18
  10%
  Advance
  None
  50%
  Retreat
  Severe
  19-20
  0%
  Advance
  None
  30%
  Breach
  Rout
  21-30
  10%
  Advance
  None
  70%
  Breach
  Rout
  31+
  10%
  Advance
  None
  100%
  Breach
  Rout
  * Maximum result possible if the winner chose a defensive tactic.
  The number of casualties each side suffers may be 
  modified by the tactic they are using, and further 
  modified if they are defending a stronghold.
  Movement is based on the areas in which 
  the armies were at the start of the fight:
  None: The army finishes the fight where it 
  started. If the army chose the “Withdraw” tac-
  tic, this result is treated as a “Retreat” result.
  Retreat: The army must retreat to an adjacent 
  empty area (one not containing another army) 
  of their choice. If there is no available adja-
  cent empty area (or if the army is defending a 
  stronghold) then the army stays where it is.
  Advance: The army advances into the area vacated 
  by the losing army. If the losing army was unable 
  to retreat, this result is treated as a “None” result.
  Breach: If the army is defending a stronghold, the 
  stronghold’s defences have been breached and it 
  will provide no further bonuses until it is mend-
  ed. Otherwise treat this as a “Retreat” result.
  Fatigue: Medium or Severe Fatigue has no immediate 
  effect, but gives a penalty of future battles held in the 
  same day. A Rout result means that the army ceases 
  to exist, with its individual members either fleeing 
  or surrendering, unless it is defending a stronghold.
  
  23
  the multIverse
  W
  hether it’s from going ethereal, summoning 
  elementals, or adventuring in the realms that 
  lie beyond gates; most mortal adventurers have had 
  at least a fleeting contact with other planes of exist-
  ence outside the normal world on which lower level 
  adventures take place. Even those who haven’t are 
  probably aware that there’s a whole multiverse of 
  planes out there, and these planes are the home of 
  strange creatures and beings of incredible power.
  When a campaign includes immortals, the planes 
  play a much bigger role in things. Planar travel will 
  be routine and each immortal character will have an 
  entire outer plane of their own to call their home.
  Because of the increased role of planes and pla-
  nar travel in campaigns which include immor-
  tals, this section describes the multiverse.
  elements and CosmIC prInCIples
  It is well known by mortals that everything in the 
  universe is made from four elements; air, earth, fire 
  and water. Some scholars familiar with the Ethe-
  real plane propose that ether should be considered 
  to be a fifth element, although there are clearly dif-
  ferences between ether and the other elements.
  The reason for this confusion is that the universe is ac-
  tually governed by five cosmic principles. Four of these 
  work in competition with each other, and the fifth 
  is opposed to the other four. The five principles are:
  Energy: The principle of Energy is associated 
  with activity and chaos, as well as the magical 
  schools of Evocation and Illusion and the ele-
  ment of fire. Energy dominates Matter by mak-
  ing it unstable, opposes Thought’s categoriza-
  tion, and is subject to Time’s organisation. Fire 
  burns earth and is in turn quenched by water.
  Matter: The principle of Matter is associated with 
  stasis and stability, as well as the magical schools 
  of Abjuration and Conjuration and the element of 
  earth. Matter dominates Thought by forcing it to be 
  logical, opposes Time’s attempts to change things, 
  and is subject to Energy’s introduction of chaos. 
  Earth chokes air and is in turn burned by fire.
  Thought: The principle of Thought is associated 
  with perception and categorization of things, as 
  well as the magical schools of Divination and En-
  chantment and the element of air. Thought domi-
  nates Time by enforcing free will, opposes Energy’s 
  chaos, and is subject to Matter’s restriction. Wind 
  dries water and is in turn blocked by earth.
  Time: The principle of Time is associated with 
  steady change, as well as the magical schools of 
  Necromancy and Transmutation and the element 
  of water. Time dominates Energy’s chaos by organ-
  ising its change, opposes Matter’s stability, and is 
  subject to Thought’s imposition of free will. Wa-
  ter quenches fire and is in turn dried by wind.
  
  24
  Entropy: The principle of Entropy is associ-
  ated with death and destruction, but not with 
  any particular magical schools or elements. En-
  tropy is in opposition to all the other principles.
  The entire multiverse relies on these principles re-
  maining in balance and immortals are the agents that 
  maintain that balance. Energy, matter, thought and 
  time all work in creative competition with each other, 
  with immortals devoted to each principle ensur-
  ing that the competing principles don’t dominate; 
  while immortals devoted to the principle of entropy 
  work to tear down and destroy what the others cre-
  ate in order to make room for further creation.
  Although this competition and outright opposition 
  between the cosmic principles and the immortals that 
  serve them exists, all but the most crazed immortal is 
  ultimately devoted to maintaining the balance be-
  tween them in their own way. The relationship be-
  tween immortals who follow different principles, even 
  between those following entropy and the others, is not 
  a state of war. It’s closer to the relationship between 
  players that belong to rival sports teams. They might 
  oppose each other’s plays, and this opposition might 
  seem quite vicious to their supporters, but there’s usu-
  ally no personal animosity involved; and immortals 
  devoted to opposed principles can get on fine socially.
  There are always occasional exceptions, where im-
  mortals who repeatedly thwart each other’s plans 
  develop personal rivalries or even murderous vendet-
  tas, but this is the exception rather than the norm.
  Of course, this is little consolation to the mor-
  tals who get caught in the crossfire.
  the prIme plane
  The Prime Plane (also known as the Prime Material 
  Plane or even simply the Prime) is the plane on which 
  most mortal level campaigns will start. The Prime 
  is infinite in size, and contains an endless number 
  of galaxies, stars and planets. The world on which 
  most mortal level campaigns will start is just one of 
  these planets, no different from billions of others.
  While this in itself is enough to boggle the 
  mind of many mortals, the Prime is actually 
  much greater in size and scope than that.
  Mortal creatures are three dimensional in nature, 
  and tend to think that the Prime is also three di-
  mensional because that is all that they can perceive. 
  In fact, the Prime is at least five dimensional.
  dImensIons, perCeptIon, and magIC
  Imagine a flat sheet of paper on a desk with drawings 
  on it. Now imagine that those drawings are actually 
  little creatures who are alive and can move around. 
  These creatures are two dimensional and their entire 
  frame of reference is the two dimensional sheet of pa-
  per. No matter how hard they try they can never look 
  up or lift themselves from the paper. As far as they 
  are concerned the entire universe is two dimensional. 
  Although from our vantage point we can see that their 
  perspective is limited and that there is a third dimen-
  sion that they are unaware of, they have no way to ex-
  perience this. Their entire universe is two dimensional.
  Three dimensional mortals are in a similar situation. 
  They inhabit a three dimensional region of space, the 
  majority being blissfully unaware of the existence of 
  the fourth and fifth dimensions just as our creatures 
  on the paper inhabit a two dimensional space bliss-
  fully unaware of the existence of the third dimension.
  However, unlike our creatures on the paper, 
  some three dimensional mortals do have a small 
  amount of use for the fourth dimension even if 
  they can’t perceive it. Mortal magic works by mak-
  ing connections and short-cuts between three 
  dimensional things by accessing the fourth di-
  mension. This means that mortal magic doesn’t 
  work on planes that are only three dimensional.
  Immortals are four dimensional creatures, and can 
  perceive and travel in the fourth dimension at will. 
  This means that they are able to perceive mortal magic 
  and move by magical means as easily as mortals can 
  see and move by mundane means. However, even im-
  mortals can’t normally perceive into the fifth dimen-
  sion. Immortal magic uses this dimension, and there-
  fore only works on planes that are five dimensional.
  Since the Prime is five dimensional, both mor-
  tal and immortal magic work there.
  parallel and nIghtmare dImensIons
  Going back to our example of a two dimensional 
  sheet of paper on a desk, imagine a whole stack of 
  sheets of paper, all flat but each on top of the other, 
  and all containing our drawn creatures. Each of these 
  is a self-contained two dimensional space containing 
  
  25
  creatures, and no matter how far each creature moves 
  on its sheet it will never end up on a different sheet.
  From the perspective of the creatures that inhabit 
  them, these sheets are all totally separate; but from our 
  point of view they’re all simply part of the same three 
  dimensional space. They’re parallel, which means 
  they never touch even if they’re extended to be infi-
  nitely large, but they’re all there next to each other.
  Again, three dimensional spaces within a five di-
  mensional plane work in exactly the same man-
  ner. The Prime, being a five dimensional plane, 
  contains an infinite number of three dimensional 
  spaces. They are each stacked on “top” of each 
  other, and don’t overlap despite their infinite size.
  These multiple parallel three dimensional spaces 
  within the Prime are often called “Parallel Dimen-
  sions”, “Parallel Worlds” or “Parallel Universes” by 
  the people who live there, and each is effectively 
  an entire self-contained three dimensional universe 
  housed within the larger five dimensional plane. 
  The only way to get from one of these universes 
  to another is to travel via the fourth dimension.
  However, things get even weirder.
  Imagine your desk with the piece of flat paper on it, 
  but now also imagine that at the back of the desk 
  there’s a vertical piece of paper pinned to the wall. 
  The two pieces of paper are both two dimensional, 
  and they’re both contained within the same three 
  dimensional space; but they each use a different 
  two of the three dimensions. They’re not paral-
  lel at all, but perpendicular to each other; and this 
  means that they pass through each other touch-
  ing along an infinitely small line. In this case, if 
  someone on the horizontal paper moves around 
  they’ll never end up on the vertical paper. They’ll 
  just reach the point where the two meet and pass 
  straight across it. This is where our analogy breaks 
  down slightly because sheets of paper aren’t infinitely 
  thin; they have a thickness; so you have to imag-
  ine that they’re infinitely thin for this to work.
  But in this case, even if the creature from the desktop 
  paper moves through the third dimension and rises 
  up from the desk they’ll still never reach the verti-
  cal sheet hanging on the wall no matter how far they 
  travel. To get from one piece of paper to the other 
  requires not only travelling in a direction perpen-
  dicular to your home piece but also dimensionally 
  rotating your perspective during your movement.
  In just this manner, there are other three dimensional 
  regions (each a universe, infinite in size) within the 
  five dimensional Prime that use a different subset 
  of the five available dimensions; and they can’t be 
  reached by simply travelling through the fourth 
  dimension using magic. One must also dimension-
  ally rotate your perspective during your movement.
  These dimensions are usually referred to as the 
  “Nightmare Dimensions” or “Far Realms”, and 
  just as there are an infinite number of paral-
  lel familiar dimensions there are also an infinite 
  number of parallel Nightmare Dimensions.
  Because travelling to the Nightmare Dimensions 
  requires dimensionally rotating your perspective, they 
  are quite literally alien geometries (in the Lovecraft-
  ian sense) to people from a more familiar world; and 
  the uninitiated traveller will find them incomprehen-
  sible, nightmarish and alien. Having said that, call-
  ing them the Nightmare Dimensions is a bit biased. 
  Creatures from those dimensions (which are referred 
  to as “aberrations”) don’t find them nightmarish or 
  alien at all. However, they find the familiar dimen-
  sions just as alien as humans find their worlds. This 
  alienation goes some way to explain the habitually 
  strange and unpleasant behaviour of aberrations when 
  encountered in the more familiar worlds. Not only are 
  they incredibly alien, their minds have been twisted in 
  order for them to be able to survive in our dimension 
  (which is as nightmarish to them as theirs is to us).
  By using five dimensional immortal level magic, 
  immortals are able to travel and rotate in all five 
  dimensions. They can therefore travel between fa-
  miliar parallel universes and also travel to and from 
  the Nightmare Dimension universes (and because 
  they can freely rotate their perspective in a controlled 
  manner rather than having it unnaturally twisted 
  by a transition from one set of universes to the other 
  neither set of universes seems nightmarish to them).
  Returning to our desk for the last time, we see that 
  the flat sheet on the desk and the vertical sheet on the 
  wall are not the only two options. Each one uses two 
  of the three available dimensions, and there is actu-
  ally a third configuration possible. There could also be 
  vertical sheets that are parallel to the side of the desk 
  as well as flat sheets and vertical sheets parallel to the 
  
  26
  back of the desk. Sheets in each of these three config-
  urations are each perpendicular to the other two. In a 
  five dimensional plane, there are a total of ten possible 
  options for three dimensional regions or universes; 
  each of which is perpendicular to all of the other nine.
  However, it turns out that on the Prime Plane there 
  are only two sets, not ten. The set of “Normal” uni-
  verses and the set of “Nightmare Dimension” uni-
  verses. The immortals know this because being able 
  to rotate their perspective to face any direction they’d 
  have been able to find any other sets of universes that 
  were in existence. They suspect that for some reason 
  to do with the way the multiverse works only these 
  two particular configurations of dimension are stable.
  BIas
  The Prime Plane is the only plane in the multiverse 
  (other than the Astral) that is in balance and has 
  no bias towards any of the five cosmic principles.
  other planes
  As has been already mentioned, although the Prime 
  contains an uncountable number of different paral-
  lel and nightmare dimensions; each of which is an 
  infinitely large three dimensional universe; the Prime 
  isn’t all that exists. There are a number of other 
  planes out there that exist as well as the Prime.
  These planes can be divided into three categories: 
  Inner Planes, Outer Planes, and the Astral Plane.
  the Inner planes
  The inner planes are a group of planes that are di-
  rectly accessible from the Prime without needing to 
  cross the Astral Plane. There are five inner planes: 
  four elemental planes corresponding to the four 
  elements (Air, Earth, Fire and Water) and the Ethe-
  real Plane. Each of these planes is an infinitely large 
  five dimensional space just like the Prime Plane.
  There is an exact mapping between the inner planes 
  and the prime plane, in that each inner plane has its 
  own copies of the astronomical bodies contained in 
  the prime plane, and these bodies contain the same 
  rough geographical features (mountain ranges, seas, 
  etc.) as those on the prime plane. However, artificial 
  structures and vegetation will not be mirrored.
  The correspondence between the planes extends to 
  movement as well. If someone travels from the prime 
  plane to the ethereal plane, travels north for a mile, 
  and then returns to the prime plane; they will ar-
  rive one mile north of their starting position.
  This mapping of positions and locations is five 
  dimensional, and consequently the inner planes 
  each also have parallel and nightmare dimen-
  sions equivalent to those in the Prime Plane.
  the ethereal plane
  The ethereal plane is the plane most often vis-
  ited by adventurers. It directly touches the prime 
  plane at all points, which makes travel relatively 
  easy (for example an adventurer under the influ-
  ence of an Etherealness spell can move between 
  the ethereal and prime planes at any location).
  Everything on the ethereal plane is made from Ether, 
  which is a kind of sticky grey ectoplasm that looks 
  like dense smoke and feels cold and clammy to the 
  touch. Ether can only exist on the ethereal plane. If 
  it is brought off that plane onto any other plane it 
  simply evaporates and vanishes leaving no trace.
  
  27
  The ethereal plane is constantly lit by a dim light, 
  although visibility is equivalent to shadowy torchlight. 
  There are no actual shadows, since the light pen-
  etrates the entire plane, but any ability that requires 
  shadows to work will work in the dimly lit ethereal. 
  There is no colour in the ethereal plane as the ether 
  is all grey; although denser ether is more whitish. 
  The only colours that can be seen are on objects or 
  creatures that have entered the ethereal plane from 
  other planes. This often makes such creatures and 
  objects stand out vividly despite the low light.
  While all the inner planes touch the prime plane, the 
  ethereal plane actually overlaps to some extent. The 
  ether is attracted to matter on the prime plane, and 
  gathers and becomes denser in the ethereal equiva-
  lent of the location, being least dense where there 
  is void on the prime plane and most dense where 
  there is metal. Because of this effect, it is possible 
  to “see” the shapes of things that are on the prime 
  plane from the ethereal plane by seeing the patches 
  of dense ether that correspond to them. This gather-
  ing effect is quick enough that a moving creature 
  will have an ethereal “shadow” that moves with it.
  BIas
  The ethereal plane is biased towards entropy.
  aIr and BreathIng
  Although there is no actual air or water on the ethe-
  real plane, both air and water breathers alike can 
  breathe the etheric ectoplasm with no ill effect.
  movement & travel
  Getting to the ethereal plane usually requires an 
  Etherealness spell or a Plane Shift or Gate spell. There 
  are no natural portals or rifts to the Ethereal Plane.
  Movement in the ethereal plane is tricky at best, 
  since even the most solid “ground” still gives. Walk-
  ing is possible, but can only be done at half speed, 
  since walking on the soft ether is like trudging 
  through loose sand or snow and it counts as dif-
  ficult terrain. However, this softness does have its 
  advantages. It is possible for a solid being visit-
  ing the ethereal plane to push through the ethe-
  real representations of solid prime plane objects. 
  Pushing through dense ether in this way reduces 
  movement speed to one quarter of normal.
  Flying (both winged and magical) can be done in 
  the ether at normal rates through the less dense ether 
  that corresponds to prime plane water, air or void, 
  and can be done at half speed through the denser 
  ether that corresponds to solid prime plane matter.
  A second consequence of the overlap between the 
  prime plane and the ethereal plane is that creatures 
  able to see invisible things (whether through an 
  innate ability or through a Detect Invisible spell) 
  can see creatures or objects on the ethereal plane.
  the elemental planes
  In addition to the ethereal plane, there are four 
  elemental planes touching the prime plane. These are 
  the elemental planes of Air, Earth, Fire and Water.
  As with the ethereal plane, there is a direct map-
  ping between all points on each of these planes 
  and the corresponding points on the prime plane, 
  including parallel and nightmare dimensions.
  Each elemental plane contains void just like the prime 
  plane, and contains copies of the same astronomi-
  cal bodies as the prime plane. However, unlike the 
  prime plane versions of these bodies, all matter in an 
  elemental plane is composed of only a single element, 
  in different states that simulate the other elements 
  as far as possible. In all cases however, the elemental 
  version of the vacuum of space is still simply vacuum.
  Each of these elemental versions of the astro-
  nomical bodies has the same basic geographic 
  features (mountains, rivers, seas and so on) as 
  the equivalent prime body; but vegetation and 
  artificial structures are not represented.
  The elemental equivalents of the other el-
  ements are as described below:
  Air: The ground is made from soft but solid clouds, 
  which halve the movement rates of any land based 
  creature, counting as difficult terrain. However, 
  these clouds are solid enough that they can’t simply 
  be pushed through. The atmosphere is clear air, and 
  bodies of water are made from a smoky vapour that 
  settles in depressions like liquid. The “liquid air” is 
  viscous like water, and will support swimming crea-
  tures; although it can be breathed by air breathing 
  creatures (but not water breathing creatures) with-
  out drowning. The sun and other large natural fire 
  sources are made from balls of lightning. The soft 
  nature of the ground and the fact that air breathing 
  
  28
  creatures cannot drown in the seas and rivers actually 
  makes the elemental plane of air a fairly safe place.
  Earth: The ground is, naturally, normal earth and 
  rock. The atmosphere is made entirely of floating dust 
  motes, which force most travellers from the prime 
  plane to have to cover their mouths and noses with 
  scarves or wraps to avoid choking. Even without 
  choking on the dust, it still cannot be breathed, so 
  travellers need to either be able to go without air or 
  to have some means of creating air. The seas on the 
  elemental plane of earth are composed of a fine silty 
  sand that behaves much like a liquid. Needless to 
  say, it is just as inhospitable to air (and water) breath-
  ers as the atmosphere is. The sun and other large 
  natural fire sources are composed of shining crystals, 
  which (although they glow brightly) do not give out 
  appreciable heat. The biggest problem for travellers 
  to the elemental plane of earth is breathing. Other 
  than that, the plane is relatively safe to explore.
  Fire: The elemental plane of fire is naturally extremely 
  hot. The ground is made from red hot glowing coals 
  and ash, and the seas are made of runny lava with 
  swirls of molten metal through it. The lava is soft 
  enough to swim in (assuming you can take the heat) 
  but neither air nor water breathers can breathe it. The 
  atmosphere of the elemental plane of fire is comprised 
  entirely of flame. Although the flame will scorch the 
  lungs of any who try to breathe it, those who are 
  protected from the heat find that it is actually breath-
  able by air breathers. The sun and other large natural 
  fire sources are, of course, simply white hot fire. At 
  first glance, the elemental plane of fire appears to be 
  the least hospitable of the elemental planes. However, 
  once the problem of heat is overcome by some kind 
  of magical protection, it is not too bad. The atmos-
  phere can be breathed, and the ground is solid.
  Water: On the elemental plane of water, the ground 
  is primarily made of ice and snow. Seas and rivers 
  are made of clear fresh water. The atmosphere in the 
  elemental plane of water is comprised of pure wa-
  ter vapour, and air breathing creatures who try to 
  breathe it will drown. Water breathers can breathe it 
  with no difficulty. The sun and other large natural 
  fire sources are made from glowing clouds of steam. 
  These steam clouds are warm to the touch, but no-
  where near as hot as real fire. Providing travellers can 
  breathe water, and wrap up well to survive the cold, 
  the elemental plane of water is a fairly safe place to 
  explore; although the constant moisture can make 
  travellers feel incredibly uncomfortable after a while.
  BIas
  Each of the elemental planes is biased towards the 
  cosmic principle most closely associated with its ele-
  ment. Air is biased towards thought, earth towards 
  matter, fire towards energy, and water towards time.
  aIr and BreathIng
  On the Elemental Plane of Air, breathing can 
  be done normally, even in the smoky vapour 
  that passes for liquid in the plane’s seas.
  Breathing on the Elemental Plane of Earth re-
  quires both a Water Breathing spell (while on this 
  plane, the spell can be cast as “Dust Breathing”) or 
  the equivalent and also blocking of the nose and 
  mouth with cloth to prevent choking on the dust.
  Trying to breathe in the Elemental Plane of Fire 
  requires a Protection from Energy (Fire) spell 
  or the equivalent in order to prevent taking 2d6 
  damage per round from the heat. Providing that 
  protection is in place, the fiery atmosphere of 
  the plane can be breathed without problem.
  Breathing in the Elemental Plane of Water re-
  quires a Water Breathing spell or the equivalent. 
  However, that spell will allow breathing both 
  in the water vapour that makes up the atmos-
  phere and also the seas and rivers of the plane.
  movement & travel
  All four of the elemental planes touch the prime 
  plane at all points, and the occasional natural (non-
  magical) rift can take you from a point on the Prime 
  to a corresponding point on one of the four (or vice 
  versa). Because of the direct mapping between the 
  planes, travelling to one of them and walking a mile 
  north before returning will return you to the prime 
  plane one mile north of where you left. Of course, 
  many spells that allow planar travel also allow you to 
  specify your destination location within the plane, 
  so this correspondence is not always apparent to the 
  infrequent traveller. Travelling to the elemental planes 
  while underground without having a specified destina-
  tion is emphatically not recommended, since what-
  ever tunnels have been dug on the prime plane are 
  highly unlikely to have also been dug on the elemental 
  planes, and the unwary traveller is likely to appear in 
  solid rock (or the equivalent) and be instantly killed.
  
  29
  Once on the elemental planes, movement and travel 
  is usually no different to travelling on the prime 
  plane. The only exception being that land move-
  ment is slowed to half normal rates on the elemental 
  plane of air due to the soft nature of the ground.
  the astral plane
  The Astral Plane (also sometimes known as As-
  tral Space or simply The Astral) is a unique 
  place unlike any other inner or outer plane.
  Like the Prime, it is an infinitely large five dimen-
  sional plane. However, something about the nature of 
  the plane means that creatures with fewer than five 
  dimensions are able to perceive in all five dimensions 
  at once. This means that unlike the Prime plane where 
  the inhabitants perceive that there are discrete three 
  dimensional universes that are parallel and perpen-
  dicular to one another, instead visitors to the Astral 
  perceive a single large (and rather confusing) void.
  The Astral appears to be a homogeneous silvery void 
  from any point, and there are few landmarks that 
  allow orientation. There is no gravity in the Astral 
  plane, and so no particular direction seems to be “up”. 
  Because of the altered perceptions of creatures, and 
  the fact that three dimensional creatures are be freely 
  moving around five dimensional space, things appear 
  rather different in the Astral. Any three-dimensional 
  being there looks flat like a cardboard cut-out. If you 
  are in front of someone, they appear to be facing you, 
  and if you go around to the side of them they’ll still 
  appear flat but now you’re looking at their profile. 
  Only four-dimensional beings such as immortals 
  actually look like solid three dimensional figures. 
  However, everyone has a shimmering aura (that’s just 
  an optical illusion, not real) and any magical effects 
  on them can be seen in this aura. This apparent flat-
  ness affects objects and spells as well as people, so a 
  fireball would look like a flat disc of fire. This makes 
  them much more difficult to target, and because of 
  this, all mortal level spells that would normally allow 
  a dexterity save for half damage now allow a dexter-
  ity save to take no damage at all. Missile and melee 
  attacks are not affected by this. They still appear to 
  be flat but this does not affect their game mechanics.
  The Astral does not contain any natural features 
  such as stars or planets, although it does contain a 
  vast number of rifts to other planes. There are a large 
  number of these that lead to the Prime Plane, and 
  these lead to any number of parallel and nightmare 
  universes, with multiple such rifts to each universe. 
  In addition, there is a single rift to each outer plane 
  that borders the Astral (which is most of them). From 
  a distance these rifts look like dark specks against 
  the silvery background, giving the plane an appear-
  ance something similar to a photographic negative 
  of a starry sky. These rifts seem to form most read-
  ily where there is mass in the plane on the other side 
  of the rift, so most of them open onto the surface 
  of planets rather than into the middle of space.
  Another curious quality of the Astral is that it has 
  a strange timelessness. Although time does pass 
  there and cause and effect work normally, objects 
  and creatures do not age on the Astral plane. Crea-
  tures on the Astral (whether there by Astral Projec-
  tion or there physically) do not need to breathe or 
  eat or sleep. They get no older and they do not tire. 
  
  30
  Conversely, it is not possible to rest and recuperate 
  on the Astral and injuries do not heal naturally. In 
  game terms, no matter how long one spends rest-
  ing on the Astral plane one does not get the benefits 
  of either a short or long rest. Objects on the Astral 
  do not rot, rust or decay. After thousands or mil-
  lions of years they will still be as good as new.
  aIr and BreathIng
  Although the Astral contains no air, this is 
  not a problem for travellers due to the time-
  less nature of the plane which means that 
  they can last indefinitely between breaths.
  movement and travel
  Getting to the Astral Plane is generally done either 
  through Astral Projection or via some kind of Plane 
  Shift or Gate. There are occasional natural (non-mag-
  ical) rifts to the Astral dotted around on the Prime 
  Plane, and these can be sometimes used as well.
  When on the Astral Plane, there is no gravity and 
  no substance to push against or to impede travel. 
  Objects and completely unintelligent creatures left 
  unattended will simply drift away eternally un-
  til they eventually collide with something else.
  Intelligent creatures are able to move around on 
  the Astral plane by the power of their thought. 
  This is an instinctual ability and does not need to 
  be taught, although unintelligent creatures may 
  panic and thrash around for a few minutes before 
  they get the hang of it. Any creature in the As-
  tral can fly in any direction at a movement speed 
  equal to 10’ per round per point of intelligence.
  Although the Astral plane is theoretically cotermi-
  nous with the Prime in that there is technically a one 
  to one mapping between points on the Prime and 
  points on the Astral, because creatures in the Astral 
  are travelling in five dimensions rather than just three 
  distances are skewed in strange ways compared to the 
  Prime. While two objects are close together in the 
  Astral movement and range is normal. However, all 
  distances on the Astral are approximately a thousand 
  times less than the equivalent distances on the Prime. 
  This means that if there are two rifts from the Prime 
  to the Astral (whether natural or magical) and they 
  are two thousand miles apart on the Prime plane, 
  on the Astral plane those rifts will only be two miles 
  apart and they will be easily visible from each other’s 
  location. This spatial distortion combined with the 
  lack of local landmarks makes it nearly impossible to 
  navigate on the Astral plane using dead-reckoning, 
  and this restricts its use as a short cut between dis-
  tant points unless those points are pre-existing rifts.
  Because creatures in the Astral plane can see in 
  all five dimensions, rifts to other parallel dimen-
  sions and nightmare dimensions may also be vis-
  ible from the location of a rift to a character’s home 
  planet, as might a number of rifts to outer planes. 
  The relative location of these rifts to each other is 
  usually constant (they don’t drift in relation to each 
  other) and the location and patterns of rifts that 
  can be seen from each point along with their appar-
  ent distances can be used as an aid to navigation.
  BIas
  Like the prime plane, the Astral is balanced and 
  not biased towards any of the cosmic principles.
  outer planes
  The vast majority of the planes in the multiverse are 
  outer planes. Unlike the previously described planes, 
  outer planes are all finite in size. However there is an 
  uncountable (and possibly infinite) number of them.
  Because immortals are able to alter and move 
  outer planes, and have been doing so for aeons, 
  outer planes can be extremely varied. The descrip-
  tions here are for outer planes in their natural state: 
  planes that haven’t had immortal interference.
  All naturally occurring outer planes have a number 
  of natural rifts between it and the astral, although 
  other magical gates to and from the astral or other 
  planes can also be temporarily created. Beyond a 
  rift, each outer plane is not coterminous with any 
  other plane. However, it is possible for an immortal 
  to move an outer plane or create one in an unusual 
  place, so very occasionally a rift to an outer plane will 
  be encountered somewhere other than the astral.
  Outer planes range in size tremendously, with the 
  smallest able to contain a simple geocentric sys-
  tem comprising of a planet and a small number 
  of orbiting moons and suns and the largest able 
  to contain an entire universe full of galaxies.
  Almost all outer planes are five dimensional and are 
  very similar to the prime plane in that they theoreti-
  cally contain a number of parallel and nightmare 
  dimensions each of which appears to three dimen-
  
  31
  sional beings as a self-contained universe. However, 
  unlike the prime there are a finite number of parallel 
  and nightmare dimensions within each one; the exact 
  number of which will be proportional to the size of 
  the plane in that there can be approximately one of 
  each per galaxy that the plane’s dimensional spaces 
  can hold. Therefore only the largest outer planes have 
  multiple parallel and nightmare dimensions. The vast 
  majority only have one dimension of each type. The 
  rift to a five dimensional outer plane is equally likely 
  to lead to a normal dimensional space within the 
  plane or a nightmare dimensional space within it.
  Five dimensional outer planes will usually con-
  tain their own indigenous life, and in such 
  planes with a large number of inhabitable plan-
  ets at least some of this life is likely to be sapient 
  and to have developed culture and societies.
  Because they have five dimensions, both mortal and 
  immortal magic work on these planes. The presence 
  of magic means that any indigenous societies are very 
  likely to be magical in nature rather than techno-
  logical, since the ability to use magic tends to stunt 
  technological development. Technological solutions 
  to problems have a tendency to remain curiosities 
  rather than see mass use. Very occasionally a society 
  will develop both technology and magic, but such 
  societies have a tendency to blow themselves up when 
  combining magic and technology in dangerous ways, 
  so on a cosmic scale they tend to be brief and rare.
  Four dimensional outer planes make up the major-
  ity of the remainder of the outer planes. Because 
  these have only four dimensions, they will either 
  contain parallel dimensions or nightmare dimen-
  sions (with an even chance of each) but not both. 
  In almost all other respects they are identical to five 
  dimensional planes. They have the same types of 
  life and the same chance of magic and technological 
  societies. The only other real difference is that im-
  mortal level magic does not work on these planes.
  Almost all the remaining outer planes are three 
  dimensional. Three dimensional planes are simple uni-
  verses that don’t contain multiple dimensions. The en-
  tire plane is a single dimensional area, with even odds 
  of being normal or nightmare in nature. Three dimen-
  sional outer planes have the same chance of having 
  life and societies as four and five dimensional planes, 
  but since no magic works in a three dimensional plane 
  such societies will always be technological in nature.
  A very small minority of outer planes are only two 
  dimensional. Two dimensional planes can contain 
  stars, planets and even galaxies just like planes with 
  three or more dimensions. However they are much 
  less likely to contain life, and what life they do con-
  tain is never more complex than single celled organ-
  isms. Because of this, and because magic doesn’t 
  work on two dimensional planes, such places are 
  usually ignored by most immortals and are regarded 
  as a curiosity at best. However, occasionally an im-
  mortal will find a use for a two dimensional plane as 
  a place to hide or store something they don’t want to 
  be easily found. Two dimensional planes only have a 
  single dimensional area, and this counts as if it were 
  a nightmare dimension to all non-native visitors who 
  are used to planes with three or more dimensions.
  The remaining outer planes, a vanishingly tiny pro-
  portion of them, are only one dimensional. One 
  dimensional planes are invariably empty of native 
  matter and energy, and never contain indigenous 
  life. In fact the only things that are ever found in a 
  one dimensional plane are things that have been left 
  there by an immortal visitor. As with two dimen-
  sional planes, one dimensional planes have only a 
  single dimensional area, and this counts as if it were 
  a nightmare dimension to all non-native visitors who 
  are used to planes with three or more dimensions.
  aIr and BreathIng
  Outer planes are just like the prime plane in that they 
  mostly contain airless void but many of the plan-
  ets contained within them will have atmospheres.
  movement and travel
  Getting to an outer plane normally requires 
  a Plane Shift or Gate spell, although it is 
  also possible to travel to an outer plane us-
  ing its rift that is found in the astral plane.
  It is possible that an immortal may have altered an 
  outer plane so that magical planar travel cannot be 
  used to enter or leave the plane and the only way in 
  and out is via the rift. It is also possible that an im-
  mortal may have moved the plane’s rift out of the 
  astral and into another outer plane (and if this has 
  happened there are likely to have been multiple rifts 
  formed as the planes collided). If both these have 
  happened, then the only way to get to the plane is 
  to travel to the plane that contains its rift or rifts, 
  physically locate one of them, and use that to enter.
  
  32
  Finally, it is also possible that an immortal might 
  have sealed the rift to the plane, in which case only 
  another immortal can unseal it (but remember that 
  if the plane has fewer than five dimensions then 
  immortal magic will not work in it and therefore 
  the rift can’t be unsealed by an immortal who is 
  inside the plane, only by one who is outside it).
  Movement within an outer plane is generally the 
  same as movement within the prime plane. Normal 
  modes of walking, flying, swimming and so forth 
  work as you would expect. However, if the outer plane 
  in question has fewer than four dimensions then 
  magical travel such as teleportation will not work.
  It is important to note that the restrictions on magic 
  in planes with fewer than five dimensions only affect 
  people within the plane. Someone casting a Gate spell 
  from the prime plane could open a gate to a three 
  dimensional plane and the gate could be traversed in 
  both directions even though no-one inside the plane 
  would be able to cast an equivalent Gate spell. Wise 
  and well prepared travellers to three dimensional 
  planes leave an avatar or friend outside the plane who 
  can come and rescue them in case they get trapped.
  Because outer planes are finite, it is possible to travel 
  far enough to reach their edge. When reaching the 
  edge of an outer plane, the traveller encounters a solid 
  wall of darkness that feels cool and smooth to the 
  touch like glass or obsidian. No magic, neither mortal 
  nor immortal, is able to mark, dent, scratch, pen-
  etrate, or otherwise affect this boundary in any way.
  rIfts
  Rifts are natural phenomena that connect outer planes 
  to each other and to the astral plane. Since it is pos-
  sible for immortals to control and move rifts, they 
  may also very occasionally be found on inner planes.
  Each end of a rift looks like crack or hole in the 
  world around 20’ in diameter which emits a strong 
  bluish-white light (on the astral plane they appear to 
  emit darkness instead, due to the perception alter-
  ing nature of that plane). The edges of a rift tend to 
  be fractured in appearance, giving the whole thing 
  the appearance of a bullet hole in glass. Rifts are 
  normally airtight and watertight, but solid objects 
  and creatures may pass through them. An object 
  passing through a rift appears to “fall” into it sil-
  houetted against the light as if falling down a deep 
  hole, and is ejected from the far end of the rift.
  Because of their opaque nature, travelling through 
  a rift without advance knowledge of what is on 
  the other side of it (for example through magi-
  cal divinations) is extremely dangerous.
  Immortals are capable of sealing a rift to prevent 
  anything from going through it. When a rift is 
  sealed in this way it is still visible and still emits 
  light, but appears as just a series of cracks that 
  are impossible to squeeze through rather than an 
  open hole. It is not possible for mortal magic to 
  open a sealed rift; not even a Wish can do so.
  Immortals are also capable of “dragging” an outer 
  plane around via one of its rifts. They can move the 
  near end of a rift to a new location on the plane 
  it is on or even move it onto a different plane.
  When a plane is moved in this manner, it will form 
  a new set of rifts in its new location. To determine 
  the number of rifts that are formed, look at each 
  plane to see how many rocky planets it contains 
  
  33
  of medium size or larger, and randomly connect 
  planets from the plane with fewer each to a planet 
  from the plane with more. These rifts will connect 
  planets within normal dimensional regions to each 
  other and planets within nightmare dimensional 
  regions to each other. The astral plane is a special 
  case here. If an outer plane is moved to be adjacent 
  to the astral plane, every planet in the outer plane 
  (in both normal and nightmare dimensional re-
  gions) will form a rift to a random location in the 
  astral plane. In the case of outer planes which do not 
  contain any planets, assume that one rift will form 
  in space somewhere near the middle of the plane.
  Creatures going through a rift into a plane with fewer 
  dimensions than they have are automatically (and 
  temporarily) reduced to the number dimensions they 
  have to match the destination plane. Their full dimen-
  sionality will be restored when they leave the plane.
  demIplanes
  Demiplanes are a variant of outer planes. Un-
  like full outer planes, it’s possible for both mor-
  tal and immortal characters to create demiplanes 
  magically. These demiplanes are much smaller 
  than other outer planes, being little more than 
  a small bubble of another plane pinched off into 
  the astral usually not much larger than the size of 
  a small barn (although immortals are capable of 
  creating larger demiplanes than mortals are).
  Demiplanes always have the same number of di-
  mensions as the plane from which they were cre-
  ated. Since they are created by mortal level magic, 
  this must be at least four dimensions and is likely 
  to be five. However, because of their small size, 
  demiplanes do not contain multiple dimensional 
  areas. Instead the whole plane will be a single di-
  mensional area, either normal or nightmare, to 
  match the location from which it was created.
  aIr and BreathIng
  Unlike normal outer planes, demiplanes are 
  normally full of air and do not contain as-
  tronomical bodies. Instead there is a definite 
  “down” direction in which gravity pulls.
  movement and travel
  Unlike normal outer planes, demiplanes do not have a 
  rift to the astral plane, and must therefore be entered 
  magically using Plane Shift or Gate spells (or re-use 
  of the Demiplane spell by the same caster). The lack 
  of a rift to the astral plane means that it is not pos-
  sible to travel to a demiplane using astral projection.
  Because of this, it is possible for demiplanes to get 
  “lost” if no-one is still alive who knows how to ac-
  cess them. Demiplanes are not stable and their 
  magic fades over time. Accessing them with Gate 
  or Demiplane spells keeps them stable, but if they 
  are not accessed in this manner for a number of 
  centuries they will collapse dumping their contents 
  back into the plane from which they were created.
  Within a demiplane, movement is normally 
  fairly mundane. Their small size means that 
  walking and flying are normally perfectly ad-
  equate methods of locomotion, although their 
  four or five dimensionality means that magi-
  cal movement is also possible if so desired.
  random planes
  Use the following rules for randomly gen-
  erating planes and their contents.
  dImensIons
  A randomly encountered plane (for exam-
  ple the plane at the other side of a rift that 
  has been encountered for the first time) will 
  have a random number of dimensions.
  •	 Roll 1d10. If you get a 1-9 then the plane is five 
  dimensional; if you get a 0 then roll again.
  •	 If you get a 1-9 on the second roll, then the plane 
  is four dimensional; if you get a 0 then roll again.
  •	 If you get a 1-9 on the third roll, then the plane is 
  three dimensional; if you get a 0 then roll again.
  •	 If you get a 1-9 on the fourth roll, then 
  the plane is two dimensional; if you get a 
  0 then the plane is one dimensional.
  sIze
  Roll 3d6 to determine the size of the plane, ap-
  plying a bonus or penalty to the roll depending 
  on the number of dimensions the plane has.
  •	 One dimension: -2
  •	 Two dimensions: -1
  •	 Three dimensions: +0
  •	 Four dimensions: +1
  •	 Five dimensions: +2
  
  34
  Random Plane Size
  3d6 Roll
  Size
  Description
  6 or less
  Nanoplane
  Big enough to hold a geocentric system with a sin-
  gle planet and orbiting mini-sun and mini-moon
  7 to 10
  Microplane
  Big enough to hold a standard heliocentric solar sys-
  tem with a star and multiple orbiting planets
  11 to 15
  Standard Plane
  Big enough to hold 10 star systems
  16 to 17
  Megaplane
  Big enough to hold a whole galaxy with around 200 billion star systems
  18 or more
  Gigaplane
  Big enough to hold a whole universe with around 150 billion galaxies
  star systems
  One dimensional planes are always empty. For 
  planes with more dimensions, the number and type 
  of star systems will depend on the plane’s size. 
  Nanoplanes have a 20% chance of being emp-
  ty, otherwise they will contain one planet, one 
  mini-sun, and 1d3-1 mini-moons. Check sepa-
  rately for their normal and nightmare regions.
  For microplanes or larger, use the following 
  rules for generating random star systems:
  numBer of systems
  Microplanes have a 10% chance of being empty, 
  otherwise they will contain a single star system. Check 
  separately for their normal and nightmare regions.
  Standard planes have a 5% chance of being empty, 
  otherwise they will contain 2d3+4 star systems. Check 
  separately for their normal and nightmare regions.
  Megaplanes will contain a whole galaxy full of 
  stars in each of their normal and nightmare re-
  gions. At this scale the exact number of stars is not 
  very likely to be relevant, but if you want to de-
  termine the rough size of the galaxy roll 2d20+80 
  and multiply the result by 20,000 to find the ap-
  proximate number of stars that it contains.
  Gigaplanes will contain 1d100+100 billion normal and 
  nightmare regions, each containing 1d100+100 billion 
  galaxies of varying sizes. As with Megaplanes, if you 
  want to determine the rough size of a particular gal-
  axy roll 2d20+80 and multiply the result by 20,000 to 
  find the approximate number of stars that it contains.
  numBer and type of planets
  A randomly encountered heliocentric star system will 
  have 1d12-2 planets. For each planet, roll 1d10 and 
  add the planet’s number (i.e. the closest planet to 
  the star is number 1, the second is number 2, etc.)
  Random Planet Type
  Roll (1d10 + Planet #)
  Type
  2-3
  Small rocky planet
  4-7
  Medium rocky planet
  8
  Asteroid belt
  9
  Medium liquid planet
  10-12
  Large gas planet
  13
  Medium liquid planet 
  (frozen surface)
  14-16
  Small frozen planet
  17-20
  Small companion star
  IndIgenous lIfe
  For each planet, use the following rules 
  for generating its inhabitants:
  •	 Planets that are close to their suns (plan-
  ets number 1 and 2) each have a 1% 
  chance of having fire resistant life.
  •	 Planets that are in the “Goldilocks 
  Zone” (planets number 3, 4 and 5) each 
  have a 25% chance of having life.
  •	 Planets that are far away from their suns 
  (planet number 6 and higher) each have a 
  1% chance of having cold resistant life.
  physICal advanCement
  Planets in two dimensional planes will have mi-
  croscopic life only. For planets in planes with 
  more than two dimensions, the level of physi-
  cal sophistication of the life found on a ran-
  dom planet is determined by rolling a d10.
  
  35
  Planetary Life
  Roll
  Type
  1
  Microscopic life only
  2-3
  Slimes and oozes
  4-6
  Full plant life
  7-8
  Plant and animal life
  9-10
  Intelligent life
  magICal and teChnologICal advanCement
  Although there are exceptions, most plan-
  ets that contain intelligent life follow one of 
  three paths of development, largely determined 
  by the attitude of the populace to magic.
  Technology: In worlds where the primary attitude 
  to magic is one of distrust, the world will undergo a 
  renaissance where technology supplants magic and 
  most magical creatures die off or are hunted to extinc-
  tion. In such worlds magic is rare or non-existent.
  Magic: In worlds where magic is embraced, magi-
  cal solutions to needs will become commonplace 
  and magic will flourish. Although basic tech-
  nologies will become widespread, most post-
  medieval technology will remain undiscovered 
  or will be seen as a novelty at best, since magi-
  cal techniques can produce superior results.
  Techno-magic: In some worlds, the scales tip neither 
  way fully, and magic and technology develop side by 
  side leading to a techno-magical society. This happens 
  most commonly when a relatively advanced form of 
  one or the other branch of knowledge is introduced 
  to a world that has already taken the opposite path, 
  but occasionally it will develop naturally on a world 
  that has maintained a knife-edge balance between 
  the two at critical points in its development.
  Mixing technology and magic leads to populations 
  being able to wield great power, and this power is 
  often greater than they have the ability to control. 
  Techno-magical worlds therefore have a tendency to 
  be very unstable, and most of them destroy themselves 
  in terrible apocalypses. For this reason, immortals 
  will often intervene on planets that they notice to be 
  heading towards techno-magical societies, and push 
  development one way or another; and since magi-
  cal development is the route that is best at producing 
  new immortals, the push tends to be in that direc-
  tion with immortals suppressing technological de-
  velopment and encouraging magical development.
  Of course, with immortals meddling behind the 
  scenes, societies on any path may end up having their 
  development artificially slowed, accelerated, or even 
  reversed. Although the more “advanced” societies 
  sound like nice places to live, they tend to result in 
  spiritual stagnation and decadence, which is the last 
  thing that immortals pushing for the dominance of 
  their principle want. People need to be challenged in 
  order to develop, and in the most advanced societies 
  that challenge is just replaced by endless comfort.
  There is a fourth path that a world can take; one of 
  pure technology. In worlds that exist on three dimen-
  sional planes, magic simply does not work. Func-
  tionally, these worlds are little different from normal 
  worlds following the technology path, except that in-
  stead of there being little magic there’s no magic at all.
  To determine the path which a randomly encoun-
  tered world has taken and the level of development 
  along that path, roll 1d20 to find the path and 
  1d12 to find how far along the path the world is:
  Development Path
  D20
  Path
  1-14
  Magical
  15-19
  Technological
  20
  Techno-magical
  
  36
  World Advancement
  D12 Roll
  Magical
  Technological
  Techno-magical
  1
  Stone Age
  Stone Age
  Stone Age
  2
  Tribal Druidism
  Bronze Age
  Tribal Druidism
  3
  Clannish Clericalism
  Iron Age
  Clannish Clericalism
  4
  Dark Age Sorcery
  Iron Age
  Dark Age Sorcery
  5
  Medieval Wizardry
  Medieval
  Medieval Wizardry
  6
  Medieval Wizardry
  Medieval
  Medieval Wizardry
  7
  Medieval Wizardry
  Pre-Industrial
  Crafting Industry
  8
  Renaissance Crafting
  Pre-Industrial
  Crafting Industry
  9
  Renaissance Crafting
  Industrial
  Magical Mod-Cons
  10
  Enchantment for the Masses
  Early Space Age
  Magical Mod-Cons
  11
  Enchantment for the Masses
  Stellar Colonisation
  Enchanted Colonies
  12
  Post-Scarcity Magitopia
  Robots and Rayguns
  Post-Scarcity Techno-Magic
  The various ages are described below.
  Bronze Age: The races on the planet have started 
  using metal, resulting in improved agriculture and 
  the ability to make war. Tribes gather together 
  in small cities and become the first nations.
  Clannish Clericalism: The races on the planet have 
  discovered (or been discovered by) the gods that ex-
  ist in the setting. They will have been taught how to 
  use iron and will have developed into mostly theo-
  cratic empires, with those outside of the empires 
  organising themselves into decentralised clans.
  Crafting Industry: The techno-magical soci-
  ety has developed to the point where technol-
  ogy and industrial techniques such as assem-
  bly lines and advanced steam power is being 
  used to routinely craft magical items. This of-
  ten gives a “steampunk” feel to the world.
  Dark Age Sorcery: The increase in free time and 
  learning caused by the organisation and stratification 
  of society has enabled people with natural magical 
  talents to develop them in structured ways, leading to 
  the emergence of sorcerers and bards. Societal changes 
  also cause a break from the theocracies of the past into 
  smaller states. With the old theocracies broken, darker 
  religions and cults tend to spread to fill the gaps.
  Early Space Age: The races on the planet will have 
  started to explore their solar system and build early 
  space stations or even colonies on other moons or 
  planets within that system. Within their planet, they 
  have reached a modern (twenty first century) level of 
  technology and will be beginning an information age.
  Enchanted Colonies: With a combination of magic 
  and technology, the races on the planet will have start-
  ed to colonise other star systems. Suitable planets are 
  found by a combination of technological space flight 
  and divination magics, and interstellar transport and 
  communication is performed instantaneously by mag-
  ical means such as teleportation. Once a techno-mag-
  ical society has reached this period it has gained some 
  level of protection against self-destruction. Although 
  an individual colony (or the original homeworld) 
  may be destroyed, other colonies will likely survive.
  Enchantment for the Masses: The teaching of 
  magic is organised and widespread enough that 
  although society on the planet might superficially 
  look as if it is still medieval or renaissance, the people 
  have equivalent luxuries to the modern world, with 
  magical entertainment and communication, magical 
  healthcare, simple magical transport, and the like. 
  Industrial: Steam, gas, and electricity are start-
  ing to be used on an industrial scale to enable 
  mass production and factories. Transport is revo-
  lutionised with trains, lorries, steam ships, and 
  even primitive aircraft. The world becomes a 
  metaphorically smaller place resulting in much 
  social upheaval and possibly even great wars.
  Iron Age: Bronze utensils (and weapons) are replaced 
  with iron ones, and the political landscape of the 
  world changes with old kingdoms falling and large 
  
  37
  empires taking their place. Improvements in agri-
  culture and tool making cause cities to expand and 
  grow, and there is much warfare around the world. 
  Magical Mod-Cons: The combination of magic and 
  technology gives the world a modern feel, but with 
  magical devices as ubiquitous as electronics. People 
  think nothing of teleporting to work and having an 
  Unseen Servant cleaning their home while they use 
  their laptop computer. This is the most dangerous 
  period for techno-magical societies; since ideologi-
  cal wars, terrorism, cults, or even lone agents can 
  potentially have access to both powerful magics and 
  powerful technology. Imagine the damage a single 
  terrorist can do with a Wish spell, for example, in a 
  world where nuclear reactors and bombs exist. Even 
  without malice, the chance for societies in this pe-
  riod to accidentally destroy themselves is immense.
  Medieval: The empires of the Iron Age have mostly 
  collapsed and fallen to barbarians, and the post-empire 
  world is fractured into petty kingdoms and fiefdoms. 
  Technological progress has stagnated and runs slowly, 
  with stratifications in society becoming entrenched.
  Medieval Wizardry: A rise in literacy has enabled 
  many of those without a natural magical talent to 
  learn magic academically, and wizardry is born. 
  Society is becoming more stable and egalitarian, and 
  the more traditional religions are winning out over 
  the darker cults. Deep entrenchment of social strati-
  fications is mollified by the fact that even the low-
  est peasant can potentially learn powerful magic.
  Post-Scarcity Magitopia: Magic is now so ubiquitous 
  that no-one needs to work. Most things are magi-
  cally created, and what isn’t can be made by magi-
  cally created servants such as constructs and golems. 
  Everyone lives in luxury, and health and longevity 
  are pretty much guaranteed for all. Society becomes 
  somewhat stagnant as there is little to strive for.
  Post-Scarcity Techno-Magic: A combination 
  of technology and magic provides for people’s 
  every need, and people live in indolent luxury. 
  All their physical needs are met by magically cre-
  ated resources, and everyone can spend all their 
  time in virtual worlds fulfilling any fantasy.
  Pre-Industrial: The rigid stratifications of society 
  come under increasing strain, and there is much 
  political change as monarchs are replaced or sup-
  plemented by parliaments, senates, and other rep-
  resentative governments. This, combined with an 
  increase in innovation, produces an affluent mid-
  dle class; and money ceases to be so strictly tied 
  to social standing. Lone merchants and guilds 
  give way to companies and corporations.
  Renaissance Crafting: Magic ceases to be held in 
  the province of individuals, as an increase in magical 
  crafting techniques allow those with neither magical 
  talent nor training to use crafted devices. Although 
  the basic standard of living doesn’t change significant-
  ly, quality of life is improved in lots of little ways by 
  magical conveniences, and people have more free time.
  Robots and Rayguns: Technology has progressed 
  to the point that robots do all the work and peo-
  ple live lives of luxury. This may or may not lead to 
  devastating wars between robots and the races they 
  serve. If it doesn’t, then society is likely to stagnate.
  Stellar Colonisation: Although faster-than-light 
  travel is not possible in three dimensional planes, 
  in planes with more dimensions civilisations who 
  have never discovered magic may find technologi-
  cal ways to tap into the extra dimensions, and in 
  this period interstellar travel and the colonisation 
  of other solar systems becomes possible. For those 
  civilisations who are in three dimensional planes, this 
  must be done with sleeper ships or colony ships.
  Stone Age: Intelligent races have arisen on the plan-
  et, but they are as yet only able to use stone, wood 
  and bone to make tools. Both magic and technol-
  ogy remain future discoveries, as most of people’s 
  time is taken on basic survival tasks and little spare 
  time remains for experimenting and exploring.
  Tribal Druidism: Primitive metal usage and the asso-
  ciated bronze age societal developments have led to the 
  development of druidism and the first forms of spell 
  casting to be developed from earlier spirit worship. 
  Under druidic leadership, and with the help of nature 
  magic, tribes gather together to form the first nations.
  
  38
  Immortals
  I
  mmortals are beings of great power that embody 
  the cosmic principles of the multiverse and ensure 
  that balance between those principles is maintained.
  All immortals were once mortals from the prime 
  plane - it’s not possible for creatures who have lived 
  a majority of their lives on planes with a cosmic bias 
  to become immortal. Only mortals that have spent 
  the majority of their lives on a plane with cosmic 
  balance are able to reach immortality, and the prime 
  plane is the only plane with such balance (technically 
  the Astral plane has similar balance, but the time-
  less nature of that plane means that it never counts 
  as somewhere that someone has spent the “major-
  ity of their lives”). However, immortals can come 
  from both normal dimensional regions and night-
  mare dimensional regions within the prime plane.
  The name “Immortal” implies that immortal be-
  ings are creatures who will live forever and cannot be 
  killed. This is not quite the case. On the one hand, 
  immortals can indeed live forever and are deserv-
  ing of the name for that reason alone. On the other 
  hand, while immortals are no mere creatures - they 
  are a higher class of being altogether - they are not 
  completely invulnerable and they can die, although 
  not by any means that a mortal opponent is capable 
  of bringing to bear and certainly not by accident or 
  disease. It takes a determined effort by an immortal 
  or a being of similar power to kill another immortal.
  So even if not exactly precise, the name is still a good 
  fit for these beings who can alter the very structure of 
  the multiverse on a whim to satisfy their preferences.
  What Immortals do
  All immortals are aligned with one of the five cos-
  mic principles that underlie the multiverse (energy, 
  entropy, matter, thought and time), and the big-
  gest priority in an immortal’s life is to maintain the 
  balance between these principles by working for the 
  enhancement of their own principle throughout the 
  multiverse. Immortals of energy, matter, thought 
  and time do this in competition with each other, and 
  immortals of entropy work to tear down the crea-
  tions of those aligned with the other four principles.
  It is worth stressing once again that the relation-
  ship between immortals who follow different prin-
  ciples, even between those following entropy and 
  the others, is not a state of war. It’s closer to the 
  relationship between players that belong to rival 
  sports teams. While they oppose each other on the 
  field of play, and this opposition might seem quite 
  vicious to their supporters, there’s usually no per-
  sonal animosity involved; and immortals devoted 
  to opposed principles can get on fine socially.
  Indeed, although this competition and outright 
  opposition between the cosmic principles and the 
  immortals that serve them exists all but the most 
  crazed immortal is ultimately devoted to maintain-
  ing the balance between them in their own way.
  This is particularly true of the immortals who are 
  aligned to the principle of entropy. From a mortal 
  perspective, these immortals and their servants seem 
  incredibly evil; causing disasters, destroying whole 
  civilisations, killing, corrupting, and generally be-
  
  39
  ing the antithesis of everything that is good and 
  ordered about the world. However, from a cosmic 
  perspective they are only maintaining the balance and 
  what they are doing is unfortunate but necessary.
  That’s not to say that immortals aligned with entropy 
  are all nice people underneath. Some of them are vile 
  psychopaths who take deep pleasure in the death and 
  suffering that they cause. But these are the excep-
  tions, not the rule. Most of them are reasonable, if 
  somewhat callous and inured to mortal suffering.
  Of course, immortals are as varied in personality and 
  work ethic as any other people. Some work tirelessly to 
  advance the cause of their principle while others laze 
  around just putting in a token effort. Some remain in 
  one place and get heavily involved in immortal politics 
  while others wander off to explore the infinite multi-
  verse. Some will act as mentors and advisors to mortals 
  while others will ignore mortal societies and live on 
  an outer plane conducting obscure magical research.
  InteraCtIons WIth mortals
  Since immortals are so powerful, their actions can be 
  devastating to mortals. Two immortals coming into 
  conflict, or an immortal of entropy going unchecked, 
  can lay waste to an entire continent with ease.
  Because of this extreme power disparity, mortals will 
  often be terrified of immortals and will offer sacri-
  fices to placate them. Similarly, mortals will appeal to 
  immortals to solve their problems for them. Floods, 
  famines, invading armies, marauding monsters: all 
  of these can be readily dealt with by immortals.
  Unfortunately, immortals have long experience with 
  this and they know that worlds where immortals 
  blatantly interfere and both create and solve prob-
  lems for mortals openly end up with stagnant and 
  unambitious mortals who rely on immortals like 
  toddlers relying on their parents. Such mortals lack 
  the spark and drive that they need to solve their own 
  problems and, more importantly, to reach the levels 
  of competence and power that will enable them to 
  join the ranks of the immortals themselves. Worlds 
  with open immortal interference do not produce 
  new candidates for immortality, and all immortals 
  want there to be more candidates for immortality.
  As a solution to this, immortals with a vested inter-
  est in a particular world will usually come to some 
  sort of arrangement in order to protect that world 
  and keep its inhabitants from childlike stagnation.
  Leadership: A group of immortals, usually the 
  oldest and most powerful immortal aligned with 
  each of the principles who has a vested interest in 
  the world, will form a council. This council will 
  make decisions about world-spanning events or 
  situations, and each of the council’s members is 
  responsible for enforcing those decisions amongst 
  the immortals who follow their principle.
  Numbers: The council will limit the number 
  of immortals of each principle that are allowed 
  to interfere with the world. Generally this limit 
  will be same for each principle except entropy, 
  which will have double the number of immor-
  tals compared to each of the other four since it 
  is simultaneously in opposition to all of them.
  For a world the size of earth, a limit of around 
  2,000 immortals is reasonable (333 of each princi-
  ple except entropy which gets 666). This is not to 
  say that no more immortals will be created when 
  that number has been reached, or that immortals 
  that come from other worlds won’t be allowed to 
  visit the world in question. It’s just that the use of 
  immortal power on the world (or that affects the 
  world) by immortals outside the group is strictly 
  forbidden and any outsiders who break this rule 
  will find themselves quickly and severely punished 
  by those in the group. Immortals aligned with en-
  tropy tend to take particular pleasure in this, even to 
  other immortals aligned with their own principle.
  Secrecy: Immortals are not allowed to reveal their 
  existence, nature and abilities to mortals. This 
  means not using blatantly immortal powers in the 
  presence of mortals. Interfering with the world to 
  further your aims is fine, as long as it is done cir-
  cumspectly and with subtlety. Obviously it’s not just 
  physically demonstrating power that’s the problem. 
  Immortals who go out of their way to explain how 
  immortality works and about the cosmic principles 
  and balance that underlie it are also sanctioned.
  Since this only applies to the world that is being 
  protected, mortals who explore the planes, particu-
  larly the outer planes, may well learn much more 
  about immortals and be exposed to them in ways 
  that mortals who stick to the world won’t be. Be-
  cause of the nature of people, some information is 
  
  40
  bound to make it back to the sages of the world, 
  and there are a few groups and organisations who 
  know much more about immortals than the aver-
  age person in the street. It’s pretty much common 
  knowledge that there are powerful cosmic entities 
  of some kind out in the planes but immortals are 
  keen to spread the misinformation that these enti-
  ties (i.e. them) can’t enter the prime plane rather than 
  let people know that they regularly do so in secret.
  An exception is made for high level mortals who are 
  ready or almost ready for the transition to immor-
  tality. These mortals will generally be approached 
  by a prospective sponsor, almost always incognito, 
  and given the information that they need in order 
  to start whatever quests the sponsor feels like giv-
  ing them prior to helping them become immortal.
  Immortals, relIgIon and ClerICs
  These rules assume that immortals have no connec-
  tion with clerics or religion. Whatever religions exist, 
  and whatever ineffable gods are the object of wor-
  ship of those religions are independent of immortals. 
  That’s not to say that immortals aren’t themselves 
  religious. They may share the same faiths as mortals.
  But immortals are not gods and do not pretend to 
  be gods (doing so would be a breach of the arrange-
  ment they have to keep mortals in the dark about 
  their existence and nature). Immortals act as patrons 
  to warlocks (while keeping their true nature secret), 
  but they do not act as patrons to clerics or paladins.
  However, if you prefer your campaign to have 
  immortals as objects of worship and to have 
  them acting as the patrons of clerics, then this 
  book also provides optional rules for that.
  reaChIng ImmortalIty
  Theoretically, reaching immortality is easy. All one 
  has to do is to have a sufficiently strong life force to 
  be able to cope with the transition (in game terms, 
  this means being a 20th level character) and then to 
  persuade an existing immortal to donate some of their 
  power to you in order to make the transition happen.
  In practise, of course, this is far from easy. It takes 
  a significant commitment for an existing immortal 
  to sponsor the creation of a new one, so finding an 
  immortal willing to sponsor you is not a foregone 
  conclusion. Even if you do find one, you’ve still got 
  to become strong enough to survive the transition.
  Although some immortal sponsors may be rather 
  matter of fact and business-like about the whole 
  process, others may prefer to cloak the sponsorship 
  in drama and ceremony, sending prospective new 
  immortals on extended quests before being willing 
  to donate the necessary power for the transition.
  These quests are not all theatrics, however. They 
  serve three important purposes. Firstly, they test the 
  candidate’s commitment to the principle with which 
  they’re going to be aligned. Secondly, they confirm 
  that the candidate is indeed strong enough to sur-
  vive the transition. And thirdly, they give the spon-
  sor a chance to get to know the candidate and see 
  them in action. Immortality is a long time to spend 
  with someone who you don’t get on with, and just 
  because the candidate is capable of becoming an 
  immortal doesn’t mean the sponsor will necessarily 
  want to spend the next few millennia with them.
  Of course, the candidate isn’t necessarily going to be 
  told all this. Usually they’re led to believe that the 
  quests are an integral part of the process of becom-
  ing immortal, because that’s a good motivator.
  Once the sponsor is satisfied that the candidate is 
  ready for immortality, they take the candidate to the 
  outer plane that will serve as their home plane and 
  actually make the transition. This is not an insignifi-
  cant undertaking. It may have taken the sponsor a 
  long time and a lot of effort to find a suitable outer 
  plane to serve as the newly fledged immortal’s home 
  plane. This new plane must be five dimensional, and 
  immortal etiquette says that it should be the size of a 
  star cluster and it should not contain any sapient life 
  and not already be the home plane of someone else. 
  Larger home planes are exponentially more difficult 
  to search for such life, and smaller home planes are 
  not considered to give the new immortal a fair start.
  The transition itself is fairly unremarkable and anti-
  climactic. Basically, the sponsor gifts the candidate 
  with some of their immortal life force, and this 
  destroys the candidate’s body utterly, leaving them as 
  an immortal in spirit form. As part of the donation 
  of power, the sponsor also creates the new immortal’s 
  first exalted vessel. Unlike future exalted vessels that 
  the new immortal might create for themselves, which 
  can have the appearance and powers of their choice, 
  
  41
  this first exalted vessel is moulded by the transition-
  ing immortal’s subconscious. Its appearance and 
  abilities will conform to their idealised self-image.
  Spirit forms, exalted vessels, and their powers are 
  explained in more detail later in this chapter.
  The whole process, significant and life changing 
  though it is, actually only takes a few seconds from 
  start to finish. Sometimes it’s done with great pomp 
  and circumstance as the culmination of an elaborate 
  ceremony, and sometimes it’s done in a straightfor-
  ward manner and followed by a party. It all depends 
  on the personalities of the candidate and sponsor.
  the BasICs of ImmortalIty
  The natural form of an immortal is an intangible 
  glowing ball of light 2’ in diameter. This is referred 
  to as the immortal’s spirit form. This spirit form 
  has no needs, and can live forever. It is also incred-
  ibly difficult to harm, being immune to anything 
  a mortal opponent would be able to throw at it; 
  although it is not entirely indestructible to the de-
  termined efforts of other immortal level beings.
  However, this spirit form is able to affect the world in 
  an extremely limited manner. Because of this, immor-
  tals create physical bodies called avatars and inhabit 
  those. An immortal can inhabit multiple avatars at 
  once and these avatars may be either made of flesh 
  and blood or made of pure immortal power. Both 
  types have their own advantages and disadvantages, 
  and are discussed in more detail later in this chapter.
  When inhabiting one or more avatars, an immortal 
  is capable of far more than when they are in their 
  spirit form alone; but the fact that these avatars are 
  physical is a double-edged sword. On the one hand, 
  it means that they can interact with the world in 
  a physical manner, but on the other hand it also 
  means that they are also subject to physical harm.
  Although sturdy, the physical avatars of an im-
  mortal can be damaged or even destroyed. This 
  does not harm the immortal but it does incon-
  venience them, since if an avatar is destroyed 
  the immortal can no longer use it and must ex-
  pend more of its power create a new one.
  a note on gender
  Immortals in their natural spirit form are gen-
  derless. They have no physical body at all.
  However, immortals can take physical forms, and 
  these forms can be of either gender. Most im-
  mortals have a preferred gender and feel anything 
  from mild discomfort to strong revulsion while in 
  a physical form that has a different gender to that 
  of their self-image. There are no game mechanics 
  to represent this. It is left up to individual players 
  how much (if at all) they wish to roleplay this.
  poWer and experIenCe
  An immortal no longer tracks or has experience points 
  like a mortal does. The amount of power of an im-
  mortal is instead directly measured by its power score. 
  Immortals do have levels just like mortal characters, 
  and the level of an immortal is determined by its 
  power score in exactly the same way that the level of a 
  mortal is determined by their experience point total.
  Immortal Level Table
  Power
  Level
  300
  1
  370
  2
  460
  3
  560
  4
  690
  5
  850
  6
  1,050
  7
  1,300
  8
  1,600
  9
  2,000
  10
  2,450
  11
  3,000
  12
  3,700
  13
  4,600
  14
  5,600
  15
  6,900
  16
  8,500
  17
  10,500
  18
  13,000
  19
  16,000
  20
  When a mortal first becomes immortal, their initial 
  power score is equal to the number of experience 
  points that they had as a mortal divided by 1,000 
  
  42
  (rounded down). Since a 20th level character will have 
  at least 350,000 experience points, a fledgling im-
  mortal will therefore start with at least 350 power.
  An immortal character is awarded power by the 
  Game Master in the same way that a mortal 
  character is awarded experience. However, im-
  mortals are not awarded power for simply kill-
  ing monsters or amassing wealth. These things 
  are trivially easy for an immortal to accomplish. 
  Instead, they are only awarded power for com-
  pleting story goals and accomplishing tasks.
  Unlike experience points, a character’s power score 
  can decrease as well as increase. Some of the immortal 
  level spells require the direct expenditure of power to 
  cast. With only a single exception, an immortal is nev-
  er able to spend power if that expenditure would result 
  in the immortal losing a level. The one exception to 
  this is that if an immortal has no vessels to use as ava-
  tars because they have all been destroyed. In this case, 
  the immortal may re-create the first exalted vessel 
  that they gained when originally becoming immortal 
  even if the cost of doing so will reduce their level. An 
  immortal who is reduced below the minimum power 
  for first level (300 power) by this forced re-creation of 
  their vessel remains at first level, and an immortal who 
  is so weakened that they don’t even have the 100 pow-
  er needed to re-create the vessel becomes a lost soul.
  lost souls
  A lost soul is an immortal who is trapped in their 
  spirit form and is unable to create an avatar because 
  they do not have enough power to do so. This is a piti-
  able situation to be in, since the immortal is effectively 
  impotent. They can wander the multiverse forever but 
  can’t enter the prime plane and have almost no means 
  of affecting anything in their intangible spirit form.
  The only escape from this fate of being a perpetually 
  impotent observer is to somehow gain enough power 
  to be able to create a vessel once more. Basically, the 
  immortal must earn enough power to do so from 
  a position where all they can do is advise others.
  mana
  As well as being able to spend power, which is per-
  manently gone when spent and must be re-earned, 
  an immortal has a pool of mana that they can spend 
  on lesser effects and which regenerates quickly.
  When an immortal is fully rested, they have 
  an amount of mana equal to their power. 
  An immortal with 350 power would have 
  350 mana. An immortal with 1,500 power 
  would have 1,500 mana. And so forth.
  An immortal may spend this mana on a variety of 
  abilities, and even have it drained by aura combat 
  (which is described later in this chapter). Gener-
  ally, an immortal has no penalty for having used 
  up some or even most of its mana other than the 
  fact that it now has less left to use for other things, 
  although if an immortal runs out of mana com-
  pletely while in a physical form then this will mean 
  that the immortal is no longer able to maintain 
  that physical form. This is discussed in more de-
  tail when vessels and avatars are discussed.
  Although immortals don’t get physically tired and 
  require sleep (unless they’re in a mortal body, of 
  course) they still get mentally fatigued and require 
  rests in order to regenerate their mana. The amount 
  of mana that an immortal regenerates when they rest 
  depends on the plane on which the immortal is rest-
  ing. If the plane has a bias towards the same princi-
  ple that the immortal is devoted to, they regenerate 
  mana at a much faster rate. Conversely, if the plane 
  has a bias towards a principle opposed to the principle 
  that the immortal is devoted to then they regenerate 
  mana much more slowly (Energy and Thought op-
  
  43
  pose each other; Matter and Time oppose each other; 
  and Entropy is in opposition to everything else).
  Mana Regeneration by Plane
  Bias
  Short Rest
  Long Rest
  Matching
  1,000 mana
  10,000 mana
  Neutral or 
  no bias
  10 mana
  100 mana
  Opposed
  -
  1 mana
  Immortals do still regain mana on planes that 
  have fewer than five dimensions, even though 
  they can’t spend mana on those planes.
  exalted Creatures
  Some creatures in the multiverse have a spark or 
  immortal power but aren’t fully fledged immortals 
  themselves. This could be because they’re the serv-
  ants of whatever gods exist, or it could just come 
  naturally for some species, or it could be because 
  they’ve been created in this way by immortals.
  Celestials and fiends are the most likely monster 
  types that you’ll want to make into exalted crea-
  tures in your campaign, but depending on your 
  setting you may want to use something different 
  – such as dragons, aberrations, or even giants.
  Because the exact monster types (and reason for 
  existence) of exalted creatures will vary from cam-
  paign to campaign, full statistics for them are not 
  given here. Instead there is an “Exalted” template 
  that can be applied to any existing monster. Usu-
  ally the template will be applied to all monsters of 
  the type, rather than just to individuals, but again 
  this may vary from campaign to campaign.
  exalted Creature template
  Any monster can be turned into an exalted crea-
  ture by the addition of the following traits:
  Exalted Power: The creature’s physical attacks and 
  magical abilities (including spells) are able to af-
  fect the exalted avatars of immortals. If the crea-
  ture type has signature weapons (e.g. the sword 
  and whip of a balor, or the sword of a solar) then 
  those weapons are considered part of the creature 
  while being wielded by the creature, and can also 
  affect the exalted avatars of immortals. This abil-
  ity does not extend to mundane weapons that an 
  exalted creature merely happens to be using.
  Exalted Allegiance: The creature has an allegiance 
  to one of the cosmic principles. Depending on the 
  creature type this may be fixed (e.g. demons all being 
  aligned to entropy) or may vary from individual to 
  individual (e.g. angels being aligned to any principle 
  except entropy). The creature also has an amount of 
  mana equal to 5 x its challenge rating. This mana 
  is regained in the same manner as that of an im-
  mortal with the same allegiance as the creature.
  Aura Combat: The creature may use its mana 
  to attack and counterattack in aura com-
  bat, although it doesn’t otherwise have a vis-
  ible aura and it cannot produce aura flares.
  These additional traits make exalted creatures 
  more powerful than their original monster type. 
  There are two ways to handle this. The simplest 
  way is to just treat the monster type as having a 
  challenge rating two higher than its actual chal-
  lenge rating when determining how tough it is 
  compared to mortal adventurers (and when de-
  termining how much experience it is worth).
  The more complex way is to use the rules for modify-
  ing creatures in order to generate a new version of the 
  monster and re-calculate its challenge rating. Usu-
  ally, but not always, this will end up with a similar 
  result to the simple method – so it is only recom-
  mended if you want to be more precise or if you are 
  building your own monster type from scratch.
  If you are using the complex method, the appropri-
  ate monster feature to give the monster type is:
  New Monster Feature
  Name
  Example Monster
  Effect on Challenge Rating
  Exalted 
  Creature
  Celestials and fiends
  Add 2½ times the monster’s expected challenge rat-
  ing to the monster’s effective per-round damage.
  
  44
  the Immortal CharaCter
  Immortals range in level from first to twentieth just 
  like mortals, although even a first level immortal is 
  far more powerful than the greatest of mortals. All 
  immortals are represented by the same immortal 
  character class, and this class replaces both the race 
  and class that they had during their mortal days.
  Class features
  As an immortal, you gain the following class features.
  hIt poInts
  Hit Dice: 20d12+1d12 per level (immortals always get 
  maximum hit points per die)
  Hit Points at First Level: 252 + 21 x your Constitu-
  tion modifier
  Hit Points at Higher Levels: 12 + your Con-
  stitution modifier per level after first
  profICIenCIes
  Armour: All armour
  Weapons: All weapons
  Tools: All tools
  Saving Throws: All saving throws
  Skills: Choose any six skills
  equIpment
  You start with the following equipment:
  •	 A home plane
  •	 An exalted vessel shaped like your idealised self-
  image from when you were mortal, with four feats 
  or epic boons appropriate to that self-image.
  The Immortal
  Level
  Proficiency 
  Bonus
  Features
  1st
  +7
  Spirit Form, Avatars, Exalted Spell Casting, Aura, Immortal Com-
  petence, Immortal Level Casting, Extra Damage (1d6)
  2nd
  +7
  Extra Attack
  3rd
  +7
  4th
  +7
  5th
  +8
  Extra Damage (2d6)
  6th
  +8
  7th
  +8
  8th
  +8
  Extra Attack (2)
  9th
  +9
  10th
  +9
  11th
  +9
  Extra Damage (3d6)
  12th
  +9
  13th
  +10
  14th
  +10
  Extra Attack (3)
  15th
  +10
  16th
  +10
  17th
  +11
  Extra Damage (4d6)
  18th
  +11
  19th
  +11
  20th
  +11
  Extra Attack (4)
  spIrIt form
  Immortals in their natural spirit form 
  have the following abilities:
  Appearance: An immortal in spirit form defaults to 
  being an intangible ball of light 2’ in diameter. The 
  immortal can change the colour of the light as its 
  mood suits, but they can’t extinguish their glow or go 
  invisible. If the immortal chooses, they can change 
  their shape from being a sphere to being the shape 
  of any of their exalted vessels. This makes the im-
  mortal much more visually recognisable, but they still 
  
  45
  remain an intangible glowing light. It is merely the 
  shape of the light that has changed, not its nature.
  optIon: Immortals as gods
  If you’re using the option of having immortals 
  act as gods and be the subject of worship, then 
  you can also allow an immortal in spirit form to 
  take the shape of an intangible human sized ver-
  sion of their holy symbol made of light, as well as 
  their ball shape and their exalted form shapes.
  Physical Abilities: An immortal in spirit form 
  does not have a physical presence. They have no 
  mass or weight, and cannot touch anything. While 
  this clearly has its drawbacks, it also has its advan-
  tages. An immortal in spirit form is completely 
  immune to any kind of physical damage or force. 
  They can quite happily fly through the sun or sit in 
  a black hole or at the centre of a nuclear blast. Im-
  mortals in spirit form do not need to eat, drink or 
  breathe; and they do not age. The only thing that can 
  harm an immortal in spirit form is aura combat.
  Combat: Because of their immunities and their 
  lack of offensive abilities, immortals in spirit form 
  are not capable of engaging in or being engaged 
  in any type of combat other than aura combat.
  Senses and Communication: An immortal in spirit 
  form can see, hear and smell as normal despite its lack 
  of physical presence. They can still do this in total 
  darkness (even magical darkness) and their senses 
  cannot be overloaded by bright lights or loud noises. 
  Note that this is not limited range Darkvision, but 
  normal sight. Additionally, immortals in spirit form 
  are naturally able to See Invisible and Detect Magic. 
  Immortals in spirit form can also speak, despite their 
  lack of physical presence. Their speech is sensed by 
  creatures as if it were a physical sound, but it is actu-
  ally a telepathic transmission. By default, all creatures 
  hear the immortal’s words as if in their own native 
  language; although an immortal can deliberately re-
  strict its utterances to a single language if it wants to.
  Movement: An immortal in spirit form can fly with a 
  speed of 120’. Because of their lack of physical pres-
  ence, their flight is unimpeded by any kind of mat-
  ter or mortal level magical force. Immortals can fly 
  straight through rock, lead, lava, walls of force, etc.
  avatars
  Although the default form of an immortal is their 
  intangible spirit form, immortals find it convenient 
  to take on physical forms since their spirit form is 
  so limited in the ways in which it can interact with 
  the world. An immortal can’t just take on any physi-
  cal form it desires. It must first create a vessel.
  A vessel is a potential physical form that the immortal 
  can inhabit. When creating a vessel, the immortal 
  may choose whether the vessel should be a mortal ves-
  sel or an exalted vessel. Either type has its own advan-
  tages and disadvantages. A mortal vessel is cheaper 
  to create than an exalted one, and can travel amongst 
  mortals incognito. However, it has all the needs and 
  vulnerabilities of a normal mortal body; so it is much 
  more easily damaged or destroyed. An exalted vessel 
  is more expensive to create but it is also much sturdier 
  and able to withstand things that would kill a mortal 
  body. However, it is not possible to disguise an exalted 
  body in order to go incognito. An exalted body is al-
  ways visibly recognisable as being that of an immortal.
  One final advantage to mortal vessels is that they are 
  required if the immortal wishes to visit the prime 
  plane. Immortals can’t exist on the prime plane 
  in any form other than that of a mortal vessel.
  greater and lesser avatars
  An immortal who is in spirit form can spend an 
  action to pour some or all of their mana into one 
  of their vessels in order to create a physical form 
  called an avatar. An immortal has two options 
  when doing this. They can either just pour a lim-
  ited amount of mana into the vessel, in which case 
  the vessel appears adjacent to the immortal’s spirit 
  form and becomes a lesser avatar; or they can choose 
  to also inhabit the vessel with their spirit form, 
  in which case the vessel appears around the spirit 
  form, merging with it to become a greater avatar.
  When creating a lesser avatar, an immortal can 
  pour any amount of mana into it, from a sin-
  gle point to all the immortal’s currently remain-
  ing mana (although few will ever pour the last of 
  their mana into a lesser avatar because it leaves 
  their spirit form mana-less and therefore extremely 
  vulnerable to being killed in aura combat).
  When creating a greater avatar, an immortal au-
  tomatically pours all its remaining mana into the 
  avatar as its spirit form becomes part of the avatar.
  
  46
  In this way an immortal can exist in multiple places 
  at the same time. The immortal can have one greater 
  avatar (or spirit form) and a number of lesser avatars 
  in existence and although these will start in the same 
  location they can move around independently. How-
  ever, this is limited by the number of vessels that the 
  immortal has. An immortal can only have one avatar 
  in existence at once (whether greater or lesser) for any 
  given vessel that they have created. If an immortal 
  wants to have two identical avatars existing at the 
  same time, they must make two identical vessels.
  Avatars of an immortal all have the full intelli-
  gence and memories of the immortal, although they 
  count as having separate minds for the purposes of 
  anything that might affect minds. An immortal’s 
  avatars have a constant mental link regardless of 
  where they are (even if one is on a plane which has 
  too few dimensions for magic to work) and they all 
  share each other’s memories. If one avatar is asleep or 
  unconscious while others are active, upon waking it 
  will remember everything that has happened to the 
  others even though it wasn’t conscious at the time.
  It is important to remember that whether an avatar is 
  a lesser one or a greater one is not dependent on how 
  much mana it has. It only depends on whether or 
  not it is inhabited by the immortal’s spirit form. For 
  example, a first level immortal with 300 mana could 
  pour 200 of that mana into one of its exalted vessels to 
  create a lesser avatar and then pour its remaining 100 
  mana into a mortal vessel, inhabiting it to transform 
  into a greater avatar (the difference between mortal 
  and exalted vessels is described later in this chapter). 
  That the lesser avatar is exalted while the greater one 
  is mortal and the lesser one has more mana than 
  the greater one is irrelevant. The first avatar is lesser 
  because it only got part of the immortal’s mana and 
  was therefore created as a separate body, whereas the 
  second avatar is greater because it was created around 
  the immortal’s spirit form, which merged with it.
  Both lesser and greater avatars have the same physi-
  cal abilities and the same access to the immortal’s 
  powers. The only differences between lesser and 
  greater avatars are in the way that they handle 
  mana and in what happens if they’re killed.
  lesser avatars
  A lesser avatar has a limited amount of mana, given 
  to it when it is created. This mana will not regenerate, 
  no matter which plane the lesser avatar is on. When a 
  lesser avatar runs out of mana after either spending it 
  on immortal abilities or losing it in aura combat the 
  avatar simply winks out of existence. This does not 
  harm the immortal, and the vessel from which the 
  lesser avatar was created is still available for future use.
  The mana that is held by a lesser avatar is unavailable 
  to the immortal’s greater avatar or spirit form. How-
  ever, if an immortal’s lesser avatar is within 5’ of that 
  immortal’s spirit form or greater avatar, the immortal 
  can spend an action to voluntarily withdraw all the 
  mana from the lesser avatar, recovering it for itself. 
  This is an all-or-nothing affair in that the immor-
  tal can’t withdraw only part of the mana held in its 
  lesser avatar. Naturally, withdrawing the mana from 
  a lesser avatar in this manner causes it to disappear.
  greater avatars
  A greater avatar is formed when an immortal pours 
  all of their remaining mana into a vessel, form-
  ing it around their spirit form. The spirit form of 
  the immortal merges into the greater avatar, in-
  habiting it. Because this greater avatar is the “true” 
  form of the immortal, it regenerates mana as nor-
  mal. However, any mana that the immortal cur-
  rently has held in lesser avatars won’t be regener-
  ated until the lesser avatars have used that mana.
  As an action, the immortal can withdraw all the 
  mana from its greater avatar, transforming back 
  into its spirit form. Once again, this is an all-or-
  nothing affair. An immortal can’t withdraw only 
  part of the mana that its greater avatar has.
  When a greater avatar runs out of mana, either by 
  spending it all on immortal abilities or losing it as a re-
  sult of aura combat, the immortal automatically trans-
  forms back to their spirit form and can’t create another 
  greater avatar until they have regained some mana. 
  If the last mana was lost due to aura combat rather 
  than voluntarily spent, the immortal’s spirit form is 
  also sent back to their home plane. In either case, the 
  immortal is unharmed and the vessel from which the 
  avatar was created is still available for future use.
  
  47
  avatars example
  Filbert is a first level immortal in spirit form with 
  350 mana. He pours 200 of his mana into an exalted 
  vessel in order to create a lesser avatar. The exalted 
  body of the avatar appears next to his spirit form.
  Next he pours his remaining 150 mana into a 
  mortal vessel, choosing to form it around his 
  spirit form and merge with it. This creates a greater 
  avatar which replaces Filbert’s spirit form.
  During the course of the morning, each of Filbert’s 
  avatars spends 30 mana on various things before 
  deciding to take a short rest on his home plane.
  Filbert’s lesser avatar has 170 mana at the start of the 
  rest (its original 200 minus the 30 that it has spent). 
  Even though it is on Filbert’s home plane, which has 
  a bias that matches Filbert’s own, it does not regain 
  any mana since it is only a lesser avatar. It finishes 
  the rest with the same 170 mana that it started with.
  Filbert’s greater avatar has 120 mana at the start of 
  the rest (its original 150 minus the 30 that it has 
  spent). Because Filbert’s home plane matches his 
  bias, it could theoretically regenerate up to 1,000 
  mana during the short rest. However, since Fil-
  bert has only spent a total of 60 mana (30 from 
  each avatar) he only regenerates that much. His 
  greater avatar now has 180 mana, all of his mana 
  except for that which is still in his lesser avatar.
  avatar aBIlItIes
  With the exception of mana regeneration as de-
  scribed above, the abilities of an avatar depend only 
  on whether it was created using a mortal vessel 
  or an exalted vessel. Details on how to create ves-
  sels of both types are given later in this chapter.
  mortal avatars
  A mortal avatar is an avatar created using a 
  mortal vessel. It has the following abilities:
  Appearance: An immortal in a mortal avatar appears 
  to be a mortal creature of the type that the vessel was 
  based on. There is no physical indication that the 
  avatar is anything other than a normal mortal crea-
  ture, and mortal magic can’t detect that the avatar is 
  anything out of the ordinary either. The immortal’s 
  mind and memories are also shielded, so that if they 
  are magically read they don’t give away the immortal’s 
  secret; instead they appear to be the thoughts and 
  memories of a mortal creature of the appropriate type.
  Physical Abilities: An immortal in a mortal avatar 
  has all the physical characteristics and abilities of a 
  mortal creature of the type that the vessel was based 
  on. It needs to eat, drink, breathe, and rest in the 
  same way that the equivalent mortal creature does. 
  The only physical difference is that the immortal 
  has the choice of whether or not the avatar will age 
  when creating the mortal vessel. Either the avatar will 
  remain the same age indefinitely, or it will age real-
  istically as time passes (whether or not it is currently 
  active). If the avatar dies for any reason, the vessel 
  from which it was created is destroyed and the avatar 
  can’t be recreated (although the immortal is free to 
  create a new and identical avatar later). If this happens 
  while the immortal is inhabiting the avatar as a greater 
  avatar, the immortal is immediately sent back to their 
  home plane in spirit form if they are not there already.
  Combat: An immortal in a mortal avatar engages in 
  physical and magical combat as if it were a mundane 
  mortal creature of the type its vessel was based on.
  Senses and Communication: An immortal in a 
  mortal avatar has the normal senses and methods 
  of communication that the equivalent mortal crea-
  ture does, with the exception of its constant men-
  tal contact with the immortal’s other avatars.
  Movement: An immortal in a mortal avatar 
  has the normal methods of movement that the 
  equivalent mortal creature does. The avatar is 
  capable of visiting the prime plane, unlike ex-
  alted avatars and the immortal’s spirit form.
  exalted avatars
  An exalted avatar is an avatar created using an 
  exalted vessel. It has the following abilities:
  Appearance: An immortal in an exalted avatar 
  appears similar to a mortal creature, although not 
  necessarily one of a known species. The exact shape 
  of the avatar was chosen by the immortal when 
  the vessel was created. It is obvious to anyone who 
  sees the avatar that it is a being of great might, due 
  to the aura of power radiating from it, and if the 
  viewer is familiar with what immortals look like 
  then it will be unmistakable that the avatar is one.
  
  48
  Physical Abilities: Although an immortal in an exalt-
  ed avatar superficially appears like a mortal creature, 
  it is not one. Exalted avatars are not made of flesh and 
  blood, but are composed of raw spirit in a solid form. 
  As such, they are self-sufficient and have no need to 
  eat, drink, breathe or sleep (although they can do any 
  of those things if the immortal chooses to). This form 
  is incredibly durable, and is immune to all mortal level 
  magic and magical effects, as well as being immune 
  to all environmental effects and all physical damage 
  from mortal sources. Like an immortal in spirit form, 
  an immortal in an exalted avatar could happily fly 
  through the sun or stand at the centre of a nuclear 
  blast and remain unharmed. Exalted avatars are af-
  fected normally by spells cast using exalted casting 
  and the abilities of exalted creatures (although they 
  get Advantage on all saving throws against them). If 
  the avatar dies for any reason, the vessel from which it 
  was created is destroyed and the avatar can’t be recre-
  ated (although the immortal is free to create a new 
  and identical avatar later). If this happens while the 
  immortal is inhabiting the avatar as a greater avatar, 
  the immortal is immediately sent back to their home 
  plane in spirit form if they are not there already.
  Combat: Immortals in exalted avatars are able to 
  engage in physical combat. The unarmed attacks of 
  an immortal in an exalted avatar do 1d6 bludgeoning 
  damage (plus whatever additional damage they get 
  from their Extra Damage ability). This counts as at-
  tacking with a magical weapon, for purposes of over-
  coming damage resistance. Their durable bodies mean 
  that they are immune to damage from normal weap-
  ons and even from magical weapons. The only things 
  that will hurt them are artifacts or the unarmed 
  attacks of other exalted avatars and creatures (some 
  exalted creatures also have signature weapons which 
  can harm an exalted avatar). Against such attacks, im-
  mortals have an armour class of 20 + Dexterity bonus. 
  This armour class can’t be increased by mortal level 
  magic or armour; immortals in exalted avatars can 
  wear any such armour, but it serves a decorative pur-
  pose only. Artifact armour will increase the armour 
  class of an immortal in an exalted avatar by its magi-
  cal plusses only (for example either artifact leather 
  armour +3 or artifact plate armour +3 will increase the 
  immortal’s armour class by three points; the differ-
  ence in composition between the two is irrelevant).
  Senses and Communication: An immortal in an 
  exalted avatar can see, hear, feel, smell and taste 
  as normal. They can still do this in total darkness 
  (even magical darkness) and their senses cannot be 
  overloaded by bright lights or loud noises. Note that 
  this is not limited range Darkvision, but normal 
  sight. Additionally, immortals in an exalted avatar 
  are naturally able to See Invisible and Detect Magic 
  without needing to cast spells to do so. Their speech 
  is sensed by creatures as if it were a physical sound, 
  but it is actually a telepathic transmission. By de-
  fault, all creatures hear the immortal’s words as if 
  in their own native language; although an immor-
  tal can deliberately restrict its utterances to a single 
  language if it wants to. If the immortal particularly 
  wants to, they can speak using the more mundane 
  method of making sounds; although if they do this 
  then it is subject to all the limitations of making 
  sound (it isn’t translated, it can be drowned out by 
  other noise or suppressed by magical silence, etc.)
  Movement: An immortal in an exalted avatar has a 
  movement speed of 30’ when walking or swimming, 
  and can fly with a speed of 120’. Because they have 
  a physical presence, they are blocked or impeded by 
  materials as normal. Their immunity to mortal level 
  magic doesn’t stretch to being able to ignore physical 
  substances that are created by such magic, so while 
  an immortal won’t be hurt by a Wall of Fire cast by 
  a mortal, they will be blocked and unable to walk 
  through a Wall of Stone cast by the same mortal.
  exalted spell CastIng
  Immortals do not normally have spell slots, regard-
  less of what form they are in (although sometimes 
  a mortal vessel inhabited by an immortal will do 
  so). Instead they are able to cast spells by spending 
  mana to do so. This is known as Exalted Casting 
  and it counts as using mortal level magic; mean-
  ing that it is only possible to use exalted casting on 
  a plane with at least four dimensions, and it is not 
  possible to use exalted casting in an anti-magic area.
  In order to cast a spell using exalted casting, the 
  immortal must take an action to do so (or less time 
  if the spell normally takes less than an action to 
  cast) and spend an amount of mana based on the 
  level of the spell slot that they wish to use for the 
  spell. An immortal who is inhabiting a vessel as an 
  avatar can cast any spell from any class list, but an 
  immortal who is in spirit form may only cast spells 
  for self-movement (see Appendix for details). Cast-
  ing a spell using exalted casting requires no verbal, 
  somatic or material components, and it can there-
  fore be done while Paralysed or Incapacitated.
  
  49
  The energies of magic are aligned to the same cosmic 
  principles that immortals themselves are aligned to, 
  and the cost of casting a spell in a given level of spell 
  slot is based on the relationship between the principle 
  to which the immortal is aligned and the principle 
  to which the spell’s school of magic is aligned.
  Immortals of Energy: Evocation and Illusion spells 
  (which are aligned with energy) cost 1 x the spell slot 
  level in mana; Divination and Enchantment spells 
  (which are aligned with thought and opposed to en-
  ergy) cost 4 x the spell slot level in mana; spells from 
  all other schools (which are neither aligned nor op-
  posed to energy) cost 2 x the spell slot level in mana.
  Immortals of Matter: Abjuration and Conjuration 
  spells (which are aligned with matter) cost 1 x the spell 
  slot level in mana; Transmutation and Necromancy 
  spells (which are aligned with time and opposed to 
  matter) cost 4 x the spell slot level in mana; spells from 
  all other schools (which are neither aligned nor op-
  posed to matter) cost 2 x the spell slot level in mana.
  Immortals of Thought: Divination and Enchant-
  ment spells (which are aligned with thought) 
  cost 1 x the spell slot level in mana; Evocation 
  and Illusion spells (which are aligned with en-
  ergy and opposed to thought) cost 4 x the spell 
  slot level in mana; spells from all other schools 
  (which are neither aligned nor opposed to 
  thought) cost 2 x the spell slot level in mana.
  Immortals of Time: Transmutation and Necromancy 
  spells (which are aligned with time) cost 1 x the 
  spell slot level in mana; Abjuration and Conjuration 
  spells (which are aligned with matter and opposed to 
  time) cost 4 x the spell slot level in mana; spells from 
  all other schools (which are neither aligned nor op-
  posed to time) cost 2 x the spell slot level in mana.
  Immortals of Entropy: Since no school of magic 
  is aligned or opposed to entropy, spells from all 
  schools cost 2 x the spell slot level in mana.
  Cantrips have no mana cost, regardless of school.
  spell meChanICs
  For purposes of attack rolls and save difficulties, an 
  immortal’s casting ability for spells cast using ex-
  alted casting is considered to be their Charisma.
  For purposes of the Dispel Magic spell and similar ef-
  fects, a spell cast using exalted casting is considered to 
  have been cast using a spell slot ten levels higher than 
  its actual level. This effective increase in level does not 
  affect Dispel Magic spells cast using exalted casting.
  Although exalted vessels are immune to mortal level 
  magic, this immunity does not extend to spells cast 
  using exalted casting which can affect them normally 
  (although see the Appendix for details of special cases).
  Spells requiring concentration to maintain still re-
  quire concentration when cast using exalted casting.
  aura
  Immortals radiate an aura of immense power when 
  in their spirit form or in an exalted avatar. This aura 
  is always visible, even if the immortal becomes invis-
  ible, and under normal circumstances it unmistakably 
  marks the immortal as being an immortal but has no 
  other effect. This aura is too powerful to be completely 
  extinguished or hidden, even if the immortal becomes 
  invisible, but it can be suppressed to a low enough 
  level to make communication with mortals easy or 
  flared up to affect mortals in a number of ways.
  aura flares
  As an action an immortal in spirit form or in an 
  exalted avatar can cause their aura to flare up to a 
  much greater intensity to normal. This will have 
  one of three effects, chosen by the immortal.
  •	 All mortal creatures within 60’ who see the immor-
  tal must make a Wisdom save or be Charmed. The 
  charm lasts for as long as the immortal is in view 
  of the creature, and once the creature can no longer 
  see the immortal they may repeat the saving throw 
  at the end of each round to remove the condition.
  •	 All mortal creatures within 60’ who see the im-
  mortal must make a Wisdom save or be Frightened. 
  The fear lasts for as long as the immortal is in view 
  of the creature, and once the creature can no longer 
  see the immortal they may repeat the saving throw 
  at the end of each round to remove the condition.
  •	 All mortal creatures within 60’ who see the im-
  mortal must make a Wisdom save or be Paralysed. 
  The creature may repeat the saving throw at the 
  end of each round to remove the condition.
  
  50
  In each of these cases, the saving throw difficulty 
  to avoid the effect is 8 + the immortal’s profi-
  ciency bonus + the immortal’s Charisma bonus.
  aura ComBat
  Immortals in any form are able to fight by directly 
  attacking opponents using their aura. This can be 
  done even when the immortal is in a mortal avatar 
  that does not normally have a visible aura. These 
  attacks manifest as intangible glowing shapes that 
  form around the target. An immortal can attack any 
  creature that they can perceive and that is on the same 
  plane as the attacker. The perception doesn’t have to 
  be physical, it can be through magical scrying. Attack-
  ing in this way can be done once per round, and does 
  not require any kind of action, although it must be 
  done on the immortal’s turn. It requires no movement 
  or verbal component, and can therefore be done even 
  when the immortal is Incapacitated or even Paralysed.
  An immortal in any form instinctively knows when it 
  is being attacked in aura combat and may simultane-
  ously make a counter-attack. This counter-attack is 
  made on the attacker’s turn and does not count as a 
  reaction. Like the attack itself, it requires no move-
  ment or verbal component and can therefore be done 
  when the immortal is Incapacitated or Paralyzed. The 
  immortal that is counter-attacking does not need to 
  be able to perceive its attacker, since the counter-attack 
  tracks back along the path of the original attack.
  An immortal can only initiate one aura com-
  bat attack per round, but it can counter-attack 
  against any number of incoming attacks pro-
  viding they have the spare mana to do so.
  meChanICs of aura ComBat
  There are five types of attack that can be used in 
  aura combat, each of which has its own special ef-
  fect if it is successful. When an attack is made, the 
  attacker and the target (who is counter-attacking) 
  each secretly choose one of the attack types and select 
  how much mana to power it with, with a mini-
  mum of 10 mana and a maximum of 500 mana.
  The attack types are then compared to see which 
  wins. Each of the attack types has two other types 
  that it automatically beats, and two other types that 
  it loses against. If the attack and counter-attack are 
  both of the same type, then the stronger of the two 
  (the one powered by the most mana) wins. If the 
  target of the initial attack does not counter-attack, 
  either because it is mortal and therefore not able to 
  do so; it does not have enough mana to do so; or it 
  chooses not to, then the attack automatically “wins”.
  Each combatant pays the mana to power their at-
  tack, and the combatant whose attack was beaten 
  by their opponent’s attack loses additional mana 
  equal to twice the amount that powered the win-
  ning attack. If the loser can make a Constitution 
  save with a difficulty equal to 8 + the attacker’s 
  proficiency bonus + the attacker’s Intelligence bo-
  nus, they lose only half of this additional mana.
  In addition to the loss of mana, the loser also takes 
  an additional effect based on the type of attack 
  that they were beaten by. Note that all these ef-
  fects will even affect an immortal in spirit form.
  Because aura attacks are designed to work on 
  other creatures with mana, they are less ef-
  fective on mortal creatures that do not pos-
  sess mana. If a mortal target of an attack makes 
  their Constitution save against it, they are unaf-
  fected by the additional effect of the attack.
  types of attaCk
  Bind: The attacker wraps and ties their opponent 
  with chains of energy. If you lose to a Bind attack, 
  you are Paralyzed until the end of your next action 
  (remember that both attacking and counter-attacking 
  in aura combat can still be done while you are Para-
  lyzed, even though normal actions and reactions can’t 
  be taken). A Bind attack automatically wins against a 
  Shroud or Thrust, but loses against a Dispel or Pin.
  Dispel: The attacker probes their opponent with ten-
  drils of energy that disrupt magic. If you lose to a Dis-
  pel attack, the attacker becomes aware of what spells 
  you currently have active upon you, and may choose 
  any one of them to be dispelled (no roll required). Ad-
  ditionally, you are unable to cast spells (either normal-
  ly or by using Exalted Casting) until the end of your 
  next turn. A Dispel attack automatically wins against 
  a Bind or Shroud, but loses against a Pin or Thrust.
  Pin: The attacker uses spikes of energy to pin their 
  opponent in place. If you lose to a Pin attack, you 
  may not change your location. You may still move 
  around in place and take actions as normal, but you 
  may neither move from your current location nor 
  be moved from it by any physical or magical means. 
  This includes teleportation and planar or extradi-
  
  51
  mensional movement. You may make a Strength 
  save at the end of each of your turns, with a dif-
  ficulty equal to 8 + the attacker’s proficiency bonus 
  + the attacker’s Intelligence bonus, to escape the 
  Pin. A Pin attack automatically wins against a Bind 
  or Dispel, but loses against a Shroud or a Thrust.
  Shroud: The attacker surrounds their opponent in 
  a cocoon of energy. If you lose to a Shroud attack, 
  all your senses (sight, hearing, smell, magical detec-
  tion) are blocked until the end of your next turn. 
  If you attempt to move out of the cocoon by any 
  means, mundane or magical, it moves with you. 
  You are considered to be Blinded. Note that you are 
  still aware of any incoming aura combat attacks and 
  are still able to counter-attack in response to them. 
  A Shroud attack automatically wins against a Pin 
  or a Thrust, but loses against a Bind or a Dispel.
  Thrust: The attacker uses a hand or fist formed 
  of energy to push their opponent. If you lose to 
  a Thrust attack you are pushed 60’ in a straight 
  line in a direction of your attacker’s choosing. A 
  Thrust attack automatically wins against a Dispel 
  or a Pin, but loses against a Bind or a Shroud.
  shroud as a defenCe
  It is possible to use the Shroud attack on yourself 
  in order to protect yourself from aura attacks. You 
  can do this on your turn instead of making an aura 
  attack, or you can do it as a response to an incom-
  ing attack instead of making a counter-attack. Us-
  ing Shroud on yourself costs the minimum of 10 
  mana, and means that you suffer the effects of being 
  shrouded – that is, all your senses (sight, hearing, 
  smell, magical detection) are blocked until the end 
  of your next turn; if you attempt to move out of the 
  cocoon by any means, mundane or magical, it moves 
  with you; and you are considered to be Blinded.
  However, until the end of your next turn any incom-
  ing aura attack of any type (including the one that you 
  are responding to, if any) is automatically blocked. 
  The attacker only pays 5 mana instead of the full cost 
  of the attack, and you lose only 10 mana per incom-
  ing attack keeping the shield strengthened. If you can 
  make a Constitution save with a difficulty equal to 
  8 + the attacker’s proficiency bonus + the attacker’s 
  Intelligence bonus, you lose only 5 mana. You do 
  not suffer the additional effects of the attacks, even 
  if they are of types that would normally automati-
  cally beat a Shroud, but you can neither counter-
  attack against them nor make attacks yourself until 
  the end of your next turn when your Shroud ends.
  laCk of mana
  Normally, the loser in a round of aura combat loses 
  mana. However, sometimes the loser will lose the 
  last of their mana or not have any to lose. The ef-
  fects of this depend on the nature of the loser.
  Mortals: Mortal creatures have no mana to lose, and 
  therefore can’t counter-attack against aura attacks and 
  always lose against them. When a mortal creature 
  should lose mana as the result of aura combat, it loses 
  an equal number of hit points instead. If the mortal 
  creature loses all its hit points, it starts dying, just as 
  if its hit points had been lost in physical combat.
  Exalted Creatures: If an exalted creature loses 
  the last of its mana, any remaining loss is carried 
  over to its hit points as if it were mortal. Further 
  attacks will treat it as if it were a mortal creature 
  until it has had chance to recover some mana.
  Avatars: When an immortal is using a vessel as 
  an avatar, and that avatar loses the last of its mana 
  due to an aura attack, the vessel disappears in the 
  same manner as when the immortal runs out of 
  mana voluntarily. If the avatar was a lesser one, 
  then there is no further effect. If the avatar was a 
  greater one, then the immortal’s spirit form is sent 
  back to their home plane if it is not already there.
  Immortals in Spirit Form: When an immortal 
  in spirit form runs out of mana due to an aura at-
  tack they are sent back to their home plane. If they 
  are already on their home plane when this happens, 
  they die. This is the only way that an immortal can 
  be truly killed, and immortals who suffer this fate 
  are irrevocably dead and gone. There is no power in 
  the multiverse, mortal or immortal, that can bring 
  back an immortal once they have been killed.
  aura ComBat and magIC
  Aura combat is not magic; it is the direct manipula-
  tion of the immortal’s life force. Because of this, the 
  effects of aura combat (for example the chains bind-
  ing someone after a bind attack) can’t be dispelled 
  or disrupted by anti-magic. Similarly, immortals are 
  capable of using aura combat even in planes that have 
  three or fewer dimensions where magic doesn’t work.
  
  52
  Immortal CompetenCe
  Immortals in any form may add half their profi-
  ciency bonus, rounded down, to all ability checks 
  that don’t already include their proficiency bonus.
  Immortal level CastIng
  An immortal that is in one of its avatar forms 
  is able to cast a number of extremely power-
  ful spells. These spells manipulate immortal level 
  magic, and as such they may only be cast by im-
  mortals and they do not work when the immortal 
  is in a plane with fewer than five dimensions.
  Immortal level spells are classified as being either 
  Lesser or Greater. Lesser spells generally have tem-
  porary effects and cost the immortal mana to cast; 
  whereas greater spells generally have permanent 
  effects and cost the immortal power and mana to 
  cast. In either case, they must be cast by an im-
  mortal who is in an avatar form. Immortals in 
  spirit form cannot cast immortal level spells.
  These spells are not stored in spell books and it 
  is not possible to write these spells onto scrolls 
  or make magic items that duplicate their ef-
  fects. All immortals innately know all immortal 
  level spells, and can cast them at will providing 
  they have sufficient mana and power to do so.
  When an avatar casts a lesser immortal level spell, that 
  avatar must pay the cost of the spell in mana. When 
  an avatar casts a greater immortal level spell, the mana 
  is spent by the individual avatar but the power is spent 
  by the immortal generally and all avatars of the im-
  mortal are considered to have the lower power total.
  Remember that an immortal can’t ever spend enough 
  power to cause themselves to be reduced in level, so 
  this means that the abilities and statistics of current 
  avatars won’t need to be changed on the fly after cast-
  ing such a spell – you just need to note that there is 
  now less power remaining for further spell casting.
  Immortal level spells cannot be dispelled or can-
  celled by either mortal or Immortal casters, and 
  they work even in areas of anti-magic. They are 
  also general in nature, and not tied to any spe-
  cific school of magic, and as such their cost does 
  not vary based on the allegiance of the caster.
  extra damage
  When in an exalted avatar, a first level im-
  mortal does 1d6 additional damage with all 
  physical attacks, both melee and ranged. This 
  rises to 2d6 damage at 5th level, 3d6 damage 
  at 11th level, and 4d6 damage at 17th level.
  extra attaCk
  Starting at 2nd level, an immortal in an exalted 
  avatar can attack twice, instead of once, when-
  ever they take the attack action on their turn. 
  The number of attacks increases to three when 
  they reach 8th level; to four when they reach 14th 
  level; and to five when they reach 20th level.
  Immortal level spells
  analyse plane
  Lesser Immortal Spell
  Casting Time: 1 action
  Range: Touch or special
  Components: V, S, 50 mana
  Duration: Instant
  This spell gives the caster information about a plane 
  or demiplane. The plane can be the one that they are 
  currently in, or it can be the plane at the far end of 
  an open rift or Gate spell that is within 30’ of the 
  caster. This spell will not work through a sealed rift.
  The caster becomes aware of the unique pla-
  nar signature of the plane (the signature that al-
  lows it to be used as the target for a Plane Shift 
  or Gate spell); the number of dimensions that 
  the plane has (this will already be obvious to the 
  caster if they are inside the plane upon which 
  they are casting the spell); the plane’s cosmic bias 
  (if it has one); and any special properties that the 
  plane has been given by a Terraforming spell.
  BestoW ImmortalIty
  Greater Immortal Spell
  Casting Time: 1 action
  Range: Touch
  Components: S, 100 power and mana
  Duration: Permanent
  This is the spell used to create new immortals. It can 
  only be cast on a willing target, and if the target has 
  less than 350,000 experience points the spell fails.
  
  53
  The caster reaches into the target and draws out 
  their life force, which appears as a small gen-
  tly glowing intangible orb. The orb then ex-
  pands and brightens to become the spirit form 
  of the new immortal as the caster pours a por-
  tion of their own power and mana into it.
  The mortal’s former body is left inert, and can’t 
  be brought back from the dead, made into an un-
  dead, or be subject to a Speak with Dead spell.
  The new immortal begins with an amount of power 
  equal to their old experience point total divided by a 
  thousand, so a mortal with the minimum experience 
  required (350,000) would become an immortal with 
  350 power. They also gain an exalted vessel (paid for 
  by the power used to cast this spell) created by their 
  subconscious in the form of their idealised self-image. 
  See the Create Exalted Vessel spell for more details.
  This spell also metaphysically ties the fledgling im-
  mortal’s spirit to the plane on which it is cast, caus-
  ing that plane to become the home plane of the 
  new immortal, and the immortal becomes aligned 
  to the same cosmic principle to which the plane 
  is biased. Because of this, and because it is an im-
  mortal level spell, it must be cast on a plane that
  •	 Is five dimensional
  •	 Has a bias towards one of the cosmic principles
  •	 Isn’t already the home plane of an existing immortal
  The caster of the spell will usually have already 
  searched out a suitable outer plane which has a 
  bias matching their own and moved it to a con-
  venient location. Immortal etiquette says that the 
  plane should have no indigenous intelligent life and 
  should be a standard plane the size of a star clus-
  ter, but neither of these is a strict requirement of 
  the spell (it won’t work on a demiplane though).
  ConCeal magICal nature
  Lesser Immortal Spell
  Casting Time: 1 action
  Range: 60’
  Components: V,S, 10 mana
  Duration: One year, or until the item is used
  This spell will cause a single magical object (in-
  cluding an artifact) to fail to show up on magi-
  cal detections or divinations of any kind. This 
  concealment of the item’s magical nature will last 
  for one year or until the item is used; at which 
  point this spell is cancelled and the item’s magi-
  cal nature will become apparent once more.
  If the caster chooses, they may add additional condi-
  tions that will cause the spell to end; for example, a 
  particular word being spoken, the item being touched 
  by a particular individual, or a particular type of crea-
  ture approaching within a given radius of the item.
  This spell does not work on living creatures, and 
  multiple castings are not cumulative in duration.
  CosmogenesIs
  Greater Immortal Spell
  Casting Time: 1 hour
  Range: Special
  Components: V, S, a variable amount of power and 
  mana
  Duration: Permanent
  This spell creates planetary bodies, stars, and planes, 
  anything from a small comet to an entire universe.
  When using this to create a plane, the caster po-
  sitions themselves in an existing outer plane (or 
  somewhere in the Astral) and begins to cast the 
  spell. At the end of the casting time, a new five di-
  mensional outer plane comes into existence with 
  a cosmic bias that matches that of the caster.
  The new plane borders the plane that the caster is 
  currently on, and a rift forms between the middle of 
  the new plane and the caster’s location. The caster may 
  choose whether the rift opens onto the plane’s nor-
  mal dimensional region or its nightmare dimensional 
  region. The new plane is totally empty when created.
  If the caster chooses, they may create a plane with 
  fewer than five dimensions, and if this is the case 
  they must choose whether the plane’s single region 
  is aligned with normal or nightmare dimensions.
  The cost (in both power and mana) to create a new 
  plane using this spell is shown in the table below.
  
  54
  Plane Creation Costs
  Plane Type
  Size
  Cost
  Nanoplane
  Big enough to hold a geocentric system with a sin-
  gle planet and orbiting mini-sun and mini-moon
  800
  Microplane
  Big enough to hold a standard heliocentric solar sys-
  tem with a star and multiple orbiting planets
  2,000
  Standard Plane
  Big enough to hold 10 star systems
  4,000
  Megaplane
  Big enough to hold a whole galaxy with around 200 billion star systems
  8,000
  Gigaplane
  Big enough to hold a whole universe with around 150 billion galaxies
  20,000
  This spell may also be used to create heavenly bodies 
  within the plane in which the spell is cast, provid-
  ing it is cast within an outer plane. The body created 
  will come into existence within 100,000 miles of the 
  caster and arrange itself into a stable orbit based on 
  the casting location that will not disrupt other heav-
  enly bodies unless the caster specifically desires it to.
  The heavenly body created can be a star, a liquid 
  planet, a normal rock planet, a gas planet, or an 
  asteroid or comet, and the cost in power and mana 
  is based on the size of the body created. Normally 
  these will have the standard composition for such 
  things, but if the plane on which they are being 
  created has the characteristics of an elemental plane 
  then they will conform to that element’s equiva-
  lent instead; for example creating a star on a plane 
  with the characteristics of the elemental plane of 
  earth will result in the creation of a star sized glow-
  ing crystal body. See the Multiverse chapter for 
  more information on how elemental planes work.
  Heavenly Body Creation Costs
  Body Type
  Size
  Cost
  Asteroid or Comet
  Up to a mile across
  5
  Small Moon
  Suitable for a geocentric system
  10
  Large Moon
  Suitable for a heliocentric system
  20
  Small Planet
  Approximately the size of Mars or Mercury, not large enough to create a rift
  40
  Medium Planet
  Approximately the size of Earth or Venus
  60
  Large Planet
  Usually a gas giant; rock planets this size are unsta-
  ble and will break apart within a few thousand years
  80
  Small Star
  The size of the Sun
  120
  Large Star
  The size of a Red Giant
  140
  Unusual
  A “flat earth” planet, or a hollow planet, or a simi-
  larly unusual heavenly body
  +25
  When a rock body of medium planet size or larger 
  is created, this may also result in the creation of 
  a rift between the outer plane on which it is cre-
  ated and the plane that borders it. If the plane on 
  which the planet is being created has fewer planets 
  than the one it borders, a rift will appear between a 
  random location on the newly created planet and a 
  random location on a random planet on its neigh-
  bouring plane that doesn’t already contain a rift.
  Finally, there is a third use of this spell. If an im-
  mortal casts this spell while on their home plane 
  they can use it to increase the size of that plane 
  rather than creating anything new. This costs 500 
  power and mana, and increases the size of the plane 
  so that it can hold one additional solar system.
  Create artIfaCt
  Greater Immortal Spell
  Casting Time: 10 minutes
  Range: Touch
  Components: S, a variable amount of power and 
  mana
  Duration: Permanent
  
  55
  This spell creates an artifact - an extremely power-
  ful magical item. Artifacts contain much more 
  power than normal magical items and are capa-
  ble of affecting immortals in exalted form. The 
  amount of magical power they contain makes them 
  inherently unpredictable, with their exact abili-
  ties sometimes coming as a surprise even to their 
  creator. In the hands of mortals, such a powerful 
  magic will often also have detrimental side effects.
  Design of an artifact is done in a number of stages.
  Firstly, the base form of the artifact must be de-
  cided. Although weapons or armour are the most 
  common forms an artifact can be made in any form 
  that the caster desires. The base form must be of 
  the highest quality, worth at least 100,000gp.
  Secondly, the initial magical abilities of the artifact 
  must be added. These abilities should be modelled 
  after the abilities of existing magic items, although 
  the type of magic item may not be the same as the 
  base form of the artifact (for example an artifact 
  sword could be made to function as a Staff of Power 
  even though it is a sword, not a staff). When add-
  ing abilities in this manner, abilities from a magic 
  item that may be destroyed on use (e.g. an Elemental 
  Gem that is destroyed after a single use, or a Wand 
  of Magic Missiles that may be destroyed if it runs 
  out of charges) will not destroy the artifact. Instead, 
  such abilities simply won’t be usable again until after 
  a long rest. There is a limit to the number of magi-
  cal abilities that can be added to an artifact: a single 
  artifact can include the abilities of up to four magic 
  items, only two of which may require attunement. 
  With permission from the Game Master, a player can 
  give a unique ability to an artifact that is not found 
  on an existing magic item. In this case, the player 
  and Game Master must work together to decide the 
  closest equivalent magic item for cost purposes.
  Thirdly, the properties of the artifact must be deter-
  mined by the Game Master (see the core rules for 
  information about artifact properties and how to 
  generate them). For each ability given to the artifact, 
  it will have one property. For each ability that matches 
  a Very Rare or Legendary magic item, the artifact 
  gains a major beneficial property determined by the 
  Game Master, to a maximum of two major beneficial 
  properties. For each Very Rare or Legendary ability 
  after that, and for each ability that matches a Com-
  mon, Uncommon or Rare magic item, the artifact 
  gains a minor beneficial property determined by the 
  Game Master. If the caster chooses, they may add 
  additional properties to the artifact (again determined 
  by the Game Master) to a maximum of two major 
  and four minor properties. Each of these additional 
  properties must be balanced by a detrimental property 
  of equal magnitude also determined by the Game 
  Master. Detrimental properties affect any mortals that 
  attune to the artifact, but exalted creatures and im-
  mortals that attune to it will be unaffected by them.
  Once created, an artifact exists permanently and 
  can be used by anyone who attunes to it, mortal 
  or immortal. However, as mentioned above, mor-
  tals attuning to an artifact will suffer from the 
  effects of any detrimental properties it has. An 
  
  56
  artifact can’t be de-powered or destroyed by any 
  mortal level magic or by any natural environmen-
  tal damage or effect, except for one specific method 
  of destruction chosen by the Game Master.
  The cost of creating an artifact is based on the cost 
  of the magic items that its abilities duplicate, plus a 
  cost for the base item. Note that since the abilities of 
  consumable items do not actually deplete or destroy 
  the artifact, these are bought as if they were the abili-
  ties of permanent magic items of the same rarity.
  Create Artifact Casting Cost
  Ability
  Cost
  Base Item
  1 power and mana 
  per 10,000gp value
  Common Ability
  +1 power and mana
  Uncommon Ability
  +2 power and mana
  Rare Ability
  +5 power and mana
  Very Rare Ability
  +10 power and mana
  Legendary Ability
  +25 power and mana
  artIfaCt CreatIon example
  Filbert wishes to make an artifact staff to use as 
  both an impressive symbol and as a weapon. He 
  starts with staff made of a single crystal of ruby 
  worth 250,000gp, and the first abilities he gives it 
  are the Weapon +3 ability (Very Rare) the Flame 
  Tongue ability (Rare, requires attunement). He also 
  gives it the ability to act as a Ring of Fire Elemen-
  tal Command (Legendary, requires attunement).
  Creating the staff will cost Filbert 25 power and 
  mana (for the 250,000gp value) plus an addi-
  tional 25 for the legendary ability, 10 for the very 
  rare ability, and 5 for the rare ability; for a total 
  of 65 power and mana to create the artifact.
  Because the staff has two Very Rare or Legendary 
  abilities and one Common, Uncommon or Rare 
  ability, it also gets two major beneficial proper-
  ties and one minor beneficial property. Filbert 
  decides that it should also have a second minor 
  beneficial property, which means it will also have 
  a minor detrimental property for any mortal that 
  attunes to it. These five properties (two major 
  beneficial, two minor beneficial, and one minor 
  detrimental) are determined by the Game Mas-
  ter, as is the situation that will destroy the staff.
  Create exalted vessel
  Greater Immortal Spell
  Casting Time: 10 minutes
  Range: Self
  Components: V, S, 100 power and mana
  Duration: Permanent
  This spell creates a new exalted vessel for the caster 
  to be able to use as an avatar. The new exalted ves-
  sel can appear as the caster desires, looking like 
  any existing race or species or even looking like 
  something out of the caster’s imagination. The 
  shape of the new form has no effect on its abili-
  ties – an immortal with an exalted vessel in the 
  shape of a goblin and one in the shape of a dragon 
  has the same statistics and abilities in both forms.
  If you are using feats in your game, when you create 
  an exalted vessel choose a combination of any four 
  feats and/or epic boons for the vessel. While you are 
  in an avatar of that vessel, you have those abilities. 
  If you choose a feat that gives you an increase to an 
  ability score, that increase only applies while you are 
  in the avatar of that vessel. For the purposes of these 
  abilities, any reference to a spell that you can cast can 
  be taken to refer to any mortal level spell you can 
  cast using exalted casting; and any reference to be-
  ing able to cast a spell without using a spell slot can 
  be taken to mean that when you cast the spell us-
  ing exalted casting it costs you no mana to do so.
  Once created, the exalted vessel lasts indefinitely until 
  it is killed. Exalted vessels do not age, but time that 
  an exalted vessel spends while not in existence be-
  cause the immortal isn’t currently inhabiting it as an 
  avatar counts towards being a short/long rest for the 
  purposes of healing and the recharging of abilities.
  When an exalted vessel is killed, it leaves no 
  corpse behind, and the vessel can’t be brought 
  back from the dead in any way. The caster 
  can, of course, simply create a new exalted ves-
  sel that is identical to a previous one.
  The caster may cast Create Mundane Object in 
  conjunction with this spell in order to create default 
  clothing and equipment for their new exalted vessel. 
  Whenever they create an avatar from the vessel that 
  default clothing and equipment will appear with it. 
  Any equipment created in this manner will disappear 
  with the avatar when it disappears (either because it is 
  
  57
  out of mana or because it has been physically killed) 
  even if the equipment is being carried by someone else.
  There is no limit to the number of exalted ves-
  sels that an immortal can have, but each one 
  can only be used for a single avatar at once.
  If an immortal is ever left in a situation where all 
  their vessels have been destroyed and they are un-
  able to create an avatar, they will subconsciously use 
  this spell in order to re-create the first exalted ves-
  sel that they gained when originally becoming im-
  mortal even if the cost of doing so will reduce their 
  level (this is the sole exception to the normal rule 
  that immortals can only use immortal level spells 
  when inhabiting an avatar). An immortal who is 
  reduced below the minimum power for first level 
  (300 power) by this forced re-creation of their ves-
  sel remains at first level, and an immortal who is so 
  weakened that they don’t even have the 100 power 
  needed to re-create the vessel becomes a lost soul.
  Create mortal vessel
  Greater Immortal Spell
  Casting Time: 10 minutes
  Range: Self
  Components: V, S, 2 power and mana per level or 
  challenge rating
  Duration: Permanent
  This spell creates a new mortal vessel for the caster to 
  be able to use as an avatar. The new mortal vessel can 
  be of any race and class combination, or of any mon-
  ster species (even a golem or undead); but its abilities 
  are limited to those that a normal member of that 
  race/class or monster would have. Mundane details 
  like appearance, age, and gender are chosen by the 
  immortal at the time of casting, as can fake memories 
  of a prior life (in case the mortal vessel’s mind is read).
  If the mortal vessel has a race and class, and its 
  class means that it should have spell slots, then 
  those spell slots can be used to cast mortal magic 
  as normal independently of exalted casting. This 
  mortal magic is counted as if coming from a mor-
  tal caster, despite the fact that the “mortal” caster 
  is actually just the mortal avatar of an immortal.
  If the mortal vessel is that of an exalted crea-
  ture, the immortal does not gain the abilities 
  of an exalted creature. Instead they gain the 
  abilities of (and pay the creation cost for) a mun-
  dane mortal version of that monster type.
  Once created, the mortal vessel lasts indefinitely 
  (although it may age as a normal member of its 
  species if the caster chooses so at the time of cast-
  ing) until it is killed. If the vessel is a race/class 
  combination, it cannot gain experience points and 
  does not increase in level as the immortal does.
  Time that a mortal vessel spends while not in exist-
  ence because the immortal isn’t currently inhabiting it 
  as an avatar counts towards being a short/long rest for 
  the purposes of healing and the recharging of abilities.
  When a mortal vessel is killed, the corpse disap-
  pears, and the vessel can’t be brought back from 
  the dead in any way. The caster can, of course, 
  simply create a new mortal vessel that is identi-
  cal to a previous one in order to give the appear-
  ance of restored youth to an aged one or give the 
  appearance that a dead one has been raised.
  The caster may cast Create Mundane Object in 
  conjunction with this spell in order to create default 
  clothing and equipment for their new mortal vessel. 
  Whenever they create an avatar from the vessel that 
  default clothing and equipment will appear with it. 
  Any equipment created in this manner will disappear 
  with the avatar when it disappears (either because it is 
  out of mana or because it has been physically killed) 
  even if the equipment is being carried by someone else.
  There is no limit to the number of mortal ves-
  sels that an immortal can have, but each one 
  can only be used for a single avatar at once.
  The cost of casting this immortal level spell is an 
  amount of power and mana equal to twice the 
  level (if a race/class combination) or twice the chal-
  lenge rating (if a monster species) of the form. 
  Create mundane oBjeCt
  Greater Immortal Spell
  Casting Time: 1 action
  Range: 10’
  Components: S, 1 power and 1 mana per 50,000gp 
  value of the object
  Duration: Permanent
  This spell creates a mundane object out of nothing-
  ness with a wave of the caster’s hand. It can cre-
  
  58
  ate any non-magical object or any magic item; 
  but cannot create artifacts. This spell can create 
  complex items or sets of items (such as a build-
  ing complete with fixtures and fittings or a full 
  set of clothing) with a single casting, providing 
  the caster pays for the total value of the objects.
  If the immortal chooses, they can make temporary 
  items that disappear after 24 hours. Temporary 
  items do not cost power to create, but still cost 1 
  mana per 50,000gp of value created (rounded up).
  Creating items with a value of 1,000gp 
  or less has no cost to the caster.
  Create speCIes
  Greater Immortal Spell
  Casting Time: 10 minutes
  Range: 10’
  Components: V, S, 5 power and mana per challenge 
  rating or 50 power and mana for a race capable of hav-
  ing character classes
  Duration: Permanent
  Each casting of this spell creates a single creature, 
  which may be intelligent. The creature created does 
  not have to be from an existing species or race; the 
  immortal can simply invent a new species by cast-
  ing this spell, and if they cast the spell repeatedly 
  to create the same type of creature they can cre-
  ate a breeding population of this new species.
  This is how many of the humanoid and mon-
  ster species in the world came into existence, 
  and it is up to the Game Master (and the ac-
  tions of the immortal in protecting, teach-
  ing and guiding their new species) to determine 
  whether the new species will thrive or die out. 
  The immortal has no direct control over creatures 
  created by this spell, but they will usually be grate-
  ful for existence and show loyalty to their creator 
  (but only if they know their origin, of course).
  Creating simple creatures costs 5 power and 
  mana per challenge rating of the creature cre-
  ated. Creating a creature of a humanoid race that 
  can potentially advance in character classes costs 
  50 power and mana. Such humanoids are cre-
  ated in a basic “commoner” state, but can acquire 
  a class and are capable of advancing to twentieth 
  level and even becoming immortals themselves if 
  they live most of their life on the prime plane.
  The cost of creating an exalted creature is 
  based on its adjusted challenge rating, not the 
  base challenge rating of the monster type.
  Immortal eye
  Lesser Immortal Spell
  Casting Time: 1 action
  Range: Anywhere
  Components: V, 5 mana
  Duration: 1 hour
  This spell allows the immortal to create an invisible 
  magical eye in any location that they have previously 
  visited, whether on the same plane or a different plane 
  (providing that plane is at least five dimensional). The 
  eye is detectable by a Detect Magic spells cast in its 
  location, even those cast by mortals, but it indistin-
  guishable from a normal scrying sensor of mortal level.
  The caster can move the eye at a speed of 240’ per 
  round by concentrating, and when they stop concen-
  trating the eye will remain in place. At the end of the 
  spell’s duration, the caster can spend an additional 5 
  mana in order to extend it for another hour. The caster 
  can choose to dismiss the eye before the duration runs 
  out, ending the spell prematurely, and this automati-
  cally happens if the caster casts this spell a second 
  time. An immortal avatar can only have one Immor-
  tal Eye spell running at once, and if the avatar ceases 
  to exist for any reason the eye disappears as well.
  The caster can see and hear through the eye as 
  well as being able to see and hear at their own 
  location, with no concentration necessary.
  If the caster concentrates, they can cause a visible 
  image of their spirit form to appear at the eye’s lo-
  cation (note that since both causing the image to 
  appear and causing the eye to move require concen-
  tration the caster can’t do both at once). The caster 
  can sense and communicate through this image as 
  if their spirit form were at the location, but the im-
  age is not the actual spirit form of the immortal and 
  has no other powers. The image is not an illusion.
  Improve aBIlIty sCore
  Greater Immortal Spell
  Casting Time: 1 action
  Range: Self
  
  59
  Components: V, S, 2 power and mana per point of 
  ability score after the increase
  Duration: Permanent
  This spell permanently improves one of the abil-
  ity scores of the caster by one point. The score 
  is improved simultaneously in the immor-
  tal’s spirit form and in all exalted vessels).
  The cost of the ability score increase is 2 power 
  and mana per point of ability score after the in-
  crease is applied; for example, increasing a score 
  from 19 to 20 costs 2 x 20 = 40 power and mana.
  The maximum value that an ability score can reach 
  using this spell is the immortal’s level plus twenty; for 
  example, a thirteenth level immortal can increase their 
  ability scores to a maximum value of thirty-three.
  Invest WarloCk
  Greater Immortal Spell
  Casting Time: 1 action
  Range: 10’
  Components: V, 5 power and mana
  Duration: Permanent
  This spell turns a willing mortal into a warlock of 
  the immortal. The target must be of a race or spe-
  cies that is capable of having class levels. The tar-
  get neither gains nor loses experience, so if they 
  don’t already have a character class they become 
  a first level warlock with zero experience. If they 
  do already have a character class, one or more of 
  their existing levels will be converted into a war-
  lock level; with the target choosing how many 
  levels get converted (if you are not using multi-
  classing then assume that all levels are converted).
  The type of warlock that the target becomes depends 
  on the type of immortal that is casting the spell:
  •	 Immortal aligned to Entropy = Fiend Pact
  •	 Immortal aligned to a different principle = Fey Pact
  •	 Immortal from a nightmare dimension (of 
  any allegiance) = Great Old One Pact
  monItor World
  Lesser Immortal Spell
  Casting Time: 1 action
  Range: Anywhere on same plane that the caster has 
  previously visited
  Components: V, S, 10 mana
  Duration: 24 hours
  The caster monitors a single world that they have 
  previously visited for changes due to immortal 
  level magic. If any other immortal begins cast-
  ing the Cosmogenesis, Rift Manipulation, or Ter-
  raforming spells on or within 100,000 miles of the 
  world being monitored, the caster of the Monitor 
  World spell is mentally alerted of the spell being 
  cast and the location in which it is being cast.
  The caster must be on the same plane as the world 
  that they wish to monitor when they cast this 
  spell, but may leave that plane while the spell is 
  up and running without it being cancelled. How-
  ever, if the avatar casting the spell ceases to exist 
  (from running out of mana, having all their mana 
  withdrawn by their spirit form, or being physi-
  cally killed) the spell will end prematurely.
  A single caster may monitor more than one world 
  simultaneously by casting this spell more than once.
  proBe
  Lesser Immortal Spell
  Casting Time: 1 bonus action
  Range: 720’ (but see description)
  Components: S, 5 mana
  Duration: Instant
  The caster points at a creature within range, 
  and discovers information about them. This 
  spell can be cast through an Immortal Eye, 
  in which case the range applies from the sen-
  sor’s location rather than the caster’s location.
  There is no saving throw against the spell, and anti-
  magic does not apply. The spell informs the caster of 
  the level, hit dice, hit points, power, and mana, of the 
  creature (which, of course, will also inform the caster 
  indirectly whether the creature is mortal or immortal). 
  If cast on an immortal’s avatar, it will also inform the 
  caster whether the target is a lesser or greater avatar.
  If the target of this spell is an immortal, they be-
  come aware that this spell is being cast on them 
  and may cast the Probe Shield spell as a reaction.
  The spell will also inform the caster of the name of 
  the target, although this additional information can 
  be blocked by the target making a Wisdom saving 
  
  60
  throw with a difficulty equal to the 8 + the caster’s 
  Intelligence bonus + the caster’s proficiency bonus.
  proBe shIeld
  Lesser Immortal Spell
  Casting Time: 1 reaction
  Range: Caster
  Components: S, 5 mana
  Duration: Instant
  This spell may be cast as a reaction when a Probe 
  spell targets the caster, and with the tiniest wave 
  of a hand, which goes unnoticed by the caster 
  of the Probe, this spell makes the caster selec-
  tively immune to being probed by that spell.
  The caster may decide what results are returned by 
  the Probe spell, enabling them to pass off a mor-
  tal vessel as being a mortal creature, give a false 
  name, or mislead the caster of the Probe about 
  whether they are a greater or lesser avatar.
  rIft manIpulatIon
  Greater Immortal Spell
  Casting Time: 1 action
  Range: Touch
  Components: V, S, variable power and mana
  Duration: Permanent
  This spell is used to manipulate the natural rifts that 
  occur between planes. It can be used to seal or un-
  seal them and to move them around or even drag 
  an entire plane from one place in the multiverse to 
  another by means of the rifts that connect to it.
  The first, and simplest, use of this spell is to seal or 
  unseal a rift. This can be done from either end of the 
  rift and costs a single point of power and mana to 
  do. A sealed rift is still there, but it can’t be used to 
  travel between the two planes on either side of it.
  Moving the near end of a rift to another place within 
  the same plane costs 5 power and mana. When the 
  spell is cast, the rift is “gathered up” into a small 
  orb of energy that the caster holds in their hand. 
  The caster is then free to move to another location 
  within the same plane while carrying the orb. If the 
  caster lets go of the orb for any reason, the near end 
  rift re-opens in the orb’s new location. The rift is 
  considered to be sealed while it is being carried.
  It is not possible to move the orb to another plane. 
  Any attempt to do so will leave the orb behind.
  Moving an entire outer plane by dragging it by 
  a rift is a similar process, although it requires 
  much more power. Only outer planes can be 
  moved in this way, and if the plane in question 
  is the home plane of an immortal only its owner 
  can move it. The exact amount of power and 
  mana used is based on the size of the plane.
  Plane Movement Costs
  Plane Type
  Size
  Cost
  Nanoplane
  Big enough to hold a geocentric system with a sin-
  gle planet and orbiting mini-sun and mini-moon
  200
  Microplane
  Big enough to hold a standard heliocentric solar sys-
  tem with a star and multiple orbiting planets
  500
  Standard Plane
  Big enough to hold 10 star systems
  1,000
  Megaplane
  Big enough to hold a whole galaxy with around 200 billion star systems
  2,000
  Gigaplane
  Big enough to hold a whole universe with around 150 billion galaxies
  5,000
  The mechanics of this are similar to those of mov-
  ing a single rift. The caster gathers up the rift into an 
  orb of energy, although this time the orb is clearly 
  bigger and more powerful. When this happens, all 
  other rifts leading between the caster’s current plane 
  and the plane that is being moved are uprooted 
  and disappear. While the orb is being carried, the 
  plane being moved temporarily only has the one 
  rift that it is being moved by; and that rift is sealed 
  (although it may still have other rifts to other planes 
  – they are not affected by the casting of this spell).
  As with moving a single rift, when the caster lets 
  go of the orb for any reason the spell ends and 
  the rift that was being carried takes up its new 
  location. However, in this case the caster can 
  move between planes while carrying the orb.
  
  61
  When the caster lets go of the orb and the new rift 
  forms, more new rifts between the plane that is be-
  ing moved and the plane which it now borders will 
  form. Count the number of rocky planets of medium 
  size or larger on each plane. A natural rift will form 
  from each of the planets on the plane with fewer to a 
  random planet on the plane with more (but no more 
  than one will lead to the same destination planet).
  terraformIng
  Greater Immortal Spell
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, variable power and mana
  Duration: Permanent
  This spell can alter the characteristics of a planet, a 
  demiplane, or even an entire plane. Its cost depends 
  on the size of the thing being altered. There is no 
  fixed list of things that can be altered by this spell, 
  although examples are given for each type of target.
  The Game Master and players are encouraged to 
  come up with other possible alterations of their own, 
  but remember that the spirit of the spell is to make 
  the target place more interesting rather than to cre-
  ate death traps, so things like “anyone other than me 
  who enters the plane dies” should not be allowed.
  This spell only works on outer planes, and if a 
  plane is the home plane of an immortal, this spell 
  can only be cast on that plane by its owner.
  Examples of plane terraforming:
  •	 Give the plane the characteristics of one of the 
  Elemental planes (this changes existing heavenly 
  bodies to match).
  •	 Make the plane timeless like the Astral (or stop it 
  being timeless).
  •	 Block magical access (Gate, Plane Shift, spells, etc.) 
  to the plane.
  •	 Block dimensional travel (e.g. Tel-
  eport) within the plane.
  Examples of demiplane terraforming:
  •	 Give the demiplane the characteristics of one of the 
  Elemental planes.
  •	 Make the plane timeless like the Astral (or stop it 
  being timeless).
  •	 Block magical access (Gate, Plane Shift, spells, etc.) 
  to the plane.
  •	 Block dimensional travel (e.g. Teleport) within the 
  plane.
  •	 Alter gravity - single direction, nearest edge of the 
  demiplane, centre of plane, none.
  •	 Fill the plane with mundane substances (rock, soil, 
  snow, water, lava, etc.) either partially or completely.
  •	 Grow, or destroy, mundane veg-
  etation in the demiplane.
  Examples of heavenly body terraforming:
  •	 Break the body apart, destroying it.
  •	 Move the body to another location within the same 
  plane.
  •	 Cause chunks of the surface to float in the atmos-
  phere as flying islands.
  •	 Change the physical composition of the body.
  •	 Change the physical composition of the body’s 
  atmosphere.
  •	 Sink or raise an island or continent.
  •	 Remove a chunk of the body (e.g. a city and its sur-
  roundings) to form a miniature flat world out of it.
  •	 Add or remove oceans and seas from the body.
  •	 Grow, or destroy, mundane vegetation on the body.
  Heavenly Body Terraforming Costs
  Body Type
  Size
  Cost
  Asteroid or Comet
  Up to a mile across
  1
  Small Moon
  Suitable for a geocentric system
  2
  Large Moon
  Suitable for a heliocentric system
  4
  Small Planet
  Approximately the size of Mars or Mercury, not large enough to create a rift
  8
  Medium Planet
  Approximately the size of Earth or Venus
  12
  Large Planet
  Usually a gas giant; rock planets this size are unsta-
  ble and will break apart within a few thousand years
  16
  Small Star
  The size of the Sun
  24
  Large Star
  The size of a Red Giant
  28
  
  62
  Plane Terraforming Costs
  Plane Type
  Size
  Cost
  Nanoplane
  Big enough to hold a geocentric system with a sin-
  gle planet and orbiting mini-sun and mini-moon
  20
  Microplane
  Big enough to hold a standard heliocentric solar sys-
  tem with a star and multiple orbiting planets
  50
  Standard Plane
  Big enough to hold 10 star systems
  100
  Megaplane
  Big enough to hold a whole galaxy with around 200 billion star systems
  200
  Gigaplane
  Big enough to hold a whole universe with around 150 billion galaxies
  500
  Demiplane Terraforming Costs
  Size
  Size
  Cost
  Normal
  30’ cube
  1
  Large
  Around 500’ in diameter
  1
  Huge
  Around 1 mile in diameter
  2
  Gargantuan
  Around 10 miles in diameter
  5
  Colossal
  Around 100 miles in diameter
  10
  transform
  Greater Immortal Spell
  Casting Time: 1 action
  Range: 60’
  Components: V, S, 5 power and mana
  Duration: Permanent
  This spell changes the form of a mortal creature. 
  The change may be subtle (for example changing 
  someone’s age) or extreme (changing a dragon into 
  an aspidistra). The caster decides whether the tar-
  get keeps their old mental ability scores or has their 
  mental ability scores changed along with their body; 
  and whether they keep their memories or have them 
  suppressed and replaced by fake ones suitable for 
  their new form. The caster may choose to set a com-
  mand word that will restore the target to their origi-
  nal form if the target hears it. If the caster chooses 
  they may also set separate command words that will 
  restore the targets mind or restore their memories.
  Once the change has happened, the target is a nor-
  mal creature of the appropriate type. The change 
  is not considered to be magical and cannot be 
  detected, dispelled, or otherwise removed by any 
  mortal level magic. However, a Probe spell cast 
  at the target will reveal their “true” pre-transform 
  identity as well as their post-transform identity.
  A mortal cannot be transformed into an exalted 
  creature or immortal by the use of this spell.
  An unwilling target may resist this spell by mak-
  ing a Constitution saving throw with a difficulty 
  equal to 8 + the caster’s Intelligence bonus + the 
  caster’s proficiency bonus. If this spell is cast on 
  someone who has already been transformed by a 
  previous application of this spell, the caster can 
  choose to revert the target back to their original form 
  without necessarily knowing what that form is.
  
  63
  ChronomanCy
  T
  he choice of whether or not to include 
  chronomancy – magical time travel – in 
  your campaign is quite a significant one. Al-
  though the rules for chronomancy are only 
  short, it can have a huge impact on your setting 
  and can easily come to dominate your game.
  You basically have three choices when it 
  comes to the inclusion of chronomancy:
  •	 Do not use time travel in your game. In this 
  case you do not need the rules in this chapter.
  •	 Allow only the gods, immortals, or other cos-
  mic level entities to use time travel. In this case 
  you can keep time travel from dominating the 
  campaign. It can be used sparingly as an oc-
  casional plot device, and you can use these rules 
  for it when it is, but the player characters in 
  your campaign will not have free access to it 
  and it won’t come to dominate the game.
  •	 Allow mortals such as player characters to 
  time travel, using magic items. If you do this, 
  your game will likely become a game about 
  time travel, rather than a game in which time 
  travel merely plays a small part. This is abso-
  lutely fine, of course, but you should be pre-
  pared for the sort of campaign you will have.
  This chapter begins by discussing how time travel 
  works, and this is then followed by a number of 
  example scenarios of increasing complexity. At the 
  end, a handful of magic items and immortal level 
  spells are presented for you to use in your campaign. 
  Which of these you use will depend on how much 
  you want your campaign to be about time travel.
  Time travel can be a tricky subject to get your head 
  around, so any explanation of it needs to start with 
  the fundamentals, before moving on to specific 
  examples. The basics of time travel are straight-
  forward, but things can get very complex very 
  quickly – especially if multiple chronomancers are 
  jumping around based on each other’s actions.
  the nature of tIme
  Time in the multiverse is absolute, not relative. It 
  ticks by inexorably regardless of whatever time travel 
  happens. In other words, if you go to the past and 
  stay there for a day before returning to the present, 
  the present will have advanced a day since you left.
  This is a very important principle for anyone who 
  wishes to travel in time. The present is the only 
  “real” time and all other times are measured rela-
  tive to it. The past is a set of echoes of the present, 
  and the future is a set of potential presents, but 
  neither of them are “real” in the same way that the 
  present is. The present is privileged in that way. The 
  present is the only place that contains real people 
  with real free will, capable of changing history.
  tIme lInes
  Get a sheet of paper, and draw a horizontal line across 
  the middle of it. This line represents the present. 
  Now draw a vertical line down the middle of the 
  paper. This line represents the future (the portion of 
  
  64
  the line above the present) and the past (the portion 
  of the line below the present). In theory, and if we 
  had a big enough sheet of paper, we could draw the 
  past line back as far as the beginning of the universe 
  and the future line as far as the end of the universe. 
  This vertical line represents an ordered sequence 
  of everything that has happened in the multi-
  verse and everything that will happen, and it is 
  called a time line. The present intersects it, and as 
  time ticks on the present moves steadily forward 
  – in our diagram that means it’s moving stead-
  ily up the page from the past to the future.
  In the same way that there is a single objective present, 
  there is a single time line that represents the present’s 
  history and future. This is known as the true time line, 
  and consequently the part of it in the past is true his-
  tory and the part of it in the future is the true future.
  So far, this is all rather simple and static. How-
  ever, the difference between the time line and 
  the present is that there is as single present that 
  moves, but there are multiple time lines rep-
  resenting different sequences of events.
  Imagine someone, we’ll call her Alice, travelling 
  back to the past to change history. Alice starts 
  at the point where the present and the true time 
  line intersect, we’ll say that that is 9.00am on a 
  Monday morning, and she goes back to the past. 
  Let’s say that she goes back to the year 500 (don’t 
  worry about what year numbering system we’re 
  using; we’re basically just using “the year 500” 
  as the name of an arbitrary point in the past).
  Now as Alice is travelling back in time, on our dia-
  gram she’s effectively moving down the page along the 
  time line that we’ve drawn. Doing that travelling takes 
  a small amount of time, so by the time she’s arrived 
  in the year 500 the present has moved on slightly. It’s 
  now 9.03am, since her journey took three minutes.
  At 9.00am, true history didn’t include the sudden ap-
  pearance of Alice in the year 500, but now at 9.03am 
  it does. Alice has changed history. Now it might be 
  that in the year 500 Alice appeared, had a quick look 
  around, and then disappeared again. If that were the 
  case, the change to history would be insignificant. It 
  would still exist, but history as of 9.03am would still 
  be pretty similar to history as of 9.00am. However, 
  it may be that after Alice appeared she went around 
  assassinating important people and generally muck-
  ing about; and this causes large changes to history. 
  Maybe the consequences of her actions are such that 
  an entire empire that would otherwise have formed 
  no longer does so. So at 9.00am the empire exists in 
  the present, but as of 9.03am it suddenly no longer 
  does. Alice has changed history and wiped it out. 
  This would be a very significant change to history.
  So according to our diagram, what has happened?
  BranChes
  What has happened is that Alice travels down 
  the page on the true time line until she gets to 
  the year 500. Then, her arrival causes a new time 
  line to be created. It’s identical to the existing 
  time line at all points prior to Alice’s arrival in 
  the year 500, but at that point it diverges off from 
  the original time line since different events hap-
  pen. It may only diverge a very tiny amount if Al-
  ice doesn’t disturb much, but if Alice’s appearance 
  has a big impact then it will diverge a great deal.
  However, two very important things happen. Firstly, 
  Alice is in this new time line rather than in the 
  original one; and secondly, as of 9.03am in the pre-
  sent, this new time line becomes the true time line. 
  The old time line, the one that Alice left, is no longer 
  the true time line. That’s now an alternate time line. 
  It was the true time line up until 9.03am, but now 
  anyone looking back in history books will discover 
  that it never happened. Instead, according to his-
  tory books, the new time line is what happened.
  Effectively, what has happened is that Alice’s arriv-
  ing in the past has created a new time line which 
  includes whatever she did there; and at 9.03am the 
  present jumped from the old time line to the new 
  one. History changed out from under people.
  Let’s say that it takes Alice three days to do whatever 
  she’s doing in the past to change history, and then 
  she travels back to the present. She doesn’t travel back 
  up the same time line she travelled down. Instead 
  she travels up the one she’s now on. When she ar-
  rives back in the present (and don’t forget that the 
  present will have moved on for three days while she’s 
  been away), she’ll discover that history now records 
  her sudden appearance in the past; her three days 
  of actions; and her subsequent disappearance.
  
  65
  (The full rules of time travel as slightly more compli-
  cated than this, and Alice’s return trip would have 
  caused more than one new time line to branch off 
  the existing one, but we’ll ignore those complica-
  tions for now other than to mention that they exist.)
  So from Alice’s point of view, she was in the pre-
  sent in a situation she didn’t like; she went back into 
  the past and changed history; and returned to the 
  present to find that history had indeed changed. 
  Depending on how informed Alice is, she may or 
  may not be aware of the way time lines work, so 
  she may or may not be aware of how she created a 
  new time line and the present snapped onto it.
  But what about the view of other people? What 
  about the view of Bob, a fellow chronomancer 
  who stayed in the present while Alice did her 
  trip? And what about the view of Eve, someone 
  else in the present who isn’t a chronomancer?
  From the point of view of Bob, Alice disap-
  pears at 9.00am, and then three minutes later at 
  9.03am everything suddenly changes. He still re-
  members the “old” history, but the world now 
  corresponds to the “new” history instead.
  From the point of view of Eve, Alice disappears at 
  9.00am. Three minutes later at 9.03am the world 
  changes, but Eve doesn’t notice this because she 
  changes along with the rest of the world. As far as 
  she is concerned, the “new” history has always been 
  history, and she has no memory that three min-
  utes ago history was different to what it is now.
  Clearly there is a strong distinction between peo-
  ple like Bob who are sensitive to changes in the 
  time line, and people like Eve who are not.
  the anChored, drIfters and alts
  Time travel forever changes you. If you’ve never done 
  it then you’re just one of the masses, and you’re at the 
  mercy of those who can do it. You might have grown 
  up to be a famous wizard and gained substantial 
  power and prestige, but one change to the time line 
  and you could find yourself with a changed history 
  in which you never learned magic and instead you 
  became a glassblower making a modest income.
  What’s worse is that your memory will have changed 
  with history and you’ll always remember being a glass-
  blower. You’ll remember your apprenticeship and ca-
  reer the way it now retroactively happened and you’ll 
  have no idea that you actually have a different past.
  But that’s not the worst case scenario. The worst 
  case is that someone could change history so that 
  you died in childhood, or that you were never 
  born at all. Your entire existence could be erased, 
  and there’s nothing you can do to prevent it or to 
  stop it; or even to realise that it’s happening.
  However, once you have time travelled for the first 
  time this changes. From that point on you are pro-
  tected from changes in history. This protection 
  only applies to you personally, not your belong-
  ings or family – but it does mean that when his-
  tory changes you will no longer change with it.
  To use our wizard example from above, you would 
  suddenly find that no-one else but you (and other 
  chronomancers) remembers that you are a wiz-
  ard, and you’re now in a glassblowing workshop 
  instead of in your tower. You’re still a wizard 
  though and you still remember your old his-
  tory as a wizard even though everyone else seems 
  to remember you growing up as a glassblower.
  Even in the worst cases where history changes to 
  include your death or not include you at all you still 
  continue to exist and still continue to remember the 
  old history. It’s just that now people remember you 
  dying as a child or don’t remember you at all, and 
  there’s no official record of you existing as an adult.
  Of course, the changes caused by someone travelling 
  in time might be much smaller and subtler than that. 
  For example, if someone goes back and kills Emperor 
  Artaxes III and Emperor Artaxes IV takes over the 
  empire five years earlier than happened in the old time 
  line it’s quite likely that you won’t be affected by the 
  change at all until you look in a history book and dis-
  cover that a few things aren’t quite how you remember 
  them from the last time you looked in that same book.
  Because of this ability to remain static while history 
  changes around them, chronomancers borrow ter-
  minology from nautical travellers and refer to some-
  one who has travelled in time at least once (whether 
  they continue to actively travel in time or not) as 
  being “Anchored”. Similarly, those people who have 
  never travelled in time and who are therefore at the 
  mercy of history changes caused by chronomanc-
  
  66
  ers are referred to as “Drifters” because they move 
  around with the metaphorical tides of history.
  There is also a third type of person. When a chrono-
  mancer travels to the past or the future, they will 
  meet other people there. However, these people aren’t 
  quite “real” in the same way that people in the present 
  are. Those in the past are mere echoes of real people, 
  and those in the future are only potential people.
  Although people in the past and future seem to be-
  have like the real versions of those in the present, they 
  are not quite the same, at least as far as chronomancy 
  is concerned. People from the past or future, who are 
  usually called “Alts” (short for “Alternatives” – because 
  they’re alternative versions of people from alternate 
  time lines) by chronomancers, are never anchored, 
  even if their real equivalent in the present is. Effec-
  tively, they’re just part of the time line rather than 
  having true free will; although their behaviour will 
  be indistinguishable from that of real people. How-
  ever, because they are merely part of history (or the 
  future) any “time travel” that they do is also merely 
  part of history or the future. When an alt travels in 
  time they do not cause the time line to branch – their 
  time travel is simply part of the existing time line.
  For example, if Alice travels back in time by a 
  week and visits a place she knows that she went to 
  a week ago, she will meet one of her alts – an Al-
  ice of a week ago. This alt will act and react in the 
  same way that the real Alice would, but it is not 
  the real Alice. It is an alternate Alice from a dif-
  ferent time line (in fact she’s from the time line 
  that Alice just created by travelling to the past).
  Since the real Alice is a chronomancer, and has 
  been for longer than a week, her alt will also ap-
  pear to be a chronomancer. However, if Alice 
  persuades her alt to travel further into the past 
  and change history, this will not happen. Her alt 
  will disappear as normal for time travel, but the 
  time line will not change and show her appear-
  ing in the past. Philosophers studying chrono-
  mancy are divided about the significance of this.
  Some think that because the alt isn’t a “real” per-
  son they simply disappear rather than time travel-
  ling. Others think that the alt does create a new 
  time line in the same way that someone from the 
  present does when time travelling, but that be-
  cause the alt is not from the present the time line 
  fails to become the new true time line and as such 
  people who are anchored (such as the real Alice) 
  never get moved to it. Whichever the answer is, 
  it has no practical effect on chronomancers.
  
  67
  Immortals and tIme lInes
  Since immortals can be in more than once place 
  at once due to the use of avatars, it’s possible for 
  immortals to end up with different avatars in differ-
  ent time lines. This requires special consideration.
  Firstly, an immortal’s avatars have no connec-
  tion with avatars of the immortals alts. There is 
  no shared experience and an immortal can’t with-
  draw mana from an alt’s avatar or vice versa.
  Secondly, the mental connection and shared ex-
  perience that avatars of the same immortal nor-
  mally have is broken when they are in different 
  time lines. An immortal only shares experiences 
  and memories with avatars on the same time line. 
  However, should avatars of the same immortal 
  rejoin the same time line (usually by returning 
  to the present and being shunted onto the true 
  time line) their connection is reestablished.
  travellIng In tIme
  As mentioned earlier in the chapter, when peo-
  ple travel in time the sequence of events is slightly 
  more complicated than just spawning off a single 
  new time line when they arrive. Travelling in time 
  will usually involve three time lines, not just two:
  Time Line O: The original time line that you were 
  on before you started travelling. This time line in-
  cludes what would happen if you stayed in your 
  starting time and didn’t make your journey.
  Time Line D: A time line identical to the one 
  from which it was created, to the point where 
  you disappeared, but which branches off at 
  that point; having an alternate future in which 
  you disappeared at your point of departure.
  Time Line A: A time line identical to the one 
  from which it was created, to the point where 
  you appeared, but which branches off at that 
  point; having an alternate future in which 
  you appeared at your point of arrival.
  the rules
  Each time you travel in time, whether into the past 
  or the future, the following things happen in order:
  •	 A new time line (D) is created, branching from 
  the time line you started on (O) at the point of 
  your departure. You are moved onto this new 
  time line, and if your original time line was 
  the true time line and your departure point is 
  in the present or the past then this new time 
  line becomes the new true time line and every-
  one else in the present is moved onto it too.
  •	 Your journey through time is tracked forwards 
  or backwards along the time line that you are 
  now on. If your point of arrival is in the pre-
  sent, you are immediately moved from the time 
  line you journeyed along to the true time line.
  •	 A new time line (A) is created, branching 
  from the time line you are now on at your ar-
  rival point, and you are moved onto this new 
  time line. If your point of arrival is in the pre-
  sent or the past, and the time line you travelled 
  along was the true time line, then this new time 
  line becomes the new true time line and every-
  one else in the present is moved onto it too.
  permutatIons
  The eight possible permutations of these three 
  rules are summarised on the following page.
  
  68
  Time Travel Permutations
  Depart from
  Arrive in
  Effects
  Past
  Past
  Time line D is created, branching off Time Line O at your point of de-
  parture. You are moved to Time Line D, and if Time Line O was the true 
  time line then Time Line D replaces it as the new true time line and eve-
  ryone in the present is also moved to Time Line D. You travel along Time 
  Line D, and then Time Line A is created, branching off Time Line D 
  at your arrival point. You are moved to Time Line A, and if Time Line 
  D was the true time line then Time Line A replaces it as the new true 
  time line and everyone in the present is also moved to Time Line A.
  Past
  Present
  Time line D is created, branching off Time Line O at your point of de-
  parture. You are moved to Time Line D, and if Time Line O was the true 
  time line then Time Line D replaces it as the new true time line and eve-
  ryone in the present is also moved to Time Line D. You travel along Time 
  Line D. As soon as you arrive in the present, you are moved to the true 
  time line, whichever one that is. Then Time Line A is created, branching 
  off the true time line at your arrival point. Time Line A becomes the new 
  true time line, and everyone in the present is also moved to Time Line A.
  Past
  Future
  Time line D is created, branching off Time Line O at your point of de-
  parture. You are moved to Time Line D, and if Time Line O was the 
  true time line then Time Line D replaces it as the new true time line and 
  everyone in the present is also moved to Time Line D. You travel along 
  Time Line D. When you arrive, Time Line A is created, branching off 
  Time Line D at your arrival point. You are moved to Time Line A.
  Present
  Past
  Time Line D is created, branching off Time Line O in the present. 
  Time Line D becomes the new true time line, and everyone in the pre-
  sent is moved to it (including you). You travel along Time Line D to 
  your destination time, whereupon Time Line A is created, branch-
  ing off Time Line D at the point of your arrival. Time Line A becomes 
  the new true time line, and everyone in the present is moved onto it.
  Present
  Future
  Time Line D is created, branching off Time Line A in the present. 
  Time Line D becomes the new true time line, and everyone in the pre-
  sent is moved to it (including you). You travel along Time Line D to 
  your destination time, whereupon Time Line A is created, branching off 
  Time Line D at the point of your arrival and you are moved to it.
  Future
  Past
  Time line D is created, branching off Time Line O at your point of de-
  parture and you are moved to it. You travel along Time Line D to your 
  destination time, whereupon Time Line A is created, branching off 
  Time Line D at the point of your arrival and you are moved to it.
  Future
  Present
  Time Line D is created, branching off Time Line O at your point of depar-
  ture and you are moved to it. You travel along Time Line D to your des-
  tination. As soon as you arrive in the present, you are moved to the true 
  time line, whichever one that is. Then Time Line A is created, branching 
  off the true time line at your arrival point. Time Line A becomes the new 
  true time line, and everyone in the present is also moved to Time Line A.
  Future
  Future
  Time line D is created, branching off Time Line O at your point of de-
  parture and you are moved to it. You travel along Time Line D to your 
  destination time, whereupon Time Line A is created, branching off 
  Time Line D at the point of your arrival and you are moved to it.
  
  69
  splIttIng the party
  The above permutations assume that you are on 
  your own or travelling in a group that all con-
  tinue to travel together. However, it is possible 
  that a group of people will travel together from 
  the present to the same point in either the future 
  or the past, and then will split up with some time 
  travelling again and others remaining behind.
  When characters do split up in this manner, those 
  who are left behind are moved into Time Line D 
  along with those who travel on, although they will 
  remain in their current time in Time Line D while 
  those who travel on journey to a different time.
  This is not a problem providing all the charac-
  ters have a means by which to return to the pre-
  sent, as they will each be moved to the true time 
  line when that happens. However, if anyone is 
  stranded without a means of returning to the pre-
  sent it will be impossible for their companions 
  to “rescue” them because any attempt to return 
  to their time will result in a new time line be-
  ing created and the character who is rescued will 
  be an alt of the stranded character from that new 
  time line rather than the character themselves.
  example sCenarIos
  Most of the rest of this chapter consists of a num-
  ber of worked examples of time travel occurring, 
  showing how the rules work in a number of in-
  creasingly complex situations. In each one, we 
  start with the situation, then show what will hap-
  pen from the point of view of the characters in-
  volved, and then show the detail of why that hap-
  pened according to the rules of chronomancy.
  “let’s kIll the emperor”
  Alice goes back in time to kill Emperor Artaxes, 
  then returns to the present. What happens?
  summary
  Alice disappears from the present. Shortly after-
  wards, history changes to one in which Emperor 
  Artaxes died – killed by a mysterious stranger (who 
  happens to match Alice’s description). When Alice 
  returns to the present the following day she dis-
  covers the changes to history that she caused.
  detaIled explanatIon
  Before Alice sets off, true history follows time line O, 
  which is one in which Emperor Artaxes lived to an old 
  age. Technically when Alice leaves the present, time 
  line O is replaced by time line D1 which branches off 
  time line O in the present, but since the only dif-
  ference between them is that time line D1 has Alice 
  disappear from the present and time line O doesn’t, 
  we can pretty much ignore this for game purposes.
  Alice travels back into the past of time line D1 
  (which is the same as the past of time line O) and 
  arrives in Artaxes’s time. Her arrival causes time 
  line A1, in which she appears and kills Artaxes, to 
  be created, branching off time line D1 at the point 
  of her arrival; and this becomes the new true his-
  tory. Therefore, in the present, everyone is shunted 
  from time line D1 to time line A1, and this is in-
  terpreted as history having changed. Note that 
  only other time travellers who are anchored will 
  notice the change in history. Drifters will move to 
  the new time line and as far as they remember Ar-
  taxes was always killed in this manner. They don’t 
  have any memory of the new time line at all.
  Time line A contains Alice’s killing of Artaxes, but it 
  doesn’t contain her return to the present. When she 
  sets off back to the present, time line A1 (in which 
  she doesn’t set off) is replaced by time line D2 (in 
  which she does) and this becomes the new true time 
  line. When she arrives in the present, time line D2 (in 
  which she doesn’t arrive) is replaced by time line A2 
  (in which she does). In each of these cases, since the 
  new time line is created from the true time line and 
  its point of divergence is in the present or the past the 
  new time line becomes the true time line and every-
  one in the present is shunted onto it. In practice, since 
  the differences between these time lines are so small 
  they can probably be ignored for game purposes.
  If we want to be really precise, from the point of 
  view of people in the present, history O is replaced 
  by history D1 when Alice leaves, and then history A1 
  when she arrives. This is then replaced by history D2 
  when she leaves the past on her return journey, and 
  then history A2 when she arrives back in the pre-
  sent. However, for simplicity we can ignore histories 
  D1, D2 and A2 unless there are fellow time travel-
  lers acting at the same time as Alice. For a simple 
  trip like this it’s simpler to just say that the original 
  history which doesn’t include the death of Artaxes 
  is replaced by one that does include his death.
  
  70
  “the grandfather paradox”
  Alice decides to go back in time and kill her 
  own grandmother before she gets pregnant, 
  then returns to the present. What happens?
  summary
  Shortly after Alice departs, history changes to one in 
  which her grandmother was killed before she had any 
  children. This is a history in which Alice was never 
  born. The following day Alice returns to the present 
  to discover that there’s no record of her birth and 
  none of the things she remembers from her child-
  hood actually happened. No-one remembers her 
  existence at all except for her fellow time travellers.
  detaIled explanatIon
  Before Alice sets off, true history follows time line O. 
  When she sets off, time line D1 is created and be-
  comes the new true history, but the change is inconse-
  quential so we can ignore it for game purposes. When 
  she arrives in the past, time line A1 is created from 
  time line D1, and this becomes true history. Time 
  line A1 is the one in which her grandmother is killed 
  before having children, and therefore it is significantly 
  different to time line O. The significant difference 
  being that in time line A1, Alice was never born. 
  This doesn’t mean that Alice ceases to exist though.
  Alice’s return trip creates time lines D2 and A2 as in 
  the first scenario, and both of these become the new 
  true history when created, but since each contains 
  only inconsequential changes they can be ignored.
  When Alice arrives in the present, she is now in a 
  time line in which she was never born – and therefore 
  there’s no record of her. People who previously knew 
  her in time line O have never met her in this new time 
  line, so drifters fail to recognise her even if they were 
  formerly her friends or enemies. Only other anchored 
  people such as fellow time travellers will remember 
  that they used to know her in a previous time line.
  “kIllIng the traveller as a BaBy”
  Alice has been making enemies; and fellow time 
  traveller Bob decides to go back and kill her as a baby 
  before she’s learned chronomancy. What happens?
  summary
  Shortly after Bob departs for the past, history 
  changes. Alice still physically exists but people no 
  longer recognise her or remember her. When she 
  looks up her own records she discovers that she 
  died as a baby. When Bob returns to the present, 
  he discovers that Alice is still there, despite having 
  “died as a baby” – and she is not happy with him.
  detaIled explanatIon
  As usual, the original time line is O and this 
  changes to D1 when Bob sets off and A1 when he 
  arrives, with both becoming the new true history.
  Time line A1 includes Alice being killed as a 
  baby. However, this isn’t actually the real Al-
  ice. Instead, it’s Alice’s alt that Bob kills.
  If Alice were a drifter, then her alt being killed in 
  time line A1 would mean that when everyone else 
  is shunted over to time line A1 as it becomes the 
  new history, she would disappear instead. However, 
  she’s not a drifter – she’s anchored. Because of this, 
  she is shunted over to time line A1 anyway, despite 
  the fact that she doesn’t belong in this time line.
  As usual, Bob’s return journey creates two 
  new time lines, D2 and A2, but these are in-
  consequential and can be ignored.
  “CheatIng the lottery”
  Alice decides she wants to get rich, and time travels 
  forward to next week in order to see which ticket wins 
  the Grand Lottery that her kingdom is holding. Trav-
  elling forward, she climbs a tree and from her vantage 
  point sees that the lottery is won by Bob with ticket 
  number 169. She writes down the number before 
  returning to the present, at which point she buys that 
  ticket before Bob has chance to do so. What happens?
  summary
  A few days later when the lottery is drawn at 
  the festival, ticket number 169 wins and Al-
  ice claims the prize. Looking round, she doesn’t 
  see herself in the tree watching the draw.
  detaIled explanatIon
  As always, the original time line is O. In this time 
  line, Alice doesn’t time travel and a week later Bob 
  wins the lottery. When Alice sets off into the future, 
  this creates time line D1, one in which she disappears, 
  and this replaces time line O as the true time line.
  When she arrives in the future, time line A1 
  (in which Alice appears and climbs the tree and 
  Bob wins) is created, branching off from time 
  line D1. However, because this branch is in 
  
  71
  the future rather than the present or past, time 
  line A does not become the true time line.
  Alice setting off back to the present causes 
  time line D2 to branch off time line A1, but 
  since time line A is not the true time line D2 
  won’t become the true time line either.
  When Alice arrives in the present, the first thing that 
  happens is that she is shunted from time line D2 back 
  to time line D1, because time line D1 is the true time 
  line. Then time line A2 branches off from time line 
  D1 in the present, becoming the new true time line.
  Alice then advances along time line A2 as normal, in 
  which time line she wins the lottery. Because Alice 
  was only ever in the tree in time line A1, not D1, 
  she is not in the tree in the future of time line A2.
  “CrossIng the streams”
  Alice goes back in time to kill Artaxes III and change 
  history. However, her fellow time traveller Bob waits 
  with a history book watching for the change. When 
  he sees that killing Emperor Artaxes III doesn’t 
  change history in a way that it to his liking (Artaxes 
  III is succeeded by Artaxes IV who is just as bad), 
  Bob decides to go deeper into the past and prevent the 
  empire from forming in the first place by manipulat-
  ing Artaxes I so that he never unifies the disparate 
  kingdoms. Because this takes some time, Alice arrives 
  back in the present before he does. What happens?
  summary
  Shortly after Alice leaves for the past, Bob notices that 
  history has changed. While Artaxes III was killed, 
  Artaxes IV took over and the empire remained strong. 
  Bob then leaves too, and shortly after his departure 
  history changes a second time. Now the empire never 
  formed in the first place. Alice returns to the present 
  expecting to find that the empire collapsed after the 
  death of Artaxes III, but instead finds that neither 
  he nor the empire ever existed. Two weeks later, Bob 
  returns and is able to explain to Alice what happened.
  detaIled explanatIon
  As always, the original time line is O and when 
  Alice sets off this is replaced by time line D1 
  which becomes the new true time line. When 
  she arrives in the past, time line D1 is replaced 
  by time line A1, in which she kills Artaxes III. 
  Because time line D1 was the true time line, 
  time line A1 now becomes the true time line.
  Meanwhile, in the present, Bob has been shunted 
  from time line O to time line D1 and then to 
  time line A1. He looks in the history book and 
  sees that time line A1 is not to his liking, so he 
  travels back to the founding of the empire.
  When Bob sets off, time line A1 is replaced by 
  time line D2 as the true time line. Time line D2 
  is the same as time line A1 in that it includes Al-
  ice arriving in the past and killing Artaxes III, 
  however this isn’t the real Alice. Because Alice is 
  not in the present, she isn’t shunted into the new 
  true time line. Instead, the Alice that appears and 
  kills Artaxes in time line D2 is an alt of Alice that 
  simply appears rather than having come from any-
  where. The real Alice remains in time line A1.
  Bob travels back along time line D2 and arrives at 
  his destination. This causes time line A2 (in which 
  Bob manipulates Artaxes I into never creating the 
  empire) to branch off from time line D2 at that 
  point. Because time line D2 was the true time line, 
  time line A2 becomes the new true time line.
  Since the empire is never formed in time line A2, 
  it does not contain a copy of Artaxes III and con-
  sequently does not contain the appearance of an 
  alt of Alice that kills him. Neither does it con-
  tain the real Alice; she’s still in time line A1.
  Alice is oblivious to Bob’s actions, since she’s still 
  in time line A1. She leaves to return to the present, 
  causing time line D3 to be created, branching off 
  time line A1. Although this branch is in the past, 
  because time line A1 is no longer the true time line, 
  time line D3 does not become the true time line.
  When Alice arrives in the present she is immedi-
  ately shunted to time line A2, the current true time 
  line, and time line A3 branches off it at this point 
  becoming the new true time line. Because time 
  line A3 is based on time line A2, it doesn’t con-
  tain Artaxes III and Alice’s appearance in the past. 
  Instead it contains a history in which the empire 
  was never formed because of Bob’s appearance in 
  the earlier past. Again, this is not the real Bob but 
  an alt, because the real Bob is still in time line A1. 
  He doesn’t get shunted to A3 when it becomes the 
  new true time line because he isn’t in the present.
  
  72
  Alice is somewhat confused by the nature of 
  time line A3, but she suspects it has something 
  to do with Bob and waits for him to return.
  After a couple of weeks in the past, Bob has finished 
  his work and he sets off on a return journey. When 
  he departs for the present, this causes time line D4 to 
  branch off from the time line he is on, A2, but since 
  A2 is no longer the true time line (it’s currently time 
  line A3) time line D4 doesn’t become the new true 
  time line. When he arrives in the present (which has 
  moved on by a couple of weeks) he is immediately 
  shunted from time line D4 to time line A3, before 
  time line A4 branches off and everyone is shunted 
  on to that one. Everyone ends up on time line A4 in 
  which Bob went back and manipulated Artaxes I into 
  not creating the empire in the first place, and in which 
  Alice disappeared and then reappeared a day later.
  “pICkIng up past me”
  Alice decides it would be fun to go back in time, 
  pick up her past self, and bring her past self 
  back with her to the present. What happens?
  summary
  Shortly after Alice leaves for the past, history changes 
  to indicate that she mysteriously disappeared while 
  younger. Shortly afterwards, Alice returns with 
  someone who looks very like her, but a bit younger. 
  The two have no special mental or magical connec-
  tion, however; they’re effectively just identical twins.
  detaIled explanatIon
  Alice starts in time line O, and creates time line D1 
  when she sets off to the past and time line A when she 
  arrives. As usual, these both become the new true time 
  line because O was. When Alice meets her younger 
  self in time line A1, this isn’t her real self but her alt.
  When Alice sets off back to the present with her alt, 
  this creates time line D2 (in which Alice mysteri-
  ously disappeared in the past) which becomes the new 
  true time line, and when she arrives in the present 
  this creates time line A2 (in which she disappeared 
  in the past and reappeared in the present with a 
  “twin”) which also becomes the new true time line.
  Despite Alice’s alt not being a true chrono-
  mancer because she is only an alt, she can 
  travel to the present with the real Alice be-
  cause the real Alice is a true chronomancer.
  “lookIng for future me 1”
  Alice decides to go forward a single day into 
  the future and pick up her future self to bring 
  back with her to the present. What happens?
  summary
  Alice soon returns, disappointed that she was 
  completely unable to find her future self.
  detaIled explanatIon
  Alice starts in time line O, and when she 
  sets off this creates time line D1 which be-
  comes the new true time line.
  Although we normally gloss over time line D1, 
  this time it is important. Time line D1 is based 
  on time line O with the difference that in time 
  line O Alice continued to exist but in time line 
  D1 she vanished when she set off to time travel.
  When she arrives in the future, this creates time line 
  A1 which does not become the new true time line 
  even though D1 was because its branching off point 
  is in the future. Since time line A1 is based on time 
  line D1 in which Alice disappeared, there is no alt 
  of Alice in time line A1 for the real Alice to find.
  Alice sets off home, creating time line D2, but since 
  this branches off time line A1 in the future time 
  line D2 doesn’t become the new true time line. 
  When she arrives back at the present, she’s im-
  mediately shunted onto the true time line which 
  is currently time line D1. This creates time line 
  A2, which becomes the new true time line.
  “lookIng for future me 2”
  In an attempt to succeed where scenario 7 failed, 
  Alice travels forward in time by a day and spends 
  an hour sitting in a park before returning to the 
  present. She then waits for a day and visits the same 
  park hoping to meet herself. What happens?
  summary
  Alice disappears, and then reappears an hour later. 
  The following day she goes to the park but is disap-
  pointed to discover that her past self never turns up.
  detaIled explanatIon
  Alice starts in time line O, and when she sets off for 
  the future this creates time line D1 which becomes 
  the new true time line. Time line D1 is similar to time 
  line O except that it includes Alice’s disappearance.
  
  73
  When Alice arrives in the future, this cre-
  ates time line A1 in which Alice disappears and 
  then reappears and sits in the park. Because 
  this branches off from time line D1 in the fu-
  ture, it does not become the true time line.
  When Alice leaves the future, time line D2 is created 
  from time line A1, and again this does not become 
  the true time line. Upon arrival in the present, Al-
  ice is immediately shunted back onto time line D1 
  because this is the true time line, and then time line 
  A2 branches off and becomes the new true time line.
  Alice goes to the park in time line A2, but fails to 
  meet herself because the time lines in which she was in 
  the park were time lines A1 and D2, and A2 branched 
  off D1 rather than branching off one of those.
  “a lIttle help from my frIends”
  Alice is sitting in an inn with Bob and tries to 
  get around the previous restriction. She asks Bob 
  to travel forward a day into the future and pick 
  up her future self from the park, bringing her fu-
  ture self back to the inn, promising that she’ll wait 
  in the inn for him to arrive. What happens?
  summary
  Bob disappears and shortly afterwards arrives with 
  someone who looks like Alice. The two have no 
  special mental or magical connection, however; 
  they’re effectively just identical twins. Alice, Bob 
  and the other Alice leave the inn without bothering 
  to wait around for the pick up to happen, because 
  by now they’re savvy enough about chronomancy to 
  know that even if they do wait Bob won’t turn up.
  detaIled explanatIon
  Bob starts in time line O, and when he sets 
  off this creates time line D1 in which he dis-
  appears and Alice waits in the inn. Time 
  line D1 becomes the new true time line.
  When Bob reappears, this creates time line 
  A1 in which Alice is still in the inn and Bob 
  has disappeared and reappeared. Because this 
  branches off from time line D1 in the future, 
  it does not become the new true time line.
  Bob meets Alice’s alt (the real Alice is still in the pre-
  sent) and leaves for the present. This creates time line 
  D2, which doesn’t become the new true time line be-
  cause it branches off from time line A1 in the future.
  Bob arrives in the present, with Alice’s alt, and they 
  are immediately shunted to the true time line, which 
  is currently time line D1. His arrival means that time 
  line A2 is created and becomes the new true time line.
  Time line A2 contains Bob’s disappearance and 
  subsequent reappearance with Alice’s alt, but 
  since it is based on time line D1 rather than 
  time line A1 or time line D2, it doesn’t con-
  tain Bob’s arrival and stay in the future.
  Because time line A2 doesn’t contain Bob’s arrival in 
  the future, there’s no reason for Alice, Bob and Alice’s 
  alt to wait around, and all three of them leave the inn.
  ChronomanCy devICes
  The following optional magic items can be used 
  in campaigns that will involve time travel.
  amulet of anChorIng
  Wondrous item, rare (requires attunement)
  While wearing this hourglass shaped amulet, you are 
  anchored against any changes in the true time line. If 
  someone changes history you will not be affected by 
  the change. For example, if someone travels back in 
  time and kills you as a baby, you will not be dead in 
  the present.
  Your past may now be different as far as records and 
  the memories of others are concerned, but you will 
  not personally change and you will still remember the 
  previous time line.
  Obviously, this item is only of use to drifters. 
  Characters who have already travelled in time and are 
  therefore already anchored have no need of an amulet 
  of anchoring.
  BraCer of ChronomanCy
  Wondrous item, legendary (requires attunement)
  While wearing this bracer (it comes singly rather than 
  as part of a matched pair) you may use an action to 
  activate it and travel either backwards or forwards in 
  time to any point in history or the future.
  The target destination can only be specified to the 
  nearest day, and you have a 50% chance of arriving 
  on the correct day. If this chance fails, you will arrive 
  1d4 days either before or after your target destination 
  (equal chance of each). An exception to this is if your 
  destination is the present, in which case you will 
  always reach it exactly.
  The journey takes one minute per year travelled, and 
  
  74
  you will appear in the same physical location that you 
  left. If the location does not exist at the time of your 
  arrival (for example you’re in a demiplane and travel 
  back to before it was created, or you’re underground 
  in a cave and travel forward to a time after it has 
  collapsed) then you take 10d10 force damage and are 
  shunted into the astral plane.
  A bracer of chronomancy can only be used once per 
  long rest.
  ruBy of homeComIng
  Wondrous item, very rare
  When you crush this ruby, destroying it, you will 
  instantly be returned to the present from whatever 
  time period you are currently in, along with all that 
  you are carrying. You will appear in your home or 
  whichever other place you are most intimately familiar 
  with.
  If your first choice of destination no longer exists in 
  the present, you will appear in the most familiar place 
  to you that does still exist.
  As with all time travel, arriving in the present will 
  automatically shunt you into the true time line.
  If you are already in the present when you use this 
  item, you will still be transported home.
  tIme CaBInet
  Wondrous item, legendary (requires attunement)
  This is a cabinet five feet square and ten feet tall, 
  made from metal and glass. The cabinet’s doors can 
  be locked (DC 20 to pick), although the glass walls of 
  the cabinet mean that its contents can be clearly seen 
  even when the doors are closed.
  It can fit four people inside standing comfortably, or 
  up to eight at a squeeze.
  While you are in the cabinet and the doors are closed, 
  you may use an action to activate it and the cabinet 
  and all its contents will travel either backwards or 
  forwards in time to any point in history or the future.
  The target destination can only be specified to the 
  nearest day, and you have a 50% chance of arriving 
  on the correct day. If this chance fails, you will arrive 
  1d4 days either before or after your target destination 
  (equal chance of each). An exception to this is if your 
  destination is the present, in which case you will 
  always reach it exactly.
  The journey takes one minute per year travelled, and 
  you will appear in the same physical location that you 
  left. If the location does not exist at the time of your 
  arrival (for example you’re in a demiplane and travel 
  back to before it was created, or you’re underground 
  in a cave and travel forward to a time after it has 
  collapsed) then the cabinet is shunted into the astral 
  plane with its contents intact, but it can not be used 
  again for a week.
  Mishaps notwithstanding, a time cabinet can only be 
  used once per long rest.
  Why not ChronomanCer WIzards?
  The decision to make chronomancy use magic 
  items at mortal levels rather than normal mor-
  tal level spells is a deliberate one designed to help 
  game masters control how much time travel oc-
  curs in their campaign worlds. As mentioned 
  at the beginning of this chapter, if players have 
  unlimited access to time travel then it tends to 
  make time travel the focus of the campaign.
  While this is not inherently a problem, it might 
  not be what some game masters wish for their 
  campaigns. Therefore four options are pre-
  sented here in increasing order of accessibility.
  Plot Device Only: None of the chronomancy items 
  or immortal level spells exist in the campaign, but 
  occasionally a plot device will mimic the use of one.
  Immortals: The immortal level spells exist but 
  not the magic items. This leaves time travel 
  to immortals only, and player characters will 
  only be able to time travel when doing some 
  kind of special mission on behalf of an immor-
  tal (or if they reach immortality themselves).
  Artifacts: The magic items don’t exist on their 
  own (so they can’t be bought, made, or found 
  by player characters). However, when artifacts 
  are being created by immortals these items may 
  be used as the base items for those artifacts, and 
  player characters may find these artifacts.
  General: The magic items exist as standard items 
  and may be bought, found, and made by player 
  characters and non-player characters alike.
  
  75
  Immortal level spells
  tIme travel
  Greater Immortal Spell
  Casting Time: 1 action
  Range: Caster
  Components: V, S, 20 power and mana
  Duration: Concentration
  You are taken out of your current time line, 
  and can travel up and down it at will.
  You disappear from your current time (this causes 
  time line branching as normal) and are then able 
  to view the time line you are now on. Every-
  thing around you looks stretched like ribbons or 
  cords, with every object and creature extended 
  back into its past and forward into its future.
  You are able to move around as normal, including the 
  use of movement spells, but you are unable to interact 
  with anything or affect anything. Time continues to 
  pass while you are in the time stream, and while not 
  actively moving forward or back in time you drift 
  forwards at the normal rate (i.e. you drift forward at 
  one second per second of actual time). By concentrat-
  ing, you are able to actively move forward or back-
  ward in time at a speed of up to one year per minute.
  When you stop concentrating, you reap-
  pear at your current position in the time line 
  that you have been moving through. Again, 
  this causes time line branching as normal.
  Because each time you use this spell it causes 
  the time line to branch, if someone else uses this 
  spell it is not possible for you to cast it after they 
  do in order to follow them, since your casting 
  will create a new time line and you will there-
  fore not be travelling up and down the same 
  time line as the person you are following.
  If multiple casters wish to use this spell to travel 
  together along the same time line, they must hold 
  hands or otherwise touch each other and then use 
  readied actions to cast the spell simultaneously. 
  Similarly, if they wish to arrive in the same time line 
  together they must be in physical contact with each 
  other while they simultaneously stop concentrating.
  Create tIme gate
  Greater Immortal Spell
  Casting Time: 1 action
  Range: 10’
  Components: S, 50 power and mana
  Duration: Concentration
  When you cast this spell, you create a portal between 
  your time and location and another specified time 
  and location on the same plane. The portal is circular, 
  with a diameter anywhere between 5 feet and 20 feet.
  The portals at either end of the link are one-sided, 
  and anything passing into one emerges from the 
  other. The portals both travel through time at the 
  normal rate of one second per second, so they always 
  remain the same relative distance apart in time.
  Creating the portals branches the time line firstly 
  at the point of creation and then secondly at the far 
  end, as if you had travelled from here to there, as does 
  ceasing concentration so that the portals disappear.
  Additionally, if anything passes through the por-
  tals in either direction the time line branches 
  at their point of departure and then almost im-
  mediately afterwards at their point of arrival in 
  the normal manner for time travel journeys.
  If multiple travellers wish to travel together with-
  out the time line branching multiple times, they 
  must hold hands or otherwise remain in physi-
  cal contact while using readied actions to pass 
  through the time gate simultaneously.
  
  76
  appendIx
  Some spells require addenda to their descriptions 
  when used with the rules that this book contains 
  about the multiverse or immortals, as shown below.
  Alarm: An immortal in spirit form 
  won’t trigger an alarm spell.
  Animate Dead: When cast by an im-
  mortal, the undead will obey commands 
  given by any avatar of the immortal.
  Antimagic Field: While this will suppress spells cast 
  by exalted casting, it has no effect on immortal level 
  spells. Rifts are natural, not magical, and are there-
  fore unaffected by this spell whether open or sealed.
  Alter Self: While this spell may be used to 
  change the appearance of an immortal in an ex-
  alted avatar, they will retain their aura.
  Astral Projection: Immortals do not have as-
  tral bodies to project, and therefore can nei-
  ther cast nor be the target of this spell.
  Banishing Smite: Immortals are considered 
  to be native to their home plane, not the plane 
  upon which they lived their mortal life.
  Banishment: Immortals are considered to 
  be native to their home plane, not the plane 
  upon which they lived their mortal life.
  Blink: This spell only works if the caster is on 
  the prime plane or an elemental plane, since they 
  are the only planes that border the ethereal plane. 
  On an outer plane or the astral plane it fails and 
  the casting is wasted in a similar manner to when 
  it is cast while on the ethereal plane itself.
  Clone: An immortal can’t be cloned. If a mortal 
  who becomes immortal already has a clone, the 
  clone becomes useless and will never activate.
  Commune: The restriction on casting the spell 
  multiple times per day is shared between all 
  avatars and forms of an immortal. The gods 
  aren’t fooled into answering multiple ques-
  tions by an immortal using multiple bodies!
  Conjure Celestial: Immortals with an allegiance to 
  the principle of entropy get fiends instead of celes-
  tials when casting this spell using exalted casting.
  Contact Other Plane: Casters of this spell may 
  choose to contact a specific immortal with whom 
  they are familiar (the caster must have met the im-
  mortal at least once). If the targeted immortal is 
  willing, they may engage in full telepathic conver-
  sation for the duration of the spell instead of just 
  subconsciously giving one word answers. Immortals 
  are never driven insane when casting this spell.
  Contingency: When cast by an immortal, this spell 
  will end prematurely if the avatar casting it ceases 
  to exist (for example by running out of mana).
  Counterspell: Spells cast using exalted cast-
  ing are considered to be using a spell slot ten lev-
  els higher than their actual spell slot for purposes 
  of this spell. When this spell is cast using exalted 
  casting, it is also considered to be using a spell 
  slot ten levels higher than its actual spell slot.
  Create Undead: When cast by an im-
  mortal, the undead will obey commands 
  given by any avatar of the immortal.
  Demiplane: When cast by an immortal caster, the 
  caster may choose to make the demiplane created by 
  this spell larger than normal by bolstering the casting 
  of this spell using power and mana: 500’ diameter = 
  40 power and mana; 1 mile in diameter = 80 power 
  and mana; 10 miles in diameter = 200 power and 
  mana; 100 miles in diameter = 400 power and mana.
  Detect Thoughts: An immortal in mortal form 
  who is targeted by this spell will subconsciously 
  mask the knowledge that they are an immortal. 
  This knowledge will never be revealed to the caster 
  of the spell unless the immortal wants it to.
  Dispel Magic: Spells cast using exalted cast-
  ing are considered to be using a spell slot ten lev-
  els higher than their actual spell slot for purposes 
  of this spell. When this spell is cast using exalted 
  casting, it is also considered to be using a spell 
  slot ten levels higher than its actual spell slot.
  
  77
  Divination: The restriction on casting the spell 
  multiple times per day is shared between all 
  avatars and forms of an immortal. The gods 
  aren’t fooled into answering multiple ques-
  tions by an immortal using multiple bodies!
  Find Familiar: Each avatar of an immor-
  tal can have its own familiar. When an ava-
  tar disappears (for example when running out 
  of mana), their familiar disappears too.
  Find Steed: Each avatar of an immortal can have its 
  own steed. When an avatar disappears (for example 
  when running out of mana), their steed disappears too.
  Finger of Death: When cast by an im-
  mortal, the undead will obey commands 
  given by any avatar of the immortal.
  Flesh to Stone: Immortals can still use ex-
  alted casting while petrified.
  Gate: Immortals targeted by the Gate spell know 
  the location from which the spell is being cast, 
  and must be willing for it to open in their pres-
  ence. For details of how an immortal can pre-
  vent the spell from working in their domain, 
  see the Terraforming immortal level spell.
  Greater Invisibility: When cast on an immortal in an 
  exalted avatar, the immortal’s aura will still be visible.
  Imprisonment: Immortals can still use ex-
  alted casting while imprisoned.
  Invisibility: When cast on an immortal in an ex-
  alted avatar, the immortal’s aura will still be visible.
  Leomund’s Secret Chest: This spell only works 
  if the caster is on the prime plane or an elemental 
  plane, since they are the only planes that border 
  the ethereal plane. On an outer plane or the as-
  tral plane, the spell fails. Similarly, the replica can 
  only be used to summon the chest while the caster 
  is on the prime plane or an elemental plane.
  Magic Jar: Immortals’ souls and bodies 
  are inseparable, and therefore they can nei-
  ther cast nor be the target of this spell.
  Mislead: When cast by an immortal in an exalted 
  avatar, the immortal’s aura will still be visible.
  Polymorph: An immortal targeted by this spell re-
  tains their mental ability scores and their ability to use 
  exalted spell casting and aura combat while in their 
  new form. If the immortal is in an exalted avatar, they 
  also retain their aura in their new form. This spell can-
  not be used to turn a mortal into an exalted creature.
  Raise Dead: An immortal cannot be the tar-
  get of this spell, neither can the body they 
  left behind when they became immortal.
  Reincarnate: An immortal cannot be the tar-
  get of this spell, neither can the body they 
  left behind when they became immortal.
  Resurrection: An immortal cannot be the tar-
  get of this spell, neither can the body they 
  left behind when they became immortal.
  Reverse Gravity: This spell has no ef-
  fect on planes that have no gravity.
  Scrying: Scrying works normally if the tar-
  get is on a parallel or nightmare dimen-
  sion within the same plane as the caster.
  Seeming: While this spell may be used to 
  change the appearance of an immortal in an ex-
  alted avatar, they will retain their aura.
  Sequester: When cast on an immortal in an exalted 
  avatar, the immortal’s aura will still be visible.
  Shapechange: An immortal casting this spell re-
  tains their ability to use exalted spell casting and 
  aura combat while in their new form. If the im-
  mortal is in an exalted avatar, they also retain their 
  aura in their new form. This spell cannot be used 
  by a mortal to turn into an exalted creature.
  Simulacrum: An immortal cannot be the target of 
  this spell. When cast by an immortal, the simula-
  crum will obey commands given by any avatar of the 
  immortal, and the limit of one simulacrum at once 
  applies to all avatars of the immortal collectively.
  Teleport: This may be used to travel to a paral-
  lel or nightmare dimension within the same plane 
  as the caster if the target location is there. How-
  ever, a caster teleporting to another location within 
  the same dimension will never accidentally tel-
  eport to a parallel or nightmare dimension.
  
  78
  Teleportation Circle: This may be used 
  to travel to a permanent teleportation cir-
  cle that is on a parallel or nightmare dimen-
  sion within the same plane as the caster.
  Time Stop: Time continues to pass for other im-
  mortals who are within 1,000 feet of the caster.
  Transport via Plants: This may be used to travel 
  to a plant that is on a parallel or nightmare di-
  mension within the same plane as the caster.
  True Polymorph: An immortal targeted by this 
  spell retains their mental ability scores and their 
  ability to use exalted spell casting and aura com-
  bat while in their new form. If the immortal is 
  in an exalted avatar, they also retain their aura 
  in their new form. This spell cannot be used 
  to turn a mortal into an exalted creature.
  True Resurrection: An immortal cannot be the 
  target of this spell, neither can the body they 
  left behind when they became immortal.
  Wish: An immortal is never rendered unable to 
  cast the spell again after casting this spell, but 
  the other weakening effects do apply to them.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Gurbintroll Games - Immortals Companion.pdf