When characters reach a very high
level, or for a conceptual game with a very high fantasy scope, the
thought and need to explore alternate realms or dimensions within a
fantasy universe becomes attractive. It expands the scope of the
world beyond the world map, thus allowing new places and things to be
added into the game. Plus it can also be accompanied by a huge
powering down of the party, as they lose access to both their
knowledge and many of their social resources. This is true even with
access to things like constant, permanent portals within worlds as
time to travel in the new dimension and the friction between the
cultures will mean your social clout is worth much less in an
exploratory style of game.
(Of course, I've never gotten to that
point, and I doubt many of you have either. It can be hard enough
playing in a regular group, much less getting a group that actually
plays together in the same campaign with the same characters to
actually get to that level. Still fun to think about conceptually.)
In short, dimensions offer up new
dangers and opportunities to explore. The only way to explore these
places with any degree of success or safety is to bring along some
very special equipment, spells, and
strong hirelings and other help
for your mission. Every year spent preparing for the journey (or
every season if the entire group is max level or mythically powerful
and resourceful) roll once on the relevant table for resources you
are seeking. You can also set up special
industries in the dimensions
as well, which could be incredibly profitable.
Dimensional Spells Table
– Roll 1d10
[1]
The Silver Dish - 2nd
level
This spell
requires a silver dish to be cast. The dish can be large enough to
hold 2 rations worth of fruits, bread, meat, and so on- but can be
smaller if resources are not available. When this spell is cast, it
magically filters and selects food items plucked, sorted, and
gathered nearby the dish into the dish if they are edible and safe to
members of a specific species. The species is whoever made the silver
dish, and while this is usually the same as the spellcaster,
occasional exploration parties have gotten wiped out when some very
alcoholic mushrooms showed up on a Dwarven Dish; inedible to their
human users. This spell also only sorts the food and shows what is
safe to eat, meaning non of the food may be chosen, and not detecting
any secondary nonlethal effects such as mutations.
[2]
Nullify Acid - 2nd
level
This spell stops
the corrosive effects of a single type of acid against a single
person and everything they are wearing. It can also be cast on a
barrel or small cart full of items which will all be protected, or a
single larger object like a chest. The spell lasts one day, but offer
no protection against other acids or corrosive effects.
[3]
Abstractus - 3rd
level
This is a form of
mental and magical combat that allows Wizards to duel even from
different home universes. While in many worlds, the cultural
importance of Wizard duels to create hierarchies or force compliance
with some new law or to give up some wealth or power to an upstart is
very common; the actual laws and schools of magic are as wide and
varied as the ocean. When an elemental Wizard has to perform a
ritualized, nonlethal Wizard's duel against a Necromancer-Aligned
Sorceress of the Sixth Seal, this becomes a huge issue. As such, this
spell allows the user to create an arena made of 99% mind and 1%
magic, allowing Wizards to duel for dominance within it. Use your
favorite magic dueling rules, or just allow attack rolls with a d20
using Intelligence as a bonus for offense and Wisdom from defense.
First to three strikes wins.
[4] The Supreme Sign
- 4th
level
This is a magic
sign, which must be crafted by the caster. At least the text written
or inscribed on the sign must be made by their own hand, but little
to no artistic or writing skill is required. As long as the sign has
some kind of message to be told, the spell will function. When cast,
the sign is imbued with a supernatural ability to communicate
whatever is written on it in any language. While many spells
exist that allow the user to speak all spoken tongues, this applies
to all languages including esoteric ones such as magical signals,
energy waves, pheromones and hand signs, dances, and all other sorts
of methods of communication used by intelligent creatures across the
multiverse- anyone or anything that can speak one language that sees
the sign understands what its saying. The effect of this spell is
permanent, but the sign could be knocked down or vandalized to end
the spell.
[5]
Protection from All Elements
- 4th
level
This spell protects up to 20 people
from the environment. Where as a more mundane, lower spell-level
version of this spell may only protect from earthly environments such
as hot deserts or cold tundras, this spell is much more powerful. It
protects from extremely hot, oven-like deserts, blisteringly cold
places, places with intense and otherwise crippling static
electricity, as well as places with an acidic atmosphere or utterly
aggressive plant life. It can also minorly protect from the effects
of positive or negative energy auras, as well as things like realms
too bathed in sunlight or with carnivorous darkness, as long as these
effects are mild. This only protects against the environment, but
does grant +2 to saves from all elemental spells. It lasts three
days.
Additionally, this spell has enough
juice in it to instead be cast on a very large object instead. This
is almost always a ship, a massive wagon pulled by two elephants
(spell also protects the elephants), a walking house, etc. This spell
can therefore be used to protect you on voyages over the boiling acid
oceans or even through the astral realm while flying on writhing
galaxies of emotion; but it offers no protection to the crew unless
cast twice.
[6]
Garden of Eden - 4th
level
This spell creates
a small sanctified area of land. The area of land is roughly the size
of a small forest glade, large enough to support a decent sized
vegetable garden with a few crops in space. This area is magically
protected from outside harmful winds, miasmas, pests, and other
environmental effects that would negatively impact the space from
this dimension. It offers no protection against intelligent beings or
animals, but will happily allow growth of non-intrusive native plants
and beings as well.
The Garden of
Eden spell is permanent. The land can only be destroyed or returned
to the natural state of this alternate reality through ritual
desecration; salting the earth, piking the head of its creator and
burning it down, etc. Otherwise, Gardens created by this spell are
some of the few safe havens in other worlds.
[7]
Vensin's Oubliette -
5th
level
Avoiding local
fauna tends to be pretty easy while exploring outer realms. With the
ability to shift or travel between worlds, avoiding local problems
and enemies is as simple as leaving your operation to another
dimensional plane of reality. However, certain beings and monsters
are not so easily deterred. Beings that exist between dimensions, or
those with the power to shift between worlds themselves, can pursue
beings beyond several realms. Certain beings such as Elder Gods or
powerful entities of the outside can also reach and 'see' their way
into worlds to seek their foes.
For this purpose,
Vensin's Oubliette was created. It is a spell that banishes a single
being into an alternate, hopeless dimension known as the Oubliette.
This spell requires a bottomless pit and the victim to be pushed in,
or hovering over it, in which case it slowly sucked them down. It
then transfers them into another dimension. It's a dark hole that can
never be climbed out of, and has no food or life to speak beyond a
single trickle of water that occasionally drips down from above. The
Oubliette's main ability is that its locked away in a separate prison
dimension meant to keep being in. Once banished to this place, any
normal mortal being will eventually die from starvation and lack the
means to escape. Some interdimensional predators can be slain this
way; locking them into the Oubliette to avoid them from chasing you
any more. Beings with the ability to cast spells or open portals to
other worlds under 5th level will not be able to penetrate
this dimension's cold stone walls.
Otherworldly
beings of higher degrees of power aren't so easily captured. Certain
manifestations of stronger beings, such as the avatars of elder gods,
may requires help from their “main body” in order to escape.
Immortals trapped in this realm will probably go through several
cycles of birth and death before managing to slip their soul out of
this realm.
[8]
Opalescent Blast
- 5th
level
Concentrated on a single point or in a general direction, this spell
conjures an almighty wave of force. Similar to its weaker version,
the Opalescent Wave, this spell emerges a pale white and changes
color and elemental affinity to whatever it hits is weakest to.
Unlike the Wave spell however, this one is full proof. Every single
creatures, being, outsider, or entity that is hit by this spell is
struck by its greatest weakness- the spell magically shifts into its
counter element. Even things without “weaknesses” can be harmed
by this spell, though effects on immortal or invulnerable entities
can sometimes be very strange or have disastrous consequences to
everyone nearby; an eldritch horror who can only be harmed by
radiation will blast back quite a few gamma rays back at your party;
who have neither the protection or knowledge with how to deal with
that kind of “hex”.
The spell deals 3d6 damage to whatever it hits, and has a range
similar to fireball with a guided direction; it can be angled to
explode around allies instead of striking them even if adjacent to
enemies. It also deals damage equal to the creature's greatest
weakness, and the creature takes the negative effects and damage
bonus of that element from this spell. If a large opal is used as the
channeling stone of this spell, then it deals 4d6 damage instead, and
turns into a smooth gray stone.
[9]
The Locking of the
Gate
- 6th
level
This
spell can only be activated by being besides each world's gate.
The gate is outside of the main world, it could be floating in space
or within impassable walls. It could be in the major city of the
world, a huge monument to some old victory with hidden purpose. It
could be a drawing in a notebook by a mad artist. Regardless of what
the gate is, the gate is the door to this world. Once this spell is
cast, the gate is closed.
This means nothing from that world can enter or leave it again. It is
within the caster's power to cast this spell just on the other side
of the gate, as they will not be trapped- using this spell, it is
possible to section off problem worlds from entering the main one of
the campaign, or to trap someone within a dimension with even more
permanence then a normal prison-dimension spell. Once the gate is
closed, nothing can pass between- not Gods or spirits, not magic
messages or telepathic messages; nothing can pass between.
To close the gate is easy, but to open the gate is mythical. In the
main campaign world, the three black gates that separated reality
from unreality were closed by this spell; and were never opened
again. It is unknown if they even could be open; a God cannot command
a gate closed by this spell to open; it is beyond their power.
[10]
One Billion Step
- 6th
level
This
spell requires the caster to take a step. The moment they touch the
ground with their foot, they can instantly travel as far as they want
in that direction. It can be a few feet or perfect, predictable
teleportation or it can be one hundred trillion miles to another
planet; or a hundred million billion leagues in an infinite realm,
just to see what is there. The caster may make up to 6 steps using
this spell, and once they are finished the spell ends.
The mind boggling spiritual and metaphysical implications of this
spell don't end there- the spell can also be used to step on a piece
of ground, mural, or anything else and instantly transport oneself to
a similar object or material you wish. You can step on a leaf to
appear within the endless dimension of peaceful woodlands, or step on
a painting to enter that painting's world or any fictional worlds
within that painting. This movement is true and cannot be stopped by
anything, save if the Gate to this place has been closed and locked
by the magic “Locking of the Gate” spell.
Explorer's Items Table –
Roll 1d8
[1]
Alethiometer. It is a compass that points towards the truth, and
allows the user to speak with a sort of cosmic demiurge consciousness
beyond any known divinity or Pantheon. By holding the compass, the
user may gain a Hunch
Roll towards a certain
topic. The hunch roll is a d20 roll rolled immediately. Later; it can
be used in place of a single other roll of any kind, or can be placed
on an opponent if the user managed to put the opponent in a spot.
[2]
Sovereign Glue and Universal Solvent. You might end up in an
especially slippery or frictional dimension where you need this stuff
just to keep a hold of your items, or to keep your feet from sticking
to the floor.
[3]
Spyglass of True Seeing. Certain animals or objects in this dimension
may be totally invisible to your eyes; unadapted to seeing those
colors and shapes. You can still 'see' these things by looking
through the spyglass, even if you couldn't describe or comprehend
them.
[4]
Magic Maps; especially waterproof and fireproof, with nonrunning and
inedible inks. Maps that update to nearby creatures are also
extremely useful- but would need to be scribed with a steady and
knowledge hand beforehand and only work at a fixed location.
[5]
Ointments. Medical ointments are extremely important for exploring
any alternate reality due to the slight and sometimes severe
differences between the pH levels of the air, water, and soil in
other realms. The places you aren't accustomed to will burn your skin
and make you vulnerable for wriggling death worms and other
inter-dimensional parasites and medical conditions. Also if you use
some First Aid rules, then ointments may be the treatment for
elemental damage. This type of damage is very common in the form of
storms, spell using wildlife, or raw elemental energies of a
dimension.
[6]
Stretchladder. It's a ladder that can go up as much as you want,
basically. Every round you hold the button on the side, it extends
another 3 ft and a few inches. Every 3 rounds, consider it having
grown 10 ft. Over the course of the turn, you can make it grow up to
100 ft. It's made of a silvered metal and if it is broken at any
point the entire thing shatters into ultra-thin shards stretched
across its vast distance. It isn't especially sturdy or strong, and
can be buffeted down by strong winds.
[7]
Halfling Wonderbag. It's a simple, brown satchel that smells of
earth. It has 1 load/unit of weight and is made of rustic fabric. The
Wonderbag is essentially a small garden; prepared in advanced and
capable of being carried on the go. When it is opened, a huge number
of shoots, stalks, stems, twigs, and branches come out, these plants
allow for easy access in, with dirt at the bottom of the bag
spatially warped to be small and lightweight. The garden has the
growing space and potential of a small 3 by 6 foot plot of land; it
can grow a small number of useful reagents for potions, food items,
herbs for sale or taste, and so on. It can be seeded with multiple of
the same plant, or several different plants to allow for a wider
range. It absorbs sunlight through its skin, so as long as it is
outside and being carried on your waist it is gathering energy for
the plants within.
[8]
Loamsplit. This is a shovel, basically. It has a translucent head
which vibrates slightly when jostled or touched. The power of this
item is that it can shear through most materials to dig a small
impression in the dirt. Invaluable in dimensions with endless metal
floors or solid soil for digging latrines or uprooting crystal
plants. This item has a similar level of cutting ability and hardness
as adamantine, but without any bonus to attack if used as an
improvised weapon. It also requires daily maintenance in the form of
covering its blade and face with oil. Finding a Loamsplit also
requires finding a source of this oil; average expeditions can only
scrounge up 2d4 weeks worth.
Explorer's Companion Table
– Roll 1d6
[1]
Astral Cats. Astral Cats look like normal cats, except with a starry
colored fur like the night sky. Different breeds have different
constellations, and these comfortable familiars are invaluable for
their ability to hunt and kill astral parasites. They also seemingly
work in any dimension, able to perceive both the physical plane and
the astral plane at the same time, a trait partially shared by their
more mundane counterparts.
[2]
Energy Snakes. These almost always appear in the physical realm as
made of metal, stone, or even drawn on paper. The Energy Snake lives
90% in the Astral Plane, and is a filter feeder that has evolved to
take on the appearance of a snake to survive. Due to how little they
need their physical body, they can change it into various forms such
as statues or ornaments, as well as changing sizes, though the
creature will still die if this body is destroyed. Anchored to one
point, they simply drink the pathos and ambient energies of the
Astral plane; they are not a pest and are in fact useful to see the
“winds” of the astral plane at any given time by observing their
astral body, tethered to their physical body and whipping against any
strong astral gusts signifying great events or the birth of great
people.
[3]
Spirit Valets. These servants and assistants work for the Celestial
Bureaucracy. Their primary job is to keep reality running, and to
deliver messages between the angels and constructs in abstract and
hidden places. However, there are so many of them that there is
little overhead; and almost all of them are treacherously corrupt!
They work for high level characters in the hopes of earning a high
amount of treasure, magic items, a pocket realm carved free from its
monsterous owners and so on- in exchange they bring an air of
semi-legality to everything the adventurers do in the outer realms
and help produce the warrants and tickets needed to keep you from
getting thrown into a prison made of stardust by celestial enforcers
that wander the void between spaces. If you really get on its good
side it will help your soul return to your home dimension so you can
enter your rightful afterlife or be revived; if you were a bad and
abusive employer then the Spirit Valet will make sure you don't find
your way back.
[4]
Lil' Moon. Many dimensions have skies, and many worlds have moons.
The small floating discs, suspended in the night sky. However many
worlds have become dead and silent, or been destroyed utterly,
leaving the moons with nothing to do. These tiny moons travel between
the void of space and between realities, sometimes joining people on
their journeys. While they lack most physical presence, these moons
can influence things based on the powers attributed to moons;
suppression of lycanthropic power, manipulation of tides, influencing
disease, control over a woman's menstrual cycle, flowing or stilling
of waters from the tides, and many other small but useful features.
Moons typically just want to watch interesting things, and their
power and intelligence wanes and waxes with their phases.
[5]
Loyal Locale. The extra dimensional spaces belonging to certain
Wizard's in their spells, the rope trick, the tiny hut, the
magician's outhouse, all function as having a secondary “place”
that exists outside the main reality. However, after years of being
forgotten or casted incorrectly by a bumbling sorcerer these spaces
are more alive then ever. Capable of following people they like or
called upon by new souls- these places may offer respite to weary
travelers between dimensions. Unlike the normal version of these
spaces that are obedient spells; these places are alive and very much
active. They may superimpose themselves over a room you are in, their
varnished floorboards subtly pooling in over the cold stone of the
dungeon, or they may become hesitant to let certain people or objects
leave their space into a full, proper dimension too soon. If the
original Wizard who created the spell loved the color blue, then this
space may very well be colored blue, and won't let anything blue back
out of it once given without a fight or unless you have a very good
reason for it and promise to return it right away. Be warned; making
a 'place' angry makes a powerful foe.
[6]
Frozen Soul. As each and every moment passes in time, the eventual
fate of each world and universe freezing in utter darkness becomes
more and more certain. In these many worlds; the souls of timeless
lost people are frozen in time until, eventually, their crystallized
consciousness spreads out of their dimension and into a new one,
giving it just enough warmth to regain itself and fly again as a
specter. These Frozen Souls are wise, generally helpful beings who
have spent soft eternities staring at nothing and contemplating
reality. Extremely useful for any time distortions; this spirit will
gladly sit in a single spot for a thousand years of boredom just to
tell their friends what transpired outside this dimension; where time
moves at a breakneck pace. In dimensions where combat may be needed;
the Frozen Souls can channel the power of their ice into chilling
armor for allies or deathly freezing touches to monsters and other
foes.