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Table of Contents
Planes
General
The planes of existence are different realities with interwoven connections. Except for rare linking points, each plane is effectively its own universe with its own natural laws. The strength of the walls between different planes is different in different locations.
But in general the whole world of Myaasia is a place with weak walls, making Magic, trans planar travel and summoning in many instances too easy. As most magic is the application of Elemental planes or emotion planes.
There are two man categories of planes: Full planes and Demi planes.
Full planes are huge, either limitless or with limits so large they do not matter.
Demi planes are small planar fragments varying in size from few yards across as smallest to a normal of few hundred yards to the largest that are few thousand miles.
Types of planes
The planes break down into a number of general types as given below
Primes
These support life in much the same way as is familiar, utilizing solar light, food, water etc. But many have striking differences in the flora and fauna present, the existence and power of magic present , natural law and many other things.
What makes a plane a prime is the fact that the six building blocks are all present and mostly in balance. Further the corresponding spirit planes are in reasonably balanced between the different emotions.
Semi elemental planes
These are planes with abundance of some element and lack of the opposing but not full dominance. The beings from primes can survive i most for short periods and with proper protections extended stays are possible.
Near elemental Planes
These normally have elemental variations in the +2 to +6 range
Near earth semi elemental planes
Near air semi elemental planes
Near water semi elemental planes
Near fire semi elemental planes
Near life semi elemental planes
Near unlife semi elemental planes
Far elemental planes
These normally have elemental variations in the +8 to +12 range
Far earth semi elemental planes
Far air semi elemental planes
Far water semi elemental planes
Far fire semi elemental planes
Far life semi elemental planes
Far unlife semi elemental planes
Elemental Planes
These planes are the source of mages power and each has one of the six natural forces that make up the primes. Thus: plane of earth,fire,air,water,life,unlife. No beings from Primes can survive here, except with help of protecting spells, but beings from these plane can usually survive on primes, atleast a short time since their element is part of the prime mix.
These normally have elemental variations in the +14 to +18 range
Soulplanes
These are the planes “Superimposed” on the Primes and thus quite close, so strong spirits can reach over. There exists one for each prime. They are usually called astral planes.
Each living being has two parts, the body and the soul. Body consists of the part on the Prime and soul in a Spirit plane. A living being has a strong link to his soul and thus is alive. When someone dies, the soul “hovers” around with the link cut, and the wall gets stronger and stroneger for that spirit depending on the time spent dead. Thus someone who has been dead a short time and raised , might “remember” events happening close to him while he was dead, but these will allways be hard to interpret. The longer one has been dead the harder it is to create the link to the boby and the less the being is aware of events.
Emotion planes
planes making up the building blocks of the soul planes, the same way the elemental planes make the building blocks of the primes. These planes are filled with pure emotions. Thus a mage casting a charm or fear spell actually opens a minor gate to the appropriate emotion plane.
Ethereal Planes
The Ethereal Plane is coexistent with a Prime Plane. The Prime Plane itself is visible from the Ethereal Plane, but it appears muted and indistinct; colors blur into each other and edges are fuzzy. While it is possible to see into the Prime Plane from the Ethereal Plane, the latter is usually invisible to those on the Prime. Normally, creatures on the Ethereal Plane cannot attack creatures on the Prime, and vice versa. A traveler on the Ethereal Plane is invisible, insubstanial, and utterly silent to someone on the Prime.
The Ethereal Plane has the following traits:
- No Gravity
- Alterable Morphic: The plane contains little to alter, however.
- Mildly Neutral-Aligned
- Normal Magic: Spells function normally on the Ethereal Plane, though they do not cross into the Prime. The only exceptions are spells and abilities what have the “affect insubtantial” modifier that can affect the ethereal plane from the prime but not the other way.
The Void
The void(Also called outer planes) consist of a myriad of planes each different from other and most too foreign for people of the prime planes to comprehend. Only the six pales and few others are even close to understandable, with the Essaence planes being barely on the other side of understandable. The pales and the other understandable planes are mostly so because the mind of humanoids “edits” perceptions so that things seem more familiar.
Most of these are created by a big unbalance of either the 6 building blocks or the presence of a soul plane that is too unbalanced in some emotions.
Pales and other near void
Essence planes
Further elaboration on the constituent matters of beings
All beings and things naturally belonging to the primes have some part of earth,fire,air and water. Beings with souls furhermore incorprate either life(for living beings) or unlife( for undeads) into the body, the soul keeping the thing together. Basically the body is animated by the soul, existing on the corresponding soul plane.
When the body is damaged it looses part of its life(or unlife), as this progresses the link to the soul gets weaker, and finally “snaps” at death. The hitpoints represent the amount of life force left.
Even a dead body has some life(or unlife) left but not in sufficient quantities for the soul to hold on to.
Life giving recreates the link and channels some of the life force to the body.
Healing spells work by channeling life element to the body and natural healing by the slow gathering of the life force by the soul to the body.
Effects of higher elemental content
Elemental content is counted as -20 to 20 normally on Air/Earth, Fire/Water, Life/Unlife.
It is often given as: “Base elemental: AE+/- FW+/- LU+/-” with + being Air,Fire,Life and - Earth,Water,Unlife
Myaasia is located on +2 Life, +0 others plane, thus all locals are counted as native to that. Lesser semi elemental races are +1 their own element +1 life. Greater are +2 own and +0 life.
Note that areas on Myaasia do change from that “normal”
Effects:
+0: nothing special
+1: Above normal: Colder for water, warmer for heat, dustier for earth, clearer for air. (within normal human tolerances)
+2: Much above normal: Colder for water, warmer for heat, dustier for earth, clearer for air. (barely within human tolerances), Healing spells and FP recovery are reduced 8%.
+3: Damaging: take 1 hp damage/24 hours. Healing and FP recovery are reduced 17%.
+4: Damaging: take 1 hp damage/8 hours. Healing and FP recovery are reduced 25%
+5: Damaging: take 1 hp damage/3 hours. Healing and FP recovery are reduced 33%
+6 Damaging: take 1 hp damage/hour. Healing and FP recovery are reduced 42%
+7 Damaging: take 1 hp damage/10 minutes. Healing and FP recovery are reduced 50%
+8 Damaging: take 1 hp damage/3 minutes. Healing and FP recovery are reduced 58%
+9 Damaging: take 1 hp damage/minute. Healing and FP recovery are reduced 67%
+10 Damaging: take 1 hp damage/20 seconds. Healing and FP recovery are reduced 75%
+11 Damaging: take 1 hp damage/7 seconds. Healing and FP recovery are reduced 83%
+12 Damaging: take 1 hp damage/3 seconds. Healing and FP recovery are reduced 92%
+13 Damaging: take 1 hp damage/second. Healing and FP recovery are reduced 100%
+14 Damaging: take 3 hp damage/second. Healing and FP recovery are reduced 108%
+15 Damaging: take 10 hp damage/second. Healing and FP recovery are reduced 117%
+16 Damaging: take 30 hp damage/second. Healing and FP recovery are reduced 125%
+17 Damaging: take 100 hp damage/second. Healing and FP recovery are reduced 133%
+18 Damaging: take 300 hp damage/second. Healing and FP recovery are reduced 142%
+19 Damaging: take 1000 hp damage/second. Healing and FP recovery are reduced 150%
+20 Damaging: take 3000 hp damage/second. Healing and FP recovery are reduced 158%
You get a HT roll(base ht without items or fit), success reduces effect by one level, each extra 3 by 1 more level, critical success one more level than given by difference. Each HT roll effects 10 time units.
Note that in most cases natural armor protects normally, but as ablative effect. Full normal armor usually also does same at lowest value. Elemental protection spells give their adjustment level but no DR.
Elemental effects will also the long and short term effects depending on the material. Examples: Any level 7+ fire is likely to start things on fire causing flames. Any acid will likely corrode things even in low concentrations and so on.
Note on damage: The damage is insidious of the given type. Effect of too much of element to an elemental creature of that type(like life element on living creatures): it is healed by that amount, but any healing over normal maximum causes a HT roll at penalty equal to total HP over, each failure causes one hitpoint of damage that is unhealiable by all means due to “burnout”. This loss is recovered as a crippling injury.
Note on healing:
- Anyone using a healing spell on a plane where they are reduced can use power or skill to push through.
- Power: using extra energy on the healing spell causes penalty reduction equal to extra energy used/2%. Note that the spell is considered as a spell of the level given by the energy for all casting purposes.
- Skill: Each -3 taken reduces the target healing penalty by 1 step.
- Rapid healing reduces the healing penalty by 1 step, very rapid healing by 2 steps.
- Fit reduces the FP recovery penalty by by 1 step, very fit healing by 2 steps.

