How Magic Works in Planescape and Sigil | D&D
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- Опубліковано 23 сер 2024
- Preorder: dndbeyond.link...
Infinite realms of immortals and impossibilities, the Outer Planes brim with celestials, fiends, gods, and the dead-and they’re all just a step away. Enter a portal to Sigil, the City of Doors-an incredible metropolis where portals connect to every corner of the multiverse. From there, venture to the Outlands, the hub of the Outer Planes, and discover wonders beyond imagination. The possibilities - just like the realms - are endless.
Planescape: Adventures in the Multiverse comes with a plethora of new player options and provides Dungeon Masters everything they need to run adventures and campaigns set in Sigil and the Outlands, including adventure hooks, idiosyncratic locations, and multiversal calamities.
Discover 2 new backgrounds, the Gate Warden & the Planar Philosopher, to build planar characters in the D&D Beyond character builder
Channel 7 otherworldly feats, new intriguing magic spells & more powered by planar energies
Explore 12 new ascendant factions, each with distinct cosmic ideologies
Face over 50 unusual creatures including planar incarnates, hierarch modrons, and time dragons in the Encounter Builder
Journey across the Outlands in an adventure for characters levels 3-10 and 17
Adds adventure hooks, encounter tables, maps of Sigil and the Outlands & more to your game
This 3 books set comprises:
Sigil and the Outlands: a setting book full of planar character options with details on the fantastic City of Doors, descriptions of the Outlands, the gate-towns that lead to the Outer planes, and more
Turn of Fortune's Wheel: an adventure set in Sigil and the Outlands designed for character levels 3-10 with a jump to level 17
Morte’s Planar Parade: Follow Morte as he presents over 50 inhabitants of the Outer Plane, including incarnates, hierarch modrons, time dragons, and more with their stats and descriptions
This purchase unlocks the contents of this adventure for use with D&D Beyond, including the book in digital format in the game compendium and access options from the book in the searchable listings, encounter builder, character builder, and digital sheet.
#planescape #dungeonsanddragons #dnd
Take a shot every time they allude to angels and devils getting drinks together.
RIP your liver 💀🖤
😂
2 shots
If you can't beat 'em, join 'em.
Good Omen's seems like a fun story.
I hope Larian makes a game in Planescape setting
"Oh. I hate it." is high praise from the D&D community when it comes to stuff the DM can do.
A different stipulation I might use: the spell works mostly as intended, but it draws the Lady's attention.
Oof, that is absolutely not something you want to happen if you know the lady of pain's lore lol
@@louiesatterwhite3885 I do :-3. At least a chunk of it. I might tell my players about the stipulation before hand :-)
If you are within the Cage and as a clueless berk you are, casting the *Gate* or *Wish* spell might draw her attention if you do it to challenge her power. She does not like those either. She might take offense by such transgression... or might not? "Wanna risk it berk?" would be my answer as a DM. I don't think she would bother with the common plane shifting magic but powerful spells that disrupts her rule might cause problems. Also, she can just maze and not destroy such a mage.@@louiesatterwhite3885
I usually like 100% DM fiat solutions, but I would discourage this specific one. The plane shift prevention should be absolute and automatic, otherwise many narrative mechanisms would not work.
10:30 "Spending the year dead for tax reasons" -Reminds me of Restaurant at the End of the Universe. 42 peepz is real
I read the 3e version of planescape and the spell nerfs/buffs depending on what plane you're on was a nightmare.
To be perfectly honest, as a DM I almost always ignored it. It just got in the way too much and became untenable to remember and use smoothly at the table.
The 2e concept of “spell keys” and altered spell functions on various planes was interesting to read, but never once survived to the table in my play experience as either a player or DM in a Planescape campaign. The same goes for magic weapons diminishing in their power as you travel to different planes “farther” from where the weapon was created.
Actually I like the 2e altered spell. But just the arcane magic rules.
Something like, you can't into the ethereal plan, because ethereal plan don't teach Mount Celestia.
The Devin magic or magic item rule are not so great.
That Ethereal plane thing (at least for PC-side stuff) is covered in the Etherealness spell, it specifies it fails if you cast it while on a plane that doesn't border the Ethereal. Blink notably misses that use case. Noted. @@Safier_Poochy
i love that stuff. use some of it here and there.
@@Dan-Dillon i didnt use this until i made up a nice excel based sheet for my players. Now, i have the weapon creation location within the sheet (can be edited when player equips something new) and then a field for current plane and a bunch of lookup tables, etc. When change from prime to a plane, enter plane name and it compares the weapon data vs location. BUT while it was annoying, long ago before using laptops for our characters, it wasnt worth the time in 3.xe. in 2e it was actually fairly minor (reason in 3.xe/pf1e, bonuses, etc have more modifiers and become part of the crit damage calculation so its not just a matter of a +1 or -1.
This all sounds good.
Everything but their pronunciation of Sigil anyway. ;)
Just not the same without DiTerlizzi art...
Yeah he did a lot of heavy lifting helping me conceptualize the world. All I see in the new art is Magic cards.
Petty sure that the one-way portal is not something that came out from this latest book. I've been using them since advance 2 in Sigil (and not) and i didn't make it up on my own. That been said, finally Planescape content.
Yep, some of these portal quirks are pulled forward from the original 2e Planescape, you are absolutely correct. Didn't mean to suggest we designed them for the first time, just that they're options in this book. It's important to give the portals in the City of Doors plenty of texture and show examples of the variety they can have.
@Dan-Dillon Yeah I didn't want to be the "Actually person" is just that the Doors / Portals / Breeches theory is one of the thing that made me fall in love with Planescape. Really glad to see this. Maybe, finger cross, we could also get some content like the Book of Vile Darkness for the current version of the game. That book is my favorite and my kind of content.
Will you guys cover the unique effects each plane has on spells? Or are you guys tossing that out for being too complicated? I know 5e likes to simplify but I always thought those were cool.
How does resurection work in sigil? Because wouldnt that pull the soul from whatever plane it ended on?
"Tour guide of the underworld". I see that yugioh reference
Id like to see a New City of glass
I think the anthropomorphic animals are the only ones I feel kind of clash with the setting. Were they part of the original as well?
Yes, they were part of the original.
@@Millstone1985 Alright. Damn if they don't feel really odd though!
i think they were neutral good outsiders
i think good aligned outsiders were distinguished between chaotic lawful and neutral, like fiends being divided into devils demons and yugoloths
In reviews its being said that this is almost entirely a campaign surrounding sigil, and very little on you know, the PLANES or the entire reason people are buying this? What a shame. I've been running a HB campaign in the outer planes for years and here i thought for once i was going to be getting something useful...
Well, Planescape is Sigil and Outlands added to greater wheel and + factions. Always has been after the original AD&D run. After 3e, they just slowly incorporated all of the stuff into the whole D&D. I don't really get what people expected: not to defend Wizards, certainly they can give us more. But we already have the most of Planescape races. We are getting all the updated lore on Gate-Towns and Factions. Not every content has to be "oh you got a new race! new class options!" DM's Guild and the internet is chuck full of it. But we don't know what really happened to Sigil for like maybe 15-20 years? We are only missing Bariaur and Rogue Modrons.
@@MissZencefil I don't care about no races, no spells, that's all just bonus content in a book like this. I want locations in the outer planes! Conditions, creatures, maps, locations. There is so little in the DMG on the outer planes, and yet it's an absolutely ESSENTIAL part of DnD as a whole. If they said "forget the actual planes let's just focus on sigil" no I don't think they're doing planescape justice. Why not just call it Sigilscape instead of Planescape?
Well, the book is called 'Sigil and the Outlands', not 'Manual of the Planes'.
@@marcweinkauf4727 That is a straw man, and it's also false. The box itself, the thing you buy at the store is titled "PLANESCAPE" in big bold letters. The thing you mentioned is just the title of one of the books inside. You guys really, honestly think it's a stretch to expect content on the planes, in a box set entitled "PLANESCAPE"?
So its basically Ravnica/Zootopia, again
What about pact weapons? Or bags of holding etc
Extradimensional spaces are covered in Sigil and the Outlands. Short answer: they work just fine without being loopholes.
The pronunciation for Sigil is "sig•il" sidgel is how it sounds. Hearing you mispronouncing it throughout the video was killing me.
Incorrect.
That normally is the way the word is pronounced, yes. But in D&D lore the natives to the City pronounce it with a hard G and using the "Normal" pronunciation will make you stand out as an outsider. This has been the case since the first planescape campaign book.
Can anyone explain to me why Sigil is pronounced like that? I have literally never heard it pronounced si-gl, I've only heard si-jl. It blows my mind and truly bothers me.
Probably so that you don’t conflate the two. When they say sig-il, you specifically know they’re not talking about si-jil’s from a runic circle or something. It’s more likely it was done for the players who might misconstrue what/where it is you’re referring to, than it was for DM’s who might be running the setting.
That was the explicitly stated pronunciation by the original Planescape designers, and we're honoring that legacy.
That said, no one is going to come to your table and telling you you're doing it wrong. Either pronunciation is a-okay and plenty correct. Full disclosure, I have to actively think about it to pronounce it with a hard G every time I say it.
Hold on you know that your version of Planescape can screw over subclasses and a lot of spells and you didn’t add a simple rule that Paladin Mounts and Ranger Companion creatures are always allowed in Sigal normally? I mean it is just one sentence that fixes an obvious screwup and you didn’t add it?
I know you hate Rangers but that is particularly rude!
I happen to love Rangers, Beast Master especially, and companion classes/features are covered, not to worry.
Well he said in the video that a DM could just say that the 'essence' of the spirit you summon or create is within the paladin, and the spell just gives it form. Or perhaps it pulls a similar creature from inside sigil to act as the summon during the duration of the spell.