Thursday, April 12, 2018

Planescape Item Charts

One of the things I enjoy most about running Planescape using the 2nd Edition AD&D rule-set it was originally written for is all the fiddly, particular bits about the way the setting interacts with the mechanics. That includes the fact that magical weapons and armor lose part or all of their bonus as they are moved further from the plane they were created on.

As I began to prep for my current Roll20 game, I realized that I needed a good way to come up with where various magic weapons and armors were created so that we could calculate any bonuses lost as the party lugged them around the planes. So with a little work, I whipped up a few tables to do just that...


2d12 Table 1: Category of Plane
2 Inner Plane
3 Inner Plane
4 Ethereal
5 Astral
6 Astral
7 Astral
8 Outer Plane
9 Outer Plane
10 Outer Plane
11 Outer Plane
12 Prime Material
13 Prime Material
14 Prime Material
15 Outer Plane
16 Outer Plane
17 Outer Plane
18 Outer Plane
19 Astral
20 Astral
21 Astral
22 Ethereal
23 Inner Plane
24 Inner Plane


2d12 Table 2: Inner Planes
2 Salt
3 Dust
4 Ash
5 Smoke
6 Water
7 Water
8 Water
9 Earth
10 Earth
11 Earth
12 Fire
13 Fire
14 Fire
15 Air
16 Air
17 Air
18 Mineral
19 Magma
20 Magma
21 Ooze
22 Ice
23 Lightning
24 Radiance


2d12 Table 3: Outer Planes
2 Sigil
3 The Beastlands
4 Mount Celestia
5 Carceri
6 Arcadia
7 Pandemonium
8 Bytopia
9 Arborea
10 Baator
11 Outlands
12 Outlands
13 Sigil
14 Sigil
15 Outlands
16 The Abyss
17 Acheron
18 Ysgard
19 Elysium
20 The Gray Waste
21 Mechanus
22 Gehenna
23 Limbo
24 Sigil

2d12 Table 4: Prime Material Plane Locations
2 Athas
3 Eberron
4 Eberron
5 Krynn
6 Krynn
7 Krynn
8 Krynn
9 Oerth
10 Oerth
11 Oerth
12 Oerth
13 Toril
14 Toril
15 Toril
16 Toril
17 Mystara
18 Mystara
19 Mystara
20 Ortho
21 Ortho
22 Nehwon
23 Nehwon
24 Aebrynis



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