Site hosted by Angelfire.com: Build your free website today!

R P G   C E N T R A L

ASTRAL

Ethereal      Astral     Inner Planes      Outer Planes     Dimensional Coordinates

FORCES

ETHEREAL

 

THE INNER PLANES

The inner planes of existence include the proper elemental planes of water, air, fire, and earth as well as the positive material plane (the +MP) and the negative material plane (the -MP). Also included are the para-elemental planes. These include the para-elemental planes of ice, ooze, magma, and smoke, all of which border the proper elemental planes. Next, those planes which border the +MP or border the -MP include the quasi-elemental planes. These include the quasi-elemental planes of salt, dust, ash, and vacuum which border the -MP, and the quasi-elemental planes of radiance, minerals, steam, and lightning which border the +MP.

It is easiest to enter these planes from the ethereal plane by passing through the correct color ethereal curtain. This would take you to the border ethereal plane for that particular inner plane. From there, one can plane shift down to the adjacent inner plane. Of course, survival within one of these inner planes may be problematic. It is practically a death sentence to enter most of these planes without the proper preparations. For example, entering earth would kill you if you couldn't freely move through or breath earth; entering water would probably drown you; entering fire would almost certainly burn you to death; entering air, on the other hand, would be reasonably safe. Entering into the +MP or the -MP would be almost instant death. The Manual of the Planes has done a careful and considered treatment of each of these problems. I have no wish to repeat such a fine body of work at this time.

Where I disagreed with the Manual of the Planes, however, invites comment. Right away I didn't see the need for time to run differently, so it doesn't in my universe. I didn't particularly like the mode of travel in the inner planes. They suggest one simply decides which direction gravity should be in and suddenly find themselves at a velocity of 1,000 feet/ round or about 17 ft/sec. This is probably because they wish to avoid even simple equations of motion involving accelerations. I don't have a problem with such things; so my world doesn't have a problem with such things.

Since I decided mental thought was sufficient to change the sense of gravity, and I decided to use the utility of requiring one round of thought to change that sense, I simply had to decide upon an acceleration constant. Or better yet, an acceleration formula as a function of one's intelligence and wisdom. Thus, without the aid of additional magic, one's acceleration is up to one half of their combined intelligence and wisdom in ft/sec^2. Eventually, one would reach their terminal velocity. This would be determined by the conditions of that particular plane. Typical examples of terminal velocities might be 100 feet/second in air, 10 feet/second in water, 1,000 feet/second in fire, and 0 feet/second in earth. (68.2, 6.82, 682, 0 mph or 28", 3", 280", or 0" respectively).

As a reminder for the interested reader, the following equations are useful:

Distance Traveled = Average Velocity x Time.

Final Velocity = Starting Velocity + Acceleration x Time.

Average Velocity = one half x ( Final Velocity + Starting Velocity).

(Final Velocity)^2 - (Starting Velocity)^2 = 2 x Acceleration x Distance.

Distance = Starting Velocity x Time + one half x Acceleration x Time^2.

Here, an entity would be able to achieve terminal velocity of the plane of elemental fire in about 66 seconds or one round, provided his acceleration constant is 15 ft/s^2. Thus, only a very short time (2 rounds) is required to accelerate from a stopped position to terminal velocity (1 round to change the sense of gravity, and another round to accelerate to terminal velocity). Therefore, if you really wish, simply use your terminal velocities as the normal traveling speeds of your PCs. If you do decide to use some of the equations, when it becomes very important in a particular situation, just remember to keep your units of measurement consistent throughout the equations.

Naturally, one can see why the official word from on high might wish to avoid even these simple equations, as they wouldn't want a certain level of physics or mathematics to be a prerequisite to playing AD&D. I'm not even sure a simpler level of mathematics is possessed by the writers of AD&D, as indicated by their apparent confusion and almost interchangeable use between 10 cubic feet and 10 feet cubed. However, as I have mentioned, these first approximation equations are no problem for me, take practically no time at all, and lend the game a sense of realism that I enjoy, and even then I only employ them in those rare instances when a quick calculation will show if you can stop in time or you will hit that wall, and this doesn't come up very often to begin with. Of course, the second or third approximations, taking friction and drag constants into consideration, would be too much for me to do simply. Maybe they're not for you and you'd like to include them. Oh well.

 

Anti Matter

Dark Matter

Mana

Ki

Chrono

Necro

Psionics

http://www.pathguy.com/astral.htm