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Common questions

When was the Dungeons & Dragons Immortals Rules released?

Frank Mentzer released the Dungeons & Dragons Immortals Rules in 1986. This publication marked the final chapter of the Basic Set series which had evolved from the Basic Rules of 1983 through the Expert, Companion, and Master Rules.

Who wrote and edited the Dungeons & Dragons Immortals Rules?

Frank Mentzer wrote the Dungeons & Dragons Immortals Rules and Anne Gray McCready edited the text. Harold Johnson also contributed to the editing and development process while Larry Elmore provided cover artwork and interior illustrations alongside Jeff Easley.

How does the Dungeons & Dragons Immortals Rules system handle character advancement?

Characters in the Dungeons & Dragons Immortals Rules exchange experience points for power points at a rate of ten thousand to one. These characters must compete in the Olympics to advance in rank rather than following the traditional leveling system.

What is the history of Immortals within the Dungeons & Dragons game?

The history of Immortals within the Dungeons & Dragons game began with three entities who discovered the multiverse and decided to give it order and purpose. These three Immortals were the architects of the multiverse and set the stage for all future conflicts.

What are the dimensions of the planes in the Dungeons & Dragons Immortals Rules cosmology?

The Dungeons & Dragons Immortals Rules cosmology includes planes ranging from mono-spatial atto-planes which are about 1/3 inch big to penta-spatial tera-planes which are about 851 billion light-years big. An Astral Plane permeates and connects the whole of the multiverse in this system.

Dungeons & Dragons Immortals Rules

Frank Mentzer stood at the precipice of a design revolution in 1986 when he released the Dungeons & Dragons Immortals Rules, a boxed set that promised to take players beyond the mortal coil and into the realm of deities. This was not merely an expansion for high-level characters but a complete reimagining of the game's cosmology, transforming the humble adventurer into a being capable of shaping the multiverse itself. The publication marked the final chapter of the Basic Set series, a five-part collection that had evolved from the Basic Rules of 1983 through the Expert, Companion, and Master Rules. While previous sets focused on survival and conquest, the Immortals Rules introduced a system where experience points were exchanged for power points at a rate of ten thousand to one, fundamentally altering how characters grew and interacted with the world. The set contained two booklets, one fifty-two pages long and the other thirty-two pages, written by Mentzer and edited by Anne Gray McCready, with cover artwork by Larry Elmore and interior illustrations by Elmore and Jeff Easley. Harold Johnson also contributed to the editing and development process, ensuring the rules were tight enough to handle the immense power levels involved. The core concept was simple yet terrifyingly complex: characters who had transcended levels now competed in the Olympics to advance in rank, a mechanic that replaced the traditional leveling system with a political and competitive struggle for supremacy. This shift meant that the game was no longer about defeating monsters in a dungeon but about navigating a vast, interconnected multiverse where the stakes were the existence of entire planes of reality.

A Multiverse Unbound

The Immortals Rules expanded the D&D multiverse system to include an Astral Plane that permeated and connected the whole of the multiverse, creating a web of existence that stretched from the smallest to the largest possible dimensions. In this new cosmology, the Prime Material Plane was just one of many, surrounded by elemental planes, the Ethereal Planes, and a vast array of outer planes that ranged from mono-spatial atto-planes, which were about 1/3 inch big, to penta-spatial tera-planes, which were about 851 billion light-years big. The history of Immortals within the game told a story of cosmic origin, where once there were only three Immortals who discovered the multiverse and decided to give it order and purpose. These three entities set the stage for all future conflicts, establishing a hierarchy that the player characters would eventually inherit or challenge. The rules detailed the construction of personal home planes, allowing each Immortal to create a domain that reflected their will and power, a feature that gave players unprecedented creative control over their environment. The set also presented powerful new monsters, including demons that originally appeared in Eldritch Wizardry, and provided twenty-two pages of game statistics for these creatures to ensure that the Dungeon Master had the tools to challenge these god-like beings. The combat and magic systems were modified to account for Immortal powers, allowing characters to cast any magic spell and use new combat abilities that could reshape reality itself. This expansion of the game's scope meant that the traditional boundaries of the game were dissolved, replaced by a system where the only limit was the imagination of the players and the Dungeon Master.

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The Olympics of Power

In the Immortals Rules, characters did not simply gain power through accumulation of experience but had to compete in the Olympics to get promoted to the next rank, a mechanic that turned advancement into a high-stakes political and physical contest. This system required Immortals to keep enough power points to maintain their rank, and failure to do so could result in a demotion or loss of status, adding a layer of tension to the game that was absent in lower-level play. The rules detailed the duties and responsibilities of Immortals, including their goals and how they fit into Immortal society, which was overseen by the Hierarchs of the spheres, the superiors of the Immortal player characters. The Dungeon Master played the role of these Hierarchs, guiding the narrative and ensuring that the Immortals' actions had consequences that rippled through the multiverse. The set also presented sample plots intended to be used for Immortal adventures, providing a framework for stories that could span eons and involve conflicts that threatened the very fabric of existence. The power point system allowed players to spend points to permanently increase attribute scores and use a magic point system to give the character new special abilities, creating a dynamic where every decision had long-term implications. This system of advancement was so different from low-level D&D that Lawrence Schick, in his 1991 book Heroic Worlds, felt that play using the Immortals rules was so different from low-level D&D as to be almost another game entirely. The Olympics of Power were not just a mechanical feature but a narrative device that allowed for stories of ambition, betrayal, and the struggle for dominance in a universe where the gods themselves were not above competition.

The Three Who Started It All

The history of Immortals within the D&D game began with three entities who discovered the multiverse and decided to give it order and purpose, setting the stage for all future conflicts and the eventual rise of player characters to godhood. These three Immortals were the architects of the multiverse, and their actions created the foundation upon which all other Immortals would build their domains and powers. The rules detailed the relationships between these three entities and the subsequent Immortals, showing how the early decisions of the founders shaped the structure of the multiverse and the nature of power within it. The set also presented powerful new monsters, including demons that originally appeared in Eldritch Wizardry, and provided twenty-two pages of game statistics for these creatures to ensure that the Dungeon Master had the tools to challenge these god-like beings. The history of Immortals was not just a backstory but a living part of the game, with the rules providing notes for the Dungeon Master concerning running campaigns for Immortal characters, including their goals where they fit into Immortal society, including duties and responsibilities. The three founders were not just powerful beings but also the source of the rules themselves, their legacy embedded in the mechanics of the game and the stories that players would tell. The Immortals Rules expanded the D&D multiverse system, with an Astral Plane that permeated and connected the whole of the multiverse, and the three founders were the first to traverse this plane, establishing the connections that allowed for the vast array of outer planes that ranged from mono-spatial atto-planes to penta-spatial tera-planes. Their story was one of creation and order, but also of the inevitable conflicts that arose when power was distributed among many, a theme that would be explored in the sample plots and adventures provided in the set.

A Game of Gods and Monsters

The Immortals Rules introduced a system where characters that attained immortality exchanged all of their experience points for power points at a rate of ten thousand to one, a mechanic that fundamentally changed the nature of the game and the role of the player. This system allowed players to spend these power points to permanently increase attribute scores, and to use a magic point system to give the character new special abilities, creating a dynamic where every decision had long-term implications. The rules detailed playing transhuman Immortal characters, and covered their powers, artifacts, and relationships with each other, as well as their ability to construct their own personal home planes. The set also presented powerful new monsters, including demons that originally appeared in Eldritch Wizardry, and provided twenty-two pages of game statistics for these creatures to ensure that the Dungeon Master had the tools to challenge these god-like beings. The combat and magic systems were modified to account for Immortal powers, allowing characters to cast any magic spell and use new combat abilities that could reshape reality itself. This expansion of the game's scope meant that the traditional boundaries of the game were dissolved, replaced by a system where the only limit was the imagination of the players and the Dungeon Master. The Immortals Rules were intended for player characters after successfully completing the requirements for achieving immortality as detailed in the Master Rules, and the set provided notes for the Dungeon Master concerning running campaigns for Immortal characters, including their goals where they fit into Immortal society, including duties and responsibilities. The game was a celebration of power and creativity, but also a warning about the dangers of unchecked ambition and the consequences of playing god.