Once characters become Immortals, they no longer have the character class (or even race) that they had in mortal life. Immortals, regardless of appearance, are a single class to themselves with thirty six levels just like any other class.

When a character becomes an Immortal, they retain the experience total that they had in life. This means that a character becoming an Immortal may begin their Immortality at a level higher than 1st.

Since the Immortal has a completely new body which is fundamentally different to that of a mortal, the player of a new Immortal character should not be surprised if some aspects of their character appear to have got worse since they became an Immortal. For example, a 1st level Immortal may have fewer hit points than they had as a 32nd level fighter. This appearance can be deceptive, however, since Immortals are significantly better than mortals in a number of ways and this makes direct comparisons of a single ability or score somewhat misleading.

Immortality & Death

Although the term “Immortal” is used for characters, they are not truly immortal. They can still die.

When an Immortal dies, they are permanently dead. There is no way to bring them back, raise them, reincarnate them, or even turn them into undead. When they’re gone, they’re gone.

Consequently, and somewhat ironically, Immortals tend to be far more paranoid about death than they ever were when mortal.

Loss of Worshippers

All Immortals need worshippers. Even those who wish to simply wander around having a good time rather than meddling in mortal affairs still need at least some worshippers.

Theoretically, an Immortal can survive with only a single worshipper, but most prefer to have as many worshippers as possible for safety’s sake.

If an Immortal loses their last worshipper, they will immediately feel it; it is not possible for an Immortal to accidentally lose all their worshippers and not notice.

An Immortal can survive for a year without worship. After that point, they die.

Killing a Mortal Form

When an Immortal is in Mortal form, they are just as vulnerable as any other mortal creature.

However, having a Mortal form die does not kill the Immortal. When a Mortal form dies, the Immortal is immediately sent back to their home plane where they reappear in Embodied form.

The Immortal cannot leave their home plane or take on a different form (except to project a Spirit form through an Immortal Eye spell) for 48 hours.

Killing an Embodied Form

When an Immortal is in Embodied form, they are much tougher than any mortal. However, this form can still be killed.

If an Embodied form of an Immortal is killed while the Immortal is not on their home plane, the Immortal immediately disappears and reappears on their home plane.

The Immortal must immediately spend 1,000,000xp to recreate the Embodied form that just died, even if they have other Embodied forms available to them. This must be done even if doing so forces them to lose a level. If this level loss would reduce them below 1st level, then they lose their Immortality and become merely a dead mortal who can be raised or reincarnated as normal. This is the only way that an Immortal can lose their Immortality.

Once the Immortal has recreated the Embodied form that died, they cannot leave their home plane or take on a different form (except to project a Spirit form through an Immortal Eye spell) for one day per hit point they have.

Additionally, their connection with all their clerics is temporarily disrupted, and their clerics may not cast spells during this period.

If an Immortal’s Embodied form is killed while on their home plane, the Immortal is simply dead, and all their clerics permanently lose their power.

Killing a Spirit Form

Immortals cannot be killed or harmed while in Spirit form.

However, since an Immortal that runs out of power points is forced back into Embodied form, a determined opponent can use Power Attack in order to drain all the power points from the Immortal and force them into a form in which they can be killed.

Level & Experience

Compared to mortals, Immortals need huge numbers of experience points to increase in level.

However, Immortals don’t get experience for the same things that mortal level characters do. Immortals never gain experience for gaining treasure, and should only rarely—if ever, at the Game Master’s discretion—gain experience for killing mortal level monsters. Doing such things are simply not significant to an Immortal.

The only experience Immortals should get for killing monsters is if the monsters pose a significant threat to the Immortals.

Instead, the vast majority of experience gained by Immortals will be for achieving plot goals. The Game Master is advised to give such rewards much more frequently in an Immortal level campaign than in a mortal level campaign, and to make them large enough that the characters will advance in level at a rate the group finds reasonable.

Immortals in their home plane are considered to be six levels higher than their actual level, to a maximum of 36th level for purposes of level-dependent abilities (e.g. Hit points and power reserve). This effective level increase does not change the Immortal’s experience total.

Table 17-1: Immortal abilities by level

Saving Throws LevelExperienceHit DiceHit Points Base

Attack BonusSkillsArmour Class AttacksStrike to Kill DamageAnti-MagicMax Ability

ScoreImprove Ability CostSpell AttacksPhysical Attacks Mental AttacksPower Attacks 1 3,000,000 15 75 +12 12 0 2 2d6 50% 25

100,000 20 15 18 17 2 3,250,000 16 80 +13 12 0 2 2d6 50% 25

100,000 20 15 18 17 3 3,500,000 17 85 +13 12 0 2 2d6 50% 25

100,000 20 15 18 17 4 3,750,000 18 90 +14 12 0 2 2d6 50% 25

100,000 20 15 18 17 5 4,000,000 19 95 +14 13 0 2 2d6 50% 25

100,000 20 15 18 17 6 4,500,000 20 100 +15 13 0 2 2d6 50%

25 100,000 20 15 18 17 7 5,000,000 21 110 +15 13 -1 2 2d6 50%

25 100,000 20 14 17 16 8 6,000,000 22 120 +16 13 -1 2 2d6 50%

25 100,000 20 14 17 16 9 7,000,000 23 130 +16 14 -2 2 2d6 50%

25 100,000 19 13 16 15 10 8,000,000 24 140 +17 14 -2 2 2d6 50%

25 100,000 19 13 16 15 11 9,000,000 25 150 +17 14 -3 2 2d6 50%

25 100,000 18 12 15 14 12 10,000,000 26 160 +18 14 -3 2 2d6

50% 25 100,000 18 12 15 14 13 12,000,000 27 180 +18 15 -4 3 3d6

60% 50 200,000 17 11 14 13 14 14,000,000 28 200 +19 15 -4 3 3d6

60% 50 200,000 17 11 14 13 15 16,000,000 29 220 +19 15 -5 3 3d6

60% 50 200,000 16 10 13 12 16 18,000,000 30 240 +20 15 -5 3 3d6

60% 50 200,000 16 10 13 12 17 20,000,000 31 260 +20 16 -6 3 3d6

60% 50 200,000 15 9 12 11 18 22,000,000 32 280 +21 16 -6 3 3d6

60% 50 200,000 15 9 12 11 19 25,000,000 33 300 +21 16 -7 3 3d6

70% 75 400,000 14 8 11 10 20 30,000,000 34 330 +22 16 -7 3 3d6

70% 75 400,000 14 8 11 10 21 35,000,000 35 360 +22 17 -8 3 3d6

70% 75 400,000 13 7 10 9 22 40,000,000 36 390 +23 17 -8 3 3d6

70% 75 400,000 13 7 10 9 23 45,000,000 37 420 +24 17 -9 3 3d6

70% 75 400,000 12 6 9 8 24 50,000,000 38 450 +25 17 -9 3 3d6

70% 75 400,000 12 6 9 8 25 55,000,000 39 500 +26 18 -10 4 4d6

80% 100 800,000 11 5 8 7 26 60,000,000 40 550 +27 18 -10 4 4d6

80% 100 800,000 10 5 8 7 27 70,000,000 41 600 +28 18 -11 4 4d6

80% 100 800,000 9 4 7 6 28 80,000,000 42 650 +29 18 -12 4 4d6

80% 100 800,000 8 4 7 6 29 90,000,000 43 700 +30 19 -13 4 4d6

80% 100 800,000 7 3 6 5 30 100,000,000 44 750 +31 19 -14 4 4d6

80% 100 800,000 6 3 6 5 31 110,000,000 45 800 +32 19 -15 4 4d6

90% 100 1,600,000 5 2 5 4 32 120,000,000 46 900 +33 19 -16 4 4d6

90% 100 1,600,000 5 2 5 4 33 130,000,000 47 1,000 +34 20 -17 4

4d6 90% 100 1,600,000 5 2 5 4 34 140,000,000 48 1,250 +35 20 -18 4

4d6 90% 100 1,600,000 5 2 5 4 35 150,000,000 49 1,500 +36 20 -19 4

4d6 90% 100 1,600,000 5 2 5 4 36 160,000,000 50 2,000 +37 20 -20 4

4d6 90% 100 1,600,000 5 2 5 4 Power Reserve 300 325 350 375 400 450 500 600 700 800 900 1,000 1,200 1,400 1,600 1,800 2,000 2,200 2,500 3,000 3,500 4,000 4,500 5,000 5,500 6,000 7,000 8,000 9,000 10,000 11,000 12,000 13,000 14,000 15,000 16,000 Weapon Damage - - - - - - - - - - - - +1 die +1 die +1 die +1 die +1 die +1 die +1 die +1 die +1 die +1 die +1 die +1 die +2 dice +2 dice +2 dice +2 dice +2 dice +2 dice +2 dice +2 dice +2 dice +2 dice +2 dice +2 dice

Spending Experience

Unlike mortals, Immortals have various powers and spells that they must spend experience points to use. They are literally powering these abilities by using up their own life force.

If spending experience points in this manner would reduce an Immortal’s level, the Immortal cannot spend the experience and cannot use the power or spell.

The only exception to this is if an Immortal is the victim of the Leech power (see Chapter 16: Questing for Immortality for details). Experience drained by this power may reduce an Immortal’s level; although the Immortal can never be drained below 3,000,000 experience (i.e. they can never be drained below 1st level) even by this means.

Power Reserve

In addition to being able to spend experience points to use powers, Immortals also have a Power Reserve. This is a pool of points that can be spent on minor or temporary powers and abilities.

An Immortal’s power reserve refreshes after a night’s rest, and any power points left unused are wasted.

If an Immortal spends their entire power reserve, and has no more power points remaining, they are left in an exhausted state. If not already in Embodied form, they immediately switch to their first Embodied form, and can not leave that form until they have power points once more.

Additionally, all movement speeds are halved, as is unarmed damage; and the Immortal has a –4 penalty on all saving throws.

This condition lasts until the Immortal has had a chance to sleep and regain their power points back up to their normal power reserve level.

Forms & Abilities

Immortals have a variety of special abilities. Unless specified otherwise, the following abilities can be used only when the Immortal is in Embodied Form. Changing between forms normally takes a round, during which the Immortal is treated (for the purposes of being attacked or other potentially damaging situations) as being in the least vulnerable of the forms.

In either Mortal or Spirit form, the Immortal only has a subset of these abilities, as detailed below.

Mortal Form

When in Mortal form, the Immortal as no special abilities, other than the ability to change from that Mortal form back into Spirit or Embodied form. An Immortal in Mortal form simply is mortal for all intents and purposes.

No magical detection—not even the ESP spell or other forms of telepathy— can detect that the Mortal form is anything other than a mortal.

Any equipment that was created as part of the mortal form vanishes when the Immortal changes back to Spirit or Embodied form, although mundane items carried by the Mortal form do not disappear in this manner.

When an Immortal is slain while in Mortal form, they are immediately banished back to their home plane, where they take on Embodied form. The Immortal can neither leave their home plane nor take on a different form for 48 hours.

The particular Mortal form that was killed no longer exists, although there is nothing to stop the Immortal creating a new identical form if they wish.

Spirit Form

When in Spirit form, an Immortal is insubstantial and can travel freely through any mundane substance or any substance created by mortal level magic. This also means that the Spirit form cannot interact with the mundane world in any way. For example, it cannot pick objects up or attack creatures.

The Spirit form is also completely immune to any form of damage, attack, or magic, with the exception of the Immortal spells Probe and Power Attack. The Immortal gets normal Anti-Magic checks and saving throws against these spells while in Spirit form.

The Spirit form is always translucent and it glows gently (with a strength anywhere from a candle to a campfire) and cannot be made to appear invisible or solid, but the Immortal may change the shape of their Spirit form at will.

The most common shapes for Immortals using spirit form to take are:

An Immortal in Spirit form may not use any Immortal level spells with the exception of the Power Attack, Probe, and Probe Shield spells.

An Immortal in Spirit form may not use mortal level magic, with the exception of movement and travel spells such as Teleport, Travel, Dimension Door and so on. While in Spirit form, the Immortal may use such mortal movement or travel spell at will, as often as they like; and if the spell has variable effects based on the level of the caster then the Immortal is treated as a caster with a level equal to twice their hit dice.

Without using such spells, an Immortal in Spirit form can fly at 240’ per round while paying attention to their surroundings.

If the Immortal is in a hurry and not worried about noticing details around them, they can fly at 24 miles per round or even Voidspeed.

Immortals in Spirit form do not need to eat, drink or breathe; in fact they are incapable of doing these things as they have no physical presence. This lack of physical presence also means that the Immortal does not have a gravity or air envelope when in the void or in the luminiferous aether.

Finally, while in Spirit form an Immortal can speak and understand any language, and can speak telepathically with any creature. The Immortal can also control the dreams of all dreaming mortal creature sleeping within 180’ of the Immortal’s Spirit form, and can do this to mortals on the Prime Plane while the Spirit form of the Immortal is on the Ethereal Plane.

Immortal Abilities

The abilities that follow are all based on the Immortal being in Embodied form. Some of them may be used in other forms, in which case they will include this in their description.

Hit Dice & Hit Points

Immortals have a number of hit dice based on their level (see Table 17-1). However, the Immortal’s hit points are based directly on their level rather than on their hit dice. An Immortal does not get to add their Con bonus to this hit point total.

Immortals heal quicker than mortals do. An Immortal regains 1d4 hit points per day, or 1d8 hit points per day if resting.

The hit dice of an Immortal are used to determine their effective level when casting mortal level spells.

Attack Bonus & Weapon Feats

As with mortal characters, an Immortal character has a base attack bonus based on their level. Immortals have Basic Proficiency with all weapons and attacks, and have no restrictions on the weapons that they are allowed to use. Immortals do not normally gain extra weapon feats, but may have higher proficiency levels in some weapons because they have chosen the Weapon Expertise power as part of their Embodied form.


First level Immortals start with a number of skill points equal to 12 plus their Int bonus, and this increases to a maximum of 20 plus their Int bonus at 36th level. Skills for Immortals work in exactly the same way as skills for mortals. However, the higher ability scores of Immortals can sometimes make skill and ability checks unnecessary unless there are very large penalties to the effective ability score.

While most physical skills can only be used in Embodied form, some mental or social skills can also be used in Spirit form.

Armour Class & Defences

The armour class of an Immortal in Embodied form works just like that of a mortal creature, and it is modified by Dex bonus in exactly the same manner.

However, the armour class of an Immortal is not modified by armour and shields that are worn unless they are magical; in which case only the magical bonuses apply, not the base armour class normally granted by the armour.

In addition to their armour class, Immortals in Embodied form have further defences against mundane damage.

In the case of physical damage done by mortals, Immortals in Embodied form are only hurt by +5 weapons or better. Even then, the Immortal takes only minimum damage from each attack. If a mortal attacks an Immortal with a Smash attack (see Chapter 10: Combat for details), the mortal does not add their entire strength to the damage done— they only add their strength bonus instead.

Physical attacks from other Immortal level creatures do full damage to an Immortal in Embodied form, unless the Immortal can make a saving throw vs Physical Attacks. If this saving throw is successful, the Immortal only takes half damage from the attack.

Attacks & Damage

Immortals who are in Embodied form may make more than one attack per round, as shown on Table 17-1.

Like mystics, Immortals may strike to kill in unarmed combat in order to do more damage instead of having the chance to stun or knock out opponents. The strike to kill damage done by Immortals is listed on Table 17-1. As with mystics, they must choose whether to strike to kill or to stun during the statement of intent at the beginning of a round.

Additionally, Immortals of 13th level and higher do additional damage when striking with weapons. This damage is based on the type of damage normally done by the weapon at the Immortal’s level of expertise with that weapon, and this increased damage does apply to unarmed strikes to stun, but does not apply to unarmed strikes to kill.


Immortals in their Embodied form are completely immune to all mortal level magic cast by mortals, including such magical effects as dragon breath from mortal level dragons and energy drain from mortal level undead.

This immunity stretches to the magical creations of existing mortal level spells. For example an Immortal can walk straight through a mortal level Force Field spell. However, it does not stretch to the mundane non-magical creations of such spells.

An Immortal cannot see or walk through a Wall of Stone cast by a mortal.

Additionally, Immortals in Embodied form have partial immunity to mortal level magic cast by other Immortals. See Chapter 18: Monsters for full details on how Anti-Magic works.

Even if a spell cast by an Immortal level caster gets through the Immortal’s anti-magic, the Immortal may still make a saving throw versus that spell where applicable. If the spell is mind- affecting, the Immortal may make a saving throw vs Mental Attacks, otherwise the Immortal makes a saving throw vs Spell Attacks.

Other Immunities

Immortals in Embodied form are immune to disease, aging (including magical aging), mortal level poison, and mundane environmental effects such as fire, cold, lightning and so on.

Immortals are not immune to Immortal level poisons. However, even such powerful venoms will be delayed for a number of rounds equal to the Immortal’s constitution bonus before taking effect; hopefully giving the Immortal chance to cast a Neutralise Poison or similar before it is too late.

While in Embodied form, Immortals do not need to breathe, eat or drink— although they can do all three for pleasure if they choose. Similarly, Immortals in Embodied form are incapable of siring children, but can have sex for pleasure.

Immortal Level Spells

Lesser Spells

Greater Spells

Aura & Awe Attacks

The Embodied form of an Immortal always radiates an aura of power. This aura glows with a strength anywhere from that of a candle to that of a bonfire at the Immortal’s whim.

Once per round (as an action), an Immortal in Embodied form can cause their aura to flare up. This will affect a number of mortal creatures equal to the Immortal’s Int and Wis bonuses added together; providing all the targets are within 60’ of the Immortal. Mortal creatures with no mind (such as unintelligent undead) are affected by these aura attacks.

The Immortal must decide whether the desired effect of the aura is Terror, Awe, or Beauty.

Terror: Each target will flee in terror for 30 minutes unless they can make a saving throw vs Spells. If the target is cornered, they will cower and fight only to defend themselves.

Awe: Each target will stand paralysed for 30 minutes unless they can make a saving throw vs Spells.

Beauty: Each target will consider the Immortal to be their best friend, and treat them accordingly. It does not make them fanatically loyal and will not make them attack their other friends.

All targets get a saving throw vs Spells to avoid the effect.

If a target fails its saving throw, then it gets another one periodically to throw off the charm effect. The frequency of the saving throw is based on the creature’s intelligence:

0 Int = Save every 240 days

1 Int = Save every 180 days

2 Int = Save every 120 days

3 Int = Save every 90 days

4-5 Int = Save every 60 days

6-8 Int = Save every 30 days

9-12 Int = Save every 15 days

13-15 Int = Save every 7 days

16-17 Int = Save every 3 days

18 Int = Save every 24 hours

19 Int = Save every 8 hours

20 Int = Save every 2 hours

21-29 Int = Save every 20 minutes

30+ Int = Save every 2 rounds

If the Immortal behaves in an overtly hostile manner to the charmed target, such as attacking it or ordering others to attack it, then the charm is broken.


An Immortal in Embodied form can walk or swim at 50’ per round.

Immortals can also naturally fly at 120’ per round when in Embodied form, regardless of whether or not that form has wings.

Senses and Communication

While in Embodied form an Immortal can speak and understand any language, and can speak telepathically with any creature.

Immortals in Embodied form possess Heatvision like that of dwarves and elves, although they do not possess the other enhanced senses of those races unless they chose their Embodied form to have the Detection Suite power.

Immortal Level Spellcasting

While in Embodied form, Immortals can cast powerful Immortal level spells.

All Immortals can cast all of these spells, and there is no need to prepare them in advance.

There is no limit to how often an Immortal in Embodied form can cast any of these spells other than their cost in experience and power points.

Immortal Level Spells

These spells may only be cast by Immortals while in Embodied form. These spells are not stored in spell books and it is not possible to write these spells onto scrolls or make magic items that duplicate their effects.

Immortal Level Spells can be either Lesser or Greater. Lesser spells generally have temporary effects and cost the Immortal power points to cast; whereas greater spells generally have permanent effects and cost the Immortal experience points to cast.

None of these spells can be Dispelled by either mortal or Immortal casters.