Creatures such as Undead, Elementals, and Demons, which do not naturally belong to the planes of the real world, are subject to instability. Shifts between the different planes can seriously affect these creatures, sometimes even destroying them. Instability can usually be avoided if the creatures are controlled by a more powerful commander, such as a Wizard or a Champion, or if they remain within certain special areas where instability has no effect. Where relevant, these areas are described with the creature concerned, but, for example, haunted houses and graveyards may prevent instability in certain classes of Undead. When running scenarios, gamesmasters should make careful notes of any areas where given creatures are not subject to instability.
Check for instability every 10 rounds (1 minute) by rolling 1D6. A score of 6 indicates that the creatures have become unstable; roll again and consult the following chart:
|1||The creatures' natural plane of existence and the real world become separated. The creatures are trapped in this plane and slowly lose vitality and become insubstantial. Do not roll again for instability - these effects are permanent. The creatures can no longer cause any physical damage in combat. They are affected by weapons and magic as normal for their kind. They still cause fear and other psychological effects as normal. In addition, they are now subject to stupidity.|
|2||The physcial manifestation and power of the creatures are drawn back to their natural plane, only their ineffectual image remaining. Do not roll again for instability - these effects are permanent. The creatures can no longer cause any physical damage in combat, nor can they be affected by normal weapons. They still cause fear and other psychological effects as normal. The creatures are automatically dispelled by magical attacks or hits from magical weapons.|
|3||This state of flux between the creatures' own plane of existence and the real world leaves them confused and uncertain. The creatures may not move for D6 rounds. if in combat, the creatures cause only half as many W as normal and all hits struck against them cause double damage.|
|4||Some of the creatures are drawn entirely back into their own plane of existence. D6 creatures are drawn away - they do not return.|
|5||The state of flux between the creatures' own plane of existence and the real world invigorates and strengthens them. For D6 rounds, the creatures fight with double their normal number of attacks.|
|6||The creatures gain great power as the two planes of existence move closer to each other. For the following D6 rounds, the creatures receive no damage at all from any source. In addition, all their hits cause +1 W or +1/+10 effect for creatures with non-striking attack modes.|