Magic in the Outlands(PPO)

It's happened plenty of times: A prime makes it to the Outlands, gets herself into all sorts of trouble, and whips up a powerful spell or two to save her skin. Trouble is, if she's not standing in the right place or doesn't have the right key, the spell's likely to fizzle. The dead-book's full of the Clueless who didn't know the dark of how magic works in the Land. Here, the strength of magic depends on how far a body is from the spire - the center of the plane. (Any berk who still has to ask how an infinite plane can have a center is in the wrong universe.) The direction away from the spire is generally known as ringward or outward (toward the ring of the Outer Planes), while the direction toward the spire is called spireward or inward. The Outlands are divided into concentric circles, though the borders of the circles aren't marked in any way. As a body crosses these borders, magical abilities drop away. In the farthest circle ringward, all magic works normally (as normally as it ever does in the Land). But as a body moves closer to the spire, more spells are locked out, until at the spire itself no magic works at all (except for Sigil, of course). These circles are known as rings or layers, depending on where a body's from. Natives of Sigil call them rings, and count outward from the spire to the rim. Bashers from the Outer Planes tend to think in layers, and so that's what they call the circles, counting inward from the rim to the spire. Table I below sums up how magic is affected on each ring and layer. It's not just spells, berk - all spelllike abilities get knocked out, too. For example, a beholder's disintegrating eye is treated as a wizard's disintegrate spell, which is sixth-level. Neither'U work within the fifth ring or fifth layer. These restrictions apply to magic for both wizards and priests. All of the gate-towns sit in the outermost ring/ layer, where magic isn't affected (except by the normal restrictions of the Outlands). Most of the other important sites are found in the sixth, seventh or eighth ring outward, since that's where the powers of the plane usually set up shop. Here's why: Too far from the spire, their domains could slip into another Outer Plane; too close, and they couldn't grant their worshipers all the magic they'd like. There's one other thing that's pretty important about the rings and layers — they move. The sodding borders slide back and forth across the Land, so locations can fall into a range of different rings. A patch of ground'll be in the sixth ring one day and in the fifth the next. 'Course, a piece of land almost never moves more than one ring or so from its original spot. Bigger changes usually take place only if a nearby gate-town goes tumbling off into an Outer Plane. Since the borders between the rings aren't marked, most berks aren't sure of where they are until they try to cast a spell and it fails. If a cutter's lucky enough to have a mimir, it'll tell her what ring or layer she's standing in, but it won't give the location of the next nearest ring or layer. Travel between rings or layers takes just as long as trips between towns. From the ninth ring, a body'd go for three to eighteen days to reach the eighth ring, and then another three to eighteen days to reach the seventh ring. Just wandering around the Outlands crossing rings can really eat up a cutter's time. Travel time between rings is separate from travel time between specific locations. That is, a body going from Curst to the Palace of Judgment takes the normal amount of time, no matter how many rings she crosses along the way. The spire's another story - it's infinite, so it's not treated as a specific location. A body walking from Curst to the base of the spire'd have to cross a number of rings to do it, at three to eighteen days each.
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