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Manual of the Planes

Manual of the Planes

Manual of the Planes

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Shapes <strong>of</strong> <strong>the</strong> <strong>Planes</strong>infiniteGreat Wall <strong>of</strong><strong>the</strong> GodsY milesfiniteX milesedge <strong>of</strong> <strong>the</strong> universeCHAPTER 1:NATURE OFTHE PLANESfinite, self containedMorphic TraitsThis trait measures how easily <strong>the</strong> basic nature <strong>of</strong> <strong>the</strong>plane can be changed. Some planes are responsive to sentientthought, while o<strong>the</strong>rs can only be manipulated byextremely powerful creatures. And some planes respondto physical or magical efforts.Alterable Morphic: These planes are <strong>the</strong> norm. Objectsremain where <strong>the</strong>y are (and what <strong>the</strong>y are) unless affectedby physical force or magic. You can build a castle, animate astatue, or grow crops in an alterable plane, changing yourimmediate environment as a result <strong>of</strong> tangible effort.Static: These planes are unchanging. Visitors cannotaffect living residents <strong>of</strong> <strong>the</strong> plane, nor objects that <strong>the</strong>denizens possess. Any spells that would affect those on<strong>the</strong> plane have no effect unless <strong>the</strong> plane’s static trait issomehow removed or suppressed. This is similar to castinga time stop spell, but it’s even harder to affect creatures orobjects. Spells cast before entering a plane with <strong>the</strong> statictrait remain in effect, however.Even moving an unattended object within a staticplane requires a Strength check (DC 16). Particularlyheavy objects may be impossible to move (see CarryingCapacity in Chapter 9 <strong>of</strong> <strong>the</strong> Player’s Handbook).Highly Morphic: On <strong>the</strong> opposite end <strong>of</strong> <strong>the</strong> spectrumare highly morphic planes, which change so frequentlythat it’s difficult to keep a particular area stable.Such planes may react dramatically to specific spells,sentient thought, or <strong>the</strong> force <strong>of</strong> will. O<strong>the</strong>rs change forno reason. In <strong>the</strong> D&D cosmology, <strong>the</strong> Outer Plane <strong>of</strong>Limbo is a highly morphic plane.Magically Morphic: Specific spells can alter <strong>the</strong> basicmaterial <strong>of</strong> <strong>the</strong>se planes. The Plane <strong>of</strong> Shadow, which canpqqqqrsLAYERED PLANESInfinities may be broken into smaller infinities, and planes intosmaller, related planes. These layers are effectively separateplanes <strong>of</strong> existence, and each layer can have its own planartraits. But <strong>the</strong> layers <strong>of</strong> a plane have an affinity to each o<strong>the</strong>r,and travel may be easier or more common between <strong>the</strong>m.Layers are connected to each o<strong>the</strong>r through a variety <strong>of</strong> planargates, natural vortices, paths, and shifting borders.Access to a layered plane from elsewhere usually happenson a specific layer: <strong>the</strong> first layer <strong>of</strong> <strong>the</strong> plane, which can beei<strong>the</strong>r <strong>the</strong> top layer or <strong>the</strong> bottom layer, depending on <strong>the</strong>specific plane. Most fixed access points (such as portals andnatural vortices) reach this layer, which makes it <strong>the</strong> gatewayfor o<strong>the</strong>r layers <strong>of</strong> <strong>the</strong> plane. The plane shift spell also deposits<strong>the</strong> spellcaster on <strong>the</strong> first layer <strong>of</strong> <strong>the</strong> plane.All layers <strong>of</strong> a plane are connected to <strong>the</strong> Astral Plane, sotravelers can reach specific layers directly through spells suchas astral projection. But <strong>of</strong>ten <strong>the</strong> first layer is <strong>the</strong> one mosthospitable to planar travelers.pqqqqrs11

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