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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 1:NATURE OFTHE PLANES12be drawn elsewhere and used to duplicate o<strong>the</strong>r spells, isa good example <strong>of</strong> a magically morphic plane.Divinely Morphic: Specific, unique beings (deities orsimilar great powers) have <strong>the</strong> ability to alter objects,creatures, and <strong>the</strong> landscape on <strong>the</strong>se planes. Ordinarycharacters find <strong>the</strong>se planes similar to alterable planes inthat <strong>the</strong>y may be affected by spells and physical effort.But <strong>the</strong> deities may cause <strong>the</strong>se areas to change instantlyand dramatically, creating great kingdoms for <strong>the</strong>mselves.Divinely morphic planes are common on <strong>the</strong>Outer <strong>Planes</strong>, which is one reason deities live <strong>the</strong>re.Sentient: These planes are ones that respond to asingle thought—that <strong>of</strong> <strong>the</strong> plane itself. Travelers wouldfind <strong>the</strong> plane’s landscape changing as a result <strong>of</strong> what <strong>the</strong>plane thought <strong>of</strong> <strong>the</strong> travelers, ei<strong>the</strong>r becoming more orless hospitable depending on its reaction.ELEMENTAL AND ENERGY TRAITSThe Material <strong>Planes</strong> are made up <strong>of</strong> fundamental elementsand energies. Which elements and energies those are mayvary from cosmology to cosmology, but all <strong>the</strong> variousuniverses have basic building blocks. Within <strong>the</strong> D&Dcosmology, <strong>the</strong>re are four basic elements and two types <strong>of</strong>energy that toge<strong>the</strong>r make up everything. The elementsare earth, air, fire, and water. The energies are positive andnegative energy.The Material Plane reflects a balancing <strong>of</strong> those elementsand energies; all are found here. O<strong>the</strong>r planes, particularly<strong>the</strong> Inner <strong>Planes</strong>, may be dominated by one element or type<strong>of</strong> energy. O<strong>the</strong>r planes may show <strong>of</strong>f various aspects <strong>of</strong><strong>the</strong>se elemental traits.Air-Dominant: Mostly open space, <strong>the</strong>se planes havejust a few bits <strong>of</strong> floating stone or o<strong>the</strong>r elements. Theyusually have a breathable atmosphere, though <strong>the</strong>re maybe clouds <strong>of</strong> acidic or toxic gas on <strong>the</strong> plane. The gravitytrait for an air-dominant plane is usually ei<strong>the</strong>r objectivedirectional, subjective directional, or no gravity. Creatures<strong>of</strong> <strong>the</strong> earth subtype are uncomfortable on air-dominantplanes because <strong>the</strong>re is little or no natural earth toconnect with. They suffer no actual damage, however.Earth-Dominant: These planes are mostly solid. Travelerswho arrive run <strong>the</strong> risk <strong>of</strong> suffocation if <strong>the</strong>y don’t reacha cavern or o<strong>the</strong>r pocket within <strong>the</strong> earth (see Suffocationin Chapter 3 <strong>of</strong> <strong>the</strong> DUNGEON MASTER’s Guide). Worse yet,individuals without <strong>the</strong> ability to burrow are entombed in<strong>the</strong> earth and must dig <strong>the</strong>ir way out (5 feet per turn). Earthdominantplanes normally have objective directional orsubjective directional gravity. Creatures <strong>of</strong> <strong>the</strong> air subtypeare uncomfortable on earth-dominant planes because <strong>the</strong>seplanes are tight and claustrophobic to <strong>the</strong>m. But <strong>the</strong>y sufferno inconvenience beyond having difficulty moving.Fire-Dominant: These planes are composed <strong>of</strong> flamesthat continually burn without consuming <strong>the</strong>ir fuelsource. Fire-dominant planes are extremely hostile toMaterial Plane creatures, and those without resistance orimmunity to fire are soon immolated. Unprotectedwood, paper, cloth, and o<strong>the</strong>r flammable materials catchfire almost immediately, and those wearing unprotectedflammable clothing catch on fire (see Catching on Fire inChapter 3 <strong>of</strong> <strong>the</strong> DUNGEON MASTER’s Guide). In addition, individualstake 3d10 points <strong>of</strong> fire damage every round <strong>the</strong>yare on a fire-dominant plane. In general, fire-dominantplanes have normal gravity conditions. Creatures <strong>of</strong> <strong>the</strong>water subtype are extremely uncomfortable on firedominantplanes. Those that are made <strong>of</strong> water (such aswater elementals) take double damage each round.While <strong>the</strong>se conditions are typical for <strong>the</strong> ElementalPlane <strong>of</strong> Fire, <strong>the</strong>re are locations such as lava pools,magma rivers, and volcano springs where <strong>the</strong> circumstancesare much worse. In <strong>the</strong> D&D cosmology, parts <strong>of</strong>some infernal Outer <strong>Planes</strong> are also fire-dominant, and<strong>the</strong>y too have <strong>the</strong>ir unusually deadly locations.Water-Dominant: These mostly liquid planes likelydrown those who can’t brea<strong>the</strong> water or reach a pocket <strong>of</strong>air (see The Drowning Rule in Chapter 3 <strong>of</strong> <strong>the</strong> DUNGEONMASTER’s Guide). Water-dominant planes have ei<strong>the</strong>r <strong>the</strong>no gravity trait or one <strong>of</strong> <strong>the</strong> two directional gravity traits.Creatures <strong>of</strong> <strong>the</strong> fire subtype are extremely uncomfortableon water-dominant planes. Those made <strong>of</strong> fire (such as fireelementals) take 1d10 points <strong>of</strong> damage each round.Positive-Dominant: An abundance <strong>of</strong> life characterizes<strong>the</strong>se planes. The two kinds <strong>of</strong> positive-dominant traits areminor positive-dominant and major positive-dominant.A minor positive-dominant plane is a riotous explosion<strong>of</strong> life in all its forms. Colors are brighter, fires are hotter,noises are louder, and sensations are more intense as aresult <strong>of</strong> <strong>the</strong> positive energy swirling through <strong>the</strong> plane. Allindividuals in a positive-dominant plane gain fast healing 2as an extraordinary ability for as long as <strong>the</strong>y remain <strong>the</strong>re.Major positive-dominant planes go even fur<strong>the</strong>r. Creatureson a major positive-dominant plane must make a Fortitudesaving throw (DC 15) to avoid being blinded for 10rounds by <strong>the</strong> brilliance <strong>of</strong> <strong>the</strong> surroundings. Simply beingon <strong>the</strong> plane grants fast healing 5 as an extraordinary ability.In addition, those at full hit points gain 5 additional temporaryhit points per round. These temporary hit points fade1d20 rounds after <strong>the</strong> creature leaves <strong>the</strong> major positivedominantplane. However, a creature must make a Fortitudesave (DC 20) each round that its temporary hit pointsexceed its normal hit point total. Failing <strong>the</strong> saving throwresults in <strong>the</strong> creature exploding in a riot <strong>of</strong> energy, killing it.The positive energy protection spell prevents its targetfrom receiving <strong>the</strong> fast healing extraordinary ability, riskingblindness, or receiving <strong>the</strong> temporary hit pointswhile on a positive-dominant plane.Negative-Dominant: These planes are vast, emptyreaches that suck <strong>the</strong> life out <strong>of</strong> travelers who cross <strong>the</strong>m.They tend to be lonely, haunted planes, drained <strong>of</strong> colorand filled with winds bearing <strong>the</strong> s<strong>of</strong>t moans <strong>of</strong> thosewho died within <strong>the</strong>m. As with positive-dominantplanes, negative-dominant planes can be ei<strong>the</strong>r minor ormajor. On minor negative-dominant planes, living creaturestake 1d6 points <strong>of</strong> damage per round. At 0 hit pointsor less, <strong>the</strong>y crumble into ash.Major negative-dominant planes are even moresevere. Each round, those within must make a Fortitude

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