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Manual of the Planes

Manual of the Planes

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save (DC 25) or gain a negative level. A creature whosenegative levels equal its current levels or Hit Dice is slain,becoming a wraith.The negative energy protection spell protects a traveler from<strong>the</strong> damage and energy drains <strong>of</strong> negative-dominant planes.ALIGNMENT TRAITSCertain planes, in particular <strong>the</strong> divine planes, havealignments just as characters do. Most <strong>of</strong> <strong>the</strong> inhabitants<strong>of</strong> <strong>the</strong>se planes also have that particular alignment, evenpowerful creatures such as deities. In addition, creatures<strong>of</strong> alignments contrary to <strong>the</strong> plane have a tougher timedealing with its natives and situations.How a plane develops an alignment trait is a chickenand-eggsituation. Certain planes are predisposed to particularalignments, so creatures <strong>of</strong> those alignments tendto settle <strong>the</strong>re. This makes <strong>the</strong> planes even more disposedto that alignment, and so on. In <strong>the</strong> D&D cosmology,all but one <strong>of</strong> <strong>the</strong> Outer <strong>Planes</strong> have predispositionsto certain alignments. That does not have to be true for“home <strong>of</strong> <strong>the</strong> deities” planes you create.The alignment trait <strong>of</strong> a plane affects social interactions<strong>the</strong>re. Characters who follow alignments o<strong>the</strong>r than most<strong>of</strong> <strong>the</strong> inhabitants may find life more difficult.Alignment traits have multiple components. First are<strong>the</strong> moral (good or evil) and ethical (lawful or chaotic)components; a plane can have ei<strong>the</strong>r a moral component,an ethical component, or one <strong>of</strong> each. Second, <strong>the</strong> traitdescribes whe<strong>the</strong>r each moral or ethical component ismildly or strongly applied.Good-Aligned/Evil-Aligned: These planes havechosen a side in <strong>the</strong> battle <strong>of</strong> good versus evil. A universethat regularly pits angels against devils probably hasgood-aligned and evil-aligned planes.Law-Aligned/Chaos-Aligned: Law versus chaos is<strong>the</strong> key struggle for <strong>the</strong>se planes. A cosmology that pitsarmies <strong>of</strong> devils against hordes <strong>of</strong> demons has lawalignedand chaos-aligned planes.It’s likely that <strong>the</strong> alignment trait for some planes hastwo components: one moral and one ethical. There arelaw-aligned, good-aligned planes, and chaos-aligned,evil-aligned planes, for example. But <strong>the</strong>re aren’t goodaligned,evil-aligned planes (opposing moral components)or law-aligned, chaos-aligned planes (opposingethical components).Each part <strong>of</strong> <strong>the</strong> alignment trait gets a descriptor,mildly or strongly, to show how powerful <strong>the</strong> tug <strong>of</strong> alignmentis on <strong>the</strong> plane. A plane could be mildly goodaligned,strongly chaos-aligned, for example.Mildly Aligned: Creatures who have an alignmentopposite a mild alignment <strong>of</strong> a plane suffer a –2 circumstancepenalty on all Charisma-based checks. Evil characterson a mildly good-aligned plane, for example, havea hard time getting along with <strong>the</strong> natives. Whe<strong>the</strong>r acharacter is lawful, neutral, or chaotic wouldn’t matterfor such a plane—only good, neutral, or evil.Strongly Aligned: These planes apply <strong>the</strong> –2 circumstancepenalty to all creatures not <strong>of</strong> <strong>the</strong> plane’s alignment.In o<strong>the</strong>r words, neutral characters suffer <strong>the</strong> penaltytoo. A strongly good-aligned, strongly law-alignedplane would apply <strong>the</strong> penalty to creatures with a neutralaspect to <strong>the</strong>ir alignment (as well as to evil orchaotic creatures).The circumstance penalty on strongly aligned planescovers more situations, too. The –2 penalty affects allIntelligence-, Wisdom-, and Charisma-based checks. It’sas if <strong>the</strong> plane itself was standing in your way.The penalties for <strong>the</strong> moral and ethical components <strong>of</strong><strong>the</strong> alignment trait do stack. A neutral evil character on amildly good-aligned, strongly chaos-aligned plane wouldsuffer a –2 penalty on Charisma-based checks for beingevil on a mildly good plane, and ano<strong>the</strong>r –2 penalty onIntelligence-, Wisdom-, and Charisma-based checks forbeing neutral on a strongly chaos-aligned plane. Such acharacter would have a –4 circumstance penalty onCharisma-based checks and a –2 circumstance penalty onIntelligence- and Wisdom-based checks.Neutral-Aligned: A mildly neutral-aligned plane doesnot apply a circumstance penalty to anyone. Such a planecould become a ga<strong>the</strong>ring point where those <strong>of</strong> differentalignments could meet, or <strong>the</strong> prize that extraplanarforces fight over.A strongly neutral-aligned plane stands in oppositionto good, evil, law, and chaos. Such a plane may be moreconcerned with <strong>the</strong> balance <strong>of</strong> <strong>the</strong> alignments than withaccommodating and accepting alternate points <strong>of</strong> view.Strongly neutral-aligned planes apply <strong>the</strong> –2 circumstancepenalty to any creature that isn’t neutral. Thepenalty is applied twice (once for law/chaos, and once forgood/evil), so neutral good, neutral evil, lawful neutral,and chaotic neutral creatures suffer a –2 penalty andlawful good, chaotic good, chaotic evil, and lawful evilcreatures suffer a –4 penalty.Material <strong>Planes</strong> are usually mildly neutral-aligned,though <strong>the</strong>y may contain high concentrations <strong>of</strong> evil orgood, law or chaos in places. This <strong>of</strong>ten makes <strong>the</strong> MaterialPlane a battleground for <strong>the</strong> various aligned planesand <strong>the</strong>ir natives, who may try to change <strong>the</strong> alignmenttrait <strong>of</strong> <strong>the</strong> Material Plane itself.MAGIC TRAITSThe magic trait tells how a plane handles spells andsupernatural abilities. As with o<strong>the</strong>r traits, <strong>the</strong> magic traitdescribes how magic works compared to how it works on<strong>the</strong> Material Plane. Particular locations on a plane (suchas those under <strong>the</strong> direct control <strong>of</strong> deities) may be pocketswhere a different magic trait applies.Normal Magic: This magic trait means that all <strong>the</strong>spells and supernatural abilities function as written.Dead Magic: These planes have no magic at all. Aplane with <strong>the</strong> dead magic trait functions in all respectslike an antimagic field spell. Divination spells cannotdetect subjects within a dead magic plane, nor can aspellcaster use teleport or ano<strong>the</strong>r spell to move in or out.The only exception to <strong>the</strong> “no magic” rule is permanentplanar portals, which still function normally. SpellcastersCHAPTER 1:NATURE OFTHE PLANES13

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