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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 1:NATURE OFTHE PLANES14on a dead magic plane feel immediately uncomfortableand experience mild headaches.Wild Magic: Spells and spell-like abilities function inwildly different and sometimes dangerous ways onplanes with <strong>the</strong> wild magic trait. Any spell or spell-likeability used on a wild magic plane has a chance to goawry. The caster must make a level check (DC 15 + <strong>the</strong>attempted spell level) for <strong>the</strong> spell to function normally.For spell-like abilities, use <strong>the</strong> caster level for <strong>the</strong> abilityto determine <strong>the</strong> DC and <strong>the</strong> level or HD <strong>of</strong> <strong>the</strong> creaturefor making <strong>the</strong> level check.Failure means something strange happens. When youcreate a plane with <strong>the</strong> wild magic trait, you also need atable to determine how spells and spell-like abilities aretwisted by <strong>the</strong> nature <strong>of</strong> <strong>the</strong> plane.A typical wild magic table is shown at right.In addition, wild magic planes may have particularmodifications to <strong>the</strong> wild magic level check according to<strong>the</strong> school or descriptor <strong>of</strong> <strong>the</strong> spell (adding +4 to <strong>the</strong> DCfor necromancy spells, or –2 to <strong>the</strong> DC for good spells).Impeded Magic: Particular spells and spell-like abilitiesare more difficult to cast on <strong>the</strong>se planes, <strong>of</strong>tenbecause <strong>the</strong> nature <strong>of</strong> <strong>the</strong> plane interferes with <strong>the</strong> spell.Fireball spells may be cast on <strong>the</strong> Elemental Plane <strong>of</strong>Water, but <strong>the</strong> opposing natures <strong>of</strong> <strong>the</strong> spell and <strong>the</strong> planemakes it difficult.When you create a plane with <strong>the</strong> impeded magic trait,make a list <strong>of</strong> which spells are so impeded. Impededmagic planes may stop spells based on <strong>the</strong>ir school, subschool,descriptors, or level. Individual spells are rarelyimpeded on a planewide basis, but <strong>the</strong>y may be impededon a demiplane or in <strong>the</strong> kingdom <strong>of</strong> a deity.To cast an impeded spell, <strong>the</strong> caster must make a Spellcraftcheck (DC 15 + <strong>the</strong> level <strong>of</strong> <strong>the</strong> spell). If <strong>the</strong> checkfails, <strong>the</strong> spell does not function but is still lost as a preparedspell or spell slot. If <strong>the</strong> check succeeds, <strong>the</strong> spellfunctions normally.Enhanced Magic: Particular spells and spell-like abilitiesare easier to use or more powerful in effect on <strong>the</strong>seplanes than <strong>the</strong>y are on <strong>the</strong> Material Plane.When you create a plane with <strong>the</strong> enhanced magictrait, make a list <strong>of</strong> which spells are enhanced. Just aswith impeded magic planes, such a list is usually based on<strong>the</strong> spells’ school, subschool, descriptors, or level.Natives <strong>of</strong> a plane with <strong>the</strong> enhanced magic trait areaware <strong>of</strong> which spells and spell-like abilities are enhanced,but planar travelers may have to discover this on <strong>the</strong>ir own.If a spell is enhanced, certain metamagic feats can beapplied to it without changing <strong>the</strong> spell slot required orcasting time. Spellcasters on that plane are considered tohave that feat for <strong>the</strong> purpose <strong>of</strong> applying it to that spell.Spellcasters native to <strong>the</strong> plane must earn <strong>the</strong> feat normallyif <strong>the</strong>y want to use it on o<strong>the</strong>r planes as well.For example, spells with <strong>the</strong> fire descriptor are maximizedand enlarged on <strong>the</strong> Elemental Plane <strong>of</strong> Fire. Wizardscan prepare maximized, enlarged versions <strong>of</strong> <strong>the</strong>irfire spells even if <strong>the</strong>y don’t have <strong>the</strong> Maximize Spell andEnlarge Spell feats, and <strong>the</strong>y use <strong>the</strong> same spell slots <strong>the</strong>yTable 1–1: Wild Magic Effectsd% Effect01–19 Spell rebounds on caster with normal effect. If <strong>the</strong>spell cannot affect <strong>the</strong> caster, it simply fails.20–23 A circular pit 15 feet wide opens under <strong>the</strong> caster’sfeet; it is 10 feet deep per level <strong>of</strong> <strong>the</strong> caster.24–27 The spell fails, but <strong>the</strong> target or targets <strong>of</strong> <strong>the</strong> spell arepelted with a rain <strong>of</strong> small objects (anything fromflowers to rotten fruit), which disappear upon striking.The barrage continues for 1 round. During this time<strong>the</strong> targets are blinded and must make Concentrationchecks (DC 15 + spell level) to cast spells.28–31 The spell affects a random target or area. The DMshould randomly choose a different target fromamong those in range <strong>of</strong> <strong>the</strong> spell or center <strong>the</strong> spellat a random place within range <strong>of</strong> <strong>the</strong> spell. To generatedirection randomly, roll 1d8 and count around <strong>the</strong>compass, starting with north. To generate rangerandomly, roll 3d6. Multiply <strong>the</strong> result by 5 feet forclose range spells, 20 feet for medium range spells, or80 feet for long range spells.32–35 The spell functions normally, but any material componentsare not consumed. The spell is not expendedfrom <strong>the</strong> caster’s mind (a spell slot or prepared spellcan be used again). An item does not lose charges,and <strong>the</strong> effect does not count against an item’s orspell-like ability’s use limit.36–39 The spell does not function. Instead, everyone (friendor foe) within 30 feet <strong>of</strong> <strong>the</strong> caster receives <strong>the</strong> effect<strong>of</strong> a heal spell.40–43 The spell does not function. Instead, a deeper darknessand a silence effect cover a 30-foot radius around <strong>the</strong>caster for 2d4 rounds.44–47 The spell does not function. Instead, a reverse gravityeffect covers a 30-foot radius around <strong>the</strong> caster for 1round.48–51 The spell functions, but shimmering colors swirlaround <strong>the</strong> caster for 1d4 rounds. Consider this aglitterdust effect with a save DC <strong>of</strong> 10 + <strong>the</strong> level <strong>of</strong> <strong>the</strong>spell that generated this result.52–59 Nothing happens. The spell does not function. Anymaterial components are used up. The spell or spellslot is used up, and charges or uses from an item areused up.60–71 Nothing happens. The spell does not function. Anymaterial components are not consumed. The spell isnot expended from <strong>the</strong> caster’s mind (a spell slot orprepared spell can be used again). An item does notlose charges, and <strong>the</strong> effect does not count against anitem’s or spell-like ability’s use limit.72–98 The spell functions normally.99–100 The spell functions strongly. Saving throws against<strong>the</strong> spell suffer a –2 penalty. The spell has <strong>the</strong> maximumpossible effect, as if it were cast with <strong>the</strong>Maximize Spell feat. If <strong>the</strong> spell is already maximizedwith <strong>the</strong> feat, <strong>the</strong>re is no fur<strong>the</strong>r effect.would to cast <strong>the</strong>se spells normally (not maximized orenlarged) on <strong>the</strong> Material Plane. Sorcerers can cast maximized,enlarged fire spells without using higher-levelslots, and it takes <strong>the</strong>m no extra time to do so.Limited Magic: These planes only permit spells andspell-like abilities from certain schools, subschools,descriptors, or levels to be cast. O<strong>the</strong>r spells and spell-likeabilities simply don’t work; for <strong>the</strong>m, this plane functionslike a dead magic plane.

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