APPENDIX:VARIANT PLANES& COSMOLOGIES204enforced sleep who continues to dream. Ana is unaware<strong>of</strong> her real body or <strong>of</strong> <strong>the</strong> fate <strong>of</strong> her fellow colonists; shehas been playing unconcernedly in <strong>the</strong> dreamscape foryears. The dragon knows <strong>the</strong> truth, however.The DreamheartThe dreamscapes, in all <strong>the</strong>ir infinite numbers, are only<strong>the</strong> edge <strong>of</strong> Dream. They border <strong>the</strong> Dreamheart, a realmwhere dreamers can die.The Dreamheart is a roiling boil <strong>of</strong> dream-born landscapesthat melt, burn, grow, and dissolve without anyrhyme or reason. Balls <strong>of</strong> fire, pockets <strong>of</strong> air, chunks <strong>of</strong>earth, and waves <strong>of</strong> water battle against each o<strong>the</strong>r. Amid<strong>the</strong> chaos, half-melted dreamscapes drift—lakes, buildings,streets, strange creatures, and small islands. Someprovide shelter against <strong>the</strong> tempest, but o<strong>the</strong>rs are opento its deadly effects. These are dreamscapes that havebeen pulled into <strong>the</strong> Dreamheart, usually after <strong>the</strong>irdreamers have awakened.Waking up in <strong>the</strong> Dreamheart is more difficult, requiringa Wisdom check (DC 18).In <strong>the</strong> Dreamheart, a random flare <strong>of</strong> fire, electricity, orflood can take <strong>the</strong> life <strong>of</strong> a dreamwalker at any moment.Likewise, a dream-born creature can swoop out <strong>of</strong> <strong>the</strong> chaosand eat an inexperienced traveler. When death comes in<strong>the</strong> Dreamheart, it affects <strong>the</strong> physical body as well.Dreamheart Tempest: Unless sheltered by a soliddreamscape, exposure to <strong>the</strong> tempest deals 25 points <strong>of</strong>damage each round: 5 points each <strong>of</strong> sonic, electricity,cold, fire, and acid damage.Like any storm, <strong>the</strong> tempest <strong>of</strong> <strong>the</strong> Dreamheart has aneye. If <strong>the</strong>re is any mind, deity, or purpose in <strong>the</strong> Region <strong>of</strong>Dreams, it can be found in <strong>the</strong> Eye <strong>of</strong> <strong>the</strong> Dreamheart Tempest.But each character who visits it comes away with acompletely different understanding <strong>of</strong> what lives in <strong>the</strong>eye—some meet deities, o<strong>the</strong>rs find long-dead loved ones,and o<strong>the</strong>rs achieve unparalleled personal power or insight.No one account can accurately encompass <strong>the</strong> Dreamheart,much as no dreamer can completely understand all dreams.THE PLANE OF MIRRORSThe Plane <strong>of</strong> Mirrors is a variant Transitive Plane—ormore accurately a collection <strong>of</strong> Transitive <strong>Planes</strong>—thatexists in <strong>the</strong> space behind reflective surfaces. The <strong>the</strong>orythat a mirror reflects based upon light striking it iswrong; mirrors hold <strong>the</strong>ir own magic and allow charactersto view a reality that exists alongside <strong>the</strong> one <strong>the</strong>yknow. With <strong>the</strong> proper spell, a traveler can turn thiswindow into a door and move into <strong>the</strong> space between <strong>the</strong>mirrors, a place <strong>of</strong> power and danger.Once through <strong>the</strong> mirror into <strong>the</strong> space behind it, <strong>the</strong>traveler finds himself in a long corridor leading to <strong>the</strong>right and left. Behind him, <strong>the</strong> Material Plane is clearlyvisible through <strong>the</strong> mirror, though o<strong>the</strong>rs on <strong>the</strong> MaterialPlane see nothing in <strong>the</strong> mirror but <strong>the</strong>ir own reflections.Moving through <strong>the</strong> corridors, <strong>the</strong> traveler sees o<strong>the</strong>rwindows: <strong>the</strong> backs <strong>of</strong> o<strong>the</strong>r mirrors on o<strong>the</strong>r planes.There are usually 5d4 o<strong>the</strong>r mirrors connected to asingle Plane <strong>of</strong> Mirrors, and <strong>the</strong>y can connect anywhere:Inner <strong>Planes</strong>, Outer <strong>Planes</strong>, Alternate Material <strong>Planes</strong>, oreven different locations on <strong>the</strong> same Material Plane. Thestone-and-mortar corridor that connects <strong>the</strong> mirrorswinds and curves. Travelers usually find a new mirrorevery 2d6×20 feet.The Plane <strong>of</strong> Mirrors is a secret plane, unknown tomost inhabitants <strong>of</strong> <strong>the</strong> Material Plane it borders. Theonly visitors to <strong>the</strong> Plane <strong>of</strong> Mirrors are those seekingsecrets or passage into o<strong>the</strong>r regions. Its existence mayallow individuals to breach areas o<strong>the</strong>rwise inaccessiblebecause <strong>of</strong> lack <strong>of</strong> connection to <strong>the</strong> Astral Plane.MIRROR TRAITSThe Plane <strong>of</strong> Mirrors has <strong>the</strong> following traits.• Normal Gravity.• Normal Time.• Finite Size.• Static.• No Elemental or Energy Traits: All forms <strong>of</strong> elementsand energies may be found here.• Mildly Neutral-Aligned: A particular grouping <strong>of</strong>mirrors may have a different alignment trait, however.• Normal Magic.MIRROR LINKSThe Plane <strong>of</strong> Mirrors is coterminous to <strong>the</strong> MaterialPlane and whatever o<strong>the</strong>r planes have connecting mirrors.A single plane may have several Mirror <strong>Planes</strong>attached to it. Each mirror is connected to a group <strong>of</strong> 5d4o<strong>the</strong>r mirrors in a “constellation.”The mirrors in a constellation have something incommon with one ano<strong>the</strong>r. They may all have <strong>the</strong> samemanufacturer, have <strong>the</strong> same owner, be made <strong>of</strong> materialsfrom <strong>the</strong> same source, or be created in <strong>the</strong> same place.This affinity for one ano<strong>the</strong>r connects <strong>the</strong> mirrors in asmall collection <strong>of</strong> entrances. Mirrors taken to o<strong>the</strong>rplanes retain <strong>the</strong>ir connections to <strong>the</strong> o<strong>the</strong>r mirrors in<strong>the</strong>ir constellation, and <strong>the</strong>y’ll continue to occupy <strong>the</strong>same spot in <strong>the</strong> hallway on <strong>the</strong> Plane <strong>of</strong> Mirrors.Mirrors used for mirrorwalking between planes do notgain any special abilities and may be broken as any o<strong>the</strong>rmirror. The sound <strong>of</strong> breaking glass resounds through<strong>the</strong> entire Plane <strong>of</strong> Mirrors, warning travelers that at leastone <strong>of</strong> <strong>the</strong> portals has been sealed. Smashing all <strong>the</strong> portals<strong>of</strong> a particular constellation <strong>of</strong> mirrors will trapanyone still on <strong>the</strong> Plane <strong>of</strong> Mirrors indefinitely.The Plane <strong>of</strong> Mirrors does not connect to <strong>the</strong> E<strong>the</strong>realPlane, <strong>the</strong> Astral Plane, or <strong>the</strong> Plane <strong>of</strong> Shadow.Spells that rely on <strong>the</strong>se planes do not function on <strong>the</strong>Plane <strong>of</strong> Mirrors.MIRROR INHABITANTSThe Plane <strong>of</strong> Mirrors has few inhabitants. However,when a traveler passes through a mirror, <strong>the</strong> population<strong>of</strong> <strong>the</strong> Plane <strong>of</strong> Mirrors increases by two, not one.
A mirror-self is created somewhere else on <strong>the</strong> Plane <strong>of</strong>Mirrors whenever someone mirrorwalks onto <strong>the</strong> Plane.This mirror-self is identical in every way with <strong>the</strong> originalcharacter, with <strong>the</strong> following exceptions:• The mirror-self has <strong>the</strong> opposite alignment as <strong>the</strong> originalcharacter. For example, a lawful good mirrorwalkerwould spawn a chaotic evil mirror-self. (A trueneutral mirrorwalker spawns a neutral mirror-self.)• If <strong>the</strong> original self is carrying a mirror as equipment,<strong>the</strong> mirror isn’t duplicated by <strong>the</strong> mirror-self. All o<strong>the</strong>ritems held, worn, or carried by <strong>the</strong> original are duplicatedby <strong>the</strong> mirror-self.• The mirror-self knows <strong>the</strong> location <strong>of</strong> its original self,but <strong>the</strong> reverse isn’t true unless <strong>the</strong> two meet. Themirror-self also has <strong>the</strong> memories <strong>of</strong> <strong>the</strong> original at <strong>the</strong>moment <strong>of</strong> creation, including which mirror <strong>the</strong> originalused to enter <strong>the</strong> Plane <strong>of</strong> Mirrors.• The mirror-self is an outsider, so it cannot be raised orresurrected if slain.• The mirror-self has 60-foot darkvision, whe<strong>the</strong>r <strong>the</strong>original self has this ability or not.• Mirror-selves can innately identify each o<strong>the</strong>r by sight.• The mirror-self favors <strong>the</strong> opposite hand. An ambidextroustraveler produces an ambidextrous mirror-self.• The mirror-self cannot leave <strong>the</strong> Plane <strong>of</strong> Mirrorsunless it slays its original self.There’s not much on <strong>the</strong> Plane <strong>of</strong> Mirrors, so mostmirror-selves immediately start to stalk <strong>the</strong>ir originalsin hopes <strong>of</strong> killing <strong>the</strong>m. If a mirror-self succeeds, it willtry to escape through a mirror-portal and take over <strong>the</strong>life <strong>of</strong> its original. The original self may still be rescuedand raised from <strong>the</strong> dead, but it must <strong>the</strong>n deal withwhatever havoc its mirror-self has created on its homeplane. If slain, a mirror-self shatters, along with all itemsit possesses.A mirror-self winks out <strong>of</strong> existence if its original selfpasses back through a mirror before <strong>the</strong> mirror-self gets achance to slay it. It normally takes 2d20 rounds for amirror-self to hunt through <strong>the</strong> winding corridor <strong>of</strong> <strong>the</strong>Plane <strong>of</strong> Mirrors and find its original self. If <strong>the</strong> mirrorselfis slain, <strong>the</strong>n <strong>the</strong> original self is forever safe frommirror-self attacks while on that Plane <strong>of</strong> Mirrors. APlane <strong>of</strong> Mirrors connecting a different set <strong>of</strong> mirrors willstill spawn a mirror-self, however.The danger <strong>of</strong> encountering one’s dark (or light)mirror-self is increased when a group travels to <strong>the</strong>Plane <strong>of</strong> Mirrors and is beset by a group <strong>of</strong> mirrorselves.Once a fight begins, it’s <strong>of</strong>ten hard for a mirrorwalkerto tell whe<strong>the</strong>r a given combatant is real or amirror-self. Characters who pursue an enemy onto <strong>the</strong>Plane <strong>of</strong> Mirrors should realize that somewhere along<strong>the</strong> corridor lurks a potential mirror-self ally with <strong>the</strong>face <strong>of</strong> <strong>the</strong>ir enemy.MIRROR SURVIVALO<strong>the</strong>r than battling yourself in combat to <strong>the</strong> death,<strong>the</strong>re are no obvious perils on <strong>the</strong> Plane <strong>of</strong> Mirror. Travelerscan brea<strong>the</strong> normally on <strong>the</strong> plane. Food andwater must be brought along by long-term visitors, for<strong>the</strong>re are no natural sources <strong>of</strong> sustenance on <strong>the</strong> Plane<strong>of</strong> Mirrors.Vision on <strong>the</strong> Plane <strong>of</strong> Mirrors is like in any interiorcastle hallway. The various mirror-portals may providelight if <strong>the</strong>re is light on <strong>the</strong> planes <strong>the</strong>y connect to.APPENDIX:VARIANT PLANES& COSMOLOGIESpqqqqrsHOW TO GET TO THE PLANE OF MIRRORSThose who try to walk through mirrors unaided get nothing buta bump on <strong>the</strong> forehead for <strong>the</strong>ir trouble. It takes a spell toaccess <strong>the</strong> Plane <strong>of</strong> Mirrors.Mirror WalkingTransmutationLevel: Clr 5, Sor/Wiz 7Components: V, S, FCasting Time: 1 full roundRange: TouchTargets: Creature touched, and see textDuration: SpecialSpell Resistance: YesOn <strong>the</strong> Plane <strong>of</strong> Mirrors, you will find o<strong>the</strong>r windows thatrepresent similar mirrors tied toge<strong>the</strong>r by some strongbond. Frequently <strong>the</strong>y were all made by <strong>the</strong> same artisan,but mirrors with particularly strong-willed owners ormirrors made at a particular historic moment may also betied toge<strong>the</strong>r.When on <strong>the</strong> Plane <strong>of</strong> Mirrors, you can see through <strong>the</strong>seo<strong>the</strong>r mirrors without being seen, allowing you to spy ono<strong>the</strong>rs. You can reach through <strong>the</strong> mirror to grab items thatare within easy reach, or even grapple with someone withinarm’s reach <strong>of</strong> <strong>the</strong> mirror. A grappled individual will be drawnonto <strong>the</strong> Plane <strong>of</strong> Mirrors and becomes a new subject <strong>of</strong> <strong>the</strong>mirror walk spell. For each subject, <strong>the</strong> mirror walk spell endswhen a second mirror is passed through. O<strong>the</strong>r mirrorwalkersaren’t affected.Using <strong>the</strong> mirror walk spell is not without danger. Whenyou travel to a Plane <strong>of</strong> Mirrors, you create a mirror-self thatwill try to slay you and escape through <strong>the</strong> mirror to take overyour life.Focus: A mirror or o<strong>the</strong>r reflective surface <strong>of</strong> sufficient size tostep through.You or <strong>the</strong> one you touch may pass through any mirror orreflecting surface <strong>of</strong> sufficient size onto <strong>the</strong> Plane <strong>of</strong> Mirrors.The mirror must be large enough for <strong>the</strong> creature touched to fitthrough, as if it were a window or o<strong>the</strong>r opening. The spell lastsuntil <strong>the</strong> subject passes through a mirror again, ei<strong>the</strong>r <strong>the</strong>same mirror or a related one.pqqqqrs205
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MANUAL OF THE PLANESJeff Grubb, Bru
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INTRODUCTIONIntroductionThis book i
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of the universe (earth, air, fire,
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within a plane where the rules are
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Shapes of the PlanesinfiniteGreat W
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save (DC 25) or gain a negative lev
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Illus. by A. Swekelven if a plane i
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Planar RelationshipsPlaneAPlane ACo
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Creatures that use positive or nega
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GETTING FROM PLANETO PLANEThe plane
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Illus. by A. Swekelhe planes are la
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Spot (Wis), and Use Magic Device (C
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Direction (Wis), Jump (Str), Knowle
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damage bonus does not apply to crea
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to a limited extent. On planes with
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Greater planar bindingHoly wordLess
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elemental form to put out nonmagica
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Audible Alarm: An audible portal al
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On planes you create yourself, safe
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Illus. by A. Swekelhe Material Plan
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Oerth’s cosmology is laid out in
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Illus. by A. Swekelhe Transitive Pl
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spells and spell-like effects that
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often used by astral travelers who
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There is no day or night on the Ast
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Table 5-3: Astral Encountersd% Enco
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try to lure adventurers away from e
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even if prisoners escape, they’re
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Any creature becoming ethereal (inc
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The Plane of Shadow does not connec
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describes some typical abilities an
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Illus. by A. Swekelhe Inner Planes
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positiveElementalPlane ofWaterThree
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A maximum of 20d6 points of damage
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of material and have his life crush
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Table 6-2: Elemental Plane of Earth
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MOVEMENT AND COMBATThe Elemental Pl
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ELEMENTAL PLANEOF WATERIt is an oce
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Red TidesA dangerous contagion has
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• Impeded Magic: Spells and spell
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Class abilities that use positive e
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Illus. by A. Swekelf the Inner Plan
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CHAPTER 7:THE OUTERPLANES87Beastlan
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everything within a ten-mile radius
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Only those who suffer mortal wounds
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Plane drift through the miasma: bit
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FamiliarityVery familiarStudied car
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Every word, scream, or shout is cau
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oulders, and worked stone, as if a
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directional gravity. Unless stated
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sun no brighter than the Material P
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and Colothys confines liars whose u
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OthrysCathrysMinethysColothysPorpha
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Normal petitioners in Hades gain on
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PlutonThe third gloom of Hades is a
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Gehenna CombatCombat on Gehenna is
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NINE HELLS OF BAATORIt is Hell, whe
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added to the Bronze Citadel. Work g
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dribble of slimy water sluices into
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StygiaThe fifth layer of the Nine H
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they first enter the downdraft or b
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are big enough for whole cities and
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the truth, the ice sheet has object
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Scion Queen Mother at all times, an
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they have three possible courses of
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always find themselves in the surf
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amid treasure gathered over eons—
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BYTOPIA INHABITANTSBytopia is home
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on the Material Plane, sounds more
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BelierinBelierin is a land of misty
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without touching the ground. The Be
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ARBOREA LINKSArborea borders the Be
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CHAPTER 7:THE OUTERPLANESOUTLANDS I
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OutlandsExcelsiorSigilTradegateEcst
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CHAPTER 7:THE OUTERPLANES152Table 7
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- Page 223: Lolth 100, 103Lucid Dreaming 203Lun
- Page 226 and 227: Table 1: Modron CastesCaste No. of
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Manual of the Planes MonstersFeats