APPENDIX:VARIANT PLANES& COSMOLOGIES206SPIRIT WORLDThe Spirit World is a realm brought into sharp focus.Colors are brighter, sounds more distinct, and everysense is more keenly aware <strong>of</strong> its surroundings. Some <strong>of</strong>its denizens say that <strong>the</strong> Material Plane is just a palereflection <strong>of</strong> <strong>the</strong> Spirit World’s vibrancy. It is a dimension<strong>of</strong> ultimates.The Spirit World is part <strong>of</strong> a cosmology radically differentfrom <strong>the</strong> Great Wheel. In this cosmology, <strong>the</strong>re are spiritsfor everything, from <strong>the</strong> greatest mountain to <strong>the</strong> smallestflower, as well as spirits <strong>of</strong> ancestors and objects long passedinto history. The Spirit World is <strong>the</strong> plane where <strong>the</strong> spirits<strong>of</strong> all things, living and unliving, make <strong>the</strong>ir homes.The Spirit World is a Transitive Plane that replaces <strong>the</strong>Astral Plane <strong>of</strong> <strong>the</strong> D&D cosmology. Unlike that plane,<strong>the</strong> Spirit World is both coexistent with and coterminousto <strong>the</strong> Material Plane, matching its terrain. A valley in <strong>the</strong>Spirit World corresponds to a valley on <strong>the</strong> MaterialPlane, and where <strong>the</strong>re is a waterfall in one, <strong>the</strong>re is awaterfall in <strong>the</strong> o<strong>the</strong>r. In <strong>the</strong> case <strong>of</strong> <strong>the</strong> Spirit World,however, <strong>the</strong> waterfall is higher, its water more pure, andits sound more pleasing than that <strong>of</strong> its equivalent on <strong>the</strong>Material Plane. The Spirit World’s waterfall would likelybe <strong>the</strong> home <strong>of</strong> a water elemental that serves as <strong>the</strong> spirit<strong>of</strong> <strong>the</strong> waterfall.Living creatures and <strong>the</strong>ir structures, from beaverdams to palaces, do not necessarily have direct analogs.However, where a citadel stands on <strong>the</strong> Material Plane, asimilar citadel (though greater and stronger) may standin <strong>the</strong> Spirit World, occupied by <strong>the</strong> spirits <strong>of</strong> reveredancestors <strong>of</strong> <strong>the</strong> Material Plane citadel’s ruler.SPIRIT WORLD TRAITSThe Spirit World has <strong>the</strong> following traits:• Normal Gravity.• Timeless: In <strong>the</strong> Spirit World, creatures do nothunger, age, or thirst. Days and nights pass within <strong>the</strong>Spirit World as <strong>the</strong>y do on <strong>the</strong> Material Plane. However,<strong>the</strong> nights are ebony black and set with brilliantstars, while great clouds arching across a sky <strong>of</strong> purestblue dominate <strong>the</strong> days.• Infinite Size: Unless <strong>the</strong> Material Plane has <strong>the</strong> finitesize trait, in which case <strong>the</strong> Spirit World does too.• Alterable Morphic: Changing things in <strong>the</strong> SpiritWorld does not directly affect <strong>the</strong> Material Plane, andchanges on <strong>the</strong> Material Plane aren’t necessarilyreflected in <strong>the</strong> Spirit World right away.• No Elemental or Energy Traits: However, particularlocations within <strong>the</strong> plane may have those traits. Asmith’s forge on <strong>the</strong> Material Plane, for example mayhave an equivalent in <strong>the</strong> Spirit World with <strong>the</strong> firedominanttrait.• Mildly Neutral-Aligned: Specific locations mayhave o<strong>the</strong>r alignments; <strong>the</strong> Spirit World equivalent<strong>of</strong> a haunted graveyard might be mildly evil-aligned,for example.• Enhanced Magic: All divine spells are extended andempowered on <strong>the</strong> Spirit World. Arcane magic, whichcomes from knowledge as opposed to proper veneration,is unaffected.SPIRIT WORLD LINKSThe Spirit World is coexistent with <strong>the</strong> Material Plane,and movement on one is equal to movement on <strong>the</strong> o<strong>the</strong>r.A traveler who enters <strong>the</strong> Spirit World, walks three milesnorth, and <strong>the</strong>n returns to <strong>the</strong> Material Plane is threemiles north <strong>of</strong> <strong>the</strong> walk’s starting point.Travelers reach <strong>the</strong> Spirit World through <strong>the</strong> E<strong>the</strong>realPlane, which forms a border region between <strong>the</strong> MaterialPlane and <strong>the</strong> Spirit World. A character on <strong>the</strong> E<strong>the</strong>realPlane can see onto both <strong>the</strong> Material Plane and <strong>the</strong>Spirit World: <strong>the</strong> Material Plane clearly and <strong>the</strong> SpiritWorld as a faint echo. By concentrating on <strong>the</strong> echo, atraveler can move to <strong>the</strong> far side <strong>of</strong> <strong>the</strong> E<strong>the</strong>real Planeand enter <strong>the</strong> Spirit World.Because <strong>the</strong> Spirit World replaces <strong>the</strong> Astral Plane,spells that allow access to <strong>the</strong> Astral Plane use <strong>the</strong> SpiritWorld instead.The Plane <strong>of</strong> Shadow does not connect to <strong>the</strong> SpiritWorld, so spells that use <strong>the</strong> Plane <strong>of</strong> Shadow do not functionin <strong>the</strong> Spirit World.The Spirit World leads to o<strong>the</strong>r planes, in particular <strong>the</strong>homes <strong>of</strong> whatever great powers oversee <strong>the</strong> operation <strong>of</strong><strong>the</strong> known universe. A traveler through <strong>the</strong> Spirit Worldfinds portals to <strong>the</strong> great palaces <strong>of</strong> <strong>the</strong>se deities, as well asunique heavens and hells. A traveler seeking <strong>the</strong> Duke <strong>of</strong>Storms, for example, would find a portal to his palaceoccupying <strong>the</strong> same general location as storm-wrackedpeaks on <strong>the</strong> Material Plane.SPIRIT WORLD INHABITANTSThe Spirit World is home to a variety <strong>of</strong> creatures, includingfey, elementals, undead, outsiders, and dragons.Those with access to <strong>the</strong> plane shift spell visit <strong>the</strong> MaterialPlane under <strong>the</strong>ir own power, and spellcasters use summoningspells to bring o<strong>the</strong>r Spirit World creatures to <strong>the</strong>Material Plane. Still o<strong>the</strong>r Spirit World creatures find naturalportals between <strong>the</strong> planes.FEATURES OF THE SPIRIT WORLDSettled areas <strong>of</strong> <strong>the</strong> Material Plane are particularly dangerousin <strong>the</strong> Spirit World, because <strong>the</strong>se places are where <strong>the</strong>spirits <strong>of</strong> ancestors dwell. These spirits are extremely protective<strong>of</strong> <strong>the</strong>ir descendants; an assassin who pops into <strong>the</strong>Spirit World to infiltrate a local duke’s reception hall will beconfronted by one or more ghosts <strong>of</strong> <strong>the</strong> duke’s predecessors.This is one reason that rulers live in <strong>the</strong> same palace forgenerations: They enjoy <strong>the</strong> protection <strong>of</strong> <strong>the</strong>ir ancestors.ELEMENTAL PLANEOF COLDThe Elemental Plane <strong>of</strong> Cold is a dimension wrapped inice. It is a place <strong>of</strong> bitter blizzards, deep snows, and
ever-shifting ice floating on a frozen sea. It is a bleak,wintry landscape, worse than even <strong>the</strong> greatest glaciers<strong>of</strong> <strong>the</strong> Material Plane.The Elemental Plane <strong>of</strong> Cold functions best in a cosmologywhere <strong>the</strong> Inner <strong>Planes</strong> are separate planes. In acosmology <strong>of</strong> coterminous Inner <strong>Planes</strong> (that is, oneswith borders), <strong>the</strong> Elemental Plane <strong>of</strong> Cold sits at <strong>the</strong>juncture <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Air and <strong>the</strong> ElementalPlane <strong>of</strong> Water.ELEMENTAL PLANE OF COLD TRAITSThe Elemental Plane <strong>of</strong> Cold has <strong>the</strong> following traits.• Normal Gravity: Down is toward <strong>the</strong> ground, whichcan be perilous to <strong>the</strong> traveler because it is ice coveredwith snow.• Normal Time.• Infinite Size.• Alterable Morphic.• No Elemental Traits.• Enhanced Magic: Spells and spell-like abilities thathave <strong>the</strong> cold descriptor benefit from being maximized(as <strong>the</strong> Maximize Spell feat, except <strong>the</strong> spell doesn’t usea higher slot). A cone <strong>of</strong> cold cast on <strong>the</strong> Elemental Plane<strong>of</strong> Cold deals <strong>the</strong> maximum possible damage <strong>of</strong> 6points per caster level. However, many <strong>of</strong> <strong>the</strong> plane’sinhabitants are resistant or immune to cold damage.In addition, spells that use water (including those <strong>of</strong><strong>the</strong> Water domain) are extended (as <strong>the</strong> Extend Spellfeat, except <strong>the</strong> spell doesn’t use a higher slot). Spellsthat are already maximized or extended are unaffected.• Impeded Magic: Spells and spell-like abilities with<strong>the</strong> fire descriptor are impeded. These spells may stillbe cast, but a successful Spellcraft feat (DC 15 + level <strong>of</strong><strong>the</strong> spell) must be made to do so.COLD INHABITANTSThe Elemental Plane <strong>of</strong> Cold is a paradise for creaturesimmune to its frigid temperatures. The plane is home toits own elemental creatures, as well as cold-dwellingbeings from <strong>the</strong> Material Plane. In general, such creaturestend to be carnivores.Ice paraelementals, sentient bits <strong>of</strong> <strong>the</strong> plane itself,roam <strong>the</strong> surface <strong>of</strong> this plane, along with ice mephitsand cold element versions <strong>of</strong> Material Plane creatures(see Chapter 9 for <strong>the</strong> cold element template).Material Plane creatures that are resistant or immuneto cold also inhabit this plane. They include frost giants,frost worms, white dragons, winter wolves, cryohydras,and arctic monsters such as <strong>the</strong> remorhaz. A large colony<strong>of</strong> frost giants has set up a trading post on this plane anddeals regularly with dao here.There is no common language <strong>of</strong> cold. Natives speakGiant, Draconic, or Common when <strong>the</strong>y deal with o<strong>the</strong>rs.MOVEMENT AND COMBATMoving through <strong>the</strong> Elemental Plane <strong>of</strong> Cold is ataxing experience because <strong>of</strong> <strong>the</strong> rough terrain. Thesnowy ground counts as a bad surface for movement,cutting characters’ speed in half, and deeper drifts cutcharacters’ speed to one-quarter. A Balance check (DC15) is required each round to avoid falling prone in icyareas (check once per minute if using local movement).Ice cuts overland movement speed to threequartersnormal.Combat is normal on <strong>the</strong> Elemental Plane <strong>of</strong> Cold.FEATURES OF THE ELEMENTALPLANE OF COLDThe greatest danger on <strong>the</strong> Elemental Plane <strong>of</strong> Cold is <strong>the</strong>temperature. The average temperature is 0ºF. An unprotectedtraveler must make a Fortitude save every 10 minutes,against a DC <strong>of</strong> 15 + 1 per previous check, or take1d6 points <strong>of</strong> subdual damage that can’t be recovereduntil <strong>the</strong> character gets out <strong>of</strong> <strong>the</strong> cold. Characters wearingcold wea<strong>the</strong>r clothing need to make Fortitude savesonly once per hour.The Elemental Plane <strong>of</strong> Cold is also home to extremewea<strong>the</strong>r, in particular snow, sleet, hail, and blizzards(see Wea<strong>the</strong>r Hazards in Chapter 3 <strong>of</strong> <strong>the</strong> DUNGEONMASTER’s Guide). On any given day <strong>the</strong>re is a 50% chance<strong>of</strong> extreme wea<strong>the</strong>r.The atmosphere is breathable on <strong>the</strong> Elemental Plane<strong>of</strong> Cold, though frigid. Water is plentiful if characterscan melt ice, and <strong>the</strong>y can hunt Material Plane creaturesfor food if <strong>the</strong>y wish. The traveler’s most important concernis a heat source; <strong>the</strong>re is precious little that burns onthis plane.Vision is normal, but is <strong>of</strong>ten obscured by bad wea<strong>the</strong>r.The entire plane is limned with a cold, bluish light fromabove during <strong>the</strong> day. No moon or stars are visible in <strong>the</strong>night sky.ELEMENTAL PLANEOF WOODAn alternate cosmology could have five elemental planes:Wind (Air), Waves (Water), Metal (Earth), Flame (Fire),and Wood. The last is a plane where plant life is dominant,an eternal forest beyond <strong>the</strong> reach <strong>of</strong> most fleshbasedcreatures.The plane itself is a massive banyan tree with nei<strong>the</strong>rroot nor crown. Instead, branches <strong>the</strong> size <strong>of</strong> MaterialPlane sequoias twist and curl through space, and o<strong>the</strong>rplant life is cradled among <strong>the</strong>se humongous branches.The branches <strong>of</strong> <strong>the</strong> Great Tree fill with water and supportmangrove forests, while o<strong>the</strong>r ridged portions arehomes to domesticated crops. Forests <strong>of</strong> pine and oakspiral along <strong>the</strong> great branches. Blankets <strong>of</strong> wildflowersgrow up along <strong>the</strong> sides <strong>of</strong> <strong>the</strong> Great Tree, and withinhidden hollows thrive various molds and fungi. Thereis no native animal life larger than <strong>the</strong> insects neededfor pollination. Animals in general and sentient beingsin particular are not welcome.The Great Tree goes on forever, and its leaves covereverything. There is nothing beyond <strong>the</strong> Great TreeAPPENDIX:VARIANT PLANES& COSMOLOGIES207
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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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CHAPTER 8:DEMIPLANES154to multiple
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- Page 223: Lolth 100, 103Lucid Dreaming 203Lun
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