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Manual of the Planes

Manual of the Planes

Manual of the Planes

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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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