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Manual of the Planes

Manual of the Planes

Manual of the Planes

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Time onTime ond% Material Plane Temporal Energy Plane01–10 1 day 1 round11–40 1 day 1 hour41–60 1 day 1 day61–90 1 hour 1 day91–100 1 round 1 dayEven a few hours on <strong>the</strong> Temporal Energy Plane mayturn into weeks away from <strong>the</strong> Material Plane, and longtermvisitors (or prisoners) may find <strong>the</strong>mselves exiledfrom <strong>the</strong>ir home time line, never to return.• Infinite Size.• Alterable Morphic.• No Elemental or Energy Traits: The Temporal EnergyPlane is nei<strong>the</strong>r positive- nor negative-dominant.However, parts <strong>of</strong> its eternal windstorm may haveei<strong>the</strong>r <strong>the</strong> minor positive-dominant or minor negativedominanttrait.• Enhanced Magic: Spells and spell-like abilities thathave time-based effects, including such spells as hasteand time stop, are extended (as <strong>the</strong> Extend Spell feat).Spells and spell-like abilities that are already extendedare unaffected by this trait. A time stop spell is particularlyuseful on <strong>the</strong> Temporal Energy Plane because itcreates a bubble around <strong>the</strong> user that protects against<strong>the</strong> effects <strong>of</strong> <strong>the</strong> dust-laden winds. Such a bubble <strong>the</strong>ndrifts across <strong>the</strong> plane.• Limited Magic: Spells that affect wind and wea<strong>the</strong>rdo not affect <strong>the</strong> winds on <strong>the</strong> Temporal EnergyPlane. These winds are moved not by natural causes,but by <strong>the</strong> relentless advance <strong>of</strong> entropy through <strong>the</strong>cosmos.TEMPORAL INHABITANTSThe Energy <strong>Planes</strong> lack <strong>the</strong> traditional elemental forms<strong>of</strong> <strong>the</strong> o<strong>the</strong>r Inner <strong>Planes</strong>, or, if <strong>the</strong>y have <strong>the</strong>m, <strong>the</strong>y areso unlike life on <strong>the</strong> Material Plane that <strong>the</strong>y don’t interactwith travelers.Even by <strong>the</strong> standards <strong>of</strong> an Energy Plane, <strong>the</strong> Plane <strong>of</strong>Time is particularly empty <strong>of</strong> living things, whe<strong>the</strong>r visitorsor natives. Most <strong>of</strong> <strong>the</strong> creatures <strong>the</strong>re seem to betrapped by some magical mishap or a failed attempt tocapture time’s power for <strong>the</strong>mselves.Metallic constructs similar to golems and inevitablesare liable to be found on <strong>the</strong> Temporal Energy Plane.Many <strong>of</strong> <strong>the</strong>m are ancient creatures, <strong>the</strong>ir shells sandblastedto a shining gleam. These creatures, originallysent here by spellcasters <strong>of</strong> bygone ages, have beentrapped here ever since. Many constructs attempt to“mercifully” destroy new interlopers to save <strong>the</strong>m from<strong>the</strong> eternal madness <strong>of</strong> <strong>the</strong> storm.MOVEMENT AND COMBATAll creatures in <strong>the</strong> Temporal Energy Plane are consideredin flight, whe<strong>the</strong>r or not <strong>the</strong>y are normally capable<strong>of</strong> flying. Those <strong>of</strong> great size or resilience may be able tostruggle against <strong>the</strong> stream <strong>of</strong> time-borne particles, butmost are swept away like reeds in a flood.Even magical flight, whe<strong>the</strong>r by spell or spell-like ability,must struggle against <strong>the</strong> power <strong>of</strong> <strong>the</strong> time-winds.Small or smaller creatures must make a Fortitude save(DC 18) every round or be blown away 2d6×10 feet andtake 2d6 points <strong>of</strong> subdual damage. Medium-size creaturesmust make a similar save each round or be blown1d6×10 feet. Large and Huge creatures must make a similarsave each round or be blown 1d6×5 feet. Gargantuanand Colossal creatures are unaffected by <strong>the</strong> wind,though <strong>the</strong> windblown dust still affects <strong>the</strong>m.Temporal Combat: Ranged combat is effectivelyimpossible on <strong>the</strong> Plane <strong>of</strong> Time—<strong>the</strong> wind seizes arrowsand whisks <strong>the</strong>m away, never to be seen again. Combat iso<strong>the</strong>rwise as on <strong>the</strong> Elemental Plane <strong>of</strong> Air.FEATURES OF THE TEMPORALENERGY PLANEThe greatest immediate danger on <strong>the</strong> Temporal EnergyPlane is <strong>the</strong> eternal wind that sweeps through it, billowingwith <strong>the</strong> dust that used to be worlds, structures, ando<strong>the</strong>r travelers leveled by <strong>the</strong> power <strong>of</strong> time.There is an atmosphere <strong>of</strong> sorts in <strong>the</strong> Temporal EnergyPlane: bits <strong>of</strong> matter ground so fine as to be as light as air.The dust can suffocate unprotected characters (see Duststormin Chapter 3 <strong>of</strong> <strong>the</strong> DUNGEON MASTER’s Guide). Characterscaught unprepared can hold <strong>the</strong>ir breath for anumber <strong>of</strong> rounds equal to twice <strong>the</strong>ir Constitutionscore, and those with a scarf or o<strong>the</strong>r protection over<strong>the</strong>ir mouth and nose can last a number <strong>of</strong> rounds equalto ten times <strong>the</strong>ir Constitution score. Creatures that don’tbrea<strong>the</strong> (such as undead and constructs) are freed fromthis difficulty.The storms <strong>of</strong> <strong>the</strong> Temporal Energy Plane are moredangerous than even a great duststorm on <strong>the</strong> MaterialPlane because this dust is corrosive, flailing away at <strong>the</strong>flesh itself with bits <strong>of</strong> temporal energy. The dust deals1d6 points <strong>of</strong> subdual damage for every round a characterspends on <strong>the</strong> plane.The dust obscures vision, including darkvision, beyond 5feet. Objects 10 feet away are dim shapes (nine-tenths concealment),and nothing beyond 10 feet is visible. The howling<strong>of</strong> <strong>the</strong> wind imposes a –8 penalty on Listen checks.Temporal WhirlpoolsWithin <strong>the</strong> storm are whirlpools, swirling basins <strong>of</strong> dust.Those caught in <strong>the</strong> eddies take 1d12 points <strong>of</strong> damage(not subdual) for 1d10 rounds before <strong>the</strong> whirlpool ejects<strong>the</strong>m back into <strong>the</strong> storm. A portal to a random plane sitsat <strong>the</strong> base <strong>of</strong> such a maelstrom 60% <strong>of</strong> <strong>the</strong> time.Fighting <strong>the</strong> WindSages contend that a flying creature strong and resilientenough can plunge into <strong>the</strong> dust-borne timestream andmove backward in time by flying headfirst into <strong>the</strong> wind,reversing time’s flow and eventually reaching some sort<strong>of</strong> source. The technique is unproven; those who claim tohave traveled against <strong>the</strong> wind have still seen time passon <strong>the</strong> Material Plane in <strong>the</strong>ir frame <strong>of</strong> reference.APPENDIX:VARIANT PLANES& COSMOLOGIES209

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