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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 2:CONNECTINGTHE PLANES22within <strong>the</strong> same plane, in some cosmologies). O<strong>the</strong>rs existnaturally. And <strong>the</strong> deities <strong>the</strong>mselves created some portals.Most portals, regardless <strong>of</strong> <strong>the</strong>ir nature and origin,share a number <strong>of</strong> properties. They provide instantaneoustransportation from one location to ano<strong>the</strong>r. If <strong>the</strong>y passthrough <strong>the</strong> Astral Plane, <strong>the</strong>y form conduits, impenetrabletubes that burrow through that open plane.What a Portal Looks LikeA portal may be transparent, translucent, or opaque. Atransparent portal looks like a doorway or window lookinginto ano<strong>the</strong>r plane. Translucent portals are misty and fogshrouded,but <strong>the</strong>y still allow <strong>the</strong> traveler to see a short distanceinto <strong>the</strong> plane on <strong>the</strong> o<strong>the</strong>r side. An opaque portalreveals nothing about <strong>the</strong> o<strong>the</strong>r side, though it may be aswirl <strong>of</strong> colors, a solid shade, a mirrored surface, or even apainting on an apparently solid wall.A good example <strong>of</strong> an opaque portal is <strong>the</strong> color poolsfound on <strong>the</strong> Astral Plane. In <strong>the</strong> D&D cosmology, <strong>the</strong>seportals to various o<strong>the</strong>r planes have particular colors toset <strong>the</strong>m <strong>of</strong>f, and <strong>the</strong> hue <strong>of</strong> <strong>the</strong> pool indicates <strong>the</strong> destination<strong>of</strong> <strong>the</strong> portal.Interacting with a PortalMagic portals generally require sentience to use; <strong>the</strong>natural hazards <strong>of</strong> a plane do not pass through portals.Temperature, air (whe<strong>the</strong>r toxic or not), dangerous substances,and energy emissions stay on <strong>the</strong>ir side <strong>of</strong> anopen portal. A portal to <strong>the</strong> Elemental Plane <strong>of</strong> Fire, forexample, poses no danger to those on <strong>the</strong> near side <strong>of</strong> <strong>the</strong>portal because <strong>the</strong> heat doesn’t pass through <strong>the</strong> portal.Likewise, one may open a portal to <strong>the</strong> Elemental Plane<strong>of</strong> Water without a flood suddenly rushing through into<strong>the</strong> o<strong>the</strong>r plane. Characters’ worn, held, or carried itemspass through portals normally.An exception to <strong>the</strong> sentience requirement is a naturallyoccurring portal between similar locations on differentplanes. Such a portal is called a vortex, and it usuallyconnects to an elemental or energy plane. In suchcases, <strong>the</strong> conditions are similar on both sides <strong>of</strong> <strong>the</strong>portal. A vortex to <strong>the</strong> Elemental Plane <strong>of</strong> Fire might befound at <strong>the</strong> edge <strong>of</strong> a volcano, while one to <strong>the</strong> ElementalPlane <strong>of</strong> Water could be found <strong>of</strong>f <strong>the</strong> coast. The greatestdangers <strong>of</strong> such vortices are that native elemental lifecan cross over easily, and a traveler may suddenly findherself in ano<strong>the</strong>r plane without intending to be <strong>the</strong>re.Unlike a mundane doorway, it is usually impossible tostep halfway across or reach through a portal. You areei<strong>the</strong>r on one side or <strong>the</strong> o<strong>the</strong>r. Reaching through a portalhas no effect on <strong>the</strong> o<strong>the</strong>r side until you pass most <strong>of</strong> yourbody through—and <strong>the</strong>n you’re on <strong>the</strong> o<strong>the</strong>r plane. “Juststicking your head in” won’t help you determining whatis on <strong>the</strong> o<strong>the</strong>r side <strong>of</strong> an opaque portal, but divinationspells such as analyze gate should prove very useful.Spells do not pass through portals. Divinations do notreveal anything about <strong>the</strong> o<strong>the</strong>r side <strong>of</strong> <strong>the</strong> portal unlessspecifically noted by <strong>the</strong> spell. Divinations that target <strong>the</strong>caster, such as see invisibility, do work across a portal.Portals <strong>of</strong>ten have a size limitation; a creature too bigcan’t fit through <strong>the</strong> physical aspect <strong>of</strong> <strong>the</strong> portal. A portal<strong>of</strong> a given size generally allows a creature up to one sizelarger to fit through, though it’s a tight squeeze.Complex PortalsPortals usually function in both directions—“usually”being <strong>the</strong> key word. If a traveler uses a portal to go fromplane A to plane B, he may step through <strong>the</strong> o<strong>the</strong>r wayand go from plane B back to plane A. But one-way portalsexist that force travelers to find ano<strong>the</strong>r way back towhere <strong>the</strong>y started.Variable portals can send a traveler to a series <strong>of</strong> differentlocations, ei<strong>the</strong>r within a particular plane or withindifferent planes. A variable portal may send individualsto particular locations at particular times, or it might randomlysend one group <strong>of</strong> travelers one place and group tosomeplace different. Variable portals <strong>of</strong>ten use keys (seebelow) to reach particular locations.Selective portals only allow particular objects or individualsthrough. Such a portal can limit passage based on identity,name, or alignment, but o<strong>the</strong>rwise must have somethingclearly visible as its criteria. A portal that allows devilsto pass through could be fooled by <strong>the</strong> right illusion spell,and <strong>the</strong> Use Magic Device skill allows a clever traveler toemulate ano<strong>the</strong>r’s alignment and fool <strong>the</strong> portal. Deities<strong>of</strong>ten use selective portals to limit access to <strong>the</strong>ir agents.Some portals may be made both selective and variable,sending one group to one location and ano<strong>the</strong>r groupsomewhere else. Some clever wizards create selectivevariable portals to disarm potential opponents by sending<strong>the</strong>m one place and <strong>the</strong>ir weapons somewhere else.Sometimes a portal has specific limitations on its use.These limitations are commonly called keys. There can beany number <strong>of</strong> keys on a portal, and <strong>the</strong> portal’s creatorsusually set <strong>the</strong> keys when <strong>the</strong>y create <strong>the</strong> portal.pqsNEW ITEM: DIMENSIONAL SEXTANTA dimensional sextant is an 8-inch sphere (constructed out <strong>of</strong>any appropriate material) with arrows protruding out from it inall directions. It leads <strong>the</strong> bearer to <strong>the</strong> nearest planar portal.The dimensional sextant is held in both hands, and <strong>the</strong> shimmeringarrows point in <strong>the</strong> correct direction. It takes aKnowledge (<strong>the</strong> planes) check to operate a dimensional sextant.Desired DirectionDCTo <strong>the</strong> nearest portal 15To <strong>the</strong> nearest portal to a specific plane 20To determine where a portal leads 17In <strong>the</strong> case <strong>of</strong> temporary portals, such at those created by <strong>the</strong>gate spell, <strong>the</strong> sextant reveals <strong>the</strong> temporary nature <strong>of</strong> that gate.It does not react to mere dimension extensions such as a bag<strong>of</strong> holding or a rope trick spell, or to extrusions from o<strong>the</strong>rdimensions such as shadow spells.Caster Level: 15th; Prerequisites: Craft Wondrous Item, discernlocation; Market Price: 21,600 gp; Weight: 2 lb.pqs

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