APPENDIX:VARIANT PLANES& COSMOLOGIES220found on Xato, while inevitables and formians arenative to One.Beyond One is <strong>the</strong> plane <strong>of</strong> Divinia, where crystallinepalaces <strong>of</strong> <strong>the</strong> good-aligned deities float in a goldenatmosphere. Its traits are as follows.• Normal Gravity.• Timeless: Inhabitants do not hunger, thirst, or age.• Divinely Morphic.• No Energy or Elemental Traits.• Strongly Good-Aligned.• Normal Magic.Beyond Xato is an evil-aligned plane known as <strong>the</strong> TerrorCitadel, a red-hot fortress that floats above a volcaniclandscape. The traits <strong>of</strong> <strong>the</strong> Terror Citadel are as follows.• Normal Gravity.• Timeless: Inhabitants don’t heal hit points or recoverability score damage except through magic.• Divinely Morphic.• No Energy or Elemental Traits.• Strongly Evil-Aligned.• Normal Magic.Beyond Divinia is a plane <strong>of</strong> nothing but water, whilebeyond <strong>the</strong> Terror Citadel is a wall <strong>of</strong> solid earth, tunneledby slaves <strong>of</strong> <strong>the</strong> Citadel’s dark lords.The deities <strong>of</strong> Ireth dwell on Divinia and in <strong>the</strong> TerrorCitadel. They <strong>of</strong>ten send <strong>the</strong>ir agents, as well as middlemensuch as mercanes and genies, to work <strong>the</strong>ir will onIreth. Djinn and marids serve Divinia, while efreet anddao act as freelance talent for <strong>the</strong> Terror Citadel.Divinia and <strong>the</strong> Terror Citadel are trying to destroyeach o<strong>the</strong>r, and <strong>the</strong> three planes between <strong>the</strong>m are a vastbattlefield. They usually fight through <strong>the</strong>ir worshiperson Ireth, but should <strong>the</strong> balance <strong>of</strong> power on that planeshift too far, one side probably crosses <strong>the</strong> interveningplanes and invades. For this reason <strong>the</strong> mercane traderoutes are valuable to both sides, as are spellcasters capable<strong>of</strong> crossing <strong>the</strong> planes.PLANAR ANOMALIESAcross <strong>the</strong> many planes, <strong>the</strong> fabric <strong>of</strong> reality is undertremendous strain. Sometimes this cosmic strain twistsand tweaks <strong>the</strong> rules under which <strong>the</strong> planes operate.Though small compared to a single infinite plane, <strong>the</strong>seanomalies can change <strong>the</strong> local landscape dramatically.Outpocketing: Sometimes planar borders bulge andstretch, forming an outpocket, a bulge onto ano<strong>the</strong>rplane. Outpockets are discrete areas, visible as transparentwalls or bubbles on <strong>the</strong> affected plane. In a way, anoutpocket is like a portal, though it’s <strong>of</strong>ten larger. A travelerinside an outpocket can see features beyond, but<strong>the</strong>y are blurred and indistinct, as if viewed through runningwater. Some outpockets are stable, and o<strong>the</strong>rs mayslowly shrink or grow over time.Characters can move through an outpocket wall; <strong>the</strong>wall’s resistance is only as strong as a moderate wind.Once through <strong>the</strong> wall, <strong>the</strong> conditions on <strong>the</strong> new planeapply. Outpockets usually only occur between planesthat are coterminous or coexistent, although some outpocketsare bulges from parallel versions <strong>of</strong> <strong>the</strong> originalplane. Such outpockets can reveal possible futures, distantpasts, or barely recognizable presents.Nested Pockets: Sometimes outpockets form ingroups, each pocket nested inside ano<strong>the</strong>r and connectedto a different plane. Thus, <strong>the</strong>y are sometimes callednested planes or nested realities. The walls betweennested pockets may look like standard outpockets, or maybe invisible. Ei<strong>the</strong>r way, passing through <strong>the</strong> boundary isas easy as walking into <strong>the</strong> wind. In this way, a simplecopse <strong>of</strong> trees could hold nested pockets—whole worldsreachable through deeper and deeper outpockets.Minor Planar Bleed: Sometimes <strong>the</strong> traits <strong>of</strong> oneplane can affect a small region <strong>of</strong> ano<strong>the</strong>r plane, evenwithout a portal or vortex connecting <strong>the</strong> two planes. Thisis particularly likely between two coexistent planes, but isalso possible between coterminous planes. Planar bleedusually affects no more than a single room, structure, orcavern, or at most a few square miles.Minor planar bleeds superimpose one trait from a planeonto ano<strong>the</strong>r. For instance, on a plane with normal gravity,an area with minor planar bleed might have no gravitybecause <strong>of</strong> a coexistent plane with that trait. Such planarbleeds can be dangerous, because <strong>the</strong> planar bleed areaisn’t always obvious until characters are inside it.Some minor planar bleeds are even more subtle; <strong>the</strong>ironly effect is on <strong>the</strong> dreams <strong>of</strong> those who sleep nearby.For instance, characters traveling along a dry sea bottommight camp in a gully for <strong>the</strong> night and have dreams <strong>of</strong> awide, glittering ocean. The dreams are harmless, merely aresult <strong>of</strong> minor planar bleed from a coexistent alternateMaterial Plane on which <strong>the</strong> sea never dried up.Major Planar Bleed: Like minor planar bleed, majorplanar bleed involves seepage from one plane toano<strong>the</strong>r in <strong>the</strong> absence <strong>of</strong> a vortex or portal. Majorplanar bleed is usually confined to a region no largerthan several square miles. It has all <strong>the</strong> effects <strong>of</strong> minorplanar bleed, including <strong>the</strong> overlap <strong>of</strong> a planar trait. Butactual creatures and objects seep through from oneplane to ano<strong>the</strong>r despite <strong>the</strong> absence <strong>of</strong> a portal orvortex. Even structures, small cities, and landscapes canseep from one plane to ano<strong>the</strong>r.Thar: The legendary trade city <strong>of</strong> Thar constantlymoves from plane to plane. It accomplishes this task bymagically inducing a major planar bleed around <strong>the</strong> cityfrom time to time, following carefully mapped planarstress-points where less power is needed to induce <strong>the</strong>bleed. Thar contains citizens from nearly every race andplane, and its widely varying and flamboyant architecturereflects its mixed heritage. The city, ruled by threerival merchant guilds, is rich with cross-planar trade.Travelers who tarry too long in Thar risk being sweptaway as <strong>the</strong> city seeps onto yet ano<strong>the</strong>r plane.
Planar Rips: Planar rips are holes in existence—holesthat want filling. A planar rip stresses <strong>the</strong> fabric <strong>of</strong> coterminousand coexistent planes, and <strong>the</strong> hole starts to consume<strong>the</strong> plane’s edges. In time, a planar rip can irrevocablyswallow entire portions <strong>of</strong> a plane. Once a planarrip has momentum, it is difficult to reverse <strong>the</strong> fall <strong>of</strong> acoexistent plane, though only part <strong>of</strong> a coterminousplane will be affected.On a coexistent plane being engulfed by a planar rip,storms <strong>of</strong> ever-increasing severity are common withinfifty miles <strong>of</strong> <strong>the</strong> rip. Within a one-mile radius, a physicalembodiment <strong>of</strong> <strong>the</strong> planar rip is visible: a whirlpool suckingup reality itself and swirling nearby matter into anight-dark aperture a few hundred feet in diameter.Some planar rips form when a plane is subject to massiveenergies concentrated in a very small area. Theplanes are robust, and almost every instance <strong>of</strong> greatenergy or magic use leaves <strong>the</strong>m none <strong>the</strong> worse for wear.But sometimes planes break, and <strong>the</strong> result is a planar rip.O<strong>the</strong>r planar rips may be permanent connections to <strong>the</strong>Negative Energy Plane, and still o<strong>the</strong>rs are remnant timelines negated by temporal paradox or mortals experimentingwith time travel. Planar rips can be tombstonesmarking extinguished planes, or <strong>the</strong>y can lead to entirenew cosmologies yet unborn.Gap to Might Have Been: The manifest destiny <strong>of</strong> <strong>the</strong> evilillithidsy, as <strong>the</strong>y see it, is to control <strong>the</strong> multiverse and allthat inhabit it. Once <strong>the</strong>y had such an empire, but itslipped through <strong>the</strong>ir fingers ages ago, and is now nothingbut ashes.Or is it? The illithids have built a miles-wide structurearound a distant planar rip. Powerful lances <strong>of</strong>magic siphoned from suns cycle within <strong>the</strong> ring beforedischarging into <strong>the</strong> maw <strong>of</strong> nothingness. The illithidsintend to turn <strong>the</strong> planar rip inside out, reversing itspolarity and restoring <strong>the</strong>ir empire. Illithid researchershave identified a what-if cosmology where <strong>the</strong>ir interplanarempire never perished. So far, <strong>the</strong> mind flayershave failed to reverse <strong>the</strong> planar rip. But illithids arenothing if not tenacious.Time Loops: Time loops are rare—thankfully,because being captured in a time loop is to be lost to <strong>the</strong>rest <strong>of</strong> <strong>the</strong> universe. Within a time loop, <strong>the</strong> history <strong>of</strong> acertain structure, ship, or region <strong>of</strong> landscape repeatsover and over, never failing to jump back to <strong>the</strong> sameprevious point in <strong>the</strong> region’s history. Creatures caughtup in a time loop rarely recognize <strong>the</strong>ir fate or realizethat <strong>the</strong>y’re repeating <strong>the</strong> same actions over and overagain. From <strong>the</strong>ir perspective, each time through <strong>the</strong>time loop is <strong>the</strong> first time.When a time loop forms, <strong>the</strong> affected structure or regionis somehow separated from <strong>the</strong> surrounding plane, ei<strong>the</strong>rforming its own small demiplane or an outpocket. Sometime loops may be wholly impregnable, without entranceor exit, but o<strong>the</strong>rs allow visitors to enter via a translucentplanar boundary. However, if visitors are unable to resolve<strong>the</strong> origin <strong>of</strong> <strong>the</strong> time loop, <strong>the</strong>y too will be incorporatedinto <strong>the</strong> time loop, doomed to repeat <strong>the</strong>ir entry into itagain and again.Time loops form when magic or o<strong>the</strong>r concentratedenergy is released in a wild, uncontrolled fashion in just<strong>the</strong> right way. Even so, time loops happen so rarely thatsome sages dismiss <strong>the</strong>m as idle tales. But in an infinitemultiverse, such time loops do indeed happen.The only way to end a time loop and return <strong>the</strong> area backto its original plane is to prevent <strong>the</strong> release <strong>of</strong> <strong>the</strong> wildenergy that catalyzed <strong>the</strong> time loop in <strong>the</strong> first place. Thus,visitors have a chance <strong>of</strong> doing so, because <strong>the</strong>y enter a timeloop with some knowledge <strong>of</strong> <strong>the</strong> truth. But sometimeslongtime participants retain snatches <strong>of</strong> memory betweenrestarts, allowing <strong>the</strong>m to alter <strong>the</strong>ir behavior enough oversuccessive repetitions to finally avert <strong>the</strong> catastrophe.Time Wrinkle: When <strong>the</strong> fabric <strong>of</strong> a plane is stretchedor compressed locally, it may become “wrinkled.” A timewrinkle normally affects only a small portion <strong>of</strong> plane,such as a single lake, structure, or cavern, though it canencompass a larger region.A time wrinkle is an area where time passes at a differentrate than on <strong>the</strong> rest <strong>of</strong> <strong>the</strong> plane. Most <strong>of</strong>ten, time runsmore slowly in a time wrinkle than on <strong>the</strong> surroundingplane. Inhabitants <strong>of</strong> a region that possesses a time wrinkleregard it as a natural feature, avoiding it much as o<strong>the</strong>rswould avoid a difficult mountain range. Passing through<strong>the</strong> outskirts <strong>of</strong> a time wrinkle could cost a traveler hoursor days, while striking through <strong>the</strong> heart <strong>of</strong> a wrinklecould cost years, relative to <strong>the</strong> surrounding plane.This is not to say that areas affected by time wrinklesare lifeless. Plant and animal life that flourished millions<strong>of</strong> years ago may be common in a large time wrinkle. Lostraces, monsters, and whole civilizations might still call atime wrinkle home. But explorers who want to explore<strong>the</strong> past must forget <strong>the</strong> present and forsake <strong>the</strong> future—<strong>the</strong>y’ll return from <strong>the</strong>ir journey to find <strong>the</strong>ir own livesare but distant memories.APPENDIX:VARIANT PLANES& COSMOLOGIES221
- Page 2 and 3:
MANUAL OF THE PLANESJeff Grubb, Bru
- Page 4:
INTRODUCTIONIntroductionThis book i
- Page 7 and 8:
of the universe (earth, air, fire,
- Page 9 and 10:
within a plane where the rules are
- Page 11 and 12:
Shapes of the PlanesinfiniteGreat W
- Page 13 and 14:
save (DC 25) or gain a negative lev
- Page 15 and 16:
Illus. by A. Swekelven if a plane i
- Page 17 and 18:
Planar RelationshipsPlaneAPlane ACo
- Page 19 and 20:
Creatures that use positive or nega
- Page 21 and 22:
GETTING FROM PLANETO PLANEThe plane
- Page 23 and 24:
Illus. by A. Swekelhe planes are la
- Page 25 and 26:
Spot (Wis), and Use Magic Device (C
- Page 27 and 28:
Direction (Wis), Jump (Str), Knowle
- Page 29 and 30:
damage bonus does not apply to crea
- Page 31 and 32:
to a limited extent. On planes with
- Page 33 and 34:
Greater planar bindingHoly wordLess
- Page 35 and 36:
elemental form to put out nonmagica
- Page 37 and 38:
Audible Alarm: An audible portal al
- Page 39 and 40:
On planes you create yourself, safe
- Page 41 and 42:
Illus. by A. Swekelhe Material Plan
- Page 43 and 44:
Oerth’s cosmology is laid out in
- Page 45 and 46:
Illus. by A. Swekelhe Transitive Pl
- Page 47 and 48:
spells and spell-like effects that
- Page 49 and 50:
often used by astral travelers who
- Page 51 and 52:
There is no day or night on the Ast
- Page 53 and 54:
Table 5-3: Astral Encountersd% Enco
- Page 55 and 56:
try to lure adventurers away from e
- Page 57 and 58:
even if prisoners escape, they’re
- Page 59 and 60:
Any creature becoming ethereal (inc
- Page 61 and 62:
The Plane of Shadow does not connec
- Page 63 and 64:
describes some typical abilities an
- Page 65 and 66:
Illus. by A. Swekelhe Inner Planes
- Page 67 and 68:
positiveElementalPlane ofWaterThree
- Page 69 and 70:
A maximum of 20d6 points of damage
- Page 71 and 72:
of material and have his life crush
- Page 73 and 74:
Table 6-2: Elemental Plane of Earth
- Page 75 and 76:
MOVEMENT AND COMBATThe Elemental Pl
- Page 77 and 78:
ELEMENTAL PLANEOF WATERIt is an oce
- Page 79 and 80:
Red TidesA dangerous contagion has
- Page 81 and 82:
• Impeded Magic: Spells and spell
- Page 83 and 84:
Class abilities that use positive e
- Page 85 and 86:
Illus. by A. Swekelf the Inner Plan
- Page 87 and 88:
CHAPTER 7:THE OUTERPLANES87Beastlan
- Page 89 and 90:
everything within a ten-mile radius
- Page 91 and 92:
Only those who suffer mortal wounds
- Page 93 and 94:
Plane drift through the miasma: bit
- Page 95 and 96:
FamiliarityVery familiarStudied car
- Page 97 and 98:
Every word, scream, or shout is cau
- Page 99 and 100:
oulders, and worked stone, as if a
- Page 101 and 102:
directional gravity. Unless stated
- Page 103 and 104:
sun no brighter than the Material P
- Page 105 and 106:
and Colothys confines liars whose u
- Page 107 and 108:
OthrysCathrysMinethysColothysPorpha
- Page 109 and 110:
Normal petitioners in Hades gain on
- Page 111 and 112:
PlutonThe third gloom of Hades is a
- Page 113 and 114:
Gehenna CombatCombat on Gehenna is
- Page 115 and 116:
NINE HELLS OF BAATORIt is Hell, whe
- Page 117 and 118:
added to the Bronze Citadel. Work g
- Page 119 and 120:
dribble of slimy water sluices into
- Page 121 and 122:
StygiaThe fifth layer of the Nine H
- Page 123 and 124:
they first enter the downdraft or b
- Page 125 and 126:
are big enough for whole cities and
- Page 127 and 128:
the truth, the ice sheet has object
- Page 129 and 130:
Scion Queen Mother at all times, an
- Page 131 and 132:
they have three possible courses of
- Page 133 and 134:
always find themselves in the surf
- Page 135 and 136:
amid treasure gathered over eons—
- Page 137 and 138:
BYTOPIA INHABITANTSBytopia is home
- Page 139 and 140:
on the Material Plane, sounds more
- Page 141 and 142:
BelierinBelierin is a land of misty
- Page 143 and 144:
without touching the ground. The Be
- Page 145 and 146:
ARBOREA LINKSArborea borders the Be
- Page 148 and 149:
CHAPTER 7:THE OUTERPLANESOUTLANDS I
- Page 150 and 151:
OutlandsExcelsiorSigilTradegateEcst
- Page 152 and 153:
CHAPTER 7:THE OUTERPLANES152Table 7
- Page 154 and 155:
CHAPTER 8:DEMIPLANES154to multiple
- Page 157 and 158:
of naivete. Neth doesn’t know how
- Page 159 and 160:
Illus. by A. Swekelhe planes suppor
- Page 161 and 162:
BARIAURMedium-Size OutsiderHit Dice
- Page 163 and 164:
precious and lovely, firres take up
- Page 165 and 166:
Summon Tanar’ri (Sp): Tanar’ri
- Page 167 and 168:
Spinagon (Baatezu)Narzugon (Baatezu
- Page 169 and 170: Xag-YaXeg-YiMedium-Size Outsider (I
- Page 171 and 172: dull black orbs that reflect noligh
- Page 173 and 174: DaoMaridLarge Outsider (Air, Evil)L
- Page 175 and 176: is drawn in melee, the blade transf
- Page 177 and 178: When an inevitable is created, it r
- Page 179 and 180: matter at hand. They use alter self
- Page 181 and 182: Ice Paraelemental, Small Ice Parael
- Page 183 and 184: Magma Paraelemental, Huge Magma Par
- Page 185 and 186: succeed at a Fortitude save or inha
- Page 187 and 188: CanolothMezzolothMedium-Size Outsid
- Page 189 and 190: strange and often distasteful rites
- Page 191 and 192: Climate/Terrain: Any land and under
- Page 193 and 194: Elemental: Immune to poison, sleep,
- Page 195 and 196: Skills: Water element tigers receiv
- Page 197 and 198: Damage: Bite 1d6+3, claw 1d3+1; spi
- Page 199 and 200: Alignment: Always chaotic (any).Adv
- Page 201 and 202: Appendix: VariantPlanes & Cosmologi
- Page 203 and 204: Region of DreamsDreamscapesDreamsca
- Page 205 and 206: A mirror-self is created somewhere
- Page 207 and 208: ever-shifting ice floating on a fro
- Page 209 and 210: Time onTime ond% Material Plane Tem
- Page 211 and 212: FAERIE INHABITANTSThe Plane of Faer
- Page 213 and 214: are needed to swim through it. Movi
- Page 215 and 216: Myriad PlanesCosmologyplanar clumpp
- Page 217 and 218: sends that character’s double fro
- Page 219: WINDING ROAD LINKSPlanar travelers
- Page 223: Lolth 100, 103Lucid Dreaming 203Lun
- Page 226 and 227: Table 1: Modron CastesCaste No. of
- Page 228 and 229: 4pursuit of order is particularly b
- Page 230 and 231: THE MODRONCATHEDRALDeep in the hear
- Page 232 and 233: drones have limited conversational
- Page 234 and 235: 10tually any environment, withstand
- Page 236 and 237: 12Modron Traits: Immune to mind-inf
- Page 238 and 239: Face/Reach: 5 ft. by 5 ft./10 ft.Sp
- Page 240 and 241: 16Spell-Like Abilities: At will—c
- Page 242 and 243: Wholeness of Body (Su): A secundus
- Page 244 and 245: 2of the common room into other part
- Page 246 and 247: credence to this theory by occasion
- Page 248 and 249: PLAY MOREFREE D&D® V.3.5 ACCESSORY
- Page 250 and 251: Table of ContentsThe Nature of the
- Page 252 and 253: Pandemonium: Electricity and sonic
- Page 254 and 255: Manual of the Planes MonstersFeats