Manual of the Planes
Manual of the Planes
Manual of the Planes
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CHAPTER 3:CHARACTERSAND MAGIC34Targets: One creature/level in a 20-ft.-radius burst centeredon youDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: Yes (harmless)You gain a temporary respite from <strong>the</strong> natural effects <strong>of</strong> aspecific plane. These effects include extremes in temperature,lack <strong>of</strong> air, poisonous fumes, emanations <strong>of</strong> positiveor negative energy, or o<strong>the</strong>r attributes <strong>of</strong> <strong>the</strong> plane itself.Avoid planar effects provides protection from <strong>the</strong> 3d10points <strong>of</strong> fire damage on a plane with <strong>the</strong> fire-dominanttrait. Avoid planar effects lets a character brea<strong>the</strong> water on awater-dominant plane and be immune to suffocation onan earth-dominant plane. A character protected by avoidplanar effects can’t be blinded by <strong>the</strong> energy <strong>of</strong> a majorpositive-dominant plane and automatically stops gainingtemporary hit points when <strong>the</strong>y equal <strong>the</strong> character’snormal hit point total. Negative-dominant planes don’tdeal damage or bestow negative levels to characters protectedby avoid planar effects.In addition, some effects specific to a plane are negatedby avoid planar effects. In <strong>the</strong> D&D cosmology, avoid planareffects negates <strong>the</strong> deafening effect <strong>of</strong> Pandemonium and<strong>the</strong> cold damage on <strong>the</strong> Cania layer <strong>of</strong> <strong>the</strong> Nine Hells. Youcan add additional protections for a cosmology youcreate. If you have an Elemental Plane <strong>of</strong> Cold, for example,avoid planar effects protects against <strong>the</strong> base colddamage suffered by everyone on <strong>the</strong> plane.The effects <strong>of</strong> gravity traits, alignment traits, and magictraits aren’t negated by avoid planar effects, nor is <strong>the</strong> specialentrapping trait that some planes have (Elysium andHades in <strong>the</strong> D&D cosmology).The spell does not provide protection against creatures,native or o<strong>the</strong>rwise, nor does it protect against spells, specialabilities, or extreme and nonnatural formationswithin <strong>the</strong> plane. This spell allows you to survive on <strong>the</strong>Elemental Plane <strong>of</strong> Earth, but it won’t protect you if youwalk into a pool <strong>of</strong> magma on that same plane.ChamberEvocation [Force]Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Target: One e<strong>the</strong>real creatureDuration: 1 round/levelSaving Throw: Reflex negatesSpell Resistance: YesYou may create a translucent prison <strong>of</strong> pure crystallineforce around a target on <strong>the</strong> E<strong>the</strong>real Plane. You mustbe able to see or o<strong>the</strong>rwise target <strong>the</strong> creature you wishto affect.The target affected by <strong>the</strong> chamber cannot move onei<strong>the</strong>r <strong>the</strong> E<strong>the</strong>real Plane or its coterminous planes for<strong>the</strong> duration <strong>of</strong> <strong>the</strong> spell but is o<strong>the</strong>rwise unaffected. Thetarget cannot move onto ano<strong>the</strong>r plane while inside <strong>the</strong>chamber, including returning to <strong>the</strong> Material Plane.The target within <strong>the</strong> crystalline prison cannot physicallyattack or be attacked is and unaffected by most spells andsupernatural abilities. Gaze attacks and sonic spells mayfunction through <strong>the</strong> walls <strong>of</strong> <strong>the</strong> crystalline prison, but <strong>the</strong>target <strong>of</strong> those attacks gains a +2 bonus on saving throws.The target <strong>of</strong> <strong>the</strong> chamber may attempt to break <strong>the</strong>crystalline prison by making a Strength check (DC 10 +caster level). A disintegrate spell brings down <strong>the</strong> chamber.This spell only affects <strong>the</strong> E<strong>the</strong>real Plane, so it has noeffect on planes not coexistent with <strong>the</strong> E<strong>the</strong>real Plane. Ithas no effect on creatures on <strong>the</strong> Material Plane.Material Component: A piece <strong>of</strong> translucent glass.Elemental BodyTransmutation [see text]Level: Sor/Wiz 7Components: V, S, MCasting Time: 1 actionRange: PersonalTarget: YouDuration: 1 round/levelYou can transform your body into a particular type <strong>of</strong> elementalsubstance. You and your possessions appear to bemade <strong>of</strong> that element, though in <strong>the</strong> same general shapeand size as your normal appearance.You gain <strong>the</strong> following abilities when you use elementalbody:• You have <strong>the</strong> benefits <strong>of</strong> <strong>the</strong> attune form spell withrespect to <strong>the</strong> appropriate element. If you choose awater body, for example, you can brea<strong>the</strong> normally onwater-dominant planes.• You are immune to poison, sleep, paralysis, and stunning,and are not subject to critical hits or flanking.You gain darkvision with a range <strong>of</strong> 60 feet.• Your creature type remains unchanged, so you areunaffected by spells that target elementals.In addition, you gain <strong>the</strong> following exceptional abilitiesaccording to <strong>the</strong> type <strong>of</strong> elemental body chosen:Air: Fly at your normal speed (perfect maneuverability),air mastery (airborne creatures suffer a –1 penalty onattack and damage rolls against you).Earth: Earth mastery (you gain a +1 attack anddamage bonus if both you and your foe touch <strong>the</strong>ground), push (you may start a bull rush maneuverwithout provoking an attack <strong>of</strong> opportunity), +3 naturalarmor bonus to AC.Fire: Fire immunity, burn (those you hit in melee andthose who attack you with natural weapons must make aReflex save or catch fire, with a save DC equal to that <strong>of</strong> afire elemental <strong>of</strong> <strong>the</strong> same size).Water: Swim at your normal speed, water mastery(you gain a +1 attack and damage bonus if both you andyour opponent touch water), drench (you may use your