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Manual of the Planes

Manual of the Planes

Manual of the Planes

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Audible Alarm: An audible portal alarm produces <strong>the</strong>sound <strong>of</strong> a hand bell, buzzer, or o<strong>the</strong>r similar repeatingsound that can be heard quite clearly up to 60 feet away,and it pierces closed doors and extends onto o<strong>the</strong>r planes.The ringing may be heard faintly up to 180 feet away andlasts for 1 round. Creatures within <strong>the</strong> area <strong>of</strong> a silencespell cannot hear <strong>the</strong> ringing, and if <strong>the</strong> portal itself iswithin <strong>the</strong> area <strong>of</strong> a silence spell, no alarm is sounded.E<strong>the</strong>real and astral creatures trigger <strong>the</strong> portal alarm if<strong>the</strong>y pass through <strong>the</strong> portal.You may set <strong>the</strong> portal alarm with a password, determinedat <strong>the</strong> time <strong>of</strong> <strong>the</strong> casting, and this password maybe discerned with <strong>the</strong> analyze portal spell. Those speaking<strong>the</strong> password before passing through <strong>the</strong> portal do not set<strong>of</strong>f <strong>the</strong> alarm.Material Component: A tiny bell.Portal BeaconTransmutationLevel: Clr 1, Sor/Wiz 1Components: V, SCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Target: One interplanar portalDuration: 1 hour/levelSaving Throw: NoneSpell Resistance: NoYou may alter a magic portal so it sends out a mentalbeacon for up to six creatures, including yourself if youchoose. These individuals must be known to you butneed not be present at <strong>the</strong> time <strong>of</strong> casting. Once you castportal beacon, <strong>the</strong>se creatures always knows <strong>the</strong> directionand distance to <strong>the</strong> targeted portal.Moving to a plane o<strong>the</strong>r than <strong>the</strong> two connected by<strong>the</strong> portal ends portal beacon for that creature but leavesit intact for o<strong>the</strong>rs. You may have any number <strong>of</strong> portalbeacons tuned to you without impairing o<strong>the</strong>r abilitiesor actions.Positive Energy ProtectionAbjurationLevel: Clr 3Components: V, SCasting Time: 1 actionRange: TouchTarget: Creature touchedDuration: 1 round/levelSaving Throw: Will negates (harmless)Spell Resistance: YesThe creature warded by this spell gains partial protectionfrom <strong>the</strong> effects <strong>of</strong> positive energy, including magicalhealing and regeneration. It may be cast uponundead to <strong>of</strong>fer additional protection against <strong>the</strong> turningabilities <strong>of</strong> clerics.The positive energy protection spell uses negative energyto <strong>of</strong>fset <strong>the</strong> effects <strong>of</strong> positive energy. Each time <strong>the</strong>warded creature is struck by a positive energy effect, itrolls 1d20 + caster level against a DC <strong>of</strong> 11 + <strong>the</strong> HD <strong>of</strong> <strong>the</strong>originator <strong>of</strong> <strong>the</strong> effect. For example, <strong>the</strong> DC for <strong>the</strong> levelcheck would be 19 if an 8th-level cleric were trying toturn someone with positive energy protection.If <strong>the</strong> warded creature succeeds, <strong>the</strong> positive andnegative energies cancel each o<strong>the</strong>r with a roiling ball<strong>of</strong> darkness and a thunderclap. The spell or effect doesnot function, and if <strong>the</strong> source <strong>of</strong> <strong>the</strong> positive energyeffect was touching <strong>the</strong> warded creature, <strong>the</strong> sourcetakes 2d6 points <strong>of</strong> damage. If <strong>the</strong> warded creaturefails <strong>the</strong> level check, <strong>the</strong>n <strong>the</strong> positive energy effectoccurs normally.pqsRANDOM PLANAR DESTINATIONSSpells such as prismatic spray, reality maelstrom, and itemssuch as amulet <strong>of</strong> <strong>the</strong> planes and staff <strong>of</strong> power may send an individualto a random plane. The list <strong>of</strong> available planes variesaccording to <strong>the</strong> cosmology you’ve chosen. An example using<strong>the</strong> D&D cosmology is presented below.Transitive <strong>Planes</strong> such as <strong>the</strong> E<strong>the</strong>real Plane, <strong>the</strong> AstralPlane, and <strong>the</strong> Plane <strong>of</strong> Shadow should not be considered forsuch random destinations.Table 3–7: Random Planar Destinationsd% Plane01–05 Heroic Domains <strong>of</strong> Ysgard06–10 Ever-Changing Chaos <strong>of</strong> Limbo11–15 Windswept Depths <strong>of</strong> Pandemonium16–20 Infinite Layers <strong>of</strong> <strong>the</strong> Abyss21–25 Tarterian Depths <strong>of</strong> Carceri26–30 Gray Waste <strong>of</strong> Hades31–35 Bleak Eternity <strong>of</strong> Gehenna36–40 Nine Hells <strong>of</strong> Baator41–45 Infernal Battlefield <strong>of</strong> Acheron46–50 Clockwork Nirvana <strong>of</strong> Mechanus51–55 Peaceable Kingdoms <strong>of</strong> Arcadia56–60 Seven Mounting Heavens <strong>of</strong> Celestia61–65 Twin Paradises <strong>of</strong> Bytopia66–70 Blessed Fields <strong>of</strong> Elysium71–75 Wilderness <strong>of</strong> <strong>the</strong> Beastlands76–80 Olympian Glades <strong>of</strong> Arborea81–89 Concordant Domain <strong>of</strong> <strong>the</strong> Outlands90–91 Elemental Plane <strong>of</strong> Fire92–93 Elemental Plane <strong>of</strong> Earth94–95 Elemental Plane <strong>of</strong> Air96–97 Elemental Plane <strong>of</strong> Water98 Positive Energy Plane99 Negative Energy Plane00 Demiplane <strong>of</strong> <strong>the</strong> DM’s choiceThe layer and exact location on <strong>the</strong> particular plane is up to <strong>the</strong>DM. Transportation to a random plane does not guaranteesurvival <strong>the</strong>re, and individuals who risk such effects should beaware <strong>of</strong> <strong>the</strong> dangers.If an individual is someplace o<strong>the</strong>r than <strong>the</strong> Material Planewhen randomly switching planes, simply replace <strong>the</strong> plane <strong>of</strong>origin’s entry on <strong>the</strong> table with <strong>the</strong> Material Plane. Thus a staff<strong>of</strong> power broken on <strong>the</strong> Elemental Plane <strong>of</strong> Fire may send <strong>the</strong>wielder to <strong>the</strong> Material Plane if a 91 is rolled.pqsCHAPTER 3:CHARACTERSAND MAGIC37

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