CHAPTER 4:THE MATERIALPLANE42Material Plane is on a spherical planet; that’s <strong>the</strong> appearancefamiliar to most players.While usually infinite or at least incredibly large andself-contained, a Material Plane can be finite, such as adisk that rests upon an Elemental Plane.Natives: The Material Plane is home for most <strong>of</strong> <strong>the</strong>well-known creatures <strong>of</strong> <strong>the</strong> D&D cosmology, includingdragons, animals, undead, and <strong>of</strong> course <strong>the</strong> playercharacters’ races. All creature types o<strong>the</strong>r than outsidersand elementals consider <strong>the</strong> Material Plane <strong>the</strong>irnative plane.When natives <strong>of</strong> <strong>the</strong> Material Plane move to ano<strong>the</strong>rplane, <strong>the</strong>y retain <strong>the</strong>ir natural type, but <strong>the</strong>y are consideredextraplanar creatures for <strong>the</strong> purpose <strong>of</strong> spell effectsonly. That means <strong>the</strong>y can sent back to <strong>the</strong> Material Planeby dismissal or banishment, or affected by protection andmagic circle spells if <strong>the</strong>y were conjured or summoned to<strong>the</strong> plane.Links to O<strong>the</strong>r <strong>Planes</strong>: The number <strong>of</strong> gates, portals,borders, and o<strong>the</strong>r interactions between <strong>the</strong> MaterialPlane and o<strong>the</strong>r planes depends on your own desires.Possibilities include:No Links: There are no connections with o<strong>the</strong>r planes.There is no Astral Plane, E<strong>the</strong>real Plane, or Plane <strong>of</strong>Shadow. This is <strong>the</strong> most radical option, because itremoves many spells and potential adventuring areasfrom play.Undiscovered Links: Links exist, but <strong>the</strong> spells to use<strong>the</strong>m have yet to be discovered. The spells described inChapter 3 have not yet been created on <strong>the</strong> MaterialPlane and must be researched and developed.Spell-Created Links: Spells, spell-like abilities, andmagic items that forge links between planes or allowcreatures to shift between planes function normally on<strong>the</strong> Material Plane.Elemental Vortices: The Material Plane has weak spots inareas that have particular affinities with elemental types.Vortices to <strong>the</strong> Elemental Plane <strong>of</strong> Fire may be found involcanoes, for example, and vortices to <strong>the</strong> ElementalPlane <strong>of</strong> Water may be found in <strong>the</strong> deep ocean. The ElementalPlane <strong>of</strong> Earth may connect in <strong>the</strong> deep underdark,and <strong>the</strong> Elemental Plane <strong>of</strong> Air is accessible from<strong>the</strong> highest and windiest mountaintops.Freestanding Portals: The Material Plane is physicallyconnected with specific locations on <strong>the</strong> Inner and Outer<strong>Planes</strong>. See <strong>the</strong> Magic Portals section in Chapter 2 for anexplanation <strong>of</strong> how such portals function.Transitive <strong>Planes</strong>: The Material Plane is coexistentwith its E<strong>the</strong>real Plane, coterminous to <strong>the</strong> AstralPlane, and has limited, spell-based access to <strong>the</strong> Plane<strong>of</strong> Shadow.SURVIVING THE MATERIAL PLANEWhile various locations on <strong>the</strong> Material Plane (volcanoes,<strong>the</strong> deep ocean) are extremely hazardous to nativelife, <strong>the</strong> general environment <strong>of</strong> <strong>the</strong> Material Plane isfriendly. Natives, outsiders, and elementals take nodamage from <strong>the</strong> plane itself.Many outsiders from <strong>the</strong> Outer <strong>Planes</strong> tend to beuncomfortable on <strong>the</strong> Material Plane because <strong>the</strong> MaterialPlane does not have <strong>the</strong> alignment trait <strong>the</strong>y’re used to.Outsiders and elementals from <strong>the</strong> Inner <strong>Planes</strong> tend tobe similarly uncomfortable because <strong>the</strong> dominant elementaland energy traits from home aren’t available on<strong>the</strong> Material Plane.MATERIAL PLANE ENCOUNTERSThe creatures and challenges <strong>of</strong> <strong>the</strong> Material Plane varywidely from location to location, and any monster from<strong>the</strong> Monster <strong>Manual</strong> can be found somewhere on <strong>the</strong>plane. See <strong>the</strong> Wilderness Encounters section starting onpage 132 <strong>of</strong> <strong>the</strong> DUNGEON MASTER’s Guide for methods tocreate encounter tables for <strong>the</strong> Material Plane.OUTSIDERS AND ELEMENTALS ON THEMATERIAL PLANEOutsiders and elementals can only enter <strong>the</strong> MaterialPlane in specific ways. Even outsiders and elementalsthat have <strong>the</strong> spells or spell-like abilities to enter <strong>the</strong>Astral Plane, <strong>the</strong> E<strong>the</strong>real Plane, or <strong>the</strong> Plane <strong>of</strong> Shadowcannot enter <strong>the</strong> Material Plane except under particularcircumstances. This is one reason <strong>the</strong> Material Plane isnot hip-deep in demons right now.A variety <strong>of</strong> spells, magic items, and spell-like abilitiessummon or call outsiders and elementals to <strong>the</strong> MaterialPlane. Such spells typically obligate <strong>the</strong> conjured creatureto perform services on behalf <strong>of</strong> <strong>the</strong> spellcaster.More intelligent outsiders and elementals bridle at suchservitude and <strong>of</strong>ten seek to subvert <strong>the</strong>ir masters if <strong>the</strong>ydon’t like <strong>the</strong>ir tasks. Fur<strong>the</strong>r, <strong>the</strong>se spells tend to keepoutsiders and elementals on <strong>the</strong> Material Plane for a limitedtime; <strong>the</strong>y return automatically at <strong>the</strong> end <strong>of</strong> <strong>the</strong>spell’s duration.Outsiders and elementals may enter <strong>the</strong> Material Planethrough permanent portals from <strong>the</strong>ir planes. But variousguardians on <strong>the</strong> Material Plane may watch over <strong>the</strong>seportals or simply seal <strong>the</strong>m to prevent such incursions.In addition, elementals may pass through naturallyoccurring vortices into areas <strong>of</strong> <strong>the</strong> Material Plane similarto <strong>the</strong>ir native plane, though <strong>the</strong>y usually don’t wanderfar from such hospitable (for <strong>the</strong>m) climes.Some outsiders have <strong>the</strong> ability to possess <strong>the</strong> bodies <strong>of</strong>Material Plane creatures to use as <strong>the</strong>ir hosts, similar to<strong>the</strong> magic jar spell, except that <strong>the</strong> outsider doesn’t need areceptacle. Such outsiders must already be on <strong>the</strong> E<strong>the</strong>realPlane to use this ability.OERTH: THE D&D COSMOLOGY’SMATERIAL PLANEOerth, <strong>the</strong> Material Plane for <strong>the</strong> D&D cosmology, consists<strong>of</strong> self-contained spherical bodies hanging inspace. Oerth has all <strong>the</strong> usual traits and connections <strong>of</strong> aMaterial Plane. It connects to <strong>the</strong> Astral Plane, <strong>the</strong> E<strong>the</strong>realPlane, and <strong>the</strong> Plane <strong>of</strong> Shadow, and travelers fromOerth may reach <strong>the</strong> Inner and Outer <strong>Planes</strong> through<strong>the</strong> Astral Plane.
Oerth’s cosmology is laid out in <strong>the</strong> planar diagramspresented in Chapter 1. A sphere <strong>of</strong> <strong>the</strong> six Inner <strong>Planes</strong>surrounds Oerth, which also connects to <strong>the</strong> AstralPlane, and through it to <strong>the</strong> Great Wheel <strong>of</strong> seventeenOuter <strong>Planes</strong>. Each <strong>of</strong> <strong>the</strong> six Inner <strong>Planes</strong> is not connectedto ano<strong>the</strong>r Inner Plane, but each Outer Plane isconnected to its neighbors. If you know where to look,you can find your way all <strong>the</strong> way around <strong>the</strong> GreatWheel from Celestia to <strong>the</strong> Abyss and back.In addition, <strong>the</strong>re are more small demiplanes connectedto Oerth than can be counted. Many <strong>of</strong> <strong>the</strong>se havebeen created by deities or powerful wizards as places tohide <strong>the</strong>ir riches, get away from <strong>the</strong> mundane world, orimprison particularly unpleasant enemies.Oerth does not have any known connections withalternate Material <strong>Planes</strong> (see below). These alternatesmay exist intermittently if you want your campaign tovisit <strong>the</strong>m.While Oerth itself does not have elemental or energytraits, particular locations on <strong>the</strong> plane have pockets thathave elemental traits. These areas are <strong>of</strong>ten located nearportals or vortices to <strong>the</strong> various Elemental <strong>Planes</strong>.ALTERNATE MATERIALPLANESAt your option, you can introduce alternate Material<strong>Planes</strong> to your campaign. These alternate Material <strong>Planes</strong>have <strong>the</strong>ir own unique cosmologies, landscapes, andinhabitants, which may be similar to or wildly differentfrom <strong>the</strong> original Material Plane. You are not required tohave alternate Material <strong>Planes</strong> in your cosmology, andyour universe might do quite well without <strong>the</strong>m.An alternate Material Plane tends to share <strong>the</strong> sametime, gravity, size, shape, and morphic traits as youroriginal Material Plane. In addition, elemental, energy,and alignment traits are similar (if your Material Planehas any, that is). Changing <strong>the</strong>se basic traits tends toturn alternate Material <strong>Planes</strong> into full-fledged Inner orOuter <strong>Planes</strong>.An alternate Material Plane has its own Transitive<strong>Planes</strong>. It might share demiplanes and <strong>the</strong> Plane <strong>of</strong>Shadow with o<strong>the</strong>r Material <strong>Planes</strong>, however.TYPES OF ALTERNATE MATERIAL PLANESHere are some ways to create an alternate Material Planethat provides a real contrast to <strong>the</strong> place most characterscall home.Different Magic Levels: One variable you can moveup or down is <strong>the</strong> level <strong>of</strong> magic available on <strong>the</strong> MaterialPlane. If you give <strong>the</strong> alternate Material Plane <strong>the</strong> wildmagic, dead magic, or enhanced magic trait, you’ll transform<strong>the</strong> world completely. A wild magic alternate MaterialPlane would be dangerous, and its spellcasters mightbe considered menaces to <strong>the</strong>mselves and o<strong>the</strong>rs. A deadmagic alternate Material Plane would prevent all spellcastingand spell-like abilities, although <strong>the</strong>re may be“pockets” <strong>of</strong> real magic where spellcasting could occur(and where <strong>the</strong> player characters will probably want tolocate <strong>the</strong>mselves). Alternate Material <strong>Planes</strong> rarely have<strong>the</strong> impeded magic traits, although <strong>the</strong>y can be limitedby level or school if you like. Imagine a world where <strong>the</strong>only type <strong>of</strong> magic is necromancy, or one where evocationspells do not exist.Doppelganger Material <strong>Planes</strong>: Doppelgangerplanes are similar to, but not exactly like, <strong>the</strong> characters’native Material Plane. Perhaps everything on <strong>the</strong> doppelgangerplane is identical except that <strong>the</strong> characters’ duplicateshave <strong>the</strong> opposite alignments—or maybe <strong>the</strong>y don’texist at all. Doppelganger planes take less work to createthan o<strong>the</strong>r Material <strong>Planes</strong> because you can use <strong>the</strong> mapsand source material from your home Material Plane,changing only what you need to.Timeshifted Material <strong>Planes</strong>: It may seem like timetravel to <strong>the</strong> characters who make <strong>the</strong> journey, but in reality<strong>the</strong>y are traveling to a parallel Material Plane that isidentical with <strong>the</strong>ir native Material Plane’s past (or apotential future). Again, you can use existing sourcematerial for this alternate Material Plane. This is yourchance to limit <strong>the</strong> characters to Stone Age technology oruse those futuristic weapons described in Chapter 6 <strong>of</strong><strong>the</strong> DUNGEON MASTER’s Guide, for example. But be carefulif <strong>the</strong> characters choose to bring firearms back to <strong>the</strong>irnative plane.Terrain-Based Material <strong>Planes</strong>: It’s easy to imagine aworld dominated by a single terrain type. Perhaps an IceAge has covered an alternate Material Plane in snowfieldsand glaciers, and frost giants terrorize a few tinyenclaves <strong>of</strong> humans, gnomes, and elves. Meanwhile, <strong>the</strong>dwarves have been driven deeper underground, drawn to<strong>the</strong> geo<strong>the</strong>rmal warmth <strong>of</strong> magma rivers and lava oceans.Most orcs and half-orcs act as scouts for <strong>the</strong> frost giants,while <strong>the</strong> few halflings that exist are household servants<strong>of</strong> powerful frost giant warlords.Or maybe a vast ocean covers an alternate MaterialPlane, and locathah, tritons, and sahuagin are <strong>the</strong> dominantcultures. Humans and elves are just mutant <strong>of</strong>fspring<strong>of</strong> merfolk and sea elves respectively, exiled to <strong>the</strong>few islands that dot <strong>the</strong> world-ocean. Dwarves andhalflings live on an archipelago and enjoy a mercantileculture dominated by merchant princes and dreadpirates. The entire gnome race lives in a huge balloon-citythat floats above <strong>the</strong> waters.Material <strong>Planes</strong> Based on O<strong>the</strong>r Cultures: Oerthis loosely based on medieval European society and culture.But alternate Material <strong>Planes</strong> can use o<strong>the</strong>r realworldcultures as sources <strong>of</strong> inspiration. Characters canvisit an alternate Material Plane where sword-wieldingnobles duel over matters <strong>of</strong> honor, or one where tribes<strong>of</strong> hunter-ga<strong>the</strong>rers use stone weapons to hunt beastsacross a vast savannah. For more radical alternate Material<strong>Planes</strong>, mix and match aspects <strong>of</strong> different cultures,adding elements you create yourself. Maybe <strong>the</strong>re’s analternate Material Plane where nobles solve disputes <strong>of</strong>honor in ritualized hunts that use magically enhancedstone weapons.CHAPTER 4:THE MATERIALPLANE43
- Page 2 and 3: MANUAL OF THE PLANESJeff Grubb, Bru
- Page 4: INTRODUCTIONIntroductionThis book i
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Plane drift through the miasma: bit
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FamiliarityVery familiarStudied car
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Every word, scream, or shout is cau
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directional gravity. Unless stated
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sun no brighter than the Material P
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OthrysCathrysMinethysColothysPorpha
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Normal petitioners in Hades gain on
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PlutonThe third gloom of Hades is a
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Gehenna CombatCombat on Gehenna is
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NINE HELLS OF BAATORIt is Hell, whe
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added to the Bronze Citadel. Work g
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dribble of slimy water sluices into
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StygiaThe fifth layer of the Nine H
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they first enter the downdraft or b
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are big enough for whole cities and
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the truth, the ice sheet has object
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Scion Queen Mother at all times, an
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always find themselves in the surf
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amid treasure gathered over eons—
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BYTOPIA INHABITANTSBytopia is home
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on the Material Plane, sounds more
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BelierinBelierin is a land of misty
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without touching the ground. The Be
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ARBOREA LINKSArborea borders the Be
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CHAPTER 7:THE OUTERPLANESOUTLANDS I
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OutlandsExcelsiorSigilTradegateEcst
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CHAPTER 7:THE OUTERPLANES152Table 7
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CHAPTER 8:DEMIPLANES154to multiple
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of naivete. Neth doesn’t know how
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BARIAURMedium-Size OutsiderHit Dice
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precious and lovely, firres take up
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Summon Tanar’ri (Sp): Tanar’ri
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Spinagon (Baatezu)Narzugon (Baatezu
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Xag-YaXeg-YiMedium-Size Outsider (I
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dull black orbs that reflect noligh
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DaoMaridLarge Outsider (Air, Evil)L
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is drawn in melee, the blade transf
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When an inevitable is created, it r
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matter at hand. They use alter self
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Ice Paraelemental, Small Ice Parael
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Magma Paraelemental, Huge Magma Par
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succeed at a Fortitude save or inha
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CanolothMezzolothMedium-Size Outsid
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strange and often distasteful rites
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Climate/Terrain: Any land and under
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Elemental: Immune to poison, sleep,
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Skills: Water element tigers receiv
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Alignment: Always chaotic (any).Adv
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Appendix: VariantPlanes & Cosmologi
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Region of DreamsDreamscapesDreamsca
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A mirror-self is created somewhere
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ever-shifting ice floating on a fro
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Time onTime ond% Material Plane Tem
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FAERIE INHABITANTSThe Plane of Faer
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are needed to swim through it. Movi
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Myriad PlanesCosmologyplanar clumpp
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sends that character’s double fro
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WINDING ROAD LINKSPlanar travelers
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Planar Rips: Planar rips are holes
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Lolth 100, 103Lucid Dreaming 203Lun
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Table 1: Modron CastesCaste No. of
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THE MODRONCATHEDRALDeep in the hear
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drones have limited conversational
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Wholeness of Body (Su): A secundus
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2of the common room into other part
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credence to this theory by occasion
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PLAY MOREFREE D&D® V.3.5 ACCESSORY
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Table of ContentsThe Nature of the
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Pandemonium: Electricity and sonic
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Manual of the Planes MonstersFeats