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Manual of the Planes

Manual of the Planes

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spells and spell-like effects that use <strong>the</strong> E<strong>the</strong>real Planedon’t work on <strong>the</strong> Plane <strong>of</strong> Shadow. Travelers can’t godirectly from one plane to ano<strong>the</strong>r.If you decide that <strong>the</strong>se twoplanes are coexistent in yourcampaign, <strong>the</strong>n spells fromone plane should functionon <strong>the</strong> o<strong>the</strong>r. This meansthat your characters canhave e<strong>the</strong>real encounterson <strong>the</strong> Plane <strong>of</strong>Shadow and shadowencounters on <strong>the</strong>E<strong>the</strong>real Plane. Individualstraveling fromone plane to <strong>the</strong> o<strong>the</strong>rwould gain or lose<strong>the</strong>ir insubstantiale<strong>the</strong>real bodies.ASTRALPLANEIt is <strong>the</strong> space betweeneverything.It is <strong>the</strong> road thatgoes everywhere.It is where you arewhen you aren’tanywhere else.The Astral Planeis <strong>the</strong> space between<strong>the</strong> planes. When acharacter moves through an interplanar portal or projectsher spirit to a different plane <strong>of</strong> existence, <strong>the</strong>n she travelsthrough <strong>the</strong> Astral Plane. Even spells that allow instantaneousmovement across a plane, such as dimension door,briefly touch <strong>the</strong> Astral Plane.The Astral Plane is a great, endless sphere <strong>of</strong> clear silverysky, both above and below. Large tube-shapedclouds slowly coil into <strong>the</strong> distance, some appearinglike thunderheads and o<strong>the</strong>rs looking like immobiletornadoes <strong>of</strong> gray wind. Erratic whirlpools <strong>of</strong> colorflicker in midair like spinning coins. There are occasionalbits <strong>of</strong> solid matter here, but most <strong>of</strong> <strong>the</strong> AstralPlane is an endless, open domain.Both planar travelers and refugees from o<strong>the</strong>r planescall <strong>the</strong> Astral Plane home. The most prominent denizens<strong>of</strong> <strong>the</strong> Astral Plane are <strong>the</strong> githyanki, an outcast race thatpreys on travelersthroughout <strong>the</strong> plane.The Astral collects<strong>the</strong> flotsam and jetsam<strong>of</strong> great events that haveshaken <strong>the</strong> foundations<strong>of</strong> <strong>the</strong> cosmologyitself. The shattered,fused bodies <strong>of</strong> deaddeities, forgotten by<strong>the</strong>ir worshipers andbanished from <strong>the</strong>divine planes, can befound here. Some say<strong>the</strong>y are not trulydead, only sleeping.ASTRAL TRAITSOf <strong>the</strong> three Transitive<strong>Planes</strong>, <strong>the</strong> AstralPlane is <strong>the</strong> mostalien to natives <strong>of</strong> <strong>the</strong>Material Plane. Thefirst-time travelerfrom <strong>the</strong> MaterialPlane finds almost nothingfamiliar.The Astral Plane has <strong>the</strong> followingtraits.• No Gravity: Those traveling through it move bythought (see below). Objects and creatures with noIntelligence score cannot move in <strong>the</strong> Astral Plane,though <strong>the</strong>y may be pushed.• Timeless: Age, hunger, thirst, poison, and natural healingdon’t function in <strong>the</strong> Astral Plane, though <strong>the</strong>y resumefunctioning when <strong>the</strong> traveler leaves <strong>the</strong> Astral Plane.• Infinite Size.• Alterable Morphic Trait.• No Elemental or Energy Traits: Some small regionson <strong>the</strong> plane may have one or more <strong>of</strong> <strong>the</strong>se traits, but<strong>the</strong> plane as a whole does not.• Mildly Neutral-Aligned.pqqqqrsOPTION: MORPHING THE ASTRALThe Astral Plane can have one or more morphic traits, though no Such spells or abilities would only function on planes thatspells currently exist to shape <strong>the</strong> plane in that fashion. Certain are coterminous to <strong>the</strong> Astral Plane. In <strong>the</strong> D&D cosmology, allspells (or spell-like abilities, or o<strong>the</strong>r powers such as psionics) planes are coterminous to <strong>the</strong> Astral Plane, so <strong>the</strong>re would bemay be able to twist and morph <strong>the</strong> astral haze, similar to <strong>the</strong> way little difficulty in utilizing such abilities. But if <strong>the</strong> Astral Plane<strong>the</strong> substance <strong>of</strong> shadow is manipulated by shadow spells such is separate from o<strong>the</strong>r planes in your cosmology, <strong>the</strong>n suchas shadow conjuration. It’s possible to invent spells for your abilities do not function <strong>the</strong>re.cosmology that affect <strong>the</strong> Astral Plane in this fashion.pqqqqrsCHAPTER 5:THE TRANSITIVEPLANES Illus. by M. Moore47

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