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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 5:THE TRANSITIVEPLANES48Astral Color PoolsCelestiaBytopiaElysiumThe BeastlandsArboreaYsgardLimboPandemoniumThe AbyssCarceriThe Gray WasteGehennaThe Nine HellsAcheronMechanusArcadiaThe OutlandsMaterial PlaneElemental Plane <strong>of</strong>FireElemental Plane <strong>of</strong>EarthElemental Plane <strong>of</strong>WaterElemental Plane <strong>of</strong>AirPositive EnergyPlaneNegative EnergyPlanePlane <strong>of</strong> ShadowE<strong>the</strong>realDemiplanes (Varies)• Enhanced Magic: All spells and spell-like abilities usedwithin <strong>the</strong> astral may be employed as if <strong>the</strong>y wereimproved by <strong>the</strong> Quicken Spell feat. Already quickenedspells and spell-like abilities are unaffected, as are spellsfrom magic items. Spells so quickened are still preparedand cast at <strong>the</strong>ir unmodified level. As with <strong>the</strong> QuickenSpell feat, only one quickened spell can be cast per round.ASTRAL LINKSThe Astral Plane is omnipresent and can potentially havelinks to every o<strong>the</strong>r plane in your cosmology. You canrestrict <strong>the</strong> Astral Plane’s connection to particular planes(see <strong>the</strong> Option: Without <strong>the</strong> Astral sidebar), but in general<strong>the</strong> Astral Plane connects everywhere.Many individuals pass through <strong>the</strong> Astral Plane withoutrealizing it when <strong>the</strong>y cast certain spells or use interplanarportals. They find <strong>the</strong>mselves on <strong>the</strong> Astral Plane onlywhen something goes wrong, such as a badly cast dimensiondoor spell or a bag <strong>of</strong> holding stuffed inside a portable hole.When something has to go somewhere else but has noo<strong>the</strong>r direction to go, it usually ends up on <strong>the</strong> Astral Plane.There can be permanent portals between various planesand <strong>the</strong> Astral Plane. Outsiders that o<strong>the</strong>rwise lack planetravelingabilities use <strong>the</strong>se portals to get to <strong>the</strong> Astral Plane.A number <strong>of</strong> openings known as color pools connect<strong>the</strong> Astral Plane to o<strong>the</strong>r planes. Color pools are irregulardisks <strong>of</strong> a particular color floating in <strong>the</strong> vastness <strong>of</strong> <strong>the</strong>Astral Plane. The color <strong>of</strong> <strong>the</strong> pool tells <strong>the</strong> astral travelerwhat plane is on <strong>the</strong> o<strong>the</strong>r end <strong>of</strong> <strong>the</strong> color pool.Seven out <strong>of</strong> every ten color pools are one-way portalsleading only to <strong>the</strong> plane in question. The remaining threeout <strong>of</strong> ten allow two-way access. The astral projection spellstill connects through such color pools regardless <strong>of</strong> <strong>the</strong>irdirection, so an individual moving onto a new plane canstill retreat to <strong>the</strong> Astral Plane through a one-way portal.Portals that pass through <strong>the</strong> Astral Plane to o<strong>the</strong>rplanes form conduits, which appear as large trails <strong>of</strong> darkgray against <strong>the</strong> astral sky. Travelers can reach a particularlocation on ano<strong>the</strong>r plane by latching onto one <strong>of</strong> <strong>the</strong>seconduits and following it to one <strong>of</strong> its destinations,although this can be a perilous way to travel.Conduits flex and weave as <strong>the</strong>y move through <strong>the</strong> AstralPlane, and successfully catching one <strong>of</strong> <strong>the</strong>m is akin tohitching a ride on a tornado. Grabbing a conduit requires aWill saving throw (DC 20). Failure means <strong>the</strong> individual isflung violently away from <strong>the</strong> conduit and takes 1d10 points<strong>of</strong> damage from <strong>the</strong> astral turbulence. Success indicates that<strong>the</strong> traveler has latched onto <strong>the</strong> conduit and movesinstantly onto one <strong>of</strong> <strong>the</strong> two planes <strong>the</strong> conduit connects.Conduits tend to flow ei<strong>the</strong>r in one direction or <strong>the</strong> o<strong>the</strong>r,but <strong>the</strong>y do not change <strong>the</strong>ir direction <strong>of</strong> flow frequently, soindividuals who hitch a ride on a conduit in quick successionwind up on <strong>the</strong> same plane. An astral form that joins aconduit forms a new body at <strong>the</strong> destination plane.The advantage <strong>of</strong> using a conduit is that <strong>the</strong> travelerlikely has a way back out <strong>of</strong> <strong>the</strong> destination plane. The disadvantageis that it’s impossible to tell by looking where aconduit is coming from or where it’s going. Conduits are

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