CHAPTER 5:THE TRANSITIVEPLANES50(down is beyond your feet, and up is above your head).Unlike normal flying, climbs and dives on <strong>the</strong> AstralPlane don’t change a character’s speed, and <strong>the</strong>re’s nominimum speed to avoid a stall.An astral character may double move, but his maneuverabilitydrops to average. An astral character may moveat four times his speed (effectively running), but maneuverabilitydrops to clumsy.Individuals with an Intelligence <strong>of</strong> 0 or without a listedIntelligence score (golems, for example) can move veryslowly, and <strong>the</strong>n only by pushing <strong>of</strong>f o<strong>the</strong>r solid objects.Their maximum speed is 10 feet, and <strong>the</strong>y cannot doublemove or run. If <strong>the</strong>y are somehow grounded by localizedgravity and able to walk, <strong>the</strong>y move normally.Distances are deceptive on <strong>the</strong> Astral Plane, and mapsare almost completely useless in <strong>the</strong> hazy expanse. Thetime it takes an individual or a group <strong>of</strong> individuals toreach a particular part <strong>of</strong> <strong>the</strong> Astral Plane depends onhow familiar <strong>the</strong> travelers are with that area.FamiliarityVery familiarStudied carefullySeen casuallyViewed onceDescription onlyTravel Time2d6 hours1d4×6 hours1d4×10 hours1d6×20 hours1d10×50 hours“Very familiar” describes a place <strong>the</strong> traveler has been tovery <strong>of</strong>ten and feels at home with. “Studied carefully” is awell-known place from regular visits, including most colorpools <strong>the</strong> traveler has used before. “Seen casually” is a placeknown from occasional visits, including a color pool <strong>of</strong> aparticular type but not a specific color pool (any color poolto Ysgard as opposed to a specific color pool to Ysgard, forOPTION: A CHANNELED ASTRAL PLANEIn <strong>the</strong> D&D cosmology, <strong>the</strong> Astral Plane connects with all o<strong>the</strong>rplanes. It’s easy to imagine a channeled Astral Plane with onlyparticular color pools available when a traveler arrives.Travelers select a particular destination plane when <strong>the</strong>yenter a channeled Astral Plane, ei<strong>the</strong>r physically (<strong>the</strong> planeshift spell) or in astral form (<strong>the</strong> astral projection spell). If atraveler doesn’t choose a destination plane, <strong>the</strong>n <strong>the</strong> journeythrough <strong>the</strong> astral haze reveals no color pools no matter howthorough <strong>the</strong> search.Once in <strong>the</strong> Astral Plane, a traveler is able to see and useonly color pools and portals <strong>of</strong> ei<strong>the</strong>r <strong>the</strong> destination plane shechose or her origin plane. If she comes from <strong>the</strong> Material Planeand seeks an entrance to Celestia, <strong>the</strong>n those are <strong>the</strong> only colorpools she’ll see. A color pool to <strong>the</strong> Nine Hells will be invisibleto her, and <strong>the</strong> traveler cannot access it in any event (<strong>the</strong> portalrebuffs her).Though invisible and locked, <strong>the</strong> o<strong>the</strong>r color pools are present,and creatures may come out <strong>of</strong> <strong>the</strong>m. Like <strong>the</strong> characters,<strong>the</strong>se interlopers can also see only color pools leading to <strong>the</strong>irplane <strong>of</strong> origin and <strong>the</strong>ir destination plane.example). “Viewed once” is for a place seen one time only,or a place that has been seen only by magic. “Descriptiononly” can be verbal or written, although a map to <strong>the</strong> locationwould be useless on a plane so devoid <strong>of</strong> landmarks.Travelers on <strong>the</strong> Astral Plane suffer no movementpenalty for armor or weight, but <strong>the</strong>y can carry no morethan a heavy load while moving.Movement through <strong>the</strong> Astral Plane is silent.Astral CombatThe Astral Plane has no gravity, so attackers may approachfrom all sides. (See <strong>the</strong> Combat in Three Dimensions sidebarin Chapter 1.)And without gravity or anything else to affect it, anarrow can effectively fly forever. The penalty for eachrange increment beyond <strong>the</strong> first is –1 instead <strong>of</strong> –2.There is no maximum range, except <strong>the</strong> limit <strong>of</strong> <strong>the</strong>attacker’s vision.The Astral Plane has <strong>the</strong> timeless trait with respect tosuch things as poison and disease, so a poisoned wizardon <strong>the</strong> Astral Plane would be unaffected until she movesto ano<strong>the</strong>r plane. A traveler in astral form would not beaffected at all, because damage taken by <strong>the</strong> astral formisn’t transferred back to <strong>the</strong> original body on ano<strong>the</strong>rplane. The Astral Plane is also timeless with regard to naturalhealing, so only magical healing works.Travelers on <strong>the</strong> Astral Plane suffer no penalties tospeed for armor or encumbrance. Armor check penaltiesand arcane spell failure chances still apply, however.FEATURES OF THE ASTRAL PLANEWhile mostly empty, <strong>the</strong> Astral Plane has some features<strong>of</strong> interest to <strong>the</strong> planar traveler.pqqqqrsOPTION: WITHOUT THE ASTRALThe Astral Plane is a vital piece <strong>of</strong> most planar arrangementsbecause it makes movement across <strong>the</strong>se vast distances possible.However, you may wish to exclude <strong>the</strong> Astral Plane from acosmology you create. Doing so has <strong>the</strong> following effects:• The following spells don’t work in a cosmology without anAstral Plane: astral projection, interplanar message,* andsummon monster (I–IX).• The following spells have elements that do not function in acosmology without an Astral Plane: dimensional anchor andzone <strong>of</strong> respite.* (O<strong>the</strong>rwise, <strong>the</strong>se spells work normally.)• The following spells can still work, but you will have to determineexactly how <strong>the</strong>y function without an Astral Plane:dimension door, teleport, teleportation circle, teleport withouterror, and vanish.• Passage between non-Transitive <strong>Planes</strong> is still possible, but<strong>the</strong>se planes must be coterminous or coexistent. The destinationplane must connect with <strong>the</strong> plane <strong>of</strong> origin for travelto occur. Access to o<strong>the</strong>r planes is thus limited to specificlocations on <strong>the</strong> Material Plane. There is no Astral Plane forconduits from portals to weave through.pqqqqrs
There is no day or night on <strong>the</strong> Astral Plane. Instead agray radiance lights <strong>the</strong> entire plane from all directions.While <strong>the</strong>re seems to be nothing in <strong>the</strong> area, vision fadesat about 600 feet. O<strong>the</strong>r senses function normally.Psychic StormsThere are winds in <strong>the</strong> Astral Plane, but <strong>the</strong>y do not usuallyaffect <strong>the</strong> astral traveler. Clothing and hair tends t<strong>of</strong>lutter backward during astral travel, but rarely do <strong>the</strong>psychic winds blow more strongly than a light breeze.But occasionally, part <strong>of</strong> <strong>the</strong> Astral Plane flares up intoa psychic storm that whips through <strong>the</strong> area, delayingtravelers or driving <strong>the</strong>m onto o<strong>the</strong>r planes. Psychicstorms may also affect <strong>the</strong> minds <strong>of</strong> travelers.The storm itself usually brews up without warning.The Astral Plane darkens in one direction, and <strong>the</strong>darkness quickly engulfs everything in its path. Onlythose who move directly away from a psychic storm ata speed <strong>of</strong> 320 feet can outrun it. O<strong>the</strong>rs are overtakenby <strong>the</strong> storm.Those caught within <strong>the</strong> grip <strong>of</strong> a psychic wind mightbe blown <strong>of</strong>f course and suffer mentally from <strong>the</strong> psychicturbulence <strong>of</strong> <strong>the</strong> storm. Though <strong>the</strong>y are violent,psychic storms have consistent winds, so several travelerscaught in <strong>the</strong> same psychic storm are blown to <strong>the</strong>same destination. Consult <strong>the</strong> following table, rollingonce per group for location effects, and once per individualfor mental effect:Table 5–2: Psychic StormsLocation Effect, Travelers in Physical Formd% Effect01–40 Diverted. Add 1d6 hours to travel time.41–60 Blown <strong>of</strong>f course. Add 3d10 hours to travel time.61–80 Lost. Begin travel again as if starting anew.81–100 Sent through random color pool. Roll onTable 5–1: Random Color Pools.Location Effect, Travelers in Astral Formd% Effect01–40 Diverted. Add 1d6 hours to travel time.41–60 Blown <strong>of</strong>f course. Add 3d10 hours to travel time.61–80 Lost. Begin travel again as if starting anew.81–95 Silver cord takes 2d10 points <strong>of</strong> damage, <strong>the</strong>ntraveler diverted (as above).96–100 Silver cord takes 4d10 points <strong>of</strong> damage, <strong>the</strong>n travelerblown <strong>of</strong>f course (as above).Mental Effectd% Effect01–40 Stunned (no saving throw) for 1d6 minutes.41–50 Confused (Will save DC 20 negates), as confusionspell, for 3d8 minutes.51–60 Unconscious (Fort save DC 20 negates)for 1d10 hours.61–80 Fear (Will save DC 20 negates), as spell,for 2d10 minutes.81–90 Feebleminded (Will save DC 20 negates), asfeeblemind spell, for 2d10 hours.91–95 Pain (Fort save DC 25 negates), as symbol <strong>of</strong> pain,for 2d10×10 minutes.96–100 Insanity (Will save DC 25 negates), as <strong>the</strong> spell.Astral ObjectsBits <strong>of</strong> solid matter are strewn through <strong>the</strong> Astral Plane.Most <strong>of</strong> <strong>the</strong>se objects have been sucked through colorpools or left behind by careless (or deceased) adventurers.It’s easy for travelers to spot such items (subject to <strong>the</strong>usual maximum vision range) and maneuver toward<strong>the</strong>m. Natives <strong>of</strong> <strong>the</strong> Astral Plane, in particular <strong>the</strong>githyanki, <strong>of</strong>ten sail <strong>the</strong> astral winds looking for bits <strong>of</strong>debris to add to <strong>the</strong>ir own fortresses and hoards.About 10% <strong>of</strong> found debris may be valuable (<strong>the</strong> equivalent<strong>of</strong> a 10th-level treasure; see Chapter 7 <strong>of</strong> <strong>the</strong> DUNGEONMASTER’s Guide). Such treasure may be in <strong>the</strong> form <strong>of</strong> alocked chest, a dead body, or a bag <strong>of</strong> holding that met an uglyfate when it was put inside a portable hole and cast onto <strong>the</strong>Astral Plane. Valuable treasures found in this manner <strong>of</strong>tenhave powerful owners who want <strong>the</strong>ir valuables back.Dead DeitiesIf your cosmology has deceased deities in it (forgottenpowers <strong>of</strong> <strong>the</strong> ancient past, deities worshiped by nowdeadraces, or even full pan<strong>the</strong>ons that lost a power struggle),<strong>the</strong> Astral Plane is where <strong>the</strong> physical forms <strong>of</strong> thosedeities can rest—<strong>the</strong> deities’ graveyard.What happens when a deity dies—and, for that matter,whe<strong>the</strong>r deities can truly die at all—is up to you. Butimagine <strong>the</strong> massive form <strong>of</strong> a long-forgotten deity floatingon <strong>the</strong> Astral Plane, overgrown with detritus andmoss to <strong>the</strong> point that it is no longer immediately recognizable.These vaguely humanoid lumps are anywherefrom a few hundred feet to several miles long. Deaddeities have gravity localized to <strong>the</strong>m. Astral denizenscan find a “down” <strong>the</strong>re and walk around normally,though <strong>the</strong>y can leave again and be free <strong>of</strong> <strong>the</strong> deaddeity’s gravity with just a thought.Because <strong>the</strong> massive physical bodies <strong>of</strong> <strong>the</strong> deities areindestructible, <strong>the</strong>y may be built upon. Some races,including <strong>the</strong> more agnostic githyanki, have used deaddeities as bases <strong>of</strong> operation. A dead deity cannot be visiblymoved, nor taken out <strong>of</strong> <strong>the</strong> Astral Plane. Attempts t<strong>of</strong>orce a dead deity elsewhere results in it snapping rightback to where it sits on <strong>the</strong> Astral Plane.Given that <strong>the</strong>se massive bodies exist, what are <strong>the</strong>dead deities? It is up to you, but here are a few ideas:• They are truly <strong>the</strong> mortal forms <strong>of</strong> <strong>the</strong> deities, and <strong>the</strong>yneed only to be reunited with <strong>the</strong>ir life-spirit andconsciousness to return to full power.• They are not deities at all, but ra<strong>the</strong>r gravestones for<strong>the</strong> deities—great idols from <strong>the</strong> Outer <strong>Planes</strong> thatwere cast adrift when that particular deity disappeared.• They are deities all right, but <strong>the</strong>y aren’t dead. Theyonly sleep, waiting until <strong>the</strong>ir followers return andga<strong>the</strong>r sufficient strength to allow <strong>the</strong>m to awaken andremake <strong>the</strong> cosmos.The process <strong>of</strong> restoring deities to life likewise dependson your cosmology, but having <strong>the</strong> body present is probablya good starting point. As a result, travelers whoCHAPTER 5:THE TRANSITIVEPLANES51
- Page 2 and 3: MANUAL OF THE PLANESJeff Grubb, Bru
- Page 4: INTRODUCTIONIntroductionThis book i
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directional gravity. Unless stated
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sun no brighter than the Material P
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and Colothys confines liars whose u
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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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they have three possible courses of
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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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Illus. by A. Swekelhe planes suppor
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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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Damage: Bite 1d6+3, claw 1d3+1; spi
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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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4pursuit of order is particularly b
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THE MODRONCATHEDRALDeep in the hear
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drones have limited conversational
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10tually any environment, withstand
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12Modron Traits: Immune to mind-inf
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Face/Reach: 5 ft. by 5 ft./10 ft.Sp
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16Spell-Like Abilities: At will—c
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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