CHAPTER 5:THE TRANSITIVEPLANES54• Alterable Morphic: There is little on <strong>the</strong> plane toalter, however.• No Elemental or Energy Traits: Even if <strong>the</strong> coexistentplane has one or more <strong>of</strong> <strong>the</strong>se traits, <strong>the</strong> E<strong>the</strong>realPlane does not.• Mildly Neutral-Aligned.• Normal Magic: That is, spells function normally on<strong>the</strong> E<strong>the</strong>real Plane, though <strong>the</strong>y do not cross into <strong>the</strong>Material Plane. It is possible to use a fireball spellagainst an enemy on <strong>the</strong> E<strong>the</strong>real Plane with <strong>the</strong> caster,but <strong>the</strong> same fireball wouldn’t affect anyone on <strong>the</strong>corresponding part <strong>of</strong> <strong>the</strong> Material Plane. A bystanderon <strong>the</strong> Material Plane can walk through an e<strong>the</strong>realbattlefield without feeling more than <strong>the</strong> hair on <strong>the</strong>back <strong>of</strong> his neck standing up.The only exceptions are spells and spell-like abilitiesthat use magical force (noted with <strong>the</strong> force descriptor,such as magic missile or wall <strong>of</strong> force) and abjurations thataffect e<strong>the</strong>real beings. Spellcasters on <strong>the</strong> MaterialPlane must have some way to detect foes on <strong>the</strong>E<strong>the</strong>real Plane before targeting <strong>the</strong>m with force-basedspells, <strong>of</strong> course. While it’s possible to hit e<strong>the</strong>realenemies with a magic missile spell cast from <strong>the</strong>Material Plane, <strong>the</strong> reverse isn’t possible. No magicalattacks cross from <strong>the</strong> E<strong>the</strong>real Plane to <strong>the</strong> MaterialPlane, including force attacks.ETHEREAL LINKSThe E<strong>the</strong>real Plane is strongly connected to its coexistentplane. As a traveler moves through <strong>the</strong> E<strong>the</strong>realPlane, he perceives <strong>the</strong> Material Plane alongside it everystep <strong>of</strong> <strong>the</strong> way.Portals from o<strong>the</strong>r planes may open onto <strong>the</strong> E<strong>the</strong>realPlane, ra<strong>the</strong>r than <strong>the</strong> corresponding point on <strong>the</strong>Material Plane. Such portals appear as curtains <strong>of</strong>shimming colors (ra<strong>the</strong>r than <strong>the</strong> Astral Plane’s colorpools). These portals create conduits through <strong>the</strong>Astral Plane to reach <strong>the</strong>ir destination, just like anyo<strong>the</strong>r portal, but <strong>the</strong>ir entrances are on <strong>the</strong> E<strong>the</strong>realPlane. Travelers from elsewhere become e<strong>the</strong>real once<strong>the</strong>y reach <strong>the</strong> E<strong>the</strong>real Plane by means <strong>of</strong> a curtain,and <strong>the</strong>y must pass through ano<strong>the</strong>r such curtain (orhave some o<strong>the</strong>r means <strong>of</strong> manifesting <strong>the</strong>mselves) toreach <strong>the</strong> Material Plane.It is possible to plane shift (as <strong>the</strong> spell) into <strong>the</strong>E<strong>the</strong>real Plane. In such cases <strong>the</strong> body becomes e<strong>the</strong>realupon reaching <strong>the</strong> plane. Similarly, travelers whoopen gates onto <strong>the</strong> E<strong>the</strong>real Plane and individuals accidentallythrown <strong>the</strong>re become e<strong>the</strong>real (as <strong>the</strong> e<strong>the</strong>realjaunt spell) when <strong>the</strong>y arrive. Unless <strong>the</strong>y have <strong>the</strong> abilityto somehow leave <strong>the</strong> E<strong>the</strong>real Plane, or <strong>the</strong>y find acurtain leading out <strong>of</strong> <strong>the</strong> E<strong>the</strong>real Plane, <strong>the</strong>y’retrapped <strong>the</strong>re.ETHEREAL INHABITANTSThe E<strong>the</strong>real Plane is much more populated than <strong>the</strong>Astral Plane. It boasts a great variety <strong>of</strong> natives as well asfrequent travelers.Magical beasts such as <strong>the</strong> e<strong>the</strong>real marauder, phasespider, and e<strong>the</strong>real filcher use <strong>the</strong> E<strong>the</strong>real Plane. Theseare not true outsiders, but ra<strong>the</strong>r Material Plane creaturesthat have adapted to use <strong>the</strong> E<strong>the</strong>real Plane to hunt prey.Travelers to <strong>the</strong> E<strong>the</strong>real Plane include outsiders thathave access to magic portals or curtains onto <strong>the</strong> E<strong>the</strong>realPlane. As stated above, moving onto <strong>the</strong> E<strong>the</strong>real Plane bymeans <strong>of</strong> a gate or plane shift spell turns <strong>the</strong> traveler e<strong>the</strong>real.It takes a second spell to return travelers to <strong>the</strong>irplane <strong>of</strong> origin.One great danger <strong>of</strong> <strong>the</strong> E<strong>the</strong>real Plane is ghosts, which<strong>of</strong>ten call this plane home. Such creatures have a deepand abiding hatred <strong>of</strong> <strong>the</strong> living, and no love for thosetravelers who impinge upon <strong>the</strong>ir realms.MOVEMENT AND COMBATOne moves through <strong>the</strong> E<strong>the</strong>real Plane as one wouldmove on <strong>the</strong> Material Plane. However, due to <strong>the</strong> mistynature <strong>of</strong> <strong>the</strong> protomatter <strong>of</strong> <strong>the</strong> plane itself, a traveler canmove up and down just as easily as along solid surfaces.However, all movement is at half speed, both for travelersand for creatures native to <strong>the</strong> E<strong>the</strong>real Plane.There is a definite “down” to <strong>the</strong> E<strong>the</strong>real Plane thatcorresponds to <strong>the</strong> gravity <strong>of</strong> <strong>the</strong> coexistent plane it isattached to. However, <strong>the</strong>re is no danger <strong>of</strong> falling.Because <strong>the</strong> E<strong>the</strong>real Plane is coexistent with <strong>the</strong> MaterialPlane, most travelers walk normally along <strong>the</strong> ground <strong>of</strong><strong>the</strong> Material Plane. Creatures on <strong>the</strong> E<strong>the</strong>real Plane canmove through solid objects on <strong>the</strong> Material Plane, but <strong>the</strong>ycannot move through solid objects on <strong>the</strong> E<strong>the</strong>real Plane.Unlike <strong>the</strong> Astral Plane, <strong>the</strong> E<strong>the</strong>real Plane <strong>of</strong>fers no quickway to move great distances.A traveler normally moves physically between <strong>the</strong>Material Plane and <strong>the</strong> E<strong>the</strong>real Plane, unlike travelers to<strong>the</strong> Astral Plane, who sometimes project a duplicateform. The most common way to reach <strong>the</strong> E<strong>the</strong>real Planeis with spells such as e<strong>the</strong>real jaunt or magic items such asarmor with <strong>the</strong> e<strong>the</strong>realness special ability. There is noinherent danger when moving from <strong>the</strong> Material Plane to<strong>the</strong> mostly empty E<strong>the</strong>real Plane. Even if <strong>the</strong>re is an e<strong>the</strong>realobject in <strong>the</strong> way, <strong>the</strong> traveler is painlessly shunted to<strong>the</strong> nearest open space in <strong>the</strong> E<strong>the</strong>real Plane.Moving back to <strong>the</strong> Material Plane poses a risk if asolid object or creature is present. Travelers who overlapwith a Material Plane object or creature are shunted to<strong>the</strong> nearest open space, taking 1d6 points <strong>of</strong> damage per5 feet so moved.E<strong>the</strong>real CombatCombat on <strong>the</strong> E<strong>the</strong>real Plane is unaffected by <strong>the</strong> nature<strong>of</strong> <strong>the</strong> plane, with <strong>the</strong> exception that attacks may be madefrom any direction. (See <strong>the</strong> Combat in Three Dimensionssidebar in Chapter 1.)The limited vision on <strong>the</strong> E<strong>the</strong>real Plane also affectscombat; it’s difficult to spot opponents at long range. Fur<strong>the</strong>rmore,a group that is separated may have difficultypulling itself back toge<strong>the</strong>r as members are drawn <strong>of</strong>finto smaller combats. Natives <strong>of</strong> <strong>the</strong> E<strong>the</strong>real Plane might
try to lure adventurers away from each o<strong>the</strong>r, <strong>the</strong>nambush <strong>the</strong>m individually.FEATURES OF THE ETHEREAL PLANEThere is no direct danger to general survival on <strong>the</strong> E<strong>the</strong>realPlane. The E<strong>the</strong>real Plane has a normal atmosphere,and inhabitants brea<strong>the</strong> normally. Inhaled poisons andspells such as cloudkill work on <strong>the</strong> E<strong>the</strong>real Plane.However, <strong>the</strong>re is no food or water o<strong>the</strong>r than whattravelers bring with <strong>the</strong>m. Someone trapped on <strong>the</strong> E<strong>the</strong>realPlane without a way out risks eventual starvation ordehydration (see Starvation and Thirst Dangers in Chapter3 <strong>of</strong> <strong>the</strong> DUNGEON MASTER’s Guide).Unlike most planes, <strong>the</strong> E<strong>the</strong>real Plane allows visionacross <strong>the</strong> planar border to <strong>the</strong> plane it’s coexistentwith: <strong>the</strong> Material Plane. No matter where you are on<strong>the</strong> E<strong>the</strong>real Plane, you can see <strong>the</strong> corresponding part<strong>of</strong> <strong>the</strong> Material Plane. Vision is limited, however, to 60feet both on <strong>the</strong> E<strong>the</strong>real Plane and onto <strong>the</strong> MaterialPlane. Fur<strong>the</strong>rmore, <strong>the</strong> Material Plane appears as ifwrapped in fog, so e<strong>the</strong>real observers can’t discern precisedetails such as normal writing. It’s easy to discernfaces and landmarks, however. Seeing and hearing iso<strong>the</strong>rwise normal, so gaze attacks and sonic attacks andabilities launched from <strong>the</strong> Material Plane affect e<strong>the</strong>realcreatures.The reverse isn’t true. An e<strong>the</strong>real traveler is normallyinvisible and inaudible to an individual on <strong>the</strong> MaterialPlane. Spells and abilities such as see invisible reveal ane<strong>the</strong>real object or creature.Creatures on <strong>the</strong> E<strong>the</strong>real Plane cannot talk to thoseon <strong>the</strong> Material Plane, even if <strong>the</strong>y want to be heard.E<strong>the</strong>real listeners only hear Material Plane sounds thatoriginate up to 60 feet away, but <strong>the</strong>ir hearing is o<strong>the</strong>rwiseunaffected. Touch, smell, and taste do not reachbetween <strong>the</strong> planes.The E<strong>the</strong>real Plane emits its own diffuse light, soe<strong>the</strong>real observers do not need torches to see onto <strong>the</strong>CHAPTER 5:THE TRANSITIVEPLANESpqqqqrsOPTION: THE DEEP ETHEREALNormally, travelers use <strong>the</strong> E<strong>the</strong>real Plane to cross <strong>the</strong> plane itis coexistent with. As an option, <strong>the</strong> E<strong>the</strong>real Plane might havea separate region away from <strong>the</strong> Material Plane it is bonded to.This area is <strong>the</strong> Deep E<strong>the</strong>real.The best way to describe <strong>the</strong> Deep E<strong>the</strong>real is <strong>the</strong> analogy <strong>of</strong>an ocean and a seashore. The shallow water near <strong>the</strong> shore is<strong>the</strong> E<strong>the</strong>real Plane where it is coexistent with <strong>the</strong> MaterialPlane. As one moves out to sea (and away from <strong>the</strong> MaterialPlane), <strong>the</strong> sea deepens until finally one loses sight <strong>of</strong> landentirely. The deep ocean is <strong>the</strong> Deep E<strong>the</strong>real.Travelers on <strong>the</strong>ir way to <strong>the</strong> Deep E<strong>the</strong>real see <strong>the</strong> MaterialPlane becoming even foggier. Sight dims from <strong>the</strong> usual 60-footradius, losing 10 feet each minute until finally <strong>the</strong> traveler onlycan see within a 10-foot radius. At that point, <strong>the</strong> traveler has left<strong>the</strong> Material Plane behind. To an observer who remains behind,<strong>the</strong> traveler grows foggier and foggier, <strong>the</strong>n vanishes entirely.With no landmarks, travel in <strong>the</strong> Deep E<strong>the</strong>real works muchlike movement on <strong>the</strong> Astral Plane, where only time matters,not direction or distance. Depending on <strong>the</strong> destination, a tripin <strong>the</strong> Deep E<strong>the</strong>real takes minutes or hours.GoalReturning to <strong>the</strong> Material PlaneFinding a specific color curtainFinding a specific object on <strong>the</strong>E<strong>the</strong>real PlaneTime Needed1d10 minutes1d10×10 hours1d10×100 hoursWhen returning to <strong>the</strong> Material Plane, <strong>the</strong> individual reappearsin a random location, instead <strong>of</strong> returning to where heor she started. The traveler’s return point is 1d10 miles awayfrom <strong>the</strong> original starting point for each minute <strong>the</strong> travelerhas been trying to return. Determine <strong>the</strong> direction <strong>of</strong> <strong>the</strong> newexit point randomly.For example, a wizard hunts for a color pool in <strong>the</strong> DeepE<strong>the</strong>real, taking 30 hours to do so. She <strong>the</strong>n attempts to returnto <strong>the</strong> Material Plane, taking 3 minutes (rolled randomly) to doso. She arrives 3d10 miles away from her starting point in arandom direction.The D&D cosmology has no Deep E<strong>the</strong>real, but you can addone to your cosmology as a method <strong>of</strong> reaching o<strong>the</strong>r planesor a place where particularly nasty creatures (such as a kingdom<strong>of</strong> ghosts or a realm <strong>of</strong> dreams) live.OPTION: WITHOUT THE ETHEREALThe E<strong>the</strong>real Plane is tightly tied to its coexistent plane. However,you can create planes without E<strong>the</strong>real <strong>Planes</strong> attached to <strong>the</strong>m.This affects a number <strong>of</strong> spells, magic items, and creatures.• The following spells directly use <strong>the</strong> E<strong>the</strong>real Plane and do notfunction if <strong>the</strong> plane cannot be accessed: chamber, e<strong>the</strong>realjaunt, e<strong>the</strong>realness, e<strong>the</strong>r blast, and Leomund’s secret chest. Inaddition, magic items that duplicate <strong>the</strong>se spells, such as oil <strong>of</strong>e<strong>the</strong>realness, do not function in <strong>the</strong> absence <strong>of</strong> this plane.• The following spells have elements that do not functionbecause <strong>the</strong>re is no E<strong>the</strong>real Plane to affect: dimensionalanchor, invisibility purge, make manifest, mass manifest, see invisibility,true seeing, vanish, zone <strong>of</strong> respite, zone <strong>of</strong> revelation, andspells with <strong>the</strong> force descriptor such as magic missile and wall<strong>of</strong> force. O<strong>the</strong>r elements <strong>of</strong> <strong>the</strong>se spells function as normal.• The blink spell still works, but you have to determine exactlyhow it functions (if at all) without an E<strong>the</strong>real Plane.• Creatures that use <strong>the</strong> E<strong>the</strong>real Plane extensively, such as <strong>the</strong>blink dog, e<strong>the</strong>real marauder, e<strong>the</strong>real filcher, and phase spiderare at a distinct disadvantage without access to <strong>the</strong> E<strong>the</strong>realPlane. Accordingly, <strong>the</strong>y avoid areas that don’t provide e<strong>the</strong>realaccess. Ghosts do not exist in areas without <strong>the</strong> E<strong>the</strong>real Plane.In <strong>the</strong> D&D cosmology, only <strong>the</strong> Material Plane has a coexistentE<strong>the</strong>real Plane. None <strong>of</strong> <strong>the</strong> Inner or Outer <strong>Planes</strong> connectto <strong>the</strong> E<strong>the</strong>real Plane, so <strong>the</strong> above rules apply on any InnerPlane or Outer Plane.pqqqqrs55
- Page 2 and 3:
MANUAL OF THE PLANESJeff Grubb, Bru
- Page 4: INTRODUCTIONIntroductionThis book i
- Page 7 and 8: of the universe (earth, air, fire,
- Page 9 and 10: within a plane where the rules are
- Page 11 and 12: Shapes of the PlanesinfiniteGreat W
- Page 13 and 14: save (DC 25) or gain a negative lev
- Page 15 and 16: Illus. by A. Swekelven if a plane i
- Page 17 and 18: Planar RelationshipsPlaneAPlane ACo
- Page 19 and 20: Creatures that use positive or nega
- Page 21 and 22: GETTING FROM PLANETO PLANEThe plane
- Page 23 and 24: Illus. by A. Swekelhe planes are la
- Page 25 and 26: Spot (Wis), and Use Magic Device (C
- Page 27 and 28: Direction (Wis), Jump (Str), Knowle
- Page 29 and 30: damage bonus does not apply to crea
- Page 31 and 32: to a limited extent. On planes with
- Page 33 and 34: Greater planar bindingHoly wordLess
- Page 35 and 36: elemental form to put out nonmagica
- Page 37 and 38: Audible Alarm: An audible portal al
- Page 39 and 40: On planes you create yourself, safe
- Page 41 and 42: Illus. by A. Swekelhe Material Plan
- Page 43 and 44: Oerth’s cosmology is laid out in
- Page 45 and 46: Illus. by A. Swekelhe Transitive Pl
- Page 47 and 48: spells and spell-like effects that
- Page 49 and 50: often used by astral travelers who
- Page 51 and 52: There is no day or night on the Ast
- Page 53: Table 5-3: Astral Encountersd% Enco
- Page 57 and 58: even if prisoners escape, they’re
- Page 59 and 60: Any creature becoming ethereal (inc
- Page 61 and 62: The Plane of Shadow does not connec
- Page 63 and 64: describes some typical abilities an
- Page 65 and 66: Illus. by A. Swekelhe Inner Planes
- Page 67 and 68: positiveElementalPlane ofWaterThree
- Page 69 and 70: A maximum of 20d6 points of damage
- Page 71 and 72: of material and have his life crush
- Page 73 and 74: Table 6-2: Elemental Plane of Earth
- Page 75 and 76: MOVEMENT AND COMBATThe Elemental Pl
- Page 77 and 78: ELEMENTAL PLANEOF WATERIt is an oce
- Page 79 and 80: Red TidesA dangerous contagion has
- Page 81 and 82: • Impeded Magic: Spells and spell
- Page 83 and 84: Class abilities that use positive e
- Page 85 and 86: Illus. by A. Swekelf the Inner Plan
- Page 87 and 88: CHAPTER 7:THE OUTERPLANES87Beastlan
- Page 89 and 90: everything within a ten-mile radius
- Page 91 and 92: Only those who suffer mortal wounds
- Page 93 and 94: Plane drift through the miasma: bit
- Page 95 and 96: FamiliarityVery familiarStudied car
- Page 97 and 98: Every word, scream, or shout is cau
- Page 99 and 100: oulders, and worked stone, as if a
- Page 101 and 102: directional gravity. Unless stated
- Page 103 and 104: sun no brighter than the Material P
- Page 105 and 106:
and Colothys confines liars whose u
- Page 107 and 108:
OthrysCathrysMinethysColothysPorpha
- Page 109 and 110:
Normal petitioners in Hades gain on
- Page 111 and 112:
PlutonThe third gloom of Hades is a
- Page 113 and 114:
Gehenna CombatCombat on Gehenna is
- Page 115 and 116:
NINE HELLS OF BAATORIt is Hell, whe
- Page 117 and 118:
added to the Bronze Citadel. Work g
- Page 119 and 120:
dribble of slimy water sluices into
- Page 121 and 122:
StygiaThe fifth layer of the Nine H
- Page 123 and 124:
they first enter the downdraft or b
- Page 125 and 126:
are big enough for whole cities and
- Page 127 and 128:
the truth, the ice sheet has object
- Page 129 and 130:
Scion Queen Mother at all times, an
- Page 131 and 132:
they have three possible courses of
- Page 133 and 134:
always find themselves in the surf
- Page 135 and 136:
amid treasure gathered over eons—
- Page 137 and 138:
BYTOPIA INHABITANTSBytopia is home
- Page 139 and 140:
on the Material Plane, sounds more
- Page 141 and 142:
BelierinBelierin is a land of misty
- Page 143 and 144:
without touching the ground. The Be
- Page 145 and 146:
ARBOREA LINKSArborea borders the Be
- Page 148 and 149:
CHAPTER 7:THE OUTERPLANESOUTLANDS I
- Page 150 and 151:
OutlandsExcelsiorSigilTradegateEcst
- Page 152 and 153:
CHAPTER 7:THE OUTERPLANES152Table 7
- Page 154 and 155:
CHAPTER 8:DEMIPLANES154to multiple
- Page 157 and 158:
of naivete. Neth doesn’t know how
- Page 159 and 160:
Illus. by A. Swekelhe planes suppor
- Page 161 and 162:
BARIAURMedium-Size OutsiderHit Dice
- Page 163 and 164:
precious and lovely, firres take up
- Page 165 and 166:
Summon Tanar’ri (Sp): Tanar’ri
- Page 167 and 168:
Spinagon (Baatezu)Narzugon (Baatezu
- Page 169 and 170:
Xag-YaXeg-YiMedium-Size Outsider (I
- Page 171 and 172:
dull black orbs that reflect noligh
- Page 173 and 174:
DaoMaridLarge Outsider (Air, Evil)L
- Page 175 and 176:
is drawn in melee, the blade transf
- Page 177 and 178:
When an inevitable is created, it r
- Page 179 and 180:
matter at hand. They use alter self
- Page 181 and 182:
Ice Paraelemental, Small Ice Parael
- Page 183 and 184:
Magma Paraelemental, Huge Magma Par
- Page 185 and 186:
succeed at a Fortitude save or inha
- Page 187 and 188:
CanolothMezzolothMedium-Size Outsid
- Page 189 and 190:
strange and often distasteful rites
- Page 191 and 192:
Climate/Terrain: Any land and under
- Page 193 and 194:
Elemental: Immune to poison, sleep,
- Page 195 and 196:
Skills: Water element tigers receiv
- Page 197 and 198:
Damage: Bite 1d6+3, claw 1d3+1; spi
- Page 199 and 200:
Alignment: Always chaotic (any).Adv
- Page 201 and 202:
Appendix: VariantPlanes & Cosmologi
- Page 203 and 204:
Region of DreamsDreamscapesDreamsca
- Page 205 and 206:
A mirror-self is created somewhere
- Page 207 and 208:
ever-shifting ice floating on a fro
- Page 209 and 210:
Time onTime ond% Material Plane Tem
- Page 211 and 212:
FAERIE INHABITANTSThe Plane of Faer
- Page 213 and 214:
are needed to swim through it. Movi
- Page 215 and 216:
Myriad PlanesCosmologyplanar clumpp
- Page 217 and 218:
sends that character’s double fro
- Page 219 and 220:
WINDING ROAD LINKSPlanar travelers
- Page 221 and 222:
Planar Rips: Planar rips are holes
- Page 223:
Lolth 100, 103Lucid Dreaming 203Lun
- Page 226 and 227:
Table 1: Modron CastesCaste No. of
- Page 228 and 229:
4pursuit of order is particularly b
- Page 230 and 231:
THE MODRONCATHEDRALDeep in the hear
- Page 232 and 233:
drones have limited conversational
- Page 234 and 235:
10tually any environment, withstand
- Page 236 and 237:
12Modron Traits: Immune to mind-inf
- Page 238 and 239:
Face/Reach: 5 ft. by 5 ft./10 ft.Sp
- Page 240 and 241:
16Spell-Like Abilities: At will—c
- Page 242 and 243:
Wholeness of Body (Su): A secundus
- Page 244 and 245:
2of the common room into other part
- Page 246 and 247:
credence to this theory by occasion
- Page 248 and 249:
PLAY MOREFREE D&D® V.3.5 ACCESSORY
- Page 250 and 251:
Table of ContentsThe Nature of the
- Page 252 and 253:
Pandemonium: Electricity and sonic
- Page 254 and 255:
Manual of the Planes MonstersFeats