CHAPTER 5:THE TRANSITIVEPLANESstrength. An eerie howling increases with each round,and with a brutal suddenness <strong>the</strong> e<strong>the</strong>r cyclone tears ateverything in its path.Travelers can flee <strong>the</strong> e<strong>the</strong>r cyclone by moving onto <strong>the</strong>coexistent plane or seeking shelter. Spells with <strong>the</strong> forcedescriptor, such as Leomund’s tiny hut, protect <strong>the</strong> travelerfrom <strong>the</strong> effects <strong>of</strong> an e<strong>the</strong>r cyclone, but wea<strong>the</strong>r spellssuch as control wind and control wea<strong>the</strong>r have no effect onan e<strong>the</strong>r cyclone. It’s o<strong>the</strong>rwise impossible to outrun ane<strong>the</strong>r cyclone.One <strong>of</strong> <strong>the</strong> greatest dangers <strong>of</strong> an e<strong>the</strong>r cyclone is howit can scatter a group <strong>of</strong> adventurers, leaving <strong>the</strong>m unableto find each o<strong>the</strong>r—or to find exits from <strong>the</strong> E<strong>the</strong>realPlane. At <strong>the</strong> DM’s option, roll only once on <strong>the</strong> tablebelow for a group <strong>of</strong> travelers, provided <strong>the</strong>y are relativelyclose to each o<strong>the</strong>r when <strong>the</strong> e<strong>the</strong>r cyclone strikes.Table 5–5: E<strong>the</strong>r Cyclonesd% Effect01–30 Take 1d10 points <strong>of</strong> damage (Fort save DC 20negates). Roll again in 1 minute if still within <strong>the</strong>cyclone.31–60 Move 1d10 miles in random direction. You are nolonger in <strong>the</strong> storm and can move back normally.61–80 As above, but 2d20 miles in random direction.81–90 As above, and take 3d10 points <strong>of</strong> damage (Fort saveDC 20 negates).91–95 Take 3d10 points <strong>of</strong> damage (Fort save DC 20 negates)and return to <strong>the</strong> Material Plane. If you reappear insidea solid object, you’re shunted aside but take 1d6 points<strong>of</strong> damage for each 5 feet traveled this way.96–100 Fly through an e<strong>the</strong>real curtain into ano<strong>the</strong>r plane ordemiplane. Determine destination randomly onTable 5–4.Undead are unaffected by e<strong>the</strong>r cyclones, includingghosts and such creatures as devourers. Ghosts that aren’ttied to a particular Material Plane location may even ridean e<strong>the</strong>r cyclone, surfing on <strong>the</strong> e<strong>the</strong>real winds.Table 5–6: E<strong>the</strong>real Encountersd% Encounter Number CR At EL01–04 Blink dog 3d6 2 905 Celestial, ghaele 1 13 1306 Celestial, planetar 1 16 1607 Celestial, solar 1 19 1908 Couatl 1 10 1009 Demon, armanite† 1d3 7 910–11 Demon, bebilith 1d3 9 1112 Demon, succubus 1 9 913 Devil, cornugon† 1 10 1014 Devil, narzugon, and nightmare 1 10 1015 Devourer 1 11 1116–35 Encounter on coexistent terrain* — — —36–40 E<strong>the</strong>r cyclone — — —41–42 E<strong>the</strong>real Clr11 1 11 1143–44 E<strong>the</strong>real Clr11 and Ftr8 1 15 1545–54 E<strong>the</strong>real curtain — — —55–56 E<strong>the</strong>real Ftr9 1 9 957–61 E<strong>the</strong>real filcher 1 3 362–66 E<strong>the</strong>real marauder 1 3 367–68 E<strong>the</strong>real Sor15 1 15 1569–70 E<strong>the</strong>real Wiz15 1 15 1571–72 Ghost Ftr5 1d3 7 973–74 Ghost Wiz6 1 8 875–76 Ghost Rog7 1 9 977–78 Ghost minotaur 1d6 6 979–80 Ghost troll 1d3 7 981–85 Mercane trading mission‡ — — 586–89 Nightmare 1 5 590–95 Phase spider 1d8 5 1196–100 Xill 1d6 6 11*Roll a random encounter for <strong>the</strong> terrain this part <strong>of</strong> <strong>the</strong>E<strong>the</strong>real Plane is coexistent with. This may include creaturesthat are capable <strong>of</strong> detecting and affecting creatures on <strong>the</strong>E<strong>the</strong>real Plane, including those with vision-based attacks suchas basilisks and those with spells and spell-like abilities.†This creature does not have <strong>the</strong> ability to travel to <strong>the</strong>E<strong>the</strong>real Plane <strong>of</strong> its own power. Its presence may indicate thatit was sent here through ano<strong>the</strong>r situation (90%) or that <strong>the</strong>remay be a curtain to that creature’s native plane nearby (10%).‡Trading mission consists <strong>of</strong> two mercanes and nine Ftr5.pqqqqrs58OPTION: MULTIPLE ETHEREALSWithin <strong>the</strong> Great Wheel <strong>of</strong> <strong>the</strong> D&D cosmology, only <strong>the</strong>Material Plane has a coexistent E<strong>the</strong>real Plane. But you mayallow o<strong>the</strong>r planes access to <strong>the</strong> E<strong>the</strong>real Plane as well.Some, all, or none <strong>of</strong> your planes can be coexistent with e<strong>the</strong>realplanes <strong>of</strong> <strong>the</strong>ir own. You might restrict <strong>the</strong>se “mini-e<strong>the</strong>realplanes” to planes <strong>of</strong> a particular type, such as Elemental <strong>Planes</strong>or Outer <strong>Planes</strong>. This means that <strong>the</strong>re could be an E<strong>the</strong>realElemental Plane <strong>of</strong> Fire, or an E<strong>the</strong>real Plane <strong>of</strong> Elysium.Inhabitants <strong>of</strong> those planes would be able to access <strong>the</strong>irparticular E<strong>the</strong>real Plane and use spells and spell-like abilitiesthat effect <strong>the</strong> E<strong>the</strong>real Plane. Creatures that call <strong>the</strong> E<strong>the</strong>realPlane home would be found in <strong>the</strong> associated E<strong>the</strong>real <strong>Planes</strong>as well.An E<strong>the</strong>real Plane connected to ano<strong>the</strong>r plane may havesome, all, or none <strong>of</strong> <strong>the</strong> attributes <strong>of</strong> that plane. It still has <strong>the</strong>core traits <strong>of</strong> <strong>the</strong> E<strong>the</strong>real Plane (no gravity, and a normaltime). But it could have, for example, <strong>the</strong> fire-dominant trait ifit’s coexistent with <strong>the</strong> Elemental Plane <strong>of</strong> Fire, or a weak evilalignedtrait if it’s connected to <strong>the</strong> Gray Waste <strong>of</strong> Hades.Multiple E<strong>the</strong>real <strong>Planes</strong> can be used in conjunction with <strong>the</strong>Deep E<strong>the</strong>real option. In this case, travelers can move from <strong>the</strong>Material Plane to ano<strong>the</strong>r plane directly through <strong>the</strong> E<strong>the</strong>realPlane. First a traveler attains <strong>the</strong> E<strong>the</strong>real Plane that’s coexistentwith <strong>the</strong> Material Plane. Then <strong>the</strong> traveler moves into <strong>the</strong>Deep E<strong>the</strong>real, and from <strong>the</strong> Deep E<strong>the</strong>real moves to <strong>the</strong>E<strong>the</strong>real Plane that’s coexistent with <strong>the</strong> destination plane.To make such a trip, use <strong>the</strong> time scale as indicated for <strong>the</strong>Deep E<strong>the</strong>real, giving <strong>the</strong> effort <strong>the</strong> same time as “returning to<strong>the</strong> Material Plane.” Travelers coming out <strong>of</strong> <strong>the</strong> Deep E<strong>the</strong>realappear at a random location on <strong>the</strong> E<strong>the</strong>real Plane that’s coexistentwith <strong>the</strong> new plane.Finally, you can link multiple planes through one E<strong>the</strong>realPlane. For example, all <strong>the</strong> Outer <strong>Planes</strong> might link to <strong>the</strong> sameE<strong>the</strong>real Plane, while ano<strong>the</strong>r E<strong>the</strong>real Plane links <strong>the</strong> Inner<strong>Planes</strong> to <strong>the</strong> Material Plane.pqqqqrs
Any creature becoming e<strong>the</strong>real (including those whouse <strong>the</strong> blink spell) in an e<strong>the</strong>r cyclone immediately suffers<strong>the</strong> effects <strong>of</strong> <strong>the</strong> cyclone. But creatures about tomove to <strong>the</strong> E<strong>the</strong>real Plane get a feeling that <strong>the</strong>re issomething unusual on <strong>the</strong> o<strong>the</strong>r side if a e<strong>the</strong>r cyclone isnearby. They may choose not to enter <strong>the</strong> E<strong>the</strong>real Planeas a result.ETHEREAL ENCOUNTERSThe E<strong>the</strong>real Plane is a Transitive Plane, a plane <strong>of</strong> gettingfrom one place to ano<strong>the</strong>r. Many <strong>of</strong> <strong>the</strong> creatures encounteredhere are en route for one reason or ano<strong>the</strong>r, thoughsome use <strong>the</strong> E<strong>the</strong>real Plane as a hiding spot to observe(and plot against) those on <strong>the</strong> Material Plane.The table below is suitable for typical travelers, but <strong>the</strong>DM can also use it as a springboard for encounter tablesfor specific areas by adding new creatures or changing<strong>the</strong> percentages.On a d% roll <strong>of</strong> 93–100, characters encounter somethingon Table 5–6: E<strong>the</strong>real Encounters. Roll onceper hour.PLANE OF SHADOWIt is <strong>the</strong> toxic plane <strong>of</strong> darkness and power.It is <strong>the</strong> hidden place that hates <strong>the</strong> light.It is <strong>the</strong> frontier <strong>of</strong> worlds unknown.The Plane <strong>of</strong> Shadow is a darkly lighted dimensionthat is both coterminous to and coexistent with <strong>the</strong>Material Plane. It overlaps <strong>the</strong> Material Plane much as<strong>the</strong> E<strong>the</strong>real Plane does, so a planar traveler can use <strong>the</strong>Plane <strong>of</strong> Shadow to cover great distances quickly. ThePlane <strong>of</strong> Shadow is also coterminous to o<strong>the</strong>r planes.With <strong>the</strong> right spell, you can use <strong>the</strong> Plane <strong>of</strong> Shadow tovisit o<strong>the</strong>r realities.The Plane <strong>of</strong> Shadow is a world <strong>of</strong> black and white;color itself has been bleached from <strong>the</strong> environment. It iso<strong>the</strong>rwise appears similar (but not exactly identical) to<strong>the</strong> Material Plane.The sky above, for example, is always a black vault withnei<strong>the</strong>r sun nor stars. Landmarks from <strong>the</strong> Material Planeare recognizable on <strong>the</strong> Plane <strong>of</strong> Shadow, but <strong>the</strong>y aretwisted, warped things—diminished reflections <strong>of</strong> whatcan be found on <strong>the</strong> Material Plane. Despite <strong>the</strong> lack <strong>of</strong>light sources, various plants, animals, and humanoids call<strong>the</strong> Plane <strong>of</strong> Shadow home.The Plane <strong>of</strong> Shadow is highly morphic, and partscontinually flow onto o<strong>the</strong>r planes. As a result, precisemaps are next to useless, despite <strong>the</strong> presence <strong>of</strong> landmarks.If a traveler visits a mountain range during oneuse <strong>of</strong> a shadow walk spell, <strong>the</strong> mountain range may stillbe <strong>the</strong>re <strong>the</strong> next time, but <strong>the</strong> individual mountainsmay have moved about. Precision is a lost cause in <strong>the</strong>Plane <strong>of</strong> Shadow.The terrain <strong>of</strong> <strong>the</strong> Plane <strong>of</strong> Shadow is usually similar to<strong>the</strong> area where <strong>the</strong> traveler enters from <strong>the</strong> MaterialPlane. If a wizard travels onto <strong>the</strong> Plane <strong>of</strong> Shadow from aforest, she first sees an equivalent shadow forest. If shestarts underwater, she appears within a shadowy sea thatbehaves like a Material Plane ocean, so her water breathingspell still works. However, as she moves away from herentry point, <strong>the</strong> terrain <strong>of</strong> <strong>the</strong> Plane <strong>of</strong> Shadow changesdramatically, although it usually bears some resemblanceto <strong>the</strong> corresponding terrain on <strong>the</strong> Material Plane.Spells <strong>of</strong>ten draw forth parts <strong>of</strong> <strong>the</strong> Plane <strong>of</strong> Shadow, inparticular for illusions that have <strong>the</strong> shadow descriptor.The Plane <strong>of</strong> Shadow is a monochromatic world, butshadow material pulled from it can be <strong>of</strong> any color. Thespellcaster usually colors, shapes, and shades <strong>the</strong> shadowstuffto make it more convincing. A shadow evocation thatproduces a fireball, for example, appears like any o<strong>the</strong>rfireball to those fooled by <strong>the</strong> illusion.SHADOW TRAITSThe Plane <strong>of</strong> Shadow is in many ways <strong>the</strong> dark duplicate<strong>of</strong> <strong>the</strong> Material Plane. Much is similar, but <strong>the</strong>reare significant differences. The Plane <strong>of</strong> Shadow has <strong>the</strong>following traits.CHAPTER 5:THE TRANSITIVEPLANESpqqqqrsNEW ITEM: ETHEREAL TAPESTRYAn e<strong>the</strong>real tapestry is a portable gateway to <strong>the</strong> E<strong>the</strong>real Plane.It appears as a stout oak doorframe, carved with runes, fromwhich hangs a heavy velvet tapestry stitched with metallicthread. When it is assembled and <strong>the</strong> command word spoken,<strong>the</strong> tapestry becomes a shimmering band <strong>of</strong> colors that leadsdirectly onto <strong>the</strong> E<strong>the</strong>real Plane. The portal stays open untilano<strong>the</strong>r command word is spoken to deactivate it.While <strong>the</strong> tapestry is in operation, a portal is createdbetween <strong>the</strong> Material Plane and <strong>the</strong> E<strong>the</strong>real Plane. Anyonewho passes through <strong>the</strong> e<strong>the</strong>real tapestry becomes e<strong>the</strong>real (as<strong>the</strong> e<strong>the</strong>realness spell). They remain e<strong>the</strong>real until <strong>the</strong>y use aspell to return to <strong>the</strong> Material Plane, pass through <strong>the</strong> e<strong>the</strong>realtapestry in <strong>the</strong> o<strong>the</strong>r direction, or use ano<strong>the</strong>r portal. Thecurtain from <strong>the</strong> tapestry is obvious from <strong>the</strong> E<strong>the</strong>real <strong>Planes</strong>ide. If <strong>the</strong> e<strong>the</strong>real tapestry is deactivated, those on <strong>the</strong> E<strong>the</strong>realPlane must find ano<strong>the</strong>r way back.While activated, <strong>the</strong> e<strong>the</strong>real tapestry may attract visitorsseeking to pass through <strong>the</strong> portal and onto <strong>the</strong> MaterialPlane, including lost souls and planar monsters. Roll encountersfor <strong>the</strong> E<strong>the</strong>real Plane, and decide whe<strong>the</strong>r encounteredcreatures would pass through. An e<strong>the</strong>r cyclone has no directeffect on an e<strong>the</strong>real tapestry, but it could prevent travelersfrom using it effectively.The portal is about <strong>the</strong> size <strong>of</strong> a normal doorway (8 feet highand 3 feet wide). When dismantled, an e<strong>the</strong>real tapestry is 10feet long, 1 foot wide, and 6 inches thick. It takes one person10 minutes to set up or take down an e<strong>the</strong>real tapestry.Caster Level: 7th; Prerequisites: Craft Wondrous Item, e<strong>the</strong>realness;Market Price: 47,520 gp; Weight: 87 lb.pqqqqrs59
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MANUAL OF THE PLANESJeff Grubb, Bru
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INTRODUCTIONIntroductionThis book i
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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