CHAPTER 5:THE TRANSITIVEPLANES• Normal Gravity.• Normal Time.• Infinite Size.• Magically Morphic: Spells such as shadow conjurationand shadow evocation modify <strong>the</strong> base material <strong>of</strong> <strong>the</strong>Plane <strong>of</strong> Shadow. The utility and power <strong>of</strong> <strong>the</strong>se spellswithin <strong>the</strong> Plane <strong>of</strong> Shadow make <strong>the</strong>m particularlyuseful for explorers and natives alike.• No Elemental or Energy Traits: Some small regionson <strong>the</strong> Plane <strong>of</strong> Shadow (called Darklands; see below)have <strong>the</strong> minor negative-dominant trait, however.• Mildly Neutral-Aligned.• Enhanced Magic: Spells with <strong>the</strong> shadow descriptor areenhanced on <strong>the</strong> Plane <strong>of</strong> Shadow. Such spells are castas though <strong>the</strong>y were prepared with <strong>the</strong> Maximize Spellfeat, though <strong>the</strong>y don’t require <strong>the</strong> higher spell slots.Fur<strong>the</strong>rmore, specific spells become more powerfulon <strong>the</strong> Plane <strong>of</strong> Shadow. Shadow conjuration and shadowevocation spells are 30% as powerful as <strong>the</strong> conjurationsand evocations <strong>the</strong>y mimic (as opposed to 20%). Greatershadow conjuration and greater shadow evocation are 60%as powerful (not 40%), and a shade spell conjures at 90%<strong>of</strong> <strong>the</strong> power <strong>of</strong> <strong>the</strong> original (not 60%). To calculate <strong>the</strong>effect <strong>of</strong> such spells, take advantage <strong>of</strong> Maximize Spellto garner maximum hit points or maximum damage,<strong>the</strong>n apply <strong>the</strong> percentage above.• Impeded Magic: Spells that use or generate light orfire may fizzle when cast on <strong>the</strong> Plane <strong>of</strong> Shadow. Aspellcaster attempting a spell with <strong>the</strong> light or firedescriptor must succeed at a Spellcraft check (DC 15 +<strong>the</strong> level <strong>of</strong> <strong>the</strong> spell). Spells that produce light are lesseffective in general, because all light sources have <strong>the</strong>irranges halved on <strong>the</strong> Plane <strong>of</strong> Shadow.Despite <strong>the</strong> dark nature <strong>of</strong> <strong>the</strong> Plane <strong>of</strong> Shadow,spells that produce, use, or manipulate darkness itselfare unaffected by <strong>the</strong> plane.SHADOW LINKSTravelers typically access <strong>the</strong> Plane <strong>of</strong> Shadow with spellsor permanent portals.The most common way to visit <strong>the</strong> Plane <strong>of</strong> Shadow isto use <strong>the</strong> shadow walk spell for fast travel from one pointto ano<strong>the</strong>r on <strong>the</strong> Material Plane. The spell moves its targetsup to seven miles per 10 minutes on <strong>the</strong> Plane <strong>of</strong>Shadow, regardless <strong>of</strong> one’s normal speed. Such travelhappens entirely on <strong>the</strong> Plane <strong>of</strong> Shadow, so travelersdon’t see much <strong>of</strong> <strong>the</strong> intervening terrain on <strong>the</strong> MaterialPlane. Ending <strong>the</strong> spell returns <strong>the</strong> travelers to <strong>the</strong> MaterialPlane, again in a shadowy location if possible.There are also vortices between <strong>the</strong> Plane <strong>of</strong> Shadowand <strong>the</strong> Material Plane that function randomly andhave variable destinations. These intermittent portalsto <strong>the</strong> Plane <strong>of</strong> Shadow are usually Medium-size andlast for 1d6 days before fading. The frequency <strong>of</strong> <strong>the</strong>seportals is unknown, for many may appear, last for a fewdays, <strong>the</strong>n fade without anyone noticing, much lessusing, <strong>the</strong> portal. Like any vortex, spells and unattendedobjects (such as arrows) can pass from one planeto ano<strong>the</strong>r. It is as if <strong>the</strong> Plane <strong>of</strong> Shadow itself is boiling,and <strong>the</strong> bubbles rise and burst on its borders with<strong>the</strong> Material Plane.These random vortices only appear in areas <strong>of</strong> shade ordarkness on <strong>the</strong> Material Plane. If <strong>the</strong>y appear within asolid object, no transfer between <strong>the</strong> planes is possible.But vortices that reach open space on <strong>the</strong> Material Planeare useful for Plane <strong>of</strong> Shadow natives who want to infest<strong>the</strong> Material Plane.The shadow walk spell is in many ways a creation <strong>of</strong>such natural vortices, one at <strong>the</strong> beginning <strong>of</strong> <strong>the</strong> journeyand one near <strong>the</strong> end. Larger vortices exist, though <strong>the</strong>yare rare. A particularly massive vortex could swallow anentire castle or city, transplanting it to <strong>the</strong> Plane <strong>of</strong>Shadow permanently.Visitors on <strong>the</strong> Plane <strong>of</strong> Shadow who look backthrough a vortex onto <strong>the</strong> Material Plane see <strong>the</strong> worldwith black and white reversed (like a photographic negative).Because vortices open onto dark regions <strong>of</strong> <strong>the</strong>Material Plane, <strong>the</strong>y are obvious on <strong>the</strong> Plane <strong>of</strong> Shadowbecause <strong>the</strong> darkness <strong>of</strong> <strong>the</strong> Material Plane looks brightin comparison to <strong>the</strong> Plane <strong>of</strong> Shadow.pqqqqrs60AN ALTERNATIVE COSMOLOGY FOR THETRANSITIVE PLANESOutlands, and Limbo if you’re using <strong>the</strong> Great Wheel) connectThe D&D cosmology has all known planes <strong>of</strong> existence permeatedby <strong>the</strong> Astral Plane, and <strong>the</strong> Plane <strong>of</strong> Shadow connects Plane <strong>of</strong> Shadow are separate from each o<strong>the</strong>r, and no linksto both planes, as do <strong>the</strong> Inner <strong>Planes</strong>. The Astral Plane and <strong>the</strong>only to whatever alternate Material <strong>Planes</strong> exist. This is not <strong>the</strong> exist between <strong>the</strong>m.only possible arrangement <strong>of</strong> <strong>the</strong>se Transitive <strong>Planes</strong>, <strong>of</strong> course. Good-aligned creatures occupy <strong>the</strong> Astral Plane, while evilHere’s ano<strong>the</strong>r arrangement that might work for a cosmology creatures dominate <strong>the</strong> Plane <strong>of</strong> Shadow. Accordingly, <strong>the</strong>you’re creating yourself.Astral Plane has <strong>the</strong> mildly good-aligned trait, and <strong>the</strong> Plane <strong>of</strong>In this cosmology, <strong>the</strong> Astral Plane and <strong>the</strong> Plane <strong>of</strong> Shadow Shadow has <strong>the</strong> mildly evil-aligned trait.connect to particular Outer <strong>Planes</strong>. The Astral Plane allows The Material Plane, Inner <strong>Planes</strong>, and neutral Outeraccess to <strong>the</strong> celestial Outer <strong>Planes</strong> (those with a good-aligned <strong>Planes</strong> become battlegrounds between celestial and infernal/abyssalforces in this cosmology. Devils would rarely betrait), while <strong>the</strong> Plane <strong>of</strong> Shadow connects to <strong>the</strong> infernal andabyssal Outer <strong>Planes</strong> (those with an evil-aligned trait). Outer found on <strong>the</strong> Astral Plane, and archons almost never see <strong>the</strong><strong>Planes</strong> that have a neutral-aligned trait (Mechanus, <strong>the</strong> Plane <strong>of</strong> Shadow.pqqqqrs
The Plane <strong>of</strong> Shadow does not connect to <strong>the</strong> E<strong>the</strong>realPlane. Spells and spell-like abilities that use or access <strong>the</strong>E<strong>the</strong>real Plane do not function in <strong>the</strong> Plane <strong>of</strong> Shadow.The Plane <strong>of</strong> Shadow is coexistent with <strong>the</strong> Astral Plane,so various spells and portals make it possible to movebetween <strong>the</strong> two planes.Depending on your cosmology, <strong>the</strong> Plane <strong>of</strong> Shadowmight lead to alternate Material <strong>Planes</strong> and o<strong>the</strong>r planes<strong>of</strong> existence. This is a perilous way to travel, because <strong>the</strong>way to o<strong>the</strong>r planes plunges through parts <strong>of</strong> <strong>the</strong> Plane <strong>of</strong>Shadow that are not coexistent with any known planeand home to a variety <strong>of</strong> fell monsters.SHADOW INHABITANTSWhile <strong>the</strong> Plane <strong>of</strong> Shadow is not evil in and <strong>of</strong> itself, it ishome to a wide variety <strong>of</strong> foul creatures that hate <strong>the</strong>light and <strong>the</strong> living. The best known denizen <strong>of</strong> <strong>the</strong> planeis <strong>the</strong> shadow, an undead creature that sucks <strong>the</strong> strengthfrom adventurers on ei<strong>the</strong>r <strong>the</strong> Material Plane or <strong>the</strong>Plane <strong>of</strong> Shadow.The Plane <strong>of</strong> Shadow has native versions <strong>of</strong> many <strong>of</strong> <strong>the</strong>plants and animals found on <strong>the</strong> Material Plane, but <strong>the</strong>shadow versions are twisted, dark variants.More dangerous monsters such as <strong>the</strong> shadow mastiffand <strong>the</strong> nightshade call <strong>the</strong> Plane <strong>of</strong> Shadow home aswell. Chapter 9 details two new denizens <strong>of</strong> <strong>the</strong> plane,<strong>the</strong> ecalypse and <strong>the</strong> umbral banyan, and a third creature,<strong>the</strong> dusk beast, <strong>of</strong>ten found near vortices to <strong>the</strong>Plane <strong>of</strong> Shadow.There are numerous stories <strong>of</strong> castles and entire citiesthat have been sucked up by <strong>the</strong> Plane <strong>of</strong> Shadow over<strong>the</strong> years. Some still survive, but <strong>the</strong>y have been warpedby <strong>the</strong> insidious, toxic nature <strong>of</strong> <strong>the</strong> Plane <strong>of</strong> Shadow. Thistoxicity, described in <strong>the</strong> Features <strong>of</strong> <strong>the</strong> Plane <strong>of</strong> Shadowsection below, only manifests after decades on <strong>the</strong> Plane<strong>of</strong> Shadow. It grants strange abilities and inhuman attributesto those infected by shadow’s touch.MOVEMENT AND COMBATMovement is as normal on <strong>the</strong> Plane <strong>of</strong> Shadow, buttravelers can cover great distances on <strong>the</strong> correspondingMaterial Plane by stepping across <strong>the</strong> Plane <strong>of</strong>Shadow. Those who know <strong>the</strong> way can access o<strong>the</strong>rplanes from <strong>the</strong> Plane <strong>of</strong> Shadow. Thrill-seekers cansimply wander through <strong>the</strong> Plane <strong>of</strong> Shadow, lookingfor adventure.Most Material Plane creatures on <strong>the</strong> Plane <strong>of</strong> Shadowuse <strong>the</strong> shadow walk spell. With this spell, <strong>the</strong> castermoves into <strong>the</strong> Plane <strong>of</strong> Shadow, moves in a particulardirection for a certain amount <strong>of</strong> time, and <strong>the</strong>n stepsback into <strong>the</strong> Material Plane. Cardinal directions (north,south, east, and west) are <strong>the</strong> same on <strong>the</strong> Plane <strong>of</strong>Shadow and <strong>the</strong> Material Plane, but distances are deceptive.Travelers simply move faster on <strong>the</strong> Plane <strong>of</strong> Shadowthan on <strong>the</strong> Material Plane.For every 10 minutes moving in a particular direction,someone using shadow walk covers seven miles in<strong>the</strong> same direction on <strong>the</strong> Material Plane. The travelspeed is <strong>the</strong> same regardless <strong>of</strong> <strong>the</strong> speed <strong>of</strong> <strong>the</strong> creatureusing shadow walk. Whe<strong>the</strong>r a wizard is mounted,on foot, or flying, she covers <strong>the</strong> same distance in <strong>the</strong>same time. To maintain <strong>the</strong> pace, <strong>the</strong> traveler need onlykeep moving.Once <strong>the</strong> creature using shadow walk reaches <strong>the</strong>desired location, <strong>the</strong> second part <strong>of</strong> <strong>the</strong> spell activates.This opens a portal back onto <strong>the</strong> Material Plane, againwith a shadowy road leading <strong>the</strong>re. This road is illusory,but <strong>the</strong> portal at <strong>the</strong> end is real. The traveler emergesamong <strong>the</strong> nearest shadows to <strong>the</strong> destination. By studying<strong>the</strong> surroundings on <strong>the</strong> Plane <strong>of</strong> Shadow beforeemerging, a traveler may have some idea <strong>of</strong> where she isgoing to appear.When moving through <strong>the</strong> Plane <strong>of</strong> Shadow, travelerssee shadowy landscapes that are similar to, thoughnot exactly alike, <strong>the</strong> corresponding terrain on <strong>the</strong>Material Plane. Rivers may be changed or absent, forexample, and castles present, ruined, or altered entirely.But <strong>the</strong> basic terrain type (marsh, hills, mountains)remains <strong>the</strong> same.Shadow travelers may attempt to seek out a portal toan alternate Material Plane or an Outer Plane. If seekingan alternate Material Plane, <strong>the</strong> traveler forces herselfout <strong>of</strong> <strong>the</strong> areas that correspond to <strong>the</strong> originalMaterial Plane. The terrain grows extreme: Trees aremore massive than anything on <strong>the</strong> Material Plane,mountains become clifflike barriers, and rivers areraging torrents. It takes 1d4 hours <strong>of</strong> constant travel toreach <strong>the</strong> spot on <strong>the</strong> alternate Material Plane that correspondsto <strong>the</strong> departure point on <strong>the</strong> original MaterialPlane. At this point, <strong>the</strong> traveler can open a newportal and enter <strong>the</strong> alternate Material Plane. If yourcosmology doesn’t include alternate Material <strong>Planes</strong> (or<strong>the</strong>y haven’t been discovered yet), travelers are unableto open such a portal.In this rough terrain, shadow travelers also find portalsthat move through <strong>the</strong> Astral Plane and onto o<strong>the</strong>r Inneror Outer <strong>Planes</strong>. Again, it takes 1d4 hours <strong>of</strong> constanttravel to find a random portal <strong>of</strong> this type.When opening <strong>the</strong> portal at ei<strong>the</strong>r end with a shadowwalk spell, <strong>the</strong> traveler creates a weak spot between <strong>the</strong>Material Plane and <strong>the</strong> Plane <strong>of</strong> Shadow. This weak spotlasts 1d6×10 minutes. During that time, creatures on <strong>the</strong>Plane <strong>of</strong> Shadow may attempt to push <strong>the</strong>ir way onto <strong>the</strong>Material Plane—or vice versa. It takes a Will savingthrow (DC 15) to push through to <strong>the</strong> o<strong>the</strong>r side, and <strong>the</strong>attempt can be made only once per weak spot.Individuals lost, abandoned, or o<strong>the</strong>rwise stranded on<strong>the</strong> Plane <strong>of</strong> Shadow must locate such a weak spot in <strong>the</strong>shadowy fabric <strong>of</strong> <strong>the</strong> plane, happen across a permanentportal or natural vortex, or find a traveler willing to bring<strong>the</strong>m back to <strong>the</strong> Material Plane.Shadow Combat: Given <strong>the</strong> limitations <strong>of</strong> vision andmagic noted above, combat on <strong>the</strong> Plane <strong>of</strong> Shadow iso<strong>the</strong>rwise normal. Shadow combatants fight in a universethat is eternally in night. While <strong>the</strong> ground on <strong>the</strong>plane continually shifts due to <strong>the</strong> Plane <strong>of</strong> Shadow’sCHAPTER 5:THE TRANSITIVEPLANES61
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MANUAL OF THE PLANESJeff Grubb, Bru
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INTRODUCTIONIntroductionThis book i
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of the universe (earth, air, fire,
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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