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Manual of the Planes

Manual of the Planes

Manual of the Planes

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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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