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Manual of the Planes

Manual of the Planes

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describes some typical abilities and vulnerabilities thataffect long-term residents <strong>of</strong> <strong>the</strong> Plane <strong>of</strong> Shadow.Vision on <strong>the</strong> Plane <strong>of</strong> Shadow is like vision on a moonlessnight on <strong>the</strong> Material Plane. Most <strong>of</strong> <strong>the</strong> terrain isdark, interrupted only by <strong>the</strong> occasional pale beacon <strong>of</strong> aportal or a traveler’s campfire. Darkvision is unaffectedby <strong>the</strong> plane, but every torch, lantern, and light-emittingspell (such as continual flame and daylight) has its radius <strong>of</strong>illumination halved. A daylight spell provides normallight in a 30-foot radius, for example, while a bullseyelantern shines in a cone 30 feet long and 10 feet wide at<strong>the</strong> end.Bright lights tend to attract o<strong>the</strong>r travelers andnatives from <strong>the</strong> Plane <strong>of</strong> Shadow, so <strong>the</strong> likelihood <strong>of</strong>encounters is doubled for a group <strong>of</strong> travelers bearing alight source.Travelers from <strong>the</strong> Material Plane find <strong>the</strong> Plane <strong>of</strong>Shadow to be cool, but not cold. The Plane <strong>of</strong> Shadowmutes <strong>the</strong> heat from normal fires slightly. Fire dealsnormal damage on <strong>the</strong> plane, but an ordinary campfiresomehow seems to provide less warmth than on <strong>the</strong>Material Plane.Dark MiragesOne <strong>of</strong> <strong>the</strong> most distressing features <strong>of</strong> <strong>the</strong> Plane <strong>of</strong>Shadow is that it is a warped reflection <strong>of</strong> <strong>the</strong> MaterialPlane. A shadow traveler who enters <strong>the</strong> Plane <strong>of</strong> Shadowfrom her hometown may find herself in a dark, abandonedversion <strong>of</strong> that town. The parallels are not exact, soher home may be on a different street, be built in a differentstyle, or (most likely) lie in ruins.O<strong>the</strong>r mirages are equally troubling, such as a hugedark castle where none exists on <strong>the</strong> Material Plane, or anancient battlefield where a dungeon should be. Mosttroubling <strong>of</strong> all are <strong>the</strong> shadowy echoes <strong>of</strong> people <strong>the</strong> travelerknows, shadow creatures with <strong>the</strong> twisted but stillrecognizable features <strong>of</strong> loved ones. These shadow duplicateshave no special abilities, but <strong>the</strong> effect is disconcertingnone<strong>the</strong>less.Shadow travelers in a place particularly familiar ormeaningful to <strong>the</strong>m must make a Will saving throw (DC15) to ignore such dark mirages. Those who fail arehaunted and rattled by <strong>the</strong> similarities, suffering a –2morale penalty on attacks and saving throws as long as<strong>the</strong>y remain in a location familiar to <strong>the</strong>m. Travelers whomake <strong>the</strong>ir saves are unaffected by <strong>the</strong> dark mirages for<strong>the</strong> duration <strong>of</strong> <strong>the</strong>ir trip to <strong>the</strong> Plane <strong>of</strong> Shadow.Dark mirages occur because <strong>the</strong> Plane <strong>of</strong> Shadow is soclose to <strong>the</strong> Material Plane. The echo <strong>of</strong> an alternateMaterial Plane can also bleed through onto <strong>the</strong> Plane <strong>of</strong>Shadow, making <strong>the</strong> dark mirages more unsettling. Oraclesand soothsayers sometimes journey onto <strong>the</strong> Plane <strong>of</strong>Shadow looking for enlightenment among <strong>the</strong> darkness,attempting to discover if such dark mirages are harbingers<strong>of</strong> <strong>the</strong> future.DarklandsOn <strong>the</strong> Plane <strong>of</strong> Shadow, patches <strong>of</strong> darkness exist that areeven darker than <strong>the</strong> shadows <strong>the</strong>mselves. Negativeenergy infuses <strong>the</strong>se places. Whe<strong>the</strong>r <strong>the</strong> negative energyis bleeding over from <strong>the</strong> Negative Energy Plane or it’ssimply a byproduct <strong>of</strong> <strong>the</strong> high concentration <strong>of</strong> undeadshadows and o<strong>the</strong>r life-draining undead is unknown.Darklands regions have <strong>the</strong> minor negative-dominanttrait. Living creatures that enter <strong>the</strong> darklands take 1d6points <strong>of</strong> damage per round from negative energy andcrumble into ash if <strong>the</strong>y reach 0 hit points or less. Spellsand magic items that protect against negative energyfunction normally within <strong>the</strong> darklands.Travelers to <strong>the</strong> Plane <strong>of</strong> Shadow can identify darklandseasily. They are more desolate and bleak than <strong>the</strong>surrounding areas (which are <strong>the</strong>mselves pretty bleak onthis plane). Plants are dead and desiccated from <strong>the</strong> longtermeffects <strong>of</strong> <strong>the</strong> negative energy.Natural vortices from o<strong>the</strong>r planes do not open intodarklands regions, and spells or spell-like abilities openinga portal from <strong>the</strong> Material Plane warn <strong>the</strong> traveler(usually with a cold shiver down <strong>the</strong> spine) that a darklandsregion lies ahead. Darklands <strong>of</strong>ten correspond tohaunted battlefields, unconsecrated graveyards, and lairs<strong>of</strong> powerful necromancers on <strong>the</strong> Material Plane, as wellas any location dominated by undead.Astral PortalsThe Astral Plane is coterminous to <strong>the</strong> Plane <strong>of</strong> Shadow,so magic portals can create conduits through <strong>the</strong> AstralCHAPTER 5:THE TRANSITIVEPLANESpqqqqrsOPTION: SHADOWS OF OTHER PLANESIn <strong>the</strong> D&D cosmology, <strong>the</strong> Plane <strong>of</strong> Shadow is coexistent with<strong>the</strong> Material Plane and can be used to reach alternate Material<strong>Planes</strong>. Travelers can reach o<strong>the</strong>r planes through <strong>the</strong> AstralPlane, which connects to o<strong>the</strong>r planes on <strong>the</strong> Great Wheel thatare o<strong>the</strong>rwise separate from <strong>the</strong> Plane <strong>of</strong> Shadow. But if you’rebuilding your own cosmology, you can attach <strong>the</strong> Plane <strong>of</strong>Shadow to as many or as few planes as you desire, whe<strong>the</strong>rInner <strong>Planes</strong>, Outer <strong>Planes</strong>, or alternate Material <strong>Planes</strong>. Theshadow walk spell becomes a more versatile way to get fromplane to plane.As <strong>the</strong> Plane <strong>of</strong> Shadow nears o<strong>the</strong>r planes, it tends to gain <strong>the</strong>same traits as those planes. Where <strong>the</strong> Plane <strong>of</strong> Shadowapproaches Mechanus, for example, it gains <strong>the</strong> mildly law-alignedtrait, and shadow travelers moving toward <strong>the</strong> Elemental Plane <strong>of</strong>Water notice that <strong>the</strong> Plane <strong>of</strong> Shadow gains <strong>the</strong> water-dominanttrait near <strong>the</strong> end <strong>of</strong> <strong>the</strong>ir journey. Unless o<strong>the</strong>rwise changed byproximity to <strong>the</strong> o<strong>the</strong>r plane, <strong>the</strong> traits <strong>of</strong> <strong>the</strong> Plane <strong>of</strong> Shadowremain. In both <strong>of</strong> <strong>the</strong> above cases, <strong>the</strong> border zones retain <strong>the</strong>enhanced magic and impeded magic traits <strong>of</strong> <strong>the</strong> rest <strong>of</strong> <strong>the</strong> Plane<strong>of</strong> Shadow, because nei<strong>the</strong>r Mechanus nor <strong>the</strong> Elemental Plane <strong>of</strong>Water have magic traits that would “overwrite” <strong>the</strong>m.pqqqqrs63

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