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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 6:THE INNERPLANES68Outsiders are more complex beings and <strong>of</strong>ten havemore complex societies. This aspect makes <strong>the</strong>m morecomprehensible to natives <strong>of</strong> <strong>the</strong> Material Plane. Outsiderswho call an Inner Plane home are immune to <strong>the</strong>natural effects <strong>of</strong> that plane. They are resistant or immuneto damage <strong>of</strong> that type—at least to a degree.ELEMENTAL PLANE OF AIRIt is as open as <strong>the</strong> eternal sky.It as solid as a child’s breath.It is falling forever.The Elemental Plane <strong>of</strong> Air is an empty plane, consisting<strong>of</strong> sky above and sky below. Clouds billow up inbank after bank, swelling into grand thunderheads anddissipating into wisps like cotton candy. The wind pullsand tugs around <strong>the</strong> traveler, and rainbows glimmer in<strong>the</strong> distance.The Elemental Plane <strong>of</strong> Air is <strong>the</strong> most comfortableand survivable <strong>of</strong> <strong>the</strong> Inner <strong>Planes</strong>, and it is <strong>the</strong> home <strong>of</strong>all manner <strong>of</strong> airborne creatures. Indeed, flying creaturesfind <strong>the</strong>mselves at a great advantage on this plane. Whiletravelers without flight can survive easily here, <strong>the</strong>y areat a disadvantage.Natural vortices connect <strong>the</strong> Elemental Plane <strong>of</strong> Airand <strong>the</strong> Material Plane, usually on high mountaintops orin <strong>the</strong> middle <strong>of</strong> severe wea<strong>the</strong>r conditions (such as <strong>the</strong>eye <strong>of</strong> a hurricane).ELEMENTAL PLANE OF AIR TRAITSThe Elemental Plane <strong>of</strong> Air has <strong>the</strong> following traits.• Subjective Directional Gravity: Inhabitants <strong>of</strong> <strong>the</strong>plane determine <strong>the</strong>ir own “down” direction. Objectsnot under <strong>the</strong> motive force <strong>of</strong> o<strong>the</strong>rs do not move.• Normal Time.• Infinite Size.• Alterable Morphic.• Air-Dominant.• Enhanced Magic: Spells and spell-like abilities thatuse, manipulate, or create air (including those <strong>of</strong> <strong>the</strong>Air domain) are both empowered and enlarged (as if<strong>the</strong> Empower Spell and Enlarge Spell had been usedon <strong>the</strong>m, but <strong>the</strong> spells don’t require higher-levelslots). A cloudkill spell would thus have its range doubledand its damage (to those it did not kill outright)increased by half. Spells and spell-like abilities thatare already empowered or enlarged are unaffected bythis benefit.• Impeded Magic: Spells and spell-like abilities that useor create earth (including <strong>the</strong> summoning <strong>of</strong> earth elementalsor outsiders with <strong>the</strong> earth subtype) areimpeded. This includes spells <strong>of</strong> <strong>the</strong> Earth domain.These spells and spell-like abilities can still be used, buta successful Spellcraft check (DC 15 + level <strong>of</strong> <strong>the</strong> spell)must be made to do so.AIR INHABITANTSMost <strong>of</strong> <strong>the</strong> life on <strong>the</strong> Elemental Plane <strong>of</strong> Air is on <strong>the</strong>wing, and it is a realm where <strong>the</strong> swift and <strong>the</strong> maneuverablesurvive.Most common on <strong>the</strong> plane are <strong>the</strong> elementals thathave emerged from <strong>the</strong> winds and wea<strong>the</strong>r <strong>of</strong> <strong>the</strong> planeitself. These generally free-willed beings include air elementalsand half-elemental analogs <strong>of</strong> many MaterialPlane creatures. Ice and smoke paraelementals dwell in<strong>the</strong> more extreme parts <strong>of</strong> <strong>the</strong> plane, in vast clouds <strong>of</strong> ashand among storms <strong>of</strong> ice and hail. (See Chapter 9 for <strong>the</strong>paraelementals and <strong>the</strong> half-elemental template.) Suchbeings consider <strong>the</strong> Elemental Plane <strong>of</strong> Air <strong>the</strong>ir own anddo not hesitate to harass (at best) or destroy (at worst)travelers from elsewhere.A small number <strong>of</strong> outsiders make <strong>the</strong> Elemental Plane<strong>of</strong> Air <strong>the</strong>ir home; <strong>the</strong> best-known are <strong>the</strong> djinn. The scavengingarrowhawks and omnipresent dust, air, and icemephits can be found here as well.Creatures from <strong>the</strong> Material Plane can be found here,especially if <strong>the</strong>y have wings. But <strong>the</strong> plane’s lack <strong>of</strong> obviousground tends to disorient and confuse many natives<strong>of</strong> <strong>the</strong> Material Plane, making <strong>the</strong>m easy prey for morepowerful Elemental Plane <strong>of</strong> Air natives. Material Planecreatures encountered on <strong>the</strong> Elemental Plane <strong>of</strong> Airinclude hippogriffs, pegasi, beholders, sphinxes, andsprites. Common birds and unintelligent fliers do notsurvive long on this plane.The native language <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Air isAuran, a breathy, leisurely tongue that sounds like a long,slow exhalation. When o<strong>the</strong>r languages are needed, <strong>the</strong>Common language <strong>of</strong> <strong>the</strong> Material Plane is <strong>of</strong>ten used,and Celestial is sometimes used as well.MOVEMENT AND COMBATMovement on <strong>the</strong> Elemental Plane <strong>of</strong> Air is described in<strong>the</strong> section on subjective directional gravity in Chapter 1.Creatures that have a fly speed have <strong>the</strong>ir maneuverabilityimproved by one grade on <strong>the</strong> Elemental Plane <strong>of</strong>Air, from clumsy to poor, from poor to average, fromaverage to good, and from good to perfect. In addition,any flying creature can dive, moving in <strong>the</strong> same fashionas o<strong>the</strong>r, nonflying creatures.Air CombatOn <strong>the</strong> Elemental Plane <strong>of</strong> Air, a larger number <strong>of</strong> attackersmay assault an target, being able to attack from aboveand below, as noted in <strong>the</strong> Combat in Three Dimensionssidebar in Chapter 1.Characters might want to dive toward <strong>the</strong>ir opponentsas a form <strong>of</strong> charge. If <strong>the</strong>y do so, treat it as a regularcharge (straight-line movement only, a +2 attackbonus, and a –2 penalty to Armor Class for 1 round).Alternatively, characters can simply plummet toward ahelpless or stationary target. In this case, use <strong>the</strong>Falling Objects section in Chapter 3 <strong>of</strong> <strong>the</strong> DUNGEONMASTER’s Guide, to determine damage from fallingobjects. Apply that damage to both attacker and target.

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