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.
A maximum <strong>of</strong> 20d6 points <strong>of</strong> damage can be inflictedin this fashion.FEATURES OF THE ELEMENTAL PLANEOF AIRFor travelers arriving on <strong>the</strong> Elemental Plane <strong>of</strong> Air for<strong>the</strong> first time, <strong>the</strong> greatest danger is <strong>the</strong> panic <strong>of</strong> finding<strong>the</strong>mselves in midair without even <strong>the</strong> sight <strong>of</strong> groundbeneath you. Some travelers have plummeted to <strong>the</strong>irdeaths, never realizing where <strong>the</strong>y were and how asimple thought could stop <strong>the</strong>ir descent. Setting <strong>the</strong>wrong direction as “down” can be fatal in such cases if<strong>the</strong>re’s a solid object along <strong>the</strong> path <strong>of</strong> descent (and if youfall far enough, <strong>the</strong>re always is).But o<strong>the</strong>r than that risk, <strong>the</strong> Elemental Plane <strong>of</strong> Air<strong>of</strong>fers no inherent danger. There are regions <strong>of</strong> extremewea<strong>the</strong>r, but <strong>the</strong>y are a danger to natives as well as visitors.Spells such as avoid planar effects that provide planarprotection do not help against such storms.On a long-term basis, obtaining food and water is aproblem. Rainfall can provide water, but food is alwaysscarce. Elemental creatures, made <strong>of</strong> <strong>the</strong> substance <strong>of</strong> <strong>the</strong>plane itself, tend to dissipate when slain, and real food ishard to come by. The djinn are welcome allies to manytravelers from elsewhere, because <strong>the</strong>y can create food,water, and wine.Barring clouds, fog banks, rain, and o<strong>the</strong>r impedimentsto sight, vision on <strong>the</strong> Elemental Plane <strong>of</strong> Air is unaffected,as is darkvision. The entire plane is limned with apearly radiance <strong>of</strong> no definite source, as if <strong>the</strong> base matter<strong>of</strong> <strong>the</strong> plane held its own inherent radiation.Winds and Wea<strong>the</strong>rThe Elemental Plane <strong>of</strong> Air is constantly in motion, rangingfrom gentle breezes that tug on a traveler’s cloak tomighty tornadoes that spiral through <strong>the</strong> empty skies.The majority <strong>of</strong> <strong>the</strong> winds are light or moderate, and onlyin specific situations will winds be sufficiently large toimpede or damage travelers.The Wea<strong>the</strong>r Hazards section in Chapter 3 <strong>of</strong> <strong>the</strong> DUNGEONMASTER’s Guide, provides rules for <strong>the</strong> effect <strong>of</strong> winds <strong>of</strong> variousstrengths. In almost all cases, creatures are airborne on<strong>the</strong> Elemental Plane <strong>of</strong> Air (so <strong>the</strong>y are treated as one sizesmaller for <strong>the</strong> purpose <strong>of</strong> wind effects). Creatures that findsomething <strong>of</strong> sufficient size to hide on or behind avoid thispenalty, but if blown away are thrown into <strong>the</strong> wind itself,taking damage each round until <strong>the</strong> wind dissipates.The clouds <strong>the</strong>mselves, common features on <strong>the</strong> plane,have <strong>the</strong> same effect as fog, obscuring all sight, includingdarkvision, beyond 5 feet. Creatures within 5 feet haveone-half concealment, so attacks against <strong>the</strong>m suffer a20% miss chance. Arrowhawks and o<strong>the</strong>r scavengers<strong>of</strong>ten hide in clouds to ambush <strong>the</strong>ir prey better.Extreme wea<strong>the</strong>r is also common on <strong>the</strong> Elemental Plane<strong>of</strong> Air, including snow, rain, sleet, hail, duststorms, thunderstorms,blizzards, and hurricanes. Despite <strong>the</strong> lack <strong>of</strong> objectivegravity on <strong>the</strong> plane, rain does occur, falling for milesbefore dissipating and being swept up into new clouds.Smoke BanksOften <strong>the</strong> result <strong>of</strong> long-forgotten battles, clouds <strong>of</strong> chokingsmoke hang in <strong>the</strong> calmer regions <strong>of</strong> <strong>the</strong> plane, backwaters<strong>of</strong> <strong>the</strong> greater air currents. Occasionally <strong>the</strong>y areswept up into great moving walls, but in general <strong>the</strong>smoke banks are relatively stationary. Large amounts <strong>of</strong>fire also generate smoke banks that hover around <strong>the</strong>source <strong>of</strong> <strong>the</strong> flame.Characters who enter areas <strong>of</strong> heavy smoke areaffected as noted in <strong>the</strong> Smoke section in Chapter 3 <strong>of</strong><strong>the</strong> DUNGEON MASTER’s Guide.Flying CastlesThe weightless nature, empty disposition, and hospitableenvironment makes <strong>the</strong> Elemental Plane <strong>of</strong> Air ideal forpowerful individuals seeking privacy. These individualsinclude wizards and sorcerers who want uninterruptedtime for long-term studies, clerics <strong>of</strong> all alignmentsescaping <strong>the</strong> threats <strong>of</strong> more dangerous planes, and evenmonasteries and libraries whose users seek solitude andreflection. Any chunk <strong>of</strong> rock or mineral large enough tosupport a building’s foundation is <strong>the</strong> site <strong>of</strong> some structure(or at least it has been in <strong>the</strong> past).Given <strong>the</strong> nature <strong>of</strong> subjective gravity, <strong>the</strong> roomswithin such a structure may all have <strong>the</strong> same direction<strong>of</strong> gravity, or <strong>the</strong> structure may be a crazy quilt <strong>of</strong> roomswith shifting gravitational directions. Often this dependson <strong>the</strong> needs <strong>of</strong> <strong>the</strong> users. Those who expect visitors providea common “down” direction for reference.Settlers on <strong>the</strong> Elemental Plane <strong>of</strong> Air have to provide<strong>the</strong>ir own method <strong>of</strong> acquiring food and water, somany strongholds are set up near gates and vorticesthat allow easy access to o<strong>the</strong>r planes. In addition, <strong>the</strong>wizards, clerics, and monks who make <strong>the</strong>se floatingfortresses <strong>the</strong>ir homes must make peace to some degreewith <strong>the</strong> local elemental and outsider population,ei<strong>the</strong>r by negotiation or force. Not all invaders do sosuccessfully, and travelers may discover <strong>the</strong> emptytowers and citadels <strong>of</strong> wizards whose flesh has beenripped from <strong>the</strong>ir bones by angry invisible stalkers, orwhose strongholds are frozen solid after crossing afoul-tempered ice paraelemental.Djinni StrongholdsThe djinn are among <strong>the</strong> most accommodating <strong>of</strong> <strong>the</strong>outsiders that make <strong>the</strong> Elemental Plane <strong>of</strong> Air <strong>the</strong>irnative realm. They tend to settle <strong>the</strong> larger chunks <strong>of</strong>physical matter on <strong>the</strong> plane, shards <strong>of</strong> rock and earthranging from a thousand feet to several miles across.Each <strong>of</strong> <strong>the</strong>se islands has its own gravity, and <strong>the</strong> guests <strong>of</strong><strong>the</strong> djinn move around as on <strong>the</strong> Material Plane.A typical djinn community on <strong>the</strong> Elemental Plane <strong>of</strong>Air consists <strong>of</strong> 3d10 <strong>of</strong> <strong>the</strong>se creatures (some <strong>of</strong> whomhave undoubtedly earned levels in character classes),1d10 jann, and 1d10 elemental creatures <strong>of</strong> low intelligencewho act as servants, pets, or guardians. The mostpowerful <strong>of</strong> <strong>the</strong> djinn in <strong>the</strong> stronghold is known as <strong>the</strong>sheik. The sheik may or may not be a noble djinni.CHAPTER 6:THE INNERPLANES69
- Page 2 and 3:
MANUAL OF THE PLANESJeff Grubb, Bru
- Page 4:
INTRODUCTIONIntroductionThis book i
- Page 7 and 8:
of the universe (earth, air, fire,
- Page 9 and 10:
within a plane where the rules are
- Page 11 and 12:
Shapes of the PlanesinfiniteGreat W
- Page 13 and 14:
save (DC 25) or gain a negative lev
- Page 15 and 16:
Illus. by A. Swekelven if a plane i
- Page 17 and 18: Planar RelationshipsPlaneAPlane ACo
- Page 19 and 20: Creatures that use positive or nega
- Page 21 and 22: GETTING FROM PLANETO PLANEThe plane
- Page 23 and 24: Illus. by A. Swekelhe planes are la
- Page 25 and 26: Spot (Wis), and Use Magic Device (C
- Page 27 and 28: Direction (Wis), Jump (Str), Knowle
- Page 29 and 30: damage bonus does not apply to crea
- Page 31 and 32: to a limited extent. On planes with
- Page 33 and 34: Greater planar bindingHoly wordLess
- Page 35 and 36: elemental form to put out nonmagica
- Page 37 and 38: Audible Alarm: An audible portal al
- Page 39 and 40: On planes you create yourself, safe
- Page 41 and 42: Illus. by A. Swekelhe Material Plan
- Page 43 and 44: Oerth’s cosmology is laid out in
- Page 45 and 46: Illus. by A. Swekelhe Transitive Pl
- Page 47 and 48: spells and spell-like effects that
- Page 49 and 50: often used by astral travelers who
- Page 51 and 52: There is no day or night on the Ast
- Page 53 and 54: Table 5-3: Astral Encountersd% Enco
- Page 55 and 56: try to lure adventurers away from e
- Page 57 and 58: even if prisoners escape, they’re
- Page 59 and 60: Any creature becoming ethereal (inc
- Page 61 and 62: The Plane of Shadow does not connec
- Page 63 and 64: describes some typical abilities an
- Page 65 and 66: Illus. by A. Swekelhe Inner Planes
- Page 67: positiveElementalPlane ofWaterThree
- Page 71 and 72: of material and have his life crush
- Page 73 and 74: Table 6-2: Elemental Plane of Earth
- Page 75 and 76: MOVEMENT AND COMBATThe Elemental Pl
- Page 77 and 78: ELEMENTAL PLANEOF WATERIt is an oce
- Page 79 and 80: Red TidesA dangerous contagion has
- Page 81 and 82: • Impeded Magic: Spells and spell
- Page 83 and 84: Class abilities that use positive e
- Page 85 and 86: Illus. by A. Swekelf the Inner Plan
- Page 87 and 88: CHAPTER 7:THE OUTERPLANES87Beastlan
- Page 89 and 90: everything within a ten-mile radius
- Page 91 and 92: Only those who suffer mortal wounds
- Page 93 and 94: Plane drift through the miasma: bit
- Page 95 and 96: FamiliarityVery familiarStudied car
- Page 97 and 98: Every word, scream, or shout is cau
- Page 99 and 100: oulders, and worked stone, as if a
- Page 101 and 102: directional gravity. Unless stated
- Page 103 and 104: sun no brighter than the Material P
- Page 105 and 106: and Colothys confines liars whose u
- Page 107 and 108: OthrysCathrysMinethysColothysPorpha
- Page 109 and 110: Normal petitioners in Hades gain on
- Page 111 and 112: PlutonThe third gloom of Hades is a
- Page 113 and 114: Gehenna CombatCombat on Gehenna is
- Page 115 and 116: NINE HELLS OF BAATORIt is Hell, whe
- Page 117 and 118: added to the Bronze Citadel. Work g
- Page 119 and 120:
dribble of slimy water sluices into
- Page 121 and 122:
StygiaThe fifth layer of the Nine H
- Page 123 and 124:
they first enter the downdraft or b
- Page 125 and 126:
are big enough for whole cities and
- Page 127 and 128:
the truth, the ice sheet has object
- Page 129 and 130:
Scion Queen Mother at all times, an
- Page 131 and 132:
they have three possible courses of
- Page 133 and 134:
always find themselves in the surf
- Page 135 and 136:
amid treasure gathered over eons—
- Page 137 and 138:
BYTOPIA INHABITANTSBytopia is home
- Page 139 and 140:
on the Material Plane, sounds more
- Page 141 and 142:
BelierinBelierin is a land of misty
- Page 143 and 144:
without touching the ground. The Be
- Page 145 and 146:
ARBOREA LINKSArborea borders the Be
- Page 148 and 149:
CHAPTER 7:THE OUTERPLANESOUTLANDS I
- Page 150 and 151:
OutlandsExcelsiorSigilTradegateEcst
- Page 152 and 153:
CHAPTER 7:THE OUTERPLANES152Table 7
- Page 154 and 155:
CHAPTER 8:DEMIPLANES154to multiple
- Page 157 and 158:
of naivete. Neth doesn’t know how
- Page 159 and 160:
Illus. by A. Swekelhe planes suppor
- Page 161 and 162:
BARIAURMedium-Size OutsiderHit Dice
- Page 163 and 164:
precious and lovely, firres take up
- Page 165 and 166:
Summon Tanar’ri (Sp): Tanar’ri
- Page 167 and 168:
Spinagon (Baatezu)Narzugon (Baatezu
- Page 169 and 170:
Xag-YaXeg-YiMedium-Size Outsider (I
- Page 171 and 172:
dull black orbs that reflect noligh
- Page 173 and 174:
DaoMaridLarge Outsider (Air, Evil)L
- Page 175 and 176:
is drawn in melee, the blade transf
- Page 177 and 178:
When an inevitable is created, it r
- Page 179 and 180:
matter at hand. They use alter self
- Page 181 and 182:
Ice Paraelemental, Small Ice Parael
- Page 183 and 184:
Magma Paraelemental, Huge Magma Par
- Page 185 and 186:
succeed at a Fortitude save or inha
- Page 187 and 188:
CanolothMezzolothMedium-Size Outsid
- Page 189 and 190:
strange and often distasteful rites
- Page 191 and 192:
Climate/Terrain: Any land and under
- Page 193 and 194:
Elemental: Immune to poison, sleep,
- Page 195 and 196:
Skills: Water element tigers receiv
- Page 197 and 198:
Damage: Bite 1d6+3, claw 1d3+1; spi
- Page 199 and 200:
Alignment: Always chaotic (any).Adv
- Page 201 and 202:
Appendix: VariantPlanes & Cosmologi
- Page 203 and 204:
Region of DreamsDreamscapesDreamsca
- Page 205 and 206:
A mirror-self is created somewhere
- Page 207 and 208:
ever-shifting ice floating on a fro
- Page 209 and 210:
Time onTime ond% Material Plane Tem
- Page 211 and 212:
FAERIE INHABITANTSThe Plane of Faer
- Page 213 and 214:
are needed to swim through it. Movi
- Page 215 and 216:
Myriad PlanesCosmologyplanar clumpp
- Page 217 and 218:
sends that character’s double fro
- Page 219 and 220:
WINDING ROAD LINKSPlanar travelers
- Page 221 and 222:
Planar Rips: Planar rips are holes
- Page 223:
Lolth 100, 103Lucid Dreaming 203Lun
- Page 226 and 227:
Table 1: Modron CastesCaste No. of
- Page 228 and 229:
4pursuit of order is particularly b
- Page 230 and 231:
THE MODRONCATHEDRALDeep in the hear
- Page 232 and 233:
drones have limited conversational
- Page 234 and 235:
10tually any environment, withstand
- Page 236 and 237:
12Modron Traits: Immune to mind-inf
- Page 238 and 239:
Face/Reach: 5 ft. by 5 ft./10 ft.Sp
- Page 240 and 241:
16Spell-Like Abilities: At will—c
- Page 242 and 243:
Wholeness of Body (Su): A secundus
- Page 244 and 245:
2of the common room into other part
- Page 246 and 247:
credence to this theory by occasion
- Page 248 and 249:
PLAY MOREFREE D&D® V.3.5 ACCESSORY
- Page 250 and 251:
Table of ContentsThe Nature of the
- Page 252 and 253:
Pandemonium: Electricity and sonic
- Page 254 and 255:
Manual of the Planes MonstersFeats