CHAPTER 6:THE INNERPLANES74<strong>the</strong> Great Dismal Delve is a freestanding gate to almostevery secret location within <strong>the</strong> D&D cosmology.The dao encourage this rumor and make <strong>the</strong>ir passagesavailable to planar travelers who crave secrecy in <strong>the</strong>ircomings and goings. The only thing keeping <strong>the</strong> GreatDismal Delve from being more a popular destination is<strong>the</strong> dao’s own devious nature. The dao assume that everyoneelse is as untrustworthy as <strong>the</strong>y are, and <strong>the</strong>y keep along list <strong>of</strong> grudges against anyone, deity or mortal, wholooks at <strong>the</strong>m sideways. As a result, many <strong>of</strong> <strong>the</strong> mostpowerful beings in <strong>the</strong> D&D cosmology avoid <strong>the</strong> GreatDismal Delve.EarthquakesThe Elemental Plane <strong>of</strong> Earth is constantly in motion.Usually this motion is a slow, grinding process that fillsin <strong>the</strong> caverns and tunnels made by those who havepassed before. Sometimes <strong>the</strong> motion is much moresudden and dangerous.Those caught within <strong>the</strong> area <strong>of</strong> an earthquake (usuallya 150-foot radius) suffer <strong>the</strong> effects <strong>of</strong> an earthquake spell.In addition, characters in caverns or passages must makeReflex saves (DC 17) or wind up in <strong>the</strong> bury zone <strong>of</strong> acave-in (see Cave-Ins and Collapses in Chapter 4 <strong>of</strong> <strong>the</strong>DUNGEON MASTER’s Guide). Characters buried by loose soiland rock must ei<strong>the</strong>r dig <strong>the</strong>mselves out or be extricatedby <strong>the</strong>ir allies.EARTH ENCOUNTERSThe Elemental Plane <strong>of</strong> Earth is place <strong>of</strong> great mass andsolidity. Creatures that can’t burrow and lack <strong>the</strong> xorn’s abilityto pass through <strong>the</strong> earth are only encountered withintunnels, caverns, or o<strong>the</strong>r pockets that dot this solid plane.The table below is suitable for typical travelers, but <strong>the</strong>DM can also use it as a springboard for encounter tablesfor specific areas by adding new creatures or changing<strong>the</strong> percentages.On a d% result <strong>of</strong> 96–100, characters encounter somethingon Table 6–2: Elemental Plane <strong>of</strong> Earth Encounters.Roll once per hour.ELEMENTAL PLANE OF FIREIt is a plane continually ablaze.It smells <strong>of</strong> burning flesh and ashen dreams.It is flame incarnate.Everything is alight on <strong>the</strong> Elemental Plane <strong>of</strong> Fire.The ground is nothing more than great, evershiftingplates <strong>of</strong> compressed flame. The air ripples with <strong>the</strong> heat<strong>of</strong> continual firestorms, and <strong>the</strong> most common liquid ismagma, not water. The oceans are made <strong>of</strong> liquid flame,and <strong>the</strong> mountains ooze with molten lava. It is a crematoriumfor <strong>the</strong> unprepared traveler and an uncomfortablespot even for <strong>the</strong> dedicated adventurer.Fire survives here without need for fuel or air to burn,but flammables brought onto <strong>the</strong> plane are consumedreadily. The elemental fires seem to feed on each o<strong>the</strong>r toproduce a continually burning landscape.ELEMENTAL PLANE OF FIRE TRAITSThe Elemental Plane <strong>of</strong> Fire has <strong>the</strong> following traits.• Normal Gravity: The “ground” beneath one’s feet ismade <strong>of</strong> heavier flame, ash, and debris, but it providesfooting similar to <strong>the</strong> ground on <strong>the</strong> Material Plane.• Normal Time.• Infinite Size.• Alterable Morphic.• Fire-Dominant.• Enhanced Magic: Spells and spell-like abilities with<strong>the</strong> fire descriptor are both maximized and enlarged (asif <strong>the</strong> Maximize Spell and Enlarge Spell had been usedon <strong>the</strong>m, but <strong>the</strong> spells don’t require higher-level slots).A fireball spell would thus deal maximum damage(although many <strong>of</strong> <strong>the</strong> plane’s natives are immune to firedamage). Spells and spell-like abilities that are alreadymaximized or enlarged are unaffected by this benefit.• Impeded Magic: Spells and spell-like abilities that useor create water (including <strong>the</strong> summoning <strong>of</strong> water elementalsor outsiders with <strong>the</strong> water subtype) areimpeded. This includes spells <strong>of</strong> <strong>the</strong> clerical Waterdomain. These spells and spell-like abilities can still beused, but a successful Spellcraft check (DC 15 + level <strong>of</strong><strong>the</strong> spell) must be made to do so.FIRE INHABITANTSDespite being one <strong>of</strong> <strong>the</strong> most hostile <strong>of</strong> <strong>the</strong> Inner <strong>Planes</strong>,<strong>the</strong> Plane <strong>of</strong> Fire is also one <strong>of</strong> <strong>the</strong> most vibrant and populated.A number <strong>of</strong> elementals, outsiders with <strong>the</strong> firesubtype, and fire-using creatures may all be found here.Elementals are sentient pieces <strong>of</strong> <strong>the</strong> plane itself,moving with something that resembles volition and purpose.They include elemental analogs <strong>of</strong> creatures <strong>of</strong> <strong>the</strong>Material Plane, as well as <strong>the</strong> fire elementals known tospellcasters through <strong>the</strong> various summon monster spells.Such elementals normally have no love <strong>of</strong> fleshy, coolercreatures, and many attack merely to burn <strong>the</strong>m and feed<strong>of</strong>f <strong>the</strong> flames.Outsiders such as efreet, azers, and salamanders havemore organized societies. They <strong>of</strong>ten have large settlements,<strong>the</strong> best-known <strong>of</strong> <strong>the</strong>se being <strong>the</strong> efreeti City <strong>of</strong>Brass. Outsiders tend to be (at least slightly) more hospitableto outsiders, and several communities go out <strong>of</strong><strong>the</strong>ir way to accommodate travelers.Fire-using creatures call <strong>the</strong> Elemental Plane <strong>of</strong> Firehome as well, usually residing near elemental pocketsand vortices that lead to <strong>the</strong>ir home planes. Creaturesthat are immune to fire, such as devils (but not demons orcelestials), may also be found at such locations. There isregular traffic in information, goods, and prisonersbetween <strong>the</strong> City <strong>of</strong> Brass and <strong>the</strong> Nine Hells.The native language <strong>of</strong> most inhabitants <strong>of</strong> <strong>the</strong> ElementalPlane <strong>of</strong> Fire is Ignan, a sharp, hissing and clickinglanguage. Those natives who deal with o<strong>the</strong>r planesmay speak additional languages. Infernal and <strong>the</strong>Common tongue <strong>of</strong> <strong>the</strong> Material Plane are <strong>of</strong>tenspoken in such cases.
MOVEMENT AND COMBATThe Elemental Plane <strong>of</strong> Fire has a relatively firm surface,making ground-based movement akin to walking acrossflaming coals. The coals <strong>the</strong>mselves are only slightlycooler pieces <strong>of</strong> elemental fire, and <strong>of</strong>ten a traveler sinksankle-deep into <strong>the</strong> flaming mire <strong>of</strong> <strong>the</strong> plane.Flying creatures find <strong>the</strong> atmosphere above this surfaceto be thin but usable. Nonnatives find <strong>the</strong>ir fly speedhalved and maneuverability reduced by one grade whenflying on <strong>the</strong> Elemental Plane <strong>of</strong> Fire.Creatures with <strong>the</strong> ability to move through solidobjects (such as xorn) are similarly reduced to half <strong>the</strong>irnormal speed when passing through <strong>the</strong> ever-changingcrust <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Fire.The surface <strong>of</strong> <strong>the</strong> plane moves slowly, flowing as a river<strong>of</strong> magma would, so permanent structures are few and farbetween. A traveler may find it wise to hire a native guide(ei<strong>the</strong>r outsider or elemental) to navigate through <strong>the</strong> everchanginglandscape <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Fire.Fire CombatO<strong>the</strong>r than <strong>the</strong> hazards <strong>of</strong> <strong>the</strong> plane itself, <strong>the</strong>re is no additionaleffect on combat on <strong>the</strong> Elemental Plane <strong>of</strong> Fire.FEATURES OF THE ELEMENTAL PLANEOF FIREThe greatest danger on <strong>the</strong> Elemental Plane <strong>of</strong> Fire is itsfire-dominant trait. The heat <strong>of</strong> <strong>the</strong> plane, <strong>the</strong> omnipresentflames, and <strong>the</strong> hot, toxic smoke <strong>of</strong> <strong>the</strong> air are allrepresented in <strong>the</strong> effects <strong>of</strong> this trait on objects andliving creatures. Creatures on <strong>the</strong> Elemental Plane <strong>of</strong> Firetake 3d10 points <strong>of</strong> damage and risk catching on fire eachround <strong>the</strong>y remain on <strong>the</strong> plane. But a traveler who hasbrought <strong>the</strong> proper spells or magic items to ward againstsuch damage can survive in <strong>the</strong> short term on <strong>the</strong> plane.Food and drink may prove a problem in <strong>the</strong> long term.The elementals (including elemental versions <strong>of</strong> MaterialPlane creatures) are made <strong>of</strong> <strong>the</strong> material <strong>of</strong> <strong>the</strong> planeitself. They don’t eat, and <strong>the</strong>y return to <strong>the</strong>ir basic elementalnature if slain. Outsiders from <strong>the</strong> ElementalPlane <strong>of</strong> Fire can survive on flame itself in addition to“normal” food, so <strong>the</strong>y rarely stock <strong>the</strong>ir larders for visitors.Such food is always served charred, burnt to a crisp,or o<strong>the</strong>rwise well done, and <strong>the</strong> drink, whe<strong>the</strong>r water,wine, or ale, arrives piping hot.The Elemental Plane <strong>of</strong> Fire is continually ba<strong>the</strong>d inlight. The ground, <strong>the</strong> air, <strong>the</strong> structures, and even some <strong>of</strong><strong>the</strong> natives radiate flame continually. The impediment tovision is not <strong>the</strong> brilliance, however, but ra<strong>the</strong>r <strong>the</strong> effects<strong>of</strong> <strong>the</strong> heat and <strong>the</strong> continually smoking atmosphere. Theair ripples because <strong>of</strong> <strong>the</strong> heat, so mirages dance at <strong>the</strong>edge <strong>of</strong> an observer’s vision, and <strong>the</strong> true nature <strong>of</strong> <strong>the</strong>land is concealed except for <strong>the</strong> area closest at hand.The smoky atmosphere limits normal sight to a range<strong>of</strong> 120 feet. Magical vision granted by items or spells canextend that range. Creatures native to <strong>the</strong> ElementalPlane <strong>of</strong> Fire with <strong>the</strong> elemental (fire) or outsider (fire)type and subtype can see up to 240 feet.Darkvision does not function on <strong>the</strong> Elemental Plane<strong>of</strong> Fire, except in those rare places where natural darknesscan be found—perhaps <strong>the</strong> palace <strong>of</strong> <strong>the</strong> sultan <strong>of</strong><strong>the</strong> efreet in <strong>the</strong> City <strong>of</strong> Brass.O<strong>the</strong>r senses are unaffected by <strong>the</strong> Elemental Plane <strong>of</strong>Fire, though <strong>the</strong> continual crackling <strong>of</strong> <strong>the</strong> flames providesa –2 circumstance penalty on Listen checks in most places.The City <strong>of</strong> BrassThe City <strong>of</strong> Brass is populated by powerful efreet, and isconsidered by many efreet to be <strong>the</strong>ir home and <strong>the</strong>ircapital. Efreet may be found elsewhere on <strong>the</strong> ElementalPlane <strong>of</strong> Fire, but even far-flung settlements owe fealtyand allegiance to <strong>the</strong> grand sultan who rules <strong>the</strong> City <strong>of</strong>Brass from his burning palace. The grand sultan is said tobe an efreeti <strong>of</strong> singular power and prowess, and isadvised by all manner <strong>of</strong> maliks, beys, and emirs. Hisdirect servants, both in <strong>the</strong> city and on <strong>the</strong> MaterialPlane, are six pashas <strong>of</strong> considerable power.The city itself is cradled in a brass hemisphere fortymiles across, floating above a plate <strong>of</strong> cracked obsidian at<strong>the</strong> heart <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Fire. Stairs <strong>of</strong> burningbasalt and rivers <strong>of</strong> flame stream up from <strong>the</strong> surfacebelow to <strong>the</strong> well-armed gates <strong>of</strong> <strong>the</strong> city. The city wallsmay be reached by flying creatures, but <strong>the</strong> efreet take adim view <strong>of</strong> interlopers who refuse to present <strong>the</strong>mselvesat one <strong>of</strong> <strong>the</strong> city’s gates.The City <strong>of</strong> Brass is <strong>the</strong> best known location on <strong>the</strong> ElementalPlane <strong>of</strong> Fire and is also <strong>the</strong> most likely to be visitedby travelers from <strong>the</strong> Material Plane. Within <strong>the</strong> bounds <strong>of</strong><strong>the</strong> city, vision is normal, and <strong>the</strong> painful nature <strong>of</strong> <strong>the</strong>plane is suppressed at <strong>the</strong> will <strong>of</strong> <strong>the</strong> grand sultan. Whe<strong>the</strong>r<strong>the</strong> suppression <strong>of</strong> <strong>the</strong> plane’s great heat comes from <strong>the</strong>grand sultan’s natural ability, an arrangement with ano<strong>the</strong>rpowerful force, or a magic artifact is unknown. At <strong>the</strong> grandsultan’s whim, this protection can be revoked, exposing <strong>the</strong>city to <strong>the</strong> natural trait <strong>of</strong> <strong>the</strong> plane.The City <strong>of</strong> Brass also has <strong>the</strong> mildly evil-aligned trait.Good-aligned creatures within <strong>the</strong> City <strong>of</strong> Brass suffer a–2 penalty on all Charisma-based checks and skills. Thisis due in part to <strong>the</strong> nature <strong>of</strong> <strong>the</strong> efreet within <strong>the</strong> walls,but <strong>the</strong> city also has a number <strong>of</strong> freestanding gates leadingto <strong>the</strong> Nine Hells <strong>of</strong> Baator. Devils are commonwithin <strong>the</strong> walls <strong>of</strong> <strong>the</strong> City <strong>of</strong> Brass, ei<strong>the</strong>r on missionsfor <strong>the</strong>ir infernal masters or bringing tribute and gifts to<strong>the</strong> grand sultan’s court.At <strong>the</strong> center <strong>of</strong> <strong>the</strong> city are its tallest towers and greatestfountains <strong>of</strong> flame. Here is <strong>the</strong> Burning Palace <strong>of</strong> <strong>the</strong>Grand Sultan <strong>of</strong> All <strong>the</strong> Efreet, where he rules from <strong>the</strong>Charcoal Throne. It is said that within <strong>the</strong> great palace arewonders beyond belief and treasure beyond counting.But here also is found death for any uninvited guest whoseeks to wrest even a single coin or bauble from <strong>the</strong> treasurerooms <strong>of</strong> <strong>the</strong> grand sultan.Steam CloudsHeated gas and smoke comprise <strong>the</strong> atmosphere above<strong>the</strong> surface <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Fire. Clouds <strong>of</strong>CHAPTER 6:THE INNERPLANES75
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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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within a plane where the rules are
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Shapes of the PlanesinfiniteGreat W
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save (DC 25) or gain a negative lev
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Illus. by A. Swekelven if a plane i
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Planar RelationshipsPlaneAPlane ACo
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Creatures that use positive or nega
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GETTING FROM PLANETO PLANEThe plane
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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