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Manual of the Planes

Manual of the Planes

Manual of the Planes

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ELEMENTAL PLANEOF WATERIt is an ocean without a surface.It is domain <strong>of</strong> current and wave.It is a bottomless depth.The Elemental Plane <strong>of</strong> Water is a sea without a floor or asurface, an entirely fluid environment lit by a diffuse glow. Itis one <strong>of</strong> <strong>the</strong> more hospitable <strong>of</strong> <strong>the</strong> Inner <strong>Planes</strong> once a travelergets past <strong>the</strong> problem <strong>of</strong> breathing <strong>the</strong> local medium.The eternal oceans <strong>of</strong> this plane vary between ice coldand boiling hot, between saline and fresh. They are perpetuallyin motion, wracked by currents and tides. Theplane’s permanent settlements form around bits <strong>of</strong> flotsamand jetsam suspended within this endless liquid.Even <strong>the</strong>se settlements drift on <strong>the</strong> tides <strong>of</strong> <strong>the</strong> ElementalPlane <strong>of</strong> Water.ELEMENTAL PLANE OF WATER TRAITSThe Elemental Plane <strong>of</strong> Water has <strong>the</strong> following traits.• Subjective Directional Gravity: The gravity hereworks similar to that <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Air. Butsinking or rising on <strong>the</strong> Elemental Plane <strong>of</strong> Water isslower (and less dangerous) than on <strong>the</strong> ElementalPlane <strong>of</strong> Air.• Normal Time.• Infinite Size.• Alterable Morphic.• Water-Dominant.• Enhanced Magic: Spells and spell-like abilities thatuse or create water are both extended and enlarged (asif <strong>the</strong> Extend Spell and Enlarge Spell had been used on<strong>the</strong>m, but <strong>the</strong> spells don’t require higher-level slots). Awater breathing spell would thus last 4 hours per level,ra<strong>the</strong>r than 2 hours per level. Spells and spell-like abilitiesthat are already extended or enlarged are unaffectedby this benefit.• Impeded Magic: Spells and spell-like abilities with<strong>the</strong> fire descriptor are impeded. This includes spells <strong>of</strong><strong>the</strong> Fire domain. These spells and spell-like abilitiescan still be used, but a successful Spellcraft check (DC15 + level <strong>of</strong> <strong>the</strong> spell) must be made to do so.WATER INHABITANTSThe Elemental Plane <strong>of</strong> Water is relatively benign for anInner Plane and is home to a large number <strong>of</strong> native elementals,water-breathing outsiders, and creatures fromo<strong>the</strong>r planes that can survive in its watery seas.Elementals are discrete and separate manifestations <strong>of</strong><strong>the</strong> plane itself, granted sentience and mobility frommagic or natural forces. These include <strong>the</strong> water elementalssummoned by spellcasters and elemental versions <strong>of</strong>Material Plane creatures. Such creatures tend to be atleast semiliquid and mimic seagoing beasts and monsters<strong>of</strong> <strong>the</strong> Material Plane.Many water-breathing outsiders also make <strong>the</strong> ElementalPlane <strong>of</strong> Water <strong>the</strong>ir home. These include suchtransient beasts as <strong>the</strong> tojanida and <strong>the</strong> mephit, as well asmore settled groups such as tritons and marid genies. Ingeneral, water-breathing outsiders found on <strong>the</strong> ElementalPlane <strong>of</strong> Water tend to be playful and cruel, not hesitatingto torment (and drown) interplanar visitors whorely on magic spells or items to survive on <strong>the</strong>ir plane.Finally, water-breathing creatures from o<strong>the</strong>r planesmay be found on <strong>the</strong> Elemental Plane <strong>of</strong> Water. Fish,crustaceans, cephalopods and most sea-dwellers live onthis plane, but not air-breathing ocean-dwellers such aswhales and dolphins. The Elemental Plane <strong>of</strong> Water ishospitable to both freshwater and saltwater species,though each type has its own regions to inhabit. Monstrousaquatic creatures such as <strong>the</strong> kraken and abolethmay be found here as well.Portals seem to be common between <strong>the</strong> ElementalPlane <strong>of</strong> Water and oceans on <strong>the</strong> Material Plane, andrarer portals connect to large bodies <strong>of</strong> water on o<strong>the</strong>rplanes. Both <strong>of</strong> <strong>the</strong> great rivers <strong>of</strong> <strong>the</strong> Outer <strong>Planes</strong>, <strong>the</strong>Styx and <strong>the</strong> Oceanus, contain vortices to <strong>the</strong> ElementalPlane <strong>of</strong> Water. Tritons and marids in particular make use<strong>of</strong> <strong>the</strong> vortices, and settlements <strong>of</strong> <strong>the</strong>se creatures are usuallyfound near permanent portals.Natives <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Water speak Aquan, aflowing, subtle language filled with double meaningsand hidden puns. Those dealing with o<strong>the</strong>r planes speako<strong>the</strong>r languages to facilitate <strong>the</strong>ir dealings: Common,Infernal, Abyssal, and Celestial are frequent choices.MOVEMENT AND COMBATThe Elemental Plane <strong>of</strong> Water has no set directions, sotravelers can move about in a fashion similar to movementon <strong>the</strong> Elemental Plane <strong>of</strong> Air. Ra<strong>the</strong>r than falling, atraveler may choose to rise or sink.While a traveler may choose which way is up, whe<strong>the</strong>rshe rises or sinks depends on whe<strong>the</strong>r she would rise orsink normally. Characters carrying less than 5 pounds <strong>of</strong>gear rise headfirst, but o<strong>the</strong>rs sink feetfirst. Both do so at<strong>the</strong> same rate: 15 feet <strong>the</strong> first round, <strong>the</strong>n 30 feet eachround <strong>the</strong>reafter. The resistance <strong>of</strong> <strong>the</strong> water prevents <strong>the</strong>great speeds found on <strong>the</strong> Elemental Plane <strong>of</strong> Air andelsewhere, so a sinking or rising character takes nodamage from striking an object.In addition to moving about by sinking or rising, travelerscan swim normally. If a solid surface is available, <strong>the</strong>ycan walk. Those with fly speeds can fly at half <strong>the</strong>ir normalrate, and <strong>the</strong>ir maneuverability is reduced by one grade.There are almost no static physical locations on <strong>the</strong> ElementalPlane <strong>of</strong> Water, because even <strong>the</strong> largest communitiesdrift on <strong>the</strong> currents <strong>of</strong> <strong>the</strong> plane. These includeportals that lead elsewhere, and established communitiesmay drift along with <strong>the</strong>se vortex entrances. Travelbetween two communities on <strong>the</strong> Elemental Plane <strong>of</strong>Water <strong>of</strong>ten requires divination magic. Alternatively,travelers can hire a local guide knowledgeable in <strong>the</strong> currentsand tides <strong>of</strong> <strong>the</strong> plane to figure out where a particularcommunity or portal has drifted to. Tritons andmarids make suitable guides, and <strong>the</strong>y tend to treat fleshyCHAPTER 6:THE INNERPLANES77

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