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Manual of the Planes

Manual of the Planes

Manual of the Planes

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Class abilities that use positive energy, such as turningand destroying undead, gain a +10 bonus on <strong>the</strong>roll to determine Hit Dice affected. (Undead are almostimpossible to find on this plane, however.)• Impeded Magic: Spells and spell-like abilities that usenegative energy are impeded, including inflict spells.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.POSITIVE INHABITANTSThe Energy <strong>Planes</strong> are called “empty planes” because <strong>the</strong>yhave little in <strong>the</strong> way <strong>of</strong> native life. They lack <strong>the</strong> traditionalelemental forms <strong>of</strong> <strong>the</strong> o<strong>the</strong>r planes, or if <strong>the</strong>y have<strong>the</strong>m, <strong>the</strong>y are so unlike life on <strong>the</strong> Material Plane that<strong>the</strong>y are not recognized.Some outsiders make <strong>the</strong> Positive Energy Plane <strong>the</strong>irhome. The best-known <strong>of</strong> <strong>the</strong>se are <strong>the</strong> ravids, whichtend to dwell in <strong>the</strong> quieter areas <strong>of</strong> <strong>the</strong> plane, but <strong>the</strong>energon known as <strong>the</strong> xag-ya is also common, even in <strong>the</strong>deepest heart <strong>of</strong> <strong>the</strong> plane.Outsiders native to <strong>the</strong> Positive Energy Plane (such asravids) are immune to <strong>the</strong> detrimental effects typical to<strong>the</strong> plane, though <strong>the</strong>y still benefit from <strong>the</strong> regenerativenature <strong>of</strong> <strong>the</strong> domain. Beings that cannot be healed in anormal manner or do not benefit from positive energy,such as constructs, can survive in this domain as well.MOVEMENT AND COMBATMovement on <strong>the</strong> Positive Energy Plane works as it doeson any o<strong>the</strong>r plane with subjective directional gravity—travelers choose a direction as down and act accordingly.Movement that requires pushing against something tangible,such as flight from <strong>the</strong> beating <strong>of</strong> wings or swimmingwith flippers against water, does not function herebecause <strong>the</strong>re is nothing to act against. Magical flight,whe<strong>the</strong>r by spell or spell-like ability, functions normally.The greater danger within <strong>the</strong> Positive Energy Planeis that <strong>the</strong>re is nowhere to go and precious few landmarksto guide <strong>the</strong> traveler. Ravids and similar creaturesseem to have <strong>the</strong>ir own methods <strong>of</strong> knowing wherethings are, and <strong>the</strong>y might be induced to serve as guideson this plane.Positive CombatThe no-gravity trait <strong>of</strong> <strong>the</strong> Energy <strong>Planes</strong> means that anincreased number <strong>of</strong> attackers can face <strong>of</strong>f against asingle target. (See <strong>the</strong> Combat in Three Dimensions sidebarin Chapter 1.) Attacks with large numbers may berequired, because <strong>the</strong> regenerative nature <strong>of</strong> this plane,even in its quietest locations, is sufficient to keep mostcombatants on <strong>the</strong>ir feet for some time. Except as notedabove, combat is normal on <strong>the</strong> Positive Energy Plane.FEATURES OF THE POSITIVE ENERGY PLANEThe greatest immediate danger on <strong>the</strong> Positive EnergyPlane is <strong>the</strong> plane itself. Its radiance poses a threat to travelerswho go <strong>the</strong>re.There is no air in <strong>the</strong> Positive Energy Plane. While <strong>the</strong>plane is not a true vacuum (<strong>the</strong> positive energy provides<strong>the</strong> equivalent <strong>of</strong> normal atmospheric pressure), suffocationis a great danger. Even <strong>the</strong> fast healing given to allinhabitants <strong>of</strong> <strong>the</strong> plane has no effect on suffocation.Travelers on this plane must bring <strong>the</strong>ir own atmosphereor forgo breathing while here.Similarly, food and drink do not exist naturally on <strong>the</strong>Positive Energy Plane, and subdual damage from starvationand thirst is not automatically healed ei<strong>the</strong>r.Just as <strong>the</strong> Negative Energy Plane is divided into majorand minor areas, so too is <strong>the</strong> Positive Energy Plane. Atraveler may suddenly find herself in an area where herears ring, her muscles quiver, and even her bones throbfrom <strong>the</strong> sudden surge <strong>of</strong> energy. But <strong>the</strong>re is no immediateclue just how <strong>the</strong> border shifted, and no way to knowwhich way lies minor positive-dominant ground. Spellssuch as safety help <strong>the</strong> traveler, but such energy fluxes arealways a risk.The plane <strong>of</strong> positive energy is a place <strong>of</strong> brilliantwhite, where <strong>the</strong> inherent power <strong>of</strong> <strong>the</strong> plane bleachesout <strong>the</strong> spectrum and leaves an environment <strong>of</strong> nothingbut white and stark shadows.Clear vision (including darkvision) is limited to 5feet. Objects and creatures beyond that range appear asindistinct blots <strong>of</strong> darkness against <strong>the</strong> backgroundwhite. Distance is impossible to gauge within this brilliantenvironment.Energy BurstsEven among <strong>the</strong> brilliant and deadly radiance <strong>of</strong> <strong>the</strong> PositiveEnergy Plane, some regions are more intense anddangerous than <strong>the</strong> o<strong>the</strong>rs. These regions erupt likeminiature suns, suddenly granting those within <strong>the</strong> burstradius (usually 30 feet, but occasionally up to 120 feet) anadditional 3d10 temporary hit points. The dangers <strong>of</strong>exceeding double one’s normal hit points total (as notedfor <strong>the</strong> positive-dominant trait) still apply.In addition, those within an energy burst must make aFortitude save (DC 24) or be blinded for 1d10 rounds.Animating FieldsAnimating fields are invisible regions on <strong>the</strong> PositiveEnergy Plane that are particularly strong in <strong>the</strong> energiesthat animate objects. Such an area is usually asphere with a radius <strong>of</strong> 150 to 1,500 feet. Within <strong>the</strong>sphere, <strong>the</strong>re is a 50% chance each round that oneobject in each character’s possession animates andattacks. Use <strong>the</strong> animated object descriptions in <strong>the</strong>Monster <strong>Manual</strong> as a guide. The animation lasts as longas <strong>the</strong> character remains in <strong>the</strong> animating field, plus anadditional 2d6 rounds.Edge ZonesThe edge zones are a reference for quiet areas on <strong>the</strong>plane, like islands or shores on <strong>the</strong> seething hotbed <strong>of</strong>energy. These regions have <strong>the</strong> minor positive-dominanttrait and are dotted with bits <strong>of</strong> flotsam from o<strong>the</strong>rCHAPTER 6:THE INNERPLANES83

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