This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
PLANES
WHAT IS A PLANE?
The planes of existence are different realities
with interwoven connections. Except for rare linking points, each plane is
effectively its own universe with its own natural laws.
The planes break
down into a number of general types: the Material Plane, the Transitive Planes,
the Inner Planes, the Outer Planes, and the demiplanes.
Material Plane:
The Material Plane tends to be the most Earthlike of all planes and operates
under the same set of natural laws that our own real world does. This is the
default plane for most adventures.
Transitive Planes: These three
planes have one important common characteristic: Each is used to get from one
place to another. The Astral Plane is a conduit to all other planes, while the
Ethereal Plane and the Plane of Shadow both serve as means of transportation
within the Material Plane they’re connected to. These planes have the
strongest regular interaction with the Material Plane and are often accessed by
using various spells. They have native inhabitants as well.
Inner
Planes: These six planes are manifestations of the basic building blocks of
the universe. Each is made up of a single type of energy or element that
overwhelms all others. The natives of a particular Inner Plane are made of the
same energy or element as the plane itself.
Outer Planes: The deities
live on the Outer Planes, as do creatures such as celestials, demons, and
devils. Each of the Outer Planes has an alignment, representing a particular
moral or ethical outlook, and the natives of each plane tend to behave in
agreement with that plane’s alignment. The Outer Planes are also the final
resting place of souls from the Material Plane, whether that final rest takes
the form of calm introspection or eternal damnation.
Demiplanes: This
catch-all category covers all extradimensional spaces that function like planes
but have measurable size and limited access. Other kinds of planes are
theoretically infinite in size, but a demiplane might be only a few hundred feet
across.
PLANAR TRAITS
Each plane of existence has its own
properties—the natural laws of its universe.
Planar traits are broken
down into a number of general areas.
All planes have the following kinds
of traits.
Physical Traits: These traits determine the laws of physics
and nature on the plane, including how gravity and time
function.
Elemental and Energy Traits: These traits determine the
dominance of particular elemental or energy forces.
Alignment Traits:
Just as characters may be lawful neutral or chaotic good, many planes are tied
to a particular moral or ethical outlook.
Magic Traits: Magic works
differently from plane to plane, and magic traits set the boundaries for what it
can and can’t do.
Physical Traits
The two most important natural laws set by physical traits are how gravity
works and how time passes. Other physical traits pertain to the size and shape
of a plane and how easily a plane’s nature can be
altered.
Gravity: The direction of gravity’s pull may be
unusual, and it might even change directions within the plane
itself.
Normal Gravity: Most planes have gravity similar to that of
the Material Plane. The usual rules for ability scores, carrying capacity, and
encumbrance apply. Unless otherwise noted in a description, it is assumed every
plane has the normal gravity trait.
Heavy Gravity: The gravity on a
plane with this trait is much more intense than on the Material Plane. As a
result, Balance, Climb, Jump, Ride, Swim, and Tumble checks incur a –2
circumstance penalty, as do all attack rolls. All item weights are effectively
doubled, which might affect a character’s speed. Weapon ranges are halved.
A character’s Strength and Dexterity scores are not affected. Characters
who fall on a heavy gravity plane take 1d10 points of damage for each 10 feet
fallen, to a maximum of 20d10 points of damage.
Light Gravity: The
gravity on a plane with this trait is less intense than on the Material Plane.
As a result, creatures find that they can lift more, but their movements tend to
be ungainly. Characters on a plane with the light gravity trait take a –2
circumstance penalty on attack rolls and Balance, Ride, Swim, and Tumble checks.
All items weigh half as much. Weapon ranges double, and characters gain a +2
circumstance bonus on Climb and Jump checks.
Strength and Dexterity
don’t change as a result of light gravity, but what you can do with such
scores does change. These advantages apply to travelers from other planes as
well as natives.
Falling characters on a light gravity plane take 1d4 points
of damage for each 10 feet of the fall (maximum 20d4).
No Gravity:
Individuals on a plane with this trait merely float in space, unless other
resources are available to provide a direction for gravity’s
pull.
Objective Directional Gravity: The strength of gravity on a
plane with this trait is the same as on the Material Plane, but the direction is
not the traditional “down” toward the ground. It may be down toward
any solid object, at an angle to the surface of the plane itself, or even
upward.
In addition, objective directional gravity may change from place to
place. The direction of “down” may vary.
Subjective
Directional Gravity: The strength of gravity on a plane with this trait is
the same as on the Material Plane, but each individual chooses the direction of
gravity’s pull. Such a plane has no gravity for unattended objects and
nonsentient creatures. This sort of environment can be very disorienting to the
newcomer, but is common on “weightless” planes.
Characters on a
plane with subjective directional gravity can move normally along a solid
surface by imagining “down” near their feet. If suspended in midair,
a character “flies” by merely choosing a “down”
direction and “falling” that way. Under such a procedure, an
individual “falls” 150 feet in the first round and 300 feet in each
succeeding round. Movement is straight-line only. In order to stop, one has to
slow one’s movement by changing the designated “down”
direction (again, moving 150 feet in the new direction in the first round and
300 feet per round thereafter).
It takes a DC 16 Wisdom check to set a new
direction of gravity as a free action; this check can be made once per round.
Any character who fails this Wisdom check in successive rounds receives a +6
bonus on subsequent checks until he or she succeeds.
Time: The
rate of time’s passage can vary on different planes, though it remains
constant within any particular plane. Time is always subjective for the viewer.
The same subjectivity applies to various planes. Travelers may discover that
they’ll pick up or lose time while moving among the planes, but from their
point of view, time always passes naturally.
Normal Time: This trait
describes the way time passes on the Material Plane. One hour on a plane with
normal time equals one hour on the Material Plane. Unless otherwise noted in a
description, every plane has the normal time trait.
Timeless: On
planes with this trait, time still passes, but the effects of time are
diminished. How the timeless trait can affect certain activities or conditions
such as hunger, thirst, aging, the effects of poison, and healing varies from
plane to plane.
The danger of a timeless plane is that once one leaves such a
plane for one where time flows normally, conditions such as hunger and aging do
occur retroactively.
Flowing Time: On some planes, time can flow
faster or slower. One may travel to another plane, spend a year there, then
return to the Material Plane to find that only six seconds have elapsed.
Everything on the plane returned to is only a few seconds older. But for that
traveler and the items, spells, and effects working on him, that year away was
entirely real.
When designating how time works on planes with flowing time,
put the Material Plane’s flow of time first, followed by the same flow in
the other plane.
Erratic Time: Some planes have time that slows down
and speeds up, so an individual may lose or gain time as he moves between the
two planes. The following is provided as an example.
|
d%
|
Time on Material Plane
|
Time on Erratic Time Plane
|
|
01–10
|
1 day
|
1 round
|
|
11–40
|
1 day
|
1 hour
|
|
41–60
|
1 day
|
1 day
|
|
61–90
|
1 hour
|
1 day
|
|
91–100
|
1 round
|
1 day
|
To the denizens of such a plane, time flows naturally and the shift is
unnoticed.
If a plane is timeless with respect to magic, any spell cast with
a noninstantaneous duration is permanent until dispelled.
Shape and
Size: Planes come in a variety of sizes and shapes. Most planes are
infinite, or at least so large that they may as well be
infinite.
Infinite: Planes with this trait go on forever, though they
may have finite components within them. Or they may consist of ongoing expanses
in two directions, like a map that stretches out infinitely.
Finite Shape:
A plane with this trait has defined edges or borders. These borders may
adjoin other planes or hard, finite borders such as the edge of the world or a
great wall. Demiplanes are often finite.
Self-Contained Shape: On
planes with this trait, the borders wrap in on themselves, depositing the
traveler on the other side of the map. A spherical plane is an example of a
self-contained, finite plane, but there can be cubes, toruses, and flat planes
with magical edges that teleport the traveler to an opposite edge when he
crosses them.
Some demiplanes are self-contained.
Morphic
Traits: This trait measures how easily the basic nature of a plane can be
changed. Some planes are responsive to sentient thought, while others can be
manipulated only by extremely powerful creatures. And some planes respond to
physical or magical efforts.
Alterable Morphic: On a plane with this
trait, objects remain where they are (and what they are) unless affected by
physical force or magic. You can change the immediate environment as a result of
tangible effort.
Highly Morphic: On a plane with this trait, features
of the plane change so frequently that it’s difficult to keep a particular
area stable. Such planes may react dramatically to specific spells, sentient
thought, or the force of will. Others change for no reason.
Magically
Morphic: Specific spells can alter the basic material of a plane with this
trait.
Divinely Morphic: Specific unique beings (deities or similar
great powers) have the ability to alter objects, creatures, and the landscape on
planes with this trait. Ordinary characters find these planes similar to
alterable planes in that they may be affected by spells and physical effort. But
the deities may cause these areas to change instantly and dramatically, creating
great kingdoms for themselves.
Static: These planes are unchanging.
Visitors cannot affect living residents of the plane, nor objects that the
denizens possess. Any spells that would affect those on the plane have no effect
unless the plane’s static trait is somehow removed or suppressed. Spells
cast before entering a plane with the static trait remain in effect,
however.
Even moving an unattended object within a static plane requires a DC
16 Strength check. Particularly heavy objects may be impossible to
move.
Sentient: These planes are ones that respond to a single
thought— that of the plane itself. Travelers would find the plane’s
landscape changing as a result of what the plane thought of the travelers,
either becoming more or less hospitable depending on its reaction.
Elemental and Energy Traits
Four basic elements and two types of energy together make up everything.
The elements are earth, air, fire, and water. The types of energy are positive
and negative.
The Material Plane reflects a balancing of those elements and
energies; all are found there. Each of the Inner Planes is dominated by one
element or type of energy. Other planes may show off various aspects of these
elemental traits. Many planes have no elemental or energy traits; these traits
are noted in a plane’s description only when they are
present.
Air-Dominant: Mostly open space, planes with this trait have
just a few bits of floating stone or other elements. They usually have a
breathable atmosphere, though such a plane may include clouds of acidic or toxic
gas. Creatures of the earth subtype are uncomfortable on air-dominant planes
because they have little or no natural earth to connect with. They take no
actual damage, however.
Earth-Dominant: Planes with this trait are
mostly solid. Travelers who arrive run the risk of suffocation if they
don’t reach a cavern or other pocket within the earth. Worse yet,
individuals without the ability to burrow are entombed in the earth and must dig
their way out (5 feet per turn). Creatures of the air subtype are uncomfortable
on earth dominant planes because these planes are tight and claustrophobic to
them. But they suffer no inconvenience beyond having difficulty
moving.
Fire-Dominant: Planes with this trait are composed of flames
that continually burn without consuming their fuel source. Fire-dominant planes
are extremely hostile to Material Plane creatures, and those without resistance
or immunity to fire are soon immolated.
Unprotected wood, paper, cloth, and
other flammable materials catch fire almost immediately, and those wearing
unprotected flammable clothing catch on fire. In addition, individuals take 3d10
points of fire damage every round they are on a fire-dominant plane. Creatures
of the water subtype are extremely uncomfortable on fire-dominant planes. Those
that are made of water take double damage each round.
Water-Dominant:
Planes with this trait are mostly liquid. Visitors who can’t breathe water
or reach a pocket of air will likely drown. Creatures of the fire subtype are
extremely uncomfortable on water-dominant planes. Those made of fire take 1d10
points of damage each round.
Positive-Dominant: An abundance of life
characterizes planes with this trait. The two kinds of positive-dominant traits
are minor positive-dominant and major positive-dominant. A minor
positive-dominant plane is a riotous explosion of life in all its forms. Colors
are brighter, fires are hotter, noises are louder, and sensations are more
intense as a result of the positive energy swirling through the plane. All
individuals in a positive-dominant plane gain fast healing 2 as an extraordinary
ability.
Major positive-dominant planes go even further. A creature on a
major positive-dominant plane must make a DC 15 Fortitude save to avoid being
blinded for 10 rounds by the brilliance of the surroundings. Simply being on the
plane grants fast healing 5 as an extraordinary ability. In addition, those at
full hit points gain 5 additional temporary hit points per round. These
temporary hit points fade 1d20 rounds after the creature leaves the major
positive- dominant plane. However, a creature must make a DC 20 Fortitude save
each round that its temporary hit points exceed its normal hit point total.
Failing the saving throw results in the creature exploding in a riot of energy,
killing it.
Negative-Dominant: Planes with this trait are vast, empty
reaches that suck the life out of travelers who cross them. They tend to be
lonely, haunted planes, drained of color and filled with winds bearing the soft
moans of those who died within them. As with positive-dominant planes,
negative-dominant planes can be either minor or major. On minor
negative-dominant planes, living creatures take 1d6 points of damage per round.
At 0 hit points or lower, they crumble into ash.
Major negative-dominant
planes are even more severe. Each round, those within must make a DC 25
Fortitude save or gain a negative level. A creature whose negative levels equal
its current levels or Hit Dice is slain, becoming a wraith. The death ward
spell protects a traveler from the damage and energy drain of a
negative-dominant plane.
Alignment Traits
Some planes have a predisposition to a certain alignment. Most of the
inhabitants of these planes also have the plane’s particular alignment,
even powerful creatures such as deities. In addition, creatures of alignments
contrary to the plane have a tougher time dealing with its natives and
situations.
The alignment trait of a plane affects social interactions there.
Characters who follow other alignments than most of the inhabitants do may find
life more difficult.
Alignment traits have multiple components. First are the
moral (good or evil) and ethical (lawful or chaotic) components; a plane can
have either a moral component, an ethical component, or one of each. Second, the
specific alignment trait indicates whether each moral or ethical component is
mildly or strongly evident.
Good-Aligned/Evil-Aligned: These planes
have chosen a side in the battle of good versus evil. No plane can be both
good-aligned and evil-aligned.
Law-Aligned/Chaos-Aligned: Law versus
chaos is the key struggle for these planes and their residents. No plane can be
both law-aligned and chaos-aligned.
Each part of the moral/ethical
alignment trait has a descriptor, either “mildly” or
“strongly,” to show how powerful the influence of alignment is on
the plane.
Mildly Aligned: Creatures who have an alignment opposite
that of a mildly aligned plane take a –2 circumstance penalty on all
Charisma-based checks.
Strongly Aligned: On planes that are strongly
aligned, a –2 circumstance penalty applies on all Charisma-based checks
made by all creatures not of the plane’s alignment. In addition, the
–2 penalty affects all Intelligence-based and Wisdom-based checks,
too.
The penalties for the moral and ethical components of the alignment
trait do stack.
Neutral-Aligned: A mildly neutral-aligned plane
does not apply a circumstance penalty to anyone.
The Material Plane is
considered mildly neutral-aligned, though it may contain high concentrations of
evil or good, law or chaos in places.
A strongly neutral-aligned plane would
stand in opposition to all other moral and ethical principles: good, evil, law,
and chaos. Such a plane may be more concerned with the balance of the alignments
than with accommodating and accepting alternate points of view. In the same
fashion as for other strongly aligned planes, strongly neutral-aligned planes
apply a –2 circumstance penalty to Intelligence-, Wisdom-, or
Charisma-based checks by any creature that isn’t neutral. The penalty is
applied twice (once for law/chaos, and once for good/evil), so neutral good,
neutral evil, lawful neutral, and chaotic neutral creatures take a –2
penalty and lawful good, chaotic good, chaotic evil, and lawful evil creatures
take a –4 penalty.
Magic Traits
A plane’s magic trait describes how magic works on the plane compared
to how it works on the Material Plane. Particular locations on a plane (such as
those under the direct control of deities) may be pockets where a different
magic trait applies.
Normal Magic: This magic trait means that all
spells and supernatural abilities function as written. Unless otherwise noted in
a description, every plane has the normal magic trait.
Wild Magic: On
a plane with the wild magic trait spells and spell-like abilities function in
radically different and sometimes dangerous ways. Any spell or spell-like
ability used on a wild magic plane has a chance to go awry. The caster must make
a level check (DC 15 + the level of the spell or effect) for the magic to
function normally. For spell-like abilities, use the level or HD of the creature
employing the ability for the caster level check and the level of the spell-like
ability to set the DC for the caster level check. Failure on this check means
that something strange happens; roll d% and consult the following
table.
|
d%
|
Effect
|
|
01–19
|
Spell rebounds on caster with normal effect. If the spell cannot affect the
caster, it simply fails.
|
|
20–23
|
A circular pit 15 feet wide opens under the caster’s feet; it is 10
feet deep per level of the caster.
|
|
24–27
|
The spell fails, but the target or targets of the spell are pelted with a
rain of small objects (anything from flowers to rotten fruit), which disappear
upon striking. The barrage continues for 1 round. During this time the targets
are blinded and must make Concentration checks (DC 15 + spell level) to cast
spells.
|
|
28–31
|
The spell affects a random target or area. Randomly choose a different
target from among those in range of the spell or center the spell at a random
place within range of the spell. To generate direction randomly, roll 1d8 and
count clockwise around the compass, starting with south. To generate range
randomly, roll 3d6. Multiply the result by 5 feet for close range spells, 20
feet for medium range spells, or 80 feet for long range spells.
|
|
32–35
|
The spell functions normally, but any material components are not consumed.
The spell is not expended from the caster’s mind (a spell slot or prepared
spell can be used again). An item does not lose charges, and the effect does not
count against an item’s or spell-like ability’s use limit.
|
|
36–39
|
The spell does not function. Instead, everyone (friend or foe) within 30
feet of the caster receives the effect of a heal spell.
|
|
40–43
|
The spell does not function. Instead, a deeper darkness and a
silence effect cover a 30-foot radius around the caster for 2d4
rounds.
|
|
44–47
|
The spell does not function. Instead, a reverse gravity effect
covers a 30-foot radius around the caster for 1 round.
|
|
48–51
|
The spell functions, but shimmering colors swirl around the caster for 1d4
rounds. Treat this a glitterdust effect with a save DC of 10 + the level
of the spell that generated this result.
|
|
52–59
|
Nothing happens. The spell does not function. Any material components are
used up. The spell or spell slot is used up, and charges or uses from an item
are used up.
|
|
60–71
|
Nothing happens. The spell does not function. Any material components are
not consumed. The spell is not expended from the caster’s mind (a spell
slot or prepared spell can be used again). An item does not lose charges, and
the effect does not count against an item’s or spell-like ability’s
use limit.
|
|
72–98
|
The spell functions normally.
|
|
99–100
|
The spell functions strongly. Saving throws against the spell incur a
–2 penalty. The spell has the maximum possible effect, as if it were cast
with the Maximize Spell feat. If the spell is already maximized with the feat,
there is no further effect.
|
Impeded Magic: Particular spells and spell-like abilities are
more difficult to cast on planes with this trait, often because the nature of
the plane interferes with the spell.
To cast an impeded spell, the caster
must make a Spellcraft check (DC 20 + the level of the spell). If the check
fails, the spell does not function but is still lost as a prepared spell or
spell slot. If the check succeeds, the spell functions normally.
Enhanced
Magic: Particular spells and spell-like abilities are easier to use or more
powerful in effect on planes with this trait than they are on the Material
Plane.
Natives of a plane with the enhanced magic trait are aware of which
spells and spell-like abilities are enhanced, but planar travelers may have to
discover this on their own.
If a spell is enhanced, certain metamagic feats
can be applied to it without changing the spell slot required or the casting
time. Spellcasters on the plane are considered to have that feat or feats for
the purpose of applying them to that spell. Spellcasters native to the plane
must gain the feat or feats normally if they want to use them on other planes as
well.
Limited Magic: Planes with this trait permit only the use of
spells and spell-like abilities that meet particular qualifications.
Magic
can be limited to effects from certain schools or subschools, to effects with
certain descriptors, or to effects of a certain level (or any combination of
these qualities). Spells and spell-like abilities that don’t meet the
qualifications simply don’t work.
Dead Magic: These planes have
no magic at all. A plane with the dead magic trait functions in all respects
like an antimagic field spell. Divination spells cannot detect subjects
within a dead magic plane, nor can a spellcaster use teleport or another
spell to move in or out. The only exception to the “no magic” rule
is permanent planar portals, which still function normally.
HOW PLANES
INTERACT
Separate Planes: Two planes that are separate do not overlap
or directly connect to each other. They are like planets in different orbits.
The only way to get from one separate plane to the other is to go through a
third plane.
Coterminous Planes: Planes that touch at specific points
are coterminous. Where they touch, a connection exists, and travelers can leave
one reality behind and enter the other.
Coexistent Planes: If a link
between two planes can be created at any point, the two planes are coexistent.
These planes overlap each other completely. A coexistent plane can be reached
from anywhere on the plane it overlaps. When moving on a coexistent plane, it is
often possible to see into or interact with the plane it coexists with.
Layered Planes
Infinities may be broken into smaller infinities, and
planes into smaller, related planes. These layers are effectively separate
planes of existence, and each layer can have its own planar traits. Layers are
connected to each other through a variety of planar gates, natural vortices,
paths, and shifting borders.
Access to a layered plane from elsewhere usually
happens on a specific layer: the first layer of the plane, which can be either
the top layer or the bottom layer, depending on the specific plane. Most fixed
access points (such as portals and natural vortices) reach this layer, which
makes it the gateway for other layers of the plane. The plane shift spell
also deposits the spellcaster on the first layer of the
plane.
PLANE DESCRIPTIONS
THE MATERIAL
PLANE
The Material Plane is the center of most cosmologies and defines what
is considered normal.
The Material Plane has the following traits:
•
Normal gravity.
• Normal Time
• Alterable morphic.
•
No Elemental or Energy Traits (specific locations may have these traits,
however)
• Mildly neutral-aligned.
• Normal magic.
THE
ETHEREAL PLANE
The Ethereal Plane is coexistent with the Material Plane and
often other planes as well. The Material Plane itself is visible from the
Ethereal Plane, but it appears muted and indistinct, its colors blurring into
each other and its edges turning fuzzy.
While it is possible to see into the
Material Plane from the Ethereal Plane, the Ethereal Plane is usually invisible
to those on the Material Plane. Normally, creatures on the Ethereal Plane cannot
attack creatures on the Material Plane, and vice versa. A traveler on the
Ethereal Plane is invisible, incorporeal, and utterly silent to someone on the
Material Plane.
The Ethereal Plane is mostly empty of structures and
impediments. However, the plane has its own inhabitants. Some of these are other
ethereal travelers, but the ghosts found here pose a particular peril to those
who walk the fog.
It has the following traits.
• No
gravity.
• Alterable morphic. The plane contains little to alter,
however.
• Mildly neutral-aligned.
• Normal magic. Spells
function normally on the Ethereal Plane, though they do not cross into the
Material Plane.
The only exceptions are spells and spell-like abilities that
have the force descriptor and abjuration spells that affect ethereal beings.
Spellcasters on the Material Plane must have some way to detect foes on the
Ethereal Plane before targeting them with force-based spells, of course. While
it’s possible to hit ethereal enemies with a force spell cast on the
Material Plane, the reverse isn’t possible. No magical attacks cross from
the Ethereal Plane to the Material Plane, including force attacks.
PLANE
OF SHADOW
The Plane of Shadow is a dimly lit dimension that is
both coterminous to and coexistent with the Material Plane. It overlaps the
Material Plane much as the Ethereal Plane does, so a planar traveler can
use the Plane of Shadow to cover great distances quickly.
The Plane of Shadow
is also coterminous to other planes. With the right spell, a character can use
the Plane of Shadow to visit other realities.
The Plane of Shadow is a world
of black and white; color itself has been bleached from the environment. It is
otherwise appears similar to the Material Plane.
Despite the lack of light
sources, various plants, animals, and humanoids call the Plane of Shadow
home.
The Plane of Shadow is magically morphic, and parts continually flow
onto other planes. As a result, creating a precise map of the plane is next to
impossible, despite the presence of landmarks.
The Plane of Shadow has the
following traits.
• Magically morphic. Certain spells modify the base
material of the Plane of Shadow. The utility and power of these spells within
the Plane of Shadow make them particularly useful for explorers and natives
alike.
• Mildly neutral-aligned.
• Enhanced magic. Spells with
the shadow descriptor are enhanced on the Plane of Shadow. Such spells are cast
as though they were prepared with the Maximize Spell feat, though they
don’t require the higher spell slots.
Furthermore, specific spells
become more powerful on the Plane of Shadow. Shadow conjuration and
shadow evocation spells are 30% as powerful as the conjurations and
evocations they mimic (as opposed to 20%). Greater shadow conjuration and
greater shadow evocation are 70% as powerful (not 60%), and a shades
spell conjures at 90% of the power of the original (not 80%).
•
Impeded magic. Spells that use or generate light or fire may fizzle when cast on
the Plane of Shadow. A spellcaster attempting a spell with the light or fire
descriptor must succeed on a Spellcraft check (DC 20 + the level of the spell).
Spells that produce light are less effective in general, because all light
sources have their ranges halved on the Plane of Shadow.
Despite the dark
nature of the Plane of Shadow, spells that produce, use, or manipulate darkness
are unaffected by the plane.
THE ASTRAL PLANE
The Astral Plane is the
space between the planes. When a character moves through an interplanar portal
or projects her spirit to a different plane of existence, she travels through
the Astral Plane. Even spells that allow instantaneous movement across a
plane briefly touch the Astral Plane.
The Astral Plane is a great,
endless sphere of clear silvery sky, both above and below. Occasional bits of
solid matter can be found here, but most of the Astral Plane is an endless, open
domain.
Both planar travelers and refugees from other planes call the Astral
Plane home.
The Astral Plane has the following traits.
• Subjective
directional gravity.
• Timeless. Age, hunger, thirst, poison, and
natural healing don’t function in the Astral Plane, though they resume
functioning when the traveler leaves the Astral Plane.
• Mildly
neutral-aligned.
• Enhanced magic. All spells and spell-like abilities
used within the Astral Plane may be employed as if they were improved by the
Quicken Spell feat. Already quickened spells and spell-like abilities are
unaffected, as are spells from magic items. Spells so quickened are still
prepared and cast at their unmodified level. As with the Quicken Spell feat,
only one quickened spell can be cast per round.
ELEMENTAL PLANE OF
AIR
The Elemental Plane of Air is an empty plane, consisting of sky above and
sky below.
The Elemental Plane of Air is the most comfortable and survivable
of the Inner Planes, and it is the home of all manner of airborne creatures.
Indeed, flying creatures find themselves at a great advantage on this plane.
While travelers without flight can survive easily here, they are at a
disadvantage.
The Elemental Plane of Air has the following traits.
•
Subjective directional gravity. Inhabitants of the plane determine their own
“down” direction. Objects not under the motive force of others do
not move.
• Air-dominant.
• Enhanced magic. Spells and
spell-like abilities that use, manipulate, or create air (including spells of
the Air domain) are both empowered and enlarged (as if the Empower Spell and
Enlarge Spell metamagic feats had been used on them, but the spells don’t
require higher-level slots).
• Impeded magic. Spells and spell-like
abilities that use or create earth (including spells of the Earth domain and
spells that summon earth elementals or outsiders with the earth subtype) are
impeded.
ELEMENTAL PLANE OF EARTH
The Elemental Plane of Earth is a
solid place made of rock, soil, and stone. An unwary and unprepared traveler may
find himself entombed within this vast solidity of material and have his life
crushed into nothingness, his powdered remains a warning to any foolish enough
to follow.
Despite its solid, unyielding nature, the Elemental Plane of Earth
is varied in its consistency, ranging from relatively soft soil to veins of
heavier and more valuable metal.
The Elemental Plane of Earth has the
following traits.
• Earth-dominant.
• Enhanced magic. Spells
and spell-like abilities that use, manipulate, or create earth or stone
(including those of the Earth domain) are both empowered and extended (as if the
Empower Spell and Extend Spell metamagic feats had been used on them, but the
spells don’t require higher-level slots). Spells and spell-like abilities
that are already empowered or extended are unaffected by this
benefit.
• Impeded magic. Spells and spell-like abilities that use or
create air (including spells of the Air domain and spells that summon air
elementals or outsiders with the air subtype) are impeded.
ELEMENTAL
PLANE OF FIRE
Everything is alight on the Elemental Plane of Fire. The ground
is nothing more than great, evershifting plates of compressed flame. The air
ripples with the heat of continual firestorms, and the most common liquid is
magma, not water. The oceans are made of liquid flame, and the mountains ooze
with molten lava. Fire survives here without need for fuel or air, but
flammables brought onto the plane are consumed readily.
The Elemental Plane
of Fire has the following traits.
• Fire-dominant.
• Enhanced
magic. Spells and spell-like abilities with the fire descriptor are both
maximized and enlarged (as if the Maximize Spell and Enlarge Spell had been used
on them, but the spells don’t require higher-level slots). Spells and
spell-like abilities that are already maximized or enlarged are unaffected by
this benefit.
• Impeded magic. Spells and spell-like abilities that use
or create water (including spells of the Water domain and spells that summon
water elementals or outsiders with the water subtype) are impeded.
ELEMENTAL PLANE OF WATER
The Elemental Plane of Water is a sea
without a floor or a surface, an entirely fluid environment lit by a diffuse
glow. It is one of the more hospitable of the Inner Planes once a traveler gets
past the problem of breathing the local medium.
The eternal oceans of this
plane vary between ice cold and boiling hot, between saline and fresh. They are
perpetually in motion, wracked by currents and tides. The plane’s
permanent settlements form around bits of flotsam and jetsam suspended within
this endless liquid. These settlements drift on the tides of the Elemental Plane
of Water.
The Elemental Plane of Water has the following traits.
•
Subjective directional gravity. The gravity here works similar to that of the
Elemental Plane of Air. But sinking or rising on the Elemental Plane of Water is
slower (and less dangerous) than on the Elemental Plane of Air.
•
Water-dominant.
• Enhanced magic. Spells and spell-like abilities that
use or create water are both extended and enlarged (as if the Extend Spell and
Enlarge Spell metamagic feats had been used on them, but the spells don’t
require higher-level slots). Spells and spell-like abilities that are already
extended or enlarged are unaffected by this benefit.
• Impeded magic.
Spells and spell-like abilities with the fire descriptor (including spells of
the Fire domain) are impeded.
NEGATIVE ENERGY PLANE
To an observer,
there’s little to see on the Negative Energy Plane. It is a dark, empty
place, an eternal pit where a traveler can fall until the plane itself steals
away all light and life. The Negative Energy Plane is the most hostile of the
Inner Planes, and the most uncaring and intolerant of life. Only creatures
immune to its life-draining energies can survive there.
The Negative Energy
Plane has the following traits.
• Subjective directional
gravity.
• Major negative-dominant. Some areas within the plane have
only the minor negative-dominant trait, and these islands tend to be
inhabited.
• Enhanced magic. Spells and spell-like abilities that use
negative energy are maximized (as if the Maximize Spell metamagic feat had been
used on them, but the spells don’t require higher-level slots). Spells and
spell-like abilities that are already maximized are unaffected by this benefit.
Class abilities that use negative energy, such as rebuking and controlling
undead, gain a +10 bonus on the roll to determine Hit Dice affected.
•
Impeded magic. Spells and spell-like abilities that use positive energy,
including cure spells, are impeded. Characters on this plane take a
–10 penalty on Fortitude saving throws made to remove negative levels
bestowed by an energy drain attack.
Random Encounters: Because the Negative
Energy Plane is virtually devoid of creatures, random encounters on the plane
are exceedingly rare.
POSITIVE ENERGY PLANE
The Positive Energy Plane
has no surface and is akin to the Elemental Plane of Air with its wide-open
nature. However, every bit of this plane glows brightly with innate power. This
power is dangerous to mortal forms, which are not made to handle it. Despite the
beneficial effects of the plane, it is one of the most hostile of the Inner
Planes. An unprotected character on this plane swells with power as positive
energy is force-fed into her. Then, her mortal frame unable to contain that
power, she immolates as if she were a small planet caught at the edge of a
supernova. Visits to the Positive Energy Plane are brief, and even then
travelers must be heavily protected.
The Positive Energy Plane has the
following traits.
• Subjective directional gravity.
• Major
positive-dominant. Some regions of the plane have the minor positive-dominant
trait instead, and those islands tend to be inhabited.
• Enhanced
magic. Spells and spell-like abilities that use positive energy, including
cure spells, are maximized (as if the Maximize Spell metamagic feat had
been used on them, but the spells don’t require higher-level slots).
Spells and spell-like abilities that are already maximized are unaffected by
this benefit. Class abilities that use positive energy, such as turning and
destroying undead, gain a +10 bonus on the roll to determine Hit Dice affected.
(Undead are almost impossible to find on this plane, however.)
•
Impeded magic. Spells and spell-like abilities that use negative energy
(including inflict spells) are impeded.
Random Encounters: Because the
Positive Energy Plane is virtually devoid of creatures, random encounters on the
plane are exceedingly rare.