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.
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. |