This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
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.
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.
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.
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.
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.