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.
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.
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 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 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.
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 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.
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.
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.
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.
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.
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.
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.