Beruflich Dokumente
Kultur Dokumente
A Dozen
Planar Traits
by Michael Hammes Requires the use of the Dungeons & Dragons
Players Handbook
ROLE-PLAY ALERT
One of the great things about venturing out among the planes and demiplanes is that it
gives the DM a chance to really stretch his or her imagination; its an excuse to really do
something unusual since planes can have any kind of conditions, from sentient fiery hells
with heavy gravity to a giant room with light gravity where normal characters are the size
of fleas.
Once youve determined the conditions, however, it is helpful to give some thought as to
what, if anything, lives on the plane and what form that life and any civilization would take;
life on a heavy gravity world will be much different than on a subjective directional gravi-
ty world even if every other aspect is the same.
More importantly, because sooner or later there will be conflict, it is important to ascer-
tain which creatures have great advantages in such a plane. While it is obvious that on fire
planes creatures immune to fire damage are naturally at an advantage over those that are not
immune to fire damage (and would be much more likely to visit or even live there and estab-
lish a civilization), other advantages are a bit more subtle. In fact, as you read through the
twelve planar traits in this PDF, you will find that undead and constructs would have sig-
nificant advantages on a number of them because they do not breathe, eat, suffer from poi-
son, or are affected by mind-affecting magics. So, by putting the right monsters in favorable
planar environments, the GM automatically increases the difficulty of combating them and
put a fresh twist on the idea of yet another horde of skeletons.
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Finally, all creatures move at half normal take penalties in bright light, such as those
speed (round down to the next 5-foot incre- with light blindness, suffer them throughout
ment). this plane. Note that because this is not true
The only advantage to the dense atmos- sunlight, at the DMs option creatures that are
phere is falling. Creatures that fall do so at damaged or destroyed by bright light are not
half speed and take 1d6 points of damage for affected by this light.
every 20 feet fallen (10d6 maximum). Dazzling: This is an amount of light equiv-
alent to looking directly at a bright source of
FOGGY light. All creatures are dazzled (1 penalty on
attack rolls, Search checks, and Spot checks)
A perpetual and all-encompassing fog per-
while creatures that are particularly sensitive
vades the entire plane hampering vision. The
to light, such as those with light blindness, are
fog obscures all sight, including darkvision,
blinded (50% miss chance in combat, lose
beyond 5 feet. A creature within 5 feet has
Dexterity bonus to AC, 2 penalty to AC,
concealment (attacks have a 20% miss
move at half speed, 4 penalty on Search
chance). Creatures farther away have total
checks and most Strength and Dexterity-
concealment (50% miss chance, and the
based skill checks). Note that because this is
attacker cant use sight to locate the target).
not true sunlight, at the DMs option creatures
that are damaged or destroyed by bright light
INVISIBLE are not affected by this light.
The entire plane is covered by a powerful Blinding: This is an amount of light equiv-
effect that renders every creature, every fea- alent to looking directly at the sun. All crea-
ture, and every object (attended or unattend- tures are blinded (50% miss chance in com-
ed) upon the plane invisible at all times; spell bat, lose Dexterity bonus to AC, 2 penalty to
resistance does not negate the invisibility AC, move at half speed, 4 penalty on Search
caused by such a plane. checks and most Strength and Dexterity-
Visitors to the plane find that both they based skill checks). Creatures that are partic-
and their equipment also become invisible; a ularly sensitive to light, such as those with
visitor can see neither its own hands, nor its light blindness, are also blinded and must suc-
own equipment, much less any other crea- ceed at a Fortitude save (DC 15 +1 for every
tures or features. As with the spell invisibili- hour of exposure) or be permanently blinded.
ty, light itself does not become invisible, Note that because this is not true sunlight, at
although its source does. the DMs option creatures that are damaged
or destroyed by bright light are not affected
LIGHT by this light.
A light plane has an existing planar source Light -dominant: Not only is such a plane
of light. But this source is not a sun or other either dazzling or blinding, but the planes
specific source. Rather, it is a condition of the nature actually works to reduce the effective-
plane itself (the very air is charged with light, ness of darkness magic. The two kinds of
every natural object sheds light, etc.). This light-dominant traits are minor light-domi-
condition provides a constant level of light nant and major light-dominant.
throughout the plane. This means that there A minor light-dominant plane reduces the
are no shadows or other areas of darkness radius of darkness magic to one-half its nor-
(whether this extends to any below-ground mal effectiveness (rounded down).
areas is up to the DM). Example: A darkness spell casts shadowy
The types of light that are possible on the illumination out to a 10-foot radius and a
various planes are detailed below: deeper darkness spell casts shadowy illumi-
Daylight: This is an amount of light equiv- nation out to a 30-foot radius.
alent to a bright summers day. Creatures that
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A major light-dominant plane is always Although more rare, there are poisonous
blinding and reduces the radius of darkness planes where the material that the plane is
magic to one-quarter its normal effectiveness composed of is toxic. In this case the planes
(rounded down). environment constantly secretes a potent
Example: A darkness spell casts shadowy contact poison. This is always noticeable as a
illumination out to a 5-foot radius and a deep- fine film or ooze that covers everything upon
er darkness spell casts shadowy illumination the plane. Creatures coming in contact with
out to a 15-foot radius. the poison must succeed at a Fortitude save
(DC 13) or take 1 point of Constitution dam-
NOXIOUS age as initial damage. Another Fortitude save
(DC 13) is required on minute later or the
A noxious plane is pervaded by a smell
unfortunate takes and 1d4 points of
found to be unpleasant. The smell can be
Constitution damage as secondary damage.
anything, from sulfur vents to decaying bod-
ies to the wastes of another plane. The vari-
ous types of noxious planes are detailed SILENT
below. Complete silence prevails on the entire
Unpleasant: This plane smells bad, but plane; all sound is stopped. Conversation is
beyond this has no effect on game play. impossible, spells with verbal components
Offensive: Upon first entering the plane a cannot be cast, magic items with spell trig-
creature must succeed at a Fortitude save gers or command words cannot be activated
(DC 15) or be sickened (2 penalty on all and those that emit sound do not function; no
attack rolls, weapon damage rolls, saving noise whatsoever issues from, enters, or pass-
throws, skill checks, and ability checks) es through the plane.
throughout its stay. Creatures with a particu- Obviously, Listen checks are impossible
larly keen sense of smell, such as those with on such a plane.
the scent ability, receive a -4 penalty to the
Fortitude save. Creatures that succeed at their THIN ATMOSPHERE
save are unaffected. Though breathable, the air is very thin on
Foul: Upon first entering the plane, a such a plane making it difficult for living
creature must succeed at a Fortitude save creatures to draw breath.
(DC 20) or be nauseated (unable to attack, A creature may walk (or swim or fly if
cast spells, concentrate on spells, or do any- those are its normal modes of movement) for
thing else requiring attention; the only action 1 hour without a problem. For every addi-
is a single move action per turn) for the dura- tional consecutive hour of normal movement
tion of its stay. Even creatures that succeed at thereafter a creature must succeed at a
the Fortitude save are sickened throughout Constitution check (DC 10 + 1 for every
their stay. Creatures with a particularly keen additional hour) or become fatigued (see
sense of smell, such as those with the scent below). Taking an hour to rest after every
ability, receive a -4 penalty to the Fortitude hour of walking negates the need for a
save. Constitution check.
If the fatigued creature continues normal
POISONOUS movement, it must continue to make
The very air of a poisonous plane is toxic Constitution checks with subsequent failure
to living creatures. Any living creature on rendering the creature exhausted (see below).
such a plane must succeed at a Fortitude save If an exhausted creature continues to
(DC 15) every round they breathe or take 1 move, it continues to make Constitution
point of Constitution damage. checks with its next failure resulting in it
becoming unconscious (see below) from the
exertion.
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lanterns. Ranged weapon attacks are impossi- Tornado (CR 10): All flames are extin-
ble, and even siege weapons have a 4 penal- guished. All ranged attacks are impossible
ty on attack rolls. Listen checks are at a 8 (even with siege weapons), as are Listen
penalty due to the howling of the wind. checks. Instead of being blown away (see
Land-bound creatures of Small size or Table: Wind Effects), characters in close
smaller are knocked prone and rolled 1d4x10 proximity to a tornado who fail their
feet every round, taking 1d4 points of non- Fortitude saves are sucked toward the torna-
lethal damage per 10 feet. Airborne creatures do. Those who come in contact with the actu-
of Medium size or smaller are blown back al funnel cloud are picked up and whirled
2d6x10 feet every round and take 2d6 points around for 1d10 rounds, taking 6d6 points of
of nonlethal damage due to battering and buf- damage per round, before being violently
feting. expelled (falling damage may apply). While
Land-bound creatures of Medium size are a tornados rotational speed can be as great as
knocked prone by the force of the wind. 300 mph, the funnel itself moves forward at
Airborne creatures of Large size are blown an average of 30 mph (roughly 250 feet per
back 1d6x10 feet every round. round). A tornado uproots trees, destroys
Land-bound creatures of Large size are buildings, and causes other similar forms of
unable to move forward against the force of major destruction.
the wind. Airborne creatures of Huge size are Land-bound creatures of Large size or
blown back 1d6x5 feet every round. smaller are knocked prone and rolled 1d4x10
A Fortitude save (DC 18) is required every feet every round, taking 1d4 points of non-
round to avoid the winds effects. lethal damage per 10 feet. Airborne creatures
Hurricane-Force Wind: All flames are of Huge size or smaller are blown back
extinguished. Ranged attacks are impossible 2d6x10 feet every round and take 2d6 points
(except with siege weapons, which have a 8 of nonlethal damage due to battering and buf-
penalty on attack rolls). Listen checks are feting.
impossible: All characters can hear is the Land-bound creatures of Huge size are
roaring of the wind. Hurricane-force winds knocked prone by the force of the wind.
often fell trees. Airborne creatures of Gargantuan or Colossal
Land-bound creatures of Medium size or size are blown back 1d6x10 feet every round.
smaller are knocked prone and rolled 1d4x10 Land-bound creatures of Gargantuan or
feet every round, taking 1d4 points of non- Colossal size are unable to move forward
lethal damage per 10 feet. Airborne creatures against the force of the wind.
of Large size or smaller are blown back A Fortitude save (DC 30) is required every
2d6x10 feet every round and take 2d6 points round to avoid the winds effects.
of nonlethal damage due to battering and buf-
feting.
Land-bound creatures of Large size are
knocked prone by the force of the wind.
Airborne creatures of Huge size are blown
back 1d6x10 feet every round.
Land-bound creatures of Huge size are
unable to move forward against the force of
the wind. Airborne creatures of Gargantuan
or Colossal size are blown back 1d6x5 feet
every round.
A Fortitude save (DC 20) is required every
round to avoid the winds effects.
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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License, the Contributors grant You a perpetual, worldwide, royalty-free, System Reference Document Copyright 2000, Wizards of the Coast, Inc.;
non-exclusive license with the exact terms of this License to Use, the Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
Open Game Content. material by E. Gary Gygax and Dave Arneson.
5.Representation of Authority to Contribute: If You are contributing orig- A Dozen Planar Traits 2004 Michael Hammes, published by Ronin
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