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www.roninarts.

com A Dozen Planar Traits

A Dozen
Planar Traits
by Michael Hammes Requires the use of the Dungeons & Dragons
Players Handbook

Introduction This PDF features a dozen planar traits


that a GM can use to give a little more per-
sonality to the various planes and help distin-
While working on another plane-related
projected, I found myself frequently refer- guish one light gravity, normal time, finite
encing the SRD section on planes. Truth be shape, sentient, water dominant, neutral-
told, I found that section to be less than aligned, wild magic plane from another. As
inspiring. After all, the planes are the home to such, these traits are designed to be added on
countless strange and mysterious realms; to top of, and used in conjunction with, those
have the possibilities reduced to what was in found within the SRD.
the text really didnt mesh with that idea. So, As always, if you find something in here
I did what I always do in such a situation: I that doesnt mesh with your idea, feel free to
wrote a PDF. change it to better suit your needs; its your
campaign and only you know how to run it.

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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miss chance in combat (all opponents have


CORROSIVE total concealment), loses any Dexterity
A corrosive plane has an acidic environ- bonus to AC, takes a 2 penalty to AC, moves
ment. Pools of acid, some as large as Material at half speed, and takes a 4 penalty on
Plane oceans, are everywhere on such planes Search checks and most Strength and
and the very air is acidic and poisonous in the Dexterity-based skill checks.
extreme. Such planes are among the most Darkness-dominant: Not only is such a
hostile in existence to Material Plane crea- plane completely dark, but the planes nature
tures and objects, and those without resist- actually works to reduce the effectiveness of
ance or immunity to acid are soon eaten to light sources, whether magical or mundane.
nothing. The two kinds of darkness-dominant traits
Unprotected objects and creatures take are minor darkness-dominant and major
2d10 points of acid damage every round they darkness-dominant.
are on a corrosive plane. Any object or crea- A minor darkness-dominant plane reduces
ture unfortunate enough to become sub- the radius that a light source illuminates to
merged in an acid pool takes 10d6 points of one-half its normal effectiveness (rounded
acid damage per round. Even if the acid itself down).
is protected against, the very air is poisonous Example: A candle would shed no light at
and a living creature must succeed at a all while a common lamp would shed bright
Fortitude save (DC 13) every round it is on light in a 5 ft. radius and shadowy illumina-
this plane or take 1 point of Constitution tion in a 15 ft. radius, and a continual flame
damage. spell would cast bright illumination out to 10
feet and shadowy illumination to 20 feet
DARK beyond.
A dark plane has no existing planar source A major darkness-dominant plane reduces
of light and is under a state of constant dark- the radius that a light source illuminates even
ness. The types of darkness that are possible more. Any given light source becomes inca-
on the various planes are detailed below: pable of shedding bright light and sheds only
Twilight: Light conditions are akin to dusk shadowy illumination out to one-half its nor-
or dawn on a Material Plane. In effect, a mal bright illumination radius.
shadowy illumination exists. This is usually Example: A candle would shed no light at
the result of bleed-over from a nearby plane all while a common lamp would shed shad-
or other phenomena. Under these conditions, owy light in a 5 ft. radius, and a continual
all objects and creatures are considered to flame spell would cast shadowy illumination
have concealment (attacks have a 20% miss out to 10 feet.
chance), as only shadowy shapes are visible
unless artificial light sources are available. DENSE ATMOSPHERE
Note that because there is no natural The atmosphere of such a plane is a pal-
source of light, low-light vision does not pable force, affecting everyone and every-
allow a creature to see further on a twilit thing within the area. Movement through
plane (although low-light vision still pro- such a plane is difficult as the very air resists
vides the usual benefits for artificial light any such attempt.
sources). Also, because it is not completely
As a result, all creatures can take only a
dark, darkvision is completely ineffective.
single move action or standard action each
Darkness: This plane is completely with- turn, but not both; full-round actions are not
out light. On such plane, creatures without possible. In addition, creatures take a -2
darkvision are effectively blinded without penalty on all attack rolls, AC, and Reflex
external light sources. In addition to the obvi- saves. Furhtermore, all ranged attacks have
ous effects, a blinded creature has a 50% their range increments reduced to one-half.

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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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Fatigued: A fatigued creature can neither


run nor charge and takes a 2 penalty to TRANQUIL
Strength and Dexterity. Doing anything that Although extremely rare, a tranquil plane
would normally cause fatigue causes the is one where the plane actively seeks to sup-
fatigued creature to become exhausted. It press emotions. Such planes are usually
takes 16 hours of complete rest to rid a crea- beautiful in the extreme, often featuring
ture of fatigue on a thin atmosphere plane. bucolic landscapes with blue skies and white,
Exhausted: An exhausted creature moves fluffy clouds.
at half speed and takes a 6 penalty to A tranquil plane exerts a constant calm
Strength and Dexterity. It takes 2 hours of emotion effect as cast by a 20th level caster.
complete rest to rid a creature of exhaustion Anyone wishing to avoid or counter this
on a thin atmosphere plane; the creature is effect must succeed at a Will save (DC 20)
still fatigued. every round while they are on this plane.
Unconscious: Knocked out and helpless. Note that after failing the check, most crea-
A creature unconscious due to fatigue tures find they lack the desire to resist the
remains so for 1 hour on a thin atmosphere planes tranquility.
plane, at which time it awakens and is The plane buffers any extreme emotions;
exhausted. it stops angry creatures from fighting or joy-
Engaging in strenuous activity, such as ous ones from reveling. The plane automati-
combat, lifting heavy objects, running, etc. cally suppresses (but does not dispel) any
speeds up the fatiguing process tremendous- morale bonuses granted by spells such as
ly and requires a Constitution check at the bless, good hope, and rage, as well as negat-
end of every round after the first. ing a bards ability to inspire courage or a
Example: Jim the fighter gets into combat barbarians rage ability. It also suppresses
with group of skeletons on a thin atmosphere any fear effects and removes the confused
plane. Starting with the first round of combat, condition from all targets. On this plane, a
Jim must make a Constitution check every suppressed spell or effect has no effect. If a
round after the first. He makes the first two creature leaves the tranquil plane, any
checks at DC 10 and DC 11, but is unlucky remaining spell or effect takes hold of the
the third time and fails the DC 12 check. Jim creature again, provided that its duration has
is now fatigued and suffers the appropriate not expired in the meantime.
penalties. Unfortunately, there are still skele- Creatures under the tranquility effect of
tons remaining and so Jim has to fight on. the plane cannot take violent actions
He succeeds at the next three checks (DC (although they can defend themselves) or do
13, 14, and 15), but fails the next one at DC anything destructive. Any aggressive action
16 and is now exhausted. Desperately, Jim against or damage dealt to a tranquil creature
launches one final attack and manages to slay usually causes it to attempt another save.
the last skeleton. But he must still succeed at Note that creatures defending themselves
his next Constitution check (DC 17) or he while in a tranquil state will do so as effec-
will pass out from the exertion. Fortunately, tively, and efficiently, as possible all while
Jim makes it and drops to the ground, still remaining perfectly calm.
exhausted. Just as he is about to grab some Creatures immune to mind-affecting
rest, he spots yet more skeletons coming for effects are immune to the tranquility effect of
him. such a plane.
At the DMs option, creatures that spend
enough time on the plane (usually one
month) have their bodies adapt to the thin
atmosphere conditions and no longer suffer
these penalties.

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d20 Wind Speed d20 Wind Force d20 Wind Direction2


1-15 Constant 1 Light 1-15 Single Direction
16-20 Variable1 2-6 Moderate 16-20 Time Variable1
7-11 Strong
d20 Time Unit 12-15 Severe
1 1 Round 16-17 Windstorm
2-5 1 Turn 19 Hurricane
6-11 1 Hour 20 Tornado
12-20 1 Day
1Roll once on the Time Unit table to determine how often a new Wind Force and or new Wind
Direction needs to be rolled.
2Use a d10 to determine wind direction: 1 = North, 2 = South, 3 = East, 4 = West, 5 =
Northeast, 6 = Northwest, 7 = Southeast, 8 = Southwest, 9 = Up, 10 = Down.

smaller are blown back 1d6x10 feet every


WINDY round.
A constant wind blows on this plane. This A Fortitude save (DC 10) is required every
can be anything from a gentle breeze that can round to avoid the winds effects.
be felt on the skin to hurricane-force winds Severe Wind: In addition to automatically
that batter everything on the plane with extinguishing any unprotected flames, winds
relentless force. Such winds can come from a of this magnitude cause protected flames
constant direction and constant speed, swirl (such as those of lanterns) to dance wildly
from everywhere, or change direction in a and have a 50% chance of extinguishing
predictable or random pattern, etc. these lights. Ranged weapon attacks and
DMs may use the above tables to deter- Listen checks are at a 4 penalty.
mine wind conditions or make their own. Land-bound creatures of Tiny size or
Wind Effects smaller are knocked prone and rolled 1d4x10
The following effects result from the vari- feet every round, taking 1d4 points of non-
ous wind speeds. Note that the effects go far lethal damage per 10 feet. Airborne creatures
beyond those listed as a wind can fan flames, of Small size or smaller are blown back
kick up dust, dirt, and rocks, collapse struc- 2d6x10 feet every round and take 2d6 points
tures, etc. of nonlethal damage due to battering and buf-
Light Wind: A gentle zephyr that can be feting.
felt on the skin. It may be cool or warm rela- Land-bound creatures of Small size are
tive to the planes conditions, but otherwise knocked prone by the force of the wind.
has no effect. Airborne creatures of Medium size are blown
Moderate Wind: A steady wind with a back 1d6x10 feet every round.
50% chance of extinguishing small, unpro- Land-bound creatures of Medium size are
tected flames, such as candles. unable to move forward against the force of
Strong Wind: Gusts that automatically the wind. Airborne creatures of Large size are
extinguish unprotected flames (candles, blown back 1d6x5 feet every round.
torches, and the like). Such gusts impose a 2 A Fortitude save (DC 15) is required every
penalty on ranged attack rolls and on Listen round to avoid the winds effects.
checks. Windstorm: Powerful enough to bring
Land-bound creatures of Tiny size or down branches if not whole trees, wind-
smaller are knocked prone by the force of the storms automatically extinguish unprotected
wind. Airborne creatures of Small size or flames and have a 75% chance of blowing
out protected flames, such as those of

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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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