Magic Alterations By Plane in Planescape 4e

On the planes, magic is complicated process. On the Prime Material, belief and matter coexist equally and magical influences balance each other out. If you want to create a chunk of rock there's plenty to be had, and if you are trying to smite your enemy with a bolt of righteous faith you can focus your belief into a lance with the right prayer. On other planes this is not true, which most Clueless take to mean that the Prime is the center of everything and has the most access. This is one way to think of it, but canny planewalkers often find it easier to take it one plane at a time. It's easier to stir up emotion on Arborea and harder to find pure elements because that's just how the plane works. Know what you're getting into and that's half the battle there.
Note: Many of these mechanics come from the Manual of the Planes and others come from Dunamin's Planes of Chaos Mechanics and Mechanics.

The Outer Planes

Pseudoelemental: Summoning and conjuring powers which summon ethereal or elemental creatures fail. When used on the Outer Planes, an elemental summoning spell will collect together the solid belief of the plane in the form of the element. In broad strokes, the result is the same but the creatures created by these spells are not the dispassionate creatures of the Inner Planes but rather beings infused with the mood of the plane, something Guvners call "ontological elementals" or "pseudoelementals" to differentiate them from true elemental beings. A wizard who summons a fire pseudoelemental on Mt. Celestia, for example, can expect it to act with the military precision and righteousness of an archon. Likewise, a druid who brings a pseudo-fire beetle in the Abyss will find the beetle cruel and violent. In both cases, the summoners may have a harder time than normal controlling the creature. With the proper spell key, of course, a planewalker can make a connection to the Inner Planes and draw forth a real elemental creature. True elementals on the Outer Planes have the power to overcome any diminishing of elemental effects from the plane around them.

The Abyss

Type: Outer Plane, Lower Plane, Plane of Chaos.
Size and Shape: A supposedly infinite number (possibly only 666) of infinite layers.
Gravity: Normal.
Mutability:** Divinely mutable.

Each layer of the Abyss has it's own particular rules, but the following conditions almost always apply…
Death Comes Quickly: Death saving throws take a -1 penalty and creatures die after only two such failed saves.
Rule through Force: Intimidate checks gain a +1 bonus while Diplomacy checks take a -1 penalty.
Blood and Gore: Critical hits also deal ongoing damage 5 (save ends).

Acheron

Type: Outer Plane, Lower Plane, Plane of Law.
Size and Shape: Floating cubes with four layers: Avalas, Thuldanin, Tintibulus, Ocanthus.
Gravity: Normal and always down towards the cube's surface.
Mutability: Divinely mutable.

Cube Collision: Occasionally, Acheron iron cubes drift into collision course with each other. When the PCs are caught off-guard near the impact zone of such an event, the DM might treat the collision as a Skill Challenge using Acrobatics, Athletics, and Perception as primary skills with failed checks resulting in damage and loss of healing surges (suitable for overland escape from larger cube collisions), or as a blaster hazard with close burst attacks vs Reflex that gradually increase in burst area (suitable for smaller cube collisions where the PCs cannot readily escape or are engaged in combat).
War is Highest: On Acheron, the idea of "cheating" by wasting your opponent away is diminished. Necrotic powers deal 5 less damage per tier (-5 heroic, -10 paragon, -15 epic).

Tintibulus

Ringing Resonance: Tintibulus features iron polygonal blocks in addition to cubes and these blocks constantly collide with each other. The collisions create a constant ringing sensation that imparts a -5 penalty on Perception checks.

Ocanthus

Razor Shards of Ocanthus: Ocanthus features no blocks but only razor thin plates of black ice. The larger ones support weight readily, but the smaller ones effectively become deadly cutting shards. These can present frequent paragon or epic tier blaster hazard to the unsheltered, targeting Reflex, using low normal damage values (DMG p42) and dealing ongoing damage.

Arborea

Type: Outer Plane, Upper Plane, Plane of Chaos.
Size and Shape: Three infinite layers: Olympus, Ossa, Pelion
Gravity: Subjective (towards the nearest cube).
Mutability: Divinely mutable.

Inveiglement: Attacks with the charm or illusion keyword gain a +1 bonus to the attack roll.
Emotions Run Wild: Saves against effects with the fear or charm keyword take a -1 penalty.
Reckless Moods: In social Skill Challenges, Charisma-based checks grant 2 successes when passed and 2 failures when failed.
Surge of the Heart: Once per day, upon using an attack power, any creature can add the Invigorating keyword to the power as a Free Action.

Arcadia

Type: Outer Plane, Upper Plane, Plane of Law.
Size and Shape: Three (possibly more) infinite layers: Abellio, Buxenos, and Nemausus.
Gravity: Normal.
Mutability: Divinely mutable.

Geometrical Perfection: When three or more creatures are arranged next to each other in a straight line, they all receive +1 to attacks and any forced movement effects against them can be prevented with an immediate saving throw. These benefits are lost if the line is broken or another creature moves adjacent without extending the straight line.
Arcadian Consistency: Once per day, upon using an attack power, any creature can add the Reliable keyword to the power as a Free Action.
Strict Hierarchy: Charisma-based skill checks receive a +1 bonus when interacting with a character of lower level and take a -1 penalty when interacting with a character of higher level.

Baator

Type: Outer Plane, Lower Plane, Plane of Law.
Size and Shape: Nine infinite layers: Avernus, Dis, Minauros, Phlegethos, Stygia, Malbolge, Maladomini, Cania, Nessus.
Gravity: Normal.
Mutability: Divinely mutable.

Avernus

Plummet into Hell: Creatures who enter Baator from the Astral Plane fall through the sky and take 5d10 damage on impact, are knocked prone, and take ongoing 10 fire damage (save ends).
Fiery Strength: Attacks with the fire keyword gain a +1 bonus to the attack roll, and attacks with the cold keywords deal half damage (cold damage is not afflicted).

Dis

Fiery Strength: Attacks with the fire keyword gain a +1 bonus to the attack roll, and attacks with the cold keywords deal half damage (cold damage is not afflicted).

Minauros

Hellish Corruption: Attacks with the disease or poison keyword gain a +1 bonus to the attack roll. Healing powers restore only hafl as many hit points as normal.

Phlegethos

Fiery Strength: Attacks with the fire keyword gain a +1 bonus to the attack roll, and attacks with the cold keywords deal half damage (cold damage is not afflicted).

Stygia

Icy Tyranny: Attacks with the cold keyword gain a +1 gonus to the attack roll, and attacks with the fire keyword deal half damage (ongoing fire damage is not affected)

Maladomini

Hellish Corruption: Attacks with the disease or poison keyword gain a +1 bonus to the attack roll. Healing powers restore only hafl as many hit points as normal.

Cania

Icy Tyranny: Attacks with the cold keyword gain a +1 gonus to the attack roll, and attacks with the fire keyword deal half damage (ongoing fire damage is not affected).

Nessus

Fiery Strength: Attacks with the fire keyword gain a +1 bonus to the attack roll, and attacks with the cold keywords deal half damage (cold damage is not afflicted).

The Beastlands

Type: Outer Plane, Upper Plane, Plane of Conflict.
*Size and Shape:** Three infinite layers: Krigala, Brux, and Karasuthra.
Gravity: Normal.
Mutability: Divinely mutable.

Abundant Life: All spells with the necromantic or necrotic keywords deal half damage.
Power From the Land: In this wild realm, when a character uses a primal daily power with the rage or polymorph keywords he gains a +2 primal bonus on his next saving throw before the start of his next turn.
Realm of Beasts: As the land of beasts and nature spirits, any primal powers with the summoning, beast form, or spirit keywords gain a +1 bonus to attack rolls.
Will of the Mortai: Because of the presence of the living cloud creatures called the mortai, any powers and rituals that grant a fly speed or prevent falling damage are prevented from doing so. If the power or ritual has other effects these function normally, otherwise the power or ritual simply fails to do anything.

Krigala

Eager Face of Selera: On the bright layer of always-day is ruled by the burning face of its sun, Selera. Because of her influence, all powers with the fire keyword deal 5 extra fire damage and all powers with the cold keyword deal half damage.

Karasuthra

Jealous Face of Noctos: In the darkness of Karasuthra, the moon Selera wants all light for herself. Powers with the shadow keyword gain +1 attack and those with the fire keyword deal half damage. In addition, normal light sources refuse to light on this layer (though lights brought through a portal will stay lit) and any functioning light sources illuminated a radius only half as large as normal.

Bytopia

Type: Outer Plane, Upper Plane, Plane of Conflict.
Size and Shape: Two layers, each oriented toward the other: Shurrock and Dothion.
Gravity: Normal on each layer. It's possible to fly or climb from one to the other which involves switching gravities. Those crossing must make a Dexterity check (moderate DC) or fall prone.
Mutability: Divinely mutable.

Hale and Healthy: Powers with the healing keyword always heal the maximum number of hit points when used. On the other hand, any spell with the necromancy or necrotic keywords deals half damage.
Land of Craftsmen: The plane of Bytopia is a realm where people work hard to accomplish their goals and bringing in outside works can turn the plane against you. When a character uses a power with the weapon or implement keyword and uses a weapon or implement not created on Bytopia takes a -2 penalty to his next saving through before the start of the next round. Additionally, any Creation ritual takes half as long as normal on Bytopia.

Carceri

Type: Outer Plane, Lower Plane, Plane of Conflict.
Size and Shape: Six infinite layers: Othrys, Cathrys, Minethys, Colothys, Porphatys, Agathys.
Gravity: Normal.
Mutability: Divinely mutable.

The Inmates are Running the Asylum: When a character uses a power with the summoning keyword, the summoned creature isn't fully under his control. Likewise, a dominated creature still has a measure of selfishness despite the effect it is under. In both cases, in order for the controlling character to give the summoned or dominated creature a command, he must offer a blood sacrifice: the caster suffers 5 damage per tier (10 at paragon levels, 15 at epic levels) in necrotic damage. This damage ignores resistances and immunities and cannot be reduced in any way.
Prison of Blood: Healing powers heal only half the normal amount of damage.

Elysium

Type: Outer Plane, Upper Plane, Plane of Conflict.
Size and Shape: Four infinite layers: Amoria, Eronia, Belierin, Thalasia.
Gravity: Normal.
Mutability: Divinely mutable.

Freedom of Charity: Any power with the summoning keyword works as normal but the summoned creature is infused with the purely good nature of Elysium and a measure of its own control. When a evil or chaotic evil character gives orders to a summoned creature, he takes a -1 to attack rolls until the start of his next turn.
Honest and Sure: Lawful Good and Good-aligned and creatures receive a +4 bonus to defense and a +2 bonus to saving throws against powers with the charm or illusion keywords. Chaotic Evil and Evil-aligned creatures receive a -4 penalty to defense and a -2 penalty to saving throws against powers with these keywords.
Realm of Purity: Powers with the poison, necrotic, shadow, or necromancy keywords deal half damage. Characters can choose to suffer one-half their healing surge as radiant damage to temporarily negate this restriction. This damage ignores resistances and immunities and cannot be reduced in any way.
The Traveler's Way: For those of good conscience, traveling on Elysium is fairly easy. Any location on the same layer can be reached in a few hours and another layer takes just a few days. However, the more evil acts that one engages in along the way, the more time is added on to the journey.
True Heart Revealed: It's commonly held that there are no darks to be kept on Elysium, but the real truth is they're just sodding hard to keep quiet. Deception rituals cast on this plane have their component costs doubled.

Gehenna

Type: Outer Plane, Lower Plane, Plane of Law.
Size and Shape: Three mountainous, infinite layers: Khalas, Chamada, Mungoth.
Gravity: Normal.
Mutability: Divinely mutable.

Corruption: Attacks with the disease, poison, or necrotic keyword gain a +1 bonus to the attack roll. Healing powers restore only half as many hit points as normal. Attacks with the radiant keyword deal half damage (ongoing radiant damage is not affected).
Darks Revealed: Some say it's because there's no charm on Gehenna, others say it's because the bare essence of truth lies revealed on this plane. Whatever the reason, Deception rituals cost twice the normal component cost to cast.
The Fourfold Furnaces: On the burning slopes of Gehenna, spells with the fire keywords gain a +1 bonus to attack rolls and those with the cold keyword deal half damage.
Rule Through Fear: Spells with the shadow, necrotic, or force keywords gain a +1 bonus to attack rolls. Spells with the radiant or charm keywords suffer -1 to attack rolls.

Krangath

The Frozen Furnace: In the frozen depths of Gehenna's fourth layer, the burning heat is replaced with freezing winds. The effects of "The Fourfold Furnaces" above are reversed here: powers with the cold keyword gain a +1 bonus to attack rolls and thos with the fire keyword deal half damage.

The Gray Waste

Type: Outer Plane, Lower Plane, Plane of Conflict.
Size and Shape: Three infinite layers: Oinos, Niflheim, Pluton.
Gravity: Normal.
Mutability: Divinely mutable.

Death of the Soul: Attacks with the cold or necrotic keyword gain a +1 bonus to the attack roll (attacks with both keywords gain a +2 bonus). Attacks with the fire keyword deal half damage (ongoing fire damage is not affected).
Freedom of Sin: Any power with the summoning keyword works as normal but the summoned creature is infused with the purely evil nature of the Gray Waste and a measure of its own control. When a good or lawful good character gives orders to a summoned creature, he takes a -1 to saving throws until the start of his next turn.
Seeping Gloom: The Waste is a powerful psychic effect that dominates all life in it, sapping will and draining interest. Powers with the charm keyword suffer a -1 penalty to attack rolls in the Gray Waste, but those that are successful can snap folks out of the Waste's effects. Anyone under the effect of a power with the charm or dominate keywords suffer a -2 penalties to their saving throws to end the effect.
Truth Bleeds to Lies: The Waste sometimes tells you what you want to hear instead of what really is. When a character uses a Scrying ritual on the Waste, the DM should roll 1d20 in secret. If the roll result is higher than the character's unmodified roll to cast the ritual, the caster receives a distorted vision of what he expects to see instead of the real scene.

Limbo

Type: Outer Plane, Concordant Plane, Plane of Chaos.
Size and Shape: Infinite chaos.
Gravity: Subjective.
Mutability: Unstable.

The Everchanging Soup: Travelers in Limbo are frequently threatened by dangerous elemental terrain that suddenly moves, grows, or forms close by. At the start of an encouter or scene, the DM rolls a d20 and consults the following chart. The indicated terrain appears throughout, over a portion, or across the entire area.

d20 Hazard d20 Hazard
1 Choke Frost (DMG p. 67) 11 Healing Ground (DMG2 p. 60)
2 Font of Power (DMG p. 68) 12 Infernal Fumes (DMG2 p. 60)
3 Grasping Slime (DMG p. 68) 13 Needle Hedge (DMG2 p. 61)
4 Loadstone (DMG p. 68) 14 Thunder Shards (DMG2 p. 61)
5 Astral Flame (MotP p. 21) 15 Fey Circle (DMG2 p. 60)
6 Blast Cloud (DMG2 p. 58) 16 Illusions
7 Doomlight Crystal (DMG2 p. 59) 17 Elemental Seepage (MotP p. 22)
8 Eldritch Influx (DMG2 p. 59) 18 Energy Crystals (MotP p. 22)
9 Elemntal Windchurn (DMG2 p. 59) 19 Hybrid Terrain, roll again twice.
10 Grasping Bog (DMG2 p. 60) 20 Hybrid Terrain, roll again three times.

When a result of 19 or 20 is rolled, two or three terrains overlap. These are not two separate effects but a single terrain with the qualities of all results. When rolling for hybrid terrains, ignore results above 18.
Freedom of Chaos: Any power with the summoning keyword works as normal but the summoned creature is infused with the purely chaotic nature of Limbo and a measure of its own control. When a summoned creature receives the same command as it received last round, the creature is slowed until the start of the summoner's next turn.
Pure Chaos: When an Action Point is spend to make an attack or skill check, add 1d12-6 to the roll.

Mechanus

Type: Outer Plane, Concordant Plane, Plane of Law.
Size and Shape: Infinite order.
Gravity: Normal.
Mutability: Divinely mutable.

Demands of Law: Any power with the summoning keyword works as normal but the summoned creature is infused with the purely lawful nature of Mechanus and the plane itself maintains measure of control over it. When a summoned creature receives the different command from the one it received last round, the creature is slowed until the start of the summoner's next turn.
Everything As It Seems: Bluff checks take a -2 penalty and powers with the illusion keyword take a -1 penalty to attacks.
Habitable Atmosphere: Any creature with a respiratory system can breathe Mechanus’ air, even if they normally only can breathe underwater.
Perfect Comprehension: Within Mechanus all speech turns into one language that is perfectly understood by everyone in the plane.

Mt. Celestia

Type: Outer Plane, Upper Plane, Plane of Law.
Size and Shape: Seven infinite layers: Lunia, Mercuria, Venya, Solania, Mertion, Jovar, Chronias.
Gravity: Normal.
Mutability: Divinely mutable.

Angelic Radiance: Attacks with the radiance keyword gain a +1 bonus to the attack roll, and attacks with the necrotic keyword deal half damage (ongoing necrotic damage is not affected).
Reward of the Just: The nature of the plane makes helping others more worthwhile. Cooperation on skill checks (PHB p. 179) and the Aid Another action (PHB p. 287) gives a +3 bonus rather than +2.
Paths of the Virtuous: Progressing up the mountain-side to access higher layers is most efficient by adhering to Celestia’s virtues and philosophical paths. The DM might call for a Skill Challenge for the PCs to successfully reach the next layer, using Insight, Endurance, and Religion as primary skills with higher complexity for higher layers. Complexity 1 to ascend from the First Heaven, complexity 2 to ascend from the Second Heaven, and so on. Ascending from the sixth layer and into the Highest Heaven of Chronias cannot be accomplished this way, naturally.

Lunia

The Silver Sea: Upon entering the plane travelers arrive falling in the holy sea of Lunia – their swim to shore is the first test of diligence, a fundamental virtue of Celestia. The traveler makes a single Athletics check to represent the entire swim against DC 15 at heroic tier, 20 at paragon, and 25 at epic (the plane presents greater challenges to those of greater power). Failure summons a zoveri to aid the traveler ashore, though if he’s trained in Athletics he suffers a -1 penalty to Diplomacy checks with the natives for his entire stay in Celestia. The holy waters are damaging to evil immortals (I assume here that we change demon and yugoloth origin from elemental to immortal, as the 4E MotP suggests for the Great Wheel).

The Outlands

Tyep: Outer Plane, Concordant Plane.
Size and Shape: Infinite plane with an infinitely tall Spire in the center.
Gravity: Normal.
Mutability: Divinely mutable.

The Power of the Journey: On the Outlands, the physical distance between places tends to shift around and to make traveling an even-handed affair. Moving from one place to a location nearby will take 3d6 days to complete, no matter who does the traveling, what method they use, or what speed they move at. A traveller walking on foot and one riding a horse who are traveling from Hopeless to Curst will both arrive at the same time, though they may have seen different things along the way. Teleportation (assuming it works; see below) and portals will work normally.
Rings of the Spire: The Spire neutralizes magic and other effects the closer a traveler gets. Consult the following table to see the effects.

Ring Effects (cumulative with higher rings) Ring Effects (cumulative with higher rings)
1st At the Spire, all rituals are negated and non-basic attacks are unusable. 16th Level 16 rituals negated. Level 12 utility powers negated.
2nd Level 2 rituals negated. 17th Level 17 rituals negated. Encounter powers and those with a recharge mechanic impeded (-2 to attack rolls).
3rd Level 3 rituals negated. 18th Level 18 rituals negated.
4th Level 4 rituals negated. Encounter powers and those with a recharge mechanic are hindered (-5 to attack rolls) 19th Level 19 rituals negated.
5th Level 5 rituals negated. All creatures gain resist 5 fire and resist 5 cold. 20th Level 20 rituals negated. Level 16 utility powers negated.
6th Level 6 rituals negated. All utility powers negated. 21st Level 21 rituals negated.
7th Level 7 rituals negated. Class at-will powers impeded (-2 to attack rolls). 22nd Level 22 rituals negated.
8th Level 8 rituals negated. 23rd Level 23 rituals negated. Level 22 utility powers negated.
9th Level 9 rituals negated. 24th Level 24 rituals negated.
10th Level 10 rituals negated. Level 6 utility powers negated. 25th Level 25 rituals negated. All creatures gain resist 5 poison.
11th Level 11 rituals negated. 26th Level 26 rituals negated. Level 26 utility powers negated.
12th Level 12 rituals negated. 27th Level 27 rituals negated. Daily powers impeded (-2 to attack rolls).
13th Level 13 rituals negated. Level 10 utility powers negated. 28th Level 28 rituals negated.
14th Level 14 rituals negated. Daily powers hindered (-5 to attack rolls). 29th Level 29 rituals negated. Deity-specific features negated.
15th Level 15 rituals negated. ALl creatures gain resist 5 radiant and necrotic. 30th Level 30 rituals negated.

Thanks to Dunamin for the original work.

Pandemonium

Type: Outer Plane, Lower Plane, Plane of Chaos.
Size and Shape: Four infinite layers: Pandesmos, Cocytus, Phlegethon, Agathion.
Gravity: Objective (down is towards the closest tunnel surface).
Mutability: Divinely mutable.

Maddening Howls: The howling winds drive most residents mad to some extent if they live or travel frequently without considerate sheltering. For every 4 hours so exposed, the creature is subject to being stricken with Pandemonium Madness.

Winds of Pandemonium: Outside of the shelter of a sturdy structure, all of the following detrimental effects are imposed by the howling winds:

  • All creatures take a -5 penalty to Perception checks in Pandemonium.
  • Flying creatures treat all squares as difficult terrain.
  • Attacks with the thunder keyword deal half damage (ongoing thunder damage is unaffected).
  • Zones of any kind cannot be sustained.

Forceful Gales: In areas where the winds are exceptionally powerful, even those on the ground are not safe. These gales are powerful enough to force creatures around if not completely blow them off their feet. Treat as a current (DMG p. 45) that functions on land, adding 1d6 to the number of slided squares if the creature jumped, flew, or was forced into the air in the previous round.
Tunnel Ride: Since gravity at the center of a tunnel pulls equally towards the nearby surfaces, objects and brave/foolish creatures can ride the winds for a while before they are knocked towards a surface. When near such a center, creatures can attempt an Acrobatics check vs. DC 25 + speed of current to adjust accordingly. For each point by which they beat the DC they can slide a number of squares along the wind equal to the speed of the current and land in the direction they choose. For every 5 points they fail they take 1d10 damage and are knocked prone to a random surface.

Ysgard

Type: Outer Plane, Upper Plane, Plane of Chaos.
Size and Shape: Three infinite layers: Ysgard, Muspelheim, and Nidavellir.
Gravity: Normal.
Mutability: Divinely mutable.

Eternal Rebirth: If a petitioner of Ysgard is killed on the plane it is reborn the next morning.
Seize the Moment: When an Action Point is spent to take another action, the character gains +1 to any one roll used during the action.
Earthberg Collision: Earthberg’s occasionally drift into each other, though the impact is usually mild. Treat as a heroic tier blaster hazard that targets Fortitude, deals low normal damage (DMG p. 42) and knocks targets prone.
Spirit of Heroes: Once per day, a bloodied creature can regain the use of its Second Wind.

Muspelheim

Flames of Muspelheim: The earthbergs of Muspelheim have flames on the upper rather than lower side. Treat most open environment as a level 13 field of everflame (DMG p92): +16 vs. Fortitude, 1d10+5 fire damage and ongoing 10 fire (save ends), and half damage on miss.

The Inner Planes

Air

Type: Inner Plane, Elemental Plane.
Size and Shape: Infinitely large sky.
Gravity: Subjective.
Mutability: Divinely mutable.

Elemental Character: Powers that use, manipulate, or create air, wind, or gases can benefit from the elemental empowerment option (see above).

Ash

Type: Inner Plane, Negative Quasielemental Plane (Fire).
Size and Shape: Inifinite expanse of drifted ash.
Gravity: Normal.
Mutability: Divinely mutable.

Dust

Type: Inner Plane, Negative Quasielemental Plane (Earth).
Size and Shape: Inifinite expanse of sand dunes.
Gravity: Normal.
Mutability: Divinely mutable.

Earth

Type: Inner Plane, Elemental Plane.
Size and Shape: Infinite complex of tunnels and caverns.
Gravity: Normal.
Mutability: Divinely mutable.

Elemental Character: Powers that use, manipulate, or create earth, stone, or metal can benefit from the elemental empowerment option (see above).

Fire

Type: Inner Plane, Elemental Plane.
Size and Shape: Infinitely large conflagration.
Gravity: Subjective.
Mutability: Divinely mutable.

Elemental Character: Powers with the fire keyword can benefit from the elemental empowerment option (see above).
The Crematorium: In the open flames, outside of protected cities, powers with the cold keyword can only be used if the character sacrifices a healing surge.

Ice

Type: Inner Plane, Paraelemental Plane (Water and Air).
Size and Shape: Infinitely wide glacier.
Gravity: Objective (always down towards nearest piec of ice).
Mutability: Divinely mutable.

Elemental Character: Powers with the cold keyword can benefit from the elemental empowerment option (see above).
The Endless Freeze: Powers with the fire keyword deal half damage.

Lightning

Type: Inner Plane, Positive Quasielemental Plane (Air).
Size and Shape: Infinitely large storm.
Gravity: Subjective.
Mutability: Divinely mutable.

Magma

Type: Inner Plane, Paraelemental Plane.
Size and Shape: Infinitely large lava flow.
Gravity: Normal.
Mutability: Divinely mutable.

Elemental Character: Powers with the fire keyword or which create or manipulate lava or molten metals can benefit from the elemental empowerment option (see above).
Lava Ocean: The ever-present flowing magma deals 5 fire damage per tier every round of exposure or 10 fire damage per tier for total immersion. This is ongoing damage which can be ended with a saving throw; creatures dealt cold damage gain a +4 bonus to this saving throw. If somehow protected from the heat, a creature can swim through the lava as if it were thicker water. Checks made to swim through it or hold one's breath suffer a -4 penalty and Swim speeds are halved.

Mineral

Type: Inner Plane, Positive Quasielemental Plane (Earth).
Size and Shape: Infinite mass of gems and precious metals.
Gravity: Normal.
Mutability: Divinely mutable.

Negative Energy

Type: Inner Plane, Energy Plane.
Size and Shape: Infinite realm of negative energy.
Gravity: Subjective.
Mutability: Divinely mutable.

Elemental Character: Powers with the necrotic keyword can benefit from the elemental empowerment option (see above).
Breathing: There's absolutely nothing to breathe here, so artificial sources are a necessity for most beings. How the lack of atmosphere still allows for a steady pressure and a constant temperature (both fairly very low), no one is quite certain. It just does.
Death Incarnate: Living creatures on the Negative Energy plane take 10 necrotic damage per tier every round unless protected from the plane's energies. Creatures witht he undead keyword are immune to this damage. Any dead body on the plane will become an undead creature as per the Undead Servitor ritual within 5 rounds, attacking any living thing in the area. Powers that command or turn undead suffer a -2 penalty to attack rolls.

Ooze

Type: Inner Plane, Paraelemental Plane (Water and Earth).
Size and Shape: Inifinite expanse of mud and slime.
Gravity: Normal.
Mutability: Divinely mutable.

Elemental Character: Powers that create or manipulate slime, mud, or other viscous liquids can benefit from the elemental empowerment option (see above).
A Sea of Mud: Creactures can swim through the ooze that makes up much of the plane with an Athletics check or Swim speed. Checks made to swim through it or hold one's breath suffer a -4 penalty and Swim speeds are halved.

Positive Energy

Type: Inner Plane, Energy Plane.
Size and Shape: Infinite realm of negative energy.
Gravity: Subjective.
Mutability: Divinely mutable.

Elemental Character: Powers with the healing keyword can benefit from the elemental empowerment option (see above).
Breathing: There's absolutely nothing to breathe here, but living creatures are naturally provided with breath by the plane's energies. It's impossible to suffocate on this plane.
Life Incarnate: Living creatures on the Positive Energy Plane gain regeneration 5 per tier and can heal energy above their maximum hit points. If a character has hit points equal to his maximum hit point value plus his bloodied value (typically 150% of his maximum hit points) he must make a saving throw every round. If three saves are failed in this manner, the character explodes. Creatures with the undead keyword do not gain this ability and instead suffer 5 radiant damage per tier every round. Powers that command or turn undead gain a +2 bonus to attack rolls.

Radiance

Salt

Smoke

Type: Inner Plane, Paraelemental Plane (Fire and Air).
Size and Shape: Infinite cloud of smoke.
Gravity: Subjective.
Mutability: Divinely mutable.

Elemental Character: Powers that create or manipulate smoke or smog can benefit from the elemental empowerment option (see above).
The Shifting Black: Breathing in the smoke is difficult and requires an Endurance check (moderate DC) to avoid being dazed for a round coughing and choking. Each previously failed check imposes a -2 penalty to this check to a maximum of -6 (after three failed checks). Vision is also limited to a 15-ft radius, even with light sources, and all creatures have concealment beyound that range. Stealth checks to hide in the smoke gain a +4 bonus.

Steam

Vacuum

Water

TYpe: Inner Plane, Elemental Plane.
Size and Shape: Infinite ocean.
Gravity: Normal.
Mutability: Divinely mutable.

Elemental Character: Powers that use, manipulate, or create water can benefit from the elemental empowerment option (see above).
The Endless Blue: Powers with the fire keyword deal half damage.

Transitive Planes

The Astral Plane

  • Spells which modify time automatically fail.
  • Illusion and phantasm spells have a 30% chance of becoming living spells.
  • A cosmic sorcerer's Strength modifier is doubled for the purposes of the Cosmic Persistence and Cosmic Power features.
  • Elemental creatures cannot be summoned to the Astral.

The Ethereal Plane

Type: Transitive Plane.
Size and Shape: Infinite in extent.
Gravity: Subjective. A creature can stand on any surface equal to or larger than its base. It gains the ability to fly at one-half its normal speed if not under the effect of gravity. It can hover, but it is a clumsy flier. A creature with the ability to fly can use its innate flying speed instead. It gains hover.
Mutability: Normal.
Magic: Summoning and conjuring powers of astral or outer planar creatures fail. Powers with the psychic keyword deal 5 less damage per tier (-5 heroic, -10 paragon, -15 epic).

The Plane of Shadow

  • Gloom: The Plane of Shadow mutes all light sources, snuffing out any non-magical lights. The radius illuminated by a magical light source is reduced by 50 percent.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License