This document provides information on spells that function on different planes and the Ethereal, as well as immunities and effects on certain planes and locations:
1) Some spells like dimension door and teleportation circle only partially function or do not function on the Inner Planes and Astral Plane. Spells like etherealness and blink only partially function or do not function without the Ethereal.
2) Certain creatures have natural immunities or resistances, like petitioners being immune to mind affecting spells and modrons immune to several effect types.
3) The winds on Mount Pandemonium can have random magical effects like confusion or damage depending on a d100 roll and a saving throw
This document provides information on spells that function on different planes and the Ethereal, as well as immunities and effects on certain planes and locations:
1) Some spells like dimension door and teleportation circle only partially function or do not function on the Inner Planes and Astral Plane. Spells like etherealness and blink only partially function or do not function without the Ethereal.
2) Certain creatures have natural immunities or resistances, like petitioners being immune to mind affecting spells and modrons immune to several effect types.
3) The winds on Mount Pandemonium can have random magical effects like confusion or damage depending on a d100 roll and a saving throw
This document provides information on spells that function on different planes and the Ethereal, as well as immunities and effects on certain planes and locations:
1) Some spells like dimension door and teleportation circle only partially function or do not function on the Inner Planes and Astral Plane. Spells like etherealness and blink only partially function or do not function without the Ethereal.
2) Certain creatures have natural immunities or resistances, like petitioners being immune to mind affecting spells and modrons immune to several effect types.
3) The winds on Mount Pandemonium can have random magical effects like confusion or damage depending on a d100 roll and a saving throw
This document provides information on spells that function on different planes and the Ethereal, as well as immunities and effects on certain planes and locations:
1) Some spells like dimension door and teleportation circle only partially function or do not function on the Inner Planes and Astral Plane. Spells like etherealness and blink only partially function or do not function without the Ethereal.
2) Certain creatures have natural immunities or resistances, like petitioners being immune to mind affecting spells and modrons immune to several effect types.
3) The winds on Mount Pandemonium can have random magical effects like confusion or damage depending on a d100 roll and a saving throw
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Astral Dependant CoterminOus Spells Astral Color Pool Colors
Dimensional anchor Forcecage Limbo jet the Beastlands emerald Dimension door Leomund’s tiny hut Pandemonum magenta Arborea sapphire Summon monster (I – IX) Invisiblity purge the Abyss amethyst the Outlands brown Teleport Maze Carceri olive the Prime silver Teleport without error See invisibility the Waste rust Fire fire emerald Teleportation circle Sepia Snake sigil Gehenna russet Earth moss granite Vanish Mage armor Baator ruby Water dark blue These spells do not function or Magic missle Acheron flame Air pale blue only partially function on the Maze Mechanus diamond Positive white Inner Planes and the Astral. Mordenkainen’s Sword Arcadia saffron Negative black Ethereal Dependant Otiluke’s resilient sphere Mt. Celestia gold Shadow black spiral Blink Otiluke’s telekinetic sphere Bytopia amber the Ethereal white spiral Dimensional anchor Shield a demiplane random Ethereal jaunt Spiritual weapon Ethereal Curtain Colors Etherealness Tenser’s floating disk the Prime turquoise Steam ivory Leomund’s secret chest Trueseeing Air blue Radiance rainbow Vanish Wall of force Earth brown Mineral creamy pink These spells do not function or These spells cross the Ethereal Fire red Vacuum black and white specks only partially function on the Border and can affect objects Water green Salt tan on the coterminous Ethereal. Smoke pearl Ash dark grey Standard Creature Immunities Ice aquamarine Dust brown grey Check books for additional spell-like abilities and other modifications Ooze chocolate Postive white (especially for archons and guardinals). Magma maroon Negative black Petitioner Imm: mind affecting spells. Lightning violet Shadow silver Rilmani Imm: electricity, poison. Resist: acid 10, sonic 10. a demiplane random Modron Imm: mind affecting, subdual, ability damage, ability Winds on Pandemonium drain, or energy drain. Resist: acid 10, cold 10, fire 10. d100 Effect Save Not subject to critical hits. 1–10 Hit by flying pebbles for 1d4 Reflex 15 for half Formian Imm: Cold, petrifaction, poison. Resist: fire 10, electricity 11–20 Hit by flying stones for 2d6 Reflex 18 for half 10, sonic 10. Hive mind(ex), all w/in 50 mi of queen are in 21-30 Confusion as spell 1d4+1 rnds Will 15 negates communication, no member of group flat footed unless all 31-40 Hit by flying boulders for 2d8 Reflex 20 for half are, no member of group flanked unless all are. 41-50 Smashed into wall for 2d10 Reflex 22 for half Slaadi Imm: sonic. Resist: acid 5, cold 5, electric 5, fire 5. 51-60 Confusion as spell 2d4+1 rnds Will 20 negates Archon Imm: electricity, petrification. Resist: cold 10, acid 10. +4 71-80 Smashed into wall for 4d10 Reflex 24 for half vs poison. 81-90 Smashed into wall for 4d10 then Reflex 24 for half, Asura Imm: fire, petrification, charms, compulsions. Resist: cold thrown into the Styx (two saves) Reflex 20 negates 10, acid 10. +4 vs poison. 91-100 Permanent insanity Will 22 negates Aasimon Imm: acid, cold, petrification. Resist: electricity 10, fire Outlands Spire Effects 10. +4 vs poison Impeded spells: spellcraft check DC 35 to cast the spell Guardinal Imm: electricity, petrification. Resist: cold 10, acid 10. +4 Limited spells: can’t be cast (as if caster within an antimagic field) vs poison. Ring Distance Imped. Limit. Other Effects Eladrin Imm: electricity, petrification. Resist: cold 10, acid 10. +4 1100 mi 9th none vs poison. th 9 1000 mi 8th none Tanar’ri Imm: poison, electricity. Resist: acid 10, cold 10, fire 10. 8th 900 mi 7th 9th Creatures gain immunity to Can summon own kind. Allergic to iron. poison Yugoloth Imm: poison, acid. Resist: cold 10, fire 10, electricity 10. 7th 800 mi 6th 8th Psionic spell-like abilities Can summon own kind. Allergic to silver. cease to function Gehreleth Imm: poison. Freedom of movement (su) as if CL 10. 6th 700 mi 5th 7th Positive and negative Baatezu Imm: fire, poison. Resist: cold 10, acid 10. Can summon energy can’t be channeled own kind. See in magical darkness. Allergic to silver. 5th 600 mi 4th 6th Supernatural abilities cease Undead Imm: mind affecting, poison, sleep, paralysis, stunning, to function disease, death, necromantic effects, any Fort save, 4th 500 mi 3rd 5th The Astral is no longer subdual, ability damage, ability drain, death from massive coterminous, dependant damage. Not subject to critical hits. spells cease to function Elemental Imm: poison, sleep, paralysis, stunning. Not subject to 3rd 400 mi 2nd 4th Divine powers of demi- critical hits. deities and lower annulled Gate Towns 2nd 300 mi all 3rd Divine powers of lesser- Bytopia Tradegate Elysium Esctasy deities and lower annulled Mt. Celestia Excelsior Beastlands Faunel 1st 200 mi all 2nd Divine powers of Arcadia Fortitude Arborea Sylvania intermediate deities and Mechanus Automata Ysgard Glorium lower annulled Acheron Rigus Limbo Xaos center 100 mi all all All divine powers annulled Baator Ribcage Pandemonium Bedlam Spells in Sigil Gehenna Torch the Abyss Plague-mort Summon I-IX fails Grey Wastes Hopeless Carceri Curst Teleportation fails if into or out of Sigil, if within Sigil requires Alternate Gate towns a spellcraft check, DC 15 + spell level These gate towns are for campaigns using Planewalker’s updates to Divination fails if into or out of Sigil the PSCS post gate town slides. See PSCS for updates. Arcadia Courage the Abyss Blight Bytopia Astral Shadow Elysium Mildly good. Timeless: age and bodily All shadow spells maximized. Strongly good. Entrapping: Will Dothion needs catch up on leaving. Shadow conjuration, evocation save/wk spent DC 10+ Shurrock 30% more potent, greater shadow consecutive wks or be trapped. Ethereal Mount Celestia conj. and evoc. 60% more potent, Amoria No gravity. Mildly good, mildly lawful. shade 90%. Fire and light spells Eronia Border Ethereal are impeded and require spellcraft Belierin Lunia Deep Ethereal DC 15 + spell level to cast Thalasia Mercuria Venya the Beastlands Solania Mildly good. Mertion Krigala Jovar Brux Chronias Karasuthra Arcadia Arborea Mildly lawful. Mildly good, mildly chaotic. Abellio Olympus Buxenos Ossa Mechanus Pelion Strongly lawful. Ysgard Acheron Mildly chaotic. Mildly positive. Mildly lawful. Ysgard Avalas Muspelheim Thuldanin Nidavellir Tintabulus Limbo Ocanthus Strongly chaos. Highly morphic. Baator Wild magic. Mildly evil, mildly lawful. Pandemonium Avernus Mildly chaotic. Dis Positive Negative Pandesmos Minauros Strongly positive dominant, Strongly negative dominant. Cocytus Phlegethos: Fire dominant. Fort DC 15 or blinded Fort DC 25 or gain a neg. level, Phlegethon Stygia permanently. Fast heal 5, +5 at -1 level become a wraith Agathion Malbolge temp HP/rnd, Fort DC 20/rnd Negative energy spells are the Abyss Maladomini over double max HP or maximized. Rebuke and control Mildly evil, mildly chaotic. Cania: Cold dominant. explode. Positive energy spells undead is at a +10 for HD Carceri Nessus are maximized. Turn and affected. Positive energy spells Mildly evil. Gehenna destroy undead is at a +10 for impeded, spellcraft DC15+sp. Othrys Mildly evil. HD affected. Negative energy level to cast. Cathrys Khalas spells impeded, spellcraft Minethys Chamada DC15+sp. level to cast. Colothys Mungoth Porphatys Krangath Agathys the Grey Waste The Outlands Strongly evil. Entrapping: Will Spire affects magic. See table. save/wk spent DC 10+ consecutive wks or be trapped. Oinos Planar Alignment Niflheim Mildly Those of opposing Pluton aligned: alignment at a -2 to Cha checks. These stack for multiple alignments. Paraelemental Strongly Those not of this Smoke: Risk suffocation. aligned: alignment are at a -2 to Magma: 5d10/rnd fire damage. Cha, Int, Wis checks. Ooze: Risk drowning. Ice: Cold dominant. Quasielemental Fire Earth Water Air Elemental Dominant Radiance: Mildly positive. Fort DC Fire dominant. Earth dominant. Water dominant. Air dominant. Fire: Risk immolation, 15 or blinded for 10rnd. Fire spells Earth spells, Water spells Air spells 3d10/rnd fire damage, Mineral: Mildly positive. Earth maximized and empowered and extended and empowered and double damage to water dominant. enlarged. Water extended. Air enlarged. Fire enlarged. Earth creatures. Steam: Mildly positive. spells at a spells at a spells at a spells at a Cold: Risk freezing, 3d10/rnd Lightning: Mildly positive. 3d10 spellcraft DC spellcraft DC spellcraft DC spellcraft DC cold damage, double electrical damage/rnd. 15+ spell level 15+ spell level 15+ spell level 15+ spell level damage to fire 5d10 if you have metal to cast. to cast. to cast. to cast. creatures. equipment. Earth: Risk suffocation, no Ash: Mildly negative. Risk empty space to move. Inner Outer Transitive Prime Water: Risk drowning, fire suffocation from ashfall. Inner planes Outer planes Astral and The prime creatures 1d10/rnd. Dust: Mildly negative. have no have no ethereal planes has both Air: No additional effects. Salt: Mildly negative, at 0HP a astral ethereal have no astral and Mildly Gain fast heal 2 and mummified corpse. connection. connection. connections to ethereal positive: regeneration. Vacuum: Mildly negative. Risk each other. connections. Mildly Take 1d6/rnd, at 0HP suffocation, no air. negative: crumble into dust. Trip Attack Hide Check Mod Circumstance Make an unarmed melee touch -5 If moving faster than one half your attack against your target. This Attack fails normal speed provokes an attack of Nothing happens. -20 While attacking, running, or opportunity from your target charging as normal for unarmed attacks +16 Fine size +12 Diminutive size Attack succeeds +8 Tiny If you lose, the defender +4 Small Make a Str check opposed by Lose the Check may immediately react and -4 Large the defender’s Dex or Str make a Strength check -8 Huge check (whichever ability score opposed by your Dexterity -12 Gargantuan has the higher modifier). or Strength check to try to -16 Colossal trip you. -10 If using Bluff to distract direct Win the Check observers in order to hide A combatant gets a +4 bonus for every size category he is larger than medium or a -4 penalty -20 If using a hiding position to snipe, for every size category he is smaller than medium. and you just attacked You trip the defender. The defender gets a +4 bonus on his check if he +20 Invisible and moving He is now prone. has more than two legs or is otherwise more stable +40 Invisible and not moving than a normal humanoid. Bluff Check Mod Circumstance Grapple Attack +5 The target wants to believe 0 Believable bluff or doesn’t affect target much Defender’s AOO +5 The bluff is a little hard to believe Make a melee touch attack does damage or or risks target against your target. This your attack fails +10 The bluff is hard to believe or provokes an attack of Nothing happens. endangers target opportunity from your target. +20 The bluff is extremely hard to belief or contrary proof is evident Attack succeeds Search Check You fail to start the grapple. DC Task Make an opposed grapple Lose the You automatically lose an 10 Ransack a room to find an item check. Check attempt to hold if the target 20 Notice a secret door or simple is two or more size trap categories larger than you 21+ Find a difficult non-magical trap are. Nothing more happens. 25+ Find a magic trap Win the Check spell level Your attack bonus on a grapple check is your BaB 30 Notice a well hidden secret door You and your target are now + Str modifier + size mod. The size mod for a Listen Check grappling, and you deal grapple check is as follows: Colossal +16, DC/Mod Task/Circumstance damage to the target as if with Gargantuan +12, Huge +8, Large +4, Medium +0, 0 People talking an unarmed strike. Small -4, Tiny -8, Diminutive -12, Fine -16. 5 A Person in medium armor at a slow pace (10ft/rnd) trying to Disarm Attack be quiet Defender’s AOO 10 An unarmored person at a Make a melee attack against does damage or slow pace (15ft/rnd) trying to your target. This provokes an your attack fails be quiet attack of opportunity from your Nothing happens. 25 A cat stalking target. 30 An owl gliding in for a kill +1 Per 10 ft from listener +5 Through a door Attack succeeds +15 Through a stone wall Lose the The defender may immediately react Make opposed attack rolls. Check and attempt to disarm you with the Open Lock Check Highest result wins. same sort of opposed melee attack very 20 good 30 roll. His attempt does not provoke simple an attack of opportunity from you. average 25 amazing 40 Win the Check You do not subsequently get a free Disable Device Check disarm attempt against him. Device Time DC Example The defender is disarmed. If Simple 1 rnd 10 Jam a lock you attempted the disarm Tricky 1d4 rnds 15 Sabotage a wagon action unarmed, you now have The wielder of a two-handed weapon on a disarm Difficult 2d4 rnds 20 Disarm/reset a trap the weapon else the weapon is attempt gets a +4 bonus on this roll, and the wielder Wicked 2d4 rnds 25 Disarm a complex trap, on the ground. of a light weapon takes a -4 penalty. An unarmed cleverly sabotage a strike is a light weapon. The larger combatant gets a clockwork device bonus on the attack roll of +4 per difference in size Attempting to leave behind no trace of category. If the targeted item isn’t a melee weapon, tampering adds 5 to the DC. the defender takes a -4 penalty on the roll. Climb Check Tumble Check DC/Mod Task/Circumstance DC/Mod Task / Circumstance 0 A steep slope or knotted rope with a nearby wall 15 Treat a fall as if it were 10 feet shorter than it really 5 Unknotted rope with nearby wall, knotted rope is when determining damage. hanging free, or rope of a rope trick spell 15 Tumble at half speed as part of normal movement, 10 A surface with plenty of ledges to hold and stand on, provoking no attacks of opportunity while doing so. or ship rigging Failure means you provoke attacks of opportunity. 15 A surface with handholds and footholds, a tree, or 25 Tumble at half speed through an area occupied by an unknotted rope enemy (over, under, or around the opponent) as 20 An uneven surface with narrow handholds or part of normal movement, provoking no attacks of dungeon or ruin walls opportunity while doing so. 25 A rough surface or brick wall Impossible Tumbling is impossible in a deep bog. 25 Overhangs or ceiling with handholds but no footholds +2 Lightly obstructed (scree, light rubble, shallow bog, Impossible A smooth, perfectly flat vertical surface or undergrowth) -10 Any point where two parallel surfaces may be used +5 Severely obstructed (natural cavern floor, dense to brace, such as inside a chimney rubble, or dense undergrowth) -5 Any point where two perpendicular surfaces may be +2 Lightly slippery (wet floor) used to brace, such as inside a corner +5 Severely slippery (ice sheet) +5 A slippery surface +2 Sloped or angled Long Jump High Jump Requires a 20-foot running Requires a 20-foot running Cover Concealment start. Without a running start, start. Without a running start, Cover does not exist in 3.5 as Concealment does not exist in double the DC. double the DC in prior editions. If an opponent 3.5 as in prior editions. If an DC Distance DC Dist. Size Reach has cover, they simply have a opponent has concealment, 5 5 feet 4 1 ft Colos. 128 ft +4 modifier to AC. You cannot they simply have a miss 10 10 feet 8 2 ft Garg. 64 ft make an attack against chance on any successful 15 15 feet 12 3 ft Huge 32 ft opponents with total cover. attack against them equal to 20 20 feet 16 4 ft Large 16 ft 20%. Total concealment 25 25 feet 20 5 ft Medium 8 ft requires attackers to guess at 30 30 feet 24 6 ft Small 4 ft their location, with a 50% miss And so on, continuing the 28 7 ft Tiny 2 ft chance. pattern. 32 8 ft Dimin. 1 ft Fine ½ ft Sample Weapons Attack Roll Mods Simple Dmg (S) Dmg (M) Critical Range Type Defender is… Melee Ranged Attacker is… Melee Ranged Gauntlet 1d2 1d3 ×2 — Bl. Behind cover +4 +4 Dazzled -1 -1 Unarmed strike 1d2 1d3 ×2 — Bl. Blinded* -2 -2 Entangled -2 -2 Dagger 1d3 1d4 19-20/×2 10 ft. P. or Sl. Cowering* -2 -2 Flanking defender +2 — Club 1d4 1d6 ×2 10 ft. Bl. Entangled +0 +0 Invisible* +2 +2 Mace, heavy 1d6 1d8 ×2 — Bl. Flat-footed* +0 +0 On higher ground +1 +0 Morningstar 1d6 1d8 ×2 — Bl. and P. Grappling +0 +0 Prone -4 — Shortspear 1d4 1d6 ×2 20 ft. P. (attacker not)* Shaken or -2 -2 Longspear 1d6 1d8 ×3 — P. Helpless* -4 +0 frightened Quarterstaff 1d4/1d4 1d6/1d6 ×2 — Bl. Kneeling or -2 +2 Squeezing -4 -4 Spear 1d6 1d8 ×3 20 ft. P. sitting through a space Crossbow, heavy 1d8 1d10 19-20/×2 120 ft. P. Pinned* -4 +0 Crossbows can be used while Crossbow, light 1d6 1d8 19-20/×2 80 ft. P. Prone -4 +4 prone, unlike most ranged. Martial Dmg (S) Dmg (M) Critical Range Type Running* -0 +2 For starred modifiers, defender Sword, short 1d4 1d6 19-20/×2 — P. Squeezing -4 -4 loses any Dex bonus to AC. Battleaxe 1d6 1d8 ×3 — Sl. through a space Flail 1d6 1d8 ×2 — Bl. Stunned* -2 -2 Longsword 1d6 1d8 19-20/×2 — Sl. Undead Turning Check Sword, bastard 1d8 1d10 19-20/×2 — Sl. Result of 1d20 + Char bonus Most Powerful Undead Affected Rapier 1d4 1d6 18-20/×2 — P. 0 or lower Cleric’s level HD -4 Scimitar 1d4 1d6 18-20/×2 — Sl. 1—3 Cleric’s level HD -3 Whip 1d2 1d ×2 — Sl. 4—6 Cleric’s level HD -2 Warhammer 1d6 1d8 ×3 — Bl. 7—9 Cleric’s level HD -1 Greataxe 1d10 1d12 ×3 — Sl. 10—12 Cleric’s level HD Greatclub 1d8 1d10 ×2 — Bl. 13—15 Cleric’s level HD +1 Flail, heavy 1d8 1d10 19-20/×2 — Bl. 16—18 Cleric’s level HD +2 Greatsword 1d10 2d6 19-20/×2 — Sl. 19—21 Cleric’s level HD +3 Longbow 1d6 1d8 ×3 100 ft. P. 22 or higher Cleric’s level HD +4 Shortbow 1d4 1d6 ×3 60 ft. P. Turning Damage: If you can turn undead within 60 feet, roll 2d6 + Exotic Dmg (S) Dmg (M) Critical Range Type your cleric level + your Charisma modifier for turning damage. Crossbow, hand 1d3 1d4 19-20/×2 30 ft. P. That’s how many total Hit Dice of undead you turn. Special Attacks Special Abilities: Affected By Aid Another Hit AC 10, give friend +2 bonus to attack or AC. Extraordinary Spell-Like Supernatural Charge Move x2 speed, +2 attack, -2AC, one attack only. Dispel magic No Yes No Lances in a mounted charge deal double damage. SR Applies No Yes No Feint Bluff vs. Sense motive + BaB. Opponent loses Dex. Antimagic No Yes Yes Attack of Opp. No Yes No