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Byzantium on the Shannon III
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<blockquote data-quote="CleverName" data-source="post: 1274161" data-attributes="member: 2591"><p>The only adjustment is that we changed to the 3.5 versions of the spells. This can be significant since each spirit's base allotment of spells (and therefore the spells available to the shaman) are based on a domain (a la the cleric)</p><p></p><p>Not as a part of a 3.5 redux, but to make it fit into Palaestra, I also changed the way the Spirit Plane worked. I did not like the fact that is was, in many ways, the Plane of Shadow, with whitewash: </p><p></p><p></p><p><span style="font-size: 12px">The Spirit Plane (The Spirit World)</span></p><p></p><p>The Spirit Plane is the land of light, life and generation, the iconic ideal and potential of everything that is or has been. Those that believe in reincarnation also see it as the point of return for those beings returning to life. It is not the resting place of the dead, though a spiritual analogue for everything that has ever existed in the material world still resides in the timeless word of the spirits – so, in some way everything that has died exists in the world of the spirits, as do extinct animals, ancient lost civilizations, and creatures and places yet to be. </p><p></p><p>One way of thinking of the relationship between the Spirit Plane, Palaestra and the Plane of Shadow would be to think of a flower and the sun. The flower represents the physical world, or Palaestra. The flower’s shadow upon the grass is the shadow plane, and the life-giving light of the sun is the Spirit Plane.</p><p>Objects on the plane of the spirits are larger, more colorful, more energetic than their Material counterparts – the air is filled with blossoms, mists and cool breezes, like the perfect springtime morning, as if the rocks, rivers, mountains and clouds were about to stir into full wakefulness. It is the land of healing, recuperation and generation, a beginning time that never ends. When the sun breaks through the mists from time to time, it reveals luminous blue sky and nearly blinding light.</p><p></p><p>Periods of morning twilight, corresponding to night on the material plane, do occur, but there is effectively no night on the Spirit Plane.</p><p></p><p>While all of this sounds wonderful, keep in mind that the Spirit Plane is not “Good.” Don’t forget the cancer is but life run amok. This is the trap of the Spirit Plane and why the wise do not abuse its curative powers, lest the Spirit Plane lash out and destroy them. </p><p></p><p>The timeless, or more accurately, time<em>full</em> nature of the Spirit Plane makes it nearly useless as a shortcut between points in the Material World, for those purposes, the Land of Shadows is better suited. </p><p></p><p><strong>TRAITS</strong></p><p></p><ul> <li data-xf-list-type="ul"><em>Normal Gravity:</em>The usual rules for ability scores, carrying capacity, and encumbrance apply in the Spirit World.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><em>Timeless: </em>The effects of time are diminished on the Spirit Plane, creatures do not age, thirst or hunger – the effects of poison and disease are suspended, although damage, including initial damage, is not regenerated – poisons and disease merely lie dormant.</li> </ul><p></p><ul> <li data-xf-list-type="ul">The danger of such 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. The Spirit Plane can effectively become a prison to those who fall under its spell.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Creatures may still eat or nap for pleasure, without any harmful effects.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><em>Infinite Size:</em> The Spirit Plane extends in all directions – a chaotic mish-mash of all terrains and ecologies that have, do or will ever exist in the real world.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><em>Sentient:</em> The Spirit Plane is a spirit in and of itself, representing the spiritual essence of Palaestra. There is a 1% cumulative chance per day of the plane responding to interlopers by leading them into a nidus or sending some of its emissaries to attack the trespassers.</li> </ul><p></p><p>Alignment Traits:</p><p></p><ul> <li data-xf-list-type="ul">Minor Positive Dominant: Just as the Shadow Plane has a connection to the realm of Negative Energy, the Spirit world is connected to the Positive Energy plane. All creatures gain Fast Healing 2 as an extraordinary ability for as long as they remain on the Spirit Plane. Some small regions on the Spirit Plane, called a nidus, have the major positive-dominant trait, however, see below.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Minor Chaos Dominant: Lawful creatures have a –2 to all Charisma checks on the Spirit Plane.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><em>Mildly Neutral Aligned: </em>This has no real effect on play.</li> </ul><p></p><p>Magical Traits:</p><p></p><ul> <li data-xf-list-type="ul"><em>Enhanced Magic:</em> All healing spells are treated as prepared by the Empowered Spell feat, although they don’t require higher spell slots. All Divination spells are treated as prepared by the Extend Spell feat, although they don’t require higher spell slots.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Impeded Magic: All spells that use or generate shadow or darkness may fail when cast on the Spirit Plane. A spellcaster attempting to cast a spell with darkness or shadow in the descriptor must succeed at a Spellcraft check (DC 15 + the level of the spell).</li> </ul><p></p><ul> <li data-xf-list-type="ul">All creatures which suffer ill effects from sunlight have the effects doubled on the Spirit Plane.</li> </ul><p></p><p><strong>Travel to the Spirit Plane</strong></p><p></p><p>The Spirit Plane is linked to the Prime Material, the Positive Energy Plane, The World Tree and the Ethereal Plane. Coterminous Portals can be found linking these planes from the Spirit Plane, although they are often guarded. It is a matter of some debate if the Plane of Shadow actually touches the Spirit Plane – such portals, if extant, must be well guarded.</p><p>Shaman are the only spellcasters that normally possess spells granting easy access to the Sprit World, although other, generic plane-hopping spells, such as gate, will work as well. </p><p></p><p><strong>Travel on the Spirit Plane</strong></p><p></p><p>The Spirit Plane actually overlaps Palaestra, but it is not exactly coterminous due to the timeless nature of the Sprit World. A single locale in our world effectively has an infinite number of versions of itself in the Spirit world, one for each moment in time. The metropolis of Iconium in the year 450’s spiritual analogue (it’s idealized state) exists as does the same plot of land a hundred years ago, and the thousand years from now. A field in Palaestra may be, in turn, mountain, a lake, a castle, a forest, a desert and a field – because that is the “life cycle” of the area, and the Spirit world contains all those potentialities. A person could spend a lifetime wandering around a 10-ft area.</p><p></p><p>If a person jumped onto the Spirit Plane traveled “north” for three days, he or she could find that he or she only traveled a few feet or thousands of miles. First, calculate the distance the person would have traveled. The actual distance traveled is 1d10x1d10% of the distance that would have been traveled on the Prime Material Plane. </p><p></p><p>Persons experienced with the Spirit Plane learn to mark their point of entry with one of their possessions from their home plane. This signpost will allow the traveler to return to their exact point of entry, rather than be catapulted hundreds of miles off course. A traveler who wants to find the direction to a signpost must make a DC 15 Knowledge (the planes) check A signpost must be left each time the traveler enters the plane and they cannot be reused, nor can previous signposts be located.</p><p></p><p><strong>Time Travel</strong></p><p></p><p>The Spirit Plane always returns a creature leaving it to its correct time, so you do not have to worry about weird dilation effects. </p><p></p><p><strong>Nidus</strong></p><p></p><p>A nidus is a section of the Spirit Plane that contains a portal to the Positive Energy Plane. These areas have the major positive dominant trait and are very dangerous. </p><p></p><p>A creature in a major positive-dominant area must make a DC 15 Fortitude save to avoid being blinded for 10 rounds by the brilliance of the surroundings. Simply being in this area 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.</p></blockquote><p></p>
[QUOTE="CleverName, post: 1274161, member: 2591"] The only adjustment is that we changed to the 3.5 versions of the spells. This can be significant since each spirit's base allotment of spells (and therefore the spells available to the shaman) are based on a domain (a la the cleric) Not as a part of a 3.5 redux, but to make it fit into Palaestra, I also changed the way the Spirit Plane worked. I did not like the fact that is was, in many ways, the Plane of Shadow, with whitewash: [SIZE=3]The Spirit Plane (The Spirit World)[/SIZE] The Spirit Plane is the land of light, life and generation, the iconic ideal and potential of everything that is or has been. Those that believe in reincarnation also see it as the point of return for those beings returning to life. It is not the resting place of the dead, though a spiritual analogue for everything that has ever existed in the material world still resides in the timeless word of the spirits – so, in some way everything that has died exists in the world of the spirits, as do extinct animals, ancient lost civilizations, and creatures and places yet to be. One way of thinking of the relationship between the Spirit Plane, Palaestra and the Plane of Shadow would be to think of a flower and the sun. The flower represents the physical world, or Palaestra. The flower’s shadow upon the grass is the shadow plane, and the life-giving light of the sun is the Spirit Plane. Objects on the plane of the spirits are larger, more colorful, more energetic than their Material counterparts – the air is filled with blossoms, mists and cool breezes, like the perfect springtime morning, as if the rocks, rivers, mountains and clouds were about to stir into full wakefulness. It is the land of healing, recuperation and generation, a beginning time that never ends. When the sun breaks through the mists from time to time, it reveals luminous blue sky and nearly blinding light. Periods of morning twilight, corresponding to night on the material plane, do occur, but there is effectively no night on the Spirit Plane. While all of this sounds wonderful, keep in mind that the Spirit Plane is not “Good.” Don’t forget the cancer is but life run amok. This is the trap of the Spirit Plane and why the wise do not abuse its curative powers, lest the Spirit Plane lash out and destroy them. The timeless, or more accurately, time[I]full[/I] nature of the Spirit Plane makes it nearly useless as a shortcut between points in the Material World, for those purposes, the Land of Shadows is better suited. [B]TRAITS[/B] [list][I]Normal Gravity:[/I]The usual rules for ability scores, carrying capacity, and encumbrance apply in the Spirit World.[/list] [list][I]Timeless: [/I]The effects of time are diminished on the Spirit Plane, creatures do not age, thirst or hunger – the effects of poison and disease are suspended, although damage, including initial damage, is not regenerated – poisons and disease merely lie dormant.[/list] [list]The danger of such 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. The Spirit Plane can effectively become a prison to those who fall under its spell.[/list] [list]Creatures may still eat or nap for pleasure, without any harmful effects.[/list] [list][I]Infinite Size:[/I] The Spirit Plane extends in all directions – a chaotic mish-mash of all terrains and ecologies that have, do or will ever exist in the real world.[/list] [list][I]Sentient:[/I] The Spirit Plane is a spirit in and of itself, representing the spiritual essence of Palaestra. There is a 1% cumulative chance per day of the plane responding to interlopers by leading them into a nidus or sending some of its emissaries to attack the trespassers. [/list] Alignment Traits: [list]Minor Positive Dominant: Just as the Shadow Plane has a connection to the realm of Negative Energy, the Spirit world is connected to the Positive Energy plane. All creatures gain Fast Healing 2 as an extraordinary ability for as long as they remain on the Spirit Plane. Some small regions on the Spirit Plane, called a nidus, have the major positive-dominant trait, however, see below.[/list] [list]Minor Chaos Dominant: Lawful creatures have a –2 to all Charisma checks on the Spirit Plane.[/list] [list][I]Mildly Neutral Aligned: [/I]This has no real effect on play. [/list] Magical Traits: [list][I]Enhanced Magic:[/I] All healing spells are treated as prepared by the Empowered Spell feat, although they don’t require higher spell slots. All Divination spells are treated as prepared by the Extend Spell feat, although they don’t require higher spell slots.[/list] [list]Impeded Magic: All spells that use or generate shadow or darkness may fail when cast on the Spirit Plane. A spellcaster attempting to cast a spell with darkness or shadow in the descriptor must succeed at a Spellcraft check (DC 15 + the level of the spell). [/list] [list]All creatures which suffer ill effects from sunlight have the effects doubled on the Spirit Plane. [/list] [B]Travel to the Spirit Plane[/B] The Spirit Plane is linked to the Prime Material, the Positive Energy Plane, The World Tree and the Ethereal Plane. Coterminous Portals can be found linking these planes from the Spirit Plane, although they are often guarded. It is a matter of some debate if the Plane of Shadow actually touches the Spirit Plane – such portals, if extant, must be well guarded. Shaman are the only spellcasters that normally possess spells granting easy access to the Sprit World, although other, generic plane-hopping spells, such as gate, will work as well. [B]Travel on the Spirit Plane[/B] The Spirit Plane actually overlaps Palaestra, but it is not exactly coterminous due to the timeless nature of the Sprit World. A single locale in our world effectively has an infinite number of versions of itself in the Spirit world, one for each moment in time. The metropolis of Iconium in the year 450’s spiritual analogue (it’s idealized state) exists as does the same plot of land a hundred years ago, and the thousand years from now. A field in Palaestra may be, in turn, mountain, a lake, a castle, a forest, a desert and a field – because that is the “life cycle” of the area, and the Spirit world contains all those potentialities. A person could spend a lifetime wandering around a 10-ft area. If a person jumped onto the Spirit Plane traveled “north” for three days, he or she could find that he or she only traveled a few feet or thousands of miles. First, calculate the distance the person would have traveled. The actual distance traveled is 1d10x1d10% of the distance that would have been traveled on the Prime Material Plane. Persons experienced with the Spirit Plane learn to mark their point of entry with one of their possessions from their home plane. This signpost will allow the traveler to return to their exact point of entry, rather than be catapulted hundreds of miles off course. A traveler who wants to find the direction to a signpost must make a DC 15 Knowledge (the planes) check A signpost must be left each time the traveler enters the plane and they cannot be reused, nor can previous signposts be located. [B]Time Travel[/B] The Spirit Plane always returns a creature leaving it to its correct time, so you do not have to worry about weird dilation effects. [B]Nidus[/B] A nidus is a section of the Spirit Plane that contains a portal to the Positive Energy Plane. These areas have the major positive dominant trait and are very dangerous. A creature in a major positive-dominant area must make a DC 15 Fortitude save to avoid being blinded for 10 rounds by the brilliance of the surroundings. Simply being in this area 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. [/QUOTE]
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