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[v.3.5] Knightfall's Mirrored Cosmology
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<blockquote data-quote="Knightfall" data-source="post: 4452023" data-attributes="member: 2012"><p style="text-align: center"><span style="color: darkorange"><u><strong>DARKLANDS</strong></u></span></p><p></p><p>This demiplane is an alternate version of the Darklands description on page 63 of the <em><span style="color: Red">D&D Manual of the Planes</span></em>. The Darklands are a plane infused with shadow and negative energy. It is a bleak and evil place best left to the undead or to the evil cultists that live there to learn the plane's secrets.</p><p></p><p>The Darklands can only be reached through the Ethereal Plane. More specifically, a traveler must pass through the Deep Ethereal to reach the edge of the Darklands. Once there, the blackness of the deep ether opens up into a dark, twisted landscape similar to the Plane of Shadow in other cosmologies. However, the Darklands aren't an infinite plane like that plane.</p><p style="text-align: center">_________________________________________________</p><p></p><p><span style="color: darkorange"><strong>Darklands Traits</strong></span> <ul> <li data-xf-list-type="ul"><strong>Normal Gravity.</strong></li> <li data-xf-list-type="ul"><strong>Normal Time.</strong></li> <li data-xf-list-type="ul"><strong>Finite Size.</strong></li> <li data-xf-list-type="ul"><strong>Magically Morphic:</strong> Spells such as shadow conjuration and shadow evocation modify the base material of the Darklands. The utility and power of these spells within the Darklands make them particularly useful for explorers at natives alike. </li> <li data-xf-list-type="ul"><strong>Minor Negative-Dominant:</strong> Unprotected, living creatures take 1d6 points of damage per round on the Darklands. At 0 hit points or less, they crumble into ash. However, some areas within the plane have the major negative-dominant trait, and these regions are dominated by undead creatures such as shadows and nightshades. </li> <li data-xf-list-type="ul"><strong>Mildly Evil-Aligned:</strong> Good characters on the Darklands suffer a -2 penalty on all Charisma-based checks. </li> <li data-xf-list-type="ul"><strong>Enhanced Magic:</strong> Spells with the darkness or shadow descriptor are enhanced on the Darklands. Such spells are cast as though they were prepared with the Maximize Spell feat, though they don't require the higher spell slots. The shadow spells listed under "Enhanced Magic" for the Plane of Shadow on pg. 60 of the <em><span style="color: red">D&D Manual of the Planes</span></em> are more powerful on the Darklands as described in that section. </li> <li data-xf-list-type="ul"><strong>Impeded Magic:</strong> Spells that use or generate light or fire may fizzle when cast on the Darklands. A spellcaster attempting a spell with the light or fire descriptor must succeed at a Spellcraft check (DC 15 + the level of the spell). Spells that produce light are less effective in general, because all light sources have their ranges halved on the Darklands.</li> </ul> <p style="text-align: center">_________________________________________________</p><p></p><p><span style="color: darkorange"><strong>Features of the Darklands</strong></span></p><p>· Castle Perilous (MotP, pg. 82)</p><p>· Death Heart (MotP, pg. 82)</p><p>· Fortress of Conclusion (Return to the Tomb of Horrors)</p><p>· Nightcrawler Chasm</p><p>→ Balefire, City of Lanterns (Dragon #322, pg. 14-20)</p><p>· The Blinding Tower (Planar Handbook, pg. 162)</p><p>· The Sargasso of Entropy (Planar Handbook, pg. 185 - 186)</p><p>· The Shining Citadel (MotP, pg. 64)</p><p>· The Veil (Planar Handbook, pg. 158)</p><p>· Voidstone (MotP, pg. 81)</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4452023, member: 2012"] [center][color="darkorange"][u][b]DARKLANDS[/b][/u][/color][/center] This demiplane is an alternate version of the Darklands description on page 63 of the [I][COLOR="Red"]D&D Manual of the Planes[/COLOR][/I]. The Darklands are a plane infused with shadow and negative energy. It is a bleak and evil place best left to the undead or to the evil cultists that live there to learn the plane's secrets. The Darklands can only be reached through the Ethereal Plane. More specifically, a traveler must pass through the Deep Ethereal to reach the edge of the Darklands. Once there, the blackness of the deep ether opens up into a dark, twisted landscape similar to the Plane of Shadow in other cosmologies. However, the Darklands aren't an infinite plane like that plane. [center]_________________________________________________[/center] [color="darkorange"][b]Darklands Traits[/b][/color][list][*][b]Normal Gravity.[/b] [*][b]Normal Time.[/b] [*][b]Finite Size.[/b] [*][b]Magically Morphic:[/b] Spells such as shadow conjuration and shadow evocation modify the base material of the Darklands. The utility and power of these spells within the Darklands make them particularly useful for explorers at natives alike. [*][b]Minor Negative-Dominant:[/b] Unprotected, living creatures take 1d6 points of damage per round on the Darklands. At 0 hit points or less, they crumble into ash. However, some areas within the plane have the major negative-dominant trait, and these regions are dominated by undead creatures such as shadows and nightshades. [*][b]Mildly Evil-Aligned:[/b] Good characters on the Darklands suffer a -2 penalty on all Charisma-based checks. [*][B]Enhanced Magic:[/B] Spells with the darkness or shadow descriptor are enhanced on the Darklands. Such spells are cast as though they were prepared with the Maximize Spell feat, though they don't require the higher spell slots. The shadow spells listed under "Enhanced Magic" for the Plane of Shadow on pg. 60 of the [I][COLOR="red"]D&D Manual of the Planes[/COLOR][/I] are more powerful on the Darklands as described in that section. [*][b]Impeded Magic:[/b] Spells that use or generate light or fire may fizzle when cast on the Darklands. A spellcaster attempting a spell with the light or fire descriptor must succeed at a Spellcraft check (DC 15 + the level of the spell). Spells that produce light are less effective in general, because all light sources have their ranges halved on the Darklands.[/list][center]_________________________________________________[/center] [color="darkorange"][b]Features of the Darklands[/b][/color] · Castle Perilous (MotP, pg. 82) · Death Heart (MotP, pg. 82) · Fortress of Conclusion (Return to the Tomb of Horrors) · Nightcrawler Chasm → Balefire, City of Lanterns (Dragon #322, pg. 14-20) · The Blinding Tower (Planar Handbook, pg. 162) · The Sargasso of Entropy (Planar Handbook, pg. 185 - 186) · The Shining Citadel (MotP, pg. 64) · The Veil (Planar Handbook, pg. 158) · Voidstone (MotP, pg. 81) [/QUOTE]
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