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Planar Spells

Relaxing in an astral biosphere demiplane.

Astral Hospice
Conjuration (Teleportation)
Level: Clr 4, Drd 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: See text
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This spell opens up a small planar portal from the Astral Plane to a demiplane where natural healing can occur (unlike on the Astral Plane itself). The firm surface of the demiplane is roughly 50 feet square, and the demiplane extends 50 feet above the surface. The demiplane's traits (including time, gravity, and magic) match those of the Material Plane, and the demiplane is self-contained; walking to one end returns a character to the point from which he began. The demiplane has no unusual planar traits.

The only way in or out of the demiplane is through the entrance created by the caster, and only those named or described by the caster upon the casting of the spell may enter. The portal continues to exist on the Astral Plane only while the hospice demiplane exists. When the caster leaves the demiplane, the portal seals shut and vanishes. Anyone still in the hospice demiplane at that time appears on the Astral Plane at the location of the hospice's entrance.

Material Component: A single flawless gemstone of at least 250 gp value.

Attune Form
Level: Clr 3, Drd 3, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: One or more living creatures touched
Duration: 2 hours/level (see text)
Saving Throw: None
Spell Resistance: No

This spell allows you to attune the affected creatures to the plane you are currently on, negating harmful and negative natural effects of that plane. Affected creatures gain the protections listed in the avoid planar effects spell.

Material Component: A bit of stone or earth from your home plane.

Avoid Planar Effects
Level: Clr 2, Drd 2, Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)

You gain a temporary respite from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself.

Avoid planar effects provides protection from the 3d10 points of fire damage on a plane with the fire-dominant trait. Avoid planar effects lets a character breathe water on a water-dominant plane and be immune to suffocation on an earth-dominant plane. A character protected by avoid planar effects can't be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character's normal hit point total. Negative-dominant planes don't deal damage or bestow negative levels to characters protected by avoid planar effects.

In addition, some effects specific to a plane are negated by avoid planar effects. In the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells. You can add additional protections for a cosmology you create. If you have an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage suffered by everyone on the plane.

The effects of gravity traits, alignment traits, and magic traits aren't negated by avoid planar effects, nor is the special entrapping trait that some planes (such as Elysium and Hades) have.

The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, but it won't protect you if you walk into a pool of magma on that same plane.

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