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The following text charts the changes that have been made to the
elemental plane of water for the purposes of the Iourn Cosmology.
Players should assume that any published rules for this plane that
do not directly contradict to following should stand. Details of
the elemental plane of water can be found in Dungeon Master's
Guide p157, Manual of the Planes p77 and The Planar
Handbook p136.
Plane of Water Traits
- Subjective Directional Gravity
- Normal Time
- Infinite Size
- Sentient
- Water-dominant
- Mildly neutral-aligned
- Enhanced Magic (spells of water)
- Impeded magic (spells of fire)
Planar Connections
The following planes are directly connected to the elemental plane
of water. In order to reach planes that are not on this list a character
must traverse a transitive plane, usually through the use of some
form of magical spell or device.
Transitive Planes
- Astral Plane: the plane of water is coterminous with
the Astral Plane. Doorways exist between the plain of water and
the Astral. Spells that utilise the Astral Plane (such as teleport)
function normally on the plane of water.
- Region of Dreams: the plane of water is conterminous
with the Region of Dreams. Portals of Sleep can be opened by Dreamers
at any point in the Plane of Water.
Outer Planes
- Void: the plane of water is coterminous with Void. Void
physically touches the border of the plain of water. Any creature
capable of physically entering and moving through Void can cross
the boundary and enter the plane of water.
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