Cosmology (Cora Supplement)

From D&D Wiki

Jump to: navigation, search


Main Menu
World of Cora
Player Info
World Reference
DM Info

Add New Page

About the Planes[edit]

The Corean Cosmology is quite different than that of the normal Dungeons and Dragons cosmology. Each of the planes is linked to all other planes, except for a select few, this means that planar travel is quite easy, it is just a matter of finding, or creating a portal where you want to get to. It is also common for travelers to use other planes for traveling, as time goes slower on many of the non-material planes, though there are other risks associated with such ventures. Planar travel is a common thing in the World of Cora.


Inner Planes[edit]

The inner planes consist of the Primary, Elemental, and Quasi-Elemental planes. The elemental and quasi-elemental planes make up the border of the material plane, while the shadow, light, and ethereal planes are coexistant with them. A planar path cuts the border between each of the connecting planes and the material plane.


Primary Planes[edit]

The Material Plane[edit]

Physical Traits
Normal Gravity Gravity on this plane functions as normal, something that weighs 5 pounds on the material plane weighs 5 pounds on this plane. Use the normal rules for encumbrance, ability scores, carrying capacity, and skill checks.
Normal Time Time flows normally on this plane, for each round you spend on this plane, one round passes on the material plane.
Finite Flat-circle This plane is a flat-circle and has a distinct edge.
Alterably Morphic Like normal, objects on this plane do not move unless interacted with either by physical forces or magical. You can dig a hole, or build a wall and unless another force destroys it, it will still be there when you return.
Element, Alignment, and Magical Traits
No Elemental or Energy Trait This plane has no specific energy or element that dominates it.
Mildly Neutral-Aligned This plane has a balance, since no alignments are opposed to neutral, all creatures can exist comfortably on this plane.
Normal Magic Magic on this plane functions normally, it is not any harder to cast a certain spell, and spells don't run the risk of randomly changing into something unintended.
Planar Links, Boundaries & Natives
Soft Borders The borders of this plane seem to phase into other planes. A traveler may pass through an area where traits from both bordering planes are in effect. Magic crosses through a soft border.
Spell-Created Links Magic on this plane functions like normal. Spells, spell-like abilities, and other magical abilities that draw power from other planes or allow creatures to shift between them function properly.
Natives Most humanoids and creatures make their residence on the material plane, as it is the primary plane of existence.
Description
This is the main plane of existence, all the elemental planes share a soft border with the material plane at one point or another, this makes the material plane act as a sort of hub to travel through the cosmos. The material plane is also co-existant with the shadow, light, and ethereal planes. The material plane is encircled by a planar path known as the river, it circles the material plane and acts as the border between it and the elemental planes.



Plane of Shadow[edit]

Physical Traits
Normal Gravity Gravity on this plane functions as normal, something that weighs 5 pounds on the material plane weighs 5 pounds on this plane. Use the normal rules for encumbrance, ability scores, carrying capacity, and skill checks.
Flowing Time flows differently on this plane, extended time spent on this plane usually results in much less time passing on the material plane. While on this plane, 1 day = 1 round on the material plane.
Infinite This plane has an infinite size, and has no end, it also has no specific shape.
Alterably Morphic Like normal, objects on this plane do not move unless interacted with either by physical forces or magical. You can dig a hole, or build a wall and unless another force destroys it, it will still be there when you return.
Element, Alignment, and Magical Traits
No Elemental or Energy Trait This plane has no specific energy or element that dominates it.
Mildly Neutral-Aligned This plane has a balance, since no alignments are opposed to neutral, all creatures can exist comfortably on this plane.
Limited Magic Magic functions quite normally on this plane except that some spells don't function at all.
Enhanced Magic Any spell of the shadow subschool is cast at +1 caster level, and is 100% real.
Impeded Magic Any spell which requires the plane of light, does not function.
Planar Links, Boundaries & Natives
No Borders This plane does not directly border any of the other planes, though there may be links, paths, or holes that can take you to other planes from this one.
Spell-Created Links Magic on this plane functions like normal. Spells, spell-like abilities, and other magical abilities that draw power from other planes or allow creatures to shift between them function properly.
Natives Creatures with the dark, or shadow templates.
Description
The plane of shadow is co-existant with the material plane and all of the elemental and quasi-elemental planes. The shadow plane overlaps the material plane, and all of the other inner planes. The only way to reach the plane of shadow is through spell-created links. The shadow plane has no connections with the plane of light, thus any spell or spell-like ability which calls on the plane of light will not function.



Plane of Light[edit]

Physical Traits
Flowing Time flows differently on this plane, extended time spent on this plane usually results in much less time passing on the material plane. While on this plane, 1 round = 1 hour on the material plane.
Infinite This plane has an infinite size, and has no end, it also has no specific shape.
Alterably Morphic Like normal, objects on this plane do not move unless interacted with either by physical forces or magical. You can dig a hole, or build a wall and unless another force destroys it, it will still be there when you return.
Element, Alignment, and Magical Traits
No Elemental or Energy Trait This plane has no specific energy or element that dominates it.
Mildly Neutral-Aligned This plane has a balance, since no alignments are opposed to neutral, all creatures can exist comfortably on this plane.
Limited Magic Magic functions quite normally on this plane except that some spells don't function at all. Please fill out the impeded trait with what magic is limited on this plane.
Enhanced Magic Any spell with the light descriptor is cast at +1 caster level.
Planar Links, Boundaries & Natives
No Borders This plane does not directly border any of the other planes, though there may be links, paths, or holes that can take you to other planes from this one.
Spell-Created Links Magic on this plane functions like normal. Spells, spell-like abilities, and other magical abilities that draw power from other planes or allow creatures to shift between them function properly.
Natives The plane of light has no natives
Description
The plane of light is co-existant with the material plane and all of the elemental and quasi-elemental planes. It overlaps the material plane, and all the inner planes, though the only way to reach the plane of light is through spell-created links. In the World of Cora, the plane of light functions as the source of astral spells. Spells which say they use the astral plane instead use the plane of light. The light plane has no connections with the plane of shadow, this causes any spells, or spell-like abilities which call on the plane of shadow to not function.



The Ethereal Plane[edit]

Physical Traits
No Gravity There is no gravity on this plane, instead characters simply float around unless there is a mode of movement (often force of will or magical effects such as teleport).
Normal Time Time flows normally on this plane, for each round you spend on this plane, one round passes on the material plane.
Infinite This plane has an infinite size, and has no end, it also has no specific shape.
Static The objects and natural citizens of this plane can not be affected by travelers. This world seems to function as if under a time stop spell. To even move a small unattended object on this plane requires a DC 16 strength check, objects that are larger or heavier are sometimes impossible to move.
Element, Alignment, and Magical Traits
No Elemental or Energy Trait This plane has no specific energy or element that dominates it.
Mildly Neutral-Aligned This plane has a balance, since no alignments are opposed to neutral, all creatures can exist comfortably on this plane.
Normal Magic Magic on this plane functions normally, it is not any harder to cast a certain spell, and spells don't run the risk of randomly changing into something unintended.
Planar Links, Boundaries & Natives
Soft Borders The borders of this plane seem to phase into other planes. A traveler may pass through an area where traits from both bordering planes are in effect. Magic crosses through a soft border.
Spell-Created Links Magic on this plane functions like normal. Spells, spell-like abilities, and other magical abilities that draw power from other planes or allow creatures to shift between them function properly.
Natives Ghosts, and other incorporeal creatures.
Description
The ethereal plane is co-existant with all other planes in the cosmos. It is said to be the backbone that holds the verse together. It mirrors every other plane which it touches in that spot. Creatures on the ethereal plane can see onto the material plane up to 60 feet if lighting conditions allow it. Low-light vision and darkvision do not extend this limitation. Creatures on the ethereal plane are incorporeal, invisible and completely silent to those on the material plane. Spells cast on the ethereal plane never pass to the material plane, but those cast on the material plane have a 50% chance of affecting a creature on the ethereal plane if the spell targets that creature. Spells with the force descriptor always affect both the material plane and the ethereal plane 100%. Thus a magic missile targeted at a creature on the ethereal plane would never miss. Although, for a caster must have some way to detect a creature on the ehtereal plane before it can target them with spells.




Elemental Planes[edit]

Plane of Fire[edit]

Physical Traits
Normal Gravity Gravity on this plane functions as normal, something that weighs 5 pounds on the material plane weighs 5 pounds on this plane. Use the normal rules for encumbrance, ability scores, carrying capacity, and skill checks.
Normal Time Time flows normally on this plane, for each round you spend on this plane, one round passes on the material plane.
Finite Circle This plane is a circle and has a distinct edge.
Highly Morphic This plane is often changing, this do not stay where creatures left them, and the matter in the plane often moves at random. This plane is considered quite unstable making mapping through natural means quite difficult
Element, Alignment, and Magical Traits
Fire-Dominant This plane is extremely volatile. It is dotted with volcanoes, lava floes, self-burning fires and the superheated air scorches all that it touches. Any creature attempting to travel this plane takes 3d10 points of fire damage per round (A creature with heat endurance takes half damage, while creatures made of water take double damage). Not only are creatures susceptible, but any unprotected clothing, paper, wood, or other flammable material catches fire immediately.
Mildly Neutral-Aligned This plane has a balance, since no alignments are opposed to neutral, all creatures can exist comfortably on this plane.
Limited Magic Magic functions quite normally on this plane except that some spells don't function at all.
Enhanced Magic Any spell with the fire descriptor is cast at +1 caster level.
Impeded Magic Any spell with the water or cold descriptor does not function.
Planar Links, Boundaries & Natives
Firm Borders The borders of this plane are distinct, magic does not cross over from this plane to another bordering plane. A traveler can easily tell the end of a plane with a firm border.
Natives Fire elementals, Red Dragons and other fire creatures.
Description
The plane of fire is an extremely harmful plane, anyone traveling on it without some sort of protection from the extreme heat is going to die quickly. The plane of fire shares a soft border with the material plane, and firm borders with the planes of acid and electricity.



Plane of Water[edit]

Physical Traits
No Gravity There is no gravity on this plane, instead characters simply float around unless there is a mode of movement (often force of will or magical effects such as teleport).
Normal Time Time flows normally on this plane, for each round you spend on this plane, one round passes on the material plane.
Finite Circle This plane is a circle and has a distinct edge.
Alterably Morphic Like normal, objects on this plane do not move unless interacted with either by physical forces or magical. You can dig a hole, or build a wall and unless another force destroys it, it will still be there when you return.
Element, Alignment, and Magical Traits
Water-Dominant This plane is almost entirely made of water. A creature without water breathing may have a difficult time finding an air pocket to breathe. Creatures made of fire (such as elementals) take 1d10 points of damage each round.
Mildly Neutral-Aligned This plane has a balance, since no alignments are opposed to neutral, all creatures can exist comfortably on this plane.
Limited Magic Magic functions quite normally on this plane except that some spells don't function at all.
Enhanced Magic Any spell with the water descriptor is cast at +1 caster level.
Impeded Magic Any spell with the fire descriptor does not function.
Planar Links, Boundaries & Natives
Firm Borders The borders of this plane are distinct, magic does not cross over from this plane to another bordering plane. A traveler can easily tell the end of a plane with a firm border.
Natives Water elementals, Bronze Dragons and other creatures that live in water.
Description
The plane of water is as the name suggests, entirely water. At it's soft border with the material plane the plane of water begins as if opening out into an ocean, in fact the plane of water is the main source for the sea. The plane also shares firm borders with the planes of acid, and cold.



Plane of Earth[edit]

Physical Traits
Normal Time Time flows normally on this plane, for each round you spend on this plane, one round passes on the material plane.
Finite Circle This plane is a circle and has a distinct edge.
Magically Morphic Spells such as soften earth and stone, and stone shape can be used to mold the plane of earth.
Element, Alignment, and Magical Traits
Earth-Dominant This plane is made almost entirely of solid earth. A traveler teleporting in often runs the risk of being trapped inside earth, and suffocating to death. A traveler without a burrow speed may dig 5 feet per turn. Creatures of the air subtype are uncomfortable on this plane, though they suffer no ill effects.
Mildly Neutral-Aligned This plane has a balance, since no alignments are opposed to neutral, all creatures can exist comfortably on this plane.
Normal Magic Magic on this plane functions normally, it is not any harder to cast a certain spell, and spells don't run the risk of randomly changing into something unintended.
Enhanced Magic Any spell with the earth descriptor is cast at +1 caster level.
Planar Links, Boundaries & Natives
Firm Borders The borders of this plane are distinct, magic does not cross over from this plane to another bordering plane. A traveler can easily tell the end of a plane with a firm border.
Natives Earth elementals, Blue Dragons and other earth creatures.
Description
The plane of earth opens as a cavern mouth at it's soft border with the material plane, which tends to be the most well guarded as it is the easiest entrance to find. The plane of earth shares firm borders with the planes of acid and fire.



Plane of Air[edit]

Physical Traits
Normal Time Time flows normally on this plane, for each round you spend on this plane, one round passes on the material plane.
Finite Circle This plane is a circle and has a distinct edge.
Highly Morphic This plane is often changing, this do not stay where creatures left them, and the matter in the plane often moves at random. This plane is considered quite unstable making mapping through natural means quite difficult
Element, Alignment, and Magical Traits
Air-Dominant This plane is comprised mostly of air, and while generally not harmful, there may be pockets of poisonous gasses, or acidic vapor. Creatures of the earth subtype are quite uncomfortable on this plane, though they do not suffer any damage. It is generally hard to find solid ground on an air-dominant plane. Though sheets of ice, and even clouds can often act as "ground" on this plane.
Mildly Neutral-Aligned This plane has a balance, since no alignments are opposed to neutral, all creatures can exist comfortably on this plane.
Normal Magic Magic on this plane functions normally, it is not any harder to cast a certain spell, and spells don't run the risk of randomly changing into something unintended.
Enhanced Magic Any spell with the air descriptor is cast at +1 caster level.
Planar Links, Boundaries & Natives
Firm Borders The borders of this plane are distinct, magic does not cross over from this plane to another bordering plane. A traveler can easily tell the end of a plane with a firm border.
Natives Air elementals, Djinni and other flying creatures.
Description
The plane of air shares a soft border with the material plane, though it is sometimes hard to recognize. The plane of air is covered with many clouds and a heavy layer of fog often covers what is considered the ground. The plane is quite unstable and has a tendency to shift and move without being interacted with. The plane of air shares a firm border with the planes of fire and cold.


Quasi-Elemental Planes[edit]

Plane of Acid[edit]

Physical Traits
Normal Gravity Gravity on this plane functions as normal, something that weighs 5 pounds on the material plane weighs 5 pounds on this plane. Use the normal rules for encumbrance, ability scores, carrying capacity, and skill checks.
Normal Time Time flows normally on this plane, for each round you spend on this plane, one round passes on the material plane.
Finite Circle This plane is a circle and has a distinct edge.
Alterably Morphic Like normal, objects on this plane do not move unless interacted with either by physical forces or magical. You can dig a hole, or build a wall and unless another force destroys it, it will still be there when you return.
Element, Alignment, and Magical Traits
Acid-Dominant This plane is a noxious graveyard, the air is extremely harmful to most travelers. Any creature attempting to travel this plane takes 3d10 acid damage per round. Not only is the air harmful, but it also eats through unprotected clothing, paper, wood, or other soft materials begin to deterriate instantly as if they had caught fire.
Mildly Neutral-Aligned This plane has a balance, since no alignments are opposed to neutral, all creatures can exist comfortably on this plane.
Normal Magic Magic on this plane functions normally, it is not any harder to cast a certain spell, and spells don't run the risk of randomly changing into something unintended.
Enhanced Magic Any spell with the acid descriptor is cast at +1 caster level.
Planar Links, Boundaries & Natives
Firm Borders The borders of this plane are distinct, magic does not cross over from this plane to another bordering plane. A traveler can easily tell the end of a plane with a firm border.
Natives Green dragons, oozes and other gelatinous creatures.
Description
The plane of acid, much like the plane of fire, is a highly volatile plane and anyone attempting to travel on the plane of acid without acid protection will surely be eaten by the consumptive mists. The plane of acid shares a soft border with the material plane, and a firm border with the planes of earth and water. The plane is very swamp-like, with acidic mist hanging everywhere, and other dangers beyond the periodic damage include sinkholes, disease ridden rodents, and pools of stagnant water that would poison even the most hardy of creatures.



Plane of Cold[edit]

Physical Traits
Heavy Gravity Gravity on this plane is more than normal, all weights are doubled, and characters take a -2 circumstance penalty to attacks, Balance, Climb, Jump, Ride, Swim, and Tumble checks because of reduced mobility. Ranged weapons have their range reduced to half that of normal. Characters taking fall damage take 1d10 points of damage per 10 feet rather than the normal 1d6.
Normal Time Time flows normally on this plane, for each round you spend on this plane, one round passes on the material plane.
Finite Circle This plane is a circle and has a distinct edge.
Alterably Morphic Like normal, objects on this plane do not move unless interacted with either by physical forces or magical. You can dig a hole, or build a wall and unless another force destroys it, it will still be there when you return.
Element, Alignment, and Magical Traits
Cold-Dominant This plane is completely frozen over and quite hazardous to life. Any creature attempting to travel this plane takes 1d10 points of cold damage per round (A creature with cold endurance takes half damage, while creatures made of fire take double damage). The frozen air makes it difficult to operate and move effectively, and rapidly freezes objects. Any creature wearing mundane armor made of metal may only move at half speed from the cold conditions.
Mildly Neutral-Aligned This plane has a balance, since no alignments are opposed to neutral, all creatures can exist comfortably on this plane.
Limited Magic Magic functions quite normally on this plane except that some spells don't function at all.
Enhanced Magic Any spell with the cold descriptor is cast at +1 caster level.
Impeded Magic Any spell with the fire descriptor is cast at -1 caster level.
Planar Links, Boundaries & Natives
Firm Borders The borders of this plane are distinct, magic does not cross over from this plane to another bordering plane. A traveler can easily tell the end of a plane with a firm border.
Natives White dragons, Crystal Elementals and other crystalline creatures.
Description
The plane of cold is harmful to most, and causes mechanical and metal objects to seize up and cease functioning. The plane of cold shares a soft border with the material plane, and a firm border with the planes of water and air.


Outer Planes[edit]

The Lake of Souls[edit]

Physical Traits
Flowing Time flows differently on this plane, extended time spent on this plane usually results in much less time passing on the material plane. While on this plane, 1 year is 1 round on the material plane.
Self-Contained Flat-circle When you reach an edge of this plane you are transported either through natural means, or magical means to another edge of the plane. It's also possible that this plane has no distinct edges or endings.
Divinely Morphic This plane is much like a normal one, objects stay where they are put unless moved through physical or magical forces. Although, a specific deity has control over this plane and may change any of its physical properties instantaneously. Such as creating a mountain where there once was an ocean.
Element, Alignment, and Magical Traits
Cold-Dominant This plane is completely frozen over and quite hazardous to life. Any creature attempting to travel this plane takes 1d10 points of cold damage per round (A creature with cold endurance takes half damage, while creatures made of fire take double damage). The frozen air makes it difficult to operate and move effectively, and rapidly freezes objects. Any creature wearing mundane armor made of metal may only move at half speed from the cold conditions.
Mildly Lawful-Aligned Any chaotic creature on this plane takes a -2 penalty to all Cha-based ability and skill checks.
Dead Magic Magic on this plane is dead, it does not work at all. Permanent portals and links already in place stay in effect, but the plane functions as if under the effects of a permanent anti-magic field.
Planar Links, Boundaries & Natives
Shifting Borders This planes borders often shift with the planes it is linked to. Creatures traveling along a shifting border may find that they have traveled into a linked plane without an easy way to get back. Magic does not cross the border of this plane.
Natives There are no natives to the Lake of Souls, only those creatures which have died come here.
Description
The Lake of Souls is the resting place for dead creatures. Their physical bodies are left on the material plane, while their souls travel down to the Lake.




Back to Main Page3.5e HomebrewCampaign SettingsCora

Home of user-generated,
homebrew pages!


Advertisements: