Magic (Five Factions Supplement)
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[edit] To-do
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[edit] Planar Travel
The Five Factions realm is impossible to exit and impossible to enter unless summoned. This allows for summoning spells to still call creatures from the other planes and allows them to leave when the spell finishes. Some say that the creatures don't come from their own plane and the owner of the realm (The Divine, as believed by most) calls them to the realm. The creatures don't suspect anything and there is no way to prove anything. There is no planar travel so hence spells that transport you to other planes aren't available. Any spells or affects that store items still work and any spell that doesn't keep the creature on the plane is still available. Spells that creature your own plane aren't removed though when you create a plane there is a focusing item or a door that allows for travel. With the focusing item they travel to the focusing item inside the plane and with a door they walk through it to enter into the plane. The owner of the plane may use a full round action to create another focusing item or door on the prime material plane. Creating a 'door', which is actually more like a portal, requires a door frame. The door can be made to look like anything and likewise with the focusing item. For spells such as Genesis that require the character to "cast this spell only on the Ethereal Plane" disregard this note as you cannot go to the Ethereal Plane, you can just cast the spell on the Prime Material Plane.
Transporting to the planes is limited to using the focus item or transporting via the door. You cannot use a planar transporting spell to move to another plane.
[edit] Deities and planes
The Deities in the Five Factions realm are stuck just as mortals are, they don't even have their own plane. The Divine is the only deity that can communicate with planes outside of the Five Factions realm. Some believe that the Divine is the reason for their imprisonment in the plane. These are few but they still have a quite substantial fighting force and cause constant conflict with the Clerics of the Divine. They call themselves the Seekers of Origin, a group of mages that experiment in the ways to exit the Five Factions realm.
| Five Factions Campaign Settingv | ||||||||
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