The Zenith (3.5e Location)
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The ZenithEdit
Where do the twisted images of the darkest nightmares come from? Where do the gods never turn their eyes? Right above the planes, at the Zenith.
Planar TraitsEdit
This plane can only be reached by the following spell:
- Zenith Travel: Sorcerer/Wizard 3, Cleric 2, Druid 4, Bard 5, Psion 1
Physical TraitsEdit
- Gravity: Normal.
- Time: Always Night, but the Red Star (which seems to be the size of a pebble in the sky) moves like a sun, marking the passage of time. The moons make a ring around it, making a constant zenith.
- Size: Planet-shaped, the size of the material plane.
- Morphic: Non-morphic.
Elemental, Energy, Alignment and Magic TraitsEdit
- Elemental Dominance: All elemental powers double in size.
- Energy Dominance: All energy powers are halved.
- Alignment Traits: Chaotically aligned spells, etc. are doubled.
- Magic Traits: Necromantic spells are doubled; other spells are halved.
Planar ConnectionsEdit
The Zenith is disconnected from the other planes, orbiting around them.
InhabitantsEdit
The Smokks, Arbogs, and Keelee are its intelligent races, while the non-intelligent creatures are as before but doubled in size differentiation (from medium-size).
Movement and CombatEdit
Creatures are more agile on the Zenith (conditional +2 Dexterity), and move 1.5 times normal speed and take one normal standard round (attacks, spells,etc) and a second round where conditions are halved (.
Features ofEdit
Info.
EncountersEdit
Info.
UsingEdit
Info.
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