The Zenith (3.5e Location)
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[hide]The Zenith[edit]
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 Traits[edit]
This plane can only be reached by the following spell:
- Zenith Travel: Sorcerer/Wizard 3, Cleric 2, Druid 4, Bard 5, Psion 1
Physical Traits[edit]
- 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 Traits[edit]
- 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 Connections[edit]
The Zenith is disconnected from the other planes, orbiting around them.
Inhabitants[edit]
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 Combat[edit]
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 of[edit]
Info.
Encounters[edit]
Info.
Using[edit]
Info.
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