Template:Planar Template/HowTo
From D&D Wiki
How to use the Planar Template[edit]
The General layout of a Plane using this template.
{{Planar Template |name= |gravity= |time= |size= |shape= |morphic= |align= |alignstr= |magic= |borders= |natives= |desc= }}
Definition of Traits[edit]
Trait | Description | Required | Valid Parameters |
---|---|---|---|
name | This is the name of the plane | Yes | any Proper Noun |
gravity | Gravity types: Objective Directional, Subjective Directional, None, Heavy, Normal, Light | Yes | obj, subj, no, heavy, normal, light |
time | Time types: Normal, Timeless, Flowing (different than normal, such as 1 year on this plane is 1 round in 'normal time'), Erratic (Flowing time, but the exchange rate changes randomly) | Yes | normal, timeless, flowing, erratic |
flow | This trait is only required if you select the flow for your time trait. This describes how fast time passes on this plane vs normal time (1 year = 1 round). | Yes/No | equation of planar time = normal time |
size | Size types: Infinite, Self (the plane wraps in upon itself, or a creature that reaches an edge is teleported to another edge), Finite | Yes | infinite, self, finite |
shape | A shape you want the plane to be such as: Cube, Sphere, Globe, flat, circle, square or similar | Yes/No | any string |
morphic | Morphic types: Alterable (normal world, items stay where they are put), Divinely (same as alterable, but a God can change the plane at will), Static (very difficult to move objects), Highly (Unstable & always changing on its own), Magically (only magic can mold the plane & move objects), Sentient (the plane changes of its own will) | Yes | alter, divine, static, highly, magic, sentient |
morphicm | This trait is only used when you select 'magic' for the morphic trait. Here you should describe what magic can alter the plane. | Yes/No | description of magic |
align | Align types: Neutral, Good, Evil, Law, Chaos | Yes | neutral, good, evil, law, chaos |
alignstr | The strength of the alignment: Mildly (minor penalties to opposed alignments, if a plane is mildly neutral that means all alignments are at home here), Strongly (All non-matching alignments take penalties) | Yes | mild, strong |
element | What kind of Element dominates the plane: Fire, Water, Electricity, Earth, Acid, Air, Positive Energy, Negative Energy; defaults to none | No | fire, water, elec, acid, air, earth, pos, neg |
magic | How magic functions on this plane: Dead (No magic works at all), Limited (Some magic Works, some doesn't), Normal (Magic functions normally), Wild (Magic functions erratically) | Yes | dead, normal, wild, limit |
enhanced | Sub-category to Magic, list rules for magic that is enhanced on this plane (ex: casting a fire spell on a fire plane may give +1 caster level or +1 DC or a die step increase in damage (d6 becomes d8)) | No | description of enhancement |
impeded | Sub-category to Magic, list rules for magic that is impeded on this plane (ex: trying to cast a fire spell on a water plane may not work unless the caster makes a spellcraft check.) | No | description of impediment |
borders | How this plane borders others: No Borders (this plane does not border any other), Shifting (firm borders, but they change randomly, Firm (Distinct edges to the borders, magic does not pass through), Soft (edges of the planes meld together, magic passes through) | Yes | no, shift, firm, soft |
links | Any links this plane may have with other planes: No (This plane has no links at all), Spell-Created (Spells can create links on this plane), Holes (holes open from the elemental planes creating points of access), Portals (Your generic doorways to the other side) | No | no, spell, holes, portals |
natives | List the creatures or types of creatures that are native to this plane | Yes | description of natives |
desc | More detailed description of what makes this plane unique from the rest. | Yes | general description |