Site updates for the weekend

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---
title: Bloodmage
description: The Bloodmage class for Old School Essentials.
date_pub: 2023-02-26T17:46:00-05:00
section: classes
content_type: feature
short_code: cw1
---
<div class='headlessTableWrapper'>
| | |
| ------------------- | --------------------------------------------- |
| **Requirements** | None |
| **Prime requisite** | INT |
| **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armour** | Leather, no shields |
| **Weapons** | One-handed melee weapons, all missile weapons |
| **Languages** | Alignment, Common |
</div>
Bloodmages are arcane spellcasters that use their own life force, rather than their memories, to cast spells.
[[toc]]
### Arcane Magic
See [Spells](https://oldschoolessentials.necroticgnome.com/srd/index.php/Spells) for full details on arcane magic.
**Magical research**: A bloodmage of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a bloodmage reaches 9th level, they are also able to create magic items.
**Spell books**: Bloodmages carry spell books containing the formulae for arcane spells. The number of spells in a bloodmages spell book is equal to the characters experience level, and the spell casting chart (below) shows the maximum spell level a bloodmage can have in their spellbook Thus, a 1st level bloodmage has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to bloodmages is found in [Magic-User Spells](https://oldschoolessentials.necroticgnome.com/srd/index.php/Magic-User_Spells).
**Spell casting**: Bloodmages cast spells by shedding blood, rather than by memorizing. To cast a spell, a bloodmage must sacrifice one of their own HP per level of the spell being cast.
**Using magic items**: As spell casters, bloodmages are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).
### Combat
Bloodmages are capable warriors as well as spellcasters, but they need freedom of movement for spellcasting. For this reason, they can use any melee weapon that can be wielded one handed, and can use all missile weapons, but can only wear leather armour, and are unable use shields.
### Healing
Bloodmages can make animal sacrifices to heal. The victims should be intelligent or magical creatures (although mundane animals can be used at the referee's discretion). To heal, the bloodmage must slay the intended sacrifice with a dagger or other bladed weapon. A sacrifice will restore a number of HP equal to the victim's HD. Creatures that are particularly innocent, powerful, or dear to the caster will produce increasingly better results (details to be left to the referee).
Alternatively, the referee may roll 1d6 for each fallen enemy, with a roll of 1 indicating that they are still alive and thus eligible to be sacrificed by the bloodmage.
### After Reaching 11th Level
A bloodmage may establish a stronghold, often in a cave or similar structure. 1d6 apprentices of levels 13 will then arrive to study under the bloodmage.
### Bloodmage Level Progression
<div class="dividedTableWrapper levelTable">
| |||| Saving Throws ||||||
| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | Max Spell Level |
| :---: | :-------: | :-------: | :-----: | :---: | :---: | :---: | :---: | :---: | :-: |
| 1 | 0 | 1d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 1 |
| 2 | 2,500 | 2d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 1 |
| 3 | 5,000 | 3d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 |
| 4 | 10,000 | 4d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 |
| 5 | 20,000 | 5d6 | 17 [+2] | 13 | 14 | 13 | 16 | 15 | 3 |
| 6 | 40,000 | 6d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 3 |
| 7 | 80,000 | 7d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 4 |
| 8 | 150,000 | 8d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 4 |
| 9 | 300,000 | 9d6 | 14 [+5] | 11 | 12 | 11 | 14 | 12 | 5 |
| 10 | 450,000 | 9d6+1[^2] | 14 [+5] | 11 | 12 | 11 | 14 | 12 | 5 |
| 11 | 600,000 | 9d6+2[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 6 |
| 12 | 750,000 | 9d6+3[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 6 |
| 13 | 900,000 | 9d6+4[^2] | 12 [+7] | 8 | 9 | 8 | 11 | 8 | 6 |
| 14 | 1,050,000 | 9d6+5[^2] | 12 [+7] | 8 | 9 | 8 | 11 | 8 | 6 |
[Bloodmage Level Progression]
</div>
[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply.
### Available Races and Max Level
When using the optional Character races rule, any race that may be a magic-user may also be a Bloodmage, and may advance to the same maximum level listed for the magic-user class (unless otherwise noted).
Adapted from _[Alternate Magic](https://www.drivethrurpg.com/product/397412/Alternate-Magic-OSR)_ by [Eric Diaz](http://methodsetmadness.blogspot.com/)

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---
title: Custom Character Classes
description: TBD
description: Some unofficial characters classes for OSE.
date_pub: 2023-02-17T00:15:00-05:00
section: classes
content_type: feature
short_code: c1
---
- [Automaton](./automaton.html)
- [Corsair](./corsair.html)
- [Corsair, Astral](./astral-corsair.html)
- [Dracokin](./dracokin.html)
- [Felinar](./felinar.html)
- [Firfolk](./firfolk.html)
- [Mimikin](./mimikin.html)
- [Tortokin](./tortokin.html)
- [Warlock](./warlock.html)
Below, you'll find some unofficial character classes for Old School Essentials. Most are only minimally tested (if at all), and some may need a bit of tweaking, but you can't beat the price!
- [Automaton](./automaton.html) - Mechanical beings powered by ancient, arcane magicks.
- [Corsair](./corsair.html) - A sailor living a life of adventure on the high seas.
- [Corsair, Astral](./astral-corsair.html) - A sailor living a life of adventure on the [astral plane](/astral)
- [Dracokin](./dracokin.html) - Lizardfolk with distant relations dragons.
- [Felinar](./felinar.html) - A race of anthropomorphic, catlike beings.
- [Firfolk](./firfolk.html) - Magical, gray half-giants that live in harmony with nature.
- [Mimikin](./mimikin.html) - A race of demihumans able to shift their physical forms at will.
- [Tortokin](./tortokin.html) - Anthropomorphic, upright turtles.
- [Warlock](./warlock.html) - Spellcasters that gain access to magic by making pacts with powerful, otherworldly beings
<!--
- [Planetouched](./corsair.md)
- [Summoner](./corsair.md)
- [Bloodmage](./bloodmage.html) - Arcane spellcasters that use their own life force, rather than their memories, to cast spells.
- [Planetouched](./planetouched.md)
- [Summoner](./summoner.md)
-->

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## Additional Kineticist Mental Powers
_The Kineticist_ class by Gavin Norman (as presented in issue #1 of [Carcass Crawler](https://www.drivethrurpg.com/product/367602/Carcass-Crawler-Issue-One)) offers a unique take on the classic "monk" or "mystic" class. I particularly like the way their "mental powers" work - although the ones in the zine seem to be designed to replicate the abilities of the classic class (as is the OSE way), there's nothing to prevent one from adding new powers to increase the build possibilities for that class. In my mind, based on the powers learned, a Kineticist could be anything from a powerful psychic to a supernatural tournament fighter, or even a superhero.
### Enlargement
**Duration: Focus, up to 1 round per level**
**Range: The kineticist**
The kineticists body, clothing, and armour (but not other equipment) double in size for the duration.
**Focus**: This power requires the kineticist to concentrate for one round to activate. Being distracted (e.g. attacked) or performing any other action (except moving) during this focus round causes the power to end.
**Melee**: While enlarged, the kineticists melee attacks inflict double damage.
<!--
### ESP (WIP)
_Duration: Concentration, 1 round_
_Range: 90'_
By concentrating for 1 round, the kineticist can read the thoughts of an intelligent, living creature within range.
_Unwilling targets_: May _save vs spells_ to resist.
_Concentration_: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
-->
### Freeze
**Duration: Up to 1 round per level**
**Range: 30**
The kineticist subjects a creature or object within sight to an icy cold, literally freezing them in place.
**Stun**: The target is unable to move or act unless they **save versus paralysis**. They may make a save each round that they are paralyzed, and once a save has been made, the effect ends.
<!--
### Gestalt (WIP)
_Duration: Concentration, 1 round_
_Range: Touch_
The kineticist can read the memories of a living creature that they are in physical contact with, and share their own memories with the creature in return.
_Unwilling targets_: May _save vs spells_ to resist.
_Concentration_: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
-->
### Healing Trance
**Duration: 1 turn**
**Range: The kineticist**
The kineticist can enter a meditative state for the duration, during which time they are completely unaware of their surroundings and can neither attack nor defend themselves.
**Healing**: The trance heals 1d6+1 hit points per use (2d6+2 hit points per use at 6th level or higher).
### Heat
**Duration: Focus, up to 1 round per level**
**Range: Sight**
The kineticist subjects a creature or object within sight to a scorching heat.
**Targetted creatures**: May **save versus spells** to prevent damages.
**Envrionmental Effect**: Paper or cloth ignite, liquids boil, and metals glow.
**Damage**: Applied to flesh or to metal in contact with a creature (e.g. armour), the heat inflicts 1d4 damage per round.
-->
### Invisibility
**Duration: Concentration, up to 1 round per level**
**Range: The kineticist**
The kineticist disappears from the sight of one or more creatures (selected when the power is activated) for the duration.
**Effect**: Up to 1HD of creatures per level of the kineticist are affected.
**Combat**: Affected creatures may attack the kineticist with a 4 penalty.
**Concentration**: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
### Kinetic Blast
**Duration: Instant**
**Range: 10 per level**
A blast of kinetic energy surges from the kineticists hand at a single target in range.
**Hit**: The target must **save vs spells** to avoid being hit.
**If the save fails**: The target suffers 2d4 damage.
### Kinetic Pull
**Duration: Instant**
**Range: 10 per level**
A wave of kinetic force surges from the kineticists hand at a single target in range, grabbing them, and pulling them towards the kineticist.
**Pull**: The target must save vs paralysis or be grabbed by the kinetic force.
**If the save fails**: The target suffers 1d6 damage and is pulled towards the kineticist, stopping at any space of the kineticist's choosing in between.
### Kinetic Transmission
**Duration: Instant**
**Range: 30'**
The kineticist instantly teleports to any location they can see within range.
### Life Drain
**Duration: Concentration, 1 round**
**Range: Touch**
The kineticist draws vital energy out of a living target that they are in physical contact with, absorbing the target's life force. This dark ability is usually forbidden for lawful kineticists.
**Damage**: The target must **save vs spells** or suffer 1d4 points of damage.
**Absorb**: The kineticist gains a number of hit points equal to the damage inflicted.
**Concentration**: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
### Mind Shield
**Duration: Focus, 2 turns**
**Range: The kineticist**
The kineticist can shield their mind for a period of time up to the duration.
**Focus**: This power requires the kineticist to concentrate for one round to activate. Being distracted (e.g. attacked) or performing any other action (except moving) during this focus round causes the power to end.
**Protection**: The kineticist gets a +4 bonus to any saving throws to resist the effects of mental powers and mind-affecting spells and magic items.
### Psychic Blast
**Duration: Instant**
**Range: 10 per level**
A blast of psychic energy surges from the kineticist at a single target in range.
**Hit**: The target must save vs spells to avoid being hit.
**If the save fails**: The target suffers 2d4 damage.
### Shrinking
**Duration: Focus, up to 2 turns**
**Range: The kineticist**
The kineticist and all equipment shrinks to 6” tall for the duration.
**Focus**: This power requires the kinetcist to concentrate for one round to activate. Being distracted (e.g. attacked) or performing any other action (except moving) during this focus round causes the power to end.
**Tiny Size**: While shrunk, the kineticist can slip through narrow spaces and, when remaining motionless, has a 90% chance of going unnoticed. A shrunk kineticist cannot harm creatures larger than 1 tall.
### Telepathy
**Duration: Focus, 1 turn**
**Range: Sight**
The kineticist can establish bidirectional mental communication with one other willing, living, intelligent creature within range for the duration.
**Focus**: This power requires the kineticist to concentrate for one round to activate. Being distracted (e.g. attacked) or performing any other action (except moving) during this focus round causes the power to end.
**Language**: The creature need not share a language with the kineticist.
<!--
### Terrify
-->

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@@ -17,7 +17,7 @@ short_code: cm1
| **Weapons** | Any |
| **Languages** | Alignment, Common, any 2 other languages |
Mimikin are a rarely-seen type of demihuman, able to shift their physical forms at will. Human-like in stature, their true forms usually have naturally pale, grey skin, unnervingly blank facial features, and silvery hair. However, because of their shapeshifting nature, they usuallly pass as humans or other similarly-sized demihumans, only returning to their true forms on death.
Mimikin are a rarely-seen type of demihuman, able to shift their physical forms at will. Usually human-like in stature, their true forms usually have naturally pale, grey skin, unnervingly blank facial features, and silvery hair. However, because of their shapeshifting nature, they usuallly pass as humans or other similarly-sized demihumans, only returning to their true forms on death.
Many mimikin use their gifts as a form of artistic or emotional expression, but some see them as invaluable tools for grifting, spying, and general deception, leading to their distrust by the other races.

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---
title: Welcome to the Multiverse!
title:
description: TBD
date_pub: 2023-02-15T00:26:00-05:00
section: main
@@ -9,7 +9,7 @@ short_code: m1
My name is Drogo Wanderfoot, but most know me as the Planar Vagabond.
I've spent decades wandering around the vast multiverse, collecting stories, ...
I've spent decades wandering around the vast multiverse, collecting stories and hearing about others adventures...
And now, I'm presenting them to you!

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---
title: Astral Compass
description:
description: A magical device for navigating to a desired location on the astral plane.
date_pub: 2023-02-19T18:46:00-05:00
section: magic items
content_type: feature
@@ -18,4 +18,5 @@ A 1.5" diameter, golden medallion, etched with 4 lines (marking the 4 cardinal d
<!--
* If the desired location is within (1? 2? 4?) hours of travel, the pilot can "reach out" and see it in a similar "tactical" view.
* This view can also be used during combat, focusing on other ships
* The compass only works with "where" queries - where is so-and-so? where is the source of this effect? where is the last resting place of some artifact?
-->

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---
title: The Crystal Skull of Jund
description:
description: A magical, elongated, and (apparently) nearly omniscient crystal skull.
date_pub: 2023-02-19T20:59:00-05:00
section: magic items
content_type: feature

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@@ -9,8 +9,11 @@ short_code: mi1
Below you'll find a small sampling of the magic items that can be encountered in the astral plane.
- [Astral Compass](./astral-compass.html)
- [The Crystal Skull of Jund](./crystal-skull-of-jund.html)
- [Astral Compass](./astral-compass.html) - A magical device for navigating to a desired location on the astral plane.
- [The Crystal Skull of Jund](./crystal-skull-of-jund.html) - A magical, elongated, and (apparently) nearly omniscient crystal skull.
- [Pet Rock](./pet-rock.html) - A magical rock that obeys its owner's commands.
- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html) - A magical ring that grants the wearer the ability to fire eldritch blasts.
- [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html) - A magical sword that specializes in identifying and killing lycanthropes.
<!--
- [Mirror of Meeting](./mirror-of-meeting.html)

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---
title: Mirror of Meeting
description: A magical mirror that allows its user to meet with other remotely.
date_pub: 2023-02-20T22:56:00-05:00
section: magic items
content_type: feature
short_code: mimom
---
A mirror with intricately-carved detailing.
**Sizes**: Vary based on usage. Can be small and compact, or large and ornate.
**Bell**: Most mirrors come with a bell (or similar component) that rings to indicate that someone is trying to connect via the mirror.
**Using**: Meetings can be started by swiping sigils on the mirror.
- The sigils are tied to a specific mirror, and it rings that bell and tries to connect
- When someone else is trying to connect to one's mirror, you can "answer" the request, or dismiss it.
**Usage Frequency**: May be used to connect to another mirror up to 3 times per day. Each connection lasts at most 10 minutes.
In Game Examples
- Lord Stengar had a smaller one on his desk, about the size of a book.
- Amary's shop carried several different types and sizes
- The one on the Sky Runner is a 3' x 2' rectangle with 6" frame on one side, and a 4" notification bell inside the frame.

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---
title: Pet Rock
description: A magical rock that obeys its owner's commands.
date_pub: 2023-02-20T22:56:00-05:00
section: magic items
content_type: feature
short_code: mipr
---
A small polished stone, about 2-inches in diameter.
**Bonds**: With anyone who gives it a command while holding it, treating that person as it's master.
**Commands**: Responds to (at least) 3 commands:
- **Attack** - When spoken while being held by its master, the pet rock will leap from its master's hand and fly at any one opponent of its master's choice within 60 feet, attacking with a +3 to hit. On a successful hit, the pet rock inflicts 1d8 damage. If the pet rock hits a creature or object made of stone, roll a d20. On a 15 or less, the rock shatters instantly, but not before dealing an additional 2d10 points of damage to the target. Once used for an attack, if it isn't destroyed, the pet rock will immediately fly back to it's master's hand.
- **Heel** - When spoken while being held by its master, the pet rock moves to a space just behind its master and floats about a foot off the ground.
- **Come** - When spoken by its master, the pet rock leaps from wherever it is (within sight) to its master's hand.
_Adapted from original version by Roger E. Moore, as published in Dragon Magazine #45._

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---
title: Ring of Eldritch Blasting
description: A magical ring that grants the wearer the ability to fire eldritch blasts.
date_pub: 2023-02-20T22:43:00-05:00
section: magic items
content_type: feature
short_code: mireb
---
A simple gold band etched with an arcane rune for the word "blast".
**Use**: On speaking the command word, a ray of dark-purple eldritch energy shoots from the wielder's hand towards target within 150', who must make a **saving throw versus spells** or take 1d6 damage.
**Usage limits**: Can be used up to 3 times per day.

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---
title: Tyrhung, Wolf Hunter
description: A magical sword that specializes in identifying and killing lycanthropes.
date_pub: 2023-02-20T22:43:00-05:00
section: magic items
content_type: feature
short_code: mireb
---
### Tyrhung, Wolf Hunter
A finely-crafted silver longsword, acid-etched with moon iconography and the name _Tyrhung_ in an ancient elvish script, held by a grip wrapped in extravagant, onyx smooth leather.
- **Sword +1, +2 vs Lycanthropes**
- **Moon-blessed** - When a moon-blessed sword is unsheathed in darkness (or its command word is spoken), it illuminates an area of 30 foot radius with moonlight. While illuminated this way, any lycanthropes within the light appear as their animal forms.

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@@ -3,42 +3,43 @@ title: The Elemental Planes
description: A brief description of each of the elemental planes.
date_pub: 2023-02-19T17:02:00-05:00
section: planes
subsection: elemental
content_type: feature
short_code: pe1
---
The elemental planes are each fairly uniform in their composition, consisting almost exclusively of the element that the plane is named for.
### Aeria / The Zephyr (The Elemental Plane of Air)
### Aeria / The Zephyr (Air)
- An endless sky of different colors dotted with floating islands
- Subjective gravity - everything is assumed to "fall" 100' / round, and characters can change direction with a thought (CHA check if under duress).
- No breathing difficulties
### Terru / The Rock (The Elemental Plane of Earth)
### Terru / The Rock (Earth)
- An endless network of shiny, crystal-filled tunnels, sandwiched between endless layers of rock, stone, and dirt.
- Gravity can change in the tunnels, corkscrewing along the walls.
- The air in the tunnels is dusty, but breathable.
### Pyrea / The Pyre (The Elemental Plane of Fire)
### Pyrea / The Pyre (Fire)
- An endless sea of fire, burning across an endless landscape of flames.
- Most creatures from the material plane can't be here for more than a moment before burning to death.
- Even the air burns.
### Aquos / The Deep (The Elemental Plane of Water)
### Aquos / The Deep (Water)
- An endless, bottomless ocean that contains a massive growth of coral, thousands of mile long.
- No air to speak of, so any visitors will need to be able to breathe water.
### Ange / The Firmament (The Elemental Plane of Law)
### Ange / The Firmament (Law)
- An endless, flat plain.
- Only lawful gods can even exist here for more than a moment - any lesser beings are obliterated and turned into part of the landscape.
- Elementals from this plane are called angels, and are usually crafted by the gods of law with specific purposes in mind.
### Dema / The Abyss (The Elemental Plane of Chaos)
### Dema / The Abyss (Chaos)
- An endless miasma of swirling, bubbling chaos.
- Only powerful chaotic beings can even exist here for more than a moment - any lesser beings are ripped apart by the primal energies (or become corrupted by the power of the plane).

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@@ -13,7 +13,7 @@ The various planes can be thought of as being laid out in a series of concentric
- the [six elemental planes](./elemental.html) (_air_, _earth_, _fire_, _water_, _law_, and _chaos_) lie at the center;
- the infinite variations of the [material planes](./material.html) are next;
- then come the [outer planes](./outer.html), including the planes of the various afterlives - all of the heavens, hells, purgatories, limbos, and eternal drinking halls that the gods create for their devotees (or for those that lose faith);
- then come the [transcendental planes](./transcendental.html), including the planes of the various afterlives - all of the heavens, hells, purgatories, limbos, and eternal drinking halls that the gods create for their devotees (or for those that lose faith);
- the _ethereal plane_ exists alongside the other planes, providing passage for spirits when they die;
- all of the above are "contained" within the [astral plane](/astral/index.html), the great, swirling void which touches all;
- finally, there are rumors of planes beyond even the astral - strange realms, far weirder than anything that even the most seasoned planar traveler can comprehend.

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@@ -3,6 +3,7 @@ title: The Material Planes
description: A brief description of several of the known material planes.
date_pub: 2023-02-19T17:02:00-05:00
section: planes
subsection: material
content_type: feature
short_code: pm1
---

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@@ -1,12 +1,15 @@
---
title: The Outer Planes
description: A brief description of a few of the outer planes.
title: The Transcendental Planes
description: A brief description of a few of the transcendental planes (heavens and hells).
date_pub: 2023-02-19T17:39:00-05:00
section: planes
subsection: transcendental
content_type: feature
short_code: po1
short_code: pt1
---
The Transcendental Planes are the planes of the various afterlives - all of the heavens, hells, purgatories, limbos, and eternal drinking halls that the gods create for their devotees (or for those that lose faith). Typically ruled by one or more gods (or their equivalents).
### Drahkenos
_The Plane of Dragons_
@@ -24,3 +27,17 @@ _The Plane of Unwanted Dead_
- The place where the souls that aren't claimed by other gods wind up.
- Ruled by the Authority, a bureaucracy of corrupted paladins, clerics, and devils.
- Headed by the fallen angel, Shai'kel, the Corrupted.
<!--
### The Dreamlands
- See https://whitewolf.fandom.com/wiki/Dreaming
### The Faewylde
_The Plane of the Faerie Folk_
- See https://supernatural-beings.fandom.com/wiki/Fae
-->

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@@ -3,6 +3,7 @@ title: Infernus
description: A brief description of Infernus, the plane of Unwanted Dead.
date_pub: 2023-02-19T17:17:00-05:00
section: planes
subsection: transcendental
content_type: feature
short_code: pi1
---