Never assume anything about the Laws of Nature. Although rare, shards that
exhibit exceptions or modifications on that which one might consider the laws of Nature
does exist. One shard might have a minor aspect against healing magic. Another
might possess a slight bias against or towards arcane magic, while leaving divine magic
and psionics unchanged. And so forth.
Planar travel is difficult. Unless in the vicinity of a shardway, any magics or
other abilities that allow planar travel is virtually impossible to execute successfully.
Any character trying to utilize any means of planar travel must make a caster level check
against a difficulty set by the GM, based on the distance from the nearest shardway and so
on.
If the check fails, the attempt at planar travel didn't work. If the check succeeds, the
attempt at planar travel did work - but only where that shardway leads. In the case of an attempt
at planar travel in the vicinity of several shardways, the caster may try a Knowledge: Planes
check against a difficulty set by the GM to choose any particular shardway - otherwise, the
shardway is chosen (usually randomly) by the GM.
Exceptions do exist. This is perhaps the ultimate caveat. The lore of the shardways does
not constitute a science in any sense of the word - anything can (and do) happen in the vicinity
of the shardways.
|