Six Elemental Planes

Telgian

First Post
As promised, here's my elemental planes.

I didn't have any time to clean them up, so they still use v1.0 of Planes Descriptions; I'll edit it for that and consolidate text later.

Note1: Formatting for coherence on these boards ongoing.

Note2: Colaboration by others is welcome.
 
Last edited:

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Telgian

First Post
Six Elemental Planes

Code:
[b]Elemental Plane of Earth[/b] 		Earth: To Provide for Sowing and Reaping
Elemental Space (Earth) 		
Special Properties: Earthly;		Colour:	Yellow	
Slow Travel				Direction: Down
					Touch: Cool
					Weight:	Second Heaviest (2)
					Motion:	Downward

					Dominance over:	Air
            				Dominated by: Wood

Type Modifier: (Earth) All variable, numeric effects of spells cast in this plane with the Earth descriptor are increased by one-half (as per the Empower Spell feat). All variable, numeric effects of spells cast on this plane with the Air descriptor are decreased by one-half, rounding down. This deduction does not affect saving throws or spells without random variables.

All creatures on this plane with the type modifier Earth gain a +1 circumstance bonus to all checks, attack rolls and saving throws. Similarly, all creatures on this plane with the Air type modifier suffer a -1 circumstance penalty to all checks, attack rolls and saving throws.

Earthly: The plane is completely buried by the element of Earth. This includes a mixture of stone, crystal and other earth-like materials. Pockets of other elements may exist. Unless precautions are taken, spells like teleport have a 95% chance of landing the caster in solid matter and killing him, and whoever was travelling with him, instantly.

Slow Travel: The laws of space and distance work slower on this plane over long distances. Whilst movement on the tactical and local scales works normally, "overland" travel is two times slower than normal.

Elemental Dominance: This is a normal aspect of the Elements, the Elemental Planes, and how they relate to each other. Earth is dominant over Air, Air over Water, Water over Fire, Fire over Metal, Metal over Wood, and finally Wood over Earth to complete the cycle.

The Circle of Dominance, as this cycle is known, maintains balance among the Elements, while allowing for change and growth. Normally the effects of the Circle of Dominance are not perceptable (being normal), but once magic is properly mixed with the Elements the effects become dramatic and visible.

Arcane and Divine spellcasters that choose the Greater Element of Earth as their specialty are barred from learning, or casting spells of the Greater Element of Wood. This restriction applies to all types of magic items, but not to the magics of the Lesser Elemental Planes that are partially composed of Wood.

A spellcaster who has specialized in one of the elements, does not need to know the identical spell to be able to counterspell. Instead an Elementalist may counterspell by using another elemental spell of sufficient level. Elemental Dominance affects the level of the spell needed to effectively counterspell, and is shown in the chart below.

For instance, a spellcaster casts a eighth level Air spell, which an Earth elementalist could counterspell with a sixth level Earth spell. The same elementalist could counter a sixth level Wood spell with an eighth level Earth spell.

Code:
Greater	Level	 		Lesser					Level
Element	Adjustment		Element				Adjustment
Earth	  0			Sand/Dust	(Earth + Air)		 -1
Air	 -2			Mud/Ooze	(Earth + Water)	  0
Water	 -1			Lava		(Earth + Fire)		  0
Fire	  0			Ore		(Earth + Metal)	  0
Metal	+1			Soil		(Earth + Wood)	+1
Wood 	+2			Precipitation	(Air + Water)		 -2
				Smoke		(Air + Fire)		 -1
				Ash		(Fire + Wood)		+1
				Shavings/Chips(Metal + Wood)	+2


Code:
Elemental Plane of Air 			Air:	To Move and Be Invisible
Elemental Space (Air) 
Special Properties: Airy; Subjective		Colour:	Blue
Gravity; Fast Travel				Direction: Up
						Touch:	Lukewarm
						Weight:	Second Lightest (5)
						Motion:	Unaffected

						Dominance over:	Water
						Dominated by: Earth

Type Modifier: (Air) All variable, numeric effects of spells cast in this plane with the Air descriptor are increased by one-half (as per the Empower Spell feat). All variable, numeric effects of spells cast on this plane with the Earth descriptor are decreased by one-half, rounding down. This deduction does not affect saving throws or spells without random variables.

All creatures on this plane with the type modifier Air gain a +1 circumstance bonus to all checks, attack rolls and saving throws. Similarly, all creatures on this plane with the Earth type modifier suffer a -1 circumstance penalty to all checks, attack rolls and saving throws.

Airy: The predominant element on this plane is Air. The plane is a vast sky, dotted with pockets of other elements.

Subjective Gravity: Gravity on this plane is mutable and not set in an absolute direction. Normally this gravity manifests toward to nearest and largest surface (when available). In areas with many such surfaces the consensus aligns gravity and a group will subconsciously decide upon a collective up and down direction. The effects of subjective gravity can be altered in a small area consciously by concentrating for 1 round and making a successful Concentration check against a DC 15 + the number of people experiencing the 'normal' subjective gravity. Also, the longer a subjective gravity field has been in place the harder it is to alter (adding anything from +5, for a temporary outpost, to +20, for an established city). Thus, reversing the gravity for an entire town is a Herculean effort, and only the gods may alter gravity for an entire plane. A gravity meddler may choose to ignore gravity all together if he makes the appropriate roll, and the area becomes a temporary No Gravity zone.

Fast Travel: The laws of space and distance work faster on this plane over long distances. Whilst movement on the tactical and local scales works normally, "overland" travel is twice as fast.

Elemental Dominance: This is a normal aspect of the Elements, the Elemental Planes, and how they relate to each other. Earth is dominant over Air, Air over Water, Water over Fire, Fire over Metal, Metal over Wood, and finally Wood over Earth to complete the cycle.
The Circle of Dominance, as this cycle is known, maintains balance among the Elements, while allowing for change and growth. Normally the effects of the Circle of Dominance are not perceptable (being normal), but once magic is properly mixed with the Elements the effects become dramatic and visible.

Arcane and Divine spellcasters that choose the Greater Element of Air as their specialty are barred from learning, or casting spells of the Greater Element of Earth. This restriction also applies to all types of magic items, but not to the magics of the Lesser Elemental Planes that are partially composed of Earth.

A spellcaster who has specialized in one of the elements, does not need to know the identical spell to be able to counterspell. Instead an Elementalist may counterspell by using another elemental spell of sufficient level. Elemental Dominance affects the level of the spell needed to effectively counterspell, and is shown in the chart below.

For instance, a spellcaster casts a eighth level Water spell, which an Air elementalist could counterspell with a sixth level Air spell. The same elementalist could counter a sixth level Earth spell with an eighth level Air spell.

Code:
Greater 	Level			Lesser					Level
Element	Adjustment		Element				Adjustment
Air		  0			Sand/Dust	(Air + Earth)		+1
Water		 -2			Precipitation	(Air + Water)		 -1
Fire		 -1			Smoke		(Air + Fire)		  0
Metal		  0			Filings		(Air + Metal)		  0
Wood		+1			Sawdust	(Air + Wood)		  0
Earth		+2			Steam		(Water + Fire)		 -2
					Rust		(Water + Metal)	 -1
					Ore		(Metal + Earth)	+1
					Soil		(Wood + Earth)	+2


Code:
Elemental Plane of Water 			Water:	To Moisten and Descend
Elemental Space (Water)
Special Properties: Aqueous; No 		Colour:	Black
Gravity Field					Direction:	North
						Touch:		Cold
						Weight:	Third Heaviest (3)
						Motion:	Downward

						Dominance over:	Fire
						Dominated by:		Air

Type Modifier: (Water) All variable, numeric effects of spells cast in this plane with the Water descriptor are increased by one-half (as per the Empower Spell feat). All variable, numeric effects of spells cast on this plane with the Fire descriptor are decreased by one-half, rounding down. This deduction does not affect saving throws or spells without random variables.

All creatures on this plane with the type modifier Water gain a +1 circumstance bonus to all checks, attack rolls and saving throws. Similarly, all creatures on this plane with the Fire type modifier suffer a -1 circumstance penalty to all checks, attack rolls and saving throws.

Aqueous: The predominant element on this plane is Water. The plane is a vast sea with no surface, dotted with the occasional pocket of a different element. Non-aquatic visitors to the plane will drown unless they have access to magic or spell-like effects that allow them to breath water, or can reach an air pocket in time.

No Gravity Field: There is no gravity and objects and creatures float about unless possessing the ability to swim. Non-swimming creatures on planes with No Gravity Field may only move by floating with 10' speed and clumsy manoeuverability and fight with a -4 penalty to attack rolls, unless they possess the Low Gravity Combat feat. See the description of that feat for more details. [These penalties stack with any in place for movement and combat underwater] [While there is no gravity on this plane, water does exert pressure (greater towards the center of the plane?)]

Elemental Dominance: This is a normal aspect of the Elements, the Elemental Planes, and how they relate to each other. Earth is dominant over Air, Air over Water, Water over Fire, Fire over Metal, Metal over Wood, and finally Wood over Earth to complete the cycle.

The Circle of Dominance, as this cycle is known, maintains balance among the Elements, while allowing for change and growth. Normally the effects of the Circle of Dominance are not perceptable (being normal), but once magic is properly mixed with the Elements the effects become dramatic and visible.

Arcane and Divine spellcasters that choose the Greater Element of Water as their specialty are barred from learning, or casting spells of the Greater Element of Air. This restriction also applies to all types of magic items, but not to the magics of the Lesser Elemental Planes that are partially composed of Air.

A spellcaster who has specialized in one of the elements, does not need to know the identical spell to be able to counterspell. Instead an Elementalist may counterspell by using another elemental spell of sufficient level.

Elemental Dominance affects the level of the spell needed to effectively counterspell, and is shown in the chart below.
For instance, a spellcaster casts a eighth level Fire spell, which an Water elementalist could counterspell with a sixth level Water spell. The same elementalist could counter a sixth level Air spell with an eighth level Water spell.

Code:
Greater	Level			Lesser					Level
Element	Adjustment		Element				Adjustment
Water		  0			Mud/Ooze	(Water + Earth)	  0
Fire		 -2			Precipitation	(Water + Air)		+1
Metal		 -1			Steam		(Water + Fire)		 -1
Wood		  0			Rust		(Water + Metal)	  0
Earth		+1			Slime		(Water + Wood)	  0
Air		+2			Molten Metal 	(Fire + Metal)		 -2
					Ash		(Fire + Wood)		 -1
					Sawdust	(Wood + Air)		+1
					Sand/Dust	(Earth + Air)		+2

Code:
Elemental Plane of Fire 			Fire:	To Flame and Ascend
Elemental Space (Fire)
Special Properties: Fiery; 			Colour:	Red
Subjective Gravity; Fast Travel		Direction:	South
						Touch:		Hot
						Weight:	Lightest (6)
						Motion:	Upward

						Dominance over:	Metal
						Dominated by:		Water

Type Modifier: (Fire) All variable, numeric effects of spells cast in this plane with the Fire descriptor are increased by one-half (as per the Empower Spell feat). All variable, numeric effects of spells cast on this plane with the Water descriptor are decreased by one-half, rounding down. This deduction does not affect saving throws or spells without random variables.

All creatures on this plane with the type modifier Fire gain a +1 circumstance bonus to all checks, attack rolls and saving throws. Similarly, all creatures on this plane with the Water type modifier suffer a -1 circumstance penalty to all checks, attack rolls and saving throws.

Fiery: The predominant element on this plane is Fire. Unprotected visitors to this plane suffer 1d6 points of fire damage per round.

Subjective Gravity: Gravity on this plane is mutable and not set in an absolute direction. Normally this gravity manifests toward to nearest and largest surface. In areas with many such surfaces the consensus aligns gravity and a group will subconsciously decide upon a collective up and down direction. The effects of subjective gravity can be altered in a small area consciously by concentrating for 1 round and making a successful Concentration check against a DC 15 + the number of people experiencing the 'normal' subjective gravity. Also, the longer a subjective gravity field has been in place the harder it is to alter (adding anything from +5, for a temporary outpost, to +20, for an established city). Thus, reversing the gravity for an entire town is a Herculean effort, and only the gods may alter gravity for an entire plane. A gravity meddler may choose to ignore gravity all together if he makes the appropriate roll, and the area becomes a temporary No Gravity zone.

Fast Travel: The laws of space and distance work faster on this plane over long distances. Whilst movement on the tactical and local scales works normally, "overland" travel is three times faster.

Elemental Dominance: This is a normal aspect of the Elements, the Elemental Planes, and how they relate to each other. Earth is dominant over Air, Air over Water, Water over Fire, Fire over Metal, Metal over Wood, and finally Wood over Earth to complete the cycle.
The Circle of Dominance, as this cycle is known, maintains balance among the Elements, while allowing for change and growth. Normally the effects of the Circle of Dominance are not perceptable (being normal), but once magic is properly mixed with the Elements the effects become dramatic and visible.

Arcane and Divine spellcasters that choose the Greater Element of Fire as their specialty are barred from learning, or casting spells of the Greater Element of Water. This restriction also applies to all types of magic items, but not to the magics of the Lesser Elemental Planes that are partially composed of Water.

A spellcaster who has specialized in one of the elements, does not need to know the identical spell to be able to counterspell. Instead an Elementalist may counterspell by using another elemental spell of sufficient level. Elemental Dominance affects the level of the spell needed to effectively counterspell, and is shown in the chart below.
For instance, a spellcaster casts a eighth level Metal spell, which a Fire elementalist could counterspell with a sixth level Fire spell. The same elementalist could counter a sixth level Water spell with an eighth level Fire spell.

Code:
Greater	Level			Lesser					Level
Element	Adjustment		Element				Adjustment
Fire		  0			Lava		(Fire + Earth)		  0
Metal		 -2			Smoke		(Fire + Air)		  0
Wood		 -1			Steam		(Fire + Water)		+1
Earth		  0			Molten Metal	(Fire + Metal)		 -1
Air		+1			Ash		(Fire + Wood)		  0
Water		+2			Ore		(Metal + Earth)	 -1
					Shavings/Chips(Metal + Wood)	 -2
					Mud/Ooze	(Earth + Water)	+1
					Precipitation	(Water + Air)		+2


Code:
Elemental Plane of Metal 			Metal:	To Yield and Be Modified
Elemental Space (Metal)
Special Properties: Metallic; Slow 		Colour:	White
Travel						Direction:	West
						Touch:		Cold
						Weight:	Heaviest (1)
						Motion:	Downward

						Dominance over:	Wood
						Dominated by:		Fire

Type Modifier: (Metal) All variable, numeric effects of spells cast in this plane with the Metal descriptor are increased by one-half (as per the Empower Spell feat). All variable, numeric effects of spells cast on this plane with the Wood descriptor are decreased by one-half, rounding down. This deduction does not affect saving throws or spells without random variables.

All creatures on this plane with the type modifier Metal gain a +1 circumstance bonus to all checks, attack rolls and saving throws. Similarly, all creatures on this plane with the Wood type modifier suffer a -1 circumstance penalty to all checks, attack rolls and saving throws.

Metallic: The plane is almost completely comprised of the element Metal. This includes a mixture of all types of metal, in some places the purest veins exist. Pockets of other elements exist but are relatively rare. Unless precautions are taken, spells like teleport have a 95% chance of landing the caster in solid metal, killing him, and whoever was travelling with him instantly.

Slow Travel: The laws of space and distance work slower on this plane over long distances. Whilst movement on the tactical and local scales works normally, "overland" travel is three times slower than normal.

Elemental Dominance: This is a normal aspect of the Elements, the Elemental Planes, and how they relate to each other. Earth is dominant over Air, Air over Water, Water over Fire, Fire over Metal, Metal over Wood, and finally Wood over Earth to complete the cycle.
The Circle of Dominance, as this cycle is known, maintains balance among the Elements, while allowing for change and growth. Normally the effects of the Circle of Dominance are not perceptable (being normal), but once magic is properly mixed with the Elements the effects become dramatic and visible.

Arcane and Divine spellcasters that choose the Greater Element of Metal as their specialty are barred from learning, or casting spells of the Greater Element of Fire. This restriction also applies to all types of magic items, but not to the magics of the Lesser Elemental Planes that are partially composed of Fire.

A spellcaster who has specialized in one of the elements, does not need to know the identical spell to be able to counterspell. Instead an Elementalist may counterspell by using another elemental spell of sufficient level. Elemental Dominance affects the level of the spell needed to effectively counterspell, and is shown in the chart below.
For instance, a spellcaster casts a eighth level Wood spell, which a Metal elementalist could counterspell with a sixth level Metal spell. The same elementalist could counter a sixth level Fire spell with an eighth level Metal spell.

Code:
Greater	Level			Lesser					Level
Element	Adjustment		Element				Adjustment
Metal		  0			Ore		(Metal + Earth)	  0
Wood		 -2			Filings		(Metal + Air)		  0
Earth		 -1			Rust		(Metal + Water)	  0
Air		  0			Molten Metal	(Metal + Fire)		+1
Water		+1			Shavings/Chips(Metal + Wood)	 -1
Fire		+2			Soil		(Wood + Earth)	 -2
					Sawdust	(Wood + Air)		 -1
					Smoke		(Air + Fire)		+1
					Steam		(Water + Fire)		+2


Code:
Elemental Plane of Wood 			Wood:	To Be Crooked and Straighten
Elemental Space (Wood)
Special Properties: Botanical; 		Colour:	Green
Quickened; Subjective Gravity; 		Direction:	East
Subjective Travel				Touch:		Warm
						Weight:	Third Lightest (4)
						Motion:	Upward

						Dominance over:	Earth
						Dominated by:		Metal

Type Modifier: (Wood) All variable, numeric effects of spells cast in this plane with the Wood descriptor are increased by one-half (as per the Empower Spell feat). All variable, numeric effects of spells cast on this plane with the Metal descriptor are decreased by one-half, rounding down. This deduction does not affect saving throws or spells without random variables.

All creatures on this plane with the type modifier Wood gain a +1 circumstance bonus to all checks, attack rolls and saving throws. Similarly, all creatures on this plane with the Metal type modifier suffer a -1 circumstance penalty to all checks, attack rolls and saving throws.
Botanical: This plane consists of endless varieties and forms of wood, plants, shrubs, and herbs. The conditions on this plane vary widely, the densest and most solid wood in one place, networks of loosely packed roots in another, to the delicate tracery of spreading branches and leaves. A gentle sourceless light suffuses this plane, allowing normal vision in those areas between the branches. Travelers here are advised to have some form of magical survival in place, as most areas between the branches are devoid of a breathable atmosphere, unless there is an Air pocket present (elemental wood does not require the presence of other elements to exist). Pockets of other elements on this plane are common, compared to the other elemental planes, that is. Unless precautions are taken, spells like teleport have a 50% chance of landing the caster in solid Wood, killing him and whoever was travelling with him, instantly.

Quickened: Time runs much faster on this plane. For every two rounds that passes inside the plane, only 1 round passes outside.

Subjective Gravity: Gravity on this plane is mutable and not set in an absolute direction. Normally this gravity manifests toward to nearest and largest surface. In areas with many such surfaces the consensus aligns gravity and a group will subconsciously decide upon a collective up and down direction. The effects of subjective gravity can be altered in a small area consciously by concentrating for 1 round and making a successful Concentration check against a DC 15 + the number of people experiencing the 'normal' subjective gravity. Also, the longer a subjective gravity field has been in place the harder it is to alter (adding anything from +5, for a temporary outpost, to +20, for an established city). Thus, reversing the gravity for an entire town is a Herculean effort, and only the gods may alter gravity for an entire plane. A gravity meddler may choose to ignore gravity all together if he makes the appropriate roll, and the area becomes a temporary No Gravity zone.

Subjective Travel: The laws of space and distance work strangely and unpredictably on this plane. Whilst movement on the tactical and local scales works normally, overland travel depends entirely upon the traveller's familiarity with their destination rather than distance. Those destinations that are extremely familiar to the travellers, like their homes, take one day to reach, those familiar take 1d4 days to reach, those that are only known indirectly or have been seen at most once take 4d20 days to reach.

Elemental Dominance: This is a normal aspect of the Elements, the Elemental Planes, and how they relate to each other. Earth is dominant over Air, Air over Water, Water over Fire, Fire over Metal, Metal over Wood, and finally Wood over Earth to complete the cycle.
The Circle of Dominance, as this cycle is known, maintains balance among the Elements, while allowing for change and growth. Normally the effects of the Circle of Dominance are not perceptable (being normal), but once magic is properly mixed with the Elements the effects become dramatic and visible.

Arcane and Divine spellcasters that choose the Greater Element of Wood as their specialty are barred from learning, or casting spells of the Greater Element of Metal. This restriction also applies to all types of magic items, but not to the magics of the Lesser Elemental Planes that are partially composed of Metal.

A spellcaster who has specialized in one of the elements, does not need to know the identical spell to be able to counterspell. Instead an Elementalist may counterspell by using another elemental spell of sufficient level. Elemental Dominance affects the level of the spell needed to effectively counterspell, and is shown in the chart below.
For instance, a spellcaster casts a eighth level Earth spell, which an Wood elementalist could counterspell with a sixth level Wood spell. The same elementalist could counter a sixth level Metal spell with an eighth level Wood spell.

Code:
Greater	Level			Lesser					Level
Element	Adjustment		Element				Adjustment
Wood		  0			Soil		(Wood + Earth)	 -1
Earth		 -2			Sawdust	(Wood + Air)		  0
Air		 -1			Rot/Slime	(Wood + Water)	  0
Water		  0			Ash		(Wood + Fire)		  0
Fire		+1			Shavings/Chips(Wood + Metal)	+1
Metal		+2			Sand/Dust	(Earth + Air)		 -2
					Mud/Ooze	(Earth + Water) 	 -1
					Rust		(Water + Metal)	+1
					Molten Metal	(Fire + Metal)		+2


The Lesser Elemental Planes

A mixture of two of the Greater Elemental planes:

Code:
		Earth		Air 		Water		Fire		Metal		Wood

Earth		Earth		Sand/Dust	Mud/Ooze	Lava		Ore		Soil
Air		Sand/Dust	Air		Precipitation	Smoke		Filings		Sawdust
Water		Mud/Ooze	Precipitation	Water		Steam		Rust		Rot/Slime
Fire		Lava		Smoke		Steam		Fire		Molten Metal	Ash
Metal		Ore		Filings		Rust		Molten Metal	Metal		Shavings/Chips
Wood		Soil		Sawdust	Rot/Slime	Ash		Shavings/ChipsWood



Legal
This document is published under the terms of the Open Gaming License (see below). All materials within this document are designated as Open Gaming Content.
License
OPEN GAME LICENSE Version 1.0a

15 COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

The Planar Cosmography Copyright 2002, by Ricardo Gladwell, Steve Dunphy, Gary Lubben, Adam Ross, Brenda Copping and Jim Gordon Stenberg.

The Six Elements Copyright 2002, by Brenda Copping
 
Last edited:


Khorod

First Post
Sorry, thought an attachment didn't take and was letting you know.

First reaction: cool
Second: Some of those lesser elements don't deserve to be ELEMENTAL FORCES. They would seem to be areas that should exist at the rough clashing of two Greater Elements.

I suggest that while these are 'lesser elemental planes', they should actually be Between Planes with physical planar borders to the other two. (That's just my current interpretation).

Why does the plane of fire have Fast Travel?

What is the difference between Ore and Metal, substantively?
Is their consideration for radioactive ores? I would expect Metal to be viewed as a great source for pure energy, untainted by the violence of Fire (etc).

Continuing my quick skim, why is it that metal and fire are opposed? I would think they would be natural allies- molten metal is scary and kewl.

Are you going to add new elemental descriptors for spells and monsters?

More later.
 

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