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The Planar Cosmography: Netbook of the Planes
Six Elemental Planes
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<blockquote data-quote="Telgian" data-source="post: 587913" data-attributes="member: 2796"><p><strong>Six Elemental Planes</strong></p><p></p><p><span style="color: white">[code][b]Elemental Plane of Earth[/b] Earth: To Provide for Sowing and Reaping</span></p><p><span style="color: white">Elemental Space (Earth) </span></p><p><span style="color: white">Special Properties: Earthly; Colour: Yellow </span></p><p><span style="color: white">Slow Travel Direction: Down</span></p><p><span style="color: white"> Touch: Cool</span></p><p><span style="color: white"> Weight: Second Heaviest (2)</span></p><p><span style="color: white"> Motion: Downward</span></p><p><span style="color: white"></span></p><p><span style="color: white"> Dominance over: Air</span></p><p><span style="color: white"> Dominated by: Wood[/code]</span></p><p></p><p><strong>Type Modifier</strong>: (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.</p><p></p><p>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.</p><p></p><p><strong>Earthly</strong>: 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.</p><p></p><p><strong>Slow Travel</strong>: 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.</p><p> </p><p><strong>Elemental Dominance</strong>: 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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p> </p><p><span style="color: white">[code]Greater Level Lesser Level</span></p><p><span style="color: white">Element Adjustment Element Adjustment</span></p><p><span style="color: white">Earth 0 Sand/Dust (Earth + Air) -1</span></p><p><span style="color: white">Air -2 Mud/Ooze (Earth + Water) 0</span></p><p><span style="color: white">Water -1 Lava (Earth + Fire) 0</span></p><p><span style="color: white">Fire 0 Ore (Earth + Metal) 0</span></p><p><span style="color: white">Metal +1 Soil (Earth + Wood) +1</span></p><p><span style="color: white">Wood +2 Precipitation (Air + Water) -2</span></p><p><span style="color: white"> Smoke (Air + Fire) -1</span></p><p><span style="color: white"> Ash (Fire + Wood) +1</span></p><p><span style="color: white"> Shavings/Chips(Metal + Wood) +2</span></p><p><span style="color: white">[/code]</span></p><p></p><p> </p><p><span style="color: white">[code]Elemental Plane of Air Air: To Move and Be Invisible</span></p><p><span style="color: white">Elemental Space (Air) </span></p><p><span style="color: white">Special Properties: Airy; Subjective Colour: Blue</span></p><p><span style="color: white">Gravity; Fast Travel Direction: Up</span></p><p><span style="color: white"> Touch: Lukewarm</span></p><p><span style="color: white"> Weight: Second Lightest (5)</span></p><p><span style="color: white"> Motion: Unaffected</span></p><p><span style="color: white"></span></p><p><span style="color: white"> Dominance over: Water</span></p><p><span style="color: white"> Dominated by: Earth[/code]</span></p><p></p><p><strong>Type Modifier</strong>: (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.</p><p></p><p>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.</p><p></p><p><strong>Airy</strong>: The predominant element on this plane is Air. The plane is a vast sky, dotted with pockets of other elements. </p><p></p><p><strong>Subjective Gravity</strong>: 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.</p><p></p><p><strong>Fast Travel</strong>: 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. </p><p></p><p><strong>Elemental Dominance</strong>: 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. </p><p>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.</p><p></p><p> 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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><span style="color: white">[code]Greater Level Lesser Level</span></p><p><span style="color: white">Element Adjustment Element Adjustment</span></p><p><span style="color: white">Air 0 Sand/Dust (Air + Earth) +1</span></p><p><span style="color: white">Water -2 Precipitation (Air + Water) -1</span></p><p><span style="color: white">Fire -1 Smoke (Air + Fire) 0</span></p><p><span style="color: white">Metal 0 Filings (Air + Metal) 0</span></p><p><span style="color: white">Wood +1 Sawdust (Air + Wood) 0</span></p><p><span style="color: white">Earth +2 Steam (Water + Fire) -2</span></p><p><span style="color: white"> Rust (Water + Metal) -1</span></p><p><span style="color: white"> Ore (Metal + Earth) +1</span></p><p><span style="color: white"> Soil (Wood + Earth) +2[/code]</span></p><p></p><p></p><p><span style="color: white">[code]Elemental Plane of Water Water: To Moisten and Descend</span></p><p><span style="color: white">Elemental Space (Water)</span></p><p><span style="color: white">Special Properties: Aqueous; No Colour: Black</span></p><p><span style="color: white">Gravity Field Direction: North</span></p><p><span style="color: white"> Touch: Cold</span></p><p><span style="color: white"> Weight: Third Heaviest (3)</span></p><p><span style="color: white"> Motion: Downward</span></p><p><span style="color: white"></span></p><p><span style="color: white"> Dominance over: Fire</span></p><p><span style="color: white"> Dominated by: Air[/code]</span></p><p></p><p><strong>Type Modifier</strong>: (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.</p><p></p><p>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.</p><p></p><p><strong>Aqueous</strong>: 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.</p><p></p><p><strong>No Gravity Field</strong>: 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?)]</p><p></p><p><strong>Elemental Dominance</strong>: 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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Elemental Dominance affects the level of the spell needed to effectively counterspell, and is shown in the chart below.</p><p>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.</p><p></p><p><span style="color: white">[code]Greater Level Lesser Level</span></p><p><span style="color: white">Element Adjustment Element Adjustment</span></p><p><span style="color: white">Water 0 Mud/Ooze (Water + Earth) 0</span></p><p><span style="color: white">Fire -2 Precipitation (Water + Air) +1</span></p><p><span style="color: white">Metal -1 Steam (Water + Fire) -1</span></p><p><span style="color: white">Wood 0 Rust (Water + Metal) 0</span></p><p><span style="color: white">Earth +1 Slime (Water + Wood) 0</span></p><p><span style="color: white">Air +2 Molten Metal (Fire + Metal) -2</span></p><p><span style="color: white"> Ash (Fire + Wood) -1</span></p><p><span style="color: white"> Sawdust (Wood + Air) +1</span></p><p><span style="color: white"> Sand/Dust (Earth + Air) +2[/code]</span></p><p></p><p><span style="color: white">[code]Elemental Plane of Fire Fire: To Flame and Ascend</span></p><p><span style="color: white">Elemental Space (Fire)</span></p><p><span style="color: white">Special Properties: Fiery; Colour: Red</span></p><p><span style="color: white">Subjective Gravity; Fast Travel Direction: South</span></p><p><span style="color: white"> Touch: Hot</span></p><p><span style="color: white"> Weight: Lightest (6)</span></p><p><span style="color: white"> Motion: Upward</span></p><p><span style="color: white"></span></p><p><span style="color: white"> Dominance over: Metal</span></p><p><span style="color: white"> Dominated by: Water[/code]</span></p><p></p><p><strong>Type Modifier</strong>: (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.</p><p></p><p>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.</p><p></p><p><strong>Fiery</strong>: The predominant element on this plane is Fire. Unprotected visitors to this plane suffer 1d6 points of fire damage per round. </p><p></p><p><strong>Subjective Gravity</strong>: 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.</p><p></p><p><strong>Fast Travel</strong>: 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.</p><p> </p><p><strong>Elemental Dominance</strong>: 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. </p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p>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.</p><p></p><p><span style="color: white">[code]Greater Level Lesser Level</span></p><p><span style="color: white">Element Adjustment Element Adjustment</span></p><p><span style="color: white">Fire 0 Lava (Fire + Earth) 0</span></p><p><span style="color: white">Metal -2 Smoke (Fire + Air) 0</span></p><p><span style="color: white">Wood -1 Steam (Fire + Water) +1</span></p><p><span style="color: white">Earth 0 Molten Metal (Fire + Metal) -1</span></p><p><span style="color: white">Air +1 Ash (Fire + Wood) 0</span></p><p><span style="color: white">Water +2 Ore (Metal + Earth) -1</span></p><p><span style="color: white"> Shavings/Chips(Metal + Wood) -2</span></p><p><span style="color: white"> Mud/Ooze (Earth + Water) +1</span></p><p><span style="color: white"> Precipitation (Water + Air) +2[/code]</span></p><p></p><p></p><p><span style="color: white">[code]Elemental Plane of Metal Metal: To Yield and Be Modified</span></p><p><span style="color: white">Elemental Space (Metal)</span></p><p><span style="color: white">Special Properties: Metallic; Slow Colour: White</span></p><p><span style="color: white">Travel Direction: West</span></p><p><span style="color: white"> Touch: Cold</span></p><p><span style="color: white"> Weight: Heaviest (1)</span></p><p><span style="color: white"> Motion: Downward</span></p><p><span style="color: white"></span></p><p><span style="color: white"> Dominance over: Wood</span></p><p><span style="color: white"> Dominated by: Fire[/code]</span></p><p></p><p><strong>Type Modifier</strong>: (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.</p><p></p><p>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.</p><p></p><p><strong>Metallic</strong>: 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.</p><p></p><p><strong>Slow Travel</strong>: 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. </p><p></p><p><strong>Elemental Dominance</strong>: 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. </p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p>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.</p><p></p><p>[code]Greater Level Lesser Level</p><p>Element Adjustment Element Adjustment</p><p>Metal 0 Ore (Metal + Earth) 0</p><p>Wood -2 Filings (Metal + Air) 0</p><p>Earth -1 Rust (Metal + Water) 0</p><p>Air 0 Molten Metal (Metal + Fire) +1</p><p>Water +1 Shavings/Chips(Metal + Wood) -1</p><p>Fire +2 Soil (Wood + Earth) -2</p><p> Sawdust (Wood + Air) -1</p><p> Smoke (Air + Fire) +1</p><p> Steam (Water + Fire) +2[/code]</p><p></p><p></p><p>[code]Elemental Plane of Wood Wood: To Be Crooked and Straighten</p><p>Elemental Space (Wood)</p><p>Special Properties: Botanical; Colour: Green</p><p>Quickened; Subjective Gravity; Direction: East</p><p>Subjective Travel Touch: Warm</p><p> Weight: Third Lightest (4)</p><p> Motion: Upward</p><p></p><p> Dominance over: Earth</p><p> Dominated by: Metal[/code]</p><p></p><p><strong>Type Modifier</strong>: (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.</p><p></p><p>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.</p><p>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.</p><p></p><p><strong>Quickened</strong>: Time runs much faster on this plane. For every two rounds that passes inside the plane, only 1 round passes outside. </p><p></p><p><strong>Subjective Gravity</strong>: 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.</p><p></p><p><strong>Subjective Travel</strong>: 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.</p><p> </p><p><strong>Elemental Dominance</strong>: 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. </p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p>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.</p><p></p><p><span style="color: white">[code]Greater Level Lesser Level</span></p><p><span style="color: white">Element Adjustment Element Adjustment</span></p><p><span style="color: white">Wood 0 Soil (Wood + Earth) -1</span></p><p><span style="color: white">Earth -2 Sawdust (Wood + Air) 0</span></p><p><span style="color: white">Air -1 Rot/Slime (Wood + Water) 0</span></p><p><span style="color: white">Water 0 Ash (Wood + Fire) 0</span></p><p><span style="color: white">Fire +1 Shavings/Chips(Wood + Metal) +1</span></p><p><span style="color: white">Metal +2 Sand/Dust (Earth + Air) -2</span></p><p><span style="color: white"> Mud/Ooze (Earth + Water) -1</span></p><p><span style="color: white"> Rust (Water + Metal) +1</span></p><p><span style="color: white"> Molten Metal (Fire + Metal) +2[/code]</span></p><p></p><p></p><p><strong>The Lesser Elemental Planes</strong></p><p></p><p>A mixture of two of the Greater Elemental planes:</p><p></p><p><span style="color: white">[code] Earth Air Water Fire Metal Wood</span></p><p><span style="color: white"></span></p><p><span style="color: white">Earth Earth Sand/Dust Mud/Ooze Lava Ore Soil</span></p><p><span style="color: white">Air Sand/Dust Air Precipitation Smoke Filings Sawdust</span></p><p><span style="color: white">Water Mud/Ooze Precipitation Water Steam Rust Rot/Slime</span></p><p><span style="color: white">Fire Lava Smoke Steam Fire Molten Metal Ash</span></p><p><span style="color: white">Metal Ore Filings Rust Molten Metal Metal Shavings/Chips</span></p><p><span style="color: white">Wood Soil Sawdust Rot/Slime Ash Shavings/ChipsWood[/code]</span></p><p></p><p></p><p> </p><p>Legal</p><p>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.</p><p>License</p><p><a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=32087" target="_blank">OPEN GAME LICENSE</a> Version 1.0a</p><p></p><p>15 COPYRIGHT NOTICE</p><p></p><p>Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.</p><p></p><p>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.</p><p></p><p>The Planar Cosmography Copyright 2002, by Ricardo Gladwell, Steve Dunphy, Gary Lubben, Adam Ross, Brenda Copping and Jim Gordon Stenberg.</p><p></p><p>The Six Elements Copyright 2002, by Brenda Copping</p></blockquote><p></p>
[QUOTE="Telgian, post: 587913, member: 2796"] [b]Six Elemental Planes[/b] [color=white][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[/code][/color] [b]Type Modifier[/b]: (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. [b]Earthly[/b]: 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. [b]Slow Travel[/b]: 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. [b]Elemental Dominance[/b]: 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. [color=white][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][/color] [color=white][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[/code][/color] [b]Type Modifier[/b]: (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. [b]Airy[/b]: The predominant element on this plane is Air. The plane is a vast sky, dotted with pockets of other elements. [b]Subjective Gravity[/b]: 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. [b]Fast Travel[/b]: 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. [b]Elemental Dominance[/b]: 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. [color=white][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][/color] [color=white][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[/code][/color] [b]Type Modifier[/b]: (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. [b]Aqueous[/b]: 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. [b]No Gravity Field[/b]: 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?)] [b]Elemental Dominance[/b]: 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. [color=white][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][/color] [color=white][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[/code][/color] [b]Type Modifier[/b]: (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. [b]Fiery[/b]: The predominant element on this plane is Fire. Unprotected visitors to this plane suffer 1d6 points of fire damage per round. [b]Subjective Gravity[/b]: 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. [b]Fast Travel[/b]: 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. [b]Elemental Dominance[/b]: 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. [color=white][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][/color] [color=white][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[/code][/color] [b]Type Modifier[/b]: (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. [b]Metallic[/b]: 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. [b]Slow Travel[/b]: 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. [b]Elemental Dominance[/b]: 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] [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[/code] [b]Type Modifier[/b]: (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. [b]Quickened[/b]: Time runs much faster on this plane. For every two rounds that passes inside the plane, only 1 round passes outside. [b]Subjective Gravity[/b]: 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. [b]Subjective Travel[/b]: 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. [b]Elemental Dominance[/b]: 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. [color=white][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[/code][/color] [b]The Lesser Elemental Planes[/b] A mixture of two of the Greater Elemental planes: [color=white][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[/code][/color] 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 [url=http://enworld.cyberstreet.com/showthread.php?s=&threadid=32087]OPEN GAME LICENSE[/url] 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 [/QUOTE]
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