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<blockquote data-quote="Matthias" data-source="post: 6154951" data-attributes="member: 3625"><p>Here is a plane of thick but not swampy woodlands, such as what you would find in a north temperate or alpine clime. The days here are 72 hours long (36 hours from sunrise to sunrise), and this plane's double sun shines with a light that instantly dazzles any humanoid that catches a direct glipse of it. Fortunately, the sky is always mostly overcast, shielding the vulnerable from its exotic radiation--most of the time. Gravity here is also very light, which causes the larger flora here to grow unusually tall, sprouting larger clusters of rather sharp needles from their thin lithe branches.</p><p></p><p>Much of the flora on this plane are brightly, brilliantly colored in every hue of the rainbow. Many species of flowers and trees (and even their fruit) reflect the daylight in mind-jarringly impossible colors such as greddeen, ambrlue, and orapurgle. This xenochromatic assault is so traumatic to the visual systems of humanoids, animals, and magical beasts that their nervous systems act to protect themselves, blocking out the this "strange light" via hysterical color-blindness or even suppressing the sense of sight altogether. </p><p></p><p>Vulnerable creatures who arrive here suffer no ill effects for up to (1d6 + Wisdom modifier) rounds, at which point they must begin making Perception (or Wisdom) check every round against a DC of 10, with the DC increasing by 1 each round of exposure, to resist losing their color vision--failure means the character becomes permanently color-blind, able only to see in shades of black and white. Failing by 5 or more results in complete permanent blindness. This is a supernatural effect.</p><p></p><p>Creatures can attempt to preserve their color vision and eyesight using any of the following methods:</p><p>(a) Wearing a heavy blindfold or opaque sack over one's head, either of which will block out all light while worn. (But saves your vision for when you really need it)</p><p></p><p>(b) Monochromatic goggles--the lenses of this tight-fitting headgear have been alchemically treated to block out almost all color; the wearer sees only in shades of red. This item filters out any xenochromatic colors in the environment. As with normal smoked goggles, you are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance). Cost 100 gp. Weight negligible.</p><p></p><p>(c) Any darkness spell of at least 3rd spell level (such as Deeper Darkness), or a spell-like ability creating magical darkness of similar strength.</p><p></p><p>(d) True Seeing, as from a spell or a magic item</p><p>There may be other methods than these of defending against xenochromatic attacks.</p><p></p><p>(e) Some spell, magical item, or ability that confers Blindsense or Blindsight.</p><p></p><p>Creatures without sight; constructs, undead, outsiders, and aberrations are not affected at all by these alien colors.</p><p></p><p>Magic-users who have visited this plane have reported that color-based magic (such as Prismatic Spray and Prismatic Wall) cast on this plane will exhibit additional effects commensurate with the broader spectrum of light that exists here.</p><p></p><p></p><p>This plane does not have much in the way of native fauna. There does, however, seem to be a native species of donkey rat, an owl-like bird, some kind of feathery serpentine creature, and what appears to be an airbreathing version of the cuttlefish--clearly a magical beast with the ability to supernaturally levitate and swim through the air as though it were a liquid ocean; these psuedo-cephalopods seem to have no fear of extraplanar visitors to their realm, and even present some signs of intelligence or curiosity.</p><p></p><p>There are also small- and medium-sized bipedal creatures believed to exist here, only seen in silouette form suggesting body shapes similar to that of deinonychi or lizardfolk. Contrarily to the pseudo-cephalopds, these beings seem quite shy by comparison, showing no territorial instincts, yet are well capable of evading pursuit through the heavy forestation.</p></blockquote><p></p>
[QUOTE="Matthias, post: 6154951, member: 3625"] Here is a plane of thick but not swampy woodlands, such as what you would find in a north temperate or alpine clime. The days here are 72 hours long (36 hours from sunrise to sunrise), and this plane's double sun shines with a light that instantly dazzles any humanoid that catches a direct glipse of it. Fortunately, the sky is always mostly overcast, shielding the vulnerable from its exotic radiation--most of the time. Gravity here is also very light, which causes the larger flora here to grow unusually tall, sprouting larger clusters of rather sharp needles from their thin lithe branches. Much of the flora on this plane are brightly, brilliantly colored in every hue of the rainbow. Many species of flowers and trees (and even their fruit) reflect the daylight in mind-jarringly impossible colors such as greddeen, ambrlue, and orapurgle. This xenochromatic assault is so traumatic to the visual systems of humanoids, animals, and magical beasts that their nervous systems act to protect themselves, blocking out the this "strange light" via hysterical color-blindness or even suppressing the sense of sight altogether. Vulnerable creatures who arrive here suffer no ill effects for up to (1d6 + Wisdom modifier) rounds, at which point they must begin making Perception (or Wisdom) check every round against a DC of 10, with the DC increasing by 1 each round of exposure, to resist losing their color vision--failure means the character becomes permanently color-blind, able only to see in shades of black and white. Failing by 5 or more results in complete permanent blindness. This is a supernatural effect. Creatures can attempt to preserve their color vision and eyesight using any of the following methods: (a) Wearing a heavy blindfold or opaque sack over one's head, either of which will block out all light while worn. (But saves your vision for when you really need it) (b) Monochromatic goggles--the lenses of this tight-fitting headgear have been alchemically treated to block out almost all color; the wearer sees only in shades of red. This item filters out any xenochromatic colors in the environment. As with normal smoked goggles, you are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance). Cost 100 gp. Weight negligible. (c) Any darkness spell of at least 3rd spell level (such as Deeper Darkness), or a spell-like ability creating magical darkness of similar strength. (d) True Seeing, as from a spell or a magic item There may be other methods than these of defending against xenochromatic attacks. (e) Some spell, magical item, or ability that confers Blindsense or Blindsight. Creatures without sight; constructs, undead, outsiders, and aberrations are not affected at all by these alien colors. Magic-users who have visited this plane have reported that color-based magic (such as Prismatic Spray and Prismatic Wall) cast on this plane will exhibit additional effects commensurate with the broader spectrum of light that exists here. This plane does not have much in the way of native fauna. There does, however, seem to be a native species of donkey rat, an owl-like bird, some kind of feathery serpentine creature, and what appears to be an airbreathing version of the cuttlefish--clearly a magical beast with the ability to supernaturally levitate and swim through the air as though it were a liquid ocean; these psuedo-cephalopods seem to have no fear of extraplanar visitors to their realm, and even present some signs of intelligence or curiosity. There are also small- and medium-sized bipedal creatures believed to exist here, only seen in silouette form suggesting body shapes similar to that of deinonychi or lizardfolk. Contrarily to the pseudo-cephalopds, these beings seem quite shy by comparison, showing no territorial instincts, yet are well capable of evading pursuit through the heavy forestation. [/QUOTE]
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