The Plane of Elemental Air


Survival in the Plane of Air
Encounters in the Plane of Air
Movement in the Plane of Air
Combat in the Plane of Air
Magic in the Plane of Air
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Features of Elemental Air
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The Inner Planes
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Manual of the Planes






    Of all the inner planes, the plane of Elemental Air is the most hospitable
to Prime planar life. The plane's substance can be
breathed and is excellent for travel. Beings of elemental air are
the most easily summoned and controlled (the aerial servant,
dust devil, and invisible stalker spells all summon elemental creatures
from the plane of Air, yet no equivalent spells exist for the
other elemental planes). Many nonnative deities make their
domains in this plane, incl. Raven, Heng, Hotoru of the Amerindian
mythos, Chao Kung Ming, Fei Lien, Feng Po, and Wen Chung of the
Chinese mythos, Shu of the Egyptian mythos, and Raiden of the Japanese mythos.

    The traveller first notices the sterling blue color of the plane, like
the bluest high-summer day in the Prime plane. Unlike conditions
in the Prime, this blue extends underfoot as well as overhead, so
that the traveller is surrounded by a great vault of sapphire hue.
Small pieces of matter float in this realm, bits of other elemental
planes that have found their way (or been brought by powerful
forces) into the plane of elemental Air. It is in and around such
matter that other-planar creatures usually make their homes; the
open space is the home of the air elementals.

    As the traveller moves through the plane of elemental Air, the
terrain changes. As the traveller moves toward the plane of para-elemental
Smoke, the air becomes, thicker, warmer, and harder
to breathe. In the opposite direction, the air becomes cooler, and
snow and ice crystals begin to hang in the air until they fill the sky,
becoming the thick, crystalline walls of the plane of para-elemental
Ice. Toward the plane of quasi-elemental Lightning, the air
thickens with rain clouds and fogs, and there is the distinct tang
of ozone, until lightning erupts and the traveller knows the buffer
area between these planes have been reached. Finally, toward
the Negative Material plane, the air begins to thin out until an airless
state is reached in the plane of quasi-elemental Vacuum,
looking into the heart of the Negative Material plane.

    None of these regions can be reached by the unguided
traveller, though it seems possible to MOVE from hot to cold, or to follow
a scent on the breeze. In reality, the winds of the plane of Air
are contrary and treacherous, mixing warm and cool air, scents
of flowers and brimstone, hints of soft rain and hot gusts of desert
wind. A traveller folllowing the tang of electricity may find the scent
dying on the wind, while one seeking a city built upon an intruding
island of earth may find the structure blocked by a passing cloud
and disappearing from view.

Survival in the Plane of Air

    Breathing: As noted earlier, breathing is one problem
that does not exist for the traveller in this plane, though there are other
hazards. It should be noted that clouds of dust, acid, poison, and
other harmful substances exist for the traveller to encounter.

    Vision and Senses: The sighting distance in the plane of air is
1,000 yards, or about twice that in daylight on a clear day in the
PMP. Infravision functions at thrice normal range,
though ultrravision does not work at all. Attempts to track
by means of smell are foiled by the chaotic winds of the plane.
Some native creatures can track, but their method of doing so
has yet to be discovered.
 

Encounters in the Plane of Air

    Travellers in the plane of Air have a 1 in 20 chance of an
encounter every 12 hours (another reason the plane is so popular
with tourists). The type of encounter is determined below:
 
1-20 Elemental Phenomena
21-40 Elemental Pocket
41-00 Creature Encounter

Elemental Phenomena

    The plane of elemental Air has some of the most varied, stunning,
and deadly phenomena of the elemental planes. Roll on the
following table:
 
D12 Effect
1-2 Cloud Banks
3-4 High Winds
5 Sirocco
6 Rain Storm
7 Lightning Storm
8 Snow Storm
9 Maelstrom
10 Dust Storm
11 Hail Storm
12 Vortex to a PMP

    Cloud Banks: The most common phenomenon in the plane of
Air, these clouds have no ill effects, except to reduce visibility
around them to 50 yards maximum.

    High Winds: In the plane of Air, the medium of the plane is
always in motion, so that some wind is usually blowing. Usually
these winds are in the 0 to 10 mph category. Use the following
table (adapted from the WSG) for high winds and their effects:
 
D100 
Roll
Wind 
Velocity
Missile 
Combat
Melee 
Combat
Move 
Against 
Wind
Move 
With 
Wind
01-10 11-20 mph 0/-1/-2/-3 - - -
11-31 21-30 -1/-2/-3/x -1 3/4 1.33
31-60 31-45 -2/-4x/x -2 2/3 1.5
61-80 46-79 -4/-6/x/x -4 1/2 2
81-90 80-99 x/x/x/x -8 1/4 4
91-97 100-120 x/x/x/x -8 x 6
98-00 121+ x/x/x/x -8 x 8

    Missile combat refers to the effect of wind on missile weapons.
Remember that under normal conditions, most nonmagical missiles
do not work in the plane.

    Melee combat refers to the reduction
in attack and damage rolls as a result in being in the area of
high winds.

    Move against and move with winds refer to the penalty (or benefit)
for moving against (or with) the wind. At high velocities,
an "x" result indicates that movement against the wind is impossible.
Magical spells that require vocal components cannot be cast
when the wind rises above 80 mph.

    High wind lasts for 1d10 hours and can carry the traveller far
from his original position. It prevents encounters during that period of
time. No damage is inflicted by high wind itself, but should
the traveller encounter a hard or resisting surface, he suffers 1d6
points of damage per 10 miles per hour of wind SPEED.

    Elemental Sirocco: The sircocco is a hot wind issuing from
those parts of the plane of Air nearest the quasi-elemental plane
of Steam. In addition to the effects of high winds (from chart
above), those caught within the sirocco must successfully roll a
CON check or suffer 1d8 points of heat damage per hour
(1d2 if the TARGET is sufficiently protected from heat damage).
Siroccos last for 1d8 hours.

    Rain Storm: Because there is no true gravity in the plane of
Air, rain here forms into collections of spherical drops that extend
up to half a mile from the clouds that formed them. This combines
the effects of a cloud bank with those of a cloudburst spell.

    Lightning Storm: A lightning storm has all the effects of a rain
storm, but all within the AREA are subject to being struck by lightning.
Roll separately for each character; only one character can
be hit the strike (unless several characters are connected
together somehow). Roll in random order, once one person is hit,
the strike is through. Size S creatures have a 40% chance of
being hit, size M creatures have a 50% chance, and size L creatures
have a 60% chance. If a roll has been made for every being
in the group, and no one was hit, the lightning bolt missed.

    There is a cumulative 10% chance of a bolt per round in the
AREA, resetting to a 10% chance after a bolt has struck.

    In the plane of Air, targets may roll a saving throw vs. spell.
Those who succeed receive only 1d10 points of damage. Those
who fail lose 1d6 x 10% of their current HP.

    Snow Storm: Similar to a rain storm, except that visibility is
reduced to 10 yards. Snow storms in the plane of elemental Air
issue from the border with the plane of quasi-elemental Ice.
Those caught in a snow storm who are not wearing warm clothing
suffer 1d8 points of damage each turn they are within the cloud.

    Hail Storm: A hail storm may resemble a snow or rain storm in
appearance, but nearer the edges of the cloud the traveller
encounters small, spherical crystals with sharp spikes. These
hailstorms, though immobile, retain their momentum so that
touching one inflicts 1d2 damage to a size S creature, 3d6
points to a size M creature, and 4d6 points to a size L creature per
round. Fortunately, such storms quickly sweep through an AREA,
lasting 1d10 turns at most.

    Dust Storm: A dust storm combines the effects of high winds
with particles that can temporarily blind those creatures that keep
their eyes open or unshielded. Those blinded cannot attack and
their opponents receive a +4 bonus to attack rolls with missile
weapons and +4 bonuses to both attack and damage rolls when
using melee weapons.

    Maelstrom: One of the most deadly phenomena in this plane is
the aerial maelstrom, which is best described as a tornado eating
its own tail (a toroidal or doughnut shape). The maelstrom can
hover in space for decades, gathering force and debris, before
dwindling down or exploding with massive force. Those caught
within the maelstrom suffer the effects of a dust storm. Unlike the
other phenomena, those caught within a maelstrom cannot
escape short of moving faster than 2,000 feet per turn, magically
affecting the winds, being rescued by those outside the maelstrom,
or leaving the plane entirely.

    Vortex to a Prime Material plane: Such vortices are very temporary
in the plane of Air--most last 2d10 subjective days and
only one in 50 lasts longer than that. They appear as great tornadoes
or hurricanes that have been smashed flat from top to bottom,
so that a spiral forms from the edge to the center. Air (and
creatures) pass in and out of this center into the PMP.
The traveller can USE this as a quick method of egress from
the plane, but be warned of two things: First, the opening on the
Prime plane is usually in an AREA of severe weather (the inner
winds of a hurricane), as well as several miles above the ground
in a region where gravity works just fine, thank you. Second, the
DM may determine for hihs campaign the chances of such a vortex
leading to the traveller's Prime or an Alternate Prime.

    Elemental Pockets: An elemental pocket is a piece of another
plane that has been sucked into, and then CAST adrift in, the plane
of elemental Air. The passive nature of the plane is such that all
other elemental, para-elemental, and quasi-elemental forms can
be found as pockets. The DM can choose the pocket according to
the area of the plane the traveller is in, or he can roll randomly
from the following table.
 
D8 + 
D20 Roll
Elemental Pocket
1-2 Earth Pocket
3-4 Fire Pocket
5-6 Water Pocket
7-8 Ice Pocket
9-10 Smoke Pocket
11 Magma Pocket
12 Ooze Pocket
13 Vacuum Pocket
14 Dust Pocket
15 Ash Pocket
16 Salt Pocket
17 Lightning Pocket
18 Steam Pocket
19 Radiance Pocket
20 Mineral Pocket

Descriptions:

    Earth Pockets: In the plane of Air, the earth pocket resembles
a large asteroid or a spherical ball of rock. Earth pockets are
pretty common because intelligent beings often bring this material
into the plane to form their own bases. Djinn in particular are
known for gathering elemental pockets and using them as the
foundations for their cities. There is a 50% chance that any earth
pocket encountered is the lair of a creature. If the pocket is inhabited,
there is a 90% chance the creature is from the plane of Air
(roll on the Air Encounter Chart) and only a 10% chance that the
creature is from the plane of Earth (roll on the Earth Encounter
Chart).

    Fire Pockets: Pockets of fire appear in this plane as spheres of
flame burning without need of fuel. The air is warmer near the
edges of these pockets, and those who come within 100 yards of
one suffer the effects of an elemental sirocco. Those entering a
pocket of fire suffer the effects of entering the plane of elemental
Fire. There is a 30% chance that a fire pocket is the lair of some
creature (always roll on the Fire Encounter Chart, page 39).

    Water Pockets: Pockets of elemental water appear to be huge
balls of water hanging in the air, though sometimes they have
been sculpted by passing djinn into strings of watery pearls,
doughnuts, cubes, etc. Those entering this type of pocket suffer
the effects of immersion in the plane of elemental Water. These
balls are often used as watering holes by creatures that require
water. There is a 50% chance that there is a creature near them.
The creature is either from the plane of Water or the plane of Air
(50% chance for each).

    Ice Pockets: Pockets from the plane of para-elemental Ice
appear as great icebergs tumbling in the air. Cold-based creatures
sometimes (10%) USE these as lairs. The area within 100
yards of such a pocket affects travellers as a snow storm.

    Smoke Pockets: Pockets of para-elemental smoke appear to
be cloud banks. Once entered, however, the traveller must roll a
successful saving throw vs. spell or be affected as if by a stinking cloud
spell. There is only a 5% chance that a smoke pocket is occupied,
but any creatures encountered are always natives of the
plane of para-elemental Smoke.

    Magma Pockets: These are quite rare as they come from the
far end of the inner planes. These pockets soon cool in the winds
to become spheres of volcanic stone (as mentioned for earth pockets).
Those within 50 yards of a magma pocket suffer the
effects of a pocket of fire. Travellers who enter the pocket are
affected as if strolling into the plane of para-elemental Magma.
Magma pockets normally do not have inhabitants.

    Ooze Pockets: Pockets from the plane of para-elemental
Ooze are rare in the plane of Air. They soon harden into dry
winds or freezing cold to become similar to earth pockets. Those
entering a globular chunk of floating ooze are subject to the dangers
of that muck. In the plane of elemental Air, such pockets are
usually uninhabited.

    Vacuum Pockets: These are among the most deadly type of
elemental intrusions into the plane of Air. Not only are these
pockets invisible, but their effects are as if the traveller suddenly
entered the plane of quasi-elemental Vacuum. These normally
have no inhabitants, but they are often used to protect the lairs of
powerful creatures (they make deadly mines).

    Dust Pockets: Such pockets are similar in appearance to Dust
sotrms and at a distance look like a brownish haze on the horizon.
The effects of entering a dust pocket are the same as for a dust
storm (as opposed to being trapped in elemental Dust). There is a
50% chance of an inhabitant, usually from the plane of Earth
(75%) or the plane of Dust (25%).

    Ash Pockets: Ash pockets appear to be dust storms, but they
combine the effects of dust storms with those of siroccos. Further,
ash pockets are very flammable (any flame turns an ash
pocket into a pocket of elemental Fire for 1d10 turns). Such pockets
are normally uninhabited.

    Salt Pockets: These vary in appearance from a multitude of
crystals hanging in the air (similar to a hailstorm) to a large sphere of
crysalline salt. Pockets of the former type affect travellers as hailstorms,
with the added effect that creatures from the plane of
Water suffer as if immersed in the plane of Salt. Pockets of the
latter type are often colonized (50% chance for either the plane of
Air or the plane of Salt).

    Lightning Pockets: Pockets from the quasi-elemental plane of
Lightning have the appearance of lightning storms. They are
always occupied by 1d4 lightning quasi-elementals.

    Steam Pockets: Pockets of steam appear to be ordinary cloud
banks, but they scald anyone who enters (as if entering the plane
of quasi-elemental Steam). These pockets last for only 1d10
turns.

    Radiance Pockets: Pockets of radiance are structures of
invisible force and have the effects of a solid wall of force for
movement (or running into). They can be as deadly as vacuum
pockets. Like vacuum pockets, radiance pockets are normally
uninhabited. In rare cases the interiors of these pockets are settled,
producing hollow worlds.

    Mineral Pockets: Pockets of this quasi-elemental type appear
as spheres or crystalline cubes of great size (colonized as for
earth pockets) or as clusters of stone, crystals, or, in very rare
cases, uncut gems (of 10 gp each). These clusters have the
effects of hail storms.

Creature Encounters

    Most creatures in the elemental plane of Air are invisible, their
forms at best only outlined by bits of dust and debris caught in
their wind-like bodies (10% chance that the being's outline is visible).
Otherwise such creatures have all the advantages of the invisibility
spell, with the addition that they do not lose their invisible
status if they attack or strike a solid object.

    If made visible (by spell or dust in the air), creatures of the
plane of elemental Air are large, lacy beings with full sweeping
wings and streamlined shapes. Some draw the air through their
bodies and have sturdy stubby fins (much like modern-day jets).
Some are humanoid in shape, but even these are slender and
have weblike membranes bewtween extremities.

    In addition to powers all elemental creatures have on the inner planes,
those of the plane of elemental Air are immune to all
effects of weather and wind, including lightning and other
weather-related forms of attack. They are affected by vacuum--
an air elemental creature that is trapped in an AREA of complete
vacuum must roll a successful save vs. spell or perish.
Natives of the plane of Air are immune to the effects of spells that
USE or create clouds or mists in their casting (such as incendiary cloud,
stinking cloud, or cloudkill).

Air Encounter Chart
 
D8 + 
D12 Roll
Number Creatures 
Encountered
Notes
2 1d4 Demons, Type I V
3 1d4+1 Aerial Owlbears* MM*
4 1d4 Aerial Criosphinxes* MM*
5 1d6 Aerial Axebeaks* MM*
6 3d6 Jann* MM2
7 4d6 Vortex* FF
8 2d4 Elemental Grues, Ildriss* MM2
9 1d10 Aerial Servants* MM
10 4d3 Air Elementals*

MM
11 4d6 Djinni* MM
12 2d6 Invisible Stalkers* MM
13 5d10 Giant Aerial Rats* MM*
14 3d6 Wind Walkers* MM
15 1d10 Human Party V
16 1d8 Vapor Rats MM2
17 4d6 Winter Wolves MM
18 1d20 Air Leprechauns* MM*
19 1d3 Spectres V
20 1d4 Monadic Devas V

Notes on the Monsters:

    * Indicates native to the plane of Air
    V = Visitor to the inner planes--requires protection from the hazardous effects of the plane.
    MM = Monster Manual creatures
    MM2 = Monster Manual creatures
    FF = FIEND FOLIO creatures
    MM* = Elemental monsters or animals that have the basic
                forms, stats, and abilities of the listed monsters, but
                are natives of the plane of Air and gain the additional
                abilities of such creatures as listed above.


 

Movement in the Plane of Air

    The most common method of movement in the plane of Air is
by changing the down direction and falling (as noted for movement in the Inner planes on page 24).
This method is both swift and rather unsafe as it takes the traveller in a straight line from
point to point, running into intervening objects. The traveller has
all the aerodynamics of a rock (Maneuverability Class F).

    Normal walking, running, or riding is accomplished by not designating
a down position and moving in that fashion at your normal
SPEED. Movement can be in any direction.

    Beings that fly, whether by magickal devices or wings, can do so
at normal SPEED in the plane of Air. The Maneuverability Class is
one better than normal (C becomes B, B becomes A, A
remains A). As there is no set down direction, creatures able to
levitate can MOVE in any direction. Those that MOVE by swimming
may do so normally, as the air acts like a liquid medium when
there is no down direction.

    When a being is knocked unconscious, reaches 0 HP, or
dies, it can no longer determine a down direction. Such a being
continues to MOVE at the velocity (SPEED and direction) that it was
moving before it was disabled. Other sentient beings can change
the disabled being's movement by grabbing it.

Combat in the Plane of Air

    All abilities permitted for combat in the inner planes are possible
in the elemental plane of Air. Combat is similar to that in the
Airborne Adventures section of the DMG, SAVE that there are no
negative modifiers for fighting while in flight. As in all the elemental
planes, nonmagical missile fire is impossible unless some part
of the weapon remains in contact with the firer (such as a lasso).

Magic in the Plane of Air

    Magick works here as for the inner planes in general.

Features of Elemental Air
 
The elementals Archomentals Akadi Bahamut The Djinn Hooks and Bubbles

    The elementals: Most numerous of the creatures on the plane
of elemental Air are all manner of air elementals, ranging from air
animentals (such as giant aerial rats) to elementals and elemental
monsters (such as aerial owlbears). As mentioned before,
such creatures match the basic stats of their Prime Material
counterparts, though their appearances may vary greatly from
the Prime Material monsters.

    True elemental creatures prefer areas of pure elemental air.
They generally react with hostility towards invaders, but elemental
creatures of sufficient intelligence can be bribed to be guides.

Archomentals: Of the elemental Princes of the Air, only
evil Yan-C-Bin (FIEND FOLIO tome) has been described, but his
powers are typical for this type. They are considered demi-gods
for purposes of determining powers on their planes (see page 124).

    Yan-C-Bin is said to inhabit a broken land filled with the
destroyed elemental pockets of interlopers and would-be settlers.
This graveyard is rumored to be a wealth of both knowledge
and gold. Yan-C-Bin and his servitors (10 Air elementals of the
greatest power) guard it as well.

Akadi: Akadi is the queen of the free-willed elemental creatures.
She is said to dwell within a whirlwind that spins within a
great aerial maelstrom, the width of which is sufficient to swallow
the known world. No being, elemental or otherwise, may pass
through this region without Akadi's permission; Air elemental
guides TURN back, and those of other planes are destroyed (earth
elementals are eroded into dust by the winds, water elementals
are evaporated, and fire elementals are snuffed out by the winds
[150+ mph]. Akadi is not good, evil, or neutral; like all the rulers
of the the elemental worlds, she only cares about her own people and
is thus amoral and above Prime planar morality.

    Akadi is the name by which this being is known, but is not the
creature's true name. That is unrevealed, and likely to remain so,
as none of the rulers of the elemental planes have visited the
Prime, and their power is such that a visitation would be disastrous.
Akadi is a Greater Goddess, the full force of the elemental wind,
and as such is unslayable in her homeland. She has all the
powers afforded a Greater Deity in Appendix IV (page 124).

Hooks and Bubbles: These are the manifestations of spell
casting from the PMP to the elemental plane.

    A hook appears as a great spear, grappling hook, or shepherd's
crook hanging in mid-air, glowing blue, green, or golden
yellow. This is the business end of a conjuration/summoning spell
directed at the elemental plane by a Prime Material M-U
trying to conjure elemental or grab an aerial servant or invisible stalker
spell. These hook is so alluring that the targeted creatures
are drawn to it like bees to flowers.

    Should a nonnative traveller touch a summoning hook, he must
roll a save vs. Spell. Rolling above the save number
means that the traveller is unaffected, while rolling below it
means the traveller is catapulted into the Deep Ethereal as if swallowed
up by an ether cyclone. Rolling the saving throw number
exactly means that the traveller is affected by the spell as if he is
an elemental creature--he is called into the PMP
(not necessarily his PMP). While under the
effects of the spell, the traveller has all of his powers and abilities
(as opposed to the elemental powers), but is under the coomand of
the summoner. If a traveller is summoned by an invisible stalker
spell, the traveller must carry out the letter of the summoner's
command.

    A bubble appears as a great silvery sphere, ranging in size
from about a half inch to nine inches in diameter. This is the elemental
plane end of a Prime material contact other plane. It
breaks easily, and the question pops into the mind of the being
that broke the bubble. Unless the being can determine
the sender and respond, the sender's question is lost. If the being has
these powers, it can answer the question as it sees fit.
 
 




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