The Positive Material
Plane
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While the four major
inner planes are generally hostile to Prime
Material life, they pale in comparison
with the effects of the Positive
and Negative material planes. These two
planes, aka
the planes of Positive && Negative
Energy, are thoroughly
hostile to outside life. No Greater Deities,
Lesser Deities, or Demi-gods are <alt>
known to inhabit these planes.
The Positive Material
plane is alive with light, the very atoms of
the elemental medium vibrating with energy.
Power is everywhere,
so much so that it overwhelms the traveller.
Both planes border on
the major elemental planes and where
they meet are the quasi-planes. The positive
quasi-elementals
are Steam, Lightning, Radiance, and Minerals,
while those that
border the Negative plane are Ash, Dust,
Salt, and Vacuum.
The Positive Material
plane, referred to in some texts as the
Plane of Life, seems to be a relatively
friendly plane. Yet it is the
life-giving energies that make this plane
so deadly. An unprotected
traveller fells every cell in his body
achieve its full potential
and ignite, turning the traveller into
an incandescent beacon. In
game terms, every round an unprotected
character is in the
plane, he gains 2d6 HP. When the HP total
is greater
than twice his original total, the character
explodes (should he
manage to leave the plane before exploding,
these HP disappear
in 1d20 true turns--any damage to the
character is taken
from these extra HP first). This is a
drastic and perilous
method of healing and is used only in
the most desperate cases.
The only common form
of protection is the spell Negative plane protection
and its modified opposite Positive
plane protection. Initially
created to offset the effects of level-draining
creatures, these
spells provide suitable protection. These
spells cannot be CAST
in the energy planes (they draw on energy
from the opposite
energy plane). Spells and devices that
provide protection from
elemental forces cannot be modified to
provide protection from
the effects of the energy planes.
Breathing: You
cannot breathe energy, nor can it be transformed
into a breathable mixture, as by an airy
element spell. The
traveller must have devices (such as an
ioun
stone) or spells that
negate the need to breathe, or else his
adventures in the planes
of energy are limited to the time he can
hold his breath.
Vision and Senses:
Vision and detection are limited to
10 yards. The light or darkness is too
intense to see farther.
The method of choosing
a down direction is the fastest way to
travel here. Without a guide from an associated
quasi-plane, the
traveller is lost in the infinite wastes
of the energy plane.
Some travellers have
tried to remain in the Border Ethereal to
avoid the harmful effects of the energy
planes. In truth, the power
of the energy planes is so intense that
the Border Ethereal is
weakened. Each turn in the Border Ethereal
with the Energy planes,
there is a 10% chance that the Border
pulls back and
leaves the traveller trapped in the adjoining
energy plane.
Encounters in the Energy Planes
There are no random
encounters in the energy planes. Owing
to the destructive nature of the plane,
pockets of elemental material
are quickly destroyed. The nature of native
creatures in the
energy planes is as yet undetermined,
though there are no
energy animentals or elementals that duplicate
the abilities of
Prime Material beings.
Combat in the energy
planes operates under the general
restrictions for the inner planes.
The effects on magic are as for the inner planes in general.
Spells that create matter
have that matter destroyed by the plane
one round after its creation, exploding
in a rainbow of harmless
motes in the Postive, collapsing into
dust in the Negative. Spells that
summon creatures from other planes function,
though creatures
with average or better INT are aware of
the summoner's
location and either do not show up or
take protective measures.
Spells that have variable
effects always inflict max. damage
in the plane of Positive Energy, and min.
damage in the
plane of Negative Energy. Spells that
inflict damage over a period
of several rounds function for only one
round, as the spells'
effects are negated by the plane.
Xag-Ya and Xag-Yi | Trillochs | Undead |
Undead: Many
undead draw their animating force from the
Negative Material plane, which endows
them with the power to
drain ability scores or levels. Such creatures
are said to exist in
both the Prime Material and Negative
Material planes simultaneously,
though this is unlikely, as the 2 are
not linked. There is
no record of undead spotted in either
the Positive or Negative
Material planes, though they are found
in the quasi-planes.
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