THE QUASI-ELEMENTAL PLANES
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The planes known as the positive quasi-planes
or positive quasi-
elemental planes lie between the Positive
Material plane and
the four elemental planes it adjoins.
These four quasi-elemental
planes are those of Lightning (adjoining
Air), Radiance (Fire),
Minerals (Earth), and Steam (Water). These
positive planes have
so much energy that the elemental matter
is in an agitated state.
Of all the inner planes, the positive
quasi-planes are the most
changing and dynamic.
The plane of quasi-elemental Lightning
is elemental air at its
most excited state, crackling with energy
as a continual storm
front plays along its border, registering
such power that the very
air tastes of metallic ozone and the atmosphere
is charged with
electrical energy. Those travellers who
enter this plane from the
plane of Air find the region heavy with
clouds that range from grey
to greenish black in color. Continual
bolts of lightning arc from
cloud to cloud; quasi-elemental creatures
dance through the
churning maelstrom. All forms of electrical
discharges are found
here, from the well-known bolts to St.
Elmo's fire to large metallic
sheets of lightning. Hair, fur, and feathers
rise and separate in the
charged atmosphere. The touch of metal
carries a shock. At the
farthest edges of the plane lies the border
with the Positive Material
plane, a continual bolt of electrical
power issuing from a field
of pure brilliance beyond.
The plane of quasi-elemental Radiance is
flame and fire at its
brightest. It is not hotter than the plane
of Fire that adjoins it, but
the fires burn purer and with a more intense
glow. Rainbows of
flame exist here. The creatures that live
within span the entire
spectrum of color in a dazzling display
to be seen nowhere else.
Walls, spheres, and lines of prismatic
force lace the plane. The
lights become more crystalline and sharper,
until finally the border
with the plane of Positive Energy is reached
and mere colors
are overwhelmed by the brilliant white
light issuing forth.
The plane of quasi-elemental Minerals is
the most varied and
intricate of stonework and crystals. From
the border with the plane
of Earth, the veins of crystal and metal-bearing
ore become
thicker and richer, until they dominate
the surrounding earth. The
plane becomes filled with black marble
naturally polished to a
mirrored shine, interlaced with veins
of gold, gems, and crystals
that catch the inner glow of the earth
itself. The crystals and
gems become more fragile and delicate
and seem to hum with a
life of their own. Finally, at the border
with the Positive Material
plane, the crystals shatter from the energy
within and the plane
ends in a great cliff-face, beyond which
lies the bounty of pure
positive energy.
The plane of quasi-elemental Steam is not
a hot plane, though
portions of it are on the verge of boiling.
Rather the water itself is
so turbulent that the intermolecular bonds
cease to hold it together
and the plane fills with mists and fogs
and thin vapors. The
mist-like vapor glows from the energy
within, and this glowing
increases as the traveller moves toward
the Positive Material
plane. Eventually the plane ends in the
brilliant border to the Positive
Material plane.
All of the positive quasi-planes have definite
edges or boundaries
with the Positive Material plane. The
boundaries are not stationary,
but rather ebb and flow like the tide
against the quasi-elemental planes.
All of the positive quasi-elemental planes
are inhabited by
creatures that are suited to the energetic
and chaotic nature of
their planes. Such creatures are rare
on the Prime plane, and
only one, the lightning quasi-elemental,
has been studied in any
detail. This quasi-elemental and others
like it may be beseeched
to act as elemental guides. Elementals
from the other inner
planes may be used as guides, but they
dislike such service
because the continual confusion greatly
unsettles their senses.
Survival in Positive Quasi-Planes
Each of the positive quasi-elemental planes
poses its own
problems for survival. As a general rule,
the limitations for the
major elemental plane the quasi-plane
adjoins apply to the quasi-plane.
Lightning: The greatest danger of
the plane of quasi-elemental
Lightning is given in its name. The elemental
air of this quasi-plane
is continually ripped by the flash of
lightning. The chances
of any individual being struck by lightning
while in the plane is 5%
per round for size S beings, 10% per round
for size M beings, and
20% per round for size L beings. A bolt
of quasi-elemental lightning
inflicts 1-80 (1d8 of d10s) points of
damage to the TARGET,
though a save vs. spell halves that. The
protection from lightning spell
provides safety from this damage.
A secondary threat is the elemental thunder.
This fills the plane
with a loud continual rumbling that can
eventually shatter rock.
The continual booming makes normal speech
impossible. Those
who remain unprotected on the plane for
a TURN will be deaf for
2d4 turns; those who stay longer risk
permanent injury (roll a
CON Check--failure indicates deafness
until cured by a
heal spell). Ear plugs made of wax or
putty negate the effects of
the noise. The hazardous effects of the
thunder do not extend
into the Border Ethereal, but the noise
there prevents spoken
communication.
Normal breathing is possible on the plane
of Lightning, though
the air has a tang to it. Vision extends
to between 100 and 1,000
yards, depending on the thickness of the
clouds at the moment.
Radiance: The plane of quasi-elemental
Radiance is related to
the plane of elemental Fire from which
it springs. All the negative
effects of the plane of Fire apply to
the plane of radiance in
regards to burning and breathing (the
plane of Radiance is no
cooler than the plane of Fire).
The other danger of the plane of Radiance
is the brilliance of
the plane itself. Those creatures whose
eyes are unprotected
must roll a successful save vs. Death
or be permanently
blinded. Those with infravision or ultravision
suffer a -2 penalty
to the save (if both infravision and ultravision
are possessed, the
penalty is -4). Spells such as create
darkness and darkness, 5'
radius, enable the user to see
normally in this plane. A less magical
method is to wear thickly smoked lenses
of glass or crystal,
though such devices are fragile and tend
to be knocked off in
combat (1 in 4 chance when hit). Viewers
in the Border Ethereal
are not harmed by the brightness, but
they cannot make out any distinct
forms. Vision (for those who can see)
is limited to 1,000
yards in the plane of Radiance.
Minerals:
The crystalline quasi-elemental plane of
Minerals
poses the same dangers as the plane of
Earth as far as imprisoning
beings and causing difficulties in breathing.
In addition, the
crystals of the plane are sharper than
steel blades (travelers in
this plane's Border
Ethereal often have the eerie feeling that these
crystals can almost breach the boundaries
between planes).
For those who can MOVE on the plane of
Minerals, each round
of movement inflicts damage equal to 1d4
plus the AC of the traveller.
Creatures from the plane of elemental
Earth, the quasi-plane of Minerals,
and those with ACs below -4 are
unharmed. DEX bonuses are not counted
in figuring this
AC, and magical armor should have any
reduction in
power noted for being two planes removed
from the Prime Material.
Vision in the plane of Minerals is as for
the plane of Earth:
impossible unless an ability or item allows
the viewer to see
through solid crystals && rock.
Steam: The quasi-elemental plane
of Steam is not hot, rather it
is filled with muggy water vapor. All
movement is slowed by water
gathering in the lungs (this may be negated
by a water breathing spell).
Other than this, the plane is most likely
the least hostile of
the quasi-elemental planes bordering the
Positive
Material plane.
Vision is limited to 10d6 yards, however,
owing to the thick fog. <>
Movement
in Positive Quasi-Planes
Encounters in Positive Quasi-Planes
Travellers in the positive
quasi-elemental planes have a 1 in 10
chance of an encounter (this does not
include being blasted by
lightning bolts in the plane of Lightning
or cut to ribbons in the
plane of Minerals). If an encounter occurs,
roll on the following
table:
1-20 | Positive Energy Phenomenon |
21-30 | Elemental Pocket |
31-00 | Creature Encounter |
Positive Energy Phenomena
The only phenomenon
more dangerous than the inherent perils
of the positive quasi-elemental planes
themselves is the sporadic
and massive intrusion of the Positive
Material plane. Such
an intrusion is usually detectable at
the limits of visibility (a good
reason for not being in the plane of Minerals)
as a huge wall of
advancing
white brilliance, swallowing and immolating
everything in its path. The wall of positive
energy moves at 3d6" per
round and advances for 2d10 turns. Those
caught in the wall suffer
all the effects of being immersed in the
Positive Material
plane. The quasi-elemental border remains
in sight for 1d4
rounds, after which the border can no
longer be seen and the
character is lost in the Positive Material
plane.
Elemental Pockets
The only pockets of
elemental material that are found in a
quasi-plane are those of its related major
elemental plane. Entering
a pocket is equivalent to entering that
plane. There is a 30%
chance that an elemental pocket holds
a native of that plane.
One great advantage
of elemental pockets is that they are
immmune to the effects of intrusions of
the Positive Material plane.
They are not consumed, but converted into
the quasi-elemental
material and carried at the front of the
wall. They remain in the
quasi-plane when the wall of energy retreats.
Elemental Creature Encounters
Quasi-elemental creatures
have abilities and immunities specific
to their native plane. Very few quasi-elemental
creatures
have been found on the PMP, but it is
believed
that there exist quasi-elemental races
that duplicate many creatures
of the Prime Material and other planes.
Lightning: Creatures
from the plane of Lightning are immune
to electrical attacks and resist weather
control and wind as creatures
of elemental Air. Lightning elementals
tend to look alike--
balls and oblongs of electrical force
with bolts jutting out and
serving as legs. This causes confusion
for outsiders, but lightning
quasi-elementals seem to be able to tell
themselves apart.
Radiance: Creatures
from the plane of Radiance are spherical
and shine with every color of the spectrum.
Solid colors seem to
be preferred by these creatures, though
there are occasional
tales of spotted or plaid varieties. Radiance
quasi-elementals are
immune to the effects of fire and heat
and are unaffected by light-based
attacks. They are vulnerable as fire elementals
to the
effects of water. They can be driven off
by casting darkness.
Minerals: Creatures
from the plane of Minerals are beautifully
delicate insect-like beings, combining
the Prime Material form
they mimic with all manner of angles and
insectoid features. They
pass through minerlas and earth like creatures
of the elemental
plane of Earth. While in the inner planes,
they are immune to
spells that transform or otherwise affect
solid objects.
Steam: Steam
quasi-elementals resemble smoke para-elementals:
patterns of invisible force dotted by
motes of water.
Steam quasi-elementals are unaffected
by air-based magic,
water-based magic, and heat while they
are in the inner planes.
The types of quasi-elementals,
beyond the lightning quasi-elemental
of Monster Manual II, have not
been described. Many
tend to parallel Prime planar creatures,
with special abilities as
merited by their individual planes. A
steam stag from the plane of
quasi-elemental Steam, for example, appears
to be a great spectral
deer, with stats as listed on page 92
of the Monster Manual. In
addition, this creature is invulnerable
to the effects of air- and
water-based magic, as well as heat, on
its native planes.
Combat in the Positive Quasi-Planes
Combat in the positive
quasi-elemental planes operates
under the general rules for all the inner
planes. Additionally, the physical
nature of these planes further restrict
combat as follows:
* Lightning has no restriction,
but if lightning strikes a character
wielding a metallic weapon, both the wielder
and those fighting
within <five> feet of him are struck.
This danger is eliminated if
the metal-wielding individual has protection
from lightning or
similar spells or devices in operation.
* Radiance has no restrictions
other than that resulting from
possible blindness.
* Minerals restricts combat as does the plane of Earth.
* Steam has no restrictions
to combat other than the effects of
the nonmagical slow from the mugginess.
Magic in the Positive Quasi-Planes
Magic functions within
the positive quasi-elemental planes
according to the restrictions for all
inner planes, with the following
additional notes.
* Lightning, Steam,
and Radiance apply no further limitations
(though common sense should prevail in
cases in which a lightning bolt
hits the spell-caster).
* Spell casting in the
plane of Minerals suffers under the limitations
imposed in the plane of Earth.
Features of Positive Quasi-Planes
Quasi-elementals:
In general, quasi-elemental creatures tend
to be hyperactive, continually moving
or changing. The first task
in dealing with these beings is to get
them to slow down long
enough to engage in bargaining, otherwise
they zip away in the
middle of a conversation. Despite their
continual activity, these
creatures rarely leave the confines of
their native planes (they
may need the energy they draw from the
proximity of the Positive
Material plane).
Quasi-elementals are
erratic, sometimes malicious guides.
They respond to the same bribes as their
elemental cousins, but
the price is always at least doubled.
Quasi-elementals have no
conception of haggling, so if the traveller
does not agree to the
guide's terms, it leaves (or attacks if
it has a tendency toward evil
and is more powerful than the party).
There are no known archomentals
in the positive quasi-elemental
planes, nor any true ruler of these planes.
Most of the
inhabitants are too frantically busy to
worry about the lack of
order and hierarchy in their plane.
Towers: Ringing
the Positive Material plane is a scattered
group of great towers, massive structures
of the heaviest elemental
material available for that quasi-plane
(blue flame, lead, solidified clouds, or ice).
These towers extend into the Positive
Material plane on thin peninsulas of quasi-elemental
material.
Some of these peninsullas <are> so
thin that a hobbit could touch the
Positive Energy plane on both sides. These
towers are normally
abandoned, but occasionally powerful creatures
dwell within--
high-level wizards, druids researching
the nature of the Positive
Material plane, or exiled Deities from
the lower outer planes. The
origin of these towers is as yet unknown,
but it is noted that the
intrusions of the Positive Material plane
do not overcome the
elemental peninsulas or the AREA around
them.
Quasi-Elemental Minerals:
Of all the quasi-planes, the plane
of Minerals is the one that most attracts
the adventurous sould
looking to make a quick gold piece. Avaricious
souls envision an
entire plane loaded with diamond crystals
and pure precious
metals. Reality is not as pretty.
It is true that the
plane of Minerals is filled with these wonders,
but they have developed here in zero gravity.
Only one in 100
stones can survive a trip back into an
AREA with gravity (such as
the PMP). Any stone that survives has
a base value
of 1,000 g.p. Those that shatter can be
used as spell components
for spells that require diamond dust and
the like.
The natives of the AREA
do not mind if a traveller takes samples,
but large-scale mining ops are right out.
Removal of more
than 100 or so stones from the plane alerts
most of the population.
Travellers attempting to remove this many
stones find that
their quasi-elemental guides refuse to
guide them (or, better yet,
TAKE the travellers halfway through the
plane and then abandon
them). Those character who want to make
a quick fortune in the
elemental planes must look elsewhere.
The remote nature of
this quasi-plane, the dangers within,
the proximity of the Positive Material
plane, and the hostility of the
natives all discourages travel in this
plane, but the greatest danger
to travellers and would-be miners is fossilization.
Creatures not native
to the inner planes must roll a save
vs. Spell for each true TURN spent on
the plane. (Those
native to the inner planes but not to
the plane of Minerals must
roll once per subjective day.) If the
traveller fails this roll,
petrification occurs instantaneously.
There is an 80% chance that the
traveller becomes stone (and thus can
be returned to normal with a flesh to stone spell).
There is a 20% chance, however, that the
traveller is transformed into crystal,
gold-veined granite, or gemlike stones,
from which state only a full wish
can rescue him.
Devices that offer protection from petrification
do not prevent this
effect. If the now-gemmed traveller is
brought to a plane that has
gravity, he has 99% chance of crumbling
into dust (just like a
gem from this plane).
The planes known as
the negative quasi-planes are those that
lie between the Negative Material plane
and the four elemental
planes it adjoins. These four quasi-elemental
planes are Vacuum
(between Negative and Air), Ash (between
Negative and Fire),
Dust (between Negative and Earth), and
Salt (between Negative
and Water). These elemental planes are
characterized by the
increasing absence of their primary elemental
material as you
MOVE closer to the plane of Negative Energy.
These planes are
generally barren wastelands inhabited
by parasitic beings.
The plane of quasi-elemental
Vacuum is a thinning of the atmosphere
of the plane of Air until a true vacuum
is reached. Paradoxically,
pressure and temperature do not drop as
the
atmosphere thins. Those who venture here
must contend not
only with nothing to breathe, but worse
yet, nothing to transform
into a breathable atmosphere. The ambient
light of the plane of
Air becomes dimmer and dimmer until a
wall of solid blackness
rises before the traveller--the Negative
Material plane.
The plane of quasi-elemental
Ash is the depletion of warmth
and fire. The transition to the plane
of Fire to that of Ash occurs
in a region of cooling temperature and
the dusty remains of
burned materials hanging in the atmosphere.
The plane is bone-chillingly
cold. Finally the ash thickens to a
grey, dusty wall,
beyond which is the darkness of the Negative
Material plane.
The plane of quasi-elemental
Dust represents the crumbling of
elemental earth as it loses cohesion.
The earth and stone
become looser, so that a character can
swim through the plane as if
through loose sand. The motes of earth
still glow, but they are
dimmer and farther apart. The empty blacknesss
between motes
becomes darker and more prevalent. Finally
the dispersing
motes of dust end completely in a wall
of solid darkness. Beyond
this only negative energies exist.
The plane of quasi-elemental
Salt is the residue from the evaporation
of elemental water. As you MOVE from the
plane of Water
to that of Salt, brine overcomes pure
water and quickly solidifies
into hard crystalline lumps. These solid
salts soak up all the
remaining water. The solid salts end in
a great cliff overlooking
the plane of Negative Energy, beyond which
neither water nor
other substances exist.
Each of the negative
quasi-elemental planes has a hazy and
variable border with its adjacent elemental
plane and a definite
edge with the Negative Material plane.
The boundaries with the Negative
Material plane MOVE forward and backward
sporadically,
sometimes adding territory to the negative
quasi-planes, sometimes
swallowing up parts of those planes.
The negative quasi-elemental
planes are inhabited by creatures that
have adapted to the hostile nature of
these planes.
Several creatures found on the Prime plane
may have their origins
there (sandlings, sandmen, and dune stalkers
are all from
the plane of Dust), but no definite info
exists on this subject.
Some quasi-elemental
creatures can be employed as guides
through these barren lands, though caution
is advised. These
planes are harmful to beings native to
the major elemental planes and
the para-planes. Thus it is understandable
that these beings
avoid the negative quasi-planes. These
planes are often haunted
by creatures that draw their power from
the Negative Material plane,
undead in particular.
Survival in Negative Quasi-Planes
Each of the negative
quasi-planes poses its own unique perils
to survival. The limitations of the adjacent
major elemental plane
dos not apply in the associated quasi-plane
(indeed, these
restrictions are sometimes reversed in
the quasi-plane).
Vacuum: The plane of
quasi-elemental Vacuum is a gray void
deepening and darkening until it reaches
the Negative Material
plane. Unlike interplanetary space in
the PMP,
elemental vacuum is merely the total lack
of breathable air. Pressure and
temperature remain constant (though this
is not true in
the Prime plane) despite the vacuum.
An unprotected character
in the plane of quasi-elemental Vacuum
will die of asphyxiation. He can survive
only as long as he
can hold his breath. Worse still, the
use of an airy element spell
does no good in this plane, as there is
no element to transform
into air. Spells that offer protection
from elements do not protect
from this lack of all elements.
Regular elementals and
the para-elementals of air, ice, and
smoke are drastically affected. They begin
consuming their
own essences at the rate of 1 HD per round,
in addition to any other
damage inflicted. Most intelligent creatures
of this type immediately
flee the plane rather than face this loss.
Ash: The plane
of Ash exists without light, heat, or flame in the
same fashion as Vacuum exists without
air. Breathing is difficult
as there is no breathable air, similar
to the plane of Vacuum.
Unlike in Vacuum, the cool, charred remains
of this plane can
be transformed into a breathable element.
The plane of Ash sucks
the warmth out of any creature that
enters its domain. Fire elementals and
other creatures made of
flame (incl. natives of Smoke and Magma)
lose 1 HD or
level of strength for every round spent
in the plane. Creatures
with body temperatures above freezing
suffer 2d6 points of damage
every round. Protection from cold
and similar spells or
devices halve this damage.
Vision in the plane
of Ash is reduced to 30 yards because of the
dust-like particles in the air. An element
breathing spell enables
normal breathing.
Dust:
The plane of Dust attacks the cohesiveness of all solid
materials. As in the plane of Ash, there
is no breathable atmosphere,
but the dust is susceptible to airy
element spells.
The cohesiveness of
solids breaks down in the plane of Dust,
so that an unprotected solid traveller
begins to break up (those of
liquid or gaseous consistency are unaffected--gaseous
form or
similar spells can protect travellers).
Each round, the traveller
loses 2d6 HP from this process. Should
the character's HP
ever reach 0, his body has drifted too
far apart to maintain
life and he perishes, his remains scattered
throughout the plane.
If the victim leaves the plane before
this happens, the separate
motes recoalesce into the proper form.
Elementals from Earth or
other solid and semi-solid realms (such
as Ooze and Magma),
lose 1 HD or level for each round in the
plane. Those beings of
low INT or higher recognize this and seek
the nearest exit
(usually the Border Ethereal, where these
effects do not reach).
Vision in the plane
of quasi-elemental Dust is limited to 10d3
yards. Infravision is held to the same
limits. Element-breathing
and airy element spells enable
the traveller to breathe normally.
Salt: The plane
of quasi-elemental Salt represents the lack of
water. All water and beings containing
water are quickly dehydrated.
Elementals from Water and water-related
liquid planes
(including Ice, Steam, and Ooze but excluding
Magma) lose 1 HD
or level for every TURN spent in the plane.
These beings usually
seek the quickest means of egress from
this hostile environment.
Other creatures composed of water (including
most Prime Material
travellers) suffer 2d6 points of damage
per round from deyhdration
while on this plane.
Vision in the plane
of quasi-elemental Salt is limited to 10d3
yards. Infravision is held to the same
range.
Movement in Negative Quasi-Planes
All of the negative
quasi-planes have a fairly tenuous consistency
and thus do not hinder movement. Movement
by fall in a
chosen down direction is the fastest method
of travel, but the
changing nature of the planes and the
chance of suddenly running
into the border with the plane of Negative
Energy discourage
this method of travel.
Encounters in Negative Quasi-Planes
Travellers in the negative
quasi-elemental planes have a 1 in 10
chance of an encounter per 12 hours. If
an encounter is indicated,
roll on the following table:
1-20 | Negative Energy Phenomena |
21-00 | Creature Encounter |
Negative Energy Phenomena
The greatest danger
in a negative quasi-plane occurs when the
Negative Material plane intrudes on the
traveller's area of the
plane. Such an intrusion appears as a
black wall moving at 3d6"
per round. (Travellers can also occasionally
see the wall retreating,
but this is not dangerous.) It moves for
2d10 turns before the
borders restabilize. Given the limited
visibility in most of the negative
quasi-planes, this is a very dangerous
phenomena. Those
caught by the wave suffer the effects
of being immersed in the
plane of Negative Energy. They lose sight
of the quasi-elemental
border in 1d4 rounds. If this occurs,
the characters are likely lost.
Creature Encounters
Creatures of the negative
quasi-elemental planes vary from
plane to plane, but all have individual
powers, limitations, and
abilities. In addition, one in 10 of these
creatures have the ability
to tap into the Negative Material plane
and drain one life energy
level per touch.
Vacuum: Creatures
of quasi-elemental Vacuum are beings
of invisible force, without bodies in
the common sense of the word.
They can be disrupted by attacks and ordinary
attacks cause
damage (if the attacker can find the vacuum
creature). They are
unhindered by the airless nature of the
plane, as well as the effects
of life-draining attacks. They are uncomfortable
in thickening air;
if forced into an atmosphere breathable
for Prime Material
beings, they either FLEE if possible or
go into a hibernetic shock,
tucking themselves into spheres of invisible
force.
Ash: Creatures
of quasi-elemental Ash are cold, grey forms of
other-planar creatures. If slain they
slump into piles of ash. They
are immune to the life-draining energies
of the Negative plane
and the warmth-draining nature of their
own plane. Spells
that induce cold have no effect on them,
but warming the surroundings
up to room temperature causes them to
FLEE (roll a
successful save vs. Poison each round
to avoid blowing up -- all
within 20 feet of an exploding ash elemental
suffer 1d4 points of
damage per HD of the creature). A character's
touch inflicts
1d6 points of damage to these creatures
just from body heat.
Dust: Creatures
from the quasi-elemental plane of Dust vary
between roughly recognizable forms of
known creatures to piles
or spirals of dust (50% chance each per
encounter). These creatures
are immune to spells affecting earth,
as well as the life-draining
abilities of the Negative plane. They
are subject to
normal attacks. An attacker who steps
into a dust
quasi-elemental inflicts 2d6 points of
damage upon it.
Salt: Creatures
from the quasi-elemental plane of Salt resemble
salt-encrusted versions of Prime planar
creatures. They fear
water more than any other element as water
causes them to shatter
violently if they are immersed in it.
All those within 30 feet are subject
to an attack at the level of the monster's
HD. Those
struck receive 1d4 points of damage from
shards of salt. Salt
quasi-elementals of greater than low INT
seek to escape,
into the border Ethereal if possible,
to avoid water. Creatures
from this plane are not subject to fire-based
spells or the effects
of negative energy.
All known quasi-elemental
ceratures are analogs of Prime planar
beings. A vacuum whale is a huge wall
of invisible, mobile
force that swims through the plane, yet
has the general stats of
the whale
on page 100 of the Monster Manual.
Combat in the Negative Quasi-Planes
Limitations to combat
in the negative quasi-elemental planes
are as for all inner planes. Other than
the perils of the planes
themselves and the creatures found within,
they have no special
limitations.
Magic in Negative Quasi-Planes
Limitations to magic
are as stated for the inner planes in general,
in particular regarding the effects of
necromantic magic. In
addition, the physical nature of the planes
have the following
effects on spells.
* Any clouds of air,
mist, or gas created in the plane of Vacuum
immediately disappate into the rest of
the plane. Such clouds
have an effect only during the round they
are created.
* The plane of Ash immediately
sucks the heat out of any
flame, so that temporary spells such as
fireball
can be CAST normally,
but long-term spells such as wall of
fire last only one round
before being extinguished.
* The plane of Dust
dissipates all solid objects, including
living beings that are summoned into the
plane. Living creatures are affected
as described on
page 58, while objects not in contact
with such living creatures crumble into
dust in 1d4 rounds.
* The plane of Salt
rapidly dehydrates creatures summoned
into it; water introduced here is absorbed
in 1d4 rounds.
Features of Negative Quasi-Planes
Quasi-Elementals:
The inhabitants of these planes generally
tend to be slow-moving, plodding, and
relentless. Bargaining
with them is always hazardous, and the
very presence of the traveller
may be a distasteful intrusion into their
otherwise perfect (to
them) plane.
For this reason, payments
to quasi-elemental guides should be
at least doubled to insure that the guides
do not TURN on the
travellers or abandon them to the effects
of the plane. Three of the
four quasi-elemental types TAKE understandable
payments of
mists or perfume for Steam, burned valuables
for Ash, and
ground powders for Dust. No one has any
idea what quasi-elementals
of Vacuum prefer. Attempts to negotiate
with vases
filled with nothing, or dispersing clouds
of gas, have met with
derision and attacks.
There are no known archomental
or quasi-elemental kings,
rulers, bosses, or tyrants in these planes.
It may be that the hostile
nature of these planes, plus the frequent
incursions by the
Negative Material plane, make these regions
undesirable for
such elemental powers.
Citadels: Travellers
in the planes near the Negative Material
plane often report lights and activities
within that plane very close
to the quasi-elemental shores. These mysterious
citadels are
apparently domed and complete fortresses
or citires. They are
tied to the quasi-plane by a thin rope
of elemental material, so as
to prevent their being lost in the negative
energies beyond. The
inhabitants of these citadels vary according
to the tale: great
monsters, quasi-elementals on the verge
of becoming archomentals,
fell necromancers, liches, and lords of
the undead further
strengthening the ties between such creatures
and the Negative
Material plane. In truth, these citadels
must be discovered by the
travellers and are left as special encounters
for the DM.
serleran wrote:
Is there an elemental lord
for those which are composite creatures, such as the "quasi-elementals"
of mud or ash, for example?
Are they, elemental lords
in general, worshipped by mephits?
Well...
that's the call of the DM
using the system.
I don't envisage a series
of quasi-elemental planes that kack more potent entities than the ordinary,
so there would be a hierarchy thus--
even if not one of conscious
subservience, more akin to that of animals in nature.
As for worship, surely some sentient creatures somewhere are foolish enough to do that
Cheers,
Gary
Quote:
Originally Posted by gizmo33
That makes sense for 3E,
because 3E seems to put the positive/negative material planes on the good/evil
axis. But ADnD as I recall didn't really define it so clearly - ex. creatures
like the Xeg-Ya/Xag-Yi seem like mirror images and neither good nor evil.
The one, as I recall, doesn't heal anyone. The later books, like Manual
of the Planes, made Positive a kind of healing energy, but that was after
Gary's involvement (I think). I always had this feeling in ADnD that the
positive material plane was equally dangerous, and it was conceivable that
such energy could power undead. Perhaps it's just a case of my imagination
running off due to a typo? I was just wondering if there was a design,
perhaps abandoned later on, that explained what postive material energy
was in ADnD.
Actually, the negative isn't
necessarily evil or inherantly malign.
Consider Osiris,
the Egyptian god of the dead and his afterlife world, the Duat or Tuat.
Neither is positive necessarily
good ot benign.
Using the same pantheon,
consider Ra supporting Set over Horus son of Osiris and Isis. Osiris put
him in his place, though... <paranoid>
Cheers,
Gary