THE QUASI-ELEMENTAL PLANES

<tem.qep.htm>



 
The Positive Quasi-Planes
Lightning
Radiance
Minerals
Steam
-
Survival in Positive Quasi-Planes
Movement in Positive Quasi-Planes
Encounters in Positive Quasi-Planes
Combat in Positive Quasi-Planes
-
Magic in Positive Quasi-Planes
-
Features of Positive Quasi-Planes
-
The Negative Quasi-Planes
Vacuum
Ash
Dust
Salt
-
Survival in Negative Quasi-Planes
Movement in Negative Quasi-Planes
Encounters in Negative Quasi-Planes
Combat in Negative Quasi-Planes
-
Magic in Negative Quasi-Planes
-
Features of Negative Quasi-Planes
-
The Inner Planes
-
Deities & Demigods
-
Manual of the Planes

The Positive Quasi-Planes

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
 

  • The planes of Steam, Lightning, and Radiance have no restrictions on movement beyond those common to all the inner planes.
  • The plane of Minerals has the movement limitations of the plane of Earth, with damage from movement.

  •  

     

    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 Negative Quasi-Planes

        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