The Plane of Elemental Water


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

    The plane of elemental Water is an ocean without a surface, a
vast expanse that xtends in all directions without reaching air
above or solid bottom below. The pressure of the water is uniform
in all directions and equivalent to that several feet beneath the
surface of a Prime planar ocean. The entire region is illuminated
by soft light: glowing blues and greens that seem to radiate from
the water itself. Elemental Water is less harsh than the planes of
Fire and Earth, though not as accessible as the plane of Air. The
plane of Water is the home of elemental creatures such as the
water weird, the nereid, the triton, and the realm of the marid.
While not a popular location for deities, the plane of Water is the
base for such as Tefnut of the Egyptians, Ahto of the Finns, and
Blipdoolpoolp of the kuo-toans.

    The traveller entering the plane of Water feels surrounded by
the softly resilient element. Sights are muffled by the surrounding
liquid, though sounds carry even greater distances. Bubbles of air,
floating chunks of rock, and even an occasional free-standing
ball of fire survive in this cool plane. Unless the traveller has some
method of breathing in this plane, however, these sensations
may be the traveller's last.

    At its heart, the plane of Water is clear water, brilliantly green
and fresh. As the traveller moves away from that center, the nature
of the plane changes. Toward the plane of Earth, the amount
of debris and sea-borne much increases until movement is hampered
by wading through the much, and the plane of para-elemental
Ooze is reached. In another direction, toward the plane of
Air, the water grows chillier and fragments of ice appear and grow
until the entire horizon is filled with the wintery white solid mass of
the plane of para-elemental ice. Toward the Postive Material
plane, the water becomes warmer and more agitated until the
cohesiveness between water molecules breaks down and the
plane of quasi-elemental Steam is reached. Finally, as the traveller
moves toward the Negative Material plane, the water begins
to evaporate, leaving a saltier and saltier mixture until the traveller
finds himself in the plane of quasi-elemental Salt.

    Travelling through the plane of Water is best done with an elemental
guide of Water or one of its associated para- or quasi-planes.
A traveller seeking to find his way without a guide courts
disaster among the changing currents and murky depths of the
plane of Water.

Survival in the Plane of Water

    Breathing: The greatest hazard this plane presents to the
Prime planar traveller is drowning in the elemental liquid. An
unprotected character can hold his breath for 1/3 his CON
score (rounded up) in rounds, with the following modifications:

    * The time is halved if the character is performing strenuous
activities or is heavily encumbered.

    * The time is halved if the character did not get to TAKE a full
breath.

    For every round beyond the limit for holding breath, the character
must roll a CON Check each round, with penalty that
increases by -2 for each round after the first. Failure in any
check results in death by drowning.

    Fortunately, there are a number of items and spells that can
help the traveller to survive in this plane, incl. potions of water breathing
and spells such as airy water and water breathing.
The most useful item of a permanent nature for the traveller in
this plane is the ring of water breathing, or a similar device that
does not have a time limit to it. Failing this, the ability to polymorph
|| shape change into a fish or other water-breathing ||
nonbreathing creature is of great {aid}.

    Vision and Senses: The clearest of water reduces sighting
distances to 60 feet max.. Further, the varying temperature
of the water inhibits the USE of infravision, so that it is no more
useful than normal vision on this plane.

Movement in the Plane of Water

    Movement in the plane of Water is similar to that in the other
elemental planes. The traveller can MOVE normally (walking, flying,
etc.) at his usual rate of SPEED. The character can also
choose a down direction and fall (sink, really) in that direction.
Sinking is a pretty safe mode of locomotion, as the max. rate
is 200' per round. Damage for hitting a solid object while sinking
is 1d6 per 10' travelled, to a max. of 6d6.

    Just as it is psb. to sink downward, it is also psb. to rise
by touching an object that is significantly lighter than water (a
chunk of elemental ice, or a waxed canvas sack filled with air).
Rising objects MOVE at a max. rate of 400' per round.
(Recall that without sentience in the AREA, chunks of ice simply
hang motionless in the elemental ocean.) Once an intelligent or
magical aura is near it and that aura determines a downward
direction, the ice rises in the opposite direction.

    Finally, those individuals with swimming movement MOVE at
twice their normal rate in the plane of elemental Water.

Encounters in the Plane of Water

    Travellers in the plane of elemental Water have a 1 in 10 chance
of an encounter every <four> hours. The type of encounter is determined
from the following table:
 
1-10 Elemental Phenomena
11-25 Elemental Pocket
26-00 Creature Encounter

Elemental Phenomena

    Determine type of elemental phenomena from the following table:
 
D12 Roll Effect
1-2 Steam Current
4-5 Whirlpool
6-8 Ice Floe
9 Tidal Bore
10 Silt Flow
11 Airy Water Pocket
12 Vortex to a PMP

    Steam Current: This is a wave of hot, bubbling water coming
off the borders with the plane of Steam. It is undetectable and
invisible until it is on top of the travellers. The heat of a steam current
varies in damage from <one> to <eight> <six-sided> dice (1d8 of
d6s). Any individuals with prot. from fire or heat are safe from
the effects of the steam.

    Whirlpool: Easily recognized and best avoided, a whirlpool is
a free-standing disk of spinning water that often leads to another
part of the plane. Those entering a whirlpool must begin their
journeys anew, but if they employ an elemental guide, the time is
halved. Unfortunately, a good deal of debris from other planes
gathers in a whirlpool, so each character must roll a successful
DEX Check or suffer 1d10 points of damage from being jostled
about.

    Ice Floe: An ice floe is easily spotted and becomes more common
as the traveller approaches the plane of ice (treat steam current
encounters as ice floes if the plane of ice is the destination
and the travellers are at least halfway to their goal). An ice floe
chills the water so that unprotected individuals suffer 1d4 points of
damage per round. An ice floe can be used as a FAST means of
transportation in the plane of Water.

    Tidal Bore: Like a steam current, this is an AREA of fast-moving
water that is invisible and impossible to AVOID. A bore lasts for
2d10 turns. Those caught in a bore must roll a successful DEX
Check or suffer 1d10 points of damage. Worse still, a tidal bore
encounter can cause an elemental guide of average INT
or less to become separated and wander off. In any event, the
travellers must begin their journey again. Make another encounter
roll when the storm diminishes.

Silt Flow: This is easily-noticed muddy current of water,
either brine from the borders of the plane of Salt, mud from the
edges of the plane of Ooze, or merely elemental dirt and earth
that have long since eroded off a long-gone island. The flow
moves slowly and is easily avoided, but sometimes (40%)
masks the presence of a water elemental. Within the flow, sight is
reduced to 20'.

Airy Water Pocket: This rare phenomena is greatly appreciated
by travellers facing death by drowning. It is a naturally occuring
sphere of water that has the effects of an airy water spell
within it's confines. Unlike the spell, however, those within have
no control over the movement of the globe.

    Vortex to a Prime Material plane: This resembles a whirlpool
as it is a flattened disk of moving water. At the center of this disk is
a darkened sphere, the vortex itself, that leads to a PMP.
The vortex usu. emerges as a free-standing maelstrom
in the ocean, in a lake deep beneath the earth, or along the
deepest trenches of the sea bottom. While a heavily armored
traveller suffers no movement problems in the plane of Water,
normal restrictions apply in Prime Material water. The DM must
also determine whether the vortex leads to the traveller's PMP
|| an alternate Prime Material.

Elemental Pockets

    Most pockets of other elemental material can be found in the
plane of Water. Those of hostile elements, such as fire and magma,
are very rare.
 
D20 Roll Type of Pocket
1-3 Air Pocket
4-6 Earth Pocket
7-9 Ice Pocket
10-12 Ooze Pocket
13-14 Salt Pocket
15-16 Steam Pocket
17 Vacuum or Lightning Pocket
18 Dust or Mineral Pocket
19 Radiance or Ash Pocket
20 Smoke or Fire or Magma Pocket

    Air Pocket: A pocket elemental air resembles silvery bubbles
in the plane of Water. There is a 40% chance that it is occupied,
but this can not be seen until the traveller is within <five> feet of
the bubble. There is a 40% chance of an air pocket being occupied.
The inhabitant is either an air-breathing traveller (20%) or a
creature from the plane of Air (80%).

   Earth Pocket: This is a rough island of elemental rock submerged
in the borderless sea of the plane of Water. It is a base for
cretures from the plane of Water 80% of the time. <Twenty percent>
of the time, the rock is hollowed and serves as the lari of
either air-breathing (30%) cretures or natives of the plane of elemental
Earth (70%).

   Ice Pocket: An ice pocket is the plane of Ice's equivalent of an
earth pocket. The inhabitants must be resistant to the cold, since
an ice pocket radiates 1d6 points of cold damage per TURN to all
within 30 yards of the surface. There is a 20% chance that any ice
pocket encountered in inhabited, either by natives of the plane of
Ice (60%), air-breathing creatures (20%), or by creatures of
Water (20%).

    Ooze Pocket: This can come in a wide range of shapes, from
spherical mudballs to irregular-shaped pillars of silt. Those who
enter a pocket of ooze suffer as if entering that plane. There is a
40% chance that the pocket is occupied by creatures from that
para-elemental plane.

   Salt Pocket: A salt pocket resembles an air pocket, but is filled
either with highly acidic brine or stinging salts. In either event,
entering this type of bubble delivers 2d12 points of damage per
round to creatures of the plane of elemental Water and half that to
creatures with water in their systems (incl. most Prime Material
travellers). These pockets are always unoccupied.

   Steam Pocket: A pocket of super-heated steam resembles a
salt pocket or an air pocket. The water surrounding such a pocket
is significantly warmer than normal for the plane. Those entering
this pocket suffer the effects of entering the plane of quasi-elemental
Steam.

   Vacuum Pocket: This type of pocket is always unoccupied. It
resembles an air pocket, but contains no air.

   Lightning Pocket: This rare type of pocket is dangerous and
the traveller does not need to enter to feel its effects. A silvery
sphere 10d10 yards in circumference, it appears similar to an
air pocket. The lightning pocket has a 1 in 6 chance per TURN of electrifying
the AREA around it up to twice its radius away. This charge
inflicts 1d10 of <six-sided dice> of damage. Entering the sphere has
the same effects as entering the plane of quasi-elemental Lightning.

    Dust Pocket: Dust in the elemental plane of Water resembles
a silt flow (see elemental phemonena). Vision is reduced as listed <>
for that flow. In +addition+, there is a 40% chance that some creature
of the plane of Water (20%) or Earth (80%) is lurking within
that pocket of silt-like dust.

    Mineral Pocket: A pocket of quasi-elemental minerals contains
several small, spherical stone balls that are stuck together.
Each ball has a 50% chance of retaining some momentum, so
that touching it inflicts 1d6 points of damage. Within each sphere
(there are 2d6 of them to a pocket) there can be any variety of
materials:
 
D12 Roll Material
1-5 Calcium or other mineral salt (no value)
6-8 Metal crystals of copper, iron, or gold; worth 100 gp per sphere
9-11 1d10 gems worth 100 gp each
12 1d6 gems worth 1,000 gp each

    Radiance Pocket: A pocket of radiance in the plane of Water
resembles a uniform shape, often a sphere, but sometimes a
disk, hemisphere, or cube. Its sides are akin to a wall of force and
cannot been seen through. Entering such a pocket affects the <>
intruder as if entering the plane of quasi-elemental Radiance.
Stories are told of powerful marids hiding treasures (and old
enemies) in such pockets, but who knows how much truth there may
be to these tales.

    Ash Pocket: This resembles a silt flow (see elemental phenomena),
but it inflicts 1d6 points of heat loss damage to living beings
that enter the pocket. Creatures do not normally reside in
this type of pocket.

    Smoke Pocket: Though it looks like an air pocket, the material
within a smoke pocket is a thick fog that affects the intruder as
would the para-elemental plane of Smoke. Only very rarely (5%
chance) are creatures of the para-elemental plane of Smoke
present.

    Fire Pocket: This type of pocket is rare in the plane of Water,
since it can only survive in an area of airy water (see elemental phenomena). <>
Those beings in the airy water  borders are unaffected
by the fire, while those that enter the fire pocket suffer the
full effects of being placed in the plane of elemental Fire. There is a
40% chance that the pocket is home to fire-dwelling creatures
(fire pockets are often used by efreet when they find it absolutely
necessary to visit their marid cousins).

    Magma Pocket: Like the fire pocket, a magma pocket is a rare
occurence here and can exist only inside areas of airy water.
The pocket can appear as a single large sphere, or a conglomeration
of head-sized, red-hot globules. Touching or entering these
spheres has the effect of entering the plane of para-elemental
Magma. If any globules of magma are somehow forced or thrown
out of the area of the airy water, the rapid cooling causes them to
explode, so that anyone within 6" suffers 3d6 points of damage
from the fire attack.

Creature Encounters

    Creatures from the plane of Water are usu. made of elemental
water. As creatures of water, they tend to blend into the surroundings
as a robe of blending, though creatures native to the
plane can always see other natives. Water elemental creatures
have the ability to breathe water and are unaffected in their home
plane by spells that affect water (the water weird cannot be slain
by a purify water in its home plane). Water creatures are not more
susceptible to cold, earth-based, or air-based attacks than Prime
Material creatures, but they are vulnerable to fire. All fire attacks
on water elemental creatures inflict double damage and the creatures
saving throws suffer a -4 penalty (remember, however,
the limitations on the plane of Water).

    Water animentals and elemental monsters resemble their
Prime Material counterparts, but their forms are indistinct and
blurred by the passage of internal currents.

Water Encounter Chart
 
D8 + 
D12 Roll
Number Creatures Encountered Notes
2 1 Charonadaemon MM2
3 1d8 Giant Elemental Weasels MM*
4 4d4 Giant Elemental Leeches MM*
5 3d6 Jann MM2
6 3d4 Water Weirds


 

MM
7 1d6 Ooze Para-Elementals MM2
8 1d6 Ice Para-Elementals MM2
9 4d3 Water Elementals +

MM
10 4d6 Marids


 

MM2
11 4d10 Tritons


 

MM
12 1d8 Elemental Whales MM*
13 1d4+1 Varrdig (Elemental Grue) MM2
14 2d6 Nereids MM2
15 1d10 Human Party V
16 1d20 Elemental Elephants (Asian) MM*
17 2d6 Mud-men MM2
18 1d3 Elemental Will-o-the-Wisps MM*
19 1d4+1 Elemental Displacer Beasts MM*
20 1 Eye of the Deep MM

    Notes:

    MM = Creatures from the Monster Manual
    MM2 = Creatures from the Monster Manual II
    MM* = Elemental water creatures with the same stats and abilities as existing creatures in the Monster Manual
    V = Visitors--require protection from the plane.

Combat in the Plane of Water

    Limitations for combat in the plane of elemental Water are the
same as for all the inner planes, with the additional limitations placed
on underwater combat in the DMG (page 56). Nets entangle but <>
do not drag opponents to the sea floor (as there is no bottom in
the endless sea of elemental water). The specialty required
crossbows function only if they fire magickal bolts (otherwise the
bolt hangs motionless once it leaves the bow).

Magic in the Plane of Water

    Magick functions in the plane of Water under the limitations for
all inner planes. Spells are affected in the plane of Water as they
are in the seas of the PMP (see pages 57 of the DMG and 81 of UA), <>
so that a fireball is useless due to the nature <>
of water, rather than the effects of the plane. A fireball works normally
in a pocket of air in the plane of Water.

    A contact other plane spell directed into the plane of Water
appears as a large silvery ball, about the size of a ripe cabbage.
Each ball contains a question or series of questions from the
plane. The effects of touching and breaking such a ball are the
same as in the plane of elemental Air. <>

    Summoning/conjuration spells appear as shiny sphere, similar
in size to elemental pockets, but these radiate golden, greenish,
or bluish auras. Elemental creatures are affected as by a
charm spell and attracted to the spheres. Marids, as noted,
are generally immune to this type of request, though on occasion one
pops through looking for deeds of glory. Should an elemental
traveller step through such a border, he finds himself on a PMP
(not necessarily his own). He is treated as a summoned
creature for purposes of duration of the spell, his actions,
and the effects of magick upon him.

Features of Elemental Water
 
Elementals Archomentals Istishia The Marids

Elementals: Creatures of the plane of water seem to be made
up of currents of watery forces, making them hard to detect in
their native element and obvisou in shape only when they are
placed in a pocket of air or similar medium that confines them to a
specific shape. In +addition+, the appearance of a type of elemental
creature (such as the elemental elephant in the preceding table)
can very from one encounter to the next, though it has the same
stats. For help in determining random looks for elemental creatures
(as opposed to "you see a watery elephant"), the DM is
directed to page 120 (Appendix II). <>

    Most elemental creatures of Water prefer the deep areas of the
plane that are unsilted by debris and far from vortices. Elemental
creatures are easily drawn into such vortices and cannot easily
escape, so they avoid these traps if at all possible. One group of
water elementals, the tritons, have made excellent progress in
settling large areas of the Prime plane oceans.

Archomentals: There is a number of powerful elementals
who are given ranks such as barons, masters, and grandmasters
by those who study such things. In physical stats most are similar
to the "Princess of Elemental Evil," Olhydra (described in the FIEND FOLIO tome), <>
though all archomentals have their own desires and motives.

    Olhydra makes her home in the ruins of a great undersea citadel
of black coral that was once the capital of a world-spanning
empire long ago destroyed by Olhydra. This might be exaggeration
laid upon by the passage of years, but the fact remains that
the lair of Olhydra is richly lardered. Would-be robbers are
warned that a dozen water elementals of max. HP and
magickal abilities serve as her bodyguard in court. Like all archomentals,
Olhydra has the powers afforded a Demi-Deity.

Istishia: The most powerful and pure of the water elementals
has many names in many planes, yet they all sound like the slap
of waves on the beach. Istishia is said to be as large as a small sea
on the PMP, though to deal with supplicants he
may form a smaller, more reasonable form. In that form he sometimes
crosses through a vortex into the Prime (whenever floods
plague a nation, Istishia is said to walk among them).

    Istishia has great and powerful mystic powers in addition to
those of a Greater God (see Appendix IV, page 124). All spells
involving the elements are known to Istishia, who may USE them
and their modified forms at will. Istishia sees himself, and elemental
water, as the great leveller and equalizer, the element
that eventually overwhelms air, erodes stone, and extinguishes
fire. The task is long, but Istishia has the patience of millenia
behind him. The concerns of insignificant mortals are not his and,
unless he is offered a great boon, his attentions are better spent
observing the flow of the oceans and the rhythm of the tides.
 
 






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