inner planesThese days, there are two schools of thought in the Planewalker Guild regarding the Inner Planes.

The established, traditional one claims that besides four elemental and two energy planes, there are also four paraelemental planes (Ice, Magma, Ooze, and Smoke) representing the mixture of two true elements, and eight quasielemental planes (Ash, Dust, Salt, Vacuum, Lightning, Mineral, Radiance, and Steam) representing the mixture of one true element with either positive or negative energy. The traditionalists also say that the Ethereal Plane touches upon each of the eighteen or so Inner Planes, and that the Shadow is merely a demiplane within the Ethereal. (We’ll leave their ideas regarding the Astral, Ordial, and Outer planes aside for the moment.)

The new, and currently more popular theory claims that the Inners consist of only four elemental planes (Air, Earth, Fire, and Water) and two energy planes (Negative and Positive). The up-and-coming sages believe that the so-called para- and quasi- elemental planes are nothing more that border regions of these six planes, where multiple elemental and energy traits overlap to form unique ecosystems.

Regardless of which school of thought it prefers, a body must recognize that there are indeed several odd and interesting areas of the Inner Planes that spawn few planewalkers, yet draw the interest of many. Whether you call them paraplanes, quasiplanes, or borderline areas, is of secondary importance.

In order to bring the attention of the planewalking community to these areas, and possibly aid a few young explorers, I hereby bring the information drawn from the records of the Guild and present it in the standardized post-FW form. These documents do not describe the inhabitants and locations to be found on the plane, only the prevalent planar traits and general conditions that any planewalker may find relevant.

Note that the term “plane” is used in order to maintain simplicity, and not necessarily add my voice to the supporters of the Old ways. My Mimir chokes when I dictate the phrase “border-regional anomaly of combined planar traits” multiple times in a single paragraph.


PARAELEMENTAL PLANE OF ICE

Glistening white ice, cracked and scored, lies in a sheet as far as the eyes can see. It’s an endless arctic plane, where only frozen crags of ice-locked mounts shatter the smooth sheet and give features to the terrain. Closer to the plane of Water, small patches of open water appear, and the ice eventually breaks into enormous floes and bergs. At the plane of Air, the sheet tapers into fingered bridges and icicles that fade into nothingness.

Dig and there’s no limit to how deep the ice extends. And during that dig a basher might get lucky and find caverns filled with the purest air, or unlucky and hit a boulder bigger than a mountain.

Traits: The Paraelemental Plane of Ice has the following traits.

  • Objective Directional Gravity. A traveler is oriented “down” toward whatever natural surface of ice is nearest. This often varies in certain areas, so pitfalls and crevices occasionally surprise unwary ice-walkers.
  • Cold-dominant: All creatures and objects take 3d10 points of cold damage per round. Creatures of the fire subtype take double damage each round.
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create air, water, or cold (including spells of the Air, Cold, and Water domain) are both empowered and enlarged.
  • Impeded magic. Spells and spell-like abilities that use or create earth or fire (including spells of the Earth and Fire domains and spells that summon creatures with the earth or fire subtype) are impeded

Breathing: Breathable air is plentiful on Ice, if lung-numbingly cold.

Movement: On the icy surface, every creature’s land speed is halved and the DC of all Balance and Tumble checks is increased by +5.

Vision: There are few natural light sources. Wise travelers take care to include their torches and lanterns when applying elemental abjurations, lest these be extinguished by the cold.

Creatures: Frost giant, frost salamander, frost worm, frostmite, ice mephit, ice paraelemental, ice troll, immoth, menglis, polar bear, remorhaz, yeti, white dragon, winter wolf.

Sites: The following locations might be of interest to a planewalker.

– Arcolantha: A cave within the solid ice, smooth walls, a glowing orb floating in center shedding white light, living animals from other planes encased in ice.

– The Chiseled Estate: The icy fortress of Cryonax, the evil archomental prince; extends a mile above and four miles below the ice; colder than the rest of the plane.

– Mountain of Ultimate Winter: A windy mountain near the border with Air; all non-natives risk being frozen solid regardless of protections.


PARAELEMENTAL PLANE OF MAGMA

Bordering the two inhospitable planes of Elemental Earth and Elemental Fire, it shouldn’t be a surprise to any traveler that Magma’s an unpleasant place. It’s easiest to imagine it as spewing out from the plane of Fire, whose leaping flames die down to a hellish glow and then spread in an ever-cooling mass to the plane of Earth.

The surface constantly churns and shifts as the scabrous, hardening chunks are churned back into the molten flow. Near the plane of Fire, this landscape bursts with occasional geysers of cryoplastic flow, lava that splatters nearby. Closer to the plane of Earth float pillars of solid rock, borne away by the searing tide. Few extraplanars can survive this hostile land, so there are few places of note to visit.

Traits: The Paraelemental Plane of Magma has the following traits.

  • Heavy gravity. All Climb, Jump, Ride, Swim, and Tumble checks suffer a -2 penalty; all weights are doubled, while weapon ranges are halved; falling incurs 1d10 points of damage per 10 feet fallen, up to a maximum of 20d10.
  • Mixed earth- and fire-dominant. The ever-present flowing magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion which deals 20d6 points of damage per round. Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create earth or fire (including spells of the Earth and Fire domain) are both empowered and enlarged.
  • Impeded magic. Spells and spell-like abilities that use or create air or water (including spells of the Air and Water domains and spells that summon creatures with the air or water subtype) are impeded.

Breathing: Magma is no easier to breathe than earth. However, since most travelers stick to the shifting tunnels and caves, they will find enough breathable air; this air is often quite toxic, so most cutters use some sort of filter to breathe safely.

Movement: Although several artificially coagulated regions can be found, for the most part the Paraplane of Magma is a churning mass of molten stone that scorches all who come into contact with it. An immunity or resistance to fire serves as immunity to magma. However, a creature immune to fire might still drown in these seas of boiling rock.

Vision: Below the surface of magma, vision is impossible for non-natives (magma paraelementals and mephits, earth and fire elementals, thoqqua, etc.) whose darkvision works normally. Above the surface, the blazing magma usually provides normal illumination.

Creatures: Blazon, fire bat, fire giant, gelterfish, magma mephit, magma paraelemental, magmin, thoqqua.

Sites: The following locations might be of interest to a planewalker.

– Caldera: Basalt fortress of the magma mephit high-up Chilimba, a cruel little berk that used to serve the baatezu.

– Fields of Nevermore: Settlement of primes built around the chillsword, an artifact that pushes back the magma heat; inhospitable, under pressure from the magmin and dao.

– The Monolith: Mysterious black tombstone-like structure 90 ft. by 40 ft. by 10 ft., impervious to all harm.

– Oolan’s Laboratory: The kip of an ancient lich graybeard from Oerth.

– Targath’s Tower: Built entirely of invisible wall of force effects, commissioned by a successful knight-o’-the-post (ex-Free League); provides shelter to planewalkers.


PARAELEMENTAL PLANE OF OOZE

It’s all mud and slime, a quivering ocher ocean of muck – hardly the place a cutter cares to go. It’s a place of torturous death and exile, too. With a wave of the hand, evil wizard-tyrants send their enemies here to drown, choking on lungfuls of stagnant silt. Kinder souls merely imprison their foes here, sealing them inside bubbles of pure air.

Little relieves the unending ocean of muck. Toward the plane of Earth, the mud grows drier, filled with abrasive grit, and toward Water it thins into rippling silt that a cutter can sometimes swim through. Drifting through it all are blocks of stone and puddles of clear water.

Traits: The Paraelemental Plane of Ooze has the following traits.

  • No Gravity.
  • Mixed earth- and water-dominant.
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create earth or water (including spells of the Earth and Water domain) are both empowered and enlarged.
  • Impeded magic. Spells and spell-like abilities that use or create air or fire (including spells of the Air and Fire domains and spells that summon creatures with the air or fire subtype) are impeded.

Breathing: Creatures naturally able to breathe water are unable to breathe the ooze, so their risk of suffocation as great as anybody else’s. However, any magic effects that let a cutter breathe water (such as the water breathing spell) also enable him to breathe within the ooze.

Movement: Within the elemental ooze, a DC 10 Swim check must be made each round to laboriously wade through the muck. Regardless of movement mode, the speed is halved. The exceptions are incorporeal creatures and creatures of the ooze type; their movement is not hindered in any way.

Vision: Below the surface of the ooze, all sight (including darkvision) is limited to 5 feet. The exception are non-natives (ooze paraelementals and mephits, creatures with the ooze subtype, etc.) who see normally. Above the surface, sight functions normally. There are few natural light sources, but artificial ones function well enough.

Creatures: Black pudding, gray ooze, ochre jelly, ooze mephit, ooze paraelemental, ooze sprite, otyugh, miscellaneous eels and insects.

Sites: The following locations might be of interest to a planewalker.

– Gnome’s Home: A 500-ft. raft-like mobile shelter constructed by forty or so gnomes who wandered in from Earth years ago and had to adapt.

– The Trash Heap: Sigil’s miles-wide waste basket.


PARALEMENTAL PLANE OF SMOKE

Little traveled and less known, the paraplane of Smoke lies between the Elemental Plane of Air and the Elemental Plane of and Fire. It is groundless like Air and hot like Fire, though it doesn’t scorch. The air is filled with roiling clouds of choking smoke, foul with brimstone and gases, so it’s almost impossible to breathe safely without aid.

Traits: The Paraelemental Plane of has Smoke the following traits.

  • Subjective directional gravity. Inhabitants of the plane determine their own “down” direction. Objects not under the motive force of others do not move.
  • Air-dominant. The atmosphere of the Plane of Smoke is barely breathable. A character must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage.
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create air or fire (including spells of the Air and Fire domain) are both empowered and enlarged.
  • Impeded magic. Spells and spell-like abilities that use or create earth or water (including spells of the Earth and Water domains and spells that summon creatures with the earth or water subtype) are impeded.Breathing: See the Air-dominant trait above. Breathing berks who come to Smoke without a bottle of air or a similar trinket typically don’t last long.

Movement: See the subjective directional gravity trait above. Usually the speed of flyers on Smoke is kept much lower than on Air, since the field of vision on Smoke is severely limited.

Vision: Within a 15-ft. radius, vision is normal. Beyond that, all creatures and objects have concealment (20% miss chance).

Creatures: Belker, djinni, efreeti, smoke mephit, smoke paraelemental, sootbeast, vapor rat.

Sites: The following locations might be of interest to a planewalker.

– The Choking Palace: Seat of power of Enkahk, prince of the Smoke mephits; floating castle of gray iron holding a vast library.

– Cinderwood: An archipelago of cinder islands of varying sizes.

– The Hidden City: Mortal-made atop an active spring, ruled by twins, veiled by smoke and spell.

– Reinsong’s Ashen Fortress: A powerful cloud giant’s fortress; he keeps grell pets.

– The Valley of Blinding Mists: Efreet staging grounds; strongly fortified.


QUASIELEMENTAL PLANE OF ASH

Ash. Miles upon miles of choking ash – that’s what a berk’s going to find here. It starts at the edge of the plane of Fire; the flames flicker and die, and from them cooling ashes rise. A little farther on and the air grows thicker, and farther still the burnt earth beneath gives way. At first, the ash swirls in tendrils ’round a being. Then, before he knows it, a berk’s swimming in an ocean of ash. The red glow of distant fire fades, warmth turns to chill, and the air is choked with charcoal soot.

Traits: The Quasielemental Plane Ash of has the following traits.

  • Normal gravity.
  • Minor cold-dominant: It is said that Ash remembers being Fire, and desperately absorbs heat from everything within it. All creatures and objects take 2d6 points of cold damage per round. Creatures of the fire subtype take double damage. Natives are immune to this effect.
  • No energy traits. Some regions have the minor negative-dominant trait.
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create cold or negative energy (including spells of the Cold domain) are both empowered and enlarged.

Impeded magic. Spells and spell-like abilities that use or create fire, positive energy, or water (including spells of the Fire or Water domains and spells that summon creatures with the fire, positive, or water subtype) are impeded.

Breathing: For the most part, Ash is a semi-solid mass of gray-white flakes. Although there is usually some difference between “ground” and “air”, the atmosphere is a thick, powdery cloud unfit for breathing. Natural flames won’t ignite, although magical fire-based effects still may work (they are impeded, as stated above).

Movement: In most areas, a body can walk over the layers of ash that had formed a solid enough mass over the eons. The land speed is halved, however. Occasionally, the ever-present ash becomes so fine that a traveler begins to sink and drowns quickly. No known creature except the ash quasielemental is able to swim through these seas of ash.

Vision: Below the surface of the ash, all sight (including darkvision) is limited to 5 feet. Above the surface, sight functions normally up to 60 feet; beyond that, all creatures and objects have concealment (20% miss chance). There are no natural light sources on Ash.

Creatures: Ash child, ash quasielemental, ash mephit, ash witch, descriat, ember hulk, l’zoir, negatai, rast, tem’mat, ulish, undead (cold resistant), xorn.

Sites: The following locations might be of interest to a planewalker.

– Ammet Hansha: The only known settlement of the tem’mat, a githzerai subrace that has lost most of its psychic talent.

– Cavitius: Giant skull-shaped citadel, once stolen from the Doomguard by the undead power Vecna, now returned to a Doomguard fraction controlled by Spragg and Devland; Cavitius is still the home of many undead spirits, but somehow the Sinkers manage to get along with them.

– The Citadel of Former Flame: Home of Gazra, the Ash quasielemental prince. Always dark.

– The Void Sphere: A gigantic sphere of annihilation on the site that once was the Crumbling Citadel of the Doomguard; worshiped by the cult of Spherus.


QUASIELEMENTAL PLANE OF DUST

At the border of the Elemental Plane of Earth, this plane starts as a dusty expanse, broken free of the endless caverns. A traveler’s pretty happy to escape the closeness and step into the dark, open world. Farther on, the dust reaches up to his knees. It’s thick and it pulls against him. Close to the Negative Energy it becomes an abrasive sea that chafes as a traveler swims through the grit.

Traits: The Quasielemental Plane of Dust has the following traits.

  • No gravity. A body merely floats in space, unless other resources are available to provide a direction for gravity’s pull.
  • No elemental or energy traits. Some regions have the minor negative-dominant trait, or the cold-dominant trait.
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create negative energy are both empowered and enlarged.
  • Impeded magic. Spells and spell-like abilities that use or create air or positive energy (including spells of the Air domains and spells that summon creatures with the air or positive subtype) are impeded.
  • Eroding. All material creatures and objects on the plane automatically take 2d6 points of damage per round (Fort save DC 15 halves). If reduced to 0 hp this way, they are disintegrated. Hit points lost to this effect cannot be magically healed on the plane unless accompanied by a death ward or restoration effect. Natives and creatures immune to negative energy damage take no damage from this effect.

Breathing: While a thin atmosphere is present on Dust, it is not sufficient to sustain most breathing creatures, or even to support nonmagical flames.

Movement: There is no gravity in Dust, although there is a definite up-down orientation between layers of partially solidified dust and layers of cloudy dust. Most travelers need to find solid objects to push off of, but solids are rare due to the natural disintegration process of the plane.

Vision: Although there are no natural light sources on Dust, sight functions normally up to 60 feet. Beyond that, all creatures and objects have concealment (20% miss chance). Frequent dust storms additionally hamper vision.

Creatures: Aeshar, dune stalker, dust mephit, dust quasielemental, hakeashar, kirth, koylith, negatai, sandling, sandman, skriaxit, tabbitbug, undead (any), valkarthi, verd.

Sites: The following locations might be of interest to a planewalker.

– Cathedral of Cobwebs: A huge mazework of webs, apparently not spun by spiders; contains a small arachnide burg called Loom.

– Citadel Alluvius: One of the four major Doomguard citadels; ruled by an aging female human called Pereid.

– The Centrifuge: A mephit-powered device built by the Guvners; sifts the Dust and filters out particularly useful findings.


QUASIELEMENTAL PLANE OF LIGHTNING

A sky filled with black clouds that flash with internal fires, the air tingling with ozone, and the touch of electricity prickling your hairs. Bolts leaping from cloud to cloud and the sky ringing with the laughter of lightning elementals.

This plane is a scary place to fly through – a cutter can dodge a jagged bolt only to steer himself into the path of a tumbling ball of lightning. An eerie glow dances over everybody and everything that comes into the plane with an unnerving, electrical brilliance.

Traits: The Quasielemental Plane of Lightning has the following traits.

  • Subjective directional gravity.
  • Electricity-dominant. Any metal object (or creature) of size Tiny or greater attracts one bolt of lightning per minute. The DM chooses the exact round on which the lightning strikes. Each bolt deals 10d8 points of electricity damage (Fort save DC 15 halves) to the object and its wielder, if any.
  • No elemental or energy traits. Some regions have the minor positive-dominant trait.
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create air, electricity, or positive energy (including spells of the Air domain) are both empowered and enlarged.
  • Impeded magic. Spells and spell-like abilities that use or create earth or negative energy (including spells of the Earth domains and spells that summon creatures with the earth or negative subtype) are impeded.

Breathing: The air is crisp, pure, and plentiful. It has a strong smell of ozone.

Movement: In addition to the movement modes enabled by the subjective directional gravity trait, natural flight is also possible in Lightning.

Vision: The constant bolts of electricity crisscrossing the sky-scope provide a strong source of natural illumination, although the effective range of vision is occasionally hampered by storm clouds. Also, an electrical halo quickly forms around any material object or creature. This effect renders invisibility useless.

Creatures: blue dragon, lightning mephit, lightning quasielemental, mrebb, shocker, tempest, uun.

Sites: The following locations might be of interest to a planewalker.

– The Eye: A calm area, no storms, containing a chunk of Earth with a small burg on it.

– Stormfront: A djinn burg, nobles hunting mephits and shockers.

– The Tower of Storms: A mysterious electric-blue tower projecting out of the very border with the Positive Energy Plane; no obvious doors.


QUASIELEMENTAL PLANE OF MINERAL

The plane of Mineral. Iron, diamonds, rubies, sapphires, silver, gold, and more, all pressed up in veins that wrap around each other. All a blood’s got to do is go get it.

Of course, the sod’s got to find a way to move through this crystal world, a world filled with razor edges sharper than a vorpal blade. Even after that, there’s things out there that don’t want a cross-trading rogue to make off with their kip.

Traits: The Quasielemental Plane of Mineral has the following traits.

  • Normal gravity.
  • No elemental or energy traits. Some regions have the minor positive-dominant trait.
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create earth or positive energy (including spells of the Earth domain) are both empowered and enlarged.
  • Impeded magic. Spells and spell-like abilities that use or create Air or negative energy (including spells of the Air domain and spells that summon creatures with the air or negative subtype) are impeded.
  • Petrifying. A creature alien to Mineral slowly grinds to a halt and turns to stone. At the conclusion of every week spent on the plane, any non-native must make a Fortitude save (DC 15, +1 per previous check). Failure indicates that the creature is turned to some kind of mineral matter (GM’s choice), effectively petrified.

Breathing: Like Earth, this plane is mostly solid. Travelers who arrive run the risk of suffocation if they don’t reach a cavern or other pocket within the mineral matter.

Movement: Most, if not all open passages on Mineral are lined by sharp crystals that deal 2d4 points of piercing and slashing damage for every 10 feet of movement. A natural armor bonus of +4 or more, or a base armor bonus (without enhancements) of +5 or more negates this damage.

Vision: There are no natural light sources on Mineral, and artificial illumination can sometimes play strange tricks with a berk’s perception, reflecting off the ever-present crystals at odd angles. Sound, on the other hand travels very well; all Listen checks enjoy a +5 circumstance bonus.

Creatures: Crysmal, khargra, mineral mephit, mineral quasielemental, tsnng, xorn.

Sites: The following locations might be of interest to a planewalker.

– The Tower of Lead: A gray building of unknown origin on the Positive border ground; blacksmiths and such find it extremely useful; visitors occasionally disappear.


QUASIELEMENTAL PLANE OF RADIANCE

Bright but featureless, this is the most barren of all planes – that’s likely to be most folks’ impression of Radiance. It ain’t necessarily true though. Travelers who’ve been there will tell a body it’s a place of aching beauty. Every color ever imagined glows and burns with painful splendor. They’ll tell a soul about the curtains of color crashing over each other like waves on a beach, and as they talk, tears’ll form in their dead, blind eyes.

That’s the way it is. It’s a joy and beauty that’ll burn a berk right out, that’ll show him the most beautiful glories he’ll ever see and the last he’s likely to ever see. What’s the point of seeing more, after a body’s seen the greatest lights of all?

Traits: The Quasielemental Plane of Radiance has the following traits.

  • Subjective directional gravity.
  • Minor fire-dominant. The heat of Radiance is severe. All creatures that are not immune to fire must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Creatures wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A creature that takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued.
  • No energy traits. Some regions have the minor positive-dominant trait.
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create fire, light, or positive energy (including spells of the Fire domain) are both empowered and enlarged.
  • Impeded magic. Spells and spell-like abilities that use or create darkness, earth, or negative energy (including spells of the Darkness or Earth domains and spells that summon creatures with the earth or negative subtype) are impeded.
  • Brilliant: All non-native creatures with unprotected eyes must make a Fortitude save (DC 15 +1 per previous check) once per minute or be rendered permanently blind.

Breathing: The atmosphere is extremely hot, but fully breathable.

Movement: In addition to the movement modes enabled by the subjective directional gravity trait, natural flight is also possible in Radiance.

Vision: There is way too much illumination here. Most travelers cover their eyes somehow prior to hopping in. Closing your eyes doesn’t work, although it renders you effectively blind even before the radiance gets to you. Both mundane and magical means of protection (thick lenses of smoked glass, miniature darkness effects, etc.) impose a -4 penalty on all Search and Spot checks.

Creatures: Darklight, glimmerfolk, positai, radiance mephit, radiance quasielemental, scile swarm, varisoh.

Sites: The following locations might be of interest to a planewalker.

– The Heart of Light: a.k.a. Tower of Healing, a structure of blue light; wounds heal quickly due to proximity to Positive Energy.

– The Kingdom of the Blind: A burg built inside a huge mineral pocket, protected from the blinding light.

– The Refuge of Color: Realm of the mysterious dual powers, King Black and Queen White, protectors of the varisoh birds


QUASIELEMENTAL PLANE OF SALT

The skin shrivels, the lips crack, the throat fills with dry choking, and the eyes – well, the eyes are the most horrible. Welcome to the plane of Salt.
At its safest edge, it still seems to be only water bitter and unpalatable, but still water. Travel deeper into the plane and the water grows more laden with minerals. Crystals form, solidifying on even the smallest mote of a seed. Travelers who venture farther are in peril of becoming completely encrusted, the salts leaching all moisture out of their cells. Finally, all water is gone and there is only a solid mass of crystalline salts, hard and deadly, to block all progress.

Traits: The Quasielemental Plane of Salt has the following traits.

  • Normal gravity.
  • Anti-water-dominant: The thirst of Salt is limitless. All liquid evaporates at ten times the normal speed. All living creatures suffer 2d6 points of damage from dehydration every minute; a successful Fortitude save (DC 15) halves this damage. Creatures of the water subtype take double damage. Natives are immune to this effect.
  • No energy traits. Some regions have the minor negative-dominant trait.
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create negative energy are both empowered and enlarged.
  • Impeded magic. Spells and spell-like abilities that use or create positive energy or water (including spells of the Water domain and spells that summon creatures with the positive or water subtype) are impeded.

Breathing: Like Earth, this plane is mostly solid. Travelers who arrive run the risk of suffocation if they don’t reach a cavern or other pocket within the salt.

Movement: There is scarce little open space on Salt. Creatures without the ability to burrow are entombed in the salt and must dig their way out (5 feet per turn).
Vision: Like on other primarily solid planes, there are no natural light sources here.

Creatures: Crysmal, facet, hlach, negatai, salt mephit, salt quasielemental, sloggosh, undead (any)

Sites: The following locations might be of interest to a planewalker.

– Citadel Sealt: Another Doomguard stronghold; built entirely of salt; used to run weapons for the Blood War; ruled by Roth, a tiefling warrior.

– Mines: Almost as prolific as on the planes of Earth and Mineral; most somehow warded against the dehydrating trait of the plane.

Resonance: A large cavern deep within Salt echoes with a mournful song.

The Salt Geysers: A magma pocket has spawned a unique effect; geysers spew hot, molten salt into the arid air; according to the chant Graz’zt wants some.


QUASIELEMENTAL PLANE OF STEAM

The plane of Steam is surprisingly cool. Mist is a better name – clammy, thick, cloying mist that seeps into everything. The danger here isn’t boiling, but drowning in lungfuls of water.

Near the edge of the plane of Water, the mist is more like an ocean filled with bubbles. These gradually become finer and finer, and they glow with energy stolen from the Positive Energy Plane.

Traits: The Quasielemental Plane of Steam has the following traits.

  • Subjective directional gravity.
  • No elemental or energy traits. Some regions have the minor positive-dominant trait.
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create positive energy or water (including spells of the Water domain) are both empowered and enlarged.
  • Impeded magic. Spells and spell-like abilities that use or create earth or negative energy (including spells of the Earth domains and spells that summon creatures with the earth or negative subtype) are impeded.

Breathing: Breathing on Steam is possible, but made very difficult by the endless thick mists. All non-aquatic creatures that need to breathe must succeed on a Fortitude save each hour (DC 15, +1 per previous check) or become fatigued. The fatigue ends when the creatures reaches an area with normal, dry air. A water breathing effect removes this nuisance.

Movement: In addition to the movement modes enabled by the subjective directional gravity trait, natural flight and natural swimming is also possible in Radiance.

Vision: Although there are few natural light sources on Steam, sight functions normally up to 60 feet. Beyond that, all creatures and objects have concealment (20% miss chance).

Creatures: Calden, fabere, feggis, javoose, klyndes, mist mephit, positai, steam mephit, steam quasielemental, wavefire.

Sites: The following locations might be of interest to a planewalker.

– Adrift: A ring-shaped burg populated with both non-native humanoids and native mephits.

– The Straits of Varrigon: A “canyon” of clear air amid the clouds of steam; ownership contested.

– The Tower of Ice: Mysterious structure near the Positive Energy Plane; hard to enter; brewing potions becomes easier inside.


QUASIELEMENTAL PLANE OF VACUUM

This plane is the prelude to ultimate death, a glimpse at the fate of the failed petitioner, because this is the plane of Nothing. Leaving the banks of Air, the atmosphere here becomes less and less until there’s nothing – no breath, no light, no sound, no warmth.

Traits: The Quasielemental Plane of Vacuum has the following traits.

  • Subjective directional gravity.
  • No elemental or energy traits. Some regions have the minor negative-dominant trait, or the cold-dominant trait.
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create negative energy are both empowered and enlarged.
  • Impeded magic. Spells and spell-like abilities that use or create earth or positive energy (including spells of the Earth domains and spells that summon creatures with the earth or positive subtype) are impeded.

Breathing: There’s absolutely nothing to breathe here, so artificial sources are a necessity for most beings. How the lack of atmosphere still allows for a steady pressure and a constant temperature (both fairly very low), no one is quite certain. It just does.

Movement: The single movement mode is provided by the subjective directional gravity trait; natural flight is impossible due to the lack of atmosphere.

Vision: There are no natural light sources on Vacuum, and artificial light sources usually do not function unless they are magical in nature (torches do not burn when there is no air to feed on). However, the effective range of magical sources of illumination is doubled; the same applies to darkvision and low-light vision.

Creatures: Egarus, negatai, undead (incorporeal), vacuous, vacuum quasielemental.

Sites: The following locations might be of interest to a planewalker.

– Citadel Exhalus: a.k.a. Portal of Last Breath, the fourth major Doomguard citadel; ruled by Nagaul, a dwarven philosopher and priestess of Shiva.

Author: Nemui [Used with permission]