Post by Kaber on Nov 21, 2008 14:56:53 GMT -5
The elemental plane of air is a place of endless blue skies and limitless cloud banks. It is a plane of stunning beauty and great openness.
90% of the natives are invisible. This plane is most congenial to human visitors. Visitors can fly using magic, or choose a direction to free-fall. Creatures with wings sometimes find it difficult to use their wings here due to the mercurial winds, but are generally able to use their wings or their minds as they wish. Arrows never fall, but slow to a halt over a few days. Elementals from this plane excel at creating destructive windstorms. Elemental servants from this plane excel at aerial reconnaissance, missions in civilized terrain, and kidnapping. Air genies are mostly a pleasant lot. Invisible stalkers and aerial servants own large estates. There are realms devoted to aviation. In the Third Edition, gravity is halved, so that all items weigh half as much, weapon ranges are doubled, there is a +2 bonus on climb and jump checks, a -2 penalty on attack, balance, ride, swim, and tumble checks, and falls do only 1d4 damage / 10 feet fallen.
In a plane so wide open, the only places to establish structures are floating chunks of earth suspended in the air, unmoving and ranging from small boulders to mountain sized platforms. Individuals with a desire for a private, secluded place to reside and the means to do so build towers or mansions on these rocks. The common perception of the owners of these buildings is that of the reclusive wizard or gaudy sorceror; yet in truth there is a great panoply of individuals with these buildings. Some are nobles who want the ultimate view while others are avid hunters who wish to hunt flying creatures in their native element by flying themselves.
The noble air elementals are flighty, whimsical creatures that are easily distracted and oftentimes seen as infantile or stupid by outsiders who aren't used to them. In truth, they are highly intelligent and generally friendly, allowing outsiders to reside in their plane as they wish (they didn't have a use for the rocks in the first place). They look like humanoids wreathed in clouds, with their forms occasionally pulsing with electric energy. The more powerful elementals have arc lightning springing from one part of their body to another and can control metal to extents dependent on their power.
The leader of the air elementals is a being known as Lady Bahdahl, and is the only one who can hold an air elemental to attention. She often converses with the more powerful mages who choose to reside in her domain, ensuring personally that none are disrupting the balance of the plane as the mages in the plane of earth are doing. When not thusly occupied she spends time in her magnificent cloud castle, recieving reports of the happenings in her plane from other noble elementals.
Select encounters from among the following:
Air elementals
Air genie traveler
Air genie colony -- all elements
Air grues
Mishtus
Adventurers
Monadic deva
Bulletin board
Cloud banks -- visibility drops to 50 feet
High winds -- velocity is 1d100 (see WSG)
Sirocco -- 1d8 points heat damage per hour unless protected
Rain storm -- visibility 50 feet, effective "cloudburst" spell
Lightning storm -- 10% cumulative chance per round one party member struck for 1d20 points damage; begin again when struck
Snow storm -- as rain storm, but visibility 10 feet, 1d8 points cold damage per turn unless wearing warm clothing
Hail storm -- as rain storm, harmless unless visitors fall into it, visibility 10 feet
Dust storm -- effectively blinds non-natives
Ice storm (from the quasi-plane of ice, as the spell)
Fire storm
Maelstrom -- unescapable without help, teleport, or "control wind"
Vortex to prime plane -- easily avoided, leads to eye of a hurricane or onto a mountain peak
Earth pocket -- a large asteroid
Fire pocket -- spheres of flame burning without fuel
Water pocket -- huge water ball
other pocket (DM's choice -- Vacuum pockets hiss softly, mineral pockets rain razor-sharp jewels, Radiance pockets are prismatic spheres, Lightning pockets are thunderheads, etc.)
The Elemental Plane of Air has 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.
Enhanced magic. Spells and spell-like abilities that use, manipulate, or create air (including spells of the Air domain) are both empowered and enlarged (as if the Empower Spell and Enlarge Spell metamagic feats had been used on them, but the spells don’t require higher-level slots).
Impeded magic. Spells and spell-like abilities that use or create earth (including spells of the Earth domain and spells that summon earth elementals or outsiders with the earth subtype) are impeded
90% of the natives are invisible. This plane is most congenial to human visitors. Visitors can fly using magic, or choose a direction to free-fall. Creatures with wings sometimes find it difficult to use their wings here due to the mercurial winds, but are generally able to use their wings or their minds as they wish. Arrows never fall, but slow to a halt over a few days. Elementals from this plane excel at creating destructive windstorms. Elemental servants from this plane excel at aerial reconnaissance, missions in civilized terrain, and kidnapping. Air genies are mostly a pleasant lot. Invisible stalkers and aerial servants own large estates. There are realms devoted to aviation. In the Third Edition, gravity is halved, so that all items weigh half as much, weapon ranges are doubled, there is a +2 bonus on climb and jump checks, a -2 penalty on attack, balance, ride, swim, and tumble checks, and falls do only 1d4 damage / 10 feet fallen.
In a plane so wide open, the only places to establish structures are floating chunks of earth suspended in the air, unmoving and ranging from small boulders to mountain sized platforms. Individuals with a desire for a private, secluded place to reside and the means to do so build towers or mansions on these rocks. The common perception of the owners of these buildings is that of the reclusive wizard or gaudy sorceror; yet in truth there is a great panoply of individuals with these buildings. Some are nobles who want the ultimate view while others are avid hunters who wish to hunt flying creatures in their native element by flying themselves.
The noble air elementals are flighty, whimsical creatures that are easily distracted and oftentimes seen as infantile or stupid by outsiders who aren't used to them. In truth, they are highly intelligent and generally friendly, allowing outsiders to reside in their plane as they wish (they didn't have a use for the rocks in the first place). They look like humanoids wreathed in clouds, with their forms occasionally pulsing with electric energy. The more powerful elementals have arc lightning springing from one part of their body to another and can control metal to extents dependent on their power.
The leader of the air elementals is a being known as Lady Bahdahl, and is the only one who can hold an air elemental to attention. She often converses with the more powerful mages who choose to reside in her domain, ensuring personally that none are disrupting the balance of the plane as the mages in the plane of earth are doing. When not thusly occupied she spends time in her magnificent cloud castle, recieving reports of the happenings in her plane from other noble elementals.
Select encounters from among the following:
Air elementals
Air genie traveler
Air genie colony -- all elements
Air grues
Mishtus
Adventurers
Monadic deva
Bulletin board
Cloud banks -- visibility drops to 50 feet
High winds -- velocity is 1d100 (see WSG)
Sirocco -- 1d8 points heat damage per hour unless protected
Rain storm -- visibility 50 feet, effective "cloudburst" spell
Lightning storm -- 10% cumulative chance per round one party member struck for 1d20 points damage; begin again when struck
Snow storm -- as rain storm, but visibility 10 feet, 1d8 points cold damage per turn unless wearing warm clothing
Hail storm -- as rain storm, harmless unless visitors fall into it, visibility 10 feet
Dust storm -- effectively blinds non-natives
Ice storm (from the quasi-plane of ice, as the spell)
Fire storm
Maelstrom -- unescapable without help, teleport, or "control wind"
Vortex to prime plane -- easily avoided, leads to eye of a hurricane or onto a mountain peak
Earth pocket -- a large asteroid
Fire pocket -- spheres of flame burning without fuel
Water pocket -- huge water ball
other pocket (DM's choice -- Vacuum pockets hiss softly, mineral pockets rain razor-sharp jewels, Radiance pockets are prismatic spheres, Lightning pockets are thunderheads, etc.)
The Elemental Plane of Air has 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.
Enhanced magic. Spells and spell-like abilities that use, manipulate, or create air (including spells of the Air domain) are both empowered and enlarged (as if the Empower Spell and Enlarge Spell metamagic feats had been used on them, but the spells don’t require higher-level slots).
Impeded magic. Spells and spell-like abilities that use or create earth (including spells of the Earth domain and spells that summon earth elementals or outsiders with the earth subtype) are impeded