Fire Plane
wildfly02

Fire Plane

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Elemental Plane of Hot

Score 321

10/18/21

From Manuel of the Planes (3e):

It is a plane continually ablaze.

It smells of burning flesh and ashen dreams.

It is flame incarnate.

Everything is alight on the Elemental Plane of Fire. The ground is nothing more than great, ever-shifting plates of compressed flame. The air ripples with the heat of continual firestorms, and the most common liquid is magma, not water. The oceans are made of liquid flame, and the mountains ooze with molten lava. It is a crematorium for the unprepared traveler and an uncomfortable spot even for the dedicated adventurer.

Fire survives here without need for fuel or air to burn, but flammables brought onto the plane are consumed readily. The elemental fires seem to feed on each other to produce a continually burning landscape.

The greatest danger on the Elemental Plane of Fire is its fire-dominant trait. The heat of the plane, the omnipresent flames, and the hot, toxic smoke of the air are all represented in the effects of this trait on objects and living creatures. Creatures on the Elemental Plane of Fire take 3d10 points of damage and risk catching on fire each round they remain on the plane. But a traveler who has brought the proper spells or magic items to ward against such damage can survive in the short term on the plane.

Food and drink may prove a problem in the long term. The elementals (including elemental versions of Material Plane creatures) are made of the material of the plane itself. They don't eat, and they return to their basic elemental nature if slain. Outsiders from the Elemental Plane of Fire can survive on flame itself in addition to "normal" food, so they rarely stock their larders for visitors. Such food is always served charred, burnt to a crisp, or otherwise well done, and the drink, whether water, wine, or ale, arrives piping hot.

The Elemental Plane of Fire is continually bathed in light. The ground, the air, the structures, and even some of the natives radiate flame continually. The impediment to vision is not the brilliance, however, but rather the effects of the heat and the continually smoking atmosphere. The air ripples because of the heat, so mirages dance at the edge of an observer's vision, and the true nature of the land is concealed except for the area closest at hand.

The smoky atmosphere limits normal sight to a range of 120 feet. Magical vision granted by items or spells can extend that range. Creatures native to the Elemental Plane of Fire with the elemental (fire) or outsider (fire) type and subtype can see up to 240 feet.

Darkvision does not function on the Elemental Plane of Fire, except in those rare places where natural darkness can be found—perhaps the palace of the sultan of the efreet in the City of Brass.

Other senses are unaffected by the Elemental Plane of Fire, though the continual crackling of the flames provides a -2 circumstance penalty on Listen checks in most places.

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