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Planar Adventures / Traits of a Plane

Essence Traits

Source Planar Adventures pg. 60
Four basic elements (air, earth, fire, and water) and two types of energy (positive and negative) combine in various ways to make up reality. Note that some planes have no elemental or energy traits; such traits are noted in a plane’s description only when they are present.

Mixed Essence

The Material Plane is the classic example of a mixed essence plane—here, reality is composed of a mixture of all forms of essence. In certain places, one form of essence might be more dominant than others, but overall they appear in this plane in relatively equal measures.

On the Outer Planes, a different form of mixed essence composes reality: quintessence. This material forms the basis for all matter and life on the Outer Planes, and it is tied to the nature of the soul itself. See the River of Souls on pages 64–69 for more information about quintessence. Note that when quintessence duplicates another essence (such as earth or fire), effects that interact with that essence function as expected.

Air-Dominant

Consisting mostly of open space, planes with this trait have just a few bits of floating stone or other solid matter. They usually have a breathable atmosphere, though such a plane may include regions of acidic or toxic gas.

Earth-Dominant

Planes with this trait are mostly solid. Visitors who need to breathe run the risk of suffocation if they don’t reach a cavern or other pocket of breathable air within the earth. Worse yet, individuals without the ability to burrow are entombed in the earth and must dig their way out (at a rate of 5 feet per full-round action spent digging).

Fire-Dominant

Planes with this trait are composed of flames that continually burn without consuming their fuel source. Fire-dominant planes are extremely hostile to Material Plane creatures, and those without resistance or immunity to fire are soon immolated.

Unprotected flammable materials catch fire almost immediately, and individuals wearing unprotected flammable clothing catch on fire. In addition, all individuals take 3d10 points of fire damage each round while on a fire-dominant plane. Creatures of the water subtype are extremely uncomfortable on fire-dominant planes, while those that are made of water take 6d10 points of fire damage from the plane each round, rather than 3d10.

Water-Dominant

Planes with this trait are mostly liquid. Visitors who can’t breathe in water or reach a pocket of air likely drown. Creatures of the fire subtype are extremely uncomfortable on water-dominant planes, and those made of fire take 1d10 points of damage each round while on a waterdominant plane.

Negative-Dominant

Planes with this trait drain the life out of travelers who tread upon them. They tend to be lonely, haunted planes, drained of color, devoid of plant and animal life, and filled with winds bearing the soft moans of those who died within them. Death ward provides protection from a negative-dominant plane as long as the effect lasts, regardless of the strength of that plane’s negative dominant trait.

On minor negative-dominant planes, living creatures take 1d6 points of negative energy damage per round. When this damage reduces a creature to 0 hit points or below, the creature crumbles into ash. Undead on a minor negative-dominant plane instead gain fast healing 2 (this does not stack with existing fast healing an undead already has).

Major negative-dominant planes are even more dangerous to the living. Each round, a living creature on such a plane must succeed at a DC 25 Fortitude save or incur a negative level. A creature whose negative levels equal its current levels or Hit Dice is slain and becomes a wraith. Undead on a negative-dominant plane gain fast healing 5 (this does not stack with any existing fast healing an undead already has).

Positive-Dominant

Planes with this trait are characterized by an abundance of life. Like for negative-dominant planes, the strength of the positive-dominant trait can be either minor or major.

A minor positive-dominant plane is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy infusing the plane. All living individuals in a positive-dominant plane gain fast healing 2. Undead instead take 1d6 points of positive energy damage per round, and at 0 hit points they crumble to ash.

A creature on a major positive-dominant plane must succeed at a DC 15 Fortitude save or be blinded for 10 rounds by the brilliance of the surroundings. Simply being on the plane grants living creatures fast healing 5. In addition, living creatures at full hit points gain 5 additional temporary hit points per round that last until 1d20 rounds after the creature leaves the major positive-dominant plane. However, a creature that gains temporary hit points in this way must attempt a DC 20 Fortitude save each round that its temporary hit points exceed its normal maximum hit point total. Failure results in the creature exploding in a riot of energy, which kills it. Undead on a major positive-dominant plane take 3d6 points of positive energy damage per round and are staggered during each round they take this damage.