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=Elemental Planes= [[File:elemental planes DaD.png|left|thumb|Deities and Demigods]] [[File:Elemental planes 5e.jpg|thumb|5e's big retcon.]] As their name suggests, the '''Elemental Planes''' are the origin point for all of the various forms of elemental matter in the multiverse. Traditionally, this has made them... rather visually uninteresting. The Plane of Fire, for example, is either an infinite 3-dimensional expanse of roaring flames or else an infinite expanse of ash fields, lava pools, and roaring flames beneath a "sky" of heatwaves and noxious combustible gasses. In the Planescape book ''The Inner Planes'', the border regions of the para- and quasi- planes, where they meet another plane, were staked out. This, of course, flies in the face of the fact that every elemental plane is supposedly an infinite 3-dimensional space and thus shouldn't have any borders. Another downside to their elemental nature is that, well, the Elemental Planes are downright hazardous for anything that isn't an [[elemental]] of the right type, and sometimes even for things that are. If being roasted in the Plane of Fire or drowned in the Planes of Water and Ooze doesn't interest you, how about visiting the Glowing Dunes (Magma/Radiance), a technically infinite expanse of ''radioactive dust'' that '''will''' give you incurable and fatal radiation poisoning? This hazardous nature to visit has also led to many DMs finding them less than gripping - even in Planescape, the Elemental Planes are considered the backwater boonies of the Great Wheel, only marginally better than the Prime. This led to the decision to do away with the Elemental Planes and replace them with the [[Elemental Chaos]] in 4th Edition to create a more interesting, more survivable, and more plot-generating form for them. Another mostly poorly received decision many vocal players complained that now the Inner Planes was just another [[Prime Material Plane]] but with extreme elemental magic themeing. 5e linked them to the Prime in a way reminiscent of [[Exalted]], while also toning them down hastily by making it a plane people can actually live in rather than just the place evocation wizards store their fireballs. The 5e cosmology does not bring back the Quasielemental planes, while the Paraelemental planes are no longer bona fide planes of their own, but just the border regions where two elemental planes meet (much like those from Planescape mentioned above). ==Air== ===Older Editions=== A vast expanse of air. You better know how to fly. Gravity here is subjective, and you can alter the direction of "down" with a [[Wisdom]] check. If you can change direction fast enough, you can land safely. This is difficult at first, but you'll either learn or go splat, suffering up to 20d6 falling damage. People make towns and castles on floating earth motes and magically solidified clouds. The main natural hazard is the many storms. <gallery> air MotP 1e.jpg air Planescape.jpg Air 5e.jpg </gallery> ==Earth== ===Older Editions=== If you want to make your way around here, you better bring a way to dig. Holes grow shut on their own, so you better dig fast. Another issue is the lack of air: outside of pockets of air motes, there's nothing to breathe. Then there are the issues of earthquakes, gas pockets, the lack of a unified gravity, the darkness... it's a poor idea to come to the Plane of Earth without being very well-prepared. ===5e=== Its made up of chains of the tallest mountains, but most visitors enter honeycomb caverns that span under them. <gallery> earth MotP 1e.jpg earth Planescape.jpg earth elemental Planescape.jpg </gallery> ==Fire== ===Older Editions=== Lots of fire here. Upon arriving, anything that can catch fire does so, and magical items are given a saving roll at a hefty penalty to escape this fate. Stone melts into magma, water vaporizes, and metal melts into slag. The higher your natural AC is, the more damage you suffer: humans suffer 6[[d10]] damage, and by every 3 points your AC is lower than 10, you suffer 1d10 less damage all the way down to no damage at AC -8 to -10. At first. Going deeper gets even worse the further you go, culminating in a place with heat so intense it will incinerate ''anything'', even creatures explicitly immune to fire, [[What|up to and including creatures with no physical body or animals which are literally made of fire]]. Air quality and visibility are obviously not great, but those are the least of your worries. ===5e=== A sun always hangs at the zenith, waxing and waning like a moon every 24 hours. It's blindingly hot and bright at noon and is a deep red twilight by midnight (which is usually the best time to travel and do business). Fierce winds and thick ash is always in the air, so always be covered up in a flame retardant scarf and goggles when not visiting a major inter-planer trading hub. You only have to contend with Extreme Heat if your not going deeper into the plane, which your party will be fine as long as you expend spell slots so you have water every few hours so that hourly low DC Constitution saving throw doesn't get too hard (luckily they didn't also port over that Elemental Planes rule that you can't cast spells of opposing elements). <gallery> fire MotP 1e.jpg fire Planescape.jpg </gallery> ==Water== ===Older Editions=== You better be able to breathe water if you get here. There is nothing but water in all directions with zero water pressure, with pockets of air motes being a precious resource. Don't forget a way to see underwater or be able to deal with whirlpools, currents, pockets of acidic and diseased water, and of course, the predators. ===5e=== 5e it's the Water world, extreme addition. Like the feywild, anyone traveling by sea could accidentally wander in. Having an actual surface, most landmasses are massive coral reefs that poke above the surface and extend down for infinity or are makeshift flotillas. You may not immediately know you are not in Kansas anymore, but when it's not calm, it's the most extreme you can imagine a plane of oceans can get. Rare times you will get massive tsunamis that span a good part of this infinite plane. <gallery> water MotP 1e.jpg water elemental Planescape.jpg water Planescape.jpg </gallery>
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