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=Quasielemental Planes= What if we had one of the energy planes one of the four core elemental planes, we get the most extreme example of Overwhelming Vibrence or entropy to the plane energy. Like their respective energy planes, the Positively charged panes will kill you with overabundance but are still one of the best places to grab raw materials for crafting your artifacts and epic-level magics. The negative side are the runners up for the best places to kill someone or obscuring and secure a location from wandering Planeswalkers that have a habit of busting through your environmentally sealed walls rather than the front portal door to your BBEG's interdental Fortress like normal JRPG protagonists. As of 5e with no elaboration on what in the positive or negative planes, non of the Quasielemental Planes never got mentioned and probably retconned by omission with one of the paraelemtnal planes renamed taken from a Quasielemental, and new lore of [[Vecna]]'s citadel Cavitius is now in the plane of magma. ==Ash/??(5e)== You know how at the end of [[Dark Souls]] 1 and 3 you wade through those blasted ashen hellscapes? The Plane of Ash is kinda like that, except this time it sucks the heat right out of you. 2[[d6]] damage per turn, and 1 HD of damage if you're from the Plane of Fire, Magma, Smoke/Ash(5e) or are otherwise used to extreme heat. Magic can prevent this, but mundane sources of heat cannot. The clouds of ash make seeing and breathing difficult, and sometimes the ash eats magic. If you're dumb enough to get large patches of ash wet you end up with a mix of quicksand and quick-dry cement. Step into a puddle of ashen sludge and it hardens immediately, getting your ass stuck for good unless someone can save you. And that's discounting the pockets of negative energy that'll drain your Hit Dice if you step into them. Moving around is rather easy: you'll have to dig but the digging is light work. The Plane of Ash is the former site of Cavitius, the citadel of the [[lich]] [[Vecna]]. Crashing his place is a bad idea, and not just because of all the incorporeal undead roaming the place. With 5e renaming the Plane of Smoke to Ash, now the microscopic portion of new and old-schoolers that had bothered to read about the obscure inner planes will be confused. This is the Negative Quasielemental Plane of Fire. <gallery> ash Planescape.jpg </gallery> ==Dust== When rock is ground down to its smallest possible particles you'll get dust. This is a place of darkness and the decay of things. This can also include you: every hour spent on the Plane of Dust will have you roll a save VS breath weapon. Failure is a 2[[d6]] damage hit. And if you hit 0, you disintegrate. Healing spells don't work here, unless you also cast something like Restoration or Negative Plane Protection. Vision is all but impossible because of all the dust. The lack of oxygen means that breathing is impossible and fire will peter out in moments. Sometimes the dust will cling together into strands that can capture a creature and start to drain their [[attribute]]s, levels or even a decade of their life. The only way to deal with these strands is via a Disintegration spell. On top of that, the dust will frequently kick up into dust devils that can disintegrate matter in the blink of an eye and the nigh-invisible pockets of negative energy can drain you of your Hit Dice. Overall, the Plane of Dust is not a very nice place. Dust is where the influences of Earth and Negative Energy overlap to create a Quasielemental Plane. <gallery> dust Planescape.jpg </gallery> ==Lightning== Stay here long enough and you can say that you've been... THUNDERSTRUCK. IF you carry more metal on you than a dagger you'll get hit by a lightning bolt for 1[[d8]] x 10 damage. Even if you're not, you have a flat 10% chance per round spent here. You can breathe the air (it smells of ozone) here, but it won't do you any good because of the lightning, deafening thunder and the occasional pocket of [[plasma]] which can hit you for 20[[d10]] damage if you touch it. This is the Positive Quasielemental Plane of Air, simply because lightning has a very long tradition of being the elemental energy most associated with Air. <gallery> lightning Planescape.jpg lightning PCS.jpg </gallery> ==Mineral== A lot of valuable rocks in this place, but the creatures living here don't like to share (nor do they like intruders). Aside from requiring the same digging as on the Plane of Earth, the big issue here is the fossilization. Once per day you'll have to save against petrification: if you fail you turn into a mineral shape of yourself, and will likely end up either being mined or eaten by some thing or another. Another problem is that all the sharp crystaline formations here can cut you up real bad if you move fast and carelessly, so do be careful. Mineral is the Quasielementl Plane where Earth and Positive Energy overlap. <gallery> mineral Planescape.jpg </gallery> ==Radiance== What do you get when you take fire and remove the fire, but keep the warmth and light? You get Radiance. This place will light you up good in more ways than one. Aside from being able to set you on fire like the Plane of Fire. On top of that, the brilliant light of this place is beautiful but it can also blind you in seconds. Moving around here is like navigating the Plane of Air, except you'll need a blindfold and a way to protect yourself from the heat. As you can probably tell from that description, this is the Positive Quasielemental Plane of Fire. <gallery> radiance Planescape.jpg </gallery> ==Salt== [[Ravnica|The plane of those who are still waiting for a 5e supplement for Planescape]], the Plane of Salt is what happens when you remove all the water and life from the ocean: you'll end up with nothing but salt. An endless block of alkaline matter, the Plane of Salt [[Succubus|thirsts for your fluids]]. Merely being here without magical protection deals 2[[d6]] damage per round, and aquatic creatures suffer 1 Hit Die of damage instead. This'll leave even the toughest of planewalkers mummified corpses in seconds. As a large body of matter one has to dig to make their way through and bring their own light and air. The second lethal feature of the Plane of Salt is the sharp crystal veins: if you fall into an area that has them you have to save VS breath weapon. Even if you make the save you can suffer up to 2[[d8]] damage, and if you fail you'll either lose a limb or get bisected or even beheaded. So watch your step around here! Water meets Negative Energy in this Quasielemental Plane. ==Steam== A bit of an odd duck, Steam is not as hot as you'd think. It's actually quite cool, unless you walk into one of the pockets of hot vapor. This is by far the most accommodating (as in: least lethal) of the Quasielemental Planes: being here puts someone under the effect of a Slow spell because breathing is difficult, and with a simple casting of Water Breathing that problem's fixed. Moving around can be done by either falling or swimming, but the latter is more advised because the steam prevents you from seeing something you're falling towards. As such, moving around with an air ship or a local flying creature called a Fabere is advised. One of the more confusing Quasielemental Planes, your first instinct with Steam as a plane of existence would be "Fire and Water", right? Well, in Planescape, you'd be ''wrong''; this plane embodies the overlap of Water and Positive Energy. <gallery> steam Planescape.jpg </gallery> ==Vacuum== The Plane of Vacuum is the plane of nothing. There is nothing here. Well, not entirely. Like outer space the Vacuum is dark and empty, but unlike space it does have temperature and pressure. Sure, they're both low, but it's not going to outright kill you. As long as you have access to air to breathe (gaseous creatures will suffer 1 HD of damage per round) and a light source that doesn't need air (like fire) you're good to go like you were in a dark version of the Plane of Air. What does carry over from regular space is vacuum welding. To keep it simple: the lack of air to get between moving metal parts means that said parts will get stuck together and can't be moved while on the Plane of Vacuum. There's a few creatures out here who can survive in the vast nothing, but those are all rare and exceedingly tough. Oh, and watch out for the naturally occurring [[Sphere of Annihilation|Spheres of Annihilation]]!!!. This absolute void of nothingness represents the influence of Negative Energy on the elemental plane of Air. <gallery> vacuum Planescape text.jpg </gallery>
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