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==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>
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