Francis Whitelock’s Guide to the Elemental Plane of Fire Document in The Chronicles of Arn | World Anvil

Francis Whitelock’s Guide to the Elemental Plane of Fire

DM Note: The content below still needs additional formatting. I'll get to it when I can.
    Gentle reader,       Currently the information provided in this treatise is all from books. That is to say I have not yet set foot on the [tooltip]Elemental Plane of Fire|EPOF[/tooltip]. If I survive the encounter I will update and no doubt whatever inaccuracies I discover. I present the information in outline form hitting what I believe to be the important points of adventuring on the EPOF, unhampered by unnecessary prose.   Inner plane = Elemental Plane   I. Time a. True Time – This is a simple concept. If you spend 1 hour on any plane and come back to our prime material plane, you will notice that only 1 hour has passed at home. b. Subjective time – Process that involve metabolism, such as eating, sleeping, spell casting happen twice as quickly. i. Instead of sleeping once in a 24-hour period you will sleep twice. ii. You will only require 4 hours of sleep to feel well rested iii. You will feel the need to eat 6 times a day. iv. Spell casters can cast their full complement of spells, study, rest and cast their full compliment of spells again in a 24-hor period. v. Poisons take effect twice as quickly in the EPOF, but run their course twice as quickly. vi. Native creatures of a plane are NOT affected by subjective time, only outsiders.   II. Survival a. With the exception of the Elemental Plane of Air (EPA), there is no breathable air on any of the Elemental Planes, certainly not the EPOF. You will need some soft of Ring of Breathing. b. Temperature mere mortals from PMP, will need protection from fire. c. The light on the EPOF is blinding, you will require some sort of smoked goggles. d. Vision is limited to 120’, without smoked goggles, double with. (P 37 MOP) e. Infravision will only allow you to see non-native creature on the EPOF f. Gravity i. Unlike in PMP where gravity is absolute, save magical alteration thereof, gravity follows a sentient being’s will. More succinctly put, whatever you think is down is the way you will fall. You may change your perception of down at any time. This is a useful way to travel without expending energy, just watch out and do not hit any solid object as you can hurt yourself. In addition if you decide there is no down, you will levitate in but your momentum will keep you moving. I suspect my adventuring troop will need to go somewhere private and practice this; I recommend you do the same. (p23 MOP)   III. Weapons and combat a. Enchanted weapons lose their enchantment by 2 degrees (-2) in the EPOF and inner planes. Provided these weapons were forged on the Prime Material Plane (PMP). If a weapon were from EPOF it might actually have a greater enchantment on EPOF, but that is just my speculation. b. Missile weapons such as bows and slings are not of much use in any plane other that PMP. Arrows travel until they leave the bow, then stop. If touched by an intelligent creature they will lurch forward. ALWAYS grab arrows floating in the air from the side! c. Enchanted armor also follows the same rule as enchanted weapons. d. Turning undead is different see p 30 MOP   IV. Spell Casting and magic items a. Do not cast Anti-Magic shell as it will remove your protections and you will surely parish. b. Is there sufficient medium to vocalize? c. Spells to contact Astral and outer planes beings do not function in the inner planes such as the EPOF. d. Hold Person will work on any planar creature that is huminoid shapped. Morolin’s Guide to the Planes states that not many creatures are humanoid shaped. e. Extra dimensional items such as bags of holding function in the inner planes. So should Rope Trick. f. Memorizing spells takes ½ the time.   V. Adventurer types a. Those of a stealth nature (Thieves) are as proficient in their craft in the inner planes. But when attempting to ply the immoral craft against a native they are about 20 % less likely to succeede. (p 30 MOP) b. Those adept in outdoor survival, who are at home on the range (Rangers) lose their uncanny ability to avoid being surprised, but retain their ability to surprise others (3 in 6 chance). P 30 MOP   VI. Strange phenomena and analogous creatures a. Hooks – Hooks are the business end of a summoning spell, they appear as spears, grappling hooks, shepards crooks hanging in mid air. Avoid these. b. Bubbles – Bubbles are the result of a Contact other plane spell. The manifest themselves as small ( ½ - 9 inches in diameter) silvery spheres. They are harmless, try not to pop them however as you cannot answer the question they contain. c. Animental – A EPOF version of an animal from the PMP. d. Monsters – EPOF version of monsters also exist. One should use one’s imagination.   A final note to the wayward adventurer, based on my readings, I recommend that if you must undertake the folly of traveling to plane, try the Elemental Plane of Air as it is the most hospitable of the planes.

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