The Positive Energy Plane
It is power incarnate.
It is radiance beyond compare.
It is life realized to the fullest. The Positive Energy Plane is best compared to the heart of a star. It is a continual furnace of creation, a domain of brilliance beyond the ability of mortal eyes to comprehend. Its very being wavers and ripples as new matter and energy is born and swells to full power like a bursting fruit. It is a vibrant plane, so alive with itself that travelers themselves are empowered by visiting it. The Positive Energy Plane has no surface and is akin to the Elemental Plane of Air with its wide, open nature. However, every bit of this plane glows brightly with innate power. This power is dangerous to mortal forms, which are not made to handle it. Despite the beneficial effects of the plane, it is one of the most hostile of the Inner Planes. An unprotected character on this plane swells with power as positive energy is force-fed into her. Then, her mortal frame unable to contain that power, she immolates as a small planet caught at the edge of a supernova. Visits to the Positive Energy plane are brief, and even then, travelers must be heavily protected.
It is radiance beyond compare.
It is life realized to the fullest. The Positive Energy Plane is best compared to the heart of a star. It is a continual furnace of creation, a domain of brilliance beyond the ability of mortal eyes to comprehend. Its very being wavers and ripples as new matter and energy is born and swells to full power like a bursting fruit. It is a vibrant plane, so alive with itself that travelers themselves are empowered by visiting it. The Positive Energy Plane has no surface and is akin to the Elemental Plane of Air with its wide, open nature. However, every bit of this plane glows brightly with innate power. This power is dangerous to mortal forms, which are not made to handle it. Despite the beneficial effects of the plane, it is one of the most hostile of the Inner Planes. An unprotected character on this plane swells with power as positive energy is force-fed into her. Then, her mortal frame unable to contain that power, she immolates as a small planet caught at the edge of a supernova. Visits to the Positive Energy plane are brief, and even then, travelers must be heavily protected.
Creatures of the Positive Energy Plane
The Energy Planes are called “empty planes” because they have little in the way of native life. They lack the traditional elemental forms of the other planes, or if they have them, they are so unlike life on the Material Plane that they are not recognized. Some outsiders make the Positive Energy Plane their home. The best-known of these are the ravids, which tend to dwell in the quieter areas of the plane, but the energon known as the xag-ya is also common, even in the deepest heart of the plane. Outsiders native to the Positive Energy Plane (such as ravids) are immune to the detrimental effects typical to the plane, though they still benefit from the regenerative nature of the domain. Beings that cannot be healed in a normal manner or do not benefit from positive energy, such as constructs, can survive in this domain as well.Locations and Features of the Positive Energy Plane
The greatest immediate danger on the Positive Energy Plane is the plane itself. Its radiance poses a threat to travelers who go there. There is no air in the Positive Energy Plane. While the plane is not a true vacuum (the positive energy provides the equivalent of normal atmospheric pressure), suffocation is a great danger. Even the fast healing given to all inhabitants of the plane has no effect on suffocation. Travelers on this plane must bring their own atmosphere or forgo breathing while here. Similarly, food and drink do not exist naturally on the Positive Energy Plane, and subdual damage from starvation and thirst is not automatically healed either. Just as the Negative Energy Plane is divided into major and minor areas, so too is the Positive Energy Plane. A traveler may suddenly find herself in an area where her ears ring, her muscles quiver, and even her bones throb from the sudden surge of energy. But there is no immediate clue just how the border shifted, and no way to know which way lies minor positive-dominant ground. Spells such as safety help the traveler, but such energy fluxes are always a risk. The plane of positive energy is a place of brilliant white, where the inherent power of the plane bleaches out the spectrum and leaves an environment of nothing but white and stark shadows. Clear vision (including darkvision) is limited to 5 feet. Objects and creatures beyond that range appear as indistinct blots of darkness against the background white. Distance is impossible to gauge within this brilliant environment.Energy Bursts
Even among the brilliant and deadly radiance of the Positive Energy Plane, some regions are more intense and dangerous than the others. These regions erupt like miniature suns, suddenly granting those within the burst radius (usually 30 feet, but occasionally up to 120 feet) an additional 3d10 temporary hit points. The dangers of exceeding double one's normal hit points total (as noted for the positive-dominant trait) still apply. In addition, those within an energy burst must make a Fortitude save (DC 24) or be blinded for 1d10 rounds.Animating Fields
Animating fields are invisible regions on the Positive Energy plane that are particularly strong in the energies that animate objects. Such an area is usually a sphere with a radius of 150 to 1,500 feet. Within the sphere, there is a 50% chance each round that one object in each character's possession animates and attacks. Use the animated object descriptions in the Monster Manual as a guide. The animation lasts as long as the character remains in the animating field, plus an additional 2d6 rounds.Edge Zones
The edge zones are a reference for quiet areas on the plane, like islands or shores on the seething hotbed of energy. These regions have the minor positive-dominant trait and are dotted with bits of flotsam from other planes, including floating citadels, bits of tattered astral haze, and shards of other planes. The more solid pieces of the edge zones are used as outposts by creatures powerful enough to weather the changing nature of the plane itself. Such strongholds must be well protected, because tides of more intense positive energy could sweep over the edge zone at any time.Traits
Subjective Directional Gravity: Similar to the Elemental Plane of Air, on this plane each inhabitant decides his own “down.”Normal Time.
Infinite Size.
Alterable Morphic.
Major Positive-Dominant: Creatures on a major positive-dominant plane must make a Fortitude saving throw (DC 15) to avoid being blinded for 10 rounds by the brilliance of the surroundings. Simply being on the plane grants fast healing 5 as an extraordinary ability. In addition, those at full hit points gain 5 additional temporary hit points per round. These temporary hit points fade 1d20 rounds after the creature leaves the major positive-dominant plane. However, a creature must make a Fortitude save (DC 20) each round that its temporary hit points exceed its normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, killing it.
Some regions of the plane have the minor positive-dominant trait instead, and those islands tend to be inhabited. All individuals in a minor positive-dominant plane gain fast healing 2 as an extraordinary ability for as long as they remain there.
Mildly Neutral Aligned.
Enhanced Magic: Spells and spell-like abilities that use positive energy are maximized (as if the Maximize Spell feat had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already maximized are unaffected by this benefit. While cure spells are maximized, not all healing spells are affected. The Positive Energy Plane does not affect remove disease, for example, because the beneficial energies of the plane aid the disease as much as they help the victim. The spell is thus no better or worse than on the Material Plane.
Class abilities that use positive energy, such as turning and destroying undead, gain a +10 bonus on the roll to determine Hit Dice affected. (Undead are almost impossible to find on this plane, however.)
Impeded Magic: Spells and spell-like abilities that use negative energy are impeded, including inflict spells. These spells and spell-like abilities can still be used, but a successful Spellcraft check (DC 15 + level of the spell) must be made to do so.
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