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Manual of the Planes

Manual of the Planes

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CHAPTER 6:THE INNERPLANES78travelers from <strong>the</strong> Material Plane better than elementalsand o<strong>the</strong>r outsiders do.Water CombatWater impedes combat on <strong>the</strong> Elemental Plane <strong>of</strong> Water,just as it does beneath <strong>the</strong> surface <strong>of</strong> a Material Planeocean. When creatures are involved in combat, <strong>the</strong> followingrules apply:• Creatures without a swim speed (or a freedom <strong>of</strong> movementspell or similar effect) suffer a –2 penalty onattacks and damage underwater.• Fur<strong>the</strong>r, any slashing weapon, blunt weapon, claw ortail attack also deals half damage (subtract 2, <strong>the</strong>ndivide <strong>the</strong> remainder by 2, rounding down), with aminimum <strong>of</strong> 1 point <strong>of</strong> damage dealt. The freedom <strong>of</strong>movement spell negates this penalty.FEATURES OF THE ELEMENTAL PLANE OFWATERThe Elemental Plane <strong>of</strong> Water holds but one greatimmediate danger, and that is <strong>the</strong> fluid nature <strong>of</strong> <strong>the</strong>plane itself. Unless a traveler can brea<strong>the</strong> water or hasno need to brea<strong>the</strong>, any visit to <strong>the</strong> Elemental Plane <strong>of</strong>Water must be brief. Those unable to brea<strong>the</strong> must hold<strong>the</strong>ir breath while on <strong>the</strong> plane and run <strong>the</strong> risk <strong>of</strong>drowning, as detailed in The Drowning Rule in Chapter3 <strong>of</strong> <strong>the</strong> DUNGEON MASTER’s Guide.Creatures made <strong>of</strong> fire (such as fire elementals) take1d10 points <strong>of</strong> damage each round on <strong>the</strong> ElementalPlane <strong>of</strong> Water, because it has <strong>the</strong> water-dominant trait.Creatures with <strong>the</strong> fire subtype are very uncomfortableon <strong>the</strong> plane.A great difference between <strong>the</strong> Elemental Plane <strong>of</strong>Water and o<strong>the</strong>r watery domains is a lack <strong>of</strong> pressure. InMaterial Plane oceans (and some o<strong>the</strong>rs), <strong>the</strong> pressure <strong>of</strong><strong>the</strong> water increases with depth. The water pressure cangrow strong enough on <strong>the</strong> Material Plane to crush <strong>the</strong>life out <strong>of</strong> creatures and bend steel. But <strong>the</strong> pressure on<strong>the</strong> Elemental Plane <strong>of</strong> Water is no worse than a just fewfeet underwater in a Material Plane ocean, so <strong>the</strong>re are nodire consequences.Long-term survival on <strong>the</strong> Elemental Plane <strong>of</strong> Water isfairly easy. Obtaining water is obviously not a problem,though its purity and salinity may pose some difficultiesin specific areas. The abundance <strong>of</strong> sea life in <strong>the</strong> plane isenough to satisfy any traveler with a taste for fish.A vague, dim glow that issues from all sides illuminates<strong>the</strong> seas <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Water. This glow giveseverything a blue-green aura, but limits clear vision.Normal vision, including darkvision, is limited to 60 feet.Clouds <strong>of</strong> silt, algae, and o<strong>the</strong>r detritus may limit sighteven fur<strong>the</strong>r.Hot Spots and Ice PocketsThe bulk <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Water is within a comfortabletemperature range, like ocean temperatures inwarm or temperate coastlines on <strong>the</strong> Material Plane.There is no inherent temperature danger to travelers inareas that are within this range.However, in spots <strong>the</strong> temperature changes dramatically.Hot spots raise nearby water to <strong>the</strong> boiling point, dealing1d10 points <strong>of</strong> fire damage to those caught too close. Thewarmest <strong>of</strong> hot spots may have vortices to <strong>the</strong> ElementalPlane <strong>of</strong> Fire, and in <strong>the</strong>se regions flames may brieflyflicker before being inundated by <strong>the</strong> endless water.Similarly, cold regions drift on <strong>the</strong> currents, some socold that <strong>the</strong>y sap <strong>the</strong> life out <strong>of</strong> those caught within.Unless o<strong>the</strong>rwise protected, creatures take 1d6 points <strong>of</strong>cold subdual damage per minute within such an area. At<strong>the</strong> heart <strong>of</strong> <strong>the</strong>se regions solid ice may be found, and <strong>the</strong>rewander such cold-loving creatures as ice paraelementals.Hot spots and ice pockets are usually no smaller than 300feet across, and ones <strong>of</strong> a mile or more across have beenreported. Movement is unaffected within <strong>the</strong>se regions.Such areas are hard to spot visibly, but <strong>the</strong> temperaturechanges around <strong>the</strong>ir edges are gradual. Creatures usuallyknow <strong>of</strong> <strong>the</strong> approach <strong>of</strong> a hot spot or cold pocket1d10 minutes before it starts dealing damage. Undernormal situations, this is sufficient time to swim formore moderate waters.Currents, Whirlpools, and BoresMost <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Water swirls with a dizzyingtangle <strong>of</strong> currents, moving <strong>the</strong> various fixed locationsaround with slow ease. Settled areas are aware <strong>of</strong> <strong>the</strong>course and heading <strong>of</strong> o<strong>the</strong>r settlements, though <strong>the</strong> distancesmay become insurmountable and communitieslost to each o<strong>the</strong>r through <strong>the</strong> eternal sea.Some currents are stronger than o<strong>the</strong>rs. Strong currentsmay drag travelers in a particular direction at up to120 feet per minute (roll 2d6×10 to determine <strong>the</strong> current’sstrength in feet per minute). Travelers must be ableto move faster than <strong>the</strong> current to make progress in <strong>the</strong>opposite direction.Some currents pose a physical danger. Whirlpools arelocalized areas formed by counterflowing currents thatsuck everything within 1d10×30 feet into a tighteningspiral. Those caught within a whirlpool must make aSwim check (DC 15) or take 1d6 points <strong>of</strong> damage from<strong>the</strong> buffeting current. Make this check every round. Thosecaught in a whirlpool can escape it with a second successfulSwim check (DC 15) or automatically after 2d6 rounds.Some 30% <strong>of</strong> whirlpools have vortices at <strong>the</strong>ir bases,and creatures sucked in are ejected on some o<strong>the</strong>r plane,ei<strong>the</strong>r on <strong>the</strong> Material Plane or on ano<strong>the</strong>r plane that hasan area with <strong>the</strong> water-dominant trait. Make a Reflex save(DC 19) for anyone caught in <strong>the</strong> whirlpool for eachround after <strong>the</strong> sixth to avoid being sucked into <strong>the</strong>vortex. The DM determines where <strong>the</strong> vortex leads.The most dangerous currents are tidal bores, great fluidavalanches that course through <strong>the</strong> plane, spreadingdestruction in <strong>the</strong>ir wake. Anyone caught in a tidal boremust succeed at a Swim check (DC 20) or take 2d10points <strong>of</strong> damage. In any event, creatures hit by a tidalbore are dragged miles away by <strong>the</strong> force <strong>of</strong> <strong>the</strong> water.

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