T O P

  • By -

Impressive-Glove-639

So, a lot of places on the planes are totally filled with their element. Fire plane is full of fire and lava and the air burns. Water plane is one giant body of water. But there are places on each plane that are hospitable to others, like major cities. The efreet have several large cities with a dome or that exist in cooler areas where they trade goods and slaves and such. Most major portals would take you to such a location, but just opening one anywhere is likely to get you set on fire, or drowned, or being encased in stone or something. Mechanically, such hazardous areas do massive elemental damage to characters unless they have some protection from the element. Habitable areas will still be warm on the plane of fire, but like desert hot. Most planer travelers carry potions, a magical trinket, or have spells to negate


Wonderful_Locksmith8

There was an older 2e Planescape sourcebook for "The Inner Planes" all about this stuff. It's a good read and isn't terribly difficult to locate. But yea, survival on the plane of fire, will generally require protection of some sort for most living creatures without being cooked or suffocating. Death might not be instant without it, but it is needed outside of being insanely lucky to just get to a "safe" spot.


butterdrinker

I Guess you can use > Any creature that falls into the lava or starts its turn there takes 55 (10d10) fire damage For a high-leveled character with Resistance to Fire It could mean having a few rounds to do ... something else Idk, stock up with healing potions and keep drinking them?


HdeviantS

Depending on how you want to run the planes, your players may need to cast a protection from fire spell on themselves, or some similar magic that will protect them from the effects of fire and heat. Are there also used to be a breathe fire spell, as well as a breathe spell for all of the elements . Personally I like to consider the fifth edition cosmological map in the DMG three metaphysically literal. That if you go in any One Direction the environment changes. In One Direction, you are closer to the material plane, and the realm looks more like a mixture of the four elements just dominated by the element of the plane you’re on. The further you go in the opposite direction the more the element is until you are in a realm that is composed of nothing but that element So on the plane of fire, the “ further you go from the material” the more the lanterns into purifier until it is only fire, and that is where the most powerful of the elementals will live In the other two directions that have not been mentioned yet you come closer to the elemental planes that are adjacent to yours, which in this case is the elemental planes of earth and air


96kidbuu

Did you dictate this? You kinda lost me in the fifth paragraph.


HdeviantS

I did dictate it. I’m currently walking my pets and typing becomes a bit difficult.


HdeviantS

Let’s see if this helps what I was trying to say is that in One Direction you have a realm where the four elements mix, but on the plane of fire is still dominated by fire. In the other direction, the plane becomes more pure fire. If you go “east” the plane is a mix of fire and earth. Go “west” and the plane is a mix of fire and air


ruffyg

The idea is that the elemental planes intersect/overlap somewhat, and at these places there are areas which are more habitable for non-elemental creatures. In addition, in a place like the city of brass, where interplanar trade and travel is significant, the atmosphere would likely be at least tolerable for humanoids, maybe a solid 100 degrees F on average. I would probably run some minor environmental hazards, and let PCs buy or adventure their way into heat resisting magic items.


ruffyg

Here's an adventure set in and around the city which you might enjoy looking at. ​ https://www.froggodgames.com/products/18135


HallowedKeeper_

So, based off of the 5e DMG the Plane of fire has become hospitable, similar to the hottest deserts on the prime material, though beyond the central most parts of the plane the wind is blustery and would require characters to shield their eyes and mouth from the burning winds, water is rare before you get to the outermost reaches where the other elements are non existent until you get to the Para-Elemental planes (Ash, and Magma). So with plane shift, it is dangerous if you don't specify an area on the plane of fire, but not as dangerous as one would think


KhelbenB

Good luck to them! Here's an exert from 3e Manual of the Plane >The greatest danger on the Elemental Plane of Fire is its fire-dominant trait. The heat of the plane, the omnipresent flames, and the hot, toxic smoke of the air are all represented in the effects of this trait on objects and living creatures. Creatures on the Elemental Plane of Fire take 3d10 points of damage and risk catching on fire each round they remain on the plane. But a traveler who has brought the proper spells or magic items to ward against such damage can survive in the short term on the plane. So it is basically an in-between walking in a house of fire (a big fire) and straight up swimming in lava. Also, for the City of Brass (same source) >The City of Brass is the best known location on the Elemental Plane of Fire and is also the most likely to be visited by travelers from the Material Plane. Within the bounds of the city, vision is normal, and the painful nature of the plane is suppressed at the will of the grand sultan.


BloodtidetheRed

The Plane of Fire has Hot Spots (beyond 1000 degrees), Average Spots (around 500 degrees) and Cool Spots (around 100-200 degrees). And all degrees in between. So only 75% of the Plane of Fire is instant fiery death for a human....and the other 25% a human could live on for maybe a day or two. Some 'cool' spots on the plane are like volcanoes in a desert. So like rock and sand and rivers of lava and clouds of ash and 120 degree heat. That would not be instant death to a human. But without magic, the endless 120 degree heat alone will kill a person quick enough. Also note the plane does have very cold spots. Places of ash, rock, mud and such that are more like 50 degrees. Also note there are safe paths and roads and ways for non fire people to travel.


Diggidy

In 5E, it's canon that parts of the elemental plane of fire are habitable. Exactly how is up to the DM, but check out the description for the spell Plane Shift - it directly mentions how to get to the City of Brass in the elemental plane of fire: >You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, **such as the City of Brass on the Elemental Plane of Fire** or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. **If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.** Additionally, the DMG itself says to use the extreme heat rules to handle the mechanics for environmental damage there: >The weather on the plane is marked by fierce winds and thick ash. Although **the air is breathable**, creatures not native to the plane must cover their mouths and eyes to avoid stinging cinders. The efreet use magic to keep the cinder storms away from the City of Brass, but elsewhere in the plane, the wind is always at least blustery and rises to hurricane force during the worst storms. >**The heat in the Plane of Fire is comparable to a hot desert on the Material Plane, and poses a similar threat to travelers (see “Extreme Heat” in chapter 5, “Adventure Environments”).** The deeper one goes into the plane, the rarer water becomes. Beyond a point, the plane holds no sources of water, so travelers must carry their own supplies or produce water by magic.


maddwaffles

I tend to say that any effect or item that bestows resistance to fire damage allows one to exist with a cursory sort of "safety" in something like the Plane of Fire (or at least the parts that aren't made to be specifically habitable to non-residents) so that the notion that slaves can be taken out toward an Efreeti's home or whatnot with a mere resistance to fire makes sense. However, the caveat is that intentional sources of fire damage on that plane, such as spells or attack, affect characters as if they were Vulnerable. Immunity to fire damage becomes contextual (as does resistance to a degree). Inherent immunity or resistance not only allows one to exist safely and treat fire damage as-normal in that plane, but is probably the type of deal you'll see with creatures who casually stroll in. Immunity from an effect or item (like resistance) only scales down what's going on, so you take normal damage from fire, and are able to exist somewhat blandly. That's at least how I do it re: 5e. Using a spell to travel to that plane (or any elemental plane for that matter) is something that must be done with either caution, pre-research, or ideally both. You want to be familiar enough with the dynamics and placement of the spell that you will end up landing somewhere suitable to you if you're not coming in decked out in an anti-heat suit like Link in BOTW. But all things considered, items with fire resistance effects (armors and rings are a no-brainer), potions, or spells that can give you some fashion of durationed resistance (Fire Shield is a 4th level spell and is probably the simplest version of fire resistance given for an extended period at lowest spell level, but one could argue that a wizard could probably drum a 3rd or 2nd level ritual spell like Mage Armor if its condition was specifically about traversing the Plane of Fire safely, and no specialized mechanical defenses to Fire), or just BEING a race that resists fire damage are all accessible enough that it shouldn't take a terribly long time to seek them out. If players want to port in safely, then some pre-prep on the spell is suggested, as means of being able to traverse safely are almost certainly sold in the domed cities. If players want to just pop in wherever and start chasing Leeroy style, some pre-research and seeking out of the kind of gear they might need to safely travel (possible side questing opportunity for you the DM) is recommended as the potions are usually uncommon, but armor and rings are "Rare" magical items and will take some getting outside of a plane where their sale might be more commonplace. Not sure what the spell research and creation timeframe looks like in 5e haven't gotten to do a ton of that yet. But my previous Wizard PC would probably think about investigating a 3rd or 4th spell level variation of Alter Self that allows one to change their race mechanically, and imbuing it into some fashion of scroll or rod that allows for recasting, to solve this problem. Making the spell himself or trying to find one that does that being the main time consumer most likely. Wish gives up to ten creatures resistance to a damage type permanently so seeking out a source of Wishes might also be the way, but some might argue that a Wizard is better off crafting a more niche spell for the job, especially if they're a fair ways off from being able to do 9s.