The Plane of Quasi-Elemental Dust

Cosmology / Powers and Deities / Dramatis Personae /
Rules and Mechanics / Character Creation / Equipment

At the border of the Elemental Plane of Earth, this plane starts as a dusty expanse, broken free of the endless caverns. A traveler’s pretty happy to escape the closeness and step into the dark, open world. Farther on, the dust reaches up to his knees. It’s thick and it pulls against him. Close to the Negative Energy it becomes an abrasive sea that chafes as a traveler swims through the grit.

The Quasielemental Plane of Dust has the following traits.

No gravity: A body merely floats in space, unless other resources are available to provide a direction for gravity’s pull.
No elemental or energy traits: Some regions have the minor negative-dominant trait, or the cold-dominant trait.
Enhanced magic: Spells and spell-like abilities that use, manipulate, or create negative energy are both empowered and enlarged.
Impeded magic: Spells and spell-like abilities that use or create air or positive energy (including spells of the Air domains and spells that summon creatures with the air or positive subtype) are impeded.
Eroding: All material creatures and objects on the plane automatically take 2d6 points of damage per round (Fort save DC 15 halves). If reduced to 0 hp this way, they are disintegrated. Hit points lost to this effect cannot be magically healed on the plane unless accompanied by a death ward or restoration effect. Natives and creatures immune to negative energy damage take no damage from this effect.

Breathing: While a thin atmosphere is present on Dust, it is not sufficient to sustain most breathing creatures, or even to support nonmagical flames.
Movement: There is no gravity in Dust, although there is a definite up-down orientation between layers of partially solidified dust and layers of cloudy dust. Most travelers need to find solid objects to push off of, but solids are rare due to the natural disintegration process of the plane.
Vision: Although there are no natural light sources on Dust, sight functions normally up to 60 feet. Beyond that, all creatures and objects have concealment (20% miss chance). Frequent dust storms additionally hamper vision.
Creatures: Aeshar, dune stalker, dust mephit, dust quasielemental, hakeashar, kirth, koylith, negatai, sandling, sandman, skriaxit, tabbitbug, undead (any), valkarthi, verd.

The Plane of Quasi-Elemental Dust

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