The Plane of Para-Elemental Smoke
|Cosmology / Powers and Deities / Dramatis Personae /
Rules and Mechanics / Character Creation / Equipment
Little traveled and less known, the paraplane of Smoke lies between the Elemental Plane of Air and the Elemental Plane of and Fire. It is groundless like Air and hot like Fire, though it doesn’t scorch. The air is filled with roiling clouds of choking smoke, foul with brimstone and gases, so it’s almost impossible to breathe safely without aid.
The Paraelemental Plane of has Smoke the following traits.
Subjective directional gravity: Inhabitants of the plane determine their own “down” direction. Objects not under the motive force of others do not move.
Air-dominant: The atmosphere of the Plane of Smoke is barely breathable. A character must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage.
Enhanced magic: Spells and spell-like abilities that use, manipulate, or create air or fire (including spells of the Air and Fire domain) are both empowered and enlarged.
Impeded magic: Spells and spell-like abilities that use or create earth or water (including spells of the Earth and Water domains and spells that summon creatures with the earth or water subtype) are impeded.Breathing: See the Air-dominant trait above. Breathing berks who come to Smoke without a bottle of air or a similar trinket typically don’t last long.
Movement: See the subjective directional gravity trait above. Usually the speed of flyers on Smoke is kept much lower than on Air, since the field of vision on Smoke is severely limited.
Vision: Within a 15-ft. radius, vision is normal. Beyond that, all creatures and objects have concealment (20% miss chance).
Creatures: Belker, djinni, efreeti, smoke mephit, smoke paraelemental, sootbeast, vapor rat.