# Cosmology ..... ## Prime Elemental Planes ### Earth - Sul’alhijir - God of Earth ### Air - Sul’aroy - God of Wind ### Water - Sul’ama - God of Water ### Fire - Sul’aroy - God of Wind - Known hazards - Drylands - Deal desiccation damage in addition to fire damage - Black Sands - Supernatural darkness within 20 feet, 1d4 points of negative energy damage/round.  - Racing dunes - sand dunes moved by winds that travel 1 foot per hour. - Fire storms - super-hot drops of oil ignite anything that gets hit by the “rain,” explosive thunder, fire lightning and smoke clouds.  ### Positive - Sul’aliya - God of Life ### Negative - Sul’amaat - God of Death ## Border Planes ### Ash Borders the planes of Fire and Negative Energy. ### Dust Borders the planes of Earth and Negative Energy ### Ice Borders the planes of Air and Water **Zones of Frigidity** Small, confi ned areas of intense magical or supernatural cold can deal cold damage to those characters exposed to it. The frost salamander, for example, deals 1d6 points of cold damage to any creature within 20 feet. Characters warded by the spell greater aura of cold deal 2d6 points of damage to creatures within 10 feet. Magic items can produce similar effects. These zones of frigidity, though magically or supernaturally summoned, afford victims no saving throw and, in some cases, no spell resistance. Creatures immune to cold, however, do not take damage from a zone of frigidity. ### Lightning Borders the planes of Air and Positive Energy ### Magma Borders the planes of Earth and Fire ### Mud Borders the planes of Earth and Water ### Radiance Borders the planes of Fire and Positive Energy ### Salt Borders the planes of Negative Energy and Water ### Smoke Borders the planes of Air and Fire ### Soil Borders the planes of Earth and Positive Energy ### Steam Borders the planes of Positive Energy and Water ### Vacuum Borders the planes of Air and Negative Energy ## Convergence Planes ### Wyldwood Convergence of the planes of Earth, Water and Positive Energy. Fey, Taurn, Kami, Guardinals, Anthoran, ### Bloodlands Convergence of the planes of Earth, Fire and Positive Energy. Home of the Fleshforge Norn, Cyclops, Orcs, Creatures of the Fell - Ithaqua, the all-consuming hunger ### Oozemarsh Convergence of the planes of Earth, Water and Negative Energy. The everfluid mind Aberrations, Lords of Madness, the fall of Qulaan Llu'lash - Thayas'ulgurak - Uul'gashi ### Graveland Convergence of the planes of Earth, Fire and Negative Energy. >[!notes] > Corporeal undead. Perhaps the origin of vampires and other such undead that cannot be created by mundane magic? ### Stormskies Convergence of the planes of Air, Water and Positive Energy. >[!notes] > Thunderbirds ### Chromatic Expanse Convergence of the planes of Air, Fire and Positive Energy. Phoenixes? ### Empty Night Convergence of the planes of Air, Water and Negative Energy. Nightwalkers ### Miasmic Moor Convergence of the planes of Air, Fire and Negative Energy. ## Foundational Planes ### Thought ### Gravity ### Force ### Time ## Transitive Planes ### Astral - Truth - Aglamalat, the Wandering Devourer - ### Etereral - Reflections - Dream - Waking Dream - Nightmare - Living Nightmare - Ambition - Boundless Ambition - Shethel’o Kala, Lord of the Crawling - Queen of the Ettercaps ### Shadow - Lies - Semir Duun, the Grasping Shadow ## Philosophical Planes Celestials, Fiends, Inevitables, Proteans and Axials # Elements and Energies ## Primal Elements ### Primal Fire / HELLFIRE Hellfire is the creation of Mephistopheles, archduke of Cania. Hotter than the hottest flames of any world, hellfire burns with a white-hot glow and is capable of burning through even the hardest of substances. Hellfire does not deal fire damage, despite its flames. Even creatures with immunity or resistance to fire take full normal damage from these hellish flames. Hellfire also deals full damage to objects, unlike normal fire damage. ### Coldfire Coldfi re is a swirling, viscous fl uid of pure cold energy, a half-gas, half-liquid mixture that fl ows like a river, but can travel in any direction, regardless of gravity. It is a luminescent blue-green in color. Coldfi re originates in the most frigid reaches of the Elemental Planes of Air and Water, but on rare occasions may be encountered in other areas of the frostfell. It is most often sought out by characters for its use in certain frostfell spells (see page 88). Coldfi re deals 2d6 points of frostburn damage per round of exposure, except in the case of total immersion (such as when a character falls into a river of coldfi re), which deals 20d6 points of damage per round. Damage from coldfire continues for 1d2 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (this is, 1d6 or 10d6 points of frostburn damage per round). An immunity or resistance to cold serves as an immunity or resistance to coldfi re. However, a creature immune to cold might still drown if completely immersed in coldfi re (see Drowning, page 304 of the Dungeon Master’s Guide). Creatures vulnerable to cold take +50% damage from coldfi re. In addition, characters damaged by coldfi re are at risk of contracting coldfi re ruin (see Disease, page 14). ### Frostburn In addition to coldfi re, certain weapons and spells of ice and cold can deal frostburn damage, burning the tissues with extreme cold. Like normal damage, frostburn damage results in the loss of hit points or ability score points. Unlike normal damage, however, frostburn damage does not heal naturally and may only be healed magically with a successful DC 25 caster level check as long as the victim remains in cold or colder temperatures. If the victim reaches an area of moderate or warmer temperature, his frostburn damage becomes normal damage that can then be healed naturally or magically in the usual manner. Spells such as control temperature become invaluable when encountering creatures that can deal frostburn damage. A creature’s resistance or immunity to cold also applies to frostburn damage. This includes characters protected by spells such as resist energy [cold] and protection from energy [cold]. Endure elements spells and effects confer no protection against frostburn damage. Creatures vulnerable to cold take +50% damage from frostburn. ### Rimefire Few indeed know the secret of the weird polar radiance known as rimefi re. Wielded by the mysterious rimefi re eidolons and their mortal servants, the rimefi re witches, rimefi re is a strange and perilous form of energy. It resembles a normal fire—a leaping, guttering, intangible f lame—but it is brilliant white in color, and sheds a cold, pale light. Rimefi re is not usually found in any sort of natural or supernatural occurrence other than as a spell or special attack. It is considered an energy form, like acid, cold, or electricity. However, rimefi re deals half its damage as cold damage and half its damage as fi re damage. For example, if a rimefi re witch hurled her rimefi re bolt at a foe and dealt 21 points of damage, 11 points are cold damage and 10 points are fi re damage. Creatures resistant or immune to part of the rimefi re damage apply their resistance or immunity only to that component of the damage. Creatures vulnerable to part of the damage multiply the damage only for that component. For example, a frost giant would ignore the 11 points of cold damage in the example above, but would take 15 points of fi re damage from the rimefi re bolt ###