# 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
###