Excerpt from
Manual of the Planes
By Jeff Grubb, Bruce R. Cordell, and David Noonan

Elemental Plane of Fire

It is a plane continually ablaze.
It smells of burning flesh and ashen dreams.
It is flame incarnate.
Everything is alight on the Elemental Plane of Fire. The ground is nothing more than great, evershifting plates of compressed flame. The air ripples with the heat of continual firestorms, and the most common liquid is magma, not water. The oceans are made of liquid flame, and the mountains ooze with molten lava. It is a crematorium for the unprepared traveler and an uncomfortable spot even for the dedicated adventurer.

Fire survives here without need for fuel or air to burn, but flammables brought onto the plane are consumed readily. The elemental fires seem to feed on each other to produce a continually burning landscape.

Elemental Plane of Fire Traits

The Elemental Plane of Fire has the following traits.

  • NormalGravity: The "ground" beneath one's feet is made of heavier flame, ash, and debris, but it provides footing similar to the ground on the Material Plane.
  • Normal Time.
  • Infinite Size.
  • Alterable Morphic.
  • Fire-Dominant.
  • Enhanced Magic: Spells and spell-like abilities with the fire descriptor are both maximized and enlarged (as if the Maximize Spell and Enlarge Spell had been used on them, but the spells don't require higher-level slots).A fireball spell would thus deal maximum damage (although many of the plane's natives are immune to fire damage). Spells and spell-like abilities that are already maximized or enlarged are unaffected by this benefit.
  • Impeded Magic: Spells and spell-like abilities that use or create water (including the summoning of water elementals or outsiders with the water subtype) are impeded. This includes spells of the clerical Water domain. These spells and spell-like abilities can still be used, but a successful Spellcraft check (DC 15 + level of the spell) must be made to do so.

Fire Inhabitants

Despite being one of the most hostile of the Inner Planes, the Plane of Fire is also one of the most vibrant and populated. A number of elementals, outsiders with the fire subtype, and fire-using creatures may all be found here.

Elementals are sentient pieces of the plane itself, moving with something that resembles volition and purpose. They include elemental analogs of creatures of the Material Plane, as well as the fire elementals known to spellcasters through the various summon monster spells. Such elementals normally have no love of fleshy, cooler creatures, and many attack merely to burn them and feed off the flames.

Outsiders such as efreet, azers, and salamanders have more organized societies. They often have large settlements, the best-known of these being the efreeti City of Brass. Outsiders tend to be (at least slightly) more hospitable to outsiders, and several communities go out of their way to accommodate travelers.

Fire-using creatures call the Elemental Plane of Fire home as well, usually residing near elemental pockets and vortices that lead to their home planes. Creatures that are immune to fire, such as devils (but not demons or celestials), may also be found at such locations. There is regular traffic in information, goods, and prisoners between the City of Brass and the Nine Hells.

The native language of most inhabitants of the Elemental Plane of Fire is Ignan, a sharp, hissing and clicking language. Those natives who deal with other planes may speak additional languages. Infernal and the Common tongue of the Material Plane are often spoken in such cases.

Movement and Combat

The Elemental Plane of Fire has a relatively firm surface, making ground-based movement akin to walking across flaming coals. The coals themselves are only slightly cooler pieces of elemental fire, and often a traveler sinks ankle-deep into the flaming mire of the plane.

Flying creatures find the atmosphere above this surface to be thin but usable. Nonnatives find their fly speed halved and maneuverability reduced by one grade when flying on the Elemental Plane of Fire.

Creatures with the ability to move through solid objects (such as xorn) are similarly reduced to half their normal speed when passing through the ever-changing crust of the Elemental Plane of Fire.

The surface of the plane moves slowly, flowing as a river of magma would, so permanent structures are few and far between. A traveler may find it wise to hire a native guide (either outsider or elemental) to navigate through the ever-changing landscape of the Elemental Plane of Fire.

Fire Combat

Other than the hazards of the plane itself, there is no additional effect on combat on the Elemental Plane of Fire.

Features of the Elemental Plane of Fire

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.

Food and drink may prove a problem in the long term. The elementals (including elemental versions of Material Plane creatures) are made of the material of the plane itself. They don't eat, and they return to their basic elemental nature if slain. Outsiders from the Elemental Plane of Fire can survive on flame itself in addition to "normal" food, so they rarely stock their larders for visitors. Such food is always served charred, burnt to a crisp, or otherwise well done, and the drink, whether water, wine, or ale, arrives piping hot.

The Elemental Plane of Fire is continually bathed in light. The ground, the air, the structures, and even some of the natives radiate flame continually. The impediment to vision is not the brilliance, however, but rather the effects of the heat and the continually smoking atmosphere. The air ripples because of the heat, so mirages dance at the edge of an observer's vision, and the true nature of the land is concealed except for the area closest at hand.

The smoky atmosphere limits normal sight to a range of 120 feet. Magical vision granted by items or spells can extend that range. Creatures native to the Elemental Plane of Fire with the elemental (fire) or outsider (fire) type and subtype can see up to 240 feet.

Darkvision does not function on the Elemental Plane of Fire, except in those rare places where natural darkness can be found -- perhaps the palace of the sultan of the efreet in the City of Brass.

Other senses are unaffected by the Elemental Plane of Fire, though the continual crackling of the flames provides a -2 circumstance penalty on Listen checks in most places.

The City of Brass

The City of Brass is populated by powerful efreet, and is considered by many efreet to be their home and their capital. Efreet may be found elsewhere on the Elemental Plane of Fire, but even far-flung settlements owe fealty and allegiance to the grand sultan who rules the City of Brass from his burning palace. The grand sultan is said to be an efreeti of singular power and prowess, and is advised by all manner of maliks, beys, and emirs. His direct servants, both in the city and on the Material Plane, are six pashas of considerable power.

The city itself is cradled in a brass hemisphere forty miles across, floating above a plate of cracked obsidian at the heart of the Elemental Plane of Fire. Stairs of burning basalt and rivers of flame stream up from the surface below to the well-armed gates of the city. The city walls may be reached by flying creatures, but the efreet take a dim view of interlopers who refuse to present themselves at one of the city's gates.

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. Whether the suppression of the plane's great heat comes from the grand sultan's natural ability, an arrangement with another powerful force, or a magic artifact is unknown. At the grand sultan's whim, this protection can be revoked, exposing the city to the natural trait of the plane.

The City of Brass also has the mildly evil-aligned trait. Good-aligned creatures within the City of Brass suffer a -2 penalty on all Charisma-based checks and skills. This is due in part to the nature of the efreet within the walls, but the city also has a number of freestanding gates leading to the Nine Hells of Baator. Devils are common within the walls of the City of Brass, either on missions for their infernal masters or bringing tribute and gifts to the grand sultan's court.

At the center of the city are its tallest towers and greatest fountains of flame. Here is the Burning Palace of the Grand Sultan of All the Efreet, where he rules from the Charcoal Throne. It is said that within the great palace are wonders beyond belief and treasure beyond counting. But here also is found death for any uninvited guest who seeks to wrest even a single coin or bauble from the treasure rooms of the grand sultan.

Steam Clouds

Heated gas and smoke comprise the atmosphere above the surface of the Elemental Plane of Fire. Clouds of superheated steam billow across the fiery landscape. Steam clouds are hard to discern among the smoke and shimmering vapors of the ignited atmosphere, so a traveler can become trapped within such a cloud without knowing it. Most steam clouds are high enough above the surface that they pose a hazard only to creatures in flight. Natives such as the efreet can sense a change in the wind that precipitates a steam cloud and thereby avoid the cloud if they so desire.

A steam cloud deals 1d10 points of fire damage per minute to those caught within it, in addition to any other damage caused by the environment. The steam condenses on surfaces as well as in burning drops. A typical steam cloud has a 100-foot radius, though one can be as large as ten times that size. A cloud drifts about 120 feet per minute, naturally dissipating in 1d10 hours.

Rains of Ash

Rains of hot ash pose the same perils to those on the ground that steam clouds pose to those in the air. Such rains usually appear as a darkening on the horizon that moves in like a summer thunderstorm.

Those caught in an ash rain take an additional 1d10 points of fire damage each round in addition to the natural damage of the Elemental Plane of Fire. Creatures immune to fire are unaffected. Ash rains are sporadic and last 2d10 minutes before drifting off or burning themselves out.

Magma Rivers and Firefalls

Most of the Elemental Plane of Fire consists of slow-moving solid flame, but there are faster-moving, hotter regions. These rivers of flame and magma pour through the ductile landscape of the Elemental Plane of Fire. Magma rivers are incredibly hot, dealing an additional 20d10 points of fire damage to those who enter them. Creatures immune to fire are unharmed by these torrents, but it is possible for a creature otherwise immune to flame to drown in such a river (as a Material Plane creature might drown in a river there).

Often these magma rivers crash over cliffs, forming great firefalls that are spectacular to behold. Such falls of liquid flame often breach the areas between the planes in a natural vortex, leading to similar areas on the Material Plane (such as the center of a volcano crater). Travelers desperate to escape the Elemental Plane of Fire who have made the proper precautions might seek out these natural portals to make good their departure.

Fire Encounters

Despite its hostile nature, the Elemental Plane of Fire hosts diverse creatures and phenomena. It is the home of creatures made of the planar material itself, outsiders that thrive in its superheated lands, and even creatures of the Material Plane that are immune to fire.

The table below is suitable for typical travelers, but the DM can also use it as a springboard for encounter tables for specific areas by adding new creatures or changing the percentages.

On a d% result of 96-100, characters encounter something on Table 6-3: Elemental Plane of Fire Encounters. Roll once per hour.

Table 6-3: Elemental Plane of Fire Encounters

d%

Encounter

Number

CR

At EL

01-03

Azer squad*

--

--

7

04

Dragon, brass, adult

1

11

11

05

Dragon, gold, juvenile

1d3

9

11

06

Dragon, red, young adult

1

12

12

07-13

Efreet

1d3

8

10

14-15

Fire element ankheg†

1d8

3

8

16-17

Fire element ape†

1d6

2

7

18-19

Fire element dire lion†

1d4

6

9

20-21

Fire element dragonne†

1d3

8

10

22-23

Fire element krenshar†

2d6+3

1

9

24

Fire elemental, Small

2d6+3

1

8

25-26

Fire elemental, Medium-size

2d4

3

8

27-28

Fire elemental, Large

1d4

5

8

29-30

Fire elemental, Huge

1

7

7

31-32

Fire elemental, Greater

1

9

9

33-34

Fire elemental, Elder

1

11

11

35

Fire half-elemental griffon‡

1d6

6

10

36

Fire half-elemental hill giant‡

1

9

9

37

Fire half-elemental howler‡

2d4

5

10

38

Fire half-elemental manticore‡

1d3

7

9

39

Fire half-elemental satyr (with pipes)‡

1d4

6

9

40-41

Giant, fire

1

10

10

42-46

Hell hound

2d8+3

3

10

47-49

Janni

1d4

4

7

50

Magma paraelemental, Small

2d6+3

1

8

51

Magma paraelemental, Medium-size

2d4

3

8

52

Magma paraelemental, Large

1d4

5

8

53

Magma paraelemental, Huge

1

7

7

54

Magma paraelemental, Greater

1

9

9

55

Magma paraelemental, Elder

1

11

11

56-58

Magmin

2d6

3

9

59-61

Mephit, fire

2d4

3

9

62-64

Mephit, magma

2d4

3

9

65-67

Mephit, steam

2d4

3

9

68-70

Mercane trading missionş

--

--

12

71-72

Pyrohydra (eight-headed)

1d3

9

11

73

Pyrohydra (ten-headed)

1

11

11

74-76

Rain of ash

--

--

--

77-78

Rast

1d4

5

9

79-83

Salamander, average

1d6

5

10

84-86

Salamander, flamebrother

2d6+2

2

8

87-88

Salamander, noble

1d3

9

11

89

Smoke paraelemental, Small

2d6+3

1

8

90

Smoke paraelemental, Medium-size

2d4

3

8

91

Smoke paraelemental, Large

1d4

5

8

92

Smoke paraelemental, Huge

1

7

7

93

Smoke paraelemental, Greater

1

9

9

94

Smoke paraelemental, Elder

1

11

11

95-98

Steam cloud

--

--

--

99-100

Thoqqua

1d6

2

6

*Squad consists of 15 azers plus Ftr3 sergeant plus Wiz6 (01-50) or Ftr6 (51-100) leader.
†Apply the fire element creature template.
‡Apply the half-elemental creature template.
şTrading mission consists of 1 mercane with ring of major elemental resistance(fire) and 9 average
salamander guards.



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