Cosmology

Athas has its own Material Plane, enfolded by three coexistent transitive planes: the Astral Plane; the Gray; and the Black. However, some planes from the standard D&D cosmology do not exist at all in Athas.

The Black
"Most men call it shadow, that dark stain visible only as an absence: the cold gloom cast upon the ground when their bodies block the light of the crimson son. Wiser minds referred to it as the Black, and they knew that it separated everything that existed from everything that did not. It lurked just beneath the surface of all things, like a leathery shell of some great egg, buried shallow and about to hatch. Outside lay the barren mountains, the endless sand wastes, and the bleak, windswept plains that were the world of Athas. Inside lay the Hollow, filled with the languid albumin of nothingness. ―The Cerulean Storm"

The Black is a coterminous and coexistent plane that resides next to Athas. It is a reflection of the Prime Material Plane and shows what exists by way of negative space. For as long as Athasians have realized the power of the shadows the Black has been used, whether magically, psionically, or mundanely. The landscape of the Black is in constant flux, spells and psionic powers draw power from the planes, and due to the reflexive nature of the plane, changes on Athas cause changes in the Black.

The power and energy from the Black comes from its connection to the Material Plane of Athas. Shadows show what exist by absence. Shadows are negative space that shows existence through a negative. The Black exists where shadows are, and as its own plane. The Black contains not only the negative space from the reflections of existing objects, but also the potential of what all those things could be. Within the Black, all the things that could be are, but they are reflections, and have no substance, not existence, no life. When creatures used the Black to fuel their abilities, they are drawing on this potential and giving it a reality. The Black is not only the reflection of what is on Athas, but also the reflection of what could be. Powerful spellcasters have investigated the power of exploiting this potentiality to great effect. Rumors of a place beyond the Black, where not even reflections of reality exist are true. The Hollow is a plane outside of space and time. It is non–existence, and it is here that the Champions trapped Rajaat during the Rebellion.

Because of this, the landscape of the Black is constantly in motion, and never settled. It is at once a reflection of what is, and all the things that could be. The landscape resembles Athas, and there is a definite up and down, ground and sky, buildings, trees, rivers, and seas. However, all these things change and warp constantly. Gravity here exists, but only if one wishes it to. Within the Black there are creatures that once lived on Athas. The halfling servants of the Warbringer were thrown into the Black during the Rebellion. To this day, they remain bodily within the Black, and are only able to interact with Athas through manipulating shadows. Also within the Black is the body of King Tithian of Tyr, his spirit trapped within the Cerulean Storm. When Rajaat was freed from the Hollow, he imprisoned Andropinis within the Black where he remains unable to escape from. Creatures native to the Black are few, but rumor has it that deep within the depths are possibilities of what could be, for both good and ill, and that these things sleep, unless someone awakens them. Terror could be unleashed on Athas if these things were given form outside the depths of the Black.

The Black has the following traits:
 * Subjective directional gravity.
 * Magically morphic. Certain spells (those with the shadow descriptor, those that draw on the Black) modify the base material of the Black. The utility and power of these spells within the Black make them particularly useful for explorers and natives alike.
 * Cold aligned: The dark nature of the Black brings numbing cold to all who visit. Without proper protections, creatures within the Black must make a Fortitude check every round (DC 20). Those who fail their save take 1d4 points of Strength damage, 1d6 non–lethal damage, and are numbed for one round. Those that make their save take 1 point of Strength damage, and 1 point of non–lethal damage. Creatures immune to cold, and those that have cold resistance of 10 or greater do not need to make these checks.
 * Mildly neutral–aligned.
 * Enhanced magic. Spells with the shadow descriptor are enhanced when within the Black. Such spells are cast as though they were prepared with the Maximize Spell feat, though they don’t require the higher spell slots. Furthermore, specific spells become more powerful on the Black. Shadow conjuration and shadow evocation spells are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater shadow conjuration and greater shadow evocation are 70% as powerful (not 60%), and a shades spell conjures at 90% of the power of the original (not 80%).
 * Impeded magic. Spells that use or generate light or fire may fizzle when cast within the Black. A spellcaster attempting a spell with the light or fire descriptor must succeed on a Spellcraft check (DC 20 + the level of the spell). Spells that produce light are less effective in general, because all light sources have their ranges halved within the Black.

The Black Inhabitants: Black‐touched creature (template), psi‐shadow, shadow, shadow giant, shadow mastiff. Monster Manual III: Night twist, shadesteel golem. Monster Manual IV: Skiurid. Planar Handbook: Shadow jelly, void ooze.

The Gray
"“Do not try to take energy from life, for there is none to be had here. Rather, feel the Gray, and its power. There’s more might there than in any tree.” ― Gretch, instructing students"

When a character enters the Gray, its vast emptiness stretches out before him. It can be extremely hard to keep one’s bearing in the Gray, especially without a reference point. Distances are hard to determine, and even figuring out which direction one is moving can be a challenge.

The Gray is coexistent with the Material Plane but separate from the Elemental Planes. The Material Plane itself is visible from the Gray, but it appears muted and indistinct, its colors blurring into each other and its edges turning fuzzy. The Gray is usually invisible to those on the Material Plane, and creatures in the Gray cannot normally attack creatures on the Material Plane, and vice versa. A traveler in the Gray is invisible, incorporeal, and utterly silent to someone on the Material Plane. The Gray is infinite; moving “away” from the Material Plane brings a creature to the negative energy–infused Deep Gray.

The Gray has the following traits:
 * No gravity. Gravity does not exist in this plane of nothing. There is no concept of up or down in the Gray. The effect can be extremely disorienting.
 * Mildly neutral–aligned.
 * No Elemental or Energy Traits. The Gray does not pose an immediate danger to living creatures traveling within it.
 * Enhanced magic. In the Gray, a wizard can draw energy for a spell from an incorporeal undead (whether or not it has been forced into corporeal form). So potent is the undead that it acts as a battery of energy. As part of casting a spell, a wizard can make a touch attack against the undead, dealing 1d6 points of damage per level of the spell to be powered by its energy. This touch attack is a free action that provokes attacks of opportunity.
 * Impeded magic and psionics. Spells and powers that draw upon the power of the Black are completely useless, for there is no light or shadow in the Gray. Spells and powers of the shadow subschool or with the light or darkness descriptors fail, absorbed into the surroundings. This light absorption does not affect psionic displays, which are visible as normal. Since the Gray contains no plant life, wizards in the Gray cannot draw magic for their spells. Items that contain magical charges (rods, staves, wands and scrolls) still function, as the energy powering the magical effect is contained within the item.
 * Low visibility. Visibility is reduced to twilight levels, but the dimness does not grant concealment to creatures. Low‐light vision and darkvision function normally. A creature’s range of vision to the Material Plane is limited to 60 feet in any direction. Living, corporeal creatures cast a faint glow that, though perceptible, fails to illuminate any of the ashen drear of the Gray. However, the warm body of a living creature appears as a beacon, visible up to a mile and often drawing spirits near.
 * Restricted movement. Creatures move at half speed in the Gray, though they may move in any direction.
 * Alterable morphic. The plane contains little to alter, however.

The Gray Inhabitants: See Terrors of the Deadlands. Monster Manual III: Cadaver collector, dust wight, salt mummy. Monster Manual IV: Defacer, plague walker. Monster Manual V: Sanguineous drinker, skull lord. Sandstorm: Ashen husk, dry lich, forlorn husk.

The Deep Gray
Like the Gray, but deeper.

The Deep has the following traits:
 * Major negative–dominant. Some areas within the plane have only the minor negative–dominant trait, and these islands tend to be inhabited.
 * Spells and spell–like abilities that use negative energy are maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells don’t require higher–level slots). Spells and spell–like abilities that are already maximized are unaffected by this benefit. Class abilities that usenegative energy, such as rebuking and controlling undead; gain a +10 bonus on the roll to determine Hit Dice affected.
 * Spells and spell–like abilities that use positive energy, including cure spells, are impeded. Characters on this plane take a –10 penalty on Fortitude saving throws made to remove negative levels bestowed by an energy drain attack.
 * Vision of the Material Plane becomes more obscured the farther one moves into the Deep Gray. Each minute a traveler moves deeper, his range of vision shrinks by 10 ft. (min 10 ft).
 * Deep Gray: Returning to the part of the Gray coexistent with the Material Plane takes 1d10 minutes. Finding a specific object or mindscape takes 1d10 × 100 hours.

The Deep Gray Inhabitants: See Terrors of theDeadlands.

The Mindscape
"“Picture something familiar, something that you wouldn’t want to leave. If you are attacked in this way, this will help you stay, and not become lost and vulnerable.” ―Kalb De’eveque, instructor at Nibenay’s School of Augurs"

Some spells, powers, and undead abilities enable creatures to create mental duplicates of themselves, similar to the astral projection spell. In doing so, the creature enters a mindscape, a temporary demiplane constructed by its mind that floats in the Astral Plane.

A mindscape has finite size and is coterminous with the Astral Plane. Whenever a creature enters a mindscape, its spirit takes a physical form as though the character were using astral projection, except the creature cannot travel to planes beyond the Astral, and it lacks a silver cord; it dies if its spiritually traveling body is slain.

A character can use a spell or power to form a mindscape, in which case it appears as a landmark, building, or room important to the creator.

At the edges of a mindscape, the Astral Plane’s vast emptiness becomes apparent. A victim of possession is often lured, tricked, or coerced from its mindscape and into the void, where it is naked and unprotected. Separation from a mindscape forces a spiritual traveler to make a Will save (DC 20 + the number of previous saves) each round or perish, physically and spiritually.

Mindscapes have the planar traits as normal for the mindscape’s environment (usually somewhere from the Material Plane), except for alignment traits.

The Mindscape has the following traits:
 * Mildly aligned. A mindscape is aligned to each component of its creator’s alignment.

The Mindscape Inhabitants: Githyanki, githzerai, psurlon. Expanded Psionics Handbook: Astral construct (all), phthisic, temporal filcher, thought eater, thought devourer, thought slayer, unbodied. Monster Manual III: Astral stalker, odopi. Monster Manual V: Ethereal defilers. Planar Handbook: Astral kraken.

The Elemental Plane of Air
"“I just hung there, unable to move. It wasn’t until a small bird came and helped me that I was able to find my way.” ―Frestian Hodra, planar explorer of the Green Age in his diary"

The Elemental Plane of Air is vast expanse of sky with nothing above and nothing below. The Elemental Plane of Air is the most comfortable and survivable of the Elemental Planes, and it is the home of all types of airborne creatures. Indeed, flying creatures find themselves at a great advantage on this plane. While travelers without flight can survive easily here, they are at a disadvantage. Because they cannot move unless acted upon by others, nonfliers simply float in the air, unable to move.

Cities in the Elemental Plane of Air are vast floating fortresses composed of clouds and walls of wind. While non‐natives will find these disorienting and weird, denizens of the plane have little trouble navigating the streets of these floating cities.

Armies of Air are strange indeed. While many Air elementals are naturally invisible, elemental beasts and incarnations soar within the ranks. They may seem like smaller numbers than are actually there by sight, but the Armies of Air make a fearsome and terrible noise as they approach. If traveling on the plane, one should flee from the sound of great rushing wind, and thunderclaps that have no clouds or lightning.

The Elemental Plane of Air has 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.
 * Enhanced magic. Spells and spell‐like abilities that use, manipulate, or create air (including spells of the Air domain) are both empowered and enlarged (as if the Empower Spell and Enlarge Spell metamagic feats had been used on them, but the spells don’t require higher‐level slots).
 * Impeded magic. Spells and spell‐like abilities that use or create earth (including spells of the Earth domain and spells that summon earth elementals or outsiders with the earth subtype) are impeded.

The Elemental Plane of Air Inhabitants: Air drake, air elemental (all), Air elemental beast, Air incarnation, Air mephit, arrowhawk, belker, djinni (genie). Monster Manual III: Storm elemental. Monster Manual IV: Cyclonic ravager. Planar Handbook: Air elementite swarm, xac‐yij (energon). Sandstorm: Dust twister, sulphur mephit.

The Elemental Plane of Earth
"“The noise was of an earthquake, so loud and terribly wonderful. The grasping maws of the creatures there were made of iron and worse, and when they found me, I thought I was done for.” ―Tanque Golden Tongue, recounting a banishment to the Plane of Earth he endured while seeking an audience with the King of Hogalay."

The Elemental Plane of Earth is a plane of solid stuff. An unwary and unprepared traveler may find himself entombed within this vast solidity of material and have his body crushed into powder so all that is left is dust to stand as a warning to any foolish enough to follow.

Despite its unyielding nature, the Elemental Plane of Earth is varied in its consistency, ranging from relatively soft soil to veins of heavier and more valuable metal. Moving within the areas of softer soil will lead to the occasional isolated pocket of air. These locations typically have settlements in them for interacting with and talking to non‐natives. The Lords of the Elemental Plane of Earth understand their followers on Athas aren’t as hardy as they, and when they seek an audience, it will be here.

When off to war, the inhabitants of the Plane of Earth come like an earthquake. Their forms are the earth itself, so all manner of stone, metal, gems, soil and sand rush forward to meet their foes. Earth is the most patient of the Elemental Planes, however, and a sign of surrender or intentions of peace will typically be accepted, even if only for a short while.

The Elemental Plane of Earth has the following traits.
 * Earth‐dominant.
 * Enhanced magic. Spells and spell‐like abilities that use, manipulate, or create earth or stone (including those of the Earth domain) are both empowered and extended (as if the Empower Spell and Extend Spell metamagic feats had been used on them, but the spells don’t require higher‐level slots). Spells and spell‐like abilities that are already empowered or extended are unaffected by this benefit.
 * Impeded magic. Spells and spell‐like abilities that use or create air (including spells of the Air domain and spells that summon air elementals or outsiders with the air subtype) are impeded.

The Elemental Plane of Earth Inhabitants: Crystal spider, Earth drake, Earth elemental (all), Earth elemental beast, Earth incarnation, Earth mephit, pit snatcher, salt mephit, styr. Monster Manual III: Avalancher, omnimental. Monster Manual IV: Blackrock triskelion. Planar Handbook: Earth elementite swarm.

The Elemental Plane of Fire
"“It was beautiful. Everything was burning, burning burning. It seemed it would never go out!” ―Spark, worshiper of Fire and pyromaniac"

The Elemental Plane of Fire is a nightmare to behold. The ground is nothing more than great, ever shifting plates of compressed flame. The air ripples with the heat of continual firestorms. The oceans are made of liquid flame. Yet, many creatures call this place home. Nonnatives who lack protection from fire will find themselves nothing more than cinders within minutes if not seconds.

Fire burns here without fuel or air, and flammables brought onto the plane are ignited and consumed. The cities of this plane are constructed of compressed flames and heavy metals, like brass. The Lords of Fire are some of the most volatile, yet weakest rulers of the Elemental Planes. Their passion burns like everything else and they change their minds in a flash. Beware the traveler who makes a deal with the Lords of Flames as the contract may go up in smoke.

Armies of Fire are masked by the rolling smoke that heralds their approach, and they radiate heat that will burn those that come too close. Travelers on the plane should flee if they encounter a war party, as Fire delights in setting those unburned alight.

The Elemental Plane of Fire has the following traits.
 * 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). 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 spells of the Water domain and spells that summon water elementals or outsiders with the water subtype) are impeded.

The Elemental Plane of Fire Inhabitants: Azer, Fire drake, Fire elemental (all), Fire elemental beast, Fire incarnation, efreeti (genie), hell hound, magmin, fire mephit, rast, salamander (all), thoqqua. Monster Manual III: Cinder swarm, conflagration ooze, omnimental. Monster Manual IV: Holocaust disciple, inferno spider. Planar Handbook: Fire elementite swarm, xac‐yel(energon).

The Elemental Plane of Water
"“It is a source of fiction, I tell you! That much water can’t possibly exist. You’ve spent too much time in the sun!” ―Rak’ti’po, vocalizing his disbelief in a water cleric’s sermon"

The Elemental Plane of Water is a sea of green and blue. Lacking a floor or a surface, it is an entirely fluid environment lit by a diffuse glow. It is one of the more hospitable of the Elemental Planes once a traveler figures out how to breathe.

The eternal oceans of this plane vary between ice cold and boiling hot, between saline and fresh. The water is constantly in motion, wracked by currents and tides. The plane’s permanent settlements form around bits of coral and other drifting things suspended within this endless liquid. These settlements drift on the tides of the Elemental Plane of Water.

Armies of the Elemental Plane of Water are strange and surprisingly plentiful. Within the waves that are water elementals ride fearsome aquatic creatures, from sharks to kraken. The armies of the plane are aware when an intruder lurks, and if one is injured in battle, the scent of blood will travel for miles, attracting more and more creatures to devour the interloper.

The Elemental Plane of Water has the following traits.
 * Subjective directional gravity. The gravity here works similar to that of the Elemental Plane of Air. But sinking or rising on the Elemental Plane of Water is slower (and less dangerous) than on the Elemental Plane of Air.
 * Water‐dominant.
 * Enhanced magic. Spells and spell‐like abilities that use or create water are both extended and enlarged (as if the Extend Spell and Enlarge Spell metamagic feats had been used on them, but the spells don’t require higher‐level slots). Spells and spell‐like abilities that are already extended orenlarged are unaffected by this benefit.
 * Impeded magic. Spells and spell‐like abilities with the fire descriptor (including spells of the Fire domain) are impeded.

The Elemental Plane of Water Inhabitants: Ooze mephit, Water drake, Water elemental (all), Water incarnation, Water elemental beast, Water mephit, tojanida (all). Monster Manual III: Chraal, omnimental. Monster Manual IV: Waterveiled assassin. Planar Handbook: Water elementite swarm, xac‐yorst (energon).

<!-- No planes for the paraelements

The Paraelemental Plane of Magma
"“It erupted without warning, and the lava took three of my best workers. It’s put me behind in schedule, and stolen the two weeks of life those slaves had felt in their hands.” ―Gralk, an Urikite Templar complaining to his peers"

The Paraelemental Plane of Magma is a vast expanse of flowing lava. Different pockets of alternating temperatures make some places within the plane harder or softer. Occasionally, a pocket of toxic fumes will exist. Travelers on the planes who are not native will be burned to cinders then crushed under the weight of all that liquid stone.

Cities within the plane are made of obsidian and basalt. The hellish landscape leaves little room for error for those travelling here. Passions erupt like volcanoes, and violence spews forth in pyroclastic shows of force and magic.

The armies of the plane are fearsome. They drip with molten rock burning and crushing all those in their way. They are highly aggressive and militaristic. Those who fail their lords are consumed, and their remains return to the plane that gave them life. Those travelling here would be best served to make the trip a short one. If they don’t, the inhabitants of the plane will.

The Paraelemental Plane of Magma has the following traits:
 * Fire and Earth dominant.
 * Enhanced magic. Spells and spell‐like abilities with the fire or earth 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). 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 spells of the Water domain and spells that summon water elementals or outsiders with the water subtype) are impeded.

The Paraelemental Plane of Magma Inhabitants: Magma drake, Magma half‐elemental, Magma incarnation, Magma paraelemental (all), Magma paraelemental beast. Monster Manual III: Omnimental. Monster Manual IV: Bloodfire ooze. Monster Manual V: Ember guard, magmacore golem. Sandstorm: Glass mephit, lava ooze.

The Paraelemental Plane of Rain
"“When she finished her prayer, clouds came and water fell from the sky. It was one of the most amazing experiences of my life.” ―Glixara, a trader on the first visit to the Forest Ridge"

The Paraelemental Plane of Rain is an endless expanse of clouds, lightning and, of course, rain. The plane is not uniform, so pockets of peaceful light drizzle give way to raging storms that blow with the force of a hurricane. The Paraelemental Plane of Rain also has varying temperatures, so that one place will have warm, tropical rains, while others will have storms that are the rarest of all on Athas: blizzards.

Settlements in the plane are made of clouds and ice, hardened into vast castles and cities. Lightning jumps from structure to structure, and the sound of thunder, both from the storms and from the voices of the inhabitance, echo for hundreds of miles. A sadness seems to infect the plane, as well as an anger that burst like athunderclap.

The forces of the Plane of Rain are the weakest of all the Paraelemental planes. Due to the weakened condition of Athas and their connection to the planes, Rain has suffered. However, weakest does not mean weak, and to withstand the force unleashed by the denizens of the planes when off to war is to be electrified, deafened, and then to have your flesh ripped by your bones from the onslaught of hailstones. Travelers should be prepared to make their stay as short as possible.

The Paraelemental Plane of Rain has 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.
 * Enhanced magic. Spells and spell‐like abilities that use, manipulate, or create air or water (including spells of the Air or water domains) are both empowered and enlarged (as if the Empower Spell and Enlarge Spell metamagic feats had been used on them, but the spells don’t require higher‐level slots).
 * Impeded magic. Spells and spell‐like abilities that use or create earth or fire (including spells of the Earth and Fire domains and spells that summon earth or fire elementals or outsiders with the earth or fire subtype) are impeded.

The Paraelemental Plane of Rain Inhabitants: Rain drake, Rain incarnation, Rain paraelemental (all), Rain paraelemental beast. Monster Manual III: Omnimental. Planar Handbook: Xac‐yaup (energon). Sandstorm: Thunderbird.

The Paraelemental Plane of Silt
"“The Silt is maddening. It kills crops, it kills slaves, it seems to kill everything but those damn giants.” ―Hotpokirt, Balic noble and recent victim of a giant raid"

The Paraelemental Plane of Silt is a powdery field of gray that stretches for as far as the eye can see, which is a very short distance due to the clouds of silt that blanket the plane.. The silt is uniform throughout the plane, so one has trouble finding his way, or differentiating between this section of Gray Death and that section.

Settlements within the plane are formed from compressed silt into cities. These cities are thriving places where creatures rely on sonar and touch more than any other sense. Travelers need some way to survive, due to the lack of oxygen, the nature of silt, and the effects of Gray Death.

Being one of the more powerful Paraelemental Planes, the Armies of the Silt Lords are fierce. They flow forward like a tide. Anything that they catch is pulled apart and ground away by the thousands of tiny particles sandblasting the meat from a victim’s bones.

The Paraelemental Plane of Silt has 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.
 * Enhanced magic. Spells and spell‐like abilities with the acid 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 higherlevel slots). 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 spells of the Water domain and spells that summon water elementals or outsiders with the water subtype) are impeded.

The Paraelemental Plane of Silt Inhabitants: Silt drake, Silt incarnation, Silt paraelemental (all), Silt paraelemental beast, Silt weird. Monster Manual III: Omnimental. Planar Handbook: Xac‐yij (energon). Sandstorm: Dustform creature (template), sand golem.

The Paraelemental Plane of Sun
"“The Sun is the source of all life, and of death as well. It creates and destroys as it sees fit. Know its secrets and it will reward you, fail to learn and you will be nothing more than bleached bones left on the next dune. ” ―Solarus, a sun cleric instructing his new pupil."

The Paraelemental Plane of Sun is a vast plane of cloudless sky and an enormous sun, with heat and light radiating on all. There is no protection from the heat, nor do the denizens of the plane care to have it.

Settlements on the plane are cities of light, radiating like the sun on solidified rays of solar energy. While different colors exist, the structures tend to mimic the sun and have a dark red coloring. Every so often a building will have prisms, scattering the light into more colors than a traveler could imagine. Visitors will want protection from the exposure to so much light and heat.

The Armies of the Sun are blinding forces that radiate not only their anger and power, but also cast out any shadows or darkness. They travel fast and strike hard, vanishing in the blink of an eye, leaving their victims blind and burned.

The Paraelemental Plane of Sun has 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 and Fire Dominant
 * Enhanced magic. Spells and spell‐like abilities with the air or fire descriptor are both maximized and enlarged (as if the Maximize Spell and Enlarge had been used on them, but the spells don’t require higherlevel slots). 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, darkness or shadows (including spells of the Water domain andspells that summon water elementals or outsiders with the water or shadow or Black subtype) are impeded.

The Paraelemental Plane of Sun Inhabitants: Sun drake, Sun incarnation, Sun paraelemental (all), Sun paraelemental beast. Monster Manual III: Omnimental. Planar Handbook: Xac‐yong (energon). -->