Posted 07 February 2004 - 02:37 PM
Here are several different ideas for a rift type spell, based on the inner plane that the rift is opened to. The rift would act somewhat like a wall, or eye shaped area of effect inside which the environment of the specific plane exists. There would also be a chance for natives from that plane to come out of the rift. For all intents and purposes the conjurer would isolating a pocket of an inner plane and merging it with the Prime Material Plane for a short while.
Notes: Physical Environment conditions should only take effect within the area of the rift. Natural Hazards may extend beyond the rift if appropriate. The natives will likely be displeased with whoever they meet and be a danger to all exposed to them, though not always (it may be possible to convince certain natives to aid the party.) Both the natural hazards and natives are not definate occurances, there is a chance of each or both occuring though.
Air
Physical Environment: No dangers, anyone entering the region will fall through to an edge unless they can fly.
Natives: Aerial Servent, Air Elemental, Air Mephit, Djinni, Invisible Stalker. Also possible for Yan-C-Bin and or Chan to show up.
Natural Hazards: Maelstrom, all within 100 yards of a malestrom must save vs. paralyzation or be caught. Those caught will suffer 1d10 points of damage per round. Escape is only possible through a successful bend bars/lift gates roll (strength check, possibly use bashing % if doable). Spell casting is impossible while trapped in a maelstrom.
Earth
Physical Environment: Solid rock that makes up much of the plane is impassable without the appropriate spell (passwall, stoneshape, wand of corridors.) Alternatively, the conjurer may deliberately target a region which is not completely rock.
Natives: Dao Djinn, Earth Elementals, Earth Mephit, Lava Mephit. Also possible to encounter Sunnis and or Ogremoch in this area.
Natural Hazards: Earthquakes, lasting 1d10 rounds and inflicting 6d6 points of damage each round (no save).
Fire
Physical Environment: Non-immune to fire individuals must save vs. breath weapon or die immediately upon initial contact. Those who save will still suffer 5d10 fire damage each round. Has a chance of destroying potions in their containers.
Natives: Efreeti, Fire Elemental, Fire Mephit, Hell Hound, Phantom Stalker, Salamander, Burning Man. Also possible to encounter Zamaan Rul and or Imix.
Natural Hazards: Fountains of Flame (3d10 fire damage, save vs breath for half), Cinder Rain (2d6 fire damage per round exposed), Volcanic Eruptions (See volcano HLA for possible details on the effect).
Water
Physical Environment: If a being stays too long in the water area without a method of breathing in water (Airy Water, Water Breathing, Ring of Water Breathing) then choking damage should occur. Extinguishes fires. Slows movement unless individual has a Free-Action type effect on them.
Natives: Ice Mephit, Water Elemental, Water Mephit, Water Weird, Triton. Also possible to encounter Ben-Hadar and or Olhydra.
Natural Hazards: Unexpected Stream Currents (4d6 damage and pushes individual in a random direction), Tidal Bores (Whirlpool type effect)
I'll post the suggestions for the Parelemental Planes next.