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Elemental Plane of Cold

The Elemental Plane of Cold is a dimension wrapped in ice. It is a place of bitter blizzards, deep snows, and ever-shifting ice floating on a frozen sea. It is a bleak, wintry landscape, worse than even the greatest glaciers of the Material Plane.

Traits

  • Normal Gravity.
  • Normal Time.
  • Infinite Size.
  • Alterable Morphic.
  • Cold-Dominant: This plane is composed of ice and snow that drains all heat from the sources. Cold-dominant planes are extremely hostile to Material Plane creatures, and those without resistance or immunity to cold are soon frozen solid. Unprotected water and other liquids freeze almost immediately. Additionally, individuals take 3d10 points of cold damage every round they are on a cold-dominant plane. Creatures of both the water and fire subtypes are extremely uncomfortable on cold-dominant planes. Those that are made of water or fire (such as water or fire elementals) take double damage each round.
  • Enhanced Magic: Spells and spell-like abilities that have the cold descriptor benefit from being maximized and extended (as the Extend Spell and Maximize Spell feats, except the spell doesn't use a higher slot). A Cone of Cold cast on the Elemental Plane of Cold deals the maximum possible damage of 6 points per caster level. However, many of the plane's inhabitants are resistant or immune to cold damage. Spells that are already maximized or extended are unaffected.
  • Impeded Magic: Spells and spell-like abilities with the fire or water descriptor are impeded. These spells may still be cast, but a successful Spellcraft check (DC 15 + level of the spell) must be made to do so. Such spells with the cold descriptor as well are not impeded.

Inhabitants

  • The Elemental Plane of Cold is a paradise for creatures immune to its frigid temperatures. The plane is home to its own elemental creatures, as well as cold-dwelling beings from the Material Plane. In general, such creatures tend to be carnivores.
  • Ice paraelementals, sentient bits of the plane itself, roam the surface of this plane, along with ice mephits and cold element versions of Material Plane creatures.
  • Material Plane creatures that are resistant or immune to cold also inhabit this plane. They include frost giants, frost worms, white dragons, winter wolves, cryohydras, and arctic monsters such as the remorhaz.
  • There is no common language of cold. Natives speak Giant, Draconic, or Common when they deal with others.

Features

  • The greatest danger on the Elemental Plane of Cold is its cold-dominant trait. The cold of the plane drains the heat from objects and living creatures. Creatures on the Elemental Plane of Cold take 3d10 points of damage and risk freezing solid 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.
  • The Elemental Plane of Cold is also home to extreme weather, in particular snow, sleet, hail, and blizzards. On any given day there is a 50% chance of extreme weather.
  • The atmosphere is breathable on the Elemental Plane of Cold, though frigid. Water is plentiful if characters can melt ice, and they can hunt some of the native creatures for food if they wish. The traveler's most important concern is a heat source; there is precious little that burns on this plane.
  • Vision is normal, but is often obscured by bad weather. The entire plane is limned with a cold, bluish light from above during the day. No moon or stars are visible in the night sky.
The Planes
Central Planes
Material Plane - Spirit World - Deep Ethereal - Alternate Material Planes
Transitive Planes
Astral Plane - Plane of Shadow - Ethereal Plane - Plane of Dreams - Plane of Mirrors
Inner Planes
Elemental Plane of Air - Elemental Plane of Cold - Elemental Plane of Water - Elemental Plane of Earth - Elemental Plane of Wood - Elemental Plane of Fire - Positive Energy Plane - Negative Energy Plane - Temporal Energy Plane
Outer Planes
Other Planes
Demiplanes - The Far Realm
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