The Elemental Plane of Energy

The following information is available with a DC 20 knowledge (the planes) check.

This is a place of roiling lava and roaring fires. It is a land dotted with rivers of blood and virulent with plant and animal life of all kinds. Blood-dripping rain forests, teaming oceans, and permanently erupting volcanoes have all been reported by explorers. Areas of our world are most likely aligned with The Elemental Plane of Energy if they are jungles, or other verdant regions. Volcanoes are particularly indicative of a region of planar bleeding and are often sought out by perspective planar travelers on both sides of the boundary.

Because of its remarkable biodiversity, as well as its connection to blood, some scholars have argued that the plane should be renamed The Elemental Plane of Life. Indeed, some cultures refer to it as such (and a select few call it the elemental plane of blood). As of this writing, the Mind-Melded have not found these arguments persuasive enough to warrant the paperwork that a renaming would require.

Denizens: all manner of life can be found competing for survival on this plane.
 * 1) Elementals: all kinds of elemental and mephits are native to The Elemental Plane of Energy. These creatures are literally energy given force, and they seem to spring up directly from the plane itself at random. The main exception is elemental creatures of ice and cold, who are very rare here, prefers the cold depths of the Elemental Plane of Darkness.
 * 2) Salamanders and Efreet are native to a large, smoldering desert of ash found somewhere on this plane.The City of Brass is the legendary (and, admittedly, apocryphal) capital of a vast Salamander empire and is referenced in the folklore and myths of a wide variety of cultures.

Planar casting

Spell casters who chose to use The Elemental Plane of Energy as their Warren gain the following:

Overdrive - Whenever the character casts a spell that deals energy damage they may chose to overdrive the spell by sacrificing an additional spell prepared or spell per day. If they do so, the overdrived spell deals an additional 1d6 damage per spell level of the sacrificed spell or spell slot. Tapping so recklessly into the Elemental Plane of Energy is not without consequence, however. The spell caster also takes this additional damage. Both instances of damage are of a randomly determined energy type (roll on the table at the end of this page). This damage is effected by whatever meta-magic effects may be applied to the original spell. If the spell is AoE the additional damage is halved (except of the caster). If the Overdrived spell is a DOT effect the caster may chose to continue burning spells to increase the damage whenever the effected creature suffers the DOT damage. DOT effects are actual facets of the spell's duration NOT consequences of the spell (I.E. this doesn't work just cause your instantaneous spell caught the target on fire).

Additional Spells (Note: these are simply added to the caster's list of possible spells to learn, they must still be leaned and prepared in the standard way)


 * 1st: Energy Burn: Range (close), Casting Time (1 standard action), Duration (1 minute, see text), Save (will negates, see text) Components (V, S, M), SR (Yes)                                                                                               The target creature becomes the anchor of a small bridge to The Elemental Plane of Energy, causing them to course with snaking bands of energy. The target takes 1d6 damage of an energy type of the caster's choice (1d4 if force). Every round thereafter that the spell persists the target again takes this damage, and the caster may chose to change the damage type as a free action. The target can end the effect early by making a successful will save.     Material Component: a small chunk of obsidian or ruby dust worth 10 gp.
 * 2nd: Prismatic Shackles: Range (Medium), Casting Time (1 Standard Action), Duration (1 minute, plus 1 round per level), Save (Fortitude negates) Components (V, S, M), SR (Yes).                                                                      The target creature simmers with volatile energies.Whenever the creatures takes a movement-intensive action (attacking, drawing a weapon, casting a spell with somatic components, etc.) they take one point of energy damage of the caster's choice. Every 10 feet of movement also inflicts this damage.                                               Material Component: A flawed ruby or obsidian worth 30 GP.
 * 3rd Remove Resistance: Range (Medium), Casting Time (1 minor action), Duration (10 minutes per level), Save (will negates) Components (F), SR (Yes).                                                                                                                  This spell deals 2 fire, acid, force, sonic, and electric damage to the target. If the target has resistance to any of these energies they lose that resistance for the duration of the spell instead of taking that damage. If the target is immune to an energy type (other than cold) the caster must make a CL check versus the target's wisdom score to remove the immunity for the duration of the spell.        Material Component:  Polished obsidian or a small ruby worth 50 GP.
 * 4th: Energy Arc: Range (200 feet), Target (1 creature, plus 1 creature for every 2 levels of the caster beyond level 1. No two target creatures can be more than 40 feet apart) Casting Time (1 standard action), Duration (1 minute, plus one round per CL, see text), Save (Fortitude Negates, see text) Components (V, S, M), SR (Yes)    This spell causes the affected creatures to become conduits to the Elemental Plane of Energy. This spell effects each creature in the same way as the Prismatic Shackles spell, except that at the start of each effected creature's turn an arc of lances out to all other effected creatures within 40 feet. The effected creature, the creature that the arc connects with, and all creatures in-between take 2d6 damage of a random energy type (reflex save for half).         Material Component: Polished obsidian or a small ruby worth 50 GP
 * 5th: Elemental Emanations: Range (100 feet radius centered on the caster), Casting Time (1 full round action), Duration (1 minute per level), Save (reflex partial, see text) Components (V, S, M), SR (No)                                This extraordinarily powerful spell causes the caster to emanate waves of energy on the round it was cast and  once every 1d4 rounds for the spells duration. Whenever an emanation occurs the caster rolls on the following table. All creatures within 100 feet that the casters has Line of Effect with suffer the results except the caster. The caster also gains energy resistance 10 to all types for the duration of the spell.                                                1: 6d6 Fire Damage and on fire (ref half, not on fire), 2: 6d6 Acid Damage and bleed 2 for 5 rounds (ref half and no bleed) 3: 6d6 force damage and prone (ref half and not prone) 4: 6d6 electric damage and stunned (fort half and not stunned) 5: 6d6 Sonic Damage and deafened for 10 minutes (fort half and not deafened) 6: 5 Fire, Acid, force Electric, and Sonic damage and save individually v. on fire, bleed 2, prone, stunned, and deafened.             Arcane Manifestations: While this spell is memorized the caster buzzes with power and takes 1 additional damage whenever they take any energy damage except cold.   Material Component: A flawless, fist-sized ruby worth 1000 GP.

Random Energy Damage Type:

1-3: Fire

4-6: Acid

7-8: Force

9: Electric

10: Sonic

Blood Magic

This is another use of the Elemental Plane of Energy's warren, though it's parameters and methods are not widely known or understood.