I’m thinking about an encounter to throw at my players where they will end up in the Plane of Fire. It will be scorching hot there (around 500 degrees F). My question is How in the Hell do I keep all their shit from catching on fire? (No pun intended)
I can make up some magical spell or special amulet that protects them from the heat or makes them more resistant but then that would mean all the Fire monsters/creatures they would encounter would not have any of their Fire attack advantages...
Have any of you ever created a situation like this? And how / what can be done to protect the players and all their non-metal gear from bursting into flames, but at the same time, still allow the Fire creatures/elements to deal fire damage to them?
If your plane of fire is a constant 500 F I dont think your party would have any business going in their over obvious health problems. Could some parts of the plane be bearable enough to suffer an occasional constitution check for exhaustion? Looking into the Forgotten realms there is a a bit that says "Elemental fire is pure flame that does not require air or fuel to burn and can take on a solid, liquid, or gaseous state, yet it will ignite and consume anything flammable and unprotected from fire." if you want to go with just that the plane is on fire but still livable.
If it does need to be that hot and you want to treat it with items you could go about it two ways, a heat resistant life support suit where the players would need to worry about damage caused to it (or something similar, thats just the base thought behind it), or a magic item that only negates effects from harsh terrain rather than an actual element so your players will still suffer fire damage, but not heat exhaustion.
If your plane of fire is a constant 500 F I dont think your party would have any business going in their over obvious health problems. Could some parts of the plane be bearable enough to suffer an occasional constitution check for exhaustion? Looking into the Forgotten realms there is a a bit that says "Elemental fire is pure flame that does not require air or fuel to burn and can take on a solid, liquid, or gaseous state, yet it will ignite and consume anything flammable and unprotected from fire." if you want to go with just that the plane is on fire but still livable.
If it does need to be that hot and you want to treat it with items you could go about it two ways, a heat resistant life support suit where the players would need to worry about damage caused to it (or something similar, thats just the base thought behind it), or a magic item that only negates effects from harsh terrain rather than an actual element so your players will still suffer fire damage, but not heat exhaustion.
I plan on them entering a Lair of sorts that is scorching hot but didn’t seem fair if all their flammable stuff just went up in flames as they stepped inside... so I want to protect them some how but not from the actual monsters I have planned.
I do like the idea of an item/spell negating the fire / heat from environment / terrain but not from direct attacks. I’ll probably work that in. Thanks so much!
Perhaps each character gets an Amulet of Comfort (borrowed from some helpful djinn or whoever issued the quest) that generates a 10ft bubble of stable temperature around them - protecting them from extreme hot or cold environnements. Any fire attack or Elemental creature that enters the area brings its own power source with it, so it still does damage as normal. You can ratchet up the pressure by destroying or taking away some of the characters' amulets, leaving the party to huddle together in little groups to avoid the deadly heat.
Perhaps each character gets an Amulet of Comfort (borrowed from some helpful djinn or whoever issued the quest) that generates a 10ft bubble of stable temperature around them - protecting them from extreme hot or cold environnements. Any fire attack or Elemental creature that enters the area brings its own power source with it, so it still does damage as normal. You can ratchet up the pressure by destroying or taking away some of the characters' amulets, leaving the party to huddle together in little groups to avoid the deadly heat.
I really like your protection bubble / area of effect idea. Getting the players to rely on each other for survival is always good. Thanks!!!
If you locate some of the old 2nd edition planer books, it goes into converting some common spells to be specialized.
For example the Plane of Fire has a very thin atmosphere (p37 Manual of the Planes 2nd Edition). So a converted version of "Water Breathing" to allow the party to breath without issue in the Plane of Fire, assume it helps filter out the particulate matter that is probably common.
3rd Edition had a 1st lvl spell "Endure Elements" which allowed any creature cast on it to endure elements for 24 hours. It didn't stop magical damage like FIRE or COLD, but it meant heat/cold air wasn't an issue.
If you locate some of the old 2nd edition planer books, it goes into converting some common spells to be specialized.
For example the Plane of Fire has a very thin atmosphere (p37 Manual of the Planes 2nd Edition). So a converted version of "Water Breathing" to allow the party to breath without issue in the Plane of Fire, assume it helps filter out the particulate matter that is probably common.
3rd Edition had a 1st lvl spell "Endure Elements" which allowed any creature cast on it to endure elements for 24 hours. It didn't stop magical damage like FIRE or COLD, but it meant heat/cold air wasn't an issue.
Resistance to cold or fire damage provides protection from extremely cold/hot environments without granting them full-blown immunity (see the DMG chapter 5, "Adventure Environments.) That means tieflings and gold/red dragonborn are already covered, a Ring of Resistance or Armor of Resistancewill grant long-term protection to other party members. Protection From Energy can be also be used as a temporary measure if magic items aren't available, while Tiny Hut and similar spells can be used when they're resting or idle.
Have the party meet a friendly wizard NPC who offers his concentration to create a force field with a certain radius. In the radius, the temperature is still hot, just not scorching (100 degrees F). However the field can still be passed through. So have enemies can enter and exit. Have the party defend the wizard while he leads them to the adventure spot.
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Resistance to cold or fire damage provides protection from extremely cold/hot environments without granting them full-blown immunity (see the DMG chapter 5, "Adventure Environments.) That means tieflings and gold/red dragonborn are already covered, a Ring of Resistance or Armor of Resistancewill grant long-term protection to other party members. Protection From Energy can be also be used as a temporary measure if magic items aren't available, while Tiny Hut and similar spells can be used when they're resting or idle.
I am trying not to give the party the benefits of Damage Resistance and halving all fire damage. And none of the members are Tieflings or Red Dragonborn. I will probably use the temporary effect to environment or a bubble effect as recommended above. Thanks for the input!
Have the party meet a friendly wizard NPC who offers his concentration to create a force field with a certain radius. In the radius, the temperature is still hot, just not scorching (100 degrees F). However the field can still be passed through. So have enemies can enter and exit. Have the party defend the wizard while he leads them to the adventure spot.
I am definitely leaning towards something more like this. Thank you! :)
I am trying not to give the party the benefits of Damage Resistance and halving all fire damage.
Is that really a concern? Other than pure fire elementals - which the Monster Manual implies don't exist as fightable monsters in the plane of fire - every monster there will have secondary forms of damage. Having resistance to fire damage isn't going to be a huge advantage when fighting salamanders, azers or efreeti. You can always just scale up the encounters a bit to compensate.
The wizard bubble solution sounds like a great way to get the party killed if things go sideways and they're suddenly exposed to 500 degree temperatures for minutes or hours at a time.
The wizard bubble solution sounds like a great way to get the party killed if things go sideways and they're suddenly exposed to 500 degree temperatures for minutes or hours at a time.
This approach makes for more fun! :D and they would each have a bubble. I want the players to be worried/concerned at all times while in this plane. They will have to think twice about their actions. And as a DM, I definitely will make sure they don't all wipe... but they have already had encounters where half of them died (Dragons)... haha. :)
I feel if they had resistance to all fire damage it would make all these monsters I have planned seem week and less threatening and their challenge ratings would not be as relevant anymore.
Thanks again for your feedback though. It is still helpful.
RAW the plane of fire is not 500 degrees. The 5e DMG say the following...
"The heat in the Plane of Fire is comparable to a hot desert on the Material Plane, and poses a similar threat to travelers (see “Extreme Heat” in chapter 5, “Adventure Environments”). The deeper one goes into the plane, the rarer water becomes. Beyond a point, the plane holds no sources of water, so travelers must carry their own supplies or produce water by magic."
The rules for extreme heat are...
"When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates."
The interjection of 2e & 3e interpretations of the plane of fire into 5e is problematic because the solutions to surviving it simply don't exist mechanically anymore. At best a player can dump a 6th level spell slot to negate fire damage for 10 minutes. This is unsustainable. Even with a whole party of tieflings and fire genasi, every single one of them would die in the plane of fire if it was 500 degrees. Resistance to fire damage is not immunity to fire damage. The party would die from taking half damage. Also, what are the chances that a party will encounter enough legendary rings of fire elemental control to equip the entire party with them? highly unlikely. Mcguffin spell bubbles that don't exist mechanically feel bad.
Your player has to first select the planeshift spell, which removes a spell that they could have otherwise used for something else. They had to quest for the material component to get to the plane of fire. Forcing them to quest for fireproof clothes, fireproof weapons, fireproof, bags, etc. and quest for fire immunity/Mcguffin spell bubble when the RAW do not require that they do so is too cumbersome.
There are ALWAYS solutions to those who think and write games outside the box. Sure if you want to limit your game to 5e RAW and you come from a "every spell must have a counterspell and if it isn't written in some digital money-sucking proprietary document, it isn't right" then yeah, mixing 2e and 3e might SEEM to be incompatible. On the other hand, mixing them in and using these creative solutions being offered will EASILY work. I personally love the idea of the friendly mage and having to protect him/her to stay alive....it gives it a Stargate or Morrow project feeling to the game where the asskickers have to protect the specialist. It also provides a lot of roleplaying opportunities and reinforces players thinking about solving problems instead of relying on and limiting themselves to the generic magic abilities provided to them based on their class and level in the rulebooks.
If you want to make the Plane of Elemental Fire usable but still want to emphasize the scorching heat (even when you’re not on fire), use the rules for extreme heat in the Dungeon Master’s Guide. It may be the Plane of Fire, but not everything is constantly on fire.
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Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
If you're talking about the "border" plane where the City of Brass is located, you shouldn't be worried. See Vinyl37246's post above for more information.
If you're talking about the "deep" plane of fire, where there is virtually nothing but fire, the simple answer is, you can't. Even if you're immune to fire damage, you will suffocate from the lack of air. Only fire elementals can survive in that place.
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"If I die, I can live with that." ~Luke Hart, the DM lair
It depends on if the whole plane is fire. I never bought into the Elemental Plane of X was totally X. I always play it is Fire critters are more powerful there. There are islands of normal space which Visitors can survive.
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Hello fellow Dungeon Masters.
I’m thinking about an encounter to throw at my players where they will end up in the Plane of Fire. It will be scorching hot there (around 500 degrees F). My question is How in the Hell do I keep all their shit from catching on fire? (No pun intended)
I can make up some magical spell or special amulet that protects them from the heat or makes them more resistant but then that would mean all the Fire monsters/creatures they would encounter would not have any of their Fire attack advantages...
Have any of you ever created a situation like this? And how / what can be done to protect the players and all their non-metal gear from bursting into flames, but at the same time, still allow the Fire creatures/elements to deal fire damage to them?
Thanks in advance! :)
"Lawful Good does not always mean Lawful Nice."
If your plane of fire is a constant 500 F I dont think your party would have any business going in their over obvious health problems. Could some parts of the plane be bearable enough to suffer an occasional constitution check for exhaustion? Looking into the Forgotten realms there is a a bit that says "Elemental fire is pure flame that does not require air or fuel to burn and can take on a solid, liquid, or gaseous state, yet it will ignite and consume anything flammable and unprotected from fire." if you want to go with just that the plane is on fire but still livable.
If it does need to be that hot and you want to treat it with items you could go about it two ways, a heat resistant life support suit where the players would need to worry about damage caused to it (or something similar, thats just the base thought behind it), or a magic item that only negates effects from harsh terrain rather than an actual element so your players will still suffer fire damage, but not heat exhaustion.
I plan on them entering a Lair of sorts that is scorching hot but didn’t seem fair if all their flammable stuff just went up in flames as they stepped inside... so I want to protect them some how but not from the actual monsters I have planned.
I do like the idea of an item/spell negating the fire / heat from environment / terrain but not from direct attacks. I’ll probably work that in. Thanks so much!
"Lawful Good does not always mean Lawful Nice."
Perhaps each character gets an Amulet of Comfort (borrowed from some helpful djinn or whoever issued the quest) that generates a 10ft bubble of stable temperature around them - protecting them from extreme hot or cold environnements. Any fire attack or Elemental creature that enters the area brings its own power source with it, so it still does damage as normal. You can ratchet up the pressure by destroying or taking away some of the characters' amulets, leaving the party to huddle together in little groups to avoid the deadly heat.
"Lawful Good does not always mean Lawful Nice."
If you locate some of the old 2nd edition planer books, it goes into converting some common spells to be specialized.
For example the Plane of Fire has a very thin atmosphere (p37 Manual of the Planes 2nd Edition).
So a converted version of "Water Breathing" to allow the party to breath without issue in the Plane of Fire, assume it helps filter out the particulate matter that is probably common.
3rd Edition had a 1st lvl spell "Endure Elements" which allowed any creature cast on it to endure elements for 24 hours. It didn't stop magical damage like FIRE or COLD, but it meant heat/cold air wasn't an issue.
"Lawful Good does not always mean Lawful Nice."
Resistance to cold or fire damage provides protection from extremely cold/hot environments without granting them full-blown immunity (see the DMG chapter 5, "Adventure Environments.) That means tieflings and gold/red dragonborn are already covered, a Ring of Resistance or Armor of Resistancewill grant long-term protection to other party members. Protection From Energy can be also be used as a temporary measure if magic items aren't available, while Tiny Hut and similar spells can be used when they're resting or idle.
The Forum Infestation (TM)
Have the party meet a friendly wizard NPC who offers his concentration to create a force field with a certain radius. In the radius, the temperature is still hot, just not scorching (100 degrees F). However the field can still be passed through. So have enemies can enter and exit. Have the party defend the wizard while he leads them to the adventure spot.
I love roleplaying, message me so we can set something up.
I talk everything D&D, message me for questions, chat, arguements, or roleplay!
"Lawful Good does not always mean Lawful Nice."
"Lawful Good does not always mean Lawful Nice."
The Forum Infestation (TM)
"Lawful Good does not always mean Lawful Nice."
RAW the plane of fire is not 500 degrees. The 5e DMG say the following...
"The heat in the Plane of Fire is comparable to a hot desert on the Material Plane, and poses a similar threat to travelers (see “Extreme Heat” in chapter 5, “Adventure Environments”). The deeper one goes into the plane, the rarer water becomes. Beyond a point, the plane holds no sources of water, so travelers must carry their own supplies or produce water by magic."
The rules for extreme heat are...
"When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates."
The interjection of 2e & 3e interpretations of the plane of fire into 5e is problematic because the solutions to surviving it simply don't exist mechanically anymore. At best a player can dump a 6th level spell slot to negate fire damage for 10 minutes. This is unsustainable. Even with a whole party of tieflings and fire genasi, every single one of them would die in the plane of fire if it was 500 degrees. Resistance to fire damage is not immunity to fire damage. The party would die from taking half damage. Also, what are the chances that a party will encounter enough legendary rings of fire elemental control to equip the entire party with them? highly unlikely. Mcguffin spell bubbles that don't exist mechanically feel bad.
Your player has to first select the planeshift spell, which removes a spell that they could have otherwise used for something else. They had to quest for the material component to get to the plane of fire. Forcing them to quest for fireproof clothes, fireproof weapons, fireproof, bags, etc. and quest for fire immunity/Mcguffin spell bubble when the RAW do not require that they do so is too cumbersome.
There are ALWAYS solutions to those who think and write games outside the box. Sure if you want to limit your game to 5e RAW and you come from a "every spell must have a counterspell and if it isn't written in some digital money-sucking proprietary document, it isn't right" then yeah, mixing 2e and 3e might SEEM to be incompatible. On the other hand, mixing them in and using these creative solutions being offered will EASILY work. I personally love the idea of the friendly mage and having to protect him/her to stay alive....it gives it a Stargate or Morrow project feeling to the game where the asskickers have to protect the specialist. It also provides a lot of roleplaying opportunities and reinforces players thinking about solving problems instead of relying on and limiting themselves to the generic magic abilities provided to them based on their class and level in the rulebooks.
If I were adventuring in the plane of Elemental Fire, I'd want a decanter of endless water with me...
Every spell does have a counterspell; counterspell...
If you want to make the Plane of Elemental Fire usable but still want to emphasize the scorching heat (even when you’re not on fire), use the rules for extreme heat in the Dungeon Master’s Guide. It may be the Plane of Fire, but not everything is constantly on fire.
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
If you're talking about the "border" plane where the City of Brass is located, you shouldn't be worried. See Vinyl37246's post above for more information.
If you're talking about the "deep" plane of fire, where there is virtually nothing but fire, the simple answer is, you can't. Even if you're immune to fire damage, you will suffocate from the lack of air. Only fire elementals can survive in that place.
Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
It depends on if the whole plane is fire. I never bought into the Elemental Plane of X was totally X. I always play it is Fire critters are more powerful there. There are islands of normal space which Visitors can survive.
No Gaming is Better than Bad Gaming.