Elemental Plane of Chaos (DnD Environment)
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 Elemental Plane of Chaos
In the world of Nibiru law and order are a little more than alignments, they have manifested as elemental forces. In much the same way that the Positive Energy Plane and Negative Energy Planes are indirectly associated with Good and Evil, likewise the Elemental Plane of Chaos and it's counterpart, the Elemental Plane of Order, are associated with Chaos and Law without actually being aligned in nature.
The Elemental Plane of Chaos is just as inhospitable as any Inner Plane, perhaps even more so. It almost resembles Limbo, as the world churns and boils, creating and destroying itself like bubbles in a lava lamp. Even time falls victim to the boiling world, and victims find themselves thrust in strange times robbed of their youth and location. Those who step onto the plane beware, for you will eventually dissolve into the chaotic maelstrom of the plane.
 Plane Traits
 Physical Traits
- Gravity: Objective gravity. The location of 'down' varies greatly and often changes even when you stand still.
- Time: Erratic time. Every day or every 2 miles traveled in the plane, re-roll at which speed time is flowing relative to the material plane.
- Size: Infinite.
- Morphic: Highly Morphic. The plane is so chaotic no mortal mind has been able to stabilize it for very long short of strange planar magics. Every minute, it generally undergoes one dramatic change in a 2 mile area from one terrain to the next.
 Magic, Alignment, and Energy/Elemental Traits
- Elemental Dominance: None.
- Energy Dominance: None.
- Alignment Trait: None.
- Magic Trait: Enhanced magic. The Haste spell, Freedom of Movement, Expeditious Retreat, and other spells which directly increase or return the movement of others are quickened (as if the Quicken 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 quickened are unaffected by this benefit.
- Magic Trait: Impeded magic. Any spell which hampered movement or the speed of creatures is impeded.
 Plane Links
The plane is linked to the Astral Plane and the Scar Plane.
 Plane Inhabitants
Chaos Elementals live here, warping around the environment in a mad dance. Those who run into one may end up fighting one, though it is unsure if it attacks in anger, madness, or to have something to do.
 Movement and Combat
Combat and movement would work the same way as it does on the Material Plane, with exception of the flow of time. The plane is under an effect of Fast Time, where everyone is treated as if they were under a Haste spell. Those under a Slow spell are treated as being normal. In addition it is home to a much more serious condition for those who stay here an extended time, the Dissolution.
Upon entering the plane you must succeed on a DC 10 Will save, or undergo the wild effects of Dissolution. Every day you spend on the plane increases this save by +2. Those who fail are subjected to the plane's traits unless you are truly lucky enough to gain immunity. In addition, for every effect which occurs to you from Dissolution add +1 to the next Dissolution check. If you become immune by luck, your immunity lasts until you spend a month outside the plane, to which it returns to normal.
 Features of the Plane
The landscape never stops moving. When in transition it seems like everything is liquid, and it visibly boils, including the people on the plane when they come down with Dissolution. The environments range from familiar to alien. A forest turns into a desert, then becomes an ocean which is filled with acid causing fog to blow in and leave dust that spawns strange crystal fields, and more. You can never tell what comes next. You may use the table below, Plane Environments, to judge what you may receive from the plane at any time.
While the plane is very similar to Limbo, it is different in that Limbo has random creation and destruction with no known pattern. The Plane of Chaos, meanwhile, simply has entropy sped up to the Nth degree. Birth and death occur in an instant and strange phenomena are commonplace. A careful observation of the plane (a DC 30 Wis check) reveals cause and effect to still be in play, if very unpredictable and twisted. A person who makes this check is able to predict the next major terrain change.
 Plane Links
The Astral Plane links to the Plane of Chaos as per all normal Elemental Planes. Sometimes it brushes against the other Inner Planes, forming quasi-elemental planes of odd natures, like extremely explosive popping fire or random strength disintegrating negative energy spots.
 Plane Encounters
Chaos Elementals dance across their world in fits of madness and confusion. They seem to have little mind of their own but they have been seen to mobilize and converge on things which offend their nature, such as victims caught in a Temporal Stasis (to which they would do what they could to free it or eject it), or by those standing still for too long.
 Alternate Variances
There may be safe zones scattered about the world where the Plane of Chaos brushes against other, normal time planes. These safe zones are still possessing the changing terrain effect but do not cause Dissolution in victims, or Haste.
|Roll a d12||Environment|
|4||Shallow Pond or River|
|10||Roll again for terrain, Ethereal Plane version|
|11||Roll again for terrain, Shadow Plane version|
|12||Roll again for terrain, powerful stormy weather|
|Roll 2d20||Effect on a failed Will save|
|2-3||Immune to any further effects.|
|4||Heal 5d6 damage.|
|5||Heal 3d6 damage.|
|6||Heal 1d6 damage.|
|7||Next action that effects subject is negated.|
|8||Personal lighting changes. Subject changes colors strangely.|
|9||Fort Save vs Deafen for 1 minute DC 15.|
|10||Fort Save vs Blind for 1 minute DC 15.|
|11||Fort Save vs poison for 1 minute DC 15.|
|12||Hair falls out and regrows in a new color over the course of 3 rounds.|
|13||Subject vanishes for 5 rounds as they catapult into the future.|
|14||Subject gains a dazed, puzzled duplicate of themselves, and next round they vanish, catapulted back 1 round.|
|15||Subject may attempt a skill check untrained as if they had half a rank in them. Lasts for 1 minute or until used.|
|16||Subject swells painfully for 1 round. Unable to take any actions, but not helpless.|
|17||Roll a d20. Subject healed for that much.|
|18||Roll a d20. Subject harmed for that much.|
|19||Subject must make a DC 19 Fort save or Drown.|
|20||Roll twice on the chart.|
|21-23||No effect at all.|
|24||Subject teleported in a random direction, 10 feet.|
|25||Subject teleported in a random direction, 100 feet.|
|26||Subject teleported in a random direction, 1000 feet.|
|27||Random encounter with hostile creatures who spontaneously form, any plane's creatures possible.|
|28||Sudden Antimagic Field for 1 round.|
|29||All magic items suppressed for 1d4 rounds.|
|30||Unstable terrain, DC 30 Reflex save or fall prone.|
|31||You are abruptly subject to a Plane Shift spell as a gate springs up, random destination.|
|32||Blood boils, take 10d6 fire damage and DC 20 Fort save vs fatigue.|
|33||Skin freezes, take 10d6 cold damage and DC 20 Fort save vs damaged skin for -2 AC for 1 minute.|
|34||Subject expends all spells as if they just cast them, and gains temporary hp equal to the number of spells lost.|
|35||Subject sees things super quick, resulting in sensory overload. Act as if Confused for 1 minute, no save.|
|36||You dissolve into the plane if you fail a DC 10 Fort save, on a success you take 1d6+10 damage.|
|37||You dissolve into the plane if you fail a DC 20 Fort save, on a success you take 3d6+20 damage.|
|38||You dissolve into the plane if you fail a DC 30 Fort save, on a success you take 5d6+30 damage.|
|39||Take 3d6 damage from spacial tearing, DC 20 Fort save negates.|
|40||You dissolve into the plane, no save. Your body is lost and you die.|