Avoid Planar Effects

AVOID PLANAR
EFFECTS
Abjuration
Level: Cleric 2, druid 2, sorcerer/
wizard 3
Components: V
Casting Time: 1 immediate action
Range: 20 ft.
Targets: One creature/level in a
20-ft.-radius burst centered on you
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The danger of the plane surprises you, and
you have barely time to bark out a few elder
words of power. In a moment you’re safe,
and you gain a brief respite—time enough
to cast more permanent protective spells.
You gain a temporary respite from
the natural effects of a specific plane.
These effects include extremes in temperature,
lack of air, poisonous fumes,
emanations of positive or negative
energy, or other attributes of the plane
itself (DMG 150).
Avoid planar effects provides protection
from the 3d10 points of fire
damage that characters normally take
when on a plane with the fire-dominant
trait. Avoid planar effects allows a
character to breathe water on a waterdominant
plane and ignore the threat
of suffocation on an earth-dominant
plane. A character protected by avoid
planar effects can’t be blinded by the
energy of a major positive-dominant
plane and automatically stops gaining
temporary hit points when they equal
the character’s full normal hit point
total. Negative-dominant planes don’t
deal damage or bestow negative levels
to characters protected by avoid planar
effects.
In addition, some effects specific to a
plane are negated by avoid planar effects.
In the D&D cosmology, avoid planar
effects negates the deafening effect of
Pandemonium and the cold damage on
the Cania layer of the Nine Hells. The
DM can add additional protections for a
cosmology he creates. If the campaign
has an Elemental Plane of Cold, for
example, avoid planar effects protects
against the base cold damage dealt to
everyone on the plane.
The effects of gravity traits, alignment
traits, and magic traits aren’t
negated by avoid planar effects, nor is
the special entrapping trait of certain
planes (such as Elysium and Hades).
The spell does not provide protection
against creatures, native or
otherwise, nor does it protect against
spells, special abilities, or extreme
and nonnatural formations within the
plane. This spell allows you to survive
on the Elemental Plane of Earth, for
instance, but it won’t protect you if
you walk into a pool of magma on that
same plane.