Physical Conditions - Lightning (TIP)

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The sheer display of raw energy inherent in this quasiplane makes a trip here well worth the effort. Few places in the multiverse outside the Positive or Negative Energy Planes exhibit such visible shows of primal force.
==Getting Here==
The Grand Archives of the Fraternity of Order list a total of 143 portals leading to and from the Quasielemental Plane of Lightning, although surely many more exist. Evidence indicates that those who discover portals to this and other quasiplanes are 46% less likely to divulge their knowledge than are those who find portals to better-known planes such as Fire or one of the Outer Planes.
Portal Number 22 lies on Arcadia. Known as the Storm King's Gate, it offers easy access to the quasiplane of Lightning. However, the portal is well guarded by the Storm King's servants, and the key is a blast of cold wind.
Portals Number 81 through 85 lie on Mount Olympus, where at least four storm deities claim to rule over two-way portals to Lightning.
Great and powerful storms on the Prime Material Plane often contain vortices that lead to the quasiplane of Lightning. Common tempests are usually short-lived. Some scholars believe that every storm of sufficient power holds a vortex.
Rumors speak of individuals struck by powerful discharges of lightning-whether from a storm, a magical item or spell, or the breath of a dragonwho were transported to the quasiplane of Lightning as a result. This seems highly unlikely to the scientific mind, but as we all know, each rule has exceptions and loopholes, so it could be possible.
==Hazards==
Staying alive in the quasiplane of Lightning is not as difficult as one might think. In fact, the realm can be as safe as the plane of Air, as long as one has no fear of lightning strikes. During each round spent in the quasiplane, any nonnative has a 10% chance of attracting a lightning bolt. A being who carries more metal than a dagger automatically draws a bolt. These lightning bolts inflict 1d8 x 10 points of damage; they're more powerful than similar discharges (natural or magical) found anywhere else. A successful saving throw vs. rod indicates that the blast inflicts only half damage. Because of the thunderclap that follows a lightning strike, a second saving throw vs. rod is required to avoid deafness that lasts 2d4 hours. Protection from lightning and similar spells render the target immune to the electricity (but not the thunder).
===Breathing And Vision===
The air of the quasiplane is crisp and pure, easily inhaled by any being. According to most texts, however, it carries with it a smell of ozone and an almost metallic taste from its electrical charge.
Due to the ever-present storm clouds that blow about on violent winds, one's range of vision varies from a few feet to perhaps a few hundred. Fortunately, a light electrical halo quickly appears around any matter in the quasiplane, providing a small natural illumination-there's no need for torches or magical light here. Those who value stealth might wish to know that this aura makes invisibility utterly useless.
===Other Dangers===
Aside from the common bolts of lightning, one should be aware of other hazards within the quasiplane. 
LIGHTNING BALLS. Tiny dancing constructs of energy, these rare, chaotic formations strike as lightning bolts, but a successful saving throw indicates that the target creature dodges the ball and suffers no damage. However, lightning balls have an annoying tendency to follow a target, striking every round until they finally discharge. 
PLASMA POCKETS. Sometimes the energy of the quasiplane gathers within a cloud until it carries a horrible potency. These pockets of plasma are the same size as normal elemental pockets (as determined by the table on page 14), and those who stumble into one instantly suffer 20d 10 points of damage. The flash-frying effect spells doom for most any being. Even those immune to electricity suffer 2d 10 points of damage.
==Moving About==
Just as in the plane of Air or within a prime-material atmosphere, one can use any means of flight to propel oneself about in Lightning. Further, if one masters the knack of doing so, one can alter orientation such that the direction believed to be "down" changes. (This means of travel is explained fully in the chapter devoted to the Elemental Plane of Air.)