Elemental Plane of Air

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{{#vardefine:tab-GW|Inner PlaneInfiniteSubjective DirectionalNormal
**Formerly:** Flowing (1 real day = 2 subjective days)AlterableAir-dominantEnhanced: air-related; Impeded: earth-related

## Basic information

### Natives

Air elementals, arrowhawks, djinn, invisible stalkers, janni, mephits

## Planar Traits

* Great Wheel
* World Axis
* World Tree

## {{#var:GWsubheader}}

### Time

Normal
**Formerly:** Flowing (1 real day = 2 subjective days)

### Magic trait

Enhanced: air-related; Impeded: earth-related
**Formerly:** Normal with special cases

## {{#var:WTsubheader}}

The **Elemental Plane of Air** was an Inner Plane or Elemental Plane of the Great Wheel cosmology and the World Tree cosmology models. After the Spellplague, the Elemental Plane of Air collapsed into the Elemental Chaos, mixing with all the other Inner Planes. Air is one of the four elements and two energies that make up the known universe and therefore of keen interest to cosmologists as well as spell casters that wish to harness and wield the raw power of the elements.

## Cosmology

According to the Great Wheel cosmology model, the Elemental Plane of Air could be reached via the Ethereal Plane, an adjacent elemental plane, or by an elemental vortex. If traveling through the Deep Ethereal, a blue *curtain of vaporous color* indicated the boundary of the Plane of Air's Border Ethereal region. Once in the Border Ethereal, a traveler could observe the Plane of Air and be detected by its denizens. Using the spherical model, this plane was adjacent to the para-elemental planes of Ice and Smoke and the quasi-elemental planes of Lightning and Vacuum. Elemental vortices could occur wherever a high concentration or nearly pure form of an element was found, and could be temporary or permanent. A vortex to the Plane of Air could manifest in the eye of a hurricane or in the clean, crisp air atop a high mountain, for example. There was a vortex to the Elemental Plane of Water called the Waterspout not far from the djinn city/palace called the Citadel of Ice and Steel. Temporary gates could be created by the *plane shift*  spell or the abilities of high level druids.

In the World Tree cosmology model, the Astral Plane connected all planes with the Prime Material Plane and the Ethereal Plane was only used for journeying between locations on the Prime. The Elemental Plane of Air was not connected or coterminous with any other elemental plane. The spell *astral projection*  could be used to reach the Plane of Air via a pale blue *color pool*. Additionally, the *gate*  and *plane shift*  spells could be used to open a temporary portal to this plane. To reach the plane in this manner required a tin fork tuned to the note of A as a spell focus.

## Description

> It is as open as the eternal sky.
> It is as solid as a child's breath.
> It is falling forever.
>
> Manual of the Planes

The Elemental Plane of Air was filled essentially completely with air but had various impurities that tended to form pockets or bubbles in the otherwise pure atmosphere. Gaseous bubbles included clouds of every type, fog, steam, mist, smoke, poisonous clouds and acidic vapors; also the rare intrusion of elemental fire which is flame without fuel. Liquid impurities were usually water or water-based and tended to form floating spheres when not buffeted or frozen by the winds. Solid matter could be found here, from dust, ash, salt, or sand, to chunks of earth approaching the size of a large asteroid. The larger chunks were often brought into the plane by intelligent beings and were very likely to be inhabited or formerly inhabited. As described by the Great Wheel model, a traveler with a guide could approach the boundaries with the para- and quasi-elemental planes: where the whiff of smoke eventually became hot, thick, and choking, or the tang of ozone soon lead to heavy storms with arcs of lightning in all directions, or the temperature dropped until flakes of snow, crystals of ice, and lumps of hail finally became a wall of ice, or the light faded to gray and the air thinned out until there was nothing.

If you had to describe the Elemental Plane of Air in a single word, it would have been "blue". The very substance of the plane seemed to radiate the magnificent sapphire hue of a clear summer day on the Prime Material Plane. Visibility was twice what the best conditions on the Prime could allow, unless of course something obscured vision. Weather was the primary natural hazard in this plane. The winds were normally light to moderately strong throughout the plane but could intensify into tornadoes, maelstroms, and hurricanes with powerful lightning. These extreme weather events were common, and when other elements got caught up in the storm it could produce pounding rain, blinding snow, pelting hail, freezing sleet, and storms of choking smoke, biting sand, burning ash, scalding steam, or searing fire. The worst of these was the maelstrom, a toroid-shaped tornado that could last for decades. Being caught in one was like being in a violent dust storm and death was only a matter of minutes away unless the victim was able to achieve great speed (escape velocity), perform an act of great strength or receive outside assistance. Spellcasting was impossible within a maelstrom.

### Notable Locations

* Borealis
* Citadel of Ice and Steel
* Taifun, Palace of Tempests

## Inhabitants

Invisible, and yet the most common denizens of this plane were the elementals themselves including aerial servants, invisible stalkers and wind walkers. Unless magic was employed their outlines were only vaguely visible if dust or debris were caught in their bodies. When made visible, air elementals were usually large wispy beings with aerodynamic bodies and wings, or propelled themselves by forcing air through their bodies and using fins for maneuvering. Others, sometimes called animentals, mimicked the shape of Prime Material animals and monsters.

Immigrants to the Elemental Plane of Air included the djinn, some jann, mephits of the air, dust and ice subtypes, and arrowhawks. Reported sightings of other creatures included beholders, belkers, cloud giants, devas, hippogriffs, ildriss, pegasi, skriaxit, spectres, sphinxes, sprites, sylphs,, vapor rats. and genasi[*citation needed*].

## Realms

* Akadi, the Queen of Air, once dwelt in a great maelstrom on this plane. After the Spellplague, she was revealed to be a primordial and she formed a new realm called *Sky Home* in the Elemental Chaos.
* Bahamut was reported to have a citadel here as well as several locations in the Seven Heavens. Whether these were separate realms, the same realm that moved about, or realms that existed simultaneously in these places is still debated. After the Spellplague, The Lord of Dragons moved to Celestia.
* Great Caliph Husam al-Balil ben Nafhat al-Yugayyim, the Master of the Clouds and Son of the Breezes, Commander of the Four Winds, Ruler of All Djinn, Defender of the Heavens, Prince of Birds, Storm of the Righteous, and many other titles had a realm called the Citadel of Ice and Steel here.
* Shu, father of Geb, resided here in a realm of balmy air and gentle breezes called Desert Wind.
* Yan-C-Bin, the Prince of Evil Aerial Creatures, once had a realm in the Plane of Air.

## Appendix

### Notes

1. ↑ Some say the djinn are natives to the Plane of Air. See David "Zeb" Cook (1994). *Planescape Campaign Setting, A DM Guide to the Planes*. Edited by David Wise. (TSR, Inc), p. 28. ISBN 978-1560768340.

### Appearances

* *Tales of the Outer Planes*, The Brewing Storm. An adventure set in the Elemental Plane of Air.

### Further Reading

* Jeff Quick (2002-01-09). “Aarakocran Portals: Elemental Plane of Air Portal”. *Perilous Gateways*. Wizards of the Coast. Archived from the original on February 23, 2004. Retrieved on April 19, 2020.

### References

{{#vardefine:numCol|2}}

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Monte Cook, Jonathan Tweet, Skip Williams (July 2003). *Dungeon Master's Guide v.3.5*. (Wizards of the Coast), p. 155. ISBN 0-7869-2889-1.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 34. ISBN 0880383992.
3. ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), p. 68. ISBN 0-7869-1850-8.
4. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 12. ISBN 0880383992.
5. ↑ Bruce R. Cordell (1998). *A Guide to the Ethereal Plane*. Edited by Michele Carter, Keith Francis Strohm. (TSR, Inc.), p. 20. ISBN 0-7869-1205-7.
6. ↑ Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), pp. {{#regex:49,57|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1850-8.
7. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). *Dungeon Master's Guide 5th edition*. (Wizards of the Coast), p. 49. ISBN 978-0786965622.
8. ↑ Jeff Grubb (April 1987). “Plane Speaking: Tuning in to the Outer Planes”. In Roger E. Moore ed. *Dragon* #120 (TSR, Inc.), pp. {{#regex:42–43|%(,)(\S)%|$1 $2}}.
9. ↑ 9.0 9.1 9.2 9.3 Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 22. ISBN 0880383992.
10. ↑ 10.0 10.1 Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 23. ISBN 0880383992.
11. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 24. ISBN 0880383992.
12. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), pp. {{#regex:27–30|%(,)(\S)%|$1 $2}}. ISBN 0880383992.
13. ↑ Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), pp. {{#regex:6–7|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1850-8.
14. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 256. ISBN 0-7869-1836-5.
15. ↑ 15.0 15.1 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. (Wizards of the Coast), p. 66. ISBN 978-0-7869-4924-3.
16. ↑ David "Zeb" Cook (1994). *Planescape Campaign Setting, A DM Guide to the Planes*. Edited by David Wise. (TSR, Inc), p. 26. ISBN 978-1560768340.
17. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 12. ISBN 0880383992.
18. ↑ 18.00 18.01 18.02 18.03 18.04 18.05 18.06 18.07 18.08 18.09 18.10 18.11 18.12 18.13 David "Zeb" Cook (1994). *Planescape Campaign Setting, A DM Guide to the Planes*. Edited by David Wise. (TSR, Inc), p. 28. ISBN 978-1560768340.
19. ↑ David "Zeb" Cook (August 1989). *Player's Handbook (2nd edition)*. (TSR, Inc.), p. 224. ISBN 0-88038-716-5.
20. ↑ David "Zeb" Cook (August 1989). *Player's Handbook (2nd edition)*. (TSR, Inc.), p. 38. ISBN 0-88038-716-5.
21. ↑ Monte Cook, Jonathan Tweet, Skip Williams (July 2003). *Dungeon Master's Guide v.3.5*. (Wizards of the Coast), p. 147. ISBN 0-7869-2889-1.
22. ↑ Monte Cook, Jonathan Tweet, Skip Williams (July 2003). *Dungeon Master's Guide v.3.5*. (Wizards of the Coast), p. 150. ISBN 0-7869-2889-1.
23. ↑ 23.0 23.1 Monte Cook, Jonathan Tweet, Skip Williams (July 2003). *Dungeon Master's Guide v.3.5*. (Wizards of the Coast), p. 151. ISBN 0-7869-2889-1.
24. ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). *Player's Handbook v.3.5*. (Wizards of the Coast), p. 201. ISBN 0-7869-2886-7.
25. ↑ Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), p. 49. ISBN 0-7869-1850-8.
26. ↑ Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), p. 33. ISBN 0-7869-1850-8.
27. ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). *Player's Handbook v.3.5*. (Wizards of the Coast), p. 234. ISBN 0-7869-2886-7.
28. ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). *Player's Handbook v.3.5*. (Wizards of the Coast), p. 262. ISBN 0-7869-2886-7.
29. ↑ Jeff Grubb (April 1987). “Plane Speaking: Tuning in to the Outer Planes”. In Roger E. Moore ed. *Dragon* #120 (TSR, Inc.), p. 43.
30. ↑ 30.0 30.1 Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 31. ISBN 0880383992.
31. ↑ 31.0 31.1 Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), pp. {{#regex:32–34|%(,)(\S)%|$1 $2}}. ISBN 0880383992.
32. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), pp. {{#regex:31–32|%(,)(\S)%|$1 $2}}. ISBN 0880383992.
33. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 32. ISBN 0880383992.
34. ↑ 34.0 34.1 Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), p. 69. ISBN 0-7869-1850-8.
35. ↑ 35.0 35.1 35.2 Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 33. ISBN 0880383992.
36. ↑ 36.0 36.1 36.2 36.3 36.4 Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 35. ISBN 0880383992.
37. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 6. ISBN 0-9356-9600-8.
38. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 55. ISBN 0-9356-9600-8.
39. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 101. ISBN 0-9356-9600-8.
40. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 28. ISBN 0-9356-9600-8.
41. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 77. ISBN 0-88038-031-4.
42. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 10. ISBN 0-9356-9600-8.
43. ↑ 43.0 43.1 Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), p. 70. ISBN 0-7869-1850-8.
44. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 44. ISBN 0-9356-9600-8.
45. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 43. ISBN 0-88038-031-4.
46. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 52. ISBN 0-9356-9600-8.
47. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 73. ISBN 0-88038-031-4.
48. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 78. ISBN 0-9356-9600-8.
49. ↑ 49.0 49.1 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 89. ISBN 0-9356-9600-8.
50. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 92. ISBN 0-9356-9600-8.
51. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 105. ISBN 0-88038-031-4.
52. ↑ Jeff Grubb, Ed Greenwood and Karen S. Martin (1987). *Forgotten Realms Campaign Set (Cyclopedia of the Realms)*. (TSR, Inc), p. 16. ISBN 0-8803-8472-7.
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### Connections

The **Elemental Plane of Air**
Realms
Desert Wind • Great Funnel

Cosmologies of the Realms

The Great Wheel

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Prime Material plane • Feywild • Shadowfell • Fugue Plane
**Transitive Planes:** Astral Plane • Ethereal plane
**Inner Planes:** **Elemental Plane of Air** • Elemental Plane of Water • Elemental Plane of Earth • Elemental Plane of Fire • Elemental Chaos
**Para-Elemental Planes:** Frostfell • Swamp of Oblivion • Fountains of Creation • Great Conflagration
**Quasi-Elemental Planes:** Lightning • Radiance • Minerals • Steam • Vacuum • Ash • Dust • Salt
**Outlands:** Sigil
**Outer Planes:** Arcadia • Mount Celestia • Bytopia • Elysium • Beastlands • Arborea • Ysgard • Limbo •
Pandemonium • Abyss (Layers) • Carceri • Hades • Gehenna • Nine Hells • Acheron • Mechanus
**Energy planes:** Positive Energy plane • Negative Energy plane
**Planar Pathways:** Infinite Staircase • Oceanus • Mount Olympus • Styx • Yggdrasil
**Far Realm**

The World Tree
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Prime Material plane • Cynosure • Fugue Plane
**Transitive Planes:** Astral Plane • Ethereal plane • Plane of Shadow • Spirit World
**Celestial Outer Planes:** Arvandor • Brightwater • Dwarfhome • Dweomerheart • Gates of the Moon • Golden Hills • Green Fields • House of Knowledge • House of the Triad
**Fiendish Outer Planes:** Abyss (Layers) • Barrens of Doom and Despair • Blood Rift • Clangor • Deep Caverns • Demonweb Pits • Fated Depths • Fury's Heart • Hammergrim • Nine Hells • Nishrek • Supreme Throne
**Neutral Outer Planes:** Dragon Eyrie • Heliopolis • House of Nature • Jotunheim • Warrior's Rest
**Inner Planes:** **Elemental Plane of Air** • Elemental Plane of Earth • Elemental Plane of Fire • Elemental Plane of Water • Positive Energy plane • Negative Energy plane
**Planar Pathways:** Infinite Staircase • River of Blood • World Tree
**Far Realm**

The World Axis
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Prime Material plane
**Fundamental planes:** Astral Sea • Elemental Chaos
**Astral dominions:** Arvandor • Banehold • Celestia • Cynosure • Deep Wilds • Demonweb Pits • Dismal Caverns • Dwarfhome • Eternal Sun • Fugue Plane • Gates of the Moon • Green Fields • House of Knowledge • Nine Hells • Nishrek • Supreme Throne • Towers of Night • Tu'narath • Warrior's Rest
**Elemental realms:** Abyss (Layers) • City of Brass • Cresting Spires • Fimbulwinter • Hidden Realm • Muspelheim • Root Hold • Sky Home • Steading • Thraotor • Undying Pyre • Zerthadlun
**Parallel planes:** Feywild • Shadowfell
**Anomalous planes:** Far Realm