Erna Plane of Earth

## Overview

The Elemental Plane of Earth was an infinite expanse of solid matter pockmarked by bubbles of other elements and riddled with fissures and tunnels created by burrowing creatures or the occasional small mining operation. Ensconced in a few of these pockets were trading outposts and the rare hidden wizard fortress. Solid does not imply stationary: the substances of this plane were constantly moving in a slow, grinding motion punctuated by earthquakes from small tremors to massively violent upheavals.

### Planar Effects

* Ever-Shifting Earth - Frequent Earthquakes can shake you to your knees, open fissures under your feet, or crush the walls of your tunnel together, completely altering the network of tunnels leading through the plane.
* Grounding Magic - Illusion spells have a 25% chance of failing outright. Lightning spells have their range halved and Thunder spells have their range doubled.
* Soft Earth Pockets - You can be sucked under the surface of talc soft deposits by the changing gravity of the plane: DC 13 Dex save or else you are restrained and take 3d10 bludgeoning damage at the start of each of your turns. At the end of each of your turns, you can attempt a DC 18 Strength save to escape.

## Notable Places

The Great Delve – a massive cavern constantly maintained by slave labor. It houses the City of Jewels, watched over by the Great Khan

Sevenfold Mazework – a massive chunk of bismark hollowed out into mazes leading inwards. Dao only.

Rumble Line – area where two massive continents of earth are grinding together. Constant earthquakes, explosions, etc.

## Visiting the Plane

This is homebrew content, created by me. The DC's and other numerical values are in the context of my own D&D campaign and should be considered suggestions.

[6000g] Belt of Stone Moving (attunement): Allows the wearer to burrow through unworked stone and earth similarly to an earth elemental at a speed of 20ft. Also grants the wearer tremorsense 30ft. The belt has 3 charges, and regains 1 charge per day. As a bonus action, you can expend a charge to extend your tremorsense to 60ft and your movement speed to 35ft for 1 minute.

Stasis Necklace (attunement): When you attune to this necklace, you fall unconscious, and one round later you freeze in place. You are immune to damage and incapacitated. The state lasts for an amount of time you dictate while attuning, or until the necklace is removed.

[5000g] Xorn Maw (attunement): This necklace resembles a large, fanged maw, with rows of nasty teeth pointing inwards at the wearer. After doning it, you attune to it and your form changes to a Xorn. You gain all its physical stats and abilities, but retain your intelligence, wisdom, charisma stats and proficiencies. Your gear and weapons meld into the new form and are inaccessible. The transformation lasts forever, but you can return to your original form and unattuned from the necklace by consuming at least 1000g of precious metals or gems.

Scrolls:

* Stone Walk: level 4: Duration 24 hours: Target Self: You gain the ability to burrow through unworked stone and earth at your walking speed. You also gain tremorsense 30ft. You also gain temporary hitpoints equal to your character level which last for the duration of the spell.
* Aspect of Xorn: level 5: Duration 8 hours: Target Self: Materials a Xorn tooth: Your skin takes on a rough, patchy texture and you take 3 less damage from physical sources that aren’t made of adamantine. You learn to speak Terran for the spell’s duration. You can burrow through stone like a Xorn at a speed of 20ft. Finally, you gain the ability to precisely pinpoint the location of precious metals and stone within 60ft of you, via smell. You can consume these materials and digest them for sustenance. 50g of precious materials equals approximately a day’s rations.
* Dao’s Protection: level 3: Duration 1 hour: Target Self: Materials a small granite slab worth at least 50g: You gain a charge of magical energy that you can use a reaction to expend, when you are hit with an attack roll or targeted by an attack that provokes a saving throw. When you expend the charge, you are fully encased in a large slab of black granite which lasts until the start of your next turn. The slab has AC8 and 100HP. While in the slab, you are untargetable and incapacitated, you are immune to damage and magic until the slab disappears or is destroyed.

## Lode Stones

Lodestones are massive concentrations of Earth Elemental magic, so heavy that neither magic nor outsiders can move them. They can be created by the Dao and also form naturally at the epicenters of Earth Plane quakes. Only mortals possessed of great strength and clear conviction can move them. Moving Lode Stones outside the Earth Plane can alter the cosmic balance of an entire Plane.
Each seems to weigh enough that you can just barely lift it, cutting your movement speed in half. However, a lodestone can only be moved by a character that has at least a 13 in strength, wisdom, AND charisma. Characters with one or some of these attributes can cooperate to move a stone. If you are \*helping\* to carry a Lodestone, you have disadvantage on attack rolls.

* When you are within 60ft of a Lode Stone, you cannot fly or teleport, and moving away from the Lode Stone costs 1 extra foot of movement. Moving towards the Lode Stone costs half movement. You must succeed on a DC 12 charisma save to teleport while near or carrying the Lode Stone. Even if you succeed, you have a 40% chance of appearing off target.
* If you touch a Lode Stone for one minute, you can cast the following spells, without performing their somatic components: Acid Splash, Earth Tremor, Earthbind, Dispel Magic. Your spellcasting ability for these spells is wisdom, and they are not affected by the maluses you suffer to your other attacks. Once per day, you can cast each of these spells without expending a spell slot.

1. ↑ Forgotten Realms Wiki

https://forgottenrealms.fandom.com/wiki/Elemental\_Plane\_of\_Earth