Darklight's Planar Plume
(Conjuration, Wild Magic)

Range:  10 yards
Components:  V, S, M
Duration:  5 rounds
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  Special

This spell creates a violent plume of planar energies which erupt from a solid surface within range. Each plume has a base 2 yards across, and shoots 5 yards into the air. The energies last for at least 5 rounds, but may remain if of a solid, stable nature. Creatures in the area described suffers the effects of the plume, as detailed below. The plane whose energies are called upon is determined by random roll (it is wild magic) on the table below:

01-60. Elemental plane. Roll 1d4 to determine which:
1. Air. This plume manifests as a titanic surge of swirling wind, much like an upended tornado. Its force is directed upward, however, and does not trap creatures. Creatures making a saving throw versus breath weapon are thrown 3 yards horizontally for 3d6 damage; those failing are hurled high into the air. Large and greater creatures only thrown 10 yards upwards, while medium and small or tiny creatures are thrown 20 yards straight up, and may suffer appropriate falling damage. It has double effect on earth or rock based creatures. This disperses upon the duration's end.
2. Earth. This plume manifests as a tapering column of solid stone which impacts forcefully through anything in the area. It does 6d10 impact damage (half if a creature saves) and creatures failing their saving throw fall off the column (taking appropriate falling damage in all probability). It does double damage to gaseous or aerial creatures, but these are of course not subject to falling damage. The stone summoned is relatively permanent.
3. Fire. This plume is a tremendously hot column of roaring fire. It does 8d8 flame damage to all within its area (save for half damage). Those who fail a second saving throw are overcome, and remain trapped for another 2 rounds of damage, at the end of which they obtain a third saving throw. The fire does double damage to liquid, water-based, or cold-using creatures.
4. Water. This plume is a vertical, gushing stream of pressurized water. Creatures weighing less than 3 tons are carried up to its apex and must save versus breath weapon or be thrown off. Creatures hit take 7d4 impact damage and may take falling damage if their saving throw is failed. It soaks adjacent areas with water, extinguishing normal fires and generally causing all the problems which a massive inflow of water would normally cause. It does double damage to fire-based creatures.

61-75. Para-elemental plane. Roll 1d4 to determine which:
1. Ice. This plume is a glittering, edged spire of ice. Creatures in its area upon conjuration must save or become trapped inside the forming ice. Creatures trapped are unable to escape without outside help (unless of Strength 20 or greater), and take 2d4 freezing damage (and suffocation) per round. Creatures who make their saving throw take 2d6 cold and cutting damage as the spire slashes by them. The ice remains as long as it does not melt (in normal climates, this is actually several days, making it imperative to free trapped companions immediately). It does double damage to earth-based and air-based creatures.
2. Magma. This plume sends a column of red-hot lava and half molten rock shooting into the air. Creatures within the area suffer the combined effects of the fire and earth plumes, without the danger of becoming trapped. However, creatures remaining on its apex continue to take full fire-plume damage unless they leap free. It does double damage to water-based or air-based creatures.
3. Ooze. This plume is a colossal stream of mud and slime. It has the negative side effects of a water-plume (filling the area with ooze), and does 6d4 impact damage. Creatures who make a saving throw are thrown clear (from 50 feet up), but those who fail are entrapped in the stream of ooze (which is less rapid than the water-plume). Entrapped creatures must make a Constitution check at -5 each round or take 2d6 drowning damage. It does double damage to fire-based and air-based creatures.
4. Smoke. This plume is a gale-force blast of smoke. It has the throwing damage potential of an air-plume, but begins to fill the area with thick, black smoke. In an open area, the smoke rises and simply creates a huge cloud of smoke in the sky, but in an enclosed space, it fills a 15?15-foot area with smoke per round, which spreads as far as possible. Smoke-filled areas may cause blindness and suffocation (see the Manual of the Planes for smoke inhalation). It does double damage to water or earth-based creatures.

76-85. Quasi-elemental plane (positive). Roll 1d4 to determine which:
1. Lightning. This plume is a massive column of crackling lightning, which emanates a strong smell of ozone upon its appearance. Any creature takes 8d8 electrical damage if hit by it. It knocks a creature back up to 15 yards (depending on size) if they are caught near its centre, with a clap of thunder and 4d10 extra electrical damage. It does no damage to electrical beings, but can do double damage to metallic, earth-based, or water-based creatures. It is transmitted by 2d6 arcs to any large source of metal or magnetism (anything larger than a longsword) within 20 feet of its area.
2. Minerals. The plume is a huge agglomeration of multi-hued crystals and minerals. It impacts as an earth plume, albeit with an extra 1d20 cutting damage from sharp angles, but a creature failing their saving throw must save again versus polymorph or otherwise become petrified. It does no damage to crystalline or mineral creatures normally, but does double damage to air-based or particulate (dust or sand) creatures.
3. Radiance. This plume destroys mindless undead or shadow creatures, and does double damage and turn any greater creatures of these types. Normal creatures caught in it are blinded for 5d10 rounds and take 3d10 burn damage. It emits shimmering, multicoloured light out to a 10-yard radius. It does no damage to creatures of light or radiance.
4. Steam. The plume has the throwing damage potential of an air plume, but a creature failing a second Constitution roll pass out from heat exhaustion, taking 4d8 extra damage. It emits 15?15 feet full of steam per round (which does not retain the immense heat as above). It does no damage to mist or vaporous creatures normally, but does double damage to flame (not purely heat-based) creatures or to cold (not purely water-based) creatures.

86-95. Quasi-elemental plane (negative). Roll 1d4 to determine which:
1. Ash. The plume has a chance of entrapping a creature as an ice plume, but does not cause cutting damage. It has identical cold properties (due to its heat-leeching effect) and does 2d8 impact. It lowers the temperature in a 12-yard radius by 40?F every round (except the caster's body temperature). It does no damage to ash-based creatures, but does double damage to flame or heat-based creatures.
2. Dust. The plume simply does 3d20 deterioration damage to anyone caught in it. Fine dust spreads over a 140-foot area nearby, possibly obscuring vision. Prolonged contact with solid material breaks down 6 cubic yards of such per round, leaving behind only fine dust. It no damage to particulate (sand or dust) creatures normally, but does double damage to crystalline, rock, or earth-based creatures.
3. Salt. The plume does damage as a minerals plume, except that creatures failing their saving throw versus polymorph take 2d10 desiccation damage from water loss. If organic materials are left in contact with it, the plume desiccates them completely in 1 round. It does no damage to salt elementals normally, but does double damage to water-based or liquid creatures.
4. Vacuum. The plume sucks everything within 8 yards towards its centre with a Strength of 20. Creatures caught within it upon formation suffer 7d6 decompression damage. It sucks fifteen 1-yard squares per round full of air into oblivion, creating gale-force winds and having worse effects in enclosed spaces. It does no damage to creatures of vacuum normally, but does double damage to air-based creatures.

95-00. Strangeness. A border planar, positive or negative material planar, outer planar, or demi-planar plume. The DM must determine which plane, and what exactly the energy from the selected plane will do.

The material component is a pot containing residue collected from slain creatures from three separate planes.

