The Place of Fire
The Place of Fire is a demiplane of the Elemental Plane of Fire ruled by an evil deity known as The Black Flame.
This is the home plane of the rakshasa. It is a prison plane, where souls are damned to horrible torture, ever-consumed by The Black Flame. It is one of the Hells of the Zakharan cosmology, reserved for those foolish enough to invite the wrath of evil powers of fire upon them. Efreeti thrive in this plane, but are changed by it.
The Place of Fire has a strong cross-planar echo, which means, like the Plane of Shadow, it appears to be a mirror of the place in the Prime Material Plane where the observer originated. Thus, a visitor entering the plane would observe a sight similar to the place he departed, but the world has been scorched to ash and ruin. Embers glow and flames flicker across the ever-burning landscape, as fire roils in the sky and exploding rocks crash down from the heavens. The earth splits from the baking heat, revealing caverns below, where the earth has turned to dust, and lava flows up from some limitless source. The screams of damned souls reverberate through the caverns below, while screeching, howling winds carrying terrible heat and noxious fumes scour the surface.
- Minor negative-dominant.
- Fire-dominant.
- Enhanced magic. Spells and spell-like abilities that use negative energy are maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already maximized are unaffected by this benefit. Class abilities that use negative energy, such as rebuking and controlling undead, gain a +10 bonus on the roll to determine Hit Dice affected.
- Enhanced magic. Spells and spell-like abilities with the fire descriptor are both maximized and enlarged (as if the Maximize Spell and Enlarge Spell had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already maximized or enlarged are unaffected by this benefit.
- Impeded magic. Spells and spell-like abilities that use positive energy, including cure spells, are impeded. Characters on this plane take a –10 penalty on Fortitude saving throws made to remove negative levels bestowed by an energy drain attack.
- Impeded magic. Spells and spell-like abilities that use or create water (including spells of the Water domain and spells that summon water elementals or outsiders with the water subtype) are impeded.