How much does the planar adaptation spell actually protect you from?


Rules Questions


1 person marked this as FAQ candidate.

I've been looking at various planar traits and it got me wondering in some cases how much protection does planar adaptation actually give and how much is optional extras, any advice on how to rule this appreciated?

The spell provides protection against harmful environmental effects and energy resistance 20 against that energy type. The problems that immediately stood out are ...

Water
Is drowning a harmful effect or do you need water breathing options?

Earth
Obviously you don't get burrow but do you suffocate if you can't reach an air pocket?

Fire
Obviously a fire based attack will hurt but can you swim in lava like a native?

Negative energy
Are you protected against the negative energy damage and level drain or do you also need death ward and hope it doesn't exceed your bestowed energy resistance on minor dominant ones?

Positive energy
Theoretically it wont stop the fast healing which isn't harmful but on a major dominant one if you get more temporary ones than actual ones you explode from an excess of energy which is bad. So would it stop the healing, stop the explosion when you reach danger levels or is your only protection to stab yourself regularly as you walk around yo keep the hp down?

Silver Crusade

The spell says it protects you from lack of air, so you are fine to breath where ever you go. You are protected from the standard conditions of the plane. On Neg and Pos planes you only need this spell to walk around unharmed in most cases. On the fire plane you can swim like a humanoid in mud.


Resurrecting this thread for a simple add-on: What about impeded spells?

I opened up the GM guide expecting guidance on exactly which effects were "environmental" and got nowhere. And my search-fu didn't get past this thread.

So in additional to elemental damage, toxicity, inability to breathe, etc., we've got several other "harmful environmental effects" to consider:


  • The PCs are now outsiders. Does Planar Adaptation prevent them from gaining that subtype? That's pretty important for spells like Banishment and Blasphemy.
  • Many planes enhance some spell types and impede others. Does Planar Adaptation prevent these enhancements/impediments?
  • Most planes have different day lengths. Is a full night's rest still 8 hours, or is it always 1/3 of a day?

I know the way I would rule each of these questions (still outsiders, still impeded/enhanced, still 8 hours) but I'd love to see others' opinions.


For reference: Planar Adaptation
The Planes
Environmental Rules

Liam Warner wrote:

I've been looking at various planar traits and it got me wondering in some cases how much protection does planar adaptation actually give and how much is optional extras, any advice on how to rule this appreciated?

The spell provides protection against harmful environmental effects and energy resistance 20 against that energy type. The problems that immediately stood out are ...

The spell lets you exist in the plane without harm from merely being there.

Liam Warner wrote:

Water

Is drowning a harmful effect or do you need water breathing options?

You don't drown.

Liam Warner wrote:

Earth

Obviously you don't get burrow but do you suffocate if you can't reach an air pocket?

You don't suffocate

Liam Warner wrote:

Fire

Obviously a fire based attack will hurt but can you swim in lava like a native?

Nope. You swim like an outsider. :-)

If you have ranks in swim, and your GM agrees, then you could swim in lava. I would up the DC, however.

Liam Warner wrote:

Negative energy

Are you protected against the negative energy damage and level drain or do you also need death ward and hope it doesn't exceed your bestowed energy resistance on minor dominant ones?

You have immunity to the harmful environmental effects.

No death ward needed vs. the plane. The inhabitants, however....

Liam Warner wrote:

Positive energy

Theoretically it wont stop the fast healing which isn't harmful but on a major dominant one if you get more temporary ones than actual ones you explode from an excess of energy which is bad. So would it stop the healing, stop the explosion when you reach danger levels or is your only protection to stab yourself regularly as you walk around yo keep the hp down?

Actually, you would be immune to the fast healing.

NobodysHome wrote:
Resurrecting this thread for a simple add-on: What about impeded spells?

The effect of a spell is the same. Casting is what is impeded.

NobodysHome wrote:

I opened up the GM guide expecting guidance on exactly which effects were "environmental" and got nowhere. And my search-fu didn't get past this thread.

So in additional to elemental damage, toxicity, inability to breathe, etc., we've got several other "harmful environmental effects" to consider:


  • The PCs are now outsiders. Does Planar Adaptation prevent them from gaining that subtype? That's pretty important for spells like Banishment and Blasphemy.
  • Many planes enhance some spell types and impede others. Does Planar Adaptation prevent these enhancements/impediments?
  • Most planes have different day lengths. Is a full night's rest still 8 hours, or is it always 1/3 of a day?

I know the way I would rule each of these questions (still outsiders, still impeded/enhanced, still 8 hours) but I'd love to see others' opinions.

Planar Adaption does not affect creature subtype. Any creature not on its own plane is, by definition, an Outsider, and subject to Banishment and Blasphemy.

Nor does Planar Adaption affect enhanced/impeded spells, as such are enhanced/impeded for natives normally. Planar Adaption make it as though you were a native.

Day length can vary, but the rules assume day=24h when talking about rest. I can see a case for a somewhat different length of day could change the rest needed, but if you don't use the local day/night cycle for adventuring, then it does not affect the rest requirements. This is especially true for timeless planes. The recharge of SLAs is based on the active/rest cycle, which assumes a 24h day.

/cevah

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