The planes as a whole are usually presented as a series of concentric circles, with alternating spatial and transitive planes; from the center outwards, they are ordered as follows: Inner, Ethereal, Material, Astral, Outer Planes, and the Far Realm. The Shadow Plane and the Dimension of Time, if they are included, are separate from the others, and usually represented as being connected to the Material Plane. Demiplanes, although most commonly connected to the Ethereal Plane, can be found attached to any plane. Transitive planesAstral Plane The Astral Plane is the plane of thought, memory, and psychic energy; it is where gods go when they die or are forgotten (or, most likely, both). It is a barren place with only rare bits of solid matter; some creatures, such as the githyanki, use the petrified corpses of dead gods as floating fortresses. The Astral Plane is unique in that it is infinitesimal instead of infinite; there is no space or time here, though both catch up with you when you leave. The most common feature of the Astral Plane is the silver cords of travelers using an astral projection spell. These cords are the lifelines that keep travelers of the plane from becoming lost, stretching all the way back to the traveler's point of origin. God-isles The immense petrified remains of a dead god. God-isles float on the Astral Plane, where githyanki and others often mine them for minerals and build communities on their stony surfaces. Tu'narath, the capital city of the githyanki, is built on the petrified corpse of a dead god known only as "The One in the Void." God-isles often have unusual effects on those nearby, including causing strange dreams of things that happened to the god when it was alive. God-isles are also the only locations on the Astral Plane that are known to possess gravity or normal time flows. Ethereal Plane The Ethereal is often likened to an ocean, but rather than water it is a sea of boundless possibility. It consists of two parts: the Border Ethereal which connects to the Inner and Prime Material planes, and the Deep Ethereal plane which acts as the incubator to many potential demiplanes and other proto-magical realms. From a Border Ethereal plane a traveler can see a misty greyscale version of the plane from which they are traveling; however, each plane is only connected to its own Border Ethereal, which means inter-planar travel necessitates entering the Deep Ethereal and then exiting into the destination plane's own Border Ethereal plane. Many demiplanes, such as that which houses the Ravenloft setting, can be found in the Deep Ethereal plane; most demiplanes are born here, and many fade back into nothingness here[. Unlike the Astral Plane, in which solid objects can exist (though are extremely rare) anything and everything that goes to the Ethereal Plane becomes Ethereal. There is also something here called the Ether Cyclone that connects the Ethereal plane to the Astral Plane. Mirror Plane A small plane connected to mirrors that can be located in any other planes throughout the multiverse. A mirror plane takes the form of a weightless lowly lit space with mirrors floating everywhere. The mirrors reflect your image unless you stare into them and then you can see what they are connected to. The sound of glass often echoes throughout the plane. In some areas vast glass ‘forests’ grow. Mirror planes allow quick travel between the various mirrors that are linked to each. Some say the mirror plane contains a mirror version of any traveler that enters it. This mirror version has an opposite alignment and will seek to slay its real self to take its place. All mirrors connect to the mirror plane. Temporal Plane It is a plane where physical travel can result in time travel. Also known as the "Demiplane of Time". This plane is a fundamental plane for the prime material and many guardians reside here to make sure that the temporal flow of the prime material is not compromised. DemiplanesThe most notable demiplane is the Demiplane of Dread, the world of Ravenloft. Portals, conduits and gatesPlanar pathways are special landscape features appearing in multiple planes or layers of a plane. Travel along a planar pathway results in travel along the planes. Pathways are crucial tactically, because they are very stable compared to portals or gates, and don't require magic spells or portal keys. One notable planar pathway is the River Styx, which flows across the Lower Planes and parts of the Astral Plane. Another is the River Oceanus, which flows through the Upper Planes. Outer Planes
The Feywild (sometimes known as the Plane of Faerie) is a verdant, wild twin of the mortal realm. Towering forests sprawl for a thousand leagues. Perfect amber prairies roll between pristine mountain peaks soaring into the flawless clouds. Emerald, turquoise, and jade green seas crash along endless beaches. The skies are a perfect blue not seen in the mortal world—until storms come, coaldark thunderheads boiling with fierce winds and torrential rains. In this world, arcane power thrums through every tree and rock. All existence is magical. The creatures native to the Feywild—the enigmatic eladrin, the vicious hags, the wild dryads, and the tyrannical fomorians—are all charged with the mystic energy of this plane. Some are blessed by it, and some are warped. Like the land around them, the fey who inhabit this plane run to extremes. Good fey are noble and just, protectors of the natural world and those mortals they choose to show favor to. Evil fey are dark instinct unleashed, all blood and claw and rage. The creatures of the Feywild can be kind, cruel, noble, monstrous, and savage—often all at the same time. The Shadowfell is the dark echo of the mortal world, a twilight realm that exists “on the other side” of the world and its earthly denizens. Legend has it that an otherworldly dimness arose around the remnants and tatters of the raw stuff of creation. Over time, these shadows coalesced and assumed a form similar to the natural world, but darker, more ominous, and thrumming with a strange and unexpected power. This murky land spawned beings of its own and drew others from different parts of the cosmos. It came to be filled with a diverse population of creatures, fair and foul. The Shadowfell is more than just a mirror, even as darkly cast and twisted as it is. This plane is the destination of souls loosed from their bodies. It is the domain of the dead, the final stage of the soul’s journey before moving onto the unknown. For this reason, the Shadowfell draws the attention of any with an interest in death. The power and allure of this place even drew the Raven Queen from the Astral Sea to take residence among the spirits, to govern them, and to monitor their movements as they await the inexorable pull of dissolution. Arborea Arborea is also referred to as "Olympus" or "Arvandor", though technically those names describe separate realms within the plane. Arborea is stylised as a peaceful plane of natural beauty with a multitude of thriving environments. Much of the plane is dominated by vast tall forests, but also includes glades of wildflowers and fields of grain. As a plane that also embodies chaos, it has a wild and often sudden nature. The weather can change drastically at short notice, changing from warm sunshine to raging winds and back again in just a few minutes. Ysgard The theme of Ysgard is the glory of heroic, individual struggle. According to myth, the twilight of the gods will begin on this plane. Ysgard is also a plane of inspiration and creativity. The Infinite Staircase has its beginning here, and true poetry is said to be found in giants' wells and the mead of the gods. The World Ash, Yggdrasil, has the most connections on this plane.Ysgard is a place of raw elements, where rivers of earth, ice, and fire crash together in the howling sky, where waves crash in wild oceans. It's the homeland of the heroic bariaurs, the giants and their gods, and the mystical fensir. Limbo Pandemonium Carceri Gray Waste Gehenna Baator Acheron Mechanus Arcadia Mount Celestia Bytopia Elysium Beastlands Outlands Elemental Planes Elemental Plane of Fire Paraelemental Plane of Magma Quasielemental Plane of Ash & Dust Elemental Plane of Earth Quasielemental Plane of Minerals Quasielemental Plane of Salt Paraelemental Plane of Ooze Elemental Plane of Water Paraelemental Plane of Ice Elemental Plane of Air Quasielemental Plane of Steam Quasielemental Plane of Radiance Paraelemental Plane of Smoke Quasielemental Plane of Lightning Positive Energy Plane Negative Energy Plane
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Outlands effects on spells and abilities | |||
Distance from Spire | Impeded Spells | Limited Spells | Other Effects |
1200 miles | None | None | None |
1100 miles | 9th | None | None |
1000 miles | 8th-9th | None | None |
900 miles | 7th-9th | 9th | All creatures gain immunity to poison |
800 miles | 6th-9th | 8th-9th | Psionic abilities don't function |
700 miles | 5th-9th | 7th-9th | Positive and negative energy can't be channeled |
600 miles | 4th-9th | 6th-9th | Supernatural abilities don't function |
500 miles | 3rd-9th | 5th-9th | Access to the astral plane prohibited |
400 miles | 2nd-9th | 4th-9th | Divine powers of demi-deity rank and lower annulled |
300 miles | All | 3rd-9th | Divine powers of lesser and lower annulled |
200 miles | All | 2nd-9th | Divine powers of intermediate rank and lower annulled |
100 miles | All | All | All divine powers annulled |
Realms
The Outlands is the location of a number of godly realms, including the following:
- The Caverns of Thought, realm of the illithid deity Ilsensine
- The Court of Light, realm of the naga deity Shekinester
- The Flowering Hill, the realm of the halfling goddess Sheela Peryroyl
- Gzemnid's Realm, home of the beholder deity of gases and vapors
- The Hidden Realm, home of the chief giant deity Annam
- The Hidden Vale, realm of the Dragonlance god Gilean
- The Hidden Wood, realm of the nature god Obad-Hai
- The Library of Lore, realm of the god Boccob
- The Mausoleum of Chronepsis, realm of the dragon deity Chronepsis
- The Marketplace Eternal, realm of the god Zilchus
- The Palace of Judgement, Yen-Wang-Yeh's realm
- The Scales of Wealth, the realm of Shinare
- Semuanya's Bog, realm of the lizardfolk deity Semuanya
- The Steel Hills, realm of the goddess Ulaa
- Thoth's Estate, the realm of Thoth
- Tvashtri's Laboratory, realm of the Indian god of artifice
- The Web of Fate, realm of the goddess Istus
- The Well of Urd, realm of the Norns
- Wonderhome, realm of Gond
Three dwarven gods, (Vergadain, Dugmaren Brightmantle, and Dumathoin) share the realm of The Dwarven Mountain on the plane of the Outlands.
The Celtic gods (Daghdha, Diancecht, Goibhniu, Lugh, Manannan mac Lir, Oghma, and Silvanus) share the realm of Tír na nÓg on the Outlands.
Gate Towns
Plague-Mort (Abyss)
Curst (Carceri)
Hopeless (Hades)
Torch (Gehenna)
Rigus (Acheron)
Fortitude (Arcadia)
Excelsior (Celestia)
Tradegate (Bytopia)
Ecstasy (Elysium)
Faunel (Beastlands)