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While endless adventure awaits out in the game—there are other worlds beyond these—other continents, other planets, other galaxies. Yet even beyond this existence of countless planets exist more worlds—entirely different dimensions of reality known as the planes of existence. Except for rare linking points that allow travel between them, each plane is effectively its own universe with its own natural laws. Collectively, the entirety of these other dimensions and planes is known as the Great Beyond.

Although the number of planes is limited only by imagination, they can all be categorized into five general types: the Material Plane, the transitive planes, the Inner Planes, the Outer Planes, and the countless demiplanes.

The planes are collectively known as the Great Beyond, and form a vast, nesting sphere. At the heart of the sphere lie the Material Plane and its twisted reflection, the Shadow Plane, bridged by the mists of the Ethereal Plane. The elemental planes of the Inner Sphere surround this heart. Farther out, beyond the void of the Astral Plane, sits the unimaginably vast Outer Sphere, which is itself surrounded and contained by the innumerable layers of the Abyss.

What is a Plane?

The planes of existence are different realities with interwoven connections. Except for rare linking points, each plane is effectively its own universe, with its own natural laws. The planes break down into a number of general types: the Material Plane, the transitive planes, the Inner Planes, the Outer Planes, and the demiplanes.

Material Plane: The Material Plane is the most Earth-like of all the planes, and operates under the same set of natural laws that our own world does. This is the default plane for most adventures.

Transitive Planes: These three planes have one important common characteristic: each is used to get from one place to another. The Astral Plane (although technically an Outer Plane) is a conduit to all other planes, while the Ethereal Plane and the Shadow Plane both serve as means of transportation within the Material Plane, which they’re connected to. These planes have the strongest regular interaction with the Material Plane and can be accessed using various spells. They have native inhabitants as well.

Inner Planes: These six planes are manifestations of the basic building blocks of the universe. Each is made up of a single type of energy or element that overwhelms all others. The natives of a particular Inner Plane are made of the same energy or element as the plane itself. The Dark Energy Plane, the Holy Energy Plane, the Plane of Air, the Plane of Earth, the Plane of Fire, and the Plane of Water are all Inner Planes.

Outer Planes: The deities live on the Outer Planes, as do creatures such as celestials, fiends, and other outsiders. Each of the Outer Planes has an alignment representing a particular moral or ethical outlook, and the natives of each plane tend to behave in agreement with that plane’s alignment. The Outer Planes are also the final resting place of souls from the Material Plane, whether that final rest takes the form of calm introspection or eternal damnation. Abaddon, the Abyss, Elysium, Heaven, Hell, Limbo, Nirvana, Purgatory, and Utopia are all Outer Planes.

Demiplanes: This catch-all category covers all extradimensional spaces that function like planes but have measurable size and limited access. Other kinds of planes are theoretically infinite in size, but a demiplane might be only a few hundred feet across.

Planar Traits

Each plane of existence has its own properties—the natural laws of its universe. Planar traits are broken down into a number of general areas. All planes have the following kinds of traits.

Physical Planar Traits

The two most important natural laws set by physical traits are how gravity works and how time passes. Other physical traits pertain to the size and shape of a plane and how easily a plane’s nature can be altered.

Gravity

The direction of gravity’s pull may be unusual, and it might even change directions within the plane itself.

Normal Gravity

Most planes have gravity similar to that of the Material Plane. The usual rules for ability scores, carrying capacity, and encumbrance apply. Unless otherwise noted in a plane’s description, assume that it has the normal gravity trait.

Heavy Gravity

The gravity on a plane with this trait is much more intense than on the Material Plane. As a result, AcrobaticsClimbRide, and Swim checks incur a –2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters that fall on a heavy gravity plane take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.

Light Gravity

The gravity on a plane with this trait is less intense than on the Material Plane. As a result, creatures find that they can lift more. Characters on a plane with the light gravity trait take a +2 circumstance bonus on attack rolls and on Acrobatics and Ride checks. All items weigh half as much, and weapon ranges double. Strength and Dexterity don’t change as a result of light gravity, but what you can do with such scores does change. These advantages apply to travelers from other planes as well as natives. Falling characters on a light gravity plane take 1d4 points of damage for each 10 feet fallen (maximum 20d4).

No Gravity

Individuals on a plane with this trait merely float in space, unless other resources are available to provide a direction for gravity’s pull.

Objective Directional Gravity

The strength of gravity on a plane with this trait is the same as on the Material Plane, but the direction is not the traditional “down” toward the ground. It may be down toward any solid object, at an angle to the surface of the plane itself, or even upward. In addition, the direction of “down” may vary from place to place within the plane.

Subjective Directional Gravity

The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity’s pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but it is common on “weightless” planes.

Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. Under such a procedure, an individual “falls” 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one’s movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter).

It takes a DC 16 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or she succeeds.

Time

The rate at which time passes can vary on different planes, though it remains constant within any particular plane. Time is always subjective for the viewer. The same subjectivity applies to various planes. Travelers may discover that they gain or lose time while moving between planes, but from their point of view, time always passes naturally.

Normal Time

Describes how time passes on the Material Plane. One hour on a plane with normal time equals 1 hour on the Material Plane. Unless otherwise noted in a plane’s description, assume it has the normal time trait.

Erratic Time

Some planes have time that slows down and speeds up, so an individual may lose or gain time as he moves between such planes and any others. To the denizens of such a plane, time flows naturally and the shift is unnoticed. The following is provided as an example.

d% Time on Material Plane Time on Erratic Time Plane
01–10 1 day 1 round
11–40 1 day 1 hour
41–60 1 day 1 day
61–90 1 hour 1 day
91–100 1 round 1 day
Flowing Time

On some planes, the flow of time is consistently faster or slower. One may travel to another plane, spend a year there, and then return to the Material Plane to find that only 6 seconds have elapsed. Everything on the plane returned to is only a few seconds older. But for that traveler and the items, spells, and effects working on him, that year away was entirely real. When designating how time works on planes with flowing time, put the Material Plane‘s flow of time first, followed by the flow in the other plane.

Timeless

On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.

Shape and Size

Planes come in a variety of sizes and shapes. Most planes are infinite, or at least so large that they may as well be infinite.

Finite

A plane with this trait has defined edges or borders. These borders may adjoin other planes or may be hard, finite borders such as the edge of the world or a great wall.

Demiplanes are often finite.

Immeasurable

Planes with this trait might seem to go on forever, and indeed many are so vast that, for all practical purposes, their size is infinite. The Material Plane consists of the entire universe—an expanse so truly vast in scope that it is close enough to being immeasurable to qualify for this trait.

Similarly, while the Outer Sphere has a static size, it is so unimaginably vast that it cannot be measured or traversed without powerful magic.

Self-Contained

On planes with this trait, the borders wrap in on themselves, depositing the traveler on the other side of the map. Some spherical planes are examples of self-contained, finite planes, but they can also be cubes, tori, or flat expanses with magical edges that teleport the traveler to the opposite edge when she crosses them. Some demiplanes are self-contained.

Unbounded

On planes with this trait, the borders wrap in on themselves, depositing a traveler who voyages too far onto the other side of the map. Unbounded planes can be spheres, cubes, tori, or flat expanses with magical edges that teleport the traveler to the opposite edge when she crosses them.

Structural Traits

The underlying rules of reality that govern how the denizens and landscape of a plane function are described by a plane’s structural traits. Regardless of the nature of a plane’s structural traits, all planes can be altered on a whim by a deity’s will to a certain extent; this ability to change reality is greatest within the boundaries of a deity’s planar realm. Demigods have a lesser ability to effect such change and are limited to changing only their own planar realms.

Lasting Structure

On a plane with this trait, objects remain where they are (and what they are) unless affected by physical force or magic. Anyone can change the immediate environment as a result of tangible effort.

Morphic

This trait measures how easily the basic nature of a plane can be changed. Some planes are responsive to sentient thought, while some respond to physical or magical efforts. Others can only be manipulated by extremely powerful creatures.

Alterable Morphic

On a plane with this trait, objects remain where they are (and what they are) unless affected by physical force or magic. You can change the immediate environment as a result of tangible effort. Unless otherwise noted in a plane’s description, assume it has the alterable morphic trait.

Divinely Morphic

Specific unique beings (deities or similar great powers) have the ability to alter objects, creatures, and the landscape on planes with this trait. They may cause these areas to change instantly and dramatically, creating great kingdoms for themselves. Ordinary characters find these planes similar to alterable planes in that they may be affected by spells and physical effort.

Highly Morphic

On a plane with this trait, features of the plane change so frequently that it’s difficult to keep a particular area stable. Some such planes may react dramatically to specific spells, sentient thought, or the force of will. Others change for no reason.

Magically Morphic

Specific spells can alter the basic material of a plane with this trait.

Sentient

These planes respond to a single entity’s thoughts—those of the plane itself. Travelers might find the plane’s landscape changing as a result of what the plane thinks of the travelers, becoming either more or less hospitable depending on its reaction.

Static

These planes are unchanging. Visitors cannot affect living residents of the plane or objects that the denizens possess. Any spells that would affect those on the plane have no effect unless the plane’s static trait is somehow removed or suppressed. Spells cast before entering a plane with the static trait remain in effect, however. Even moving an unattended object within a static plane requires a DC 16 Strength check. Particularly heavy objects may be impossible to move.

Essence Traits

Four basic elements (air, earth, fire, and water) and two types of energy (positive and negative) combine in various ways to make up reality. Note that some planes have no elemental or energy traits; such traits are noted in a plane’s description only when they are present.

Mixed Essence

The Material Plane is the classic example of a mixed essence plane—here, reality is composed of a mixture of all forms of essence. In certain places, one form of essence might be more dominant than others, but overall they appear in this plane in relatively equal measures.

On the Outer Planes, a different form of mixed essence composes reality: quintessence. This material forms the basis for all matter and life on the Outer Planes, and it is tied to the nature of the soul itself. See the River of Souls for more information about quintessence. Note that when quintessence duplicates another essence (such as earth or fire), effects that interact with that essence function as expected.

Air-Dominant

Consisting mostly of open space, planes with this trait have just a few bits of floating stone or other solid matter. They usually have a breathable atmosphere, though such a plane may include regions of acidic or toxic gas.

Earth-Dominant

Planes with this trait are mostly solid. Visitors who need to breathe run the risk of suffocation if they don’t reach a cavern or other pocket of breathable air within the earth.

Worse yet, individuals without the ability to burrow are entombed in the earth and must dig their way out (at a rate of 5 feet per full-round action spent digging).

Fire-Dominant

Planes with this trait are composed of flames that continually burn without consuming their fuel source.

Fire-dominant planes are extremely hostile to Material Plane creatures, and those without resistance or immunity to fire are soon immolated.

Unprotected flammable materials catch fire almost immediately, and individuals wearing unprotected flammable clothing catch on fire. In addition, all individuals take 3d10 points of fire damage each round while on a fire-dominant plane. Creatures of the water subtype are extremely uncomfortable on fire-dominant planes, while those that are made of water take 6d10 points of fire damage from the plane each round, rather than 3d10.

Water-Dominant

Planes with this trait are mostly liquid. Visitors who can’t breathe in water or reach a pocket of air likely drown.

Creatures of the fire subtype are extremely uncomfortable on water-dominant planes, and those made of fire take 1d10 points of damage each round while on a waterdominant plane.

Negative-Dominant

Planes with this trait drain the life out of travelers who tread upon them. They tend to be lonely, haunted planes, drained of color, devoid of plant and animal life, and filled with winds bearing the soft moans of those who died within them. Death ward provides protection from a negative-dominant plane as long as the effect lasts, regardless of the strength of that plane’s negative dominant trait.

On minor negative-dominant planes, living creatures take 1d6 points of negative energy damage per round. When this damage reduces a creature to 0 hit points or below, the creature crumbles into ash. Undead on a minor negative-dominant plane instead gain fast healing 2 (this does not stack with existing fast healing an undead already has).

Major negative-dominant planes are even more dangerous to the living. Each round, a living creature on such a plane must succeed at a DC 25 Fortitude save or incur a negative level. A creature whose negative levels equal its current levels or Hit Dice is slain and becomes a wraithUndead on a negative-dominant plane gain fast healing 5 (this does not stack with any existing fast healing an undead already has).

Positive-Dominant

Planes with this trait are characterized by an abundance of life. Like for negative-dominant planes, the strength of the positive-dominant trait can be either minor or major.

A minor positive-dominant plane is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy infusing the plane. All living individuals in a positive-dominant plane gain fast healing 2.

Undead instead take 1d6 points of positive energy damage per round, and at 0 hit points they crumble to ash.

A creature on a major positive-dominant plane must succeed at a DC 15 Fortitude save or be blinded for 10 rounds by the brilliance of the surroundings. Simply being on the plane grants living creatures fast healing 5. In addition, living creatures at full hit points gain 5 additional temporary hit points per round that last until 1d20 rounds after the creature leaves the major positive-dominant plane.

However, a creature that gains temporary hit points in this way must attempt a DC 20 Fortitude save each round that its temporary hit points exceed its normal maximum hit point total. Failure results in the creature exploding in a riot of energy, which kills it. Undead on a major positive-dominant plane take 3d6 points of positive energy damage per round and are staggered during each round they take this damage.

Alignment Traits

Just as characters may be lawful neutral or chaotic good, many planes are tied to a particular morality or ethos.

Some planes have a predisposition to a certain alignment. Most of the inhabitants of these planes also have the plane’s particular alignment, even powerful creatures such as deities. The alignment trait of a plane affects social interactions there. Characters who follow other alignments than most of the inhabitants do may have a tougher time dealing with the plane’s natives and situations.

Alignment traits have multiple components. First are the moral (good or evil) and ethical (lawful or chaotic) components; a plane can have a moral component, an ethical component, or one of each. Second, the specific alignment trait indicates whether each moral or ethical component is mildly or strongly evident. Many planes have no alignment traits; these traits are noted in a plane’s description only when they are present.

First are the moral (good or evil) and ethical (lawful or chaotic) components; a plane with alignment traits can have a moral component, an ethical component, or one of each.

Second, the specific alignment trait indicates whether each moral or ethical component is mildly or strongly evident.

Many planes have no alignment traits; these traits are noted in a plane’s description only when they are present.

No plane can be both good-aligned and evil-aligned, nor can any plane be both law-aligned and chaos-aligned.

Aligned (Good/Evil)

These planes have chosen a side in the battle of good versus evil. No plane can be both good-aligned and evil-aligned.

Aligned (Chaos/Law)

Law versus chaos is the key struggle for these planes and their residents. No plane can be both law-aligned and chaos-aligned.

Aligned (Neutral)

These planes stand outside the conflicts between good and evil and law and chaos.

Mildly Aligned

Creatures who have an alignment opposite that of a mildly aligned plane take a –2 penalty on all Charisma-based checks. A mildly neutral-aligned plane applies no penalties.

Strongly Aligned

On strongly aligned planes, a –2 penalty applies on the Intelligence-, Wisdom-, and Charisma-based checks of all creatures not of the plane’s alignment. The penalties for the moral and ethical components of the alignment trait stack.

A strongly neutral-aligned plane stands in opposition to or in careful balance between all moral and ethical principles: good, evil, law, and chaos. Such a plane may be more concerned with the balance of the alignments than with accommodating and accepting alternate points of view.

In the same fashion as for other strongly aligned planes, strongly neutral-aligned planes impose a –2 penalty on the Intelligence-, Wisdom-, and Charisma-based checks of any creature that isn’t neutral. The penalty is applied separately for neutrality with respect to law and chaos and for neutrality with respect to good and evil; therefore chaotic neutral, lawful neutral, neutral evil, and neutral good creatures take a –2 penalty, and chaotic evil, chaotic good, lawful evil, and lawful good creatures take a –4 penalty.

Magic Traits

Magic works differently from plane to plane; magic traits set the boundaries for what magic can and can’t do on each plane.

A plane’s magic trait describes how magic works on that plane compared to how it works on the Material Plane. Particular locations on a plane (such as those under the direct control of deities) may be pockets where a different magic trait applies.

Normal Magic

This magic trait means that all spells and supernatural abilities function as written. Unless otherwise noted in a plane’s description, assume that it has the normal magic trait.

Dead Magic

These planes have no magic at all. A plane with the dead magic trait functions in all respects like an antimagic field spell. Divination spells cannot detect subjects within a dead magic plane, nor can a spellcaster use teleport or another spell to move in or out. The only exception to the “no magic” rule is permanent planar portals, which still function normally.

Enhanced Magic

Particular spells and spell-like abilities are easier to use or more powerful in effect on planes with this trait than they are on the Material Plane. Natives of a plane with the enhanced magic trait are aware of which spells and spell-like abilities are enhanced, but planar travelers may have to discover this on their own. If a spell is enhanced, it functions as if its caster level was 2 higher than normal.

Impeded Magic

Particular spells and spell-like abilities are more difficult to cast on planes with this trait, often because the nature of the plane interferes with the spell. To cast an impeded spell, the caster must make a concentration check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.

Limited Magic

Planes with this trait permit only the use of spells and spell-like abilities that meet particular qualifications. Magic can be limited to effects from certain schools or subschools, effects with certain descriptors, or effects of a certain level (or any combination of these qualities). Spells and spell-like abilities that don’t meet the qualifications simply don’t work.

Wild Magic

On a plane with the wild magic trait, spells and spell-like abilities function in radically different and sometimes dangerous ways. Any spell or spell-like ability used on a wild magic plane has a chance to go awry. The caster must make a caster level check (DC 15 + the level of the spell or spell-like ability) for the magic to function normally. Failure means that something strange happens; roll d% and consult Table: Wild Magic Effects.

Table: Wild Magic Effects
d% Effect
01–19 The spell rebounds on its caster with normal effect. If the spell cannot affect the caster, it simply fails.
20–23 A circular pit 15 feet wide opens under the caster’s feet; it is 10 feet deep per level of the caster.
24–27 The spell fails, but the target or targets of the spell are pelted with a rain of small objects (anything from flowers to rotten fruit), which disappear upon striking. The barrage continues for 1 round. During this time the targets are blinded and must make concentration checks (DC 15 + spell level) to cast spells.
28–31 The spell affects a random target or area. Randomly choose a different target from among those in range of the spell or center the spell at a random place within range of the spell. To generate direction randomly, roll 1d8 and count clockwise around the compass, starting with south. To generate range randomly, roll 3d6. Multiply the result by 5 feet for close-range spells, 20 feet for medium-range spells, or 80 feet for long-range spells.
32–35 The spell functions normally, but any material components are not consumed. The spell is not expended from the caster’s mind (the spell slot or prepared spell can be used again). Similarly, an item does not lose charges, and the effect does not count against an item’s or spell-like ability‘s use limit.
36–39 The spell does not function. Instead, everyone (friend or foe) within 30 feet of the caster receives the effect of a heal spell.
40–43 The spell does not function. Instead, a deeper darkness effect and a silence effect cover a 30-foot radius around the caster for 2d4 rounds.
44–47 The spell does not function. Instead, a reverse gravity effect covers a 30-foot radius around the caster for 1 round.
48–51 The spell functions, but shimmering colors swirl around the caster for 1d4 rounds. Treat this as a glitterdust effect with a save DC of 10 + the level of the spell that generated this result.
52–59 Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up, an item loses charges, and the effect counts against an item’s or spell-like ability‘s use limit.
60–71 Nothing happens. The spell does not function. Any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item’s or spell-like ability‘s use limit.
72–98 The spell functions normally.
99–100 The spell functions strongly. Saving throws against the spell incur a –2 penalty. The spell has the maximum possible effect, as if it were cast with the Maximize Spell feat. If the spell is already maximized with the feat, there is no further effect.

Reading A Plane Stat Block

Each of the planes explored in this chapter begins with a short stat block of key information, organized as follows.

New rules elements and player options introduced elsewhere in this book are marked with an asterisk (*).

Name and Description: The plane’s name comes first, followed by some of the other names by which the plane is known. This is followed by a short description of the plane.

Category: This indicates whether the plane is an Inner Planes or an Outer Planes. Parentheses are used to indicate Transitive Planes and the alignment of Outer Planes.

Traits: This section lists all of the plane’s traits.

Denizens: The Denizens section of the stat block lists information about that plane’s occupants.

Divinities includes pantheons that can be found on the plane.

Outsiders lists significant types of outsiders (such as air elementalsangels, or demons) that dwell on a specific plane.

Petitioners provides the name of the specific type of petitioner native to the plane in question, followed by the unique qualities that petitioner gains.

Infusions: This final section provides details on the benefits a character gains when she gets one of the three infusion feats: Planar InfusionImproved Planar Infusion, and Greater Planar Infusion.