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28

Making the Astral Plane a High-level Destination The Astral Plane is already a mid-level destination. The chart Astral Plane Encounters (DMG 154) lists the minimum Astral Plane encounter as EL 8 with 1 noble djinn (MM 114-5) (perhaps accompanied and captured--so it can grant wishes--by some insignificant-to-the-EL githyanki who lost their mid-level ...


25

Hell is the alignment plane for LE souls. Abaddon is the alignment plane for NE souls. The Abyss is the alignment plane for CE souls. Pharasma's judging process is not specified in the source material.


23

There are several fundamental planes: the Astral Sea, the Elemental Chaos, the Mortal World, and the World's two echoes: the Feywild (from which the Eladrin came), and the Shadowfell. And then there's Sigil, the city of doors, a plane which doesn't quite fit in anywhere and may not rightly exist inside this particular cosmology at all. There's also the Far ...


22

No canonical list There is not a canonical list of the metals associated with each plane, even if just for fluff reasons. There is a very obscure list, but it was printed long after the concept of forks for plane shift first originated, so for a long time there was no list. And that list was published in Dragon magazine and never again referenced, making it ...


22

I am not sure this is the same for every RPG, but I think this description from the d20pfsrd holds true for all variants of dungeons and dragons, and probably everything that is derived from that systems cosmology. What is a Plane? The planes of existence are different realities with interwoven connections. Except for rare linking points, each plane ...


21

Well, Rope Trick descriptions reads as follow: The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (“planes”). Well, what is an "extradimensional space" then? A number of spells and magic items utilize extradimensional spaces, such as rope trick, a bag of holding, a handy ...


20

First of all, you don't need any rules precedent to integrate time travel into your campaign, as D.M. its your prerogative to add any feature into your world that you please. That being said, there is some precedent that is applicable in this situation! In the source book The Plane Above - The Secrets of the Astral Sea we get a direct, although short, ...


18

Yes, there is now only the Elemental Chaos. The previous cosmology has been entirely scrapped. I don't miss it at all: I find the new cosmology far richer and more exciting and fascinating to work with, and D&D 4e's development team thoroughly succeeded in their mission at giving the DM more flexibility in their choices. If you want to run an elemental ...


18

The answer to that is somewhat complicated, and while a soul's postmortem destination is partially influenced by the soul's alignment, that decision process has some other inputs. The Great Beyond says: Pharasma’s Court While the River of Souls arrives at Pharasma’s domain atop the Spire, not all souls undergo the same process. Some souls come ...


18

Although this has an answer for the Forgotten Realms, the “normal setting” in the PHB is not the Forgotten Realms and there is no canonical answer for just D&D 5e by itself. The DMG goes into more detail about setting, but the basic concept is that the “default” setting of D&D 5e is mostly unwritten so that the DM can build it up from various pieces ...


17

The Terms Extradimensional Space and Nondimensional Space Are Interchangeable This becomes clear when looking at how the terms are used in context. The most useful example is the portable hole (DMG 264) (20,000 gp; 0 lbs.), which says that it is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of ...


16

I would say, do not railroad them to the material plane. They want to be on the astral plane? Fine. Just give them astral obstacles. Or better, opponents who can track them from plane to plane. You can also use some kind of dimensional anchor, but again, I would advice not to use it to stick them on the material plane. Instead, let them go to the astral ...


15

There is a feat called Create Portal from the Forgotten Realms Campaign Setting (pg. 34). You have learned the ancient craft of creating a portal, a permanent magic device that that instantaneously transports those who know its secrets from one locale to another. Faerun is riddled with portals. Prerequisite: Craft Wondrous Item (PH) Benefit: ...


15

Yes, they do all have long names. :) The seventeen outer planes are (listed on Manual of the Planes, p. 28) as follows. You can click each one for some information about it. Heroic Domain of Ysgard Ever-Changing Chaos of Limbo Windswept Depths of Pandemonium Infinite Layers of the Abyss Tarterian Depths of Carceri Gray Waste of Hades Black Eternity of ...


14

It's from a 2e Planescape supplement called Faces of Evil: The Fiends, and while it doesn't appear to be a whole layer, it is all data I can find on official stuff existing on that layer. In short, on the 403rd layer of the Abyss, a Fallen Archon rules the City of Confusion, and several other Fallen Archons are her minions. They try to cure the mortals that ...


14

Permanent is hard. A portable hole, glued to the floorboards, might be about the best you can do. But you can do sort-of-permanent: Demiplane, the 8th-level spell, should serve you well. The portal's only open for an hour at a time, but you can re-cast to access the same extra-dimensional space if you like (PHB p.231). So the stuff is stored in a ...


13

I think it's safe to assume Normal (or whatever the plane you're casting the Rope Trick in is doing) unless something explicitly says different - or the GM decides it would be fun to have it work another way.


13

You've got a few options for forcibly removing a party from the astral, which are largely the same as convincing them to avoid it until they're higher level but don't overlap entirely. Show them the natives While making them fight an Astral Guardian, or Astral Dreadnought, or Githyanki raiding party may or may not be railroading depending on setup, you ...


11

Unfortunately, now the party is spamming that planar shift to avoid any obstacles in the Material plane. There is an extremely easy way to make them stay on the Material plane -- give them something to do on the Material plane. Goals, jobs, enemies -- enemies that they wish to defeat, not avoid. Play on their backstories, on their character desires, ...


11

So to go into this in a little more detail... Copyright, trademark, and other IP law is a whole separate standalone thing. If they have a trademark on those terms they'd be registered. I suspect those terms are general enough there's no trademark per se. In fact, you can find out. Check out this TESS search for "dungeon" which reveals "Dungeons & ...


11

You cannot shift to the plane that you are on. If you look at the spell description, it's pretty clear about this: You move yourself or some other creature to another plane of existence or alternate dimension. Emphasis mine. The exact same text exists in both 3.5 and Pathfinder. In order to use plane shift, you have to be transporting yourself to a ...


11

Generally, no If you're playing standard D&D, I don't think that restriction is in place, particularly because standard D&D tends to stay based on the Prime Material Plane and doesn't tend to bother with extraplanar matters in detail. However, if you're running Planescape, or a variant of it, that is completely different. The Planewalker's ...


11

Read The Planescape (AD&D 2e) sourcebook The Inner Planes. The 3.5e model of the Planes is based on Planescape, which is a popular setting published about during the AD&D 2e era of Dungeons & Dragons. The book in particular that you're looking for is The Inner Planes, containing information on both the Elemental Plane of Fire and the various ...


11

Here's the description of the boots of teleportation: Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell of the same name. Since it says the effect is exactly like the teleport spell, we can just look at that spell's description: This spell instantly transports you to a designated destination, ...


11

The 5e version of the plane shift spell is continuing a long tradition of using these forked metal rods as part of the spellcasting. A spell named plane shift, used to teleport between different planes, and requiring forked metal rods, has been present in every single edition of Dungeons & Dragons, with the sole exception of the very original, and 4e, ...


10

To answer the question rules-as-written: Wherever the DM thinks appropriate. There appears to be no answer beyond that (especially nothing as specific as a table of default destinations) using official 3.5e materials - 3PP d20 material or earlier editions may be another matter. For a more useful answer, we need to go beyond rules-as-written (which after ...


10

The Ordial Plane is not canon While it's a cool idea, the concept originated, as far back as I have found, on mimir.net, and became a popular fan idea from there. But as I say, it was a reasonably well-designed idea and there was a niche the author wanted to fill, so let's talk about that. The Ordial Plane is the Plane of Proof The cosmological model of ...


10

No and no: No, 5e does not use the Great Wheel cosmology — not by default. It's one of the many options available for a DM, but 5e presents only ingredients for a homebrewed cosmology, and very few pieces that are assumed as defaults (usually in things like magic item descriptions, such as the bag of holding). In the Great Wheel cosmology, the Astral is ...


10

You'll be wanting the 3rd Edition Planar Handbook, whose section on the City of Brass helps flesh out the Plane of Fire as well; the 2nd Edition sourcebook The Inner Planes; and the 2nd Edition Al-Qadim sourcebook Secrets of the Lamp (if you can find it). The 2nd Edition Planescape Monstrous Compendium III offers some notes on Fire wildlife such as the ...



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