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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.


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

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 ...


12

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 (PHB5e p.231). So the stuff is stored in a ...


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

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 ...


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 ...


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 ...


9

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 ...


8

The supplement you probably want is "Planes of Law," which describes the lawfully-aligned planes of the Great Wheel in detail. Mechanus is, naturally, one of the planes it covers. You'll probably not find any treatment of the plane more detailed than this; It was released during the heyday of 2e AD&D's Planescape campaign setting, which expanded the ...


7

Yes, you can use astral projection from planes other than the Material Plane. The Manual of the Planes describes how spells that access transitive planes such as the Astral Plane function on other planes in the section "Moving Among Transitive Planes" (starting on page 45). Characters generally must use spells or spell-like abilities to access a ...


6

First, you're the GM, so it gets there by virtue of the fact that you said it's there. However, I think you're really asking "when my players talk to this creature, how can it reply within the standard PF rules?". So, roughly in order of least powerful to most powerful: A random rift between the planes opened up, and the elemental fell through. Planar ...


5

Good question! Gozreh is said to dwell "at the horizon, where the sea meets the sky" (Gods and Magic, 18). As a result pathfinderwiki.com lists his/her home as the Material Plane. In his/her more full article in Pathfinder #38, Racing to Ruin, it only notes "Many cloud and storm giants are native to her planar realm," hinting that there is one, but this is ...


5

The assumption with the spell and related effects is that staying on the ethereal plane takes magical power, and is not a default state for creatures not native to the plane and which have not physically traveled there via Plane Shift or similar effect. So blinking into the ethereal plane is a temporary enabled spell effect, powered by active magic, and you ...


5

While the succubus is in the ethereal plane, can you see her? Yes, if you are on the ethereal plane and near enough to see her through all of the mists and such. If you are not on the ethereal plane -- no. The exception to that case is use of a device or spell that allows you to see into the ethereal plane. (True Seeing/See Invisible being two spells ...


5

While it doesn't allow sight, Greater Alarm from the Spell Compendium will at least tell you whether there are any enemies in the vicinity. Given the fact that the spell is 2nd level and there is a 4th level spell that actually allows someone to travel to the Plane of Shadow temporarily (Shadow Well) I would probably estimate a spell that allowed you to see ...


4

Wiktionary: nature The innate characteristics of a thing. What something will tend by its own constitution, to be or do. Distinct from what might be expected or intended. Kind, sort; character; quality. They’re using the word in one of these kinds of senses; no special game jargon. They’re just saying that if you’re familiar with what kind of ...


4

The answer to this question will depend largely on how difficult you, as the GM, want it to be. If you want it to be easy, there's a convenient Portal back to the Elemental Plane of Earth nearby that the poor elemental just can't activate (it could even be keyed so that just elementals can go through - or the elemental can "suggest" to the players that they ...


4

Your key resources on getting more detail than the Dungeon Master's Guide offers are the Manual of the Planes, and supplements like The Plane Above and The Plane Below (for the Astral Sea and Elemental Chaos, respectively). The planes are not each separate universes. Travel between them is another matter entirely. As I write about in What are the planes ...


3

By default, no There are no rules that state magic items become less powerful based on which plane they are on. (If there were, whatever magic items you took to the Astral Plane would also have become weaker, right?) Especially the Holy Avenger, which is a named item, says nothing about its power being linked to the Astral Plane. But still Considering ...


3

The planes are separate, independent and infinite. There are connections between the planes but, in general, they are not spacial connections that you can walk, sail or otherwise move between by physical means. The DMG describes planar travel starting on p. 44: Planar portals - these can connect any plane to any other plane as decided by the DM. Sail your ...


2

Sadly the rules are, if not silent, very quiet on this issue. In 3.5e this was handled by the Extraplanar subtype that creatures acquired when they traveled between planes and the rule that any creature that was not Extraplanar defaulted to being a native of the material plane. 5e is a brave new world though so we can't just use those rules. Native, or ...


2

As long as you are on a plane that is touching on the astral plane, the spell should work. There are however very few planes that don't. There is nothing in the rules for planar travel in 3rd edition to indicate that the material plane interacts with other planes in a unique way. In all likelyhood, the spell description simply assumes that you are on the ...


2

Yes, a creature CAN cast Astral Projection from any plane AND their physical bodies CAN move from Plane to plane (just not of their own Volition) while "traveling." Note that this spell is different from spells like Blink & Ethereal Jaunt which interact with the Ethereal Plane because only certain planes touch the Ethereal Plane, Material Plane being ...


1

Looking at the handy cosmology map on page 161, we see what looks like a spherical earth flanked by spherical other-earths: The Shadowfell and Feywild. I have always treated the Demi-Earths to be separate plane, and only allow planar travel to them. However, I must define parallel worlds differently than others. In my opinion, a parallel world has an ...



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