Beyond the mundane world lie vast realms known as the planes of existence. Each plane is a universe unto itself with its own natural laws, unique inhabitants, and fundamental character. Understanding planar traits is essential for running extraplanar adventures and adjudicating spells that interact with other planes.

Plane Types

The planes break down into several general types. Except for rare linking points, each plane is effectively its own universe.

Material Plane
The most Earthlike of all planes; the default plane for most campaigns. Operates under the same natural laws as our world.
Transitive Planes
Used to travel between other planes. The Astral Plane connects to all others; the Ethereal and Shadow Planes provide transit within the Material Plane.
Inner Planes
Manifestations of fundamental building blocks: Negative Energy, Positive Energy, Air, Earth, Fire, and Water. Each is dominated by its eponymous element or energy.
Outer Planes
Home of the deities, celestials, fiends, and the final resting place of mortal souls. Each is aligned to a particular moral and ethical outlook.
Demiplanes
Extradimensional spaces that function like planes but have measurable — sometimes very small — size and limited access. Often finite in shape.

Physical Traits

Physical traits determine the laws of physics — how gravity works, how time passes, and how easily the plane's nature can be altered.

Gravity

Trait Effect
Normal Gravity Same as Material Plane. Default unless otherwise stated.
Heavy Gravity −2 circumstance penalty on Acrobatics, Climb, Ride, Swim, and all attack rolls. Item weights doubled (may reduce speed). Weapon ranges halved. Falling damage: 1d10 per 10 ft (max 20d10).
Light Gravity +2 circumstance bonus on attack rolls, Acrobatics, and Ride. Item weights halved; weapon ranges doubled. Falling damage: 1d4 per 10 ft (max 20d4).
No Gravity Creatures float in space unless another resource provides directional pull.
Objective Directional Normal strength, but “down” is a fixed non-standard direction (which may vary by location within the plane).
Subjective Directional Each sentient creature chooses its own “down.” Unattended objects have no gravity. Changing direction requires a DC 16 Wisdom check (free action, once per round). Failure grants a +6 bonus on subsequent checks until success. Movement: 150 ft first round, 300 ft/round after.

Time

Trait Effect
Normal Time 1 hour on this plane = 1 hour on the Material Plane. Default.
Erratic Time Time slows and speeds randomly. Roll d% each time a traveler moves between this plane and another:
d%Time on Material PlaneTime on Erratic Plane
01–101 day1 round
11–401 day1 hour
41–601 day1 day
61–901 hour1 day
91–1001 round1 day
Flowing Time Consistently faster or slower than the Material Plane. A year here might equal 6 seconds there. Effects and conditions age normally for the traveler regardless of outside time.
Timeless Time passes but its effects are suspended: hunger, thirst, aging, poison, diseases, and natural healing don't progress. When the traveler leaves, these conditions resume retroactively. Spell durations become permanent until dispelled on timeless-magic planes.

Shape and Size

Infinite
Effectively endless, though finite regions may exist within. Default unless noted.
Finite Shape
Has defined edges or borders — adjoining other planes or hard boundaries like a great wall. Common for demiplanes.
Self-Contained Shape
Borders wrap in on themselves, depositing travelers on the opposite side. May be spherical, cubic, toroidal, or flat with teleporting edges.

Morphic Traits

Measures how easily the basic nature of a plane can be changed.

Trait Effect
Alterable Morphic Objects remain as-is unless affected by physical force or magic. Default.
Divinely Morphic Specific unique beings (deities) can alter the landscape instantly and dramatically. Ordinary travelers find it similar to alterable.
Highly Morphic Features change frequently and without warning. The plane may react to spells, sentient thought, or force of will — or change for no reason.
Magically Morphic Only specific spells can alter the plane's basic material.
Sentient Responds to the plane's own thoughts. The landscape may become more or less hospitable as the plane reacts to its visitors.
Static Completely unchanging. Moving unattended objects requires a DC 16 Strength check. Spells affecting residents or their possessions have no effect, though spells cast before entering still function.

Elemental and Energy Traits

Each Inner Plane is dominated by one element or energy type. Other planes may have elemental traits in specific areas. Traits are noted only when present — no elemental trait means balance.

Air-Dominant
Mostly open space with scattered bits of solid matter. Breathable atmosphere typical. Earth-subtype creatures are uncomfortable but take no damage.
Earth-Dominant
Mostly solid. Non-burrowers risk suffocation unless they find a pocket. Air-subtype creatures are uncomfortable but otherwise unimpeded.
Fire-Dominant
Flames burn without consuming fuel. Flammables ignite almost immediately. 3d10 fire damage/round. Water-subtype creatures take double damage.
Water-Dominant
Mostly liquid; drowning is a real threat. Fire-subtype creatures made of fire take 1d10 damage/round.
Negative-Dominant

Minor: 1d6 damage/round. At 0 hp → crumble to ash.

Major: DC 25 Fort each round or gain a negative level. Creature slain by level drain becomes a wraith. Death ward provides protection.

Positive-Dominant

Minor: Fast healing 2 (extraordinary).

Major: DC 15 Fort or blinded 10 rounds. Fast healing 5; +5 temp hp/round over max. DC 20 Fort each round temp hp exceed normal total or creature explodes.

Alignment Traits

Alignment traits have two components — moral (good/evil) and ethical (law/chaos) — and two strengths: mildly aligned or strongly aligned.

Trait Penalty to Non-Aligned Creatures
Mildly Aligned Creatures with the directly opposing alignment take a −2 circumstance penalty on all Charisma-based checks. Mildly neutral-aligned applies no penalty.
Strongly Aligned −2 circumstance penalty on all Intelligence-, Wisdom-, and Charisma-based checks for all creatures not matching the plane's alignment. Moral and ethical penalties stack.
Strongly neutral: non-neutral creatures take −2; creatures lacking both components (LG, CG, LE, CE) take −4.

Magic Traits

Magic traits describe how spells and spell-like abilities function compared to the Material Plane. Specific locations on a plane may have different local magic traits.

Trait Effect
Normal Magic All spells and supernatural abilities function as written. Default.
Dead Magic Functions as an antimagic field. Divination cannot detect subjects here; teleport and similar movement spells cannot enter or exit. Exception: permanent planar portals still function.
Enhanced Magic Specified spells and spell-like abilities function as if caster level were 2 higher than normal.
Impeded Magic Casting impeded spells requires a concentration check (DC 20 + spell level). Failure: spell lost. Success: normal function.
Limited Magic Only spells meeting specific qualifications (school, descriptor, level) function. All others simply don't work.
Wild Magic Each spell or spell-like ability requires a caster level check (DC 15 + spell level). Failure: roll d% on the Wild Magic Effects table below.

Wild Magic Effects

d%Effect
01–19The spell rebounds on its caster with normal effect. If it cannot affect the caster, it simply fails.
20–23A circular pit 15 ft wide opens under the caster; 10 ft deep per caster level.
24–27Spell fails; targets are pelted with small objects for 1 round — they are blinded and must make concentration checks (DC 15 + spell level) to cast.
28–31Spell affects a random target or area within range (roll 1d8 for direction, 3d6 × range factor for distance).
32–35Spell functions normally but material components are not consumed and spell slot is not expended.
36–39Spell does not function; everyone within 30 ft (friend or foe) receives a heal spell.
40–43Spell does not function; deeper darkness and silence cover a 30-ft radius for 2d4 rounds.
44–47Spell does not function; reverse gravity covers a 30-ft radius for 1 round.
48–51Spell functions, but shimmering colors swirl around caster for 1d4 rounds (as glitterdust, DC 10 + spell level).
52–59Nothing happens. Spell does not function; all resources consumed.
60–71Nothing happens. Spell does not function; no resources consumed.
72–98Spell functions normally.
99–100Spell functions strongly: saves take a −2 penalty; effect is maximized as per Maximize Spell.

The Great Beyond

In the Pathfinder cosmology, planes nest in a vast sphere. At the heart lie the Material and Shadow Planes, bridged by the Ethereal. The elemental Inner Planes surround this heart. Beyond the Astral void sits the Outer Sphere, itself surrounded by the infinite layers of the Abyss.

Planes at a Glance

Plane Category Alignment Key Traits
Material Plane Material Mildly Neutral Normal Gravity · Normal Time · Alterable Morphic · Normal Magic
Shadow Plane Transitive Mildly Neutral Magically Morphic · Enhanced (shadow) · Impeded (light/fire)
Ethereal Plane Transitive Mildly Neutral No Gravity · Alterable Morphic · Normal Magic
Astral Plane Transitive Mildly Neutral Subjective Directional Gravity · Timeless · Enhanced (Quicken all spells)
Negative Energy Plane Inner Subjective Directional · Major Negative-Dominant · Enhanced (negative) · Impeded (positive)
Positive Energy Plane Inner Subjective Directional · Major Positive-Dominant · Enhanced (positive) · Impeded (negative)
Plane of Air Inner Subjective Directional · Air-Dominant · Enhanced (air) · Impeded (earth)
Plane of Earth Inner Earth-Dominant · Enhanced (earth) · Impeded (air)
Plane of Fire Inner Fire-Dominant · Enhanced (fire) · Impeded (water)
Plane of Water Inner Subjective Directional · Water-Dominant · Enhanced (water) · Impeded (fire)
Abaddon Outer Neutral Evil Divinely Morphic · Strongly Evil · Enhanced (evil) · Impeded (good)
The Abyss Outer Chaotic Evil Divinely Morphic & Sentient · Strongly Chaotic/Evil · Enhanced (chaotic, evil) · Impeded (lawful, good)
Elysium Outer Chaotic Good Divinely Morphic · Strongly Chaotic/Good · Enhanced (chaotic, good) · Impeded (lawful, evil)
Heaven Outer Lawful Good Divinely Morphic · Strongly Lawful/Good · Enhanced (lawful, good) · Impeded (chaotic, evil)
Hell Outer Lawful Evil Divinely Morphic · Strongly Lawful/Evil · Enhanced (lawful, evil) · Impeded (chaotic, good)
Limbo Outer Chaotic Neutral Subjective Directional (+ Normal on islands) · Erratic Time · Highly Morphic · Strongly Chaotic · Wild Magic (+ Normal on islands)
Nirvana Outer Neutral Good Divinely Morphic · Strongly Good · Enhanced (good) · Impeded (evil)
Purgatory Outer True Neutral Timeless · Divinely Morphic · Strongly Neutral · Enhanced (death/Repose)
Utopia Outer Lawful Neutral Finite Shape · Divinely Morphic · Strongly Lawful · Enhanced (lawful) · Impeded (chaotic)

Inner Planes

Material Plane
The center of the cosmology and default home plane for most campaigns.
  • Normal Gravity
  • Normal Time
  • Alterable Morphic
  • No Elemental/Energy Traits (specific locations may)
  • Mildly Neutral-Aligned
  • Normal Magic
Shadow Plane
A dim reflection of the Material Plane, bleached of color. Coterminous with the Material and other planes; useful for rapid transit.
  • Magically Morphic — flows onto other planes; altered by shadow spells
  • Mildly Neutral-Aligned
  • Enhanced Magic: Shadow descriptor spells; shadow conjuration 30% (not 20%), greater shadow conjuration 70%, shades 90%
  • Impeded Magic: Light descriptor; light-producing spells have half range
Negative Energy Plane
A dark, empty pit that strips away life. Only creatures immune to negative energy can survive here.
  • Subjective Directional Gravity
  • Major Negative-Dominant (some islands minor)
  • Enhanced Magic: Negative energy; channel negative energy +4 to save DC
  • Impeded Magic: Positive energy (including cure spells); −10 penalty on saves vs. negative levels
Positive Energy Plane
Blazes with innate power. Mortal forms cannot contain it — even brief visits require heavy protection.
  • Subjective Directional Gravity
  • Major Positive-Dominant (some islands minor)
  • Enhanced Magic: Positive energy; channel positive energy +4 to save DC
  • Impeded Magic: Negative energy (including inflict spells)
Plane of Air
Empty sky above and below. Most hospitable of the Inner Planes for non-fliers, though non-flying travelers are at a disadvantage.
  • Subjective Directional Gravity
  • Air-Dominant
  • Enhanced Magic: Air descriptor; Air domain; elemental [air] bloodline
  • Impeded Magic: Earth descriptor; Earth domain; earth elementals
Plane of Earth
Vast, solid earth and stone. Non-burrowers who arrive may be entombed and must dig out at 5 ft per turn.
  • Earth-Dominant
  • Enhanced Magic: Earth descriptor; Earth domain; elemental [earth] bloodline
  • Impeded Magic: Air descriptor; Air domain; air elementals
Plane of Fire
Plates of compressed flame, magma oceans, and volcanic peaks. Flammables ignite almost immediately.
  • Fire-Dominant
  • Enhanced Magic: Fire descriptor; Fire domain; elemental [fire] bloodline
  • Impeded Magic: Water descriptor; Water domain; water elementals
Plane of Water
A sea without floor or surface, dimly glowing and perpetually in motion. Permanent settlements form around floating debris.
  • Subjective Directional Gravity (slower than Air)
  • Water-Dominant
  • Enhanced Magic: Water descriptor; Water domain; elemental [water] bloodline
  • Impeded Magic: Fire descriptor; Fire domain; fire elementals

Transitive Planes

Ethereal Plane
Coexistent with the Material Plane. Travelers are invisible, insubstantial, and silent to Material Plane observers; they can see the Material but it appears muted and indistinct. Creatures on different sides cannot normally attack each other — except force spells from the Material can cross.
  • No Gravity
  • Alterable Morphic (little to alter)
  • Mildly Neutral-Aligned
  • Normal Magic — force and abjuration effects affecting ethereal beings cross planes
Astral Plane
The silver void between the Inner and Outer Planes. All planar travel and instantaneous movement briefly touches the Astral.
  • Subjective Directional Gravity
  • Timeless — aging, hunger, thirst, afflictions, and natural healing suspended
  • Mildly Neutral-Aligned
  • Enhanced Magic: All spells may be cast as if Quickened (one quickened spell/round; doesn't affect already-quickened spells or item spells)

Outer Planes

Abaddon Neutral Evil
Vast wastelands under a rotten sky cloaked in black mist. Source of the River Styx. Home of the daemons — fiends of pure evil who personify destruction.
  • Divinely Morphic
  • Strongly Evil-Aligned
  • Enhanced (evil) · Impeded (good)
The Abyss Chaotic Evil
Infinite layered chasms surrounding the Outer Sphere. Spawning ground of demons. Lawless, hopeless, and eternally hostile.
  • Divinely Morphic & Sentient
  • Strongly Chaotic-Aligned & Strongly Evil-Aligned
  • Enhanced (chaotic, evil) · Impeded (lawful, good)
Elysium Chaotic Good
Untamed wilderness of wild passions. Home of the azatas; bravery and creativity clash with thunderstorm violence.
  • Divinely Morphic
  • Strongly Chaotic & Strongly Good
  • Enhanced (chaotic, good) · Impeded (lawful, evil)
Heaven Lawful Good
Soaring mountain divided into seven layers of ordered honor and compassion. Home of the archons.
  • Divinely Morphic
  • Strongly Lawful & Strongly Good
  • Enhanced (lawful, good) · Impeded (chaotic, evil)
Hell Lawful Evil
Nine nested layers of methodical torment and calculated evil. Home of the archdevils and devils. Layers: Avernus, Dis, Erebus, Phlegethon, Stygia, Malebolge, Cocytus, Caina, Nessus.
  • Divinely Morphic
  • Strongly Lawful & Strongly Evil
  • Enhanced (lawful, evil) · Impeded (chaotic, good)
Limbo Chaotic Neutral
Boundless ocean of unrestrained chaos. Birthplace of all planes; native proteans cavort in the Primal Chaos. Rare stable islands exist within it.
  • Subjective Directional (islands: Normal)
  • Erratic Time
  • Highly Morphic
  • Strongly Chaotic
  • Wild Magic (islands: Normal Magic)
Nirvana Neutral Good
Pastoral paradise of mountains, hills, and deep forests — sanctuary for those seeking redemption. Home of the agathions.
  • Divinely Morphic
  • Strongly Good
  • Enhanced (good) · Impeded (evil)
Purgatory True Neutral
Where all souls pass for judgment before their final destination. Vast graveyards and echoing courts. Home of the aeons.
  • Timeless
  • Divinely Morphic
  • Strongly Neutral
  • Enhanced: death descriptor; Death/Repose domains
Utopia Lawful Neutral
A great city of eternal perfection — ordered streets, perfect architecture. Home of axiomites and inevitables.
  • Finite Shape
  • Divinely Morphic
  • Strongly Lawful
  • Enhanced (lawful) · Impeded (chaotic)

See Also